What Actually Matters? A Paired Evaluation of Inference Settings for π0.5 on BEHAVIOR-1K

Ruben Hammele1,*, Samira Huber1,*, Mohammad Nazeri2, Amirreza Payandeh2, Alexandyr T Card2, Aaron Nguyen2, Anuj Pokhrel2, Daeun Song3, Xuesu Xiao2, Sören Pirk1
1VCAI Lab, Kiel University, 2RobotiXX Lab, George Mason University, 3AIR Lab, Ewha Womans University
*Equal contribution

Summary

Vision-Language-Action (VLA) models offer a promising paradigm for general-purpose household robotics, and their performance depends nont only on the learned parameters but also on inference and data-collection settings. Inference strategies are often adopted from prior fine-tuning pipelines, yet their effectiveness beyond the original evaluation setting remains unclear. The inference strategies of the 2025 BEHAVIOR Challenge winner remain incompletely ablated. Other work investigates advantage guidance and rollout optimisation in the context of garment folding (LeHome Challenge solution), while an industrial report by Dream Machines evaluates π0.5 fine-tuning and inference settings on a single real-world manufacturing task. The extent to which these strategies generalise across diverse household tasks is therefore an open question.

We fine-tuned the winner’s π0.5 model and reached a Q-score of 0.39 on the public test set of BEHAVIOR-1K. With this model we systematically evaluate previously proposed inference and data-collection strategies in a paired design across all 100 tasks. Doubling the replanning frequency decreases the Q-score by 0.17. The inherited 1.3× playback speed-up remains beneficial, while reducing denoising from twenty steps to one and removing overlap inpainting cause no detectable loss at the resolution of our evaluation. For data collection, snapshot-based restarts reduce simulation-step consumption by 29–43% without changing the success rate. These results show that proposed strategies do not transfer uniformly.

Video

Training

Our policy is based on the π0.5 architecture, with modifications introduced by the 2025 BEHAVIOR Challenge winner:

  • 100 learned task embeddings instead of a text prompt,
  • correlated noise for flow matching,
  • every action-expert layer reading all VLM layers,
  • an auxiliary FAST loss,
  • a voted task stage fed back as input.
We train it in two phases: first on the challenge demonstrations alone and then on a mixture of demonstrations and the policy's own rollouts. The advantage labels follow RECAP / π*0.6, while failed-episode restarts follow LeHome. At inference, the policy uses the openpi defaults and the winner's overlap-inpainting method to connect consecutive chunks. The training is not ablated in this study.

Q-Score
0.386
mean Q on public test instances.
Success Rate
20%
success rate on public test instances.
Hardware
8× B200
NVIDIA GPUs.
Training steps
≈ 850k
optimizer steps.
Recorded rollouts
790 h
in the final mixture.

Training phases

Phase 1: Demonstrations only.

The model starts from the winner’s released checkpoint and trains on the 20,000 demonstrations of the 100 challenge tasks of BEHAVIOR-1K 2026. The policy predicts chunks of 30 actions. The learning rate follows a cosine schedule that peaks at 1e-4, over a 200,000-step horizon. Its last checkpoint seeded the second phase.

Phase 2: Demonstrations and rollout.

In the second phase the policy also learns from its own rollouts. It trains on 8 B200 GPUs with a batch of 1,024 at a learning rate of 1e-5.

Ablation results

hurts (CI below 0)helps (CI above 0)no effect detected

Inference Ablations

Each row changes one inference setting and compares it with the baseline. The baseline is the mean of two baseline runs. ΔQ is the change in mean Q score. ΔSR is the change in success rate in percentage points. The plot draws the 95% confidence interval (CI) of ΔQ and Δ success rate. Red marks a setting where at least one of its two intervals, ΔQ or Δ success rate, lies entirely below zero, so the change hurts. Green marks one where at least one interval lies entirely above zero, so the change helps. Grey marks one where both intervals contain zero. ΔSteps is the change in mean simulation steps per episode. The verdict n.s. means not significant: the 95% CIs of both ΔQ and Δ success rate contain zero, so the data cannot tell a small effect from no effect at this sample size. A verdict such as hurts needs only one of the two intervals to lie entirely below zero. For gripper snap, it comes from the success-rate interval alone. Click a row to open its details below.

