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Jul 30

The Expressive Leaky Memory Neuron: an Efficient and Expressive Phenomenological Neuron Model Can Solve Long-Horizon Tasks

Biological cortical neurons are remarkably sophisticated computational devices, temporally integrating their vast synaptic input over an intricate dendritic tree, subject to complex, nonlinearly interacting internal biological processes. A recent study proposed to characterize this complexity by fitting accurate surrogate models to replicate the input-output relationship of a detailed biophysical cortical pyramidal neuron model and discovered it needed temporal convolutional networks (TCN) with millions of parameters. Requiring these many parameters, however, could stem from a misalignment between the inductive biases of the TCN and cortical neuron's computations. In light of this, and to explore the computational implications of leaky memory units and nonlinear dendritic processing, we introduce the Expressive Leaky Memory (ELM) neuron model, a biologically inspired phenomenological model of a cortical neuron. Remarkably, by exploiting such slowly decaying memory-like hidden states and two-layered nonlinear integration of synaptic input, our ELM neuron can accurately match the aforementioned input-output relationship with under ten thousand trainable parameters. To further assess the computational ramifications of our neuron design, we evaluate it on various tasks with demanding temporal structures, including the Long Range Arena (LRA) datasets, as well as a novel neuromorphic dataset based on the Spiking Heidelberg Digits dataset (SHD-Adding). Leveraging a larger number of memory units with sufficiently long timescales, and correspondingly sophisticated synaptic integration, the ELM neuron displays substantial long-range processing capabilities, reliably outperforming the classic Transformer or Chrono-LSTM architectures on LRA, and even solving the Pathfinder-X task with over 70% accuracy (16k context length).

  • 5 authors
·
Jun 14, 2023

Agent-X: Evaluating Deep Multimodal Reasoning in Vision-Centric Agentic Tasks

Deep reasoning is fundamental for solving complex tasks, especially in vision-centric scenarios that demand sequential, multimodal understanding. However, existing benchmarks typically evaluate agents with fully synthetic, single-turn queries, limited visual modalities, and lack a framework to assess reasoning quality over multiple steps as required in real-world settings. To address this, we introduce Agent-X, a large-scale benchmark for evaluating vision-centric agents multi-step and deep reasoning capabilities in real-world, multimodal settings. Agent- X features 828 agentic tasks with authentic visual contexts, including images, multi-image comparisons, videos, and instructional text. These tasks span six major agentic environments: general visual reasoning, web browsing, security and surveillance, autonomous driving, sports, and math reasoning. Our benchmark requires agents to integrate tool use with explicit, stepwise decision-making in these diverse settings. In addition, we propose a fine-grained, step-level evaluation framework that assesses the correctness and logical coherence of each reasoning step and the effectiveness of tool usage throughout the task. Our results reveal that even the best-performing models, including GPT, Gemini, and Qwen families, struggle to solve multi-step vision tasks, achieving less than 50% full-chain success. These findings highlight key bottlenecks in current LMM reasoning and tool-use capabilities and identify future research directions in vision-centric agentic reasoning models. Our data and code are publicly available at https://github.com/mbzuai-oryx/Agent-X

  • 14 authors
·
May 30, 2025

ToolTok: Tool Tokenization for Efficient and Generalizable GUI Agents

Existing GUI agent models relying on coordinate-based one-step visual grounding struggle with generalizing to varying input resolutions and aspect ratios. Alternatives introduce coordinate-free strategies yet suffer from learning under severe data scarcity. To address the limitations, we propose ToolTok, a novel paradigm of multi-step pathfinding for GUI agents, where operations are modeled as a sequence of progressive tool usage. Specifically, we devise tools aligned with human interaction habits and represent each tool using learnable token embeddings. To enable efficient embedding learning under limited supervision, ToolTok introduces a semantic anchoring mechanism that grounds each tool with semantically related concepts as natural inductive bias. To further enable a pre-trained large language model to progressively acquire tool semantics, we construct an easy-to-hard curriculum consisting of three tasks: token definition question-answering, pure text-guided tool selection, and simplified visual pathfinding. Extensive experiments on multiple benchmarks show that ToolTok achieves superior performance among models of comparable scale (4B) and remains competitive with a substantially larger model (235B). Notably, these results are obtained using less than 1% of the training data required by other post-training approaches. In addition, ToolTok demonstrates strong generalization across unseen scenarios. Our training & inference code is open-source at https://github.com/ZephinueCode/ToolTok.

  • 6 authors
·
Jan 29

pathfinder: A Semantic Framework for Literature Review and Knowledge Discovery in Astronomy

The exponential growth of astronomical literature poses significant challenges for researchers navigating and synthesizing general insights or even domain-specific knowledge. We present Pathfinder, a machine learning framework designed to enable literature review and knowledge discovery in astronomy, focusing on semantic searching with natural language instead of syntactic searches with keywords. Utilizing state-of-the-art large language models (LLMs) and a corpus of 350,000 peer-reviewed papers from the Astrophysics Data System (ADS), Pathfinder offers an innovative approach to scientific inquiry and literature exploration. Our framework couples advanced retrieval techniques with LLM-based synthesis to search astronomical literature by semantic context as a complement to currently existing methods that use keywords or citation graphs. It addresses complexities of jargon, named entities, and temporal aspects through time-based and citation-based weighting schemes. We demonstrate the tool's versatility through case studies, showcasing its application in various research scenarios. The system's performance is evaluated using custom benchmarks, including single-paper and multi-paper tasks. Beyond literature review, Pathfinder offers unique capabilities for reformatting answers in ways that are accessible to various audiences (e.g. in a different language or as simplified text), visualizing research landscapes, and tracking the impact of observatories and methodologies. This tool represents a significant advancement in applying AI to astronomical research, aiding researchers at all career stages in navigating modern astronomy literature.

  • 30 authors
·
Aug 2, 2024

TaskMatrix.AI: Completing Tasks by Connecting Foundation Models with Millions of APIs

Artificial Intelligence (AI) has made incredible progress recently. On the one hand, advanced foundation models like ChatGPT can offer powerful conversation, in-context learning and code generation abilities on a broad range of open-domain tasks. They can also generate high-level solution outlines for domain-specific tasks based on the common sense knowledge they have acquired. However, they still face difficulties with some specialized tasks because they lack enough domain-specific data during pre-training or they often have errors in their neural network computations on those tasks that need accurate executions. On the other hand, there are also many existing models and systems (symbolic-based or neural-based) that can do some domain-specific tasks very well. However, due to the different implementation or working mechanisms, they are not easily accessible or compatible with foundation models. Therefore, there is a clear and pressing need for a mechanism that can leverage foundation models to propose task solution outlines and then automatically match some of the sub-tasks in the outlines to the off-the-shelf models and systems with special functionalities to complete them. Inspired by this, we introduce TaskMatrix.AI as a new AI ecosystem that connects foundation models with millions of APIs for task completion. Unlike most previous work that aimed to improve a single AI model, TaskMatrix.AI focuses more on using existing foundation models (as a brain-like central system) and APIs of other AI models and systems (as sub-task solvers) to achieve diversified tasks in both digital and physical domains. As a position paper, we will present our vision of how to build such an ecosystem, explain each key component, and use study cases to illustrate both the feasibility of this vision and the main challenges we need to address next.

  • 14 authors
·
Mar 28, 2023

A^2Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models

We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.

  • 8 authors
·
Aug 15, 2023

From Words to Routes: Applying Large Language Models to Vehicle Routing

LLMs have shown impressive progress in robotics (e.g., manipulation and navigation) with natural language task descriptions. The success of LLMs in these tasks leads us to wonder: What is the ability of LLMs to solve vehicle routing problems (VRPs) with natural language task descriptions? In this work, we study this question in three steps. First, we construct a dataset with 21 types of single- or multi-vehicle routing problems. Second, we evaluate the performance of LLMs across four basic prompt paradigms of text-to-code generation, each involving different types of text input. We find that the basic prompt paradigm, which generates code directly from natural language task descriptions, performs the best for GPT-4, achieving 56% feasibility, 40% optimality, and 53% efficiency. Third, based on the observation that LLMs may not be able to provide correct solutions at the initial attempt, we propose a framework that enables LLMs to refine solutions through self-reflection, including self-debugging and self-verification. With GPT-4, our proposed framework achieves a 16% increase in feasibility, a 7% increase in optimality, and a 15% increase in efficiency. Moreover, we examine the sensitivity of GPT-4 to task descriptions, specifically focusing on how its performance changes when certain details are omitted from the task descriptions, yet the core meaning is preserved. Our findings reveal that such omissions lead to a notable decrease in performance: 4% in feasibility, 4% in optimality, and 5% in efficiency. Website: https://sites.google.com/view/words-to-routes/

  • 3 authors
·
Mar 15, 2024

The MineRL BASALT Competition on Learning from Human Feedback

The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.

