933 collision-aware episodes · 87 indoor scenes · Four humanoid embodiments
1 VinMotion, Inc., Vietnam · 2 VinUniversity, Vietnam
· 3 University of Southern California, USA
* Equal contribution
Existing VLN benchmarks move robots by kinematic teleportation, place them in scenes bipeds can't traverse, and pair videos with hallucination-prone automated instructions. HumanoidVLN closes all three gaps at once.
Vision-Language Navigation (VLN) for humanoid robots presents unique challenges that existing benchmarks fail to address: bipedal locomotion imposes physical constraints absent from wheeled or idealized agents, humanoid morphologies vary significantly across platforms, and egocentric observations are distorted by locomotion-induced camera dynamics. We present HumanoidVLN, a physics-grounded simulator and benchmark for VLN across diverse humanoid embodiments. Built on NVIDIA Isaac Sim, our platform supports an extensible set of humanoid configurations — demonstrated on four robots (Unitree G1, Unitree H1, Motion2, MiniMotion) spanning 10–12 lower-body DoF and heights from 1.17 m to 1.80 m — via a hierarchical control stack combining a Reinforcement Learning locomotion policy with interchangeable PD or MPC path trackers. New robots and VLN models can be integrated with minimal effort, and we demonstrate compatibility with NaVILA, DualVLN, StreamVLN, and JanusVLN. Environments are drawn from artist-designed scenes and 3D Gaussian Splatting reconstructions, filtered for navigability areas exceeding 100 m². Navigation instructions are generated by a Dual Generator-Reviewer + Paraphraser Multi-Agent Annotation with human-in-the-loop verification, yielding 933 collision-aware reference episodes, each paired with one spatially grounded fine-grained instruction and three coarse-grained stylistic variants (Formal, Natural, Casual). Across four models and four humanoid embodiments, JanusVLN achieves the highest mean SR of 43.55% and nDTW of 48.38. In a 20-episode sim–real pilot with DualVLN and Unitree G1, navigation errors are strongly correlated (r = 0.935), with a mean absolute difference of 0.68m and mean trajectory similarity of 0.782 ± 0.188 nDTW. These results highlight the interaction between VLN models, controllers, and humanoid embodiments under physical execution. Code, benchmark, and data will be released upon acceptance.
Habitat-style simulators slide robots through space kinematically, bypassing every physical constraint that makes bipedal walking hard. No existing VLN simulator models humanoid embodiment diversity.
Our answer: an Isaac Sim platform where an RL policy commands joint torques and PD/MPC trackers follow the plan — every trajectory is physically executed by the specific morphology under test.
Benchmarks scale scene count, not navigability. Narrow doorways and dense furniture create bottlenecks that a wide-stepping, upright humanoid simply cannot pass.
Our answer: scenes curated for >100 m² of traversable floor from GRScenes and SAGE-3D, plus a 3DGS pipeline that reconstructs scenes directly from a walking robot's own camera.
Automated instruction pipelines confuse left with right and misalign time; manual annotation is reliable but doesn't scale. And idealized renders miss the camera shake of a real walking robot.
Our answer: egocentric video recorded from the walking simulator, described by a Generator–Reviewer–Paraphraser agent loop, then verified by human annotators.
Every embodiment loads interchangeably into identical environments, so navigation performance can be compared across morphologies under controlled conditions.
A compact 12-DoF platform. Shorter limbs shift the center of mass lower, changing step reachability and the gait the RL policy converges to — exactly the kind of embodiment variation the benchmark isolates.
Converts the global navigation plan into velocity and heading references. MPC is used for continuous-action DualVLN; PD is used for discrete-action NaVILA, StreamVLN, and JanusVLN.
Commands joint torques directly, producing stable bipedal gaits that respect per-morphology joint limits and center-of-mass dynamics.
Trajectory following subject to real contact dynamics — with the camera shake and lighting variation of an actual walking robot recorded into the dataset.
Two complementary scene sources, one admission criterion: a humanoid must actually be able to walk there.
Artist-created scenes offer perfect geometry but non-photorealistic renders at the cost of labor-intensive material and 3D model authoring.
Our custom 3DGS pipeline reconstructs simulation-ready scenes directly from multi-view captures, producing photorealistic renders with comparable geometry.
The Dual Generator-Reviewer + Paraphraser multi-agent system replaces single-pass VLM generation with an iterative loop of drafting, spatial verification against the scene graph, and stylistic synthesis — then a human takes the final pass.
The interactive conversation and instruction variants below are illustrative examples, not quoted dataset annotations.
Gemma-4-31B-it and InternVL3.5-38B independently infer structured route graphs from egocentric keyframes alone, sharing a goal condition grounded by Qwen3-VL-30B-A3B. The graphs encode actions, landmarks, side-of-path relations, ordinals, and turn magnitudes.
Reconciles the two route graphs and verifies contradictions using Qwen3-VL-30B-A3B, trajectory metadata, the A* route, and a spatial–semantic scene graph restricted to visible objects. Deterministic geometry checks validate turns, order, landmark identity, and spatial relations; the VLM checks completeness and ambiguity.
GPT-5.5 receives only the verified text and produces Formal, Natural, and Casual variants at T = 1.0. Each variant is re-parsed and accepted only when its navigation-critical attributes match the verified route.
Three trained annotators review every generated instruction, correct residual errors, and flag ambiguous or infeasible cases for revision.
Detailed step-by-step guidance: explicit turns, passed landmarks, and side-of-path locations.
