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Oct 16

Action-On-Item Preference Flow: A Shared Event Schema for Predictive and Generative Personalization

A user's movie, news, and dialogue histories differ in their native actions and outputs, yet each interaction supplies evidence that can update user memory. We study whether these histories can train one reusable update mechanism. An action-on-item schema pairs a mapped interaction role with a content embedding, allowing shared update parameters to operate on separate user states. We establish invariance to native relabeling, bounded state changes under item-embedding perturbations, and a pooled-training bound under explicit compatibility conditions. The Multi-Timescale State Hypothesis (MTSH) specifies how this evidence enters, persists, and is consumed; PerTIDE implements it with action gating, three state-space traces, fusion, and command-conditioned readout. On PENS, the same history encoder supports both next-news prediction and personalized headline generation. In a controlled PENS-to-MovieLens experiment, a frozen source-trained core exceeds an identically structured random core by 15.23 MRR points after fitting the same target consumer. On MIND, PerTIDE retains a 4.12-point MRR advantage over a same-input three-branch state-space control. Action, readout, and trace interventions identify complementary contributions to these gains. Together, the theory and experiments support learning history updates across compatible sources and reusing them through predictive and generative consumers.

  • 5 authors
·
Sep 30

Oversight Has a Capacity: Calibrating Agent Guards to a Subjective, Fatiguing Human

As LLM agents begin to take real, irreversible actions (shell commands, file edits, deploys), the standard safety pattern is a human-in-the-loop approval gate: risky actions pause and wait for a person. We argue the gate is the easy part; the hard part is the judgment - which actions to stop - which the field evaluates against two false assumptions: that there is a ground-truth notion of "risky," and that the human reviewer is a perfect, infinitely-available oracle. On a hand-labeled set of 125 adversarially-weighted agent actions we show that (i) reviewers only moderately agree on what is risky (Fleiss' kappa = 0.52), so there is no single correct label; (ii) framing the guard as selective classification under asymmetric cost makes its operating limits measurable, and on hard inputs the guard cannot safely auto-decide; and (iii) when the reviewer is modeled as endogenous (fatiguing as escalation load grows), realized safety becomes an inverted-U in the escalation rate: more human oversight can make a system less safe, and the safety-optimal guard escalates below full escalation - a setting a load-aware policy also uses to resist a flooding attack that slips a malicious action past a fatigued reviewer. Agent oversight, framed this way, is not only a classification problem but a resource-allocation one: human attention is finite, and the guard's escalation policy spends it. We claim none of these mechanisms as novel - fatigue-aware learning-to-defer (FALCON), cost-sensitive deferral under workload constraints (DeCCaF), trajectory-level guarding, and reviewer-fatigue/flooding attacks are all prior art we cite. Our contribution is an open-source agent-oversight system that operationalizes and measures them in the LLM-agent action-gating setting, turning "is my guard good?" from a guess into a curve. The inverted-U and the flooding attack are modeling results that motivate a human study.

  • 1 authors
·
Jun 7

NoiseGate: Learning Per-Latent Timestep Schedules as Information Gating in World Action Models

World Action Models (WAMs) are an emerging family of policies that tie robot action generation to future-observation modeling. In this work, we focus on the joint video--action modeling paradigm, where actions and imagined future observations are co-generated along a shared denoising or flow trajectory, so that perception, prediction, and control are coupled within one generative process. Existing WAMs typically realize this paradigm with a Mixture-of-Transformers (MoT), where video and action tokens interact through shared self-attention. This architecture can in principle assign a separate timestep t_f to each predicted latent frame, yet current systems collapse this degree of freedom onto a single shared scalar t. Under the noise-as-masking view of Diffusion Forcing, this shared schedule imposes the unjustified prior that every predicted latent is equally reliable for action generation. We instead view the per-latent schedule as a learnable information-gating policy: by changing a latent frame's noise level, the policy modulates the reliability of its Key/Value contribution to the action tokens. We propose NoiseGate, which combines independent per-latent timestep sampling during backbone training, a lightweight Gating Policy Network that emits per-latent time increments during denoising, and task-reward optimization that trains the schedule policy without hand-crafted shape priors. Built on a joint video--action MoT backbone, NoiseGate delivers consistent gains on diverse RoboTwin random-scene manipulation tasks.

  • 11 authors
·
May 7

StreamVLA: Breaking the Reason-Act Cycle via Completion-State Gating

Long-horizon robotic manipulation requires bridging the gap between high-level planning (System 2) and low-level control (System 1). Current Vision-Language-Action (VLA) models often entangle these processes, performing redundant multimodal reasoning at every timestep, which leads to high latency and goal instability. To address this, we present StreamVLA, a dual-system architecture that unifies textual task decomposition, visual goal imagination, and continuous action generation within a single parameter-efficient backbone. We introduce a "Lock-and-Gated" mechanism to intelligently modulate computation: only when a sub-task transition is detected, the model triggers slow thinking to generate a textual instruction and imagines the specific visual completion state, rather than generic future frames. Crucially, this completion state serves as a time-invariant goal anchor, making the policy robust to execution speed variations. During steady execution, these high-level intents are locked to condition a Flow Matching action head, allowing the model to bypass expensive autoregressive decoding for 72% of timesteps. This hierarchical abstraction ensures sub-goal focus while significantly reducing inference latency. Extensive evaluations demonstrate that StreamVLA achieves state-of-the-art performance, with a 98.5% success rate on the LIBERO benchmark and robust recovery in real-world interference scenarios, achieving a 48% reduction in latency compared to full-reasoning baselines.

