LIBERO-PeRM: Benchmarking Personalized Robotic Manipulation

arXiv:2610.22372v1 | 2026-10-16

Problem

Personalization is essential for general-purpose robots to transition into household environments and achieve true practicality. While general robotic manipulation has been extensively studied, personalized robotic manipulation (PeRM) lacks a controlled benchmark for separating task completion from preference satisfaction.

Method

We introduce LIBERO-PeRM, a benchmark for preference learning in embodied agents. We propose a controlled formulation and taxonomy of observable preferences in simulation, covering motion, skill, and user-profile choices. This formulation is restricted to language-expressible preferences that can be instantiated in LIBERO without changing the task goal, evaluated automatically, and reused across tasks. Building on LIBERO, our procedural pipeline generates paired demonstrations with and without preferences. We create five task suites (312 tasks) with high-quality demonstrations, rich metadata, and preference-satisfaction metrics.

Findings

Experiments show that current VLA policies struggle with zero-shot personalization, while supervised fine-tuning makes preferences learnable. Mixed training achieves better no-preference retention than sequential adaptation and improves performance with contextual prompts compared with preference-only training, but can weaken motion-preference learning; preference generalization, decomposition, and conflict handling remain difficult.

Limitations

The benchmark is limited to simulation and language-expressible preferences. The study does not cover all possible preference types or real-world robotics.

Practical Significance

LIBERO-PeRM provides a controlled benchmark for preference learning in embodied agents, enabling systematic study of how robots can learn and adapt to user preferences, which is crucial for household robotics.

Interactive Walkthrough: task goal stays fixed while preferences change execution

This toy scene illustrates the paper's benchmark design, not a reported experiment. The authors separate task success from preference satisfaction: the same mug-placement goal can be executed with a motion preference, a skill preference, or a user-profile preference.

Paused · stage 1 of 4.

Toy mug-placement scene showing three kinds of preferences in LIBERO-PeRM A robot moves a mug from the left to a goal table area on the right. Different stages reveal a preferred path around a blocked zone, a handle orientation preference, and a user-profile preference for placing the mug on a coaster. Toy benchmark scene start goal zone avoid region coaster Stage 1/4: baseline task — place the mug on the table. Stage 2/4: motion preference — keep the trajectory away from a forbidden area. Stage 3/4: skill preference — rotate the mug so the handle faces outward at placement. Stage 4/4: user profile — choose the coaster because the user prefers protecting the table. Toy labels are illustrative; categories and examples are grounded in the paper's motion, skill, and user-profile taxonomy.
The animation mirrors the paper's mechanism: one task goal, then added preference constraints that alter path, strategy, or semantic subgoal choice without redefining the task itself.