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Paper · arXiv 2510.05684

D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI

Suwhan Choi, Jaeyoon Jung, Haebin Seong, Minchan Kim, Minyeong Kim, Yongjun Cho, Yoonshik Kim, Yubeen Park, Youngjae Yu, Yunsung Lee

148 upvotesOctober 7, 2025arXiv 预印本
AI 摘要

D2E framework uses desktop interactions to pretrain embodied AI, achieving high success rates in physical manipulation and navigation tasks.

embodied AIdesktop environmentssensorimotor interactionsOWA ToolkitGeneralist-IDMtimestamp-based event predictionzero-shot generalizationinternet-scale pseudo-labelingVAPTLIBERO manipulationCANVAS navigationdesktop pretraining

Abstract

Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations, and 1K+ hours of pseudo-labeled gameplay), we achieve a total of 96.6% success rate on LIBERO manipulation and 83.3% on CANVAS navigation benchmarks. This validates that sensorimotor primitives in digital interactions exhibit sufficient invariance to transfer meaningfully to physical embodied tasks, establishing desktop pretraining as a practical paradigm for robotics. We will make all our work public, including the OWA toolkit, datasets of human-collected and pseudo-labeled, and VAPT-trained models available at https://worv-ai.github.io/d2e/

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