Setting Baseline Tested ΔQ ± SE ΔQ, 95% CIΔ success rate, 95% CI
−0.2−0.10+0.1
ΔSR (pp) ΔSteps Verdict

Data Collection Ablations

Each row compares two ways of collecting rollouts, paired within the same source episode, so both conditions start from the same failed episode. ΔSR and the plot are defined as for the inference table above. ΔQ earned counts only the progress made after the restart. For a restart against a fresh start it is lower by construction, since a fresh start must earn the whole task. ΔQ is the change in final Q, which for a restart includes the credit already held at the snapshot. The plot shows ΔQ. Steps is the change in mean simulation steps per episode against a fresh start. Click a row to open its details below.

Comparison ΔQ earned ± SE ΔQ ± SE ΔQ, 95% CIΔ success rate, 95% CI
−0.10+0.1
ΔSR (pp) Steps
Restart point (Baseline: fresh start)
Modified restore vs full restore

The experiments in detail

Inference ablations

Baseline

What it does. The unchanged policy is run twice on the same cells, so the difference between the two runs measures run-to-run noise.

Why we test it. Random-seed variability and finite evaluation samples can make apparent performance differences unreliable, motivating statistically grounded comparisons. Miller, 2024 recommends quantifying evaluation uncertainty using standard errors and, where appropriate, averaging repeated answers at the item level. Bouthillier et al., 2021 demonstrate that multiple sources of variation can materially affect benchmark comparisons and recommend accounting for variance when assessing performance improvements. We therefore ran the unchanged policy twice on the same cells and averaged the two runs within each cell to obtain a cell-specific control.

Run Q 95% CI success rate steps per episode
run 1 0.395 — 21.0% 14,092
run 2 0.409 — 22.5% 13,953
mean 0.402 — 21.8% 14,022

Conclusion. Two runs of an identical policy differ by +0.014 ± 0.021 Q, with a 95% CI of [−0.027, +0.056], and by +1.6 ± 2.3 percentage points in success rate. This interval is what we take as no significant change. A tested setting whose ΔQ falls inside roughly ±0.06 Q cannot be separated from run-to-run noise, which is as large as many effects claimed in the VLA literature.

Example of noise in instances

How much the same instance differs between runs. Each ablation runs every task on the same 4 instances (301–304). Running the unchanged policy twice, the mean Q of a single instance moves by up to 0.073: instances 301 and 302 score higher in run 2, instances 303 and 304 lower. Over all four instances these shifts largely cancel out, leaving a difference of +0.014 ± 0.021.

run 1run 2
0.30 0.35 0.40 0.45 0.50 Q ΔQ ± SE instance 301+0.046 ± 0.046 instance 302+0.073 ± 0.050 instance 303−0.010 ± 0.037 instance 304−0.049 ± 0.033 all four+0.014 ± 0.021

Mean Q over all tasks for each of the 4 instances, in the two baseline runs. Hover a row for success rates and differences.

InstanceRun 1 QRun 1 SRRun 2 QRun 2 SRΔQ ± SEΔSR (pp)
3010.43321.4%0.47927.6%+0.046 ± 0.046+6.1
3020.37521.5%0.44826.9%+0.073 ± 0.050+5.4
3030.36821.4%0.35819.4%−0.010 ± 0.037−2.0
3040.40119.6%0.35216.5%−0.049 ± 0.033−3.1
301–3040.39521.0%0.40922.5%+0.014 ± 0.021+1.6
Action-chunk execution horizon
26
baseline
13
ΔQ −0.165 ± 0.032
hurts
30
ΔQ −0.005 ± 0.019
no change detected

What it does. The policy predicts a chunk of 30 actions per query. The execution horizon is how many of them the robot executes before the policy is queried again. The actions not executed overlap with the next chunk and seed its inpainting. The baseline executes 26 of the 30, played back in 20 control steps.

Why we test it. The 2025 BEHAVIOR winner predicts 30 actions, executes 26 and keeps the last 4 for inpainting. In limited ablations, the authors report that small variations in the number of executed actions did not produce significant changes, whereas executing only 10 actions from a 30-action chunk led to score degradation. Comet replans after executing the full predicted action segment and reports that this receding-horizon strategy outperforms temporal ensembling and receding-temporal execution, which smooth or average open-loop predictions. On the single “turning on radio” task, Comet reports a non-monotonic relationship between action horizon and success: the success rate peaks at 32 steps (0.30) and declines at 50 steps (0.25). In contrast, π0 predicts 50-action chunks and executes a fixed prefix before requesting a new observation: 16 actions for the 20 Hz UR5e and Franka robots, and 25 actions for its other robots operating at 50 Hz. The ablation in Diffusion Policy found that an action horizon of eight steps performed best for most tested tasks, reflecting a trade-off between action consistency and responsiveness to new observations.

