Rollback
AgiBot Research

Rollback

Experience Backtracking in World Models for Policy Improvement
+10.67pts over the strongest baseline in the Jenga Game
+11.11pts over the strongest baseline in the Ball Tossing Game
+11.85pts over the strongest baseline in the Tabletop Curling Game
> Humanabove the human average in the Ball Tossing and Tabletop Curling Games
Core idea

Going back in a world model

Most world‑model‑based methods only run the world model forward, just like the real world. A world model can also go back. Rollback returns to earlier decision points of real and simulated attempts, tries other actions from there, and compares how they end. The comparison tells which actions were better, without training a value model. Real‑world data is used along the way to keep correcting the world model.

From real-world RL to world-model RL to Rollback
Games

Three real‑world games

All games are played by the dual‑arm AGIBOT Genie‑02 robot. The videos show the final Rollback policies.

Autonomous3× speed

Jenga Game

Goal
Push the target block out of the tower, one block at a time, without knocking the tower over.
69.33% success rate
Autonomous1× speed

Ball Tossing Game

Goal
Pick up the ball and throw it into a bucket on the floor. The ball has to stay in the bucket.
40.00% success rate
Autonomous1× speed

Tabletop Curling Game

Goal
The robot plays second against a human, and each side slides two stones. After the four shots, the side with the stone closest to the center wins. Later shots can knock earlier stones away.
64.44% success rate
Method

How Rollback works

The world model, GE‑Sim 2.0, predicts the three camera views and the robot's joint states, so the policy gets the same kind of input in simulation as in the real world.

01

Experience‑backtracking search

Starting from real trajectories, the search restores saved world‑model states and tries other action chunks. MCTS spends more of the budget on decisions where different actions lead to different outcomes.

02

Tree‑structured value estimation

Sibling branches start from the same state, so comparing their outcomes shows how good each action is. These comparisons become action‑level labels; no value model is trained.

03

World model–policy co‑evolution

The robot keeps collecting data while the policy trains. The new data is used to fine‑tune the world model, so later searches run on a more accurate simulator.

Rollback framework: experience-backtracking search, tree-structured values, world model-policy co-evolution
World model

Frozen vs. co‑evolved world model

We take real‑world Tabletop Curling Games that the robot won (the robot plays second) and replay their recorded actions in two world models: the initial one, kept frozen, and the one updated together with the policy during training. Both start from the same frame and get the same actions.

Swipe sideways to see all three →
Real worldRecorded
Frozen world modelBefore co‑evolution
Co‑evolved world modelAfter co‑evolution (Rollback)

World model before → after co‑evolution
19.52 → 12.96open‑loop RGB L1 error, lower on all 64 validation episodes
1.90× → 1.38×error growth from the first to the last quarter of a rollout
26.67% → 40.00%final success rate of the trained policy in the Ball Tossing Game
World modelReal world

Jenga Game, open loop

Co‑evolved world model (left) and the real recording (right), with the same actions.

PSNR · Jenga Game
Head
23.4 dB
Left wrist
20.6 dB
Right wrist
20.9 dB

Averaged over 40 open‑loop rollouts.

Results

Best on all 3 games

Real‑world success rates (%). All methods start from the same π0.5 policy. RISE w/ GE‑Sim2 is our reimplementation of RISE on the same world model, so the gap comes from backtracking search and tree‑structured supervision.

BaselinesRollback (ours)

Jenga Game

SFT
48.67
RECAP
56.00
RISE w/ GE‑Sim2
58.67
Rollback
69.33

Ball Tossing Game

SFT
23.33
RECAP
25.56
RISE w/ GE‑Sim2
28.89
Rollback
40.00

Tabletop Curling Game

SFT
48.89
RECAP
51.11
RISE w/ GE‑Sim2
52.59
Rollback
64.44

Surpassing human players

Three people played each game by hand, judged by the same success criteria as the robot. Rollback starts from a policy trained on teleoperation data, which is well below human level, and ends above the human average in both games. Each video shows a human player first, then the robot with Rollback.

Ball Tossing Game

Teleoperated Robot
16.53
Human
31.48
Robot with Rollback
40.00

Ball Tossing Game · success rate over training

Robot with RollbackRISE w/ GE‑Sim2

Tabletop Curling Game

Teleoperated Robot
38.94
Human
58.39
Robot with Rollback
64.44

Tabletop Curling Game · success rate over training

Robot with RollbackRISE w/ GE‑Sim2