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Jul 31

GoRL: An Algorithm-Agnostic Framework for Online Reinforcement Learning with Generative Policies

Reinforcement learning (RL) faces a persistent tension: policies that are stable to optimize are often too simple to represent the multimodal action distributions needed for complex control. Gaussian policies provide tractable likelihoods and smooth gradients, but their unimodal form limits expressiveness. Conversely, generative policies based on diffusion or flow matching can model rich multimodal behaviors; however, in online RL, they are frequently unstable due to intractable likelihoods and noisy gradients propagating through deep sampling chains. We address this tension with a key structural principle: decoupling optimization from generation. Building on this insight, we introduce GoRL (Generative Online Reinforcement Learning), a framework that optimizes a tractable latent policy while utilizing a conditional generative decoder to synthesize actions. A two-timescale update schedule enables the latent policy to learn stably while the decoder steadily increases expressiveness, without requiring tractable action likelihoods. Across a range of continuous-control tasks, GoRL consistently outperforms both Gaussian policies and recent generative-policy baselines. Notably, on the HopperStand task, it reaches a normalized return above 870, more than 3 times that of the strongest baseline. These results demonstrate that separating optimization from generation provides a practical path to policies that are both stable and highly expressive.

Describe Anything Anywhere At Any Moment

Computer vision and robotics applications ranging from augmented reality to robot autonomy in large-scale environments require spatio-temporal memory frameworks that capture both geometric structure for accurate language-grounding as well as semantic detail. Existing methods face a tradeoff, where producing rich open-vocabulary descriptions comes at the expense of real-time performance when these descriptions have to be grounded in 3D. To address these challenges, we propose Describe Anything, Anywhere, at Any Moment (DAAAM), a novel spatio-temporal memory framework for large-scale and real-time 4D scene understanding. DAAAM introduces a novel optimization-based frontend to infer detailed semantic descriptions from localized captioning models, such as the Describe Anything Model (DAM), leveraging batch processing to speed up inference by an order of magnitude for online processing. It leverages such semantic understanding to build a hierarchical 4D scene graph (SG), which acts as an effective globally spatially and temporally consistent memory representation. DAAAM constructs 4D SGs with detailed, geometrically grounded descriptions while maintaining real-time performance. We show that DAAAM's 4D SG interfaces well with a tool-calling agent for inference and reasoning. We thoroughly evaluate DAAAM in the complex task of spatio-temporal question answering on the NaVQA benchmark and show its generalization capabilities for sequential task grounding on the SG3D benchmark. We further curate an extended OC-NaVQA benchmark for large-scale and long-time evaluations. DAAAM achieves state-of-the-art results in both tasks, improving OC-NaVQA question accuracy by 53.6%, position errors by 21.9%, temporal errors by 21.6%, and SG3D task grounding accuracy by 27.8% over the most competitive baselines, respectively. We release our data and code open-source.

  • 3 authors
·
Nov 29, 2025

Long-Term Human Trajectory Prediction using 3D Dynamic Scene Graphs

We present a novel approach for long-term human trajectory prediction in indoor human-centric environments, which is essential for long-horizon robot planning in these environments. State-of-the-art human trajectory prediction methods are limited by their focus on collision avoidance and short-term planning, and their inability to model complex interactions of humans with the environment. In contrast, our approach overcomes these limitations by predicting sequences of human interactions with the environment and using this information to guide trajectory predictions over a horizon of up to 60s. We leverage Large Language Models (LLMs) to predict interactions with the environment by conditioning the LLM prediction on rich contextual information about the scene. This information is given as a 3D Dynamic Scene Graph that encodes the geometry, semantics, and traversability of the environment into a hierarchical representation. We then ground these interaction sequences into multi-modal spatio-temporal distributions over human positions using a probabilistic approach based on continuous-time Markov Chains. To evaluate our approach, we introduce a new semi-synthetic dataset of long-term human trajectories in complex indoor environments, which also includes annotations of human-object interactions. We show in thorough experimental evaluations that our approach achieves a 54% lower average negative log-likelihood and a 26.5% lower Best-of-20 displacement error compared to the best non-privileged (i.e., evaluated in a zero-shot fashion on the dataset) baselines for a time horizon of 60s.