-0.2 -0.1 +0 +0.1 ΔQ against the baseline (95% CI) 13 13: −0.165 (95% CI −0.228 to −0.102) 30 (all, no overlap) 30 (all, no overlap): −0.005 (95% CI −0.042 to +0.032) -0.2 -0.1 +0 +0.1 Δ success rate against the baseline (95% CI) 13 13: −0.110 (95% CI −0.171 to −0.049) 30 (all, no overlap) 30 (all, no overlap): +0.000 (95% CI −0.041 to +0.041)
Setting ΔQ 95% CI Δ success rate Δ steps per episode
13 −0.165 ± 0.032 [−0.228, −0.102] −0.110 ± 0.031 +752 ± 189
30 (all, no overlap) −0.005 ± 0.019 [−0.042, +0.032] +0.000 ± 0.021 −53 ± 146

Conclusion. Executing only 13 actions per query clearly reduces Q-score and success rate while increasing episode length. Executing all 30 actions without overlap, by contrast, produces no measurable change. These results suggest that action consistency matters more than responsiveness to new observations in our setting. We hypothesise that each query samples a fresh noise seed, potentially leading consecutive chunks to pursue different strategies. Halving the execution horizon increases the frequency of chunk boundaries, while the four inpainted actions may only smooth transitions between chunks. Moreover, the policy was fine-tuned on its own rollouts, all collected with a 26-of-30 execution prefix. At 13 actions, it may therefore encounter states from which it was not trained to initiate a chunk. Responsiveness is less critical in our setting because the simulator waits for the policy to produce its next action and the scenes are largely static.

Playback speed-up
1.3×
baseline
1×
ΔQ −0.042 ± 0.019
hurts
2×
ΔQ −0.032 ± 0.019
no change detected

What it does. The playback speed-up sets how many control steps the executed actions are spread over, so the robot moves faster than the demonstrations were recorded. The baseline plays 26 actions back in 20 control steps (1.3×). We tested 26 in 26 steps (1×, demonstration pace) and 26 in 13 steps (2×).

Why we test it. The 2025 BEHAVIOR winner plays each chunk back faster than it was recorded and reports the gain only qualitatively. It also reports that doubling the speed degraded its score. SAIL studies faster-than-demonstration execution for imitation policies and uses adaptive speed modulation to slow down around precision-critical phases, identified in part through gripper opening and closing events, while accelerating simpler motions.

-0.15 -0.10 -0.05 +0 +0.05 ΔQ against the baseline (95% CI) 1× 1×: −0.042 (95% CI −0.079 to −0.005) 2× 2×: −0.032 (95% CI −0.069 to +0.005) -0.15 -0.10 -0.05 +0 +0.05 Δ success rate against the baseline (95% CI) 1× 1×: −0.038 (95% CI −0.079 to +0.003) 2× 2×: −0.019 (95% CI −0.058 to +0.020)
Setting ΔQ 95% CI Δ success rate Δ steps per episode
1× −0.042 ± 0.019 [−0.079, −0.005] −0.038 ± 0.021 +433 ± 124
2× −0.032 ± 0.019 [−0.069, +0.005] −0.019 ± 0.020 −135 ± 144

Conclusion. Slowing playback from 1.3× to demonstration speed (1×) reduces performance and increases episode length, whereas speeding it up to 2× produces no measurable change. One likely contributor at 1× is the challenge's 1.5× time limit: slower playback needs 1.3× as many steps for the same motions, so episodes that succeed close to the limit no longer finish in time. This accounts for only part of the drop, though, because only about one in ten successful episodes comes that close to the limit. At 2×, any benefit of faster execution may be offset by less precise manipulation, particularly around gripper events, as reported by SAIL.

Denoising steps
20
baseline
1
ΔQ +0.007 ± 0.018
no change detected
10
ΔQ −0.017 ± 0.018
no change detected

What it does. The action expert is a flow-matching model that turns a noise sample into an action chunk over a fixed number of denoising steps, each one forward pass of the action expert. More steps integrate the flow more finely.