  • 5 authors
·
Feb 1

BLUE: Toward Better Language Use in Efficient Vision-Language-Action Models for Autonomous Driving

We present BLUE, a minimal method for better language use in vision-language-action (VLA) models for autonomous driving (AD). Through extensive analysis, we reveal that language matters on only a small fraction of routes, but on those routes it can greatly improve or degrade performance. Generating language at every frame is therefore inefficient, since most computation is spent on frames that do not benefit from language. We further show that pretrained VLA hidden states potentially already encode whether language will benefit a given frame, even though scene complexity and kinematic features alone struggle to predict this. Based on this finding, BLUE trains a lightweight gate on frozen VLA hidden states to decide per frame whether to activate language generation or predict actions directly, without modifying the backbone or requiring additional human annotation. With just a 0.11M-parameter gate, BLUE sets a new state of the art on both benchmarks, achieving 76.2% success rate on Bench2Drive and 36 driving score on Longest6 v2, while delivering 2.54x inference speedup and 8.9% success rate improvement over the backbone. BLUE provides a practical path toward efficient language-augmented AD, showing that VLA models can retain the benefits of language at a fraction of the cost. Our code, data, logs and checkpoints are fully available on https://github.com/George-Ling3/BLUE.

  • 4 authors
·
Jun 6

Towards Human-like Physical Intelligence: LifelongVision-Language-Action Learning for Robotic Manipulation

Similar to the natural capabilities of humans to sequentially learn new tasks, robots with Vision-Language-Action (VLA) models should possess lifelong learning ability to learn a new task when deployed in open-world environments. However, most recently proposed lifelong learning models aim to effectively learn the current task (plasticity) or maintain high accuracy on previous tasks (stability), while the plasticity-stability trade-off remains largely unsolved in robotic manipulation models. To address this fundamental challenge, we propose a cache-efficient lifelong Vision-Language-Action learning framework for robotic manipulation (i.e., LifelongVLA), which alleviates the plasticity-stability trade-off with a dual-timescale adaptation mechanism while achieving low-cost robotic deployment with a cache-efficient replay strategy. More concretely, we propose a dual-timescale LoRA gating module to decompose VLA adaptation into two lightweight pathways: a short-term adapter for plasticity and a long-term adapter for stable consolidation. These pathways are integrated via a task-aware gate, enabling explicit control of the plasticity-stability trade-off. In the skill replay phase, a cache-efficient stochastic replay strategy is proposed to preserve more balanced retention signals without full-trajectory storage. Finally, experiments show that LifelongVLA outperforms existing baselines, demonstrating efficient skill expansion, robust retention of learned manipulation behaviors, and reduced reliance on retraining for real-world deployment on an xArm robot.

  • 5 authors
·
Jul 15

ScopeJudge: Cost-Aware Pre-Execution Gating for Offensive Security Agents

As LLM agents take on offensive security work, a single out-of-scope tool call can breach a client's engagement boundary, disrupt production, or void a bug-bounty finding. Unlike a fixed safety policy, the boundary that matters is declared in the user's request and must be inferred from intent. That challenge is sharpened by the adversarial nature of offensive security: the same tool call is in or out of scope depending not on the action itself but on the target it touches and the context in which it runs, which no fixed policy can enumerate in advance. We study pre-execution gating: a cheap, trusted LLM judge inspects each call proposed by a strong, swappable agent, and accepts or rejects it before it runs. We introduce ScopeJudge, a benchmark of 4,897 tool calls (7.7% scope violations) from agent trajectories on tasks engineered to tempt agents out of scope and labeled at the call level by professional penetration testers, with substantial inter-grader agreement (Fleiss kappa = 0.64) that sets an expert agreement reference point of F1 = 0.78. We evaluate eight judge models under five transcript strategies, varying how much context the judge sees, from the static policy alone to the full raw transcript, and chart the resulting cost-accuracy Pareto frontier. We find that a static policy is structurally insufficient for scope enforcement: blind to the user's request, judge recall collapses to near zero, confirming that scope lives in the request and that request-conditioned monitoring is necessary. Because a missed violation costs more than a spurious rejection, we report precision, recall, and F1 separately and recommend two operating points: a cost-sensitive configuration and a recall-first one for high-stakes deployments. We release the ScopeJudge dataset to support real-time monitoring and scalable oversight of autonomous security agents.

  • 6 authors
·
Jul 7

DeCAL: Towards Physically-Grounded Dexterous Vision-Language-Action Models via Contact-Aware Latent Co-Imagination

Dexterous manipulation involves contact-rich and fine-grained interactions with the physical world, posing significant challenges for existing vision-language-action (VLA) models due to severe visual occlusions and complex contact dynamics. While recent works have incorporated tactile sensing into robotic manipulation, most approaches still rely on homogeneous multimodal fusion, lacking adaptive tactile integration and explicit modeling of physical dynamics. In this work, we present DeCAL, a physically-grounded dexterous vision-language-action model that unifies understanding, imagination and action generation for contact-rich dexterous manipulation. Built upon a Mixture-of-Transformers (MoT) architecture, DeCAL leverages specialized experts for each capability while enabling efficient information flow among them. To effectively leverage tactile information, we introduce Adaptive Visuo-Tactile Fusion that dynamically regulates tactile interactions via a contact-aware gating strategy. Furthermore, we propose Visuo-Tactile Latent Co-Imagination to jointly model visual and tactile dynamics, equipping the policy with implicit physical world knowledge. Experimental results show that DeCAL consistently achieves state-of-the-art performance across all tasks, attaining a 71% average success rate and an 83.4% progress success rate, while also demonstrating strong generalization to unseen scenarios. The website is available at https://aureleopku.github.io/DeCAL.