  • 13 authors
·
Jul 5, 2021

TreeSeeker: Tree-Structured Trial, Error, and Return in Deep Search

Deep search requires agents to answer complex questions through multi-step web search, browsing, evidence comparison, and synthesis. A central challenge is deciding how to search when several directions look plausible but only some will later lead to reliable evidence. If an agent greedily follows the current best-looking direction, it may keep extending a weak continuation. If it explores without discipline, it may waste budget on disconnected trials. We propose TreeSeeker, an inference-time framework for controlled trial-and-error in deep search. TreeSeeker organizes search as branch-and-return search over tree-structured states, where each branch is a tentative direction for a sub-goal. At each round, TreeSearch reads all sub-goal trees, identifies active goals, and uses textual UCB signals of value, uncertainty, and risk to select among exploiting a promising branch, exploring an uncertain alternative, or pruning an unproductive continuation and returning to an earlier branch point. TreeMem supports this control loop by keeping evidence, uncertainty, conflicts, progress, and failure cues attached to the branches that produced them, so trial outcomes can guide later decisions. Experiments on XBench-DeepSearch, BrowseComp, and BrowseComp-ZH show that TreeSeeker consistently outperforms strong open-source baselines, suggesting that explicit branch-and-return control complements stronger reasoning and tool execution.

  • 11 authors
·
Jun 9 3

MineNPC-Task: Task Suite for Memory-Aware Minecraft Agents

We present MineNPC-Task, a user-authored benchmark and evaluation harness for testing memory-aware, mixed-initiative LLM agents in open-world Minecraft. Rather than relying on synthetic prompts, tasks are elicited through formative and summative co-play with expert players, then normalized into parametric templates with explicit preconditions and dependency structure. These tasks are paired with machine-checkable validators under a bounded-knowledge policy that forbids out-of-world shortcuts. The harness captures plan, action, and memory events, including plan previews, targeted clarifications, memory reads and writes, precondition checks, and repair attempts, and reports outcomes relative to the total number of attempted subtasks using only in-world evidence. As an initial snapshot, we instantiate the framework with GPT-4o and evaluate 216 subtasks across 8 experienced players. We observe recurring breakdown patterns in code execution, inventory and tool handling, referencing, and navigation, alongside successful recoveries supported by mixed-initiative clarifications and lightweight memory use. Participants rated interaction quality and interface usability positively, while noting the need for stronger memory persistence across tasks. We release the complete task suite, validators, logs, and evaluation harness to support transparent and reproducible evaluation of future memory-aware embodied agents.

  • 5 authors
·
Jan 8

Frontier Coding Agents Can Now Implement an AlphaZero Self-Play Machine Learning Pipeline For Connect Four That Performs Comparably to an External Solver

Forecasting when AI systems will become capable of meaningfully accelerating AI research is a central challenge for AI safety. Existing benchmarks measure broad capability growth, but may not provide ample early warning signals for recursive self-improvement. We propose measuring AI's capability to autonomously implement end-to-end machine learning pipelines from past AI research breakthroughs, given a minimal task description. By providing a concise task description instead of the full prior work as reference, we hope to better elicit emerging AI research taste. We introduce a proof-of-concept benchmark in which frontier coding agents autonomously implement an AlphaZero-style machine learning pipeline for Connect Four on consumer hardware within a three-hour budget, and we evaluate the resulting game AIs in a round-robin tournament anchored to the Pascal Pons Connect Four solver. Across four agents with eight trials each, we find substantial differentiation: Claude Opus 4.7 won as first-mover against Pons in seven of eight trials, statistically significantly better than the other agents tested, none of which exceeded two of eight. The task, which no frontier agent could reliably complete when we began development in January of 2026, is now near-saturation. Our evaluation also surfaced anomalous behavior in GPT-5.4, which consistently used far less of its allocated time budget than other agents. A follow-up 16-trial probe using shorter, less evaluation-coded prompts substantially increased GPT-5.4's time-budget usage, consistent with but not diagnostic of sandbagging; Bradley-Terry ratings across probe conditions showed only directional differences, despite significant differences in time-budget usage. We release our data, code, and prompts to support reproduction and extension.

  • 3 authors
·
Apr 28

HeroBench: A Benchmark for Long-Horizon Planning and Structured Reasoning in Virtual Worlds

Large language models (LLMs) have shown remarkable capabilities in isolated step-by-step reasoning tasks such as mathematics and programming, but their proficiency in long-horizon planning, where solutions require extended, structured sequences of interdependent actions, remains underexplored. Existing benchmarks typically assess LLMs through abstract or low-dimensional algorithmic tasks, failing to capture the complexity of realistic planning environments. We introduce HeroBench, a novel benchmark designed specifically to evaluate long-horizon planning and structured reasoning within complex RPG-inspired virtual worlds. HeroBench provides a rigorously constructed dataset of tasks covering a wide range of difficulties, a simulated environment to execute and validate agent plans, and detailed analytical tools for evaluating model performance. Tasks challenge models to formulate strategic plans, efficiently gather resources, master necessary skills, craft equipment, and defeat adversaries, reflecting practical scenarios' layered dependencies and constraints. Our extensive evaluation of 25 state-of-the-art LLMs, spanning both open-source and proprietary models, including the GPT-5 family, reveals substantial performance disparities rarely observed in conventional reasoning benchmarks. Detailed error analysis further uncovers specific weaknesses in current models' abilities to generate robust high-level plans and reliably execute structured actions. HeroBench thus not only significantly advances the evaluation of LLM reasoning but also provides a flexible, scalable foundation for future research into advanced, autonomous planning in virtual environments.

  • 6 authors
·
Aug 18, 2025 2

FaSTA^*: Fast-Slow Toolpath Agent with Subroutine Mining for Efficient Multi-turn Image Editing

We develop a cost-efficient neurosymbolic agent to address challenging multi-turn image editing tasks such as "Detect the bench in the image while recoloring it to pink. Also, remove the cat for a clearer view and recolor the wall to yellow.'' It combines the fast, high-level subtask planning by large language models (LLMs) with the slow, accurate, tool-use, and local A^* search per subtask to find a cost-efficient toolpath -- a sequence of calls to AI tools. To save the cost of A^* on similar subtasks, we perform inductive reasoning on previously successful toolpaths via LLMs to continuously extract/refine frequently used subroutines and reuse them as new tools for future tasks in an adaptive fast-slow planning, where the higher-level subroutines are explored first, and only when they fail, the low-level A^* search is activated. The reusable symbolic subroutines considerably save exploration cost on the same types of subtasks applied to similar images, yielding a human-like fast-slow toolpath agent "FaSTA^*'': fast subtask planning followed by rule-based subroutine selection per subtask is attempted by LLMs at first, which is expected to cover most tasks, while slow A^* search is only triggered for novel and challenging subtasks. By comparing with recent image editing approaches, we demonstrate FaSTA^* is significantly more computationally efficient while remaining competitive with the state-of-the-art baseline in terms of success rate.

  • 4 authors
·
Jun 25, 2025 2

WebArena: A Realistic Web Environment for Building Autonomous Agents

With generative AI advances, the exciting potential for autonomous agents to manage daily tasks via natural language commands has emerged. However, cur rent agents are primarily created and tested in simplified synthetic environments, substantially limiting real-world scenario representation. In this paper, we build an environment for agent command and control that is highly realistic and reproducible. Specifically, we focus on agents that perform tasks on websites, and we create an environment with fully functional websites from four common domains: e-commerce, social forum discussions, collaborative software development, and content management. Our environment is enriched with tools (e.g., a map) and external knowledge bases (e.g., user manuals) to encourage human-like task-solving. Building upon our environment, we release a set of benchmark tasks focusing on evaluating the functional correctness of task completions. The tasks in our benchmark are diverse, long-horizon, and are designed to emulate tasks that humans routinely perform on the internet. We design and implement several autonomous agents, integrating recent techniques such as reasoning before acting. The results demonstrate that solving complex tasks is challenging: our best GPT-4-based agent only achieves an end-to-end task success rate of 10.59%. These results highlight the need for further development of robust agents, that current state-of-the-art LMs are far from perfect performance in these real-life tasks, and that WebArena can be used to measure such progress. Our code, data, environment reproduction resources, and video demonstrations are publicly available at https://webarena.dev/.