Why we test it. π0 and π0.5 generate action chunks using 10 flow-matching integration steps at inference time to fit a real-robot latency budget. GR00T N1 uses four flow-matching inference steps, which the authors report worked well across embodiments. The 2025 BEHAVIOR winner code we inherited uses 20. Because the simulator waits for the policy, denoising steps cost compute but no latency here, so the only question is whether more steps give better actions.

-0.10 -0.05 +0 +0.05 +0.10 ΔQ against the baseline (95% CI) 1 1: +0.007 (95% CI −0.028 to +0.042) 10 10: −0.017 (95% CI −0.052 to +0.018) -0.10 -0.05 +0 +0.05 +0.10 Δ success rate against the baseline (95% CI) 1 1: +0.013 (95% CI −0.024 to +0.050) 10 10: −0.009 (95% CI −0.050 to +0.032)
Setting ΔQ 95% CI Δ success rate Δ steps per episode
1 +0.007 ± 0.018 [−0.028, +0.042] +0.013 ± 0.019 −23 ± 110
10 −0.017 ± 0.018 [−0.052, +0.018] −0.009 ± 0.021 +7 ± 130

Conclusion. Neither 1 nor 10 denoising steps measurably changed the results. We hypothesise that one step already produces sufficiently accurate actions for this policy. Frequent replanning may compensate for less accurate predictions by correcting errors from new observations, while additional steps may primarily refine actions that are never executed before replanning. Thus, the inherited 20-step sampler may incur substantially higher computational cost without measurable gains in task success.

Overlap inpainting
On
baseline
Off
ΔQ −0.016 ± 0.018
no change detected

What it does. Overlap inpainting joins consecutive chunks: the last 4 actions of the previous chunk, not yet executed, are held fixed and the new chunk is generated around them, so the motion does not jump at the chunk boundary. Off generates each chunk from scratch.

Why we test it. Overlap inpainting is the 2025 BEHAVIOR winner’s own scheme for joining chunks and was never ablated. Real-Time Chunking addresses a related problem by generating chunks asynchronously, freezing actions guaranteed to be executed and guiding the remaining overlapping actions to improve continuity despite inference delay. It reports improved task throughput and robustness to inference delay. Because our simulator waits for the policy, our experiment isolates chunk joining from latency compensation.

-0.15 -0.10 -0.05 +0 +0.05 +0.10 ΔQ against the baseline (95% CI) Off Off: −0.016 (95% CI −0.051 to +0.019) -0.15 -0.10 -0.05 +0 +0.05 +0.10 Δ success rate against the baseline (95% CI) Off Off: −0.018 (95% CI −0.061 to +0.025)
Setting ΔQ 95% CI Δ success rate Δ steps per episode
Off −0.016 ± 0.018 [−0.051, +0.019] −0.018 ± 0.022 −7 ± 164

Conclusion. Turning overlap inpainting off did not change the result measurably. We hypothesise that with 26 of 30 actions executed, the four overlapping actions are too few to matter and the policy’s chunks are already consistent at the boundary. The latency compensation Real-Time Chunking was designed for is not exercised in a simulator that waits for the policy.

Advantage-guidance strength
β = 1
baseline
β = 2
ΔQ −0.035 ± 0.017
hurts
β = 4
ΔQ −0.004 ± 0.016
no change detected

What it does. During training, every action chunk carries a label that says whether it came from a good or a bad episode. Some of the time the label is hidden, so the model also learns to act without one. At inference we always show it the good label and ask for the actions a good episode would contain. The guidance strength β controls how strongly that label is applied. The model forms two action proposals at each denoising step, one with the good label and one without. The difference between them is what the label changes. β = 1 uses the labelled proposal as it is, which is the plain conditional policy. β = 2 doubles the difference and β = 4 quadruples it, pushing the actions further toward what the model associates with good episodes than it would go on its own.

Why we test it. π*0.6 / RECAP uses β=1 by default and relies primarily on training-time advantage thresholds to obtain a well-conditioned policy. The authors also explore moderate guidance strengths (e.g., β ∈ [1.5,2.5]) where useful, cautioning that high values can push actions toward the boundary of the learned distribution and produce overly aggressive motions. LeHome uses substantially higher classifier-free guidance scales (β=7-9), selected through online Thompson-sampling bandit optimization rather than controlled ablations. The search began in the range (0-2), but repeatedly favored higher values, prompting the author to expand the search range.

