CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

Kechen Liu, Ola Shorinwa · N/A · 2026

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Summary

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for...

Abstract Summary

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. However, cross-embodiment learning is non-trivial because action representations vary sharply across robot platforms and are typically absent in human videos. CLAP addresses this fundamental challenge through the following core contributions. First, CLAP reconciles disparate action spaces using end-effector poses, language instructions, and latent actions. Second, to resolve their individual limitations, CLAP introduces a curriculum-based cross-embodiment learning recipe that first learns foundational physical priors across unlabeled video data using latent actions and subsequently grounds them in end-effector action spaces for zero-shot deployment to real-world tasks. Crucially, CLAP approaches or surpasses state-of-the-art single-embodiment video models in challenging environments like DROID. These performance advantages compound via few-shot adaptation to establish a novel paradigm for training single-embodiment video world models. Ultimately, CLAP delivers the most comprehensive suite of action-conditioned video world models to date - spanning diverse action-conditioning spaces (end-effector, language, and latent) and robot morphologies (including cross-embodiment, DROID, Bridge, bimanual YAM robots, and G1 humanoids). We open-source all code and models. Project Website at https://omni-clap.github.io .

Key Points

  • State-of-the-art action-conditioned video models are typically restricted to a single robot embod...
  • To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video ...
  • CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regar...
  • However, cross-embodiment learning is non-trivial because action representations vary sharply acr...
  • CLAP addresses this fundamental challenge through the following core contributions

CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

|Authors: Kechen Liu, Ola Shorinwa

|Venue: arXiv preprint | Year: 2026

|arXiv: 2608.27406v1

Abstract

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. However, cross-embodiment learning is non-trivial because action representations vary sharply across robot platforms and are typically absent in human videos. CLAP addresses this fundamental challenge through the following core contributions. First, CLAP reconciles disparate action spaces using end-effector poses, language instructions, and latent actions. Second, to resolve their individual limitations, CLAP introduces a curriculum-based cross-embodiment learning recipe that first learns foundational physical priors across unlabeled video data using latent actions and subsequently grounds them in end-effector action spaces for zero-shot deployment to real-world tasks. Crucially, CLAP approaches or surpasses state-of-the-art single-embodiment video models in challenging environments like DROID. These performance advantages compound via few-shot adaptation to establish a novel paradigm for training single-embodiment video world models. Ultimately, CLAP delivers the most comprehensive suite of action-conditioned video world models to date - spanning diverse action-conditioning spaces (end-effector, language, and latent) and robot morphologies (including cross-embodiment, DROID, Bridge, bimanual YAM robots, and G1 humanoids). We open-source all code and models. Project Website at https://omni-clap.github.io .

Key Contributions

  • State-of-the-art action-conditioned video models are typically restricted to a single robot embod…
  • To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video …
  • CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regar…
  • However, cross-embodiment learning is non-trivial because action representations vary sharply acr…
  • CLAP addresses this fundamental challenge through the following core contributions

Topics

  • reinforcement-learning

Code & Data

BibTeX

@article{Liu2026_260827406v1,
  title     = {CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators},
  author    = {Kechen Liu and Ola Shorinwa},
  year      = {2026},
  eprint    = {2608.27406v1},
  archivePrefix = {arXiv},
  primaryClass  = {cs.RO},
  url       = {https://arxiv.org/abs/2608.27406v1}
}
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