  • 11 authors
·
Jul 25, 2023 4

VeriGUI: Verifiable Long-Chain GUI Dataset

Recent studies have delved into constructing autonomous agents capable of performing complex Graphical User Interface (GUI)-based computer tasks, with the potential to revolutionize human-computer interaction. Despite encouraging results, existing efforts mainly focus on short-term interactions and rely on outcome-only verification, thereby limiting their scalability in real-world GUI applications that demand long-horizon task decomposition and execution. In this work, we introduce VeriGUI, a novel verifiable long-chain GUI dataset designed to facilitate the development and evaluation of generalist GUI agents operating in realistic computer environments. Our dataset emphasizes two critical dimensions: (1) long-chain complexity, with tasks decomposed into a sequence of interdependent subtasks spanning hundreds of steps, explicitly designed to allow any subtask to serve as a valid starting point; and (2) subtask-level verifiability, which enables diverse exploration strategies within each subtask, while ensuring that each subtask-level goal remains verifiable and consistent. The dataset consists of GUI task trajectories across both desktop and web, annotated by human experts. Extensive experiments on VeriGUI using various agents with different foundation models reveal significant performance gaps in handling long-horizon tasks, highlighting the need for more robust planning and decision-making capabilities in GUI agents.

  • 32 authors
·
Aug 5, 2025 5

No More, No Less: Task Alignment in Terminal Agents

Terminal agents are increasingly capable of executing complex, long-horizon tasks autonomously from a single user prompt. To do so, they must interpret instructions encountered in the environment (e.g., README files, code comments, stack traces) and determine their relevance to the task. This creates a fundamental challenge: relevant cues must be followed to complete a task, whereas irrelevant or misleading ones must be ignored. Existing benchmarks do not capture this ability. An agent may appear capable by blindly following all instructions, or appear robust by ignoring them altogether. We introduce TAB (Task Alignment Benchmark), a suite of 89 terminal tasks derived from Terminal-Bench 2.1. Each task is intentionally underspecified, with missing information provided as a necessary cue embedded in a natural environmental artifact, alongside a plausible but irrelevant distractor. Solving these tasks requires selectively using the cue while ignoring the distractor. Applying TAB to ten frontier agents reveals a systematic gap between task capability and task alignment. The strongest Terminal-Bench agent achieves high task completion but low task alignment on TAB. Evaluating six prompt-injection defenses further shows that suppressing distractor execution also suppresses the cues required for task completion. These results demonstrate that task-aligned agents require selective use of environmental instructions rather than blanket acceptance or rejection.

  • 8 authors
·
May 11

CheXagent: Towards a Foundation Model for Chest X-Ray Interpretation

Chest X-rays (CXRs) are the most frequently performed imaging test in clinical practice. Recent advances in the development of vision-language foundation models (FMs) give rise to the possibility of performing automated CXR interpretation, which can assist physicians with clinical decision-making and improve patient outcomes. However, developing FMs that can accurately interpret CXRs is challenging due to the (1) limited availability of large-scale vision-language datasets in the medical image domain, (2) lack of vision and language encoders that can capture the complexities of medical data, and (3) absence of evaluation frameworks for benchmarking the abilities of FMs on CXR interpretation. In this work, we address these challenges by first introducing CheXinstruct - a large-scale instruction-tuning dataset curated from 28 publicly-available datasets. We then present CheXagent - an instruction-tuned FM capable of analyzing and summarizing CXRs. To build CheXagent, we design a clinical large language model (LLM) for parsing radiology reports, a vision encoder for representing CXR images, and a network to bridge the vision and language modalities. Finally, we introduce CheXbench - a novel benchmark designed to systematically evaluate FMs across 8 clinically-relevant CXR interpretation tasks. Extensive quantitative evaluations and qualitative reviews with five expert radiologists demonstrate that CheXagent outperforms previously-developed general- and medical-domain FMs on CheXbench tasks. Furthermore, in an effort to improve model transparency, we perform a fairness evaluation across factors of sex, race and age to highlight potential performance disparities. Our project is at https://stanford-aimi.github.io/chexagent.html.

  • 17 authors
·
Jan 22, 2024 2

V-REX: Benchmarking Exploratory Visual Reasoning via Chain-of-Questions

While many vision-language models (VLMs) are developed to answer well-defined, straightforward questions with highly specified targets, as in most benchmarks, they often struggle in practice with complex open-ended tasks, which usually require multiple rounds of exploration and reasoning in the visual space. Such visual thinking paths not only provide step-by-step exploration and verification as an AI detective but also produce better interpretations of the final answers. However, these paths are challenging to evaluate due to the large exploration space of intermediate steps. To bridge the gap, we develop an evaluation suite, ``Visual Reasoning with multi-step EXploration (V-REX)'', which is composed of a benchmark of challenging visual reasoning tasks requiring native multi-step exploration and an evaluation protocol. V-REX covers rich application scenarios across diverse domains. V-REX casts the multi-step exploratory reasoning into a Chain-of-Questions (CoQ) and disentangles VLMs' capability to (1) Planning: breaking down an open-ended task by selecting a chain of exploratory questions; and (2) Following: answering curated CoQ sequentially to collect information for deriving the final answer. By curating finite options of questions and answers per step, V-REX achieves a reliable quantitative and fine-grained analysis of the intermediate steps. By assessing SOTA proprietary and open-sourced VLMs, we reveal consistent scaling trends, significant differences between planning and following abilities, and substantial room for improvement in multi-step exploratory reasoning.

  • 6 authors
·
Dec 12, 2025 4

SPINE: Online Semantic Planning for Missions with Incomplete Natural Language Specifications in Unstructured Environments

As robots become increasingly capable, users will want to describe high-level missions and have robots infer the relevant details. because pre-built maps are difficult to obtain in many realistic settings, accomplishing such missions will require the robot to map and plan online. while many semantic planning methods operate online, they are typically designed for well specified missions such as object search or exploration. recently, large language models (LLMs) have demonstrated powerful contextual reasoning abilities over a range of robotic tasks described in natural language. however, existing LLM-enabled planners typically do not consider online planning or complex missions; rather, relevant subtasks and semantics are provided by a pre-built map or a user. we address these limitations via spine, an online planner for missions with incomplete mission specifications provided in natural language. the planner uses an LLM to reason about subtasks implied by the mission specification and then realizes these subtasks in a receding horizon framework. tasks are automatically validated for safety and refined online with new map observations. we evaluate spine in simulation and real-world settings with missions that require multiple steps of semantic reasoning and exploration in cluttered outdoor environments of over 20,000m^2. compared to baselines that use existing LLM-enabled planning approaches, our method is over twice as efficient in terms of time and distance, requires less user interactions, and does not require a full map. Additional resources are provided at: https://zacravichandran.github.io/SPINE.

  • 5 authors
·
Oct 3, 2024

SDR: Set-Distance Rewards for Radiology Report Generation

Reinforcement learning with verifiable rewards has rapidly advanced reasoning in vision--language models. However, for chest X-ray report generation, the standard rewards (i.e. exact-match accuracy and step-level processes) are incompatible because the reports consist of unordered and orthogonal findings, rather than a causal reasoning chain. We address this gap with a set-based view: each report is split into sentences and embedded by a frozen sentence transformer, yielding unordered embedding sets. We propose the use of set-to-set distances between generated and reference embeddings as continuous, permutation-invariant rewards. Across two datasets and three vision--language models (Qwen3-VL-2B/4B, Gemma3-4B), post-training with set-to-set distance based rewards via GRPO consistently outperforms supervised fine-tuning and exact-match GRPO on all headline metrics (BERTScore, RadGraph F1 and CheXbert F1 by average \%6.80, \%7.82 and \%4.45 relative improvements respectively). The same set distances also enable test-time best-of-N selection: scoring candidates by their distance to training-report embeddings outperforms random selection on our trained models as well as three closed-source LLMs (Mistral-Small, Gemini-2.5 Flash-Lite, GPT-4o-mini) with on average \%16.4 relative improvement on BERTScore. Used as a streaming signal, they support a more efficient form of test-time scaling: pruning low-scoring candidates mid-generation reduces generated tokens by over 50\% while preserving the Findings quality of full best-of-N selection. Together these results establish set-distance rewards as a unified signal for both post-training and test-time scaling in chest X-ray report generation. Our code is publicly https://anonymous.4open.science/r/Set-Distance-Rewards-CXR-BFDA{available}.