-0.10 -0.05 +0 +0.05 +0.10 ΔQ against the baseline (95% CI) β = 2 β = 2: −0.035 (95% CI −0.068 to −0.002) β = 4 β = 4: −0.004 (95% CI −0.035 to +0.027) -0.10 -0.05 +0 +0.05 +0.10 Δ success rate against the baseline (95% CI) β = 2 β = 2: −0.040 (95% CI −0.073 to −0.007) β = 4 β = 4: +0.000 (95% CI −0.033 to +0.033)
Setting ΔQ 95% CI Δ success rate Δ steps per episode
β = 2 −0.035 ± 0.017 [−0.068, −0.002] −0.040 ± 0.017 +330 ± 123
β = 4 −0.004 ± 0.016 [−0.035, +0.027] +0.000 ± 0.017 +42 ± 126

Conclusion. β = 2 hurts slightly and β = 4 shows no measurable change. Thus, stronger guidance provides no observable benefit in our experiments. We hypothesise that because positive labels cover demonstrations, successful episodes, and productive prefixes, the conditional and unconditional policies may differ too little for guidance to improve action predictions substantially. Alternatively, stronger guidance may distort the predicted action distribution without improving task performance.

Render resolution
Render, then shrink
baseline
Direct 224 render
ΔQ −0.035 ± 0.019
no change detected

What it does. The robot has three cameras, one on the head and one on each wrist. The policy looks at each camera image at a size of 224 × 224 pixels. The demonstrations the policy was trained on were recorded at a larger size, 720 × 720 for the head camera and 480 × 480 for the wrist cameras, and then shrunk to 224 × 224. The baseline does the same at inference: it renders at the large size and shrinks the image, so the policy sees the same kind of image it saw in training. The tested setting renders at 224 × 224 directly, which is cheaper. The two images are not identical, though. When a large image is shrunk, each small pixel is the average of several large ones, so edges look soft and thin objects blend slightly into their surroundings. A direct small render samples one point per pixel, so edges look crisp and jagged and very thin objects can fall between pixels. The policy was trained only on shrunk images, so a direct render shows it a slightly different style of picture of the same scene.

Why we test it. Comet reports improved performance when rendering observations at the cameras’ original resolutions rather than directly at 224 × 224. We adopted original-resolution rendering followed by downsampling after observing a non-significant trend in a single census. This test checks whether that choice yields a measurable benefit under our paired protocol. The policy always receives 224 × 224 images Only the rendering pipeline differs: either the simulator renders directly at 224 × 224, or it renders at the demonstrations’ original resolutions (720 × 720 for the head camera and 480 × 480 for the wrist cameras) before the wrapper downsamples the images.

-0.20 -0.15 -0.10 -0.05 +0 +0.05 ΔQ against the baseline (95% CI) Direct 224 render Direct 224 render: −0.035 (95% CI −0.072 to +0.002) -0.20 -0.15 -0.10 -0.05 +0 +0.05 Δ success rate against the baseline (95% CI) Direct 224 render Direct 224 render: −0.025 (95% CI −0.062 to +0.012)
Setting ΔQ 95% CI Δ success rate Δ steps per episode
Direct 224 render −0.035 ± 0.019 [−0.072, +0.002] −0.025 ± 0.019 +125 ± 125

Conclusion. Direct 224 × 224 did not change the result significantly, although Q-score and success rate both point slightly downward. If the drop is real, a likely cause is that rendering at the demonstrations' original resolutions and then downsampling better matches the visual inputs seen during training. Direct low-resolution rendering would then introduce a small visual distribution shift, because the policy was trained on downsampled high-resolution renders rather than images rendered directly at 224 × 224.

Gripper snap
On
baseline
Off
ΔQ −0.027 ± 0.023
hurts success rate

What it does. The gripper snap is a correction rule at inference. The simulator releases a grasped object only when the gripper command reaches exactly 1.0, while the policy’s open commands often land just below it and silently keep holding. The snap projects open-side commands above 0.9 onto 1.0, the value the demonstrations contain. It is on in the baseline and known to help, so turning it off is a positive control.