Each episode ships as structured JSON: landmarks[]
route_summary fine coarse
No existing benchmark jointly delivers humanoid embodiment diversity, navigability-curated scenes, and verified instruction generation.
| Dataset | Simulator | Humanoid | DoF range | Scene source | Instruction | Action space |
|---|---|---|---|---|---|---|
| R2R (2018) | Matterport3D | — | — | A | Human | Graph |
| RxR (2020) | Matterport3D | — | — | A | Human | Graph |
| REVERIE (2020) | Matterport3D | — | — | A | Human | Graph |
| VLN-CE (2020) | Habitat | — | — | A | Human | Discrete |
| ALFRED (2020) | AI2-THOR | — | — | A | Human | Discrete |
| AerialVLN (2023) | AirSim | — | — | A | Human | Discrete |
| LH-VLN (2025) | Habitat | — | — | A | VLM | Graph |
| GSA-R2R (2025) | Habitat | — | — | GS | VLM | Graph |
| VLN-PE (2025) | Isaac | — | — | A | VLM | Hybrid |
| VLNVerse (2025) | Isaac | — | — | A | VLM | Hybrid |
| HumanoidVLN (Ours, 2026) | Isaac (Humanoid) | ✓ | 10–12 | A + GS | MAA + Human | Hybrid |
Scene source — A: artist-designed · GS: 3D Gaussian Splatting reconstruction Instruction — Human: manual annotation · VLM: automated generation · MAA + Human: Dual Generator-Reviewer + Paraphraser multi-agent annotation with human-in-the-loop verification.
All four public checkpoints are evaluated without training or fine-tuning on the same 933 episodes. One instruction per episode is assigned in a fixed, approximately balanced distribution across Fine, Formal, Natural, and Casual styles, shared by every model–robot configuration.
| Model | Robot | SR ↑ | OS ↑ | NE ↓ | SPL ↑ | nDTW ↑ | FR ↓ |
|---|---|---|---|---|---|---|---|
| NaVILA | Unitree G1 | 28.19 | 41.80 | 5.86 | 22.24 | 43.65 | 7.93 |
| NaVILA | Unitree H1 | 21.97 | 37.41 | 6.14 | 17.12 | 41.97 | 70.95 |
| NaVILA | Motion2 | 31.73 | 56.27 | 5.54 | 15.81 | 31.99 | 2.68 |
| NaVILA | MiniMotion | 26.80 | 42.77 | 5.94 | 21.00 | 37.93 | 6.97 |
| StreamVLN | Unitree G1 | 26.80 | 34.30 | 6.35 | 19.50 | 41.38 | 9.54 |
| StreamVLN | Unitree H1 | 14.36 | 20.58 | 7.32 | 11.17 | 35.45 | 64.52 |
| StreamVLN | Motion2 | 31.83 | 40.41 | 6.07 | 19.51 | 39.72 | 2.68 |
| StreamVLN | MiniMotion | 21.54 | 29.80 | 7.13 | 11.63 | 30.15 | 7.93 |
| DualVLN | Unitree G1 | 35.05 | 42.55 | 5.73 | 25.83 | 46.67 | 5.47 |
| DualVLN | Unitree H1 | 17.68 | 22.19 | 6.80 | 14.70 | 39.17 | 27.12 |
| DualVLN | Motion2 | 32.69 | 41.37 | 5.70 | 21.86 | 43.27 | 3.64 |
| DualVLN | MiniMotion | 30.23 | 40.51 | 5.93 | 23.29 | 44.44 | 7.07 |
| JanusVLN | Unitree G1 | 44.59 | 55.31 | 4.87 | 33.18 | 50.08 | 7.40 |
| JanusVLN | Unitree H1 | 29.37 | 38.48 | 5.80 | 23.24 | 44.93 | 30.76 |
| JanusVLN | Motion2 | 50.38 | 63.34 | 4.26 | 33.56 | 50.51 | 2.79 |
| JanusVLN | MiniMotion | 49.84 | 64.31 | 4.54 | 36.18 | 48.01 | 9.97 |
JanusVLN achieves the highest mean SR (43.55%) and nDTW (48.38). Motion2 has the highest average SR (36.66%); G1 has the highest average SPL (25.19). H1 fall rates range from 27.12% to 70.95%, highlighting the interaction between models, controllers, and embodiments.
DualVLN on Unitree G1 was evaluated on 20 paired episodes in a pantry and a studio room (10 per scene). Simulation and real-world navigation errors correlate strongly: Pearson r = 0.935 and Spearman ρ = 0.911. The mean absolute NE difference is 0.68 m; paired trajectory similarity is 0.782 ± 0.188 nDTW on a 0–1 scale. This two-scene, one-checkpoint pilot provides initial episode-level evidence, without establishing generalization across scenes.
Share of episodes where the agent stops within 3.0 m of the goal.
Average distance between the agent's stopping position and the goal.
Trajectory efficiency — success discounted by how far the agent wandered.
Path fidelity — how closely the agent adhered to the instructed route.
Measures a robot's maximum capability to reach a destination, assuming it makes the perfect decision about when to stop.
Percentage of episodes with at least one detected fall. Detection uses embodiment-relative base-height drops and downward speed or sustained collapse; a fall ends the episode without automatic recovery.
@misc{pham2026humanoidvln,
title = {{HumanoidVLN}: A Physics-Grounded Simulator and Benchmark for
Vision-Language Navigation Across Diverse Humanoid Embodiments},
author = {Quan-Dung Pham and Anh Dao and The-Anh Nguyen and Minh Nguyen-Dinh and Phuong Nam Dang and Nguyen Viet Tri Pham and Hung Nguyen and Bach Dao and Tuyen P. Le and Truong Nguyen and Quan Nguyen},
note = {Manuscript},
url = {https://humanoid-vln.github.io/},
year = {2026}
}