gevaertlab Gevaert Lab
·
May 29 2

ViNT: A Foundation Model for Visual Navigation

General-purpose pre-trained models ("foundation models") have enabled practitioners to produce generalizable solutions for individual machine learning problems with datasets that are significantly smaller than those required for learning from scratch. Such models are typically trained on large and diverse datasets with weak supervision, consuming much more training data than is available for any individual downstream application. In this paper, we describe the Visual Navigation Transformer (ViNT), a foundation model that aims to bring the success of general-purpose pre-trained models to vision-based robotic navigation. ViNT is trained with a general goal-reaching objective that can be used with any navigation dataset, and employs a flexible Transformer-based architecture to learn navigational affordances and enable efficient adaptation to a variety of downstream navigational tasks. ViNT is trained on a number of existing navigation datasets, comprising hundreds of hours of robotic navigation from a variety of different robotic platforms, and exhibits positive transfer, outperforming specialist models trained on singular datasets. ViNT can be augmented with diffusion-based subgoal proposals to explore novel environments, and can solve kilometer-scale navigation problems when equipped with long-range heuristics. ViNT can also be adapted to novel task specifications with a technique inspired by prompt-tuning, where the goal encoder is replaced by an encoding of another task modality (e.g., GPS waypoints or routing commands) embedded into the same space of goal tokens. This flexibility and ability to accommodate a variety of downstream problem domains establishes ViNT as an effective foundation model for mobile robotics. For videos, code, and model checkpoints, see our project page at https://visualnav-transformer.github.io.

  • 7 authors
·
Jun 26, 2023

MesaTask: Towards Task-Driven Tabletop Scene Generation via 3D Spatial Reasoning

The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming manual layout design or purely randomized layouts, which are limited in terms of plausibility or alignment with the tasks. In this paper, we formulate a novel task, namely task-oriented tabletop scene generation, which poses significant challenges due to the substantial gap between high-level task instructions and the tabletop scenes. To support research on such a challenging task, we introduce MesaTask-10K, a large-scale dataset comprising approximately 10,700 synthetic tabletop scenes with manually crafted layouts that ensure realistic layouts and intricate inter-object relations. To bridge the gap between tasks and scenes, we propose a Spatial Reasoning Chain that decomposes the generation process into object inference, spatial interrelation reasoning, and scene graph construction for the final 3D layout. We present MesaTask, an LLM-based framework that utilizes this reasoning chain and is further enhanced with DPO algorithms to generate physically plausible tabletop scenes that align well with given task descriptions. Exhaustive experiments demonstrate the superior performance of MesaTask compared to baselines in generating task-conforming tabletop scenes with realistic layouts. Project page is at https://mesatask.github.io/

  • 11 authors
·
Sep 26, 2025 3

Odyssey: Empowering Agents with Open-World Skills

Recent studies have delved into constructing generalist agents for open-world embodied environments like Minecraft. Despite the encouraging results, existing efforts mainly focus on solving basic programmatic tasks, e.g., material collection and tool-crafting following the Minecraft tech-tree, treating the ObtainDiamond task as the ultimate goal. This limitation stems from the narrowly defined set of actions available to agents, requiring them to learn effective long-horizon strategies from scratch. Consequently, discovering diverse gameplay opportunities in the open world becomes challenging. In this work, we introduce ODYSSEY, a new framework that empowers Large Language Model (LLM)-based agents with open-world skills to explore the vast Minecraft world. ODYSSEY comprises three key parts: (1) An interactive agent with an open-world skill library that consists of 40 primitive skills and 183 compositional skills. (2) A fine-tuned LLaMA-3 model trained on a large question-answering dataset with 390k+ instruction entries derived from the Minecraft Wiki. (3) A new open-world benchmark includes thousands of long-term planning tasks, tens of dynamic-immediate planning tasks, and one autonomous exploration task. Extensive experiments demonstrate that the proposed ODYSSEY framework can effectively evaluate the planning and exploration capabilities of agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.

  • 8 authors
·
Jul 21, 2024

XSkill: Continual Learning from Experience and Skills in Multimodal Agents

Multimodal agents can now tackle complex reasoning tasks with diverse tools, yet they still suffer from inefficient tool use and inflexible orchestration in open-ended settings. A central challenge is enabling such agents to continually improve without parameter updates by learning from past trajectories. We identify two complementary forms of reusable knowledge essential for this goal: experiences, providing concise action-level guidance for tool selection and decision making, and skills, providing structured task-level guidance for planning and tool use. To this end, we propose XSkill, a dual-stream framework for continual learning from experience and skills in multimodal agents. XSkill grounds both knowledge extraction and retrieval in visual observations. During accumulation, XSkill distills and consolidates experiences and skills from multi-path rollouts via visually grounded summarization and cross-rollout critique. During inference, it retrieves and adapts this knowledge to the current visual context and feeds usage history back into accumulation to form a continual learning loop. Evaluated on five benchmarks across diverse domains with four backbone models, XSkill consistently and substantially outperforms both tool-only and learning-based baselines. Further analysis reveals that the two knowledge streams play complementary roles in influencing the reasoning behaviors of agents and show superior zero-shot generalization.

  • 4 authors
·
Jun 30 2

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

Chest X-ray Foundation Model with Global and Local Representations Integration

Chest X-ray (CXR) is the most frequently ordered imaging test, supporting diverse clinical tasks from thoracic disease detection to postoperative monitoring. However, task-specific classification models are limited in scope, require costly labeled data, and lack generalizability to out-of-distribution datasets. To address these challenges, we introduce CheXFound, a self-supervised vision foundation model that learns robust CXR representations and generalizes effectively across a wide range of downstream tasks. We pretrain CheXFound on a curated CXR-1M dataset, comprising over one million unique CXRs from publicly available sources. We propose a Global and Local Representations Integration (GLoRI) module for downstream adaptations, by incorporating disease-specific local features with global image features for enhanced performance in multilabel classification. Our experimental results show that CheXFound outperforms state-of-the-art models in classifying 40 disease findings across different prevalence levels on the CXR-LT 24 dataset and exhibits superior label efficiency on downstream tasks with limited training data. Additionally, CheXFound achieved significant improvements on new tasks with out-of-distribution datasets, including opportunistic cardiovascular disease risk estimation and mortality prediction. These results highlight CheXFound's strong generalization capabilities, enabling diverse adaptations with improved label efficiency. The project source code is publicly available at https://github.com/RPIDIAL/CheXFound.

  • 6 authors
·
Feb 7, 2025

Task-Aware LLM Council with Adaptive Decision Pathways for Decision Support

Large language models (LLMs) have shown strong capabilities across diverse decision-making tasks. However, existing approaches often overlook the specialization differences among available models, treating all LLMs as uniformly applicable regardless of task characteristics. This limits their ability to adapt to varying reasoning demands and task complexities. In this work, we propose Task-Aware LLM Council (TALC), a task-adaptive decision framework that integrates a council of LLMs with Monte Carlo Tree Search (MCTS) to enable dynamic expert selection and efficient multi-step planning. Each LLM is equipped with a structured success memory profile derived from prior task trajectories, enabling semantic matching between current reasoning context and past successes. At each decision point, TALC routes control to the most contextually appropriate model and estimates node value using a dual-signal mechanism that fuses model-based evaluations with historical utility scores. These signals are adaptively weighted based on intra-node variance and used to guide MCTS selection, allowing the system to balance exploration depth with planning confidence. Experiments on WebShop, HumanEval, and the Game of 24 demonstrate that TALC achieves superior task success rates and improved search efficiency compared to strong baselines, validating the benefits of specialization-aware routing and adaptive planning.