  • 8 authors
·
Sep 7

Gated Attention for Large Language Models: Non-linearity, Sparsity, and Attention-Sink-Free

Gating mechanisms have been widely utilized, from early models like LSTMs and Highway Networks to recent state space models, linear attention, and also softmax attention. Yet, existing literature rarely examines the specific effects of gating. In this work, we conduct comprehensive experiments to systematically investigate gating-augmented softmax attention variants. Specifically, we perform a comprehensive comparison over 30 variants of 15B Mixture-of-Experts (MoE) models and 1.7B dense models trained on a 3.5 trillion token dataset. Our central finding is that a simple modification-applying a head-specific sigmoid gate after the Scaled Dot-Product Attention (SDPA)-consistently improves performance. This modification also enhances training stability, tolerates larger learning rates, and improves scaling properties. By comparing various gating positions and computational variants, we attribute this effectiveness to two key factors: (1) introducing non-linearity upon the low-rank mapping in the softmax attention, and (2) applying query-dependent sparse gating scores to modulate the SDPA output. Notably, we find this sparse gating mechanism mitigates 'attention sink' and enhances long-context extrapolation performance, and we also release related https://github.com/qiuzh20/gated_attention{codes} and https://huggingface.co/QwQZh/gated_attention{models} to facilitate future research.

  • 13 authors
·
May 10, 2025 1

The Agent Knew: Internal States Forecast Unauthorized Actions and Stop Them, and the Lies That Follow

Language-model agents sometimes act beyond their authorization and then misreport what they did. On CAPE-Bench, matched agent tasks in which one fact decides whether an action is authorized, frontier open-weight agents do both, and one behavior marks the lie: retroactive permission laundering, acting and then asking permission as if the action were pending, precedes a false report in 70% of 1081 fresh informed violations, against 8% otherwise (preregistered odds ratio 7.0); frontier agents on tau^2-bench instead fabricate the authorization before violating. A linear readout of the agent's residual stream forecasts the violation before the action (AUROC 0.94) and the false report before the report, and beats chain-of-thought monitors when the agent is pressured to hide its reasoning. Gating every proposed action on this forecast cuts violations over whole episodes in four model families, and sending repeated flags to an approver keeps authorized work (Gemma-4: violations 0.70 -> 0.09, completion 1.00; a model approver that escalates unclear cases keeps this gain with a person seeing 25% of asks), at about 10-8 of the agent's compute and 109 times less than a chain-of-thought monitor. On AgentDojo, an external prompt-injection benchmark, the same readout calibrated on 29 tasks, with the steering unchanged, cuts attack success on unseen tasks in two families (Gemma-4 11.7% -> 5.7%, gpt-oss 28.5% -> 17.5%) while keeping benign utility (Gemma-4 0.637 vs 0.637; gpt-oss 0.667 vs 0.681). Preventing the violation is also the most reliable way to prevent the lie (misreported violations 0.10 -> 0.01 pooled over three families, preregistered), whereas lie-specific fixes after a violation are weak. All tests are preregistered and hash-locked; code, data and the full record, including tests that did not pass, are at https://github.com/AryaFayyazi/Honesty.

X-Cache: Cross-Chunk Block Caching for Few-Step Autoregressive World Models Inference

Real-time world simulation is becoming a key infrastructure for scalable evaluation and online reinforcement learning of autonomous driving systems. Recent driving world models built on autoregressive video diffusion achieve high-fidelity, controllable multi-camera generation, but their inference cost remains a bottleneck for interactive deployment. However, existing diffusion caching methods are designed for offline video generation with multiple denoising steps, and do not transfer to this scenario. Few-step distilled models have no inter-step redundancy left for these methods to reuse, and sequence-level parallelization techniques require future conditioning that closed-loop interactive generation does not provide. We present X-Cache, a training-free acceleration method that caches along a different axis: across consecutive generation chunks rather than across denoising steps. X-Cache maintains per-block residual caches that persist across chunks, and applies a dual-metric gating mechanism over a structure- and action-aware block-input fingerprint to independently decide whether each block should recompute or reuse its cached residual. To prevent approximation errors from permanently contaminating the autoregressive KV cache, X-Cache identifies KV update chunks (the forward passes that write clean keys and values into the persistent cache) and unconditionally forces full computation on these chunks, cutting off error propagation. We implement X-Cache on X-world, a production multi-camera action-conditioned driving world model built on multi-block causal DiT with few-step denoising and rolling KV cache. X-Cache achieves 71% block skip rate with 2.6x wall-clock speedup while maintaining minimum degradation.

  • 13 authors
·
May 4

Proactive Service Agents: A Unified Decision Framework, Methods, and Evaluation

Large language model agents can plan, invoke tools, and modify external states, yet most systems still take an explicit user instruction as a fixed starting point. Proactive service moves the decision upstream: an agent must infer service opportunities from incomplete environmental and user signals, choose among remaining silent, asking, assisting, and acting, and account for interruption, misunderstanding, overreach, and privacy costs. This survey gives an operational definition centered on initiative and formulates the problem as a partially observable sequential decision process constrained by authorization and risk. The formulation represents timing, content, and delivery within one structured action, while making explicit the option value of waiting, the decision value of questions, and feedback-induced state changes. On this basis, we organize existing methods along one decision pipeline (state and need estimation, intervention gating, action construction, and feedback adaptation) and describe prescribed, predictive, model based, and return optimizing mechanisms as nonexclusive policy-construction components. We further normalize decision units and three-axis evidence descriptors across streaming dialogue, screen, video, software-engineering, and human-agent collaboration resources, and formalize metrics for triggering, timing, calibration, user burden, safety, and policy value. The synthesis shows why offline classification performance alone does not predict deployment benefit and why long-term memory is not a defining condition of proactivity. Reliable proactive service instead requires calibrated incremental intervention value, verifiable authorization, recoverable execution, and counterfactual evidence.