  • 3 authors
·
Oct 29, 2024

FOUND-IT: Foundation-model-first Task-driven 3D Scene Graphs with Granularity on Demand

We present the first approach to build hierarchical task-driven 3D scene graphs of arbitrary indoor or outdoor environments using an uncalibrated monocular camera in real-time. We leverage geometric foundation models to estimate geometric attributes of the scene graph (e.g., object bounding boxes), but we also observe that traversability information (the "places" layer of a scene graph) can be directly reconstructed by adding an extra head to existing geometric foundation models, like VGGT. Our approach is task-driven in the sense that we adjust the granularity of the objects and regions in the map depending on the task; for instance, during a manipulation task, our approach is able to resolve small knobs on a stove, while during a navigation task it can focus on large objects (e.g., the entire stove). However, in a major departure from related work, we consider the realistic case where the list of tasks is not predefined and fixed, but evolves as the robot operates. This naturally allows dealing with complex loco-manipulation tasks, where the robot can dynamically adjust its representation as the task unfolds. We dub the resulting approach FOUND-IT. FOUND-IT also includes an agentic approach to query information in the scene graph. In addition to achieving 79% higher accuracy on the ASHiTA SG3D task grounding benchmark, we demonstrate FOUND-IT runs in real-time on a ground robot using a Jetson Thor. Furthermore, to highlight the robustness of our method, we demonstrate constructing 3D scene graphs on casually captured realtor apartment tours from YouTube. Code will be made available upon publication.

  • 3 authors
·
May 24

An Information-Theoretic Perspective on LLM Tokenizers

Large language model (LLM) tokenizers act as structured compressors: by mapping text to discrete token sequences, they determine token count (and thus compute and context usage) and the statistical structure seen by downstream models. Despite their central role in LLM pipelines, the link between tokenization, compression efficiency and induced structure is not well understood. We empirically demonstrate that tokenizer training scale redistributes entropy: as training data grows, the token stream becomes more diverse in aggregate (higher unigram entropy) yet markedly more predictable in-context (lower higher-order conditional entropies), indicating that tokenization absorbs substantial short-range regularity although these gains degrade under train-test domain mismatch. To ground these observations, we first benchmark i) pretrained GPT-family tokenizers as black-box compressors across various domains, and ii) learned tokenizers across configurations spanning vocabulary size, training scale, and domain. Next, we study tokenization as a transform for universal compression and introduce a compression-aware BPE variant. Finally, we adopt a channel lens and introduce capacity-utilization metrics to analyze tokenizer behaviour and outline implications for downstream modeling. Put together, our results expose various trade-offs between compression, induced structure, and robustness under domain shift, and motivate principled, compression-aware tokenizer design.

  • 5 authors
·
Jan 13

SHARE: Towards Head-Mounted AR with User-Centric SLAM in Shared Human-Robot Workspaces

Human-Robot Collaboration (HRC) in shared physical spaces using Augmented Reality (AR) interfaces is powered by Simultaneous Localization and Mapping (SLAM). Existing multi-agent SLAM systems rely on an edge server to combine visual findings of multiple resource-constrained agents, perform computation, and schedule updates to their local maps. However, the edge treats all agents uniformly and ignores the fundamentally different latency requirements of heterogeneous HRC agents: robots and head-mounted AR users. This uniform resource allocation often results in high lag for user manipulation, as it does not meet the stringent latency requirements of AR. In this work, we design, implement, and evaluate SHARE, a user-centric SLAM system that strategically prioritizes AR user experience while maintaining accurate tracking performance for robots. SHARE builds a first-of-its-kind experience model for HRC agents and adaptively adjusts transmission priorities to match it. To reduce end-to-end latency, SHARE leverages the redundancy of visual features acquired by agents in shared human-robot workspaces to reduce computation time induced by edge-based processing. Real-world deployment with commercial AR headsets and a ground robot achieves 13.22 ms average latency for AR users (43.3% reduction from baseline) while maintaining sub-2-centimeter tracking accuracy. User studies further reveal statistically significant improvements in user perception.

  • 4 authors
·
Jul 26

On the Fundamental Limits of LLMs at Scale

Large Language Models (LLMs) have benefited enormously from scaling, yet these gains are bounded by five fundamental limitations: (1) hallucination, (2) context compression, (3) reasoning degradation, (4) retrieval fragility, and (5) multimodal misalignment. While existing surveys describe these phenomena empirically, they lack a rigorous theoretical synthesis connecting them to the foundational limits of computation, information, and learning. This work closes that gap by presenting a unified, proof-informed framework that formalizes the innate theoretical ceilings of LLM scaling. First, computability and uncomputability imply an irreducible residue of error: for any computably enumerable model family, diagonalization guarantees inputs on which some model must fail, and undecidable queries (e.g., halting-style tasks) induce infinite failure sets for all computable predictors. Second, information-theoretic and statistical constraints bound attainable accuracy even on decidable tasks, finite description length enforces compression error, and long-tail factual knowledge requires prohibitive sample complexity. Third, geometric and computational effects compress long contexts far below their nominal size due to positional under-training, encoding attenuation, and softmax crowding. We further show how likelihood-based training favors pattern completion over inference, how retrieval under token limits suffers from semantic drift and coupling noise, and how multimodal scaling inherits shallow cross-modal alignment. Across sections, we pair theorems and empirical evidence to outline where scaling helps, where it saturates, and where it cannot progress, providing both theoretical foundations and practical mitigation paths like bounded-oracle retrieval, positional curricula, and sparse or hierarchical attention.

  • 16 authors
·
Jan 25