InterEvolve: Test-Time Evolution of Reward Programs for Humanoid Loco-Manipulation
Zhuo Lin, Sirui Xu, Liuyu Bian, Yu-Xiong Wang, Liang-Yan Gui
University of Illinois Urbana-Champaign
Published October 1, 2026 · on the feed October 2, 2026 · ▲ 57 · arXiv 2610.02196
The abstract
We study test-time evolution for humanoid loco-manipulation: solving tasks that a controller was never trained for by repurposing its existing skills, improving from its own attempts, and retaining what it learns, without retraining. Our key insight is that a broad controller already holds much of the competence a new task needs, and that this competence becomes accessible through an interface between planning and control that is expressive enough to specify contact-rich, multi-stage interactions, yet executable and measurable enough that execution feedback can guide planning from experience. InterEvolve realizes this interface with two components. First, we develop an object-aware forward-backward (FB) behavioral foundation model, whose object residuals on a frozen body prior turn a new reward about the body or objects into loco-manipulation behavior at test time. Second, we specify tasks as reward programs: staged rewards with completion conditions and tunable constants. A large language model (LLM) agent revises the program structure in context, drawing on execution feedback and a skill library of verified programs, while a numerical optimizer tunes its constants. With every candidate verified across parallel simulation scenarios, the program explores new ways to induce, repurpose, and compose the controller's existing motor competence for the task at hand, and thus improves over iterations. Experiments show that human-designed rewards leave much of the FB model's loco-manipulation competence untapped, whereas the programs InterEvolve evolves release it, sometimes through novel strategies. It further produces behaviors for diverse tasks, complex scenes, and long-horizon compositions in simulation, and evolved skills run autonomously on a physical Unitree G1 from egocentric onboard perception.
The Brief
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Transcript
InterEvolve. Test-Time Evolution of Reward Programs for Humanoid Loco-Manipulation. By Zhuo Lin and four others, from the University of Illinois Urbana-Champaign. Published on the first of October. No code repository is linked to it.
The setting is humanoid loco-manipulation, and the goal is test-time evolution. A controller is handed a task it was never trained for. It should solve it by repurposing skills it already has, improve from its own attempts, and keep what it learns, all without retraining. That demands a particular kind of interface between planning and control. It has to be expressive enough to specify interactions that are rich in contact and run over multiple stages. It also has to be executable and measurable enough that feedback from execution can guide the planning, so that the system learns from experience. Those two demands pull in different directions. A loose description of a task is easy to write but hard to check, and a rigid one is easy to check but cannot say much.
The authors' central claim is that a broad controller already holds much of the competence a new task needs, and that the right interface is what unlocks it. InterEvolve builds that interface from two components. The first is an object-aware forward-backward behavioural foundation model, FB for short. It places object residuals on top of a frozen body prior, and that lets it turn a new reward, about the body or about objects, into loco-manipulation behaviour at test time. The second is a way of specifying tasks as reward programs: staged rewards with completion conditions and tunable constants. A reward program is something the foundation model can turn into behaviour, and its stages and conditions are something a run can be measured against. That pairing is how InterEvolve meets both demands at once.
Each program is revised on two levels. A large language model agent revises the program's structure in context, drawing on execution feedback and on a skill library of programs already verified. A numerical optimiser tunes the constants. Every candidate is verified across parallel simulation scenarios. Over iterations, the program explores new ways to induce, repurpose and compose the controller's existing motor competence for the task in front of it, and improves as it goes. Each round of execution feedback leaves the next candidate better informed than the one before it.
Experiments show that human-designed rewards leave much of the FB model's loco-manipulation competence untapped. The programs InterEvolve evolves release it, sometimes through strategies that are new. The same frozen competence, asked for in a better way, does more than it appeared able to. In simulation the method produces behaviours for diverse tasks, complex scenes and long-horizon compositions. The evolved skills also run autonomously on a physical Unitree G1, working from egocentric onboard perception.
No retraining happens at any point. What evolves is the reward the controller is asked to satisfy, written as a program that a language model can edit and a simulator can check. On the paper's account, the skill was mostly there already, and what had been missing was a way of asking for it that the controller could act on.
Paper Quest · 7 chapters · about 41 min
Play this paper
Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.
Chapter 1 🧩 · The problem
A robot that can carry boxes is asked to tip one. It has the moves; nobody has asked for them right.
You have a humanoid controller trained on human data to push, lift and carry boxes. Now it is asked to tip a box onto another face, something it has never seen demonstrated.
The road ahead
- 1 · The problem ~7 min A trained humanoid controller already has the motions a new task needs, but there is no quick, precise way to ask for them.
- 2 · What came before ~3 min
- 3 · The key idea ~9 min Leave the controller frozen and ask for new tasks as staged rewards it can execute, then improve and keep those rewards through tested attempts.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Make the frozen controller object-aware, write the task as staged rewards, revise and tune them, and verify each candidate in parallel simulation.
- 6 · The experiment ~6 min You’ll guess: With the humanoid controller kept frozen, how did hand-written human rewards compare with InterEvolve's evolved reward programs at drawing out the controller's loco-manipulation skills?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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