  • 5 authors
·
Sep 2

ASkDAgger: Active Skill-level Data Aggregation for Interactive Imitation Learning

Human teaching effort is a significant bottleneck for the broader applicability of interactive imitation learning. To reduce the number of required queries, existing methods employ active learning to query the human teacher only in uncertain, risky, or novel situations. However, during these queries, the novice's planned actions are not utilized despite containing valuable information, such as the novice's capabilities, as well as corresponding uncertainty levels. To this end, we allow the novice to say: "I plan to do this, but I am uncertain." We introduce the Active Skill-level Data Aggregation (ASkDAgger) framework, which leverages teacher feedback on the novice plan in three key ways: (1) S-Aware Gating (SAG): Adjusts the gating threshold to track sensitivity, specificity, or a minimum success rate; (2) Foresight Interactive Experience Replay (FIER), which recasts valid and relabeled novice action plans into demonstrations; and (3) Prioritized Interactive Experience Replay (PIER), which prioritizes replay based on uncertainty, novice success, and demonstration age. Together, these components balance query frequency with failure incidence, reduce the number of required demonstration annotations, improve generalization, and speed up adaptation to changing domains. We validate the effectiveness of ASkDAgger through language-conditioned manipulation tasks in both simulation and real-world environments. Code, data, and videos are available at https://askdagger.github.io.

  • 4 authors
·
Aug 7, 2025

CAC-VLA: Context-Gated Action Conditioning for Vision-Language-Action Models

Vision-Language-Action (VLA) models have become a promising paradigm for generalist robot manipulation, where visual-language representations are used to condition continuous action generation. However, these representations are not explicitly optimized for action conditioning, leaving the action expert to bridge the gap between multimodal understanding and precise motor control. Recent action-reasoning methods introduce additional modules to generate explicit action plans or action-space reasoning signals, demonstrating the benefit of action-level guidance but often requiring separate action-generation frameworks. We propose CAC-VLA, a Context-Gated Action Conditioning framework that learns a lightweight latent-action interface directly within the VLM. Instead of generating executable trajectories, CAC-VLA trains the VLM to predict coarse-to-fine latent actions, which are structured representations encoded from future action segments, and adaptively leverages them to condition the action expert via a context gate. This enables VLM-native action conditioning while calibrating the influence of latent-action guidance on expert action generation. Experiments on LIBERO and LIBERO-Plus demonstrate the effectiveness of CAC-VLA, achieving 98.3% average success rate on LIBERO and 89.5% LIBERO-Plus, suggesting that context-gated latent-action conditioning is an effective interface for continuous expert control.

  • 8 authors
·
Jul 5

FlexLAM: Resolving the Bottleneck Trade-off in Latent Action Learning

Latent actions provide a compact interface between action-free video and downstream decision-making, yet existing Latent Action Models (LAMs) force every transition through a fixed-capacity bottleneck. We identify a bottleneck trade-off: overly tight codes can discard transition cues needed for action alignment, while overly loose codes preserve additional transition variation that must be resolved when alignment labels are scarce or narrowly distributed. FlexLAM replaces this fixed capacity with variable-length latent actions trained by nested dropout, yielding prefix-valid codes that capture compact transition structure first and add detail only when needed, without new architectures or losses. A single FlexLAM matches or surpasses separately trained fixed-capacity LAMs at every evaluated token budget under standard scarce-label supervision and under a low-return single-task alignment stress test, indicating that FlexLAM is not merely adjustable at inference time but learns a better latent-action interface at the same token budgets. The same model supports inference-time token-budget adjustment without retraining, and FlexLAM improves Ego4D transition reconstruction. These results suggest that variable-length latent actions are an architecture-free, drop-in upgrade to the fixed-capacity bottleneck in latent action models, latent-action world models, and video-pretrained action interfaces.

  • 4 authors
·
Jun 16

Learning Foresight without Explicit Trajectories for 3D Diffusion Policies

3D diffusion policies are strong at generating geometrically grounded actions from current observations, but successful manipulation requires not only knowing what motion is feasible now, but also anticipating where the interaction is heading. Existing policies largely leave such foresight to emerge implicitly from action learning. We introduce Movement Trend Guidance, a simple but effective way to provide this foresight without introducing an explicit plan. From a short observation history, the policy learns a compact latent representation of interaction evolution. During training, sparse future gripper states supervise this representation; at inference, only the latent is retained as future-oriented conditioning alongside the current observation. The latent provides global conditioning for action generation, while an additional gated FiLM branch is used only at the UNet bottleneck. Despite adding only 3.52% more parameters to DP3, our method preserves the original dense-action and receding-horizon formulation and consistently improves upon DP3 across RoboTwin2.0, LIBERO-40, and DexArt. It reaches 62.8% vs. 56.1% in 50-task RoboTwin2.0 mixed training, 71.93% vs. 37.08% on LIBERO-40, and 72.0% vs. 49.0% on five real-robot tasks. These results show that a diffusion policy can benefit substantially from knowing where an interaction is heading, without being told exactly where to move.

ActWorld: From Explorable to Interactive World Model via Action-Aware Memory

Interactive world models aim to simulate environment dynamics under real-time user actions. However, their action vocabulary is largely confined to navigation: most actions correspond to motion (e.g., walk, turn, look around), while interaction with objects in the scene (e.g., pick up plates, open doors, or trigger physical responses) is either absent, restricted to game domains, or relegated to prompt-to-full-video scenarios. The resulting worlds are visually explorable but not truly actionable. In this work, we present ActWorld, an interactive world model that extends prior navigation-centric generators to support mid-rollout object interaction within a chunk-autoregressive framework. We argue that the navigation-interaction gap stems from two bottlenecks. First, a data bottleneck: the lack of human-object interaction data with accurate, dense labels. Second, a memory bottleneck: recency-biased history compression in existing world models discards the event-transition frames that causally determine subsequent object states, leading to an action-forgetting pathology. On the data side, we construct a 100K interaction video dataset, each annotated with per-chunk captions via chain-of-thought reasoning. On the model side, we introduce a hierarchical action-aware memory design that routes history compression by interaction importance, complemented by a persistent memory bank that maintains event-update and object-identity tokens across long rollouts. Experiments show that ActWorld supports both flexible navigation and rich object interaction within a single model, substantially improving interaction fidelity over navigation-only baselines without sacrificing viewpoint control. Project page is available at https://interactwm.github.io/ActWorld.