  • 5 authors
·
Jan 29

SingularTrajectory: Universal Trajectory Predictor Using Diffusion Model

There are five types of trajectory prediction tasks: deterministic, stochastic, domain adaptation, momentary observation, and few-shot. These associated tasks are defined by various factors, such as the length of input paths, data split and pre-processing methods. Interestingly, even though they commonly take sequential coordinates of observations as input and infer future paths in the same coordinates as output, designing specialized architectures for each task is still necessary. For the other task, generality issues can lead to sub-optimal performances. In this paper, we propose SingularTrajectory, a diffusion-based universal trajectory prediction framework to reduce the performance gap across the five tasks. The core of SingularTrajectory is to unify a variety of human dynamics representations on the associated tasks. To do this, we first build a Singular space to project all types of motion patterns from each task into one embedding space. We next propose an adaptive anchor working in the Singular space. Unlike traditional fixed anchor methods that sometimes yield unacceptable paths, our adaptive anchor enables correct anchors, which are put into a wrong location, based on a traversability map. Finally, we adopt a diffusion-based predictor to further enhance the prototype paths using a cascaded denoising process. Our unified framework ensures the generality across various benchmark settings such as input modality, and trajectory lengths. Extensive experiments on five public benchmarks demonstrate that SingularTrajectory substantially outperforms existing models, highlighting its effectiveness in estimating general dynamics of human movements. Code is publicly available at https://github.com/inhwanbae/SingularTrajectory .

  • 3 authors
·
Mar 27, 2024 1

OmniACT: A Dataset and Benchmark for Enabling Multimodal Generalist Autonomous Agents for Desktop and Web

For decades, human-computer interaction has fundamentally been manual. Even today, almost all productive work done on the computer necessitates human input at every step. Autonomous virtual agents represent an exciting step in automating many of these menial tasks. Virtual agents would empower users with limited technical proficiency to harness the full possibilities of computer systems. They could also enable the efficient streamlining of numerous computer tasks, ranging from calendar management to complex travel bookings, with minimal human intervention. In this paper, we introduce OmniACT, the first-of-a-kind dataset and benchmark for assessing an agent's capability to generate executable programs to accomplish computer tasks. Our scope extends beyond traditional web automation, covering a diverse range of desktop applications. The dataset consists of fundamental tasks such as "Play the next song", as well as longer horizon tasks such as "Send an email to John Doe mentioning the time and place to meet". Specifically, given a pair of screen image and a visually-grounded natural language task, the goal is to generate a script capable of fully executing the task. We run several strong baseline language model agents on our benchmark. The strongest baseline, GPT-4, performs the best on our benchmark However, its performance level still reaches only 15% of the human proficiency in generating executable scripts capable of completing the task, demonstrating the challenge of our task for conventional web agents. Our benchmark provides a platform to measure and evaluate the progress of language model agents in automating computer tasks and motivates future work towards building multimodal models that bridge large language models and the visual grounding of computer screens.

  • 7 authors
·
Feb 27, 2024 6

SearchSwarm: Towards Delegation Intelligence in Agentic LLMs for Long-Horizon Deep Research

Large language models are increasingly expected to handle complex, long-horizon real-world tasks whose context demands can grow without bound, yet model context windows remain inherently finite. Recent work explores a paradigm where a main agent decomposes tasks and dispatches subtasks to subagents, which execute and return only summarized results, conserving the main agent's context budget. However, performing this well requires delegation intelligence: the ability to decompose complex tasks, determine when and what to delegate, and integrate returned results into the ongoing workflow. Training data for this capability is scarce in naturally occurring text, and to our knowledge, how to synthesize such data and train models to acquire this capability remains largely unexplored in the open-source community. To bridge this gap, we present a preliminary exploration targeting deep research, a representative long-horizon agent task. Specifically, we design a harness that guides the model toward high-quality task decomposition and delegation, while constraining subagents to return results properly to support the main agent's workflow. The harness-guided trajectories naturally encode correct delegation decisions, which we use as supervised fine-tuning data to internalize delegation intelligence into model weights. Our resulting model, SearchSwarm-30B-A3B, achieves 68.1 on BrowseComp and 73.3 on BrowseComp-ZH, the best results among all models of comparable scale. We will release our harness, model weights, and training data to facilitate future research.

SearchSwarm SearchSwarm
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Jun 7 3

JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. In our experiments, JARVIS-1 exhibits nearly perfect performances across over 200 varying tasks from the Minecraft Universe Benchmark, ranging from entry to intermediate levels. JARVIS-1 has achieved a completion rate of 12.5% in the long-horizon diamond pickaxe task. This represents a significant increase up to 5 times compared to previous records. Furthermore, we show that JARVIS-1 is able to self-improve following a life-long learning paradigm thanks to multimodal memory, sparking a more general intelligence and improved autonomy. The project page is available at https://craftjarvis-jarvis1.github.io.

  • 12 authors
·
Nov 10, 2023 1

Beyond Function Calling: Benchmarking Tool-Using Agents under Tool-Environment Unreliability

Large language models are increasingly deployed as agents that solve tasks by interacting with external tool environments. Although recent tool-use benchmarks increasingly cover complex task settings, they still largely assume clean, stable, and trustworthy tool environments, leaving tool-environment unreliability insufficiently examined. We introduce ToolBench-X, a benchmark for evaluating agents under recoverable reliability hazards. ToolBench-X contains executable multi-step tasks across diverse domains and sequential, parallel, and mixed workflows, each paired with deterministic tools and a canonical final answer for automatic evaluation. Starting from clean tool environments, ToolBench-X injects five structured hazard types: Specification Drift, Invocation Error, Execution Failure, Output Drift, and Cross-source Conflict. Crucially, each injected instance remains solvable through at least one valid recovery path, such as retrying, fallback, verification, or cross-checking. Experiments reveal a substantial reliability gap: agents that perform well with reliable tools often fail under recoverable hazards. Further analysis shows that failures are driven less by tool-use volume or inference budget than by limited hazard diagnosis and ineffective recovery. Targeted recovery hints recover many failed tasks, while test-time scaling yields more limited gains. These results suggest that tool-use evaluation should move beyond function-call accuracy toward task completion under unreliable tool environments. The code and data is available at https://github.com/Foreverskyou/ToolBench-X.

  • 3 authors
·
Jun 23

A Matter of TASTE: Improving Coverage and Difficulty of Agent Benchmarks

As agent capabilities advance, existing benchmarks, such as τ^2-Bench, are becoming increasingly saturated. Yet constructing new benchmark tasks remains complex, costly, and labor-intensive. Moreover, the standard approach, in which scenarios are first written in natural language and then mapped to tool sequences, captures only a narrow subset of the tool-use patterns agents exercise. In this paper, we address these problems by reversing the task construction process. We propose TASTE: Task Synthesis from Tool Sequence Evolution, an automatic method that generates challenging tasks with broader tool-use coverage. TASTE utilizes an Adaptive Contrastive n-gram model trained on LLM-judged validity signals. This enables sampling valid tool sequences that cover a vast range of tool combinations. TASTE then selects representative sequences from the pool via clustering, instantiates them into complete benchmark tasks, and refines them through iterative difficulty evolution. Using TASTE, we construct τ^c-Bench, a challenging extension of the three domains of τ^2-Bench. We evaluate 11 agent/user LLM pairs and find that models nearly saturating τ^2-Bench suffer severe performance drops on our tasks (e.g., Gemini-3-Flash falls from 0.82!-!0.94 to 0.28!-!0.61). Beyond increasing difficulty, our generated tasks more than double the number of unique tool combinations agents must execute. Our results suggest high scores on existing benchmarks often reflect saturation rather than robust task-solving ability. By automating the generation of difficult, high-coverage benchmarks, TASTE enables continuous, scalable evaluation of future agents.

Learning Cognitive Maps from Transformer Representations for Efficient Planning in Partially Observed Environments

Despite their stellar performance on a wide range of tasks, including in-context tasks only revealed during inference, vanilla transformers and variants trained for next-token predictions (a) do not learn an explicit world model of their environment which can be flexibly queried and (b) cannot be used for planning or navigation. In this paper, we consider partially observed environments (POEs), where an agent receives perceptually aliased observations as it navigates, which makes path planning hard. We introduce a transformer with (multiple) discrete bottleneck(s), TDB, whose latent codes learn a compressed representation of the history of observations and actions. After training a TDB to predict the future observation(s) given the history, we extract interpretable cognitive maps of the environment from its active bottleneck(s) indices. These maps are then paired with an external solver to solve (constrained) path planning problems. First, we show that a TDB trained on POEs (a) retains the near perfect predictive performance of a vanilla transformer or an LSTM while (b) solving shortest path problems exponentially faster. Second, a TDB extracts interpretable representations from text datasets, while reaching higher in-context accuracy than vanilla sequence models. Finally, in new POEs, a TDB (a) reaches near-perfect in-context accuracy, (b) learns accurate in-context cognitive maps (c) solves in-context path planning problems.