Why we test it. The gripper snap came out of watching rollout videos: the robot would reach the goal position, for example hovering over the trash can with the trash in hand, and then not let go. It would retreat, approach again and hover again, still holding the object. The recordings showed that the simulator only releases when the gripper command reaches exactly 1.0, while the policy’s open commands typically stopped just short of it.

-0.15 -0.10 -0.05 +0 +0.05 ΔQ against the baseline (95% CI) vs baseline vs baseline: −0.027 (95% CI −0.072 to +0.018) -0.15 -0.10 -0.05 +0 +0.05 Δ success rate against the baseline (95% CI) vs baseline vs baseline: −0.053 (95% CI −0.104 to −0.002)
Compared with ΔQ 95% CI Δ success rate Δ steps per episode
mean of both baseline runs −0.027 ± 0.023 [−0.072, +0.018] −0.053 ± 0.026 +326 ± 178

Conclusion. Turning the snap off lowered success rate, in line with its known effect, while the drop in Q was not significant. The snap helps on specific tasks, mainly those that need repeated grasp-and-release, such as putting objects into a bin or sink. On the other tasks it makes little difference. Because those grasp-and-release tasks are a minority of the test panel, the overall effect is small, whereas during collection it was measured on train instances with many attempts on exactly those tasks.

Best-of-N
1
baseline
4
ΔQ −0.008 ± 0.024
no change detected

What it does. At every query the policy samples 4 action chunks in one batched pass, each from its own noise sample, and executes one of them. The baseline samples a single chunk. The chunk is chosen by consensus: the four chunks are compared pairwise with dynamic time warping, chunks closer than the median pairwise distance are grouped, and the medoid of the largest group, the chunk closest to the others in it, is executed. The executed chunk is always one of the samples, never an average of them, so it stays a trajectory the policy actually produced.

Why we test it. Stochastic action generation makes inference-time sampling a natural way to improve action selection without retraining the policy, an idea well studied as best-of-N sampling for language models (Gui et al., 2024; Huang et al., 2025). Recent work on VLA action-chunk selection demonstrates that sampling multiple candidates and selecting among them can improve manipulation performance: VGAS reports an increase in LIBERO-Goal success from 52.0% with single-sample inference to 60.2% with four candidates and value-guided selection (Xu et al., 2026). Related work on Expected-Max Q-Learning likewise shows that selecting among a small number of sampled actions can improve performance over single-sample policy execution (Ghasemipour et al., 2021). Motivated by these results, we test whether a similar benefit can be obtained for our flow-matching action expert without an additional learned scorer.

-0.10 -0.05 +0 +0.05 +0.10 ΔQ against the baseline (95% CI) vs baseline vs baseline: −0.008 (95% CI −0.055 to +0.039) -0.10 -0.05 +0 +0.05 +0.10 Δ success rate against the baseline (95% CI) vs baseline vs baseline: −0.018 (95% CI −0.075 to +0.039)
Compared with ΔQ 95% CI Δ success rate Δ steps per episode
mean of both baseline runs −0.008 ± 0.024 [−0.055, +0.039] −0.018 ± 0.029 −1 ± 212

Conclusion. Best-of-4 consensus selection yielded no measurable improvement over single-sample inference, while leaving episode length unchanged and increasing sampling cost approximately fourfold. Several factors may explain this result: the sampled action chunks may differ numerically without producing meaningfully different trajectories. Another idea is that failures may be dominated by systematic policy errors and perception or contact uncertainties that additional sampling cannot resolve. Thus, in the current setting, consensus-based selection does not demonstrate sufficient benefit to justify its additional inference cost.

Data collection ablations

Restart points
fresh start
baseline
before first drop
Δ success +0.003 ± 0.025
no change detected
before last progress
Δ success −0.031 ± 0.021
no change detected
at last progress
Δ success −0.034 ± 0.023
no change detected

What it does. The policy is fine-tuned on its own rollouts, and only the successful ones, or the productive part of a partial one, become training data. Most rollouts fail, and a failed episode that got far before failing has already paid for a lot of simulation. Starting the instance fresh throws that work away. A restart instead resumes the failed episode from a snapshot of the simulator state saved while it was still going, so the policy only has to redo the part after the snapshot. The goal is more successful episodes per simulation step. The restart point sets which snapshot is used. At last progress is the state at the moment the episode last made progress, that is, when it last satisfied a new task predicate. Before last progress is a state a few hundred steps earlier, so the policy has to approach that milestone again rather than starting right on it. Before first drop is a state from before the first step at which the policy’s predicted progress score fell, which marks its first mistake. The last two points can lie after that mistake, since in most failures a milestone still follows it, so only this snapshot starts before the error.