ByteDance ByteDance
·
Jun 15

ARMS: Anchor-Relational Motion Streaming for Seamless Solo-Social Motion Transitions

Generating temporally continuous and socially coherent human motion from text remains a fundamental challenge, particularly in realistic streams where people act alone, enter interactions, and later disengage. Most existing methods generate fixed-length motion clips under static agent configurations, which makes them brittle to solo-social transitions and unsuitable for incremental generation over long horizons. We propose ARMS, an Anchor-Relational Motion Streaming framework that unifies solo motion and human-human interaction within a single causal generative process. ARMS introduces a dynamics-asymmetric representation that decouples per-person temporal evolution from inter-person alignment via a partner-referenced relative-translation term, enabling seamless switching of social coupling without sacrificing long-horizon stability or spatial consistency between agents. On top of a causal latent space, a causal relational diffusion model progressively refines motion segment by segment using only past context, capturing both intra-person temporal dependencies and inter-person relations. Mode-aware relational gating activates or masks cross-agent connections, allowing the same model to support both solo and interaction generation. Experiments show that ARMS improves transition smoothness and social coherence compared to interaction-centric baselines, while also achieving competitive results on human-human interaction benchmarks.

  • 5 authors
·
Jul 6

Latent World Action Model for GUI Agents

Pixel-space world models have recently emerged as a promising approach for GUI agents, predicting future screens prior to execution and subsequently re-perceiving them for action selection. However, this two-stage paradigm faces two key challenges in GUI environments: (L1) the high computational cost of pixel reconstruction and (L2) the need to reconstruct large and diverse appearance-level details beyond what is required for action selection. In practice, this screen-generation objective can induce an identity shortcut problem, where future-state prediction largely preserves the current state rather than capturing action-induced changes. In this work, we reformulate GUI world modeling by shifting the prediction target from full-screen reconstruction to action-induced future information in latent space. Concretely, we leverage a large multimodal model as the latent world model, whose shared representations support two dedicated heads for both action selection and predictive transition modeling. The action head directly translates these latent representations into action selection, while the transition head captures action-conditioned future information. To mitigate the identity shortcut, we further introduce an action-aware contrastive objective that encourages the transition representations to capture discriminative action-induced changes. Extensive experiments across offline and online GUI settings show that our method achieves up to 31.9% and 40.6% relative gains in success rate over pixel-space world models, respectively, while substantially reducing inference latency by up to 98.9%. Our code is available at https://github.com/sjyu001/latent2world.

kaist-ai KAIST AI
·
Oct 8 2

GUI-Bee: Align GUI Action Grounding to Novel Environments via Autonomous Exploration

Graphical User Interface (GUI) action grounding is a critical step in GUI automation that maps language instructions to actionable elements on GUI screens. Most recent works of GUI action grounding leverage large GUI datasets to fine-tune MLLMs. However, the fine-tuning data always covers limited GUI environments, and we find the performance of the resulting model deteriorates in novel environments. We argue that the GUI grounding models should be further aligned to the novel environments to reveal their full potential, when the inference is known to involve novel environments, i.e., environments not used during the previous fine-tuning. To realize this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. Our agent leverages a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) method to optimize exploration efficiency and data quality. Additionally, we introduce NovelScreenSpot, a benchmark for testing how well the data can help align GUI action grounding models to novel environments and demonstrate the effectiveness of data collected by GUI-Bee in the experiments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee. Project page: https://gui-bee.github.io

  • 6 authors
·
Jan 23, 2025

DropVLA: An Action-Level Backdoor Attack on Vision-Language-Action Models

Vision-Language-Action (VLA) models map multimodal perception and language instructions to executable robot actions, making them particularly vulnerable to behavioral backdoor manipulation: a hidden trigger introduced during training can induce unintended physical actions while nominal task performance remains intact. Prior work on VLA backdoors primarily studies untargeted attacks or task-level hijacking, leaving fine-grained control over individual actions largely unexplored. In this work, we present DropVLA, an action-level backdoor attack that forces a reusable action primitive (e.g., open_gripper) to execute at attacker-chosen decision points under a realistic pipeline-black-box setting with limited data-poisoning access, using a window-consistent relabeling scheme for chunked fine-tuning. On OpenVLA-7B evaluated with LIBERO, vision-only poisoning achieves 98.67%-99.83% attack success rate (ASR) with only 0.31% poisoned episodes while preserving 98.50%-99.17% clean-task retention, and successfully triggers the targeted action within 25 control steps at 500 Hz (0.05 s). Text-only triggers are unstable at low poisoning budgets, and combining text with vision provides no consistent ASR improvement over vision-only attacks. The backdoor remains robust to moderate trigger variations and transfers across evaluation suites (96.27%, 99.09%), whereas text-only largely fails (0.72%). We further validate physical-world feasibility on a 7-DoF Franka arm with pi0-fast, demonstrating non-trivial attack efficacy under camera-relative motion that induces image-plane trigger drift. These results reveal that VLA models can be covertly steered at the granularity of safety-critical actions with minimal poisoning and without observable degradation of nominal performance.