  • 5 authors
·
Jan 11, 2024

Deep Research: A Systematic Survey

Large language models (LLMs) have rapidly evolved from text generators into powerful problem solvers. Yet, many open tasks demand critical thinking, multi-source, and verifiable outputs, which are beyond single-shot prompting or standard retrieval-augmented generation. Recently, numerous studies have explored Deep Research (DR), which aims to combine the reasoning capabilities of LLMs with external tools, such as search engines, thereby empowering LLMs to act as research agents capable of completing complex, open-ended tasks. This survey presents a comprehensive and systematic overview of deep research systems, including a clear roadmap, foundational components, practical implementation techniques, important challenges, and future directions. Specifically, our main contributions are as follows: (i) we formalize a three-stage roadmap and distinguish deep research from related paradigms; (ii) we introduce four key components: query planning, information acquisition, memory management, and answer generation, each paired with fine-grained sub-taxonomies; (iii) we summarize optimization techniques, including prompting, supervised fine-tuning, and agentic reinforcement learning; and (iv) we consolidate evaluation criteria and open challenges, aiming to guide and facilitate future development. As the field of deep research continues to evolve rapidly, we are committed to continuously updating this survey to reflect the latest progress in this area.

  • 26 authors
·
Nov 24, 2025 3

HumanX: Toward Agile and Generalizable Humanoid Interaction Skills from Human Videos

Enabling humanoid robots to perform agile and adaptive interactive tasks has long been a core challenge in robotics. Current approaches are bottlenecked by either the scarcity of realistic interaction data or the need for meticulous, task-specific reward engineering, which limits their scalability. To narrow this gap, we present HumanX, a full-stack framework that compiles human video into generalizable, real-world interaction skills for humanoids, without task-specific rewards. HumanX integrates two co-designed components: XGen, a data generation pipeline that synthesizes diverse and physically plausible robot interaction data from video while supporting scalable data augmentation; and XMimic, a unified imitation learning framework that learns generalizable interaction skills. Evaluated across five distinct domains--basketball, football, badminton, cargo pickup, and reactive fighting--HumanX successfully acquires 10 different skills and transfers them zero-shot to a physical Unitree G1 humanoid. The learned capabilities include complex maneuvers such as pump-fake turnaround fadeaway jumpshots without any external perception, as well as interactive tasks like sustained human-robot passing sequences over 10 consecutive cycles--learned from a single video demonstration. Our experiments show that HumanX achieves over 8 times higher generalization success than prior methods, demonstrating a scalable and task-agnostic pathway for learning versatile, real-world robot interactive skills.

  • 9 authors
·
Feb 2

End-to-End Goal-Driven Web Navigation

We propose a goal-driven web navigation as a benchmark task for evaluating an agent with abilities to understand natural language and plan on partially observed environments. In this challenging task, an agent navigates through a website, which is represented as a graph consisting of web pages as nodes and hyperlinks as directed edges, to find a web page in which a query appears. The agent is required to have sophisticated high-level reasoning based on natural languages and efficient sequential decision-making capability to succeed. We release a software tool, called WebNav, that automatically transforms a website into this goal-driven web navigation task, and as an example, we make WikiNav, a dataset constructed from the English Wikipedia. We extensively evaluate different variants of neural net based artificial agents on WikiNav and observe that the proposed goal-driven web navigation well reflects the advances in models, making it a suitable benchmark for evaluating future progress. Furthermore, we extend the WikiNav with question-answer pairs from Jeopardy! and test the proposed agent based on recurrent neural networks against strong inverted index based search engines. The artificial agents trained on WikiNav outperforms the engined based approaches, demonstrating the capability of the proposed goal-driven navigation as a good proxy for measuring the progress in real-world tasks such as focused crawling and question-answering.

  • 2 authors
·
Feb 6, 2016

Screen2AX: Vision-Based Approach for Automatic macOS Accessibility Generation

Desktop accessibility metadata enables AI agents to interpret screens and supports users who depend on tools like screen readers. Yet, many applications remain largely inaccessible due to incomplete or missing metadata provided by developers - our investigation shows that only 33% of applications on macOS offer full accessibility support. While recent work on structured screen representation has primarily addressed specific challenges, such as UI element detection or captioning, none has attempted to capture the full complexity of desktop interfaces by replicating their entire hierarchical structure. To bridge this gap, we introduce Screen2AX, the first framework to automatically create real-time, tree-structured accessibility metadata from a single screenshot. Our method uses vision-language and object detection models to detect, describe, and organize UI elements hierarchically, mirroring macOS's system-level accessibility structure. To tackle the limited availability of data for macOS desktop applications, we compiled and publicly released three datasets encompassing 112 macOS applications, each annotated for UI element detection, grouping, and hierarchical accessibility metadata alongside corresponding screenshots. Screen2AX accurately infers hierarchy trees, achieving a 77% F1 score in reconstructing a complete accessibility tree. Crucially, these hierarchy trees improve the ability of autonomous agents to interpret and interact with complex desktop interfaces. We introduce Screen2AX-Task, a benchmark specifically designed for evaluating autonomous agent task execution in macOS desktop environments. Using this benchmark, we demonstrate that Screen2AX delivers a 2.2x performance improvement over native accessibility representations and surpasses the state-of-the-art OmniParser V2 system on the ScreenSpot benchmark.

  • 5 authors
·
Jul 22, 2025

OpenResearcher: A Fully Open Pipeline for Long-Horizon Deep Research Trajectory Synthesis

Training deep research agents requires long-horizon trajectories that interleave search, evidence aggregation, and multi-step reasoning. However, existing data collection pipelines typically rely on proprietary web APIs, making large-scale trajectory synthesis costly, unstable, and difficult to reproduce. We present OpenResearcher, a reproducible pipeline that decouples one-time corpus bootstrapping from multi-turn trajectory synthesis and executes the search-and-browse loop entirely offline using three explicit browser primitives: search, open, and find, over a 15M-document corpus. Using GPT-OSS-120B as the teacher model, we synthesize over 97K trajectories, including a substantial long-horizon tail with 100+ tool calls. Supervised fine-tuning a 30B-A3B backbone on these trajectories achieves 54.8\% accuracy on BrowseComp-Plus, a +34.0 point improvement over the base model, while remaining competitive on BrowseComp, GAIA, and xbench-DeepSearch. Because the environment is offline and fully instrumented, it also enables controlled analysis, where our study reveals practical insights into deep research pipeline design, including data filtering strategies, agent configuration choices, and how retrieval success relates to final answer accuracy. We release the pipeline, synthesized trajectories, model checkpoints, and the offline search environment at https://github.com/TIGER-AI-Lab/OpenResearcher.

TIGER-Lab TIGER-Lab
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Mar 17 2

ChatGPT for Robotics: Design Principles and Model Abilities

This paper presents an experimental study regarding the use of OpenAI's ChatGPT for robotics applications. We outline a strategy that combines design principles for prompt engineering and the creation of a high-level function library which allows ChatGPT to adapt to different robotics tasks, simulators, and form factors. We focus our evaluations on the effectiveness of different prompt engineering techniques and dialog strategies towards the execution of various types of robotics tasks. We explore ChatGPT's ability to use free-form dialog, parse XML tags, and to synthesize code, in addition to the use of task-specific prompting functions and closed-loop reasoning through dialogues. Our study encompasses a range of tasks within the robotics domain, from basic logical, geometrical, and mathematical reasoning all the way to complex domains such as aerial navigation, manipulation, and embodied agents. We show that ChatGPT can be effective at solving several of such tasks, while allowing users to interact with it primarily via natural language instructions. In addition to these studies, we introduce an open-sourced research tool called PromptCraft, which contains a platform where researchers can collaboratively upload and vote on examples of good prompting schemes for robotics applications, as well as a sample robotics simulator with ChatGPT integration, making it easier for users to get started with using ChatGPT for robotics.