Why we test it. LeHome uses a learned success head to detect potential failure states, saves them for later replay, and retries from those states. The paper separately reports improved robustness from replaying successful states with stronger visual augmentations. Go-Explore archives promising states, returns to selected states before exploring further, and can restore simulator states directly. Reverse Curriculum Generation progressively expands the training start-state distribution from states near the goal to increasingly distant states.

-0.1 +0 +0.1 +0.2 Δ final Q (95% CI) before first drop before first drop: +0.076 (95% CI +0.021 to +0.131) before last progress before last progress: +0.059 (95% CI +0.014 to +0.104) at last progress at last progress: +0.056 (95% CI +0.015 to +0.097)

Final Q at the end of the episode, paired within source episode. It includes the credit already held at the snapshot, so a restart keeps what the failed episode had earned.

-0.1 +0 +0.1 +0.2 Δ success rate (95% CI) before first drop before first drop: +0.003 (95% CI −0.045 to +0.052) before last progress before last progress: −0.031 (95% CI −0.072 to +0.009) at last progress at last progress: −0.034 (95% CI −0.078 to +0.010)

Success rate, paired within source episode. Restarts do not succeed more often than fresh starts.

Restart point episodes success rate final Q Q earned after restart steps per episode successes per 1k steps
before first drop 293 0.109 0.455 +0.239 5,782 0.0189
before last progress 291 0.069 0.433 +0.198 5,082 0.0135
at last progress 295 0.064 0.428 +0.111 4,655 0.0138
fresh start 296 0.098 0.370 +0.312 8,148 0.0120

Per restart point. Final Q includes credit already held at the snapshot. “Q earned after restart” excludes it.

Conclusion. No restart point succeeds more often than a fresh start. Every restart point does end with a higher final Q, though, because a restarted episode keeps the partial credit the failed episode had already earned and the fresh start has to earn everything again. Restarts also need far fewer simulation steps per episode, since the part before the snapshot is not simulated again. Among the restart points, restarting before the first drop works best: it succeeds more often than restarting before or at the last progress and earns the most progress after the restart. We hypothesise that the snapshot of a failed episode already carries the cause of the failure, such as a misplaced object or an awkward grasp, so resuming it recovers little, while an earlier restart leaves more of the task to be earned.

Observational vs randomised
randomised
baseline
Δ success +0.003 ± 0.025, paired within source episode
planner’s choice
Δ success +0.075 ± 0.028, observational
helps

What it does. This test compares two estimates of the same quantity: how much more often a failed episode succeeds when it is restarted from a snapshot than when the task instance is started fresh. The first estimate comes from the collection logs. During collection, a scheduler we call the planner decides what happens after an episode fails: restart it from the snapshot taken just before the policy’s progress score first dropped, or start the task instance fresh. It bases that decision on what it knows about the episode. We label this estimate planner’s choice. It is observational: the planner, not chance, decided which episodes were restarted, so the two groups can differ in more than the restart. The second estimate comes from our randomised experiment.

Why we test it. The planner’s choice estimate may be biased because the planner uses information about an episode to decide whether to restart it. For example, restarted episodes may have been more likely to succeed even without a restart. Comparing this observational estimate with the randomised estimate helps us assess whether the apparent benefit reflects the restart strategy itself or the planner’s selection of episodes.

-0.1 +0 +0.1 Δ success rate, restart before the drop − fresh start (95% CI) planner's choice (observational) planner's choice (observational): +0.075 (95% CI +0.020 to +0.130) randomised, paired randomised, paired: +0.003 (95% CI −0.045 to +0.052)

Conclusion. In the collection logs, the planner’s restarts before the score drop succeeded more often than fresh episodes, by +0.075 ± 0.028. When the same failed episodes were continued both ways in the randomised experiment, the difference was +0.003 ± 0.025, so restarting itself gives no detectable advantage in success rate. The two estimates differ by 0.072 with a standard error of 0.038, which is suggestive rather than decisive. The simplest explanation is selection: the planner chose which episodes to restart, and we hypothesise that it favoured tasks and instances the policy can solve, where any second attempt succeeds more often. Regression to the mean after a noisy score drop would add to the apparent gain. Which episodes were picked for a restart therefore mattered more than where the restart happened.