  • 6 authors
·
Oct 12, 2025

Intelligent Sensing-to-Action for Robust Autonomy at the Edge: Opportunities and Challenges

Autonomous edge computing in robotics, smart cities, and autonomous vehicles relies on the seamless integration of sensing, processing, and actuation for real-time decision-making in dynamic environments. At its core is the sensing-to-action loop, which iteratively aligns sensor inputs with computational models to drive adaptive control strategies. These loops can adapt to hyper-local conditions, enhancing resource efficiency and responsiveness, but also face challenges such as resource constraints, synchronization delays in multi-modal data fusion, and the risk of cascading errors in feedback loops. This article explores how proactive, context-aware sensing-to-action and action-to-sensing adaptations can enhance efficiency by dynamically adjusting sensing and computation based on task demands, such as sensing a very limited part of the environment and predicting the rest. By guiding sensing through control actions, action-to-sensing pathways can improve task relevance and resource use, but they also require robust monitoring to prevent cascading errors and maintain reliability. Multi-agent sensing-action loops further extend these capabilities through coordinated sensing and actions across distributed agents, optimizing resource use via collaboration. Additionally, neuromorphic computing, inspired by biological systems, provides an efficient framework for spike-based, event-driven processing that conserves energy, reduces latency, and supports hierarchical control--making it ideal for multi-agent optimization. This article highlights the importance of end-to-end co-design strategies that align algorithmic models with hardware and environmental dynamics and improve cross-layer interdependencies to improve throughput, precision, and adaptability for energy-efficient edge autonomy in complex environments.

  • 12 authors
·
Feb 4, 2025 2

OpenHA: A Series of Open-Source Hierarchical Agentic Models in Minecraft

The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA

  • 7 authors
·
Sep 12, 2025 1

UltraCUA: A Foundation Model for Computer Use Agents with Hybrid Action

Multimodal agents for computer use rely exclusively on primitive actions (click, type, scroll) that require accurate visual grounding and lengthy execution chains, leading to cascading failures and performance bottlenecks. While other agents leverage rich programmatic interfaces (APIs, MCP servers, tools), computer-use agents (CUAs) remain isolated from these capabilities. We present UltraCUA, a foundation model that bridges this gap through hybrid action -- seamlessly integrating GUI primitives with high-level programmatic tool calls. To achieve this, our approach comprises four key components: (1) an automated pipeline that scales programmatic tools from software documentation, open-source repositories, and code generation; (2) a synthetic data engine producing over 17,000 verifiable tasks spanning real-world computer-use scenarios; (3) a large-scale high-quality hybrid action trajectory collection with both low-level GUI actions and high-level programmatic tool calls; and (4) a two-stage training pipeline combining supervised fine-tuning with online reinforcement learning, enabling strategic alternation between low-level and high-level actions. Experiments with our 7B and 32B models demonstrate substantial improvements over state-of-the-art agents. On OSWorld, UltraCUA models achieve an average 22% relative improvement over base models, while being 11% faster in terms of steps. Out-of-domain evaluation on WindowsAgentArena shows our model reaches 21.7% success rate, outperforming baselines trained on Windows data. The hybrid action mechanism proves critical, reducing error propagation while maintaining execution efficiency.

apple Apple
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Oct 20, 2025 3

FinePhys: Fine-grained Human Action Generation by Explicitly Incorporating Physical Laws for Effective Skeletal Guidance

Despite significant advances in video generation, synthesizing physically plausible human actions remains a persistent challenge, particularly in modeling fine-grained semantics and complex temporal dynamics. For instance, generating gymnastics routines such as "switch leap with 0.5 turn" poses substantial difficulties for current methods, often yielding unsatisfactory results. To bridge this gap, we propose FinePhys, a Fine-grained human action generation framework that incorporates Physics to obtain effective skeletal guidance. Specifically, FinePhys first estimates 2D poses in an online manner and then performs 2D-to-3D dimension lifting via in-context learning. To mitigate the instability and limited interpretability of purely data-driven 3D poses, we further introduce a physics-based motion re-estimation module governed by Euler-Lagrange equations, calculating joint accelerations via bidirectional temporal updating. The physically predicted 3D poses are then fused with data-driven ones, offering multi-scale 2D heatmap guidance for the diffusion process. Evaluated on three fine-grained action subsets from FineGym (FX-JUMP, FX-TURN, and FX-SALTO), FinePhys significantly outperforms competitive baselines. Comprehensive qualitative results further demonstrate FinePhys's ability to generate more natural and plausible fine-grained human actions.

  • 6 authors
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May 19, 2025 1

Geometry Guided Self-Consistency for Physical AI

State-of-the-art physical AI models generate a chunk of actions per inference through diffusion or flow matching, iteratively refining an initial noise sample into an action trajectory. Because this inference process is inherently stochastic, committing to a single trajectory per round is brittle, and this brittleness compounds across the many sequential rounds that comprise a complete episode. We introduce KeyStone, an inference-time self-consistency method for diffusion-based action generation that draws K candidate action chunks in parallel from a shared model context, clusters them in continuous action space, and returns the medoid of the largest cluster -- no additional model required. Two properties make this practical. First, the compact nature of action trajectories makes diffusion inference memory-bandwidth bound, leaving spare compute capacity to run K chains in parallel with no additional wall-clock latency. Second, unlike token or pixel spaces where distance carries no semantic meaning and selection requires a learned judge, action chunks are geometrically structured such that Euclidean distance directly reflects physical similarity, making selection principled and judge-free. Across diverse vision-language-action models (VLAs) and world-action models (WAMs), KeyStone improves task success rates by up to 13.3\% over single-trajectory sampling with negligible latency overhead, while having on par accuracy with model-based selectors at no training cost. We open source KeyStone at https://github.com/dywsjtu/keystone.

  • 4 authors
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May 8

Measuring the Stability Assumption Behind Action Chunking

Action chunking improves the performance of policies learned by behavioural cloning, and several mechanisms have been proposed to explain why, including temporal consistency, horizon reduction, representation learning, and reduced error compounding. We instead study what happens to an action error once it enters the system. At each state, we inject a small action error and measure how fast it grows or shrinks under two execution regimes: open-loop, where the rest of the chunk is replayed without replanning, and closed-loop, where the policy replans after the perturbation. The fitted rate labels each state as contracting, expanding, or unresolved. Across twelve manipulation tasks from three benchmark suites, we find that confidently stable states are rare, while error amplification is common among states whose propagation rate can be resolved. We further find that the measured propagation rate depends strongly on the fitting horizon: amplification is typically front-loaded, so short windows can overestimate longer-horizon propagation. Finally, we train predictors on these labels and find that a state's open-loop regime can be recovered from camera frames and proprioception alone, while its closed-loop propagation is only partially recoverable because it also depends on how the policy acts after the perturbation. These results suggest that error-compounding arguments alone do not provide a complete account of action chunking: neither passive open-loop dynamics nor policy replanning consistently contracts an injected error, and replanning rarely turns open-loop amplification into confident contraction. This suggests that closed-loop reactivity should be trained explicitly, using perturbation- and tree-coverage-oriented training to expose policies to deviations they must recover from, rather than expected to emerge reliably from standard imitation learning.

  • 1 authors
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Sep 30

Breaking the Vision-Action Shortcut: Latent Interface Training for Generalizable Robotics Foundation Models

Robot foundation models achieve strong in-distribution performance but often degrade under visual distribution shifts. When learning to generate actions from pretrained visual representations, models may exploit task-irrelevant visual cues that correlate with demonstrated actions within the training distribution. Such vision-action shortcuts can undermine generalization when these correlations change under distribution shifts. Mitigating these shortcuts requires constraining how visual information is used for action generation while preserving task-relevant spatial information. We propose Latent Interface Training (LIT), a framework-agnostic two-stage strategy that first establishes a spatial-goal-conditioned action prior without images, then constrains visual conditioning through a pose-supervised latent interface. Stage 1 trains the action expert to generate action chunks conditioned on language, robot state, and each demonstrated chunk's terminal SE(3) end-effector pose, learning goal-directed action generation independently of visual cues. Stage 2 introduces a latent interface that aggregates visual and semantic representations and serves as the pretrained action expert's only visual conditioning pathway. The interface is supervised to reconstruct the terminal pose previously used to condition Stage 1, encouraging it to retain the goal-relevant spatial information needed for action generation. Across four vision-language-action and world-action architectures (Pi0.5, MolmoAct2, FAST-WAM, and ImageWAM), LIT improves overall LIBERO-Plus success by 3.87-10.70 percentage points while preserving or improving average LIBERO success. Real-world evaluations show 13.30-16.70 percentage-point gains in success aggregated across three tasks under unseen camera configurations, lighting variations, and distractors.

Player-1: Learning to Play from Synthetic Experience

Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.

Responsive Noise-Relaying Diffusion Policy: Responsive and Efficient Visuomotor Control

Imitation learning is an efficient method for teaching robots a variety of tasks. Diffusion Policy, which uses a conditional denoising diffusion process to generate actions, has demonstrated superior performance, particularly in learning from multi-modal demonstrates. However, it relies on executing multiple actions predicted from the same inference step to retain performance and prevent mode bouncing, which limits its responsiveness, as actions are not conditioned on the most recent observations. To address this, we introduce Responsive Noise-Relaying Diffusion Policy (RNR-DP), which maintains a noise-relaying buffer with progressively increasing noise levels and employs a sequential denoising mechanism that generates immediate, noise-free actions at the head of the sequence, while appending noisy actions at the tail. This ensures that actions are responsive and conditioned on the latest observations, while maintaining motion consistency through the noise-relaying buffer. This design enables the handling of tasks requiring responsive control, and accelerates action generation by reusing denoising steps. Experiments on response-sensitive tasks demonstrate that, compared to Diffusion Policy, ours achieves 18% improvement in success rate. Further evaluation on regular tasks demonstrates that RNR-DP also exceeds the best acceleration method (DDIM) by 6.9% in success rate, highlighting its computational efficiency advantage in scenarios where responsiveness is less critical. Our project page is available at https://rnr-dp.github.io

  • 4 authors
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Aug 12, 2025

Learning to Explore Hidden Kinematics for Articulated Object Manipulation

The kinematics of an articulated object is often ambiguous from vision alone. Interaction resolves the ambiguity, and active perception methods exploit this by searching for the single action that most sharpens a belief over the kinematic parameters at each step. Such greedy search cannot be extended over a horizon without forward models of the contact and inertial dynamics, which are themselves unknown. We instead amortize action selection into training. We maintain a belief distribution over joint type and parameters, initialized from a generative prior and updated by Bayesian filtering on the observed part motion. To condition the policy on this belief, we render it as a per-point articulation flow field, the motion that the current posterior predicts for every point on the object. Carrying the inductive bias of articulated motion, this representation generalizes better than a latent encoding of the belief or flow tracked from observation. We train the policy with reinforcement learning, rewarding the entropy that each interaction removes from the posterior, so that informative exploration becomes learned behavior rather than a search at every step. Our method outperforms previous approaches across door and drawer manipulation on the PartManip benchmark, and reaches 61.7% success on ArticuRiddle, a new dataset of objects whose appearance implies the wrong articulation, against 44.4% for the best previous method. Project Website: https://hiddenkinematics.github.io/

  • 4 authors
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Sep 28

PerturBot: Breaking Shortcut Priors in Vision-Language-Action Models with Perturbative Training

A vision--language--action (VLA) policy can complete complex tasks while ignoring the evidence that should determine its actions. An object held near the wrist camera can displace the instructed target. Language and action show the same pattern: a familiar noun can trigger the operation it was paired with in training even after the verb changes, and a gripper that closed on nothing may lift anyway. We call these dependencies modality shortcuts: regularities in successful demonstrations make visual, lexical, or motor cues sufficient to predict expert actions without the task evidence needed for the underlying decision. More demonstrations of the same kind can raise task success while leaving these shortcuts intact. We propose Perturbot which makes task-relevant evidence easier to use and shortcuts insufficient on their own: it applies task-preserving wrist-view perturbations, enriches instructions with decision-relevant captions, and adds random and failed trajectory segments relabeled with the behavior they contain. It complements scaling by changing what is scaled, and leaves inference unchanged. Moreover, we propose GroundingFscore, an offline score that diagnoses how severely a policy relies on modality shortcuts. Task success rate shows whether a policy improves, while GroundingFscore reveals whether the policy scales healthily, relying on task evidence rather than shortcuts. Together, Perturbot and GroundingFscore provide a training-and-evaluation framework for disentangling VLA decisions from shortcut priors while preserving responsiveness to task-relevant evidence.

  • 7 authors
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Oct 2 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.

NavGPT-3: Harnessing Context in a Hierarchical Navigation Runtime

Language models trained with long-horizon agentic reinforcement learning can generalize knowledge through reasoning, express precise actions, and pursue goals over many steps, raising the ceiling on what an embodied agent can understand and decide. Physical interaction, however, remains the domain of action policies, which provide dense, low-latency control. We present NavGPT-3, a harness that connects the two models, with an OS-like runtime built above it: reasoning, acting, and monitoring run as threads with their own context, tools, and permissions, while the runtime schedules them and decides which thread controls the robot's motion, so that the robot can react to sudden real-world events through interruption and thread switching. Beneath it, our action policy NavGPT VLA, trained on 19.28M examples, allocates visual tokens using codec allocation, in proportion to scene change; its 8B model alone reaches 74.51 SR on R2R-CE and leads RxR-CE with 78.19 SR. With the complete harness, NavGPT-3 sets the state of the art on R2R-CE (81.51 SR) and, for the first time, brings an autonomous agent to human level: on RxR-CE it matches human followers in success (90.43 vs. 90.4 SR) and path fidelity (78.47 vs. 77.7 nDTW) at 1 min 22 s per episode, versus roughly 3 min for a human. We comprehensively ablate the harness design and the interaction between the two models, showing how tools and the action policy shape the path from language-model reasoning to physical control: when NavGPT VLA executes the route, the reasoning loop shortens and the system's minimum reaction time falls from 3-19 s per language-model decision to 0.5-1 s per action-policy step (1-2 Hz). These results show that designing this embodied interface is central to connecting frontier language-model intelligence with low-level physical control. We will release all models, code, and evaluation records.

Why Does Action Chunking Improve Behavioral Cloning Performance in Robotic Control?

Action chunking---predicting and executing multiple actions instead of a single action---has proven to be a critical component for learning effective robotic control policies. However, our precise understanding of why action chunking improves performance has remained limited. In this work we seek to close this gap. Through rigorous experimental evaluations in both simulated and real-world settings, we show that existing hypotheses for the success of action chunking---temporal consistency, horizon reduction, and representation learning---fail to explain the success of action chunking. Instead, we find that action chunking benefits from greater non-Markovian expressivity and reduced compounding error compared to Markovian policies, but, in many settings of interest, these effects can be fully captured by delayed policies, which at each step predict a single action based on the observation k steps in the past. We then show that there exists an additional benefit of action chunking that we refer to as implicit ensembling. In particular, by learning a diversity of temporal relationships (that is, a_t | o_t, a_t | o_{t-1}, ldots), action-chunked policies exhibit behavior matching that of a model ensemble, increasing their robustness and generalization ability over policies that only learn a single temporal relationship. Building on these insights, we show that in simulated and real-world robotic control settings, we can match the performance of action chunking without action chunking---by deploying an action chunking policy as an ensemble of policies with randomized delays. Furthermore, we propose a policy class that amplifies the benefits of action chunking by explicitly instantiating an ensemble, and which we show significantly improves over the performance of action chunking in many domains.

  • 6 authors
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Aug 2

AEGIS: A Backup Reflex for Physical AI

Long-horizon robot manipulation tends to fail gradually: one bad step degrades the state, and the policy spirals into a basin from which it cannot recover. The failure is often visible before it happens. We introduce AEGIS (Activation-probe Early-warning, Gated Inference Switching), a selective escalation method that uses a lightweight probe on a weak policy's frozen activations to detect high-risk steps while there is still time to act. When the probe flags a step, control switches to a stronger separate policy, but only for the steps that need it. On LIBERO-Spatial, AEGIS recovers 10.1% of the trajectories the weak policy alone loses, versus 4.6% for budget-matched blind escalation and 5.1% for a random-trigger placebo. These gains are significant under one-sided exact paired McNemar tests with Holm-Bonferroni adjustment over three pre-registered contrasts: +5.4pp over blind escalation, p=8.5e-6; +5.0pp over random triggering, p=1.0e-4; paired-trajectory bootstrap CIs exclude zero. AEGIS activates the stronger policy on only 38% of steps, so the lever is timing rather than compute. The probe clears its precondition with an early-window AUROC of 0.764, 95% CI [0.70, 0.84], read from the weak-policy path over the first 30% of trajectory steps before any handoff. We pre-register the full analysis plan, including a conditional recovered-task