  • 4 authors
·
Feb 20, 2023

Video Task Decathlon: Unifying Image and Video Tasks in Autonomous Driving

Performing multiple heterogeneous visual tasks in dynamic scenes is a hallmark of human perception capability. Despite remarkable progress in image and video recognition via representation learning, current research still focuses on designing specialized networks for singular, homogeneous, or simple combination of tasks. We instead explore the construction of a unified model for major image and video recognition tasks in autonomous driving with diverse input and output structures. To enable such an investigation, we design a new challenge, Video Task Decathlon (VTD), which includes ten representative image and video tasks spanning classification, segmentation, localization, and association of objects and pixels. On VTD, we develop our unified network, VTDNet, that uses a single structure and a single set of weights for all ten tasks. VTDNet groups similar tasks and employs task interaction stages to exchange information within and between task groups. Given the impracticality of labeling all tasks on all frames, and the performance degradation associated with joint training of many tasks, we design a Curriculum training, Pseudo-labeling, and Fine-tuning (CPF) scheme to successfully train VTDNet on all tasks and mitigate performance loss. Armed with CPF, VTDNet significantly outperforms its single-task counterparts on most tasks with only 20% overall computations. VTD is a promising new direction for exploring the unification of perception tasks in autonomous driving.

  • 4 authors
·
Sep 8, 2023

UniGoal: Towards Universal Zero-shot Goal-oriented Navigation

In this paper, we propose a general framework for universal zero-shot goal-oriented navigation. Existing zero-shot methods build inference framework upon large language models (LLM) for specific tasks, which differs a lot in overall pipeline and fails to generalize across different types of goal. Towards the aim of universal zero-shot navigation, we propose a uniform graph representation to unify different goals, including object category, instance image and text description. We also convert the observation of agent into an online maintained scene graph. With this consistent scene and goal representation, we preserve most structural information compared with pure text and are able to leverage LLM for explicit graph-based reasoning. Specifically, we conduct graph matching between the scene graph and goal graph at each time instant and propose different strategies to generate long-term goal of exploration according to different matching states. The agent first iteratively searches subgraph of goal when zero-matched. With partial matching, the agent then utilizes coordinate projection and anchor pair alignment to infer the goal location. Finally scene graph correction and goal verification are applied for perfect matching. We also present a blacklist mechanism to enable robust switch between stages. Extensive experiments on several benchmarks show that our UniGoal achieves state-of-the-art zero-shot performance on three studied navigation tasks with a single model, even outperforming task-specific zero-shot methods and supervised universal methods.

  • 6 authors
·
Mar 13, 2025 2

MM-DeepResearch: A Simple and Effective Multimodal Agentic Search Baseline

We aim to develop a multimodal research agent capable of explicit reasoning and planning, multi-tool invocation, and cross-modal information synthesis, enabling it to conduct deep research tasks. However, we observe three main challenges in developing such agents: (1) scarcity of search-intensive multimodal QA data, (2) lack of effective search trajectories, and (3) prohibitive cost of training with online search APIs. To tackle them, we first propose Hyper-Search, a hypergraph-based QA generation method that models and connects visual and textual nodes within and across modalities, enabling to generate search-intensive multimodal QA pairs that require invoking various search tools to solve. Second, we introduce DR-TTS, which first decomposes search-involved tasks into several categories according to search tool types, and respectively optimize specialized search tool experts for each tool. It then recomposes tool experts to jointly explore search trajectories via tree search, producing trajectories that successfully solve complex tasks using various search tools. Third, we build an offline search engine supporting multiple search tools, enabling agentic reinforcement learning without using costly online search APIs. With the three designs, we develop MM-DeepResearch, a powerful multimodal deep research agent, and extensive results shows its superiority across benchmarks. Code is available at https://github.com/HJYao00/MM-DeepResearch

  • 8 authors
·
Mar 1

XRPO: Pushing the limits of GRPO with Targeted Exploration and Exploitation

Reinforcement learning algorithms such as GRPO have driven recent advances in large language model (LLM) reasoning. While scaling the number of rollouts stabilizes training, existing approaches suffer from limited exploration on challenging prompts and leave informative feedback signals underexploited, due to context-independent rollout allocation across prompts (e.g., generating 16 rollouts per prompt) and relying heavily on sparse rewards. This paper presents XRPO(eXplore - eXploit GRPO), a unified framework that recasts policy optimization through the principled lens of rollout exploration-exploitation. To enhance exploration, XRPO introduces a mathematically grounded rollout allocator that adaptively prioritizes prompts with higher potential for uncertainty reduction. It further addresses stagnation on zero-reward prompts through an in-context seeding strategy that injects curated exemplars, steering the model into more difficult reasoning trajectories. To strengthen exploitation, XRPO develops a group-relative, novelty-aware advantage sharpening mechanism that leverages sequence likelihoods to amplify low-probability yet correct responses, thereby extending the policy's reach beyond sparse rewards. Experiments across diverse math and coding benchmarks on both reasoning and non-reasoning models demonstrate that XRPO outperforms existing advances (e.g., GRPO and GSPO) up to 4% pass@1 and 6% cons@32, while accelerating training convergence by up to 2.7X.

  • 5 authors
·
Oct 8, 2025

SkillX: Automatically Constructing Skill Knowledge Bases for Agents

Learning from experience is critical for building capable large language model (LLM) agents, yet prevailing self-evolving paradigms remain inefficient: agents learn in isolation, repeatedly rediscover similar behaviors from limited experience, resulting in redundant exploration and poor generalization. To address this problem, we propose SkillX, a fully automated framework for constructing a plug-and-play skill knowledge base that can be reused across agents and environments. SkillX operates through a fully automated pipeline built on three synergistic innovations: (i) Multi-Level Skills Design, which distills raw trajectories into three-tiered hierarchy of strategic plans, functional skills, and atomic skills; (ii) Iterative Skills Refinement, which automatically revises skills based on execution feedback to continuously improve library quality; and (iii) Exploratory Skills Expansion, which proactively generates and validates novel skills to expand coverage beyond seed training data. Using a strong backbone agent (GLM-4.6), we automatically build a reusable skill library and evaluate its transferability on challenging long-horizon, user-interactive benchmarks, including AppWorld, BFCL-v3, and τ^2-Bench. Experiments show that SkillKB consistently improves task success and execution efficiency when plugged into weaker base agents, highlighting the importance of structured, hierarchical experience representations for generalizable agent learning. Our code will be publicly available soon at https://github.com/zjunlp/SkillX.

zjunlp ZJUNLP
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Apr 5 2

GTA1: GUI Test-time Scaling Agent

Graphical user interface (GUI) agents autonomously operate across platforms (e.g., Linux) to complete tasks by interacting with visual elements. Specifically, a user instruction is decomposed into a sequence of action proposals, each corresponding to an interaction with the GUI. After each action, the agent observes the updated GUI environment to plan the next step. However, two main challenges arise: i) resolving ambiguity in task planning (i.e., the action proposal sequence), where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, i.e., precisely interacting with visual targets. This paper investigates the two aforementioned challenges with our GUI Test-time Scaling Agent, namely GTA1. First, to select the most appropriate action proposal, we introduce a test-time scaling method. At each step, we sample multiple candidate action proposals and leverage a judge model to evaluate and select the most suitable one. It trades off computation for better decision quality by concurrent sampling, shortening task execution steps, and improving overall performance. Second, we propose a model that achieves improved accuracy when grounding the selected action proposal to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates visual grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, our method establishes state-of-the-art performance across diverse benchmarks. For example, GTA1-7B achieves 50.1%, 92.4%, and 67.7% accuracies on Screenspot-Pro, Screenspot-V2, and OSWorld-G, respectively. When paired with a planner applying our test-time scaling strategy, it exhibits state-of-the-art agentic performance (e.g., 45.2% task success rate on OSWorld). We open-source our code and models here.

SlimSearcher: Training Efficiency-Aware Web Agents via Adaptive Reward Gating

Deep research agents have demonstrated remarkable capabilities in complex information-seeking tasks, yet this power comes at a steep computational cost. Driven by accuracy-focused training paradigms, current models adopt brute-force strategies characterized by blind tool dependency and performative reasoning-generating long, redundant trajectories that are far from necessary for resolving these tasks, leading to wasteful tool calls and excessive token consumption. To overcome this efficiency trap, we propose SlimSearcher, a principled framework that pushes the Pareto frontier between accuracy and computational cost across both Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL). In the SFT stage, SlimSearcher employs Pareto-efficient filtration to distill trajectories that are both successful and economical, guiding the model toward inherently efficiency-aware search behaviors. During RL, we introduce Adaptive Reward Gating, a dynamic reward-shaping mechanism that evaluates relative tool and token efficiency within a sampled cohort. By cascading these adaptive efficiency metrics with a strict correctness gate, our approach effectively avoids the brevity bias associated with absolute penalties and mitigates reward hacking. Extensive experiments on long-horizon benchmarks, including GAIA, BrowseComp, and XBenchDeepSearch, demonstrate that SlimSearcher reduces average tool-call rounds by 17%-58% while maintaining or improving accuracy.