Stage-belief restoration
faithful
baseline restore
no stage belief
ΔQ −0.053 ± 0.016
hurts
pose perturbed
ΔQ −0.036 ± 0.021, 0.15 m and 15°
no change detected

What it does. A snapshot restore puts the simulator back to the saved state. Our policy carries state of its own. Following the 2025 BEHAVIOR winner, it tracks a task stage, a coarse index of progress through the task. The 2025 winner split each demonstration into 5 to 15 stages by time, while this year the dataset provides the stage labels. A classifier on the VLM output predicts the current stage at every query. The predictions are smoothed by a vote over the last three: the belief advances when two agree on the next stage and falls back only when all three agree on the previous one. The voted stage is encoded into stage tokens and fed back as an input, so a faithful restore hands the policy this stage belief and its vote buffer along with the simulator state. We test two departures from the faithful restore. The first drops the stage belief, so the policy restarts at stage 0 and has to re-estimate its stage from what it sees. The second keeps the stage belief but offsets the robot’s base pose from the saved one by 0.15 m and 15°. The scene and the stage belief then no longer match the robot’s position exactly, so the policy has to absorb the offset in its first chunks.

Why we test it. Prior work restores saved simulator states for replay or exploration (LeHome, Go-Explore), while Reverse Curriculum Generation progressively expand training starts from near the goal to more distant states. Comet perturbs initial robot poses during rejection-sampling fine-tuning and retains successful rollouts for training, improving overall validation performance. Our policy feeds its voted task stage back as an input, so a snapshot holds more than the simulator state. We tested a restore without the stage belief and one with the robot’s base pose perturbed, each paired with the faithful restore of the same snapshot.

-0.20 -0.15 -0.10 -0.05 +0 +0.05 Δ final Q vs a faithful restore (95% CI) stage belief not restored stage belief not restored: −0.053 (95% CI −0.084 to −0.022) pose perturbed (0.15 m, 15°) pose perturbed (0.15 m, 15°): −0.036 (95% CI −0.077 to +0.004)
-0.20 -0.15 -0.10 -0.05 +0 +0.05 Δ success rate vs a faithful restore (95% CI) stage belief not restored stage belief not restored: −0.051 (95% CI −0.097 to −0.005) pose perturbed (0.15 m, 15°) pose perturbed (0.15 m, 15°): −0.017 (95% CI −0.054 to +0.020)
Restore Δ success rate Δ final Q Δ Q earned
stage belief not restored −0.051 ± 0.023 −0.053 ± 0.016 −0.073 ± 0.019
pose perturbed (0.15 m, 15°) −0.017 ± 0.019 −0.036 ± 0.021 −0.028 ± 0.019

Conclusion. Dropping the stage belief lowers success rate, final Q and earned progress, so the stage belief is part of the state a restart must restore. Perturbing the pose is not resolved by the panel. We hypothesise that without its stage belief the policy re-enters an earlier stage and repeats work the snapshot had already completed, or skips checks it believes done, whereas a small pose perturbation stays within the variation the demonstrations cover.

The policy at work

Execution horizon: 13 instead of 26 actions
Playback speed-up: 1× instead of 1.3×
Playback speed-up: 2× instead of 1.3×
Overlap inpainting off
Denoising steps: 10 instead of 20
Denoising steps: 1 instead of 20
Advantage guidance: β = 2 instead of 1
Advantage guidance: β = 4 instead of 1
Restart before first drop vs fresh start

Each clip runs the same task and instance twice, with the control settings on the left and one changed setting on the right, and shows the paired result for that test below. Clips play faster than real time.

BibTeX

@misc{hammele2026whatactuallymatters,
  title  = {What Actually Matters? A Paired Evaluation of Inference Settings for {$\pi$0.5} on {BEHAVIOR-1K}},
  author = {Hammele, Ruben and Huber, Samira and Nazeri, Mohammad and Payandeh, Amirreza and Card, Alexandyr T.
and Nguyen, Aaron and Pokhrel, Anuj and Song, Daeun and Xiao, Xuesu and Pirk, S{\"o}ren},
  year   = {2026},
}