  • 7 authors
·
Jun 4 2

REDSearcher: A Scalable and Cost-Efficient Framework for Long-Horizon Search Agents

Large language models are transitioning from generalpurpose knowledge engines to realworld problem solvers, yet optimizing them for deep search tasks remains challenging. The central bottleneck lies in the extreme sparsity of highquality search trajectories and reward signals, arising from the difficulty of scalable longhorizon task construction and the high cost of interactionheavy rollouts involving external tool calls. To address these challenges, we propose REDSearcher, a unified framework that codesigns complex task synthesis, midtraining, and posttraining for scalable searchagent optimization. Specifically, REDSearcher introduces the following improvements: (1) We frame task synthesis as a dualconstrained optimization, where task difficulty is precisely governed by graph topology and evidence dispersion, allowing scalable generation of complex, highquality tasks. (2) We introduce toolaugmented queries to encourage proactive tool use rather than passive recall.(3) During midtraining, we strengthen core atomic capabilities knowledge, planning, and function calling substantially reducing the cost of collecting highquality trajectories for downstream training. (4) We build a local simulated environment that enables rapid, lowcost algorithmic iteration for reinforcement learning experiments. Across both textonly and multimodal searchagent benchmarks, our approach achieves stateoftheart performance. To facilitate future research on longhorizon search agents, we will release 10K highquality complex text search trajectories, 5K multimodal trajectories and 1K text RL query set, and together with code and model checkpoints.

dots-studio dots studio
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Feb 15 2

ProBench: Benchmarking GUI Agents with Accurate Process Information

With the deep integration of artificial intelligence and interactive technology, Graphical User Interface (GUI) Agent, as the carrier connecting goal-oriented natural language and real-world devices, has received widespread attention from the community. Contemporary benchmarks aim to evaluate the comprehensive capabilities of GUI agents in GUI operation tasks, generally determining task completion solely by inspecting the final screen state. However, GUI operation tasks consist of multiple chained steps while not all critical information is presented in the final few pages. Although a few research has begun to incorporate intermediate steps into evaluation, accurately and automatically capturing this process information still remains an open challenge. To address this weakness, we introduce ProBench, a comprehensive mobile benchmark with over 200 challenging GUI tasks covering widely-used scenarios. Remaining the traditional State-related Task evaluation, we extend our dataset to include Process-related Task and design a specialized evaluation method. A newly introduced Process Provider automatically supplies accurate process information, enabling presice assessment of agent's performance. Our evaluation of advanced GUI agents reveals significant limitations for real-world GUI scenarios. These shortcomings are prevalent across diverse models, including both large-scale generalist models and smaller, GUI-specific models. A detailed error analysis further exposes several universal problems, outlining concrete directions for future improvements.

  • 7 authors
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Nov 12, 2025

WebXSkill: Skill Learning for Autonomous Web Agents

Autonomous web agents powered by large language models (LLMs) have shown promise in completing complex browser tasks, yet they still struggle with long-horizon workflows. A key bottleneck is the grounding gap in existing skill formulations: textual workflow skills provide natural language guidance but cannot be directly executed, while code-based skills are executable but opaque to the agent, offering no step-level understanding for error recovery or adaptation. We introduce WebXSkill, a framework that bridges this gap with executable skills, each pairing a parameterized action program with step-level natural language guidance, enabling both direct execution and agent-driven adaptation. WebXSkill operates in three stages: skill extraction mines reusable action subsequences from readily available synthetic agent trajectories and abstracts them into parameterized skills, skill organization indexes skills into a URL-based graph for context-aware retrieval, and skill deployment exposes two complementary modes, grounded mode for fully automated multi-step execution and guided mode where skills serve as step-by-step instructions that the agent follows with its native planning. On WebArena and WebVoyager, WebXSkill improves task success rate by up to 9.8 and 12.9 points over the baseline, respectively, demonstrating the effectiveness of executable skills for web agents. The code is publicly available at https://github.com/aiming-lab/WebXSkill.

  • 15 authors
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Apr 13

QUEST: Training Frontier Deep Research Agents with Fully Synthetic Tasks

Deep research agents extend the role of search engines from retrieving keyword-matched pages to synthesizing knowledge, fundamentally changing how humans interact with information. However, frontier systems remain proprietary, while existing open agents often generalize poorly across different task types, leaving unclear how to train a broadly capable deep research agent. We release QUEST, a family of open models (ranging from 2B to 35B) that serve as general-purpose deep research agents designed to handle a wide range of long-horizon search tasks, with strong capabilities in fact seeking, citation grounding, and report synthesis. To build QUEST, we propose an effective training recipe combining mid-training, supervised fine-tuning, and reinforcement learning. Central to this recipe is a curated data synthesis pipeline based on unified rubric trees, which applies to different task types and enables synthesizing training data with verifiable rewards without human annotation. In addition, QUEST incorporates a built-in context management mechanism that enables effective long-horizon reasoning and knowledge synthesis. Using only 8K synthesized tasks, QUEST approaches or even surpasses frontier closed-source agents across eight deep research benchmarks spanning diverse task types, and achieves the best overall performance among recent open-weight agents. We released everything: models, data, and training scripts.

osunlp OSU NLP Group
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May 21 3

D-Artemis: A Deliberative Cognitive Framework for Mobile GUI Multi-Agents

Graphical User Interface (GUI) agents aim to automate a wide spectrum of human tasks by emulating user interaction. Despite rapid advancements, current approaches are hindered by several critical challenges: data bottleneck in end-to-end training, high cost of delayed error detection, and risk of contradictory guidance. Inspired by the human cognitive loop of Thinking, Alignment, and Reflection, we present D-Artemis -- a novel deliberative framework in this paper. D-Artemis leverages a fine-grained, app-specific tip retrieval mechanism to inform its decision-making process. It also employs a proactive Pre-execution Alignment stage, where Thought-Action Consistency (TAC) Check module and Action Correction Agent (ACA) work in concert to mitigate the risk of execution failures. A post-execution Status Reflection Agent (SRA) completes the cognitive loop, enabling strategic learning from experience. Crucially, D-Artemis enhances the capabilities of general-purpose Multimodal large language models (MLLMs) for GUI tasks without the need for training on complex trajectory datasets, demonstrating strong generalization. D-Artemis establishes new state-of-the-art (SOTA) results across both major benchmarks, achieving a 75.8% success rate on AndroidWorld and 96.8% on ScreenSpot-V2. Extensive ablation studies further demonstrate the significant contribution of each component to the framework.

  • 13 authors
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Sep 25, 2025 2

Read Anywhere Pointed: Layout-aware GUI Screen Reading with Tree-of-Lens Grounding

Graphical User Interfaces (GUIs) are central to our interaction with digital devices. Recently, growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (SPR) task. This task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the SPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed SPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: screen-point-and-read.github.io

  • 9 authors
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Jun 27, 2024 2

Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents

In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.

  • 5 authors
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Feb 3, 2023

Evaluating Vision-Language Models as Evaluators in Path Planning

Despite their promise to perform complex reasoning, large language models (LLMs) have been shown to have limited effectiveness in end-to-end planning. This has inspired an intriguing question: if these models cannot plan well, can they still contribute to the planning framework as a helpful plan evaluator? In this work, we generalize this question to consider LLMs augmented with visual understanding, i.e., Vision-Language Models (VLMs). We introduce PathEval, a novel benchmark evaluating VLMs as plan evaluators in complex path-planning scenarios. Succeeding in the benchmark requires a VLM to be able to abstract traits of optimal paths from the scenario description, demonstrate precise low-level perception on each path, and integrate this information to decide the better path. Our analysis of state-of-the-art VLMs reveals that these models face significant challenges on the benchmark. We observe that the VLMs can precisely abstract given scenarios to identify the desired traits and exhibit mixed performance in integrating the provided information. Yet, their vision component presents a critical bottleneck, with models struggling to perceive low-level details about a path. Our experimental results show that this issue cannot be trivially addressed via end-to-end fine-tuning; rather, task-specific discriminative adaptation of these vision encoders is needed for these VLMs to become effective path evaluators.

  • 4 authors
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Nov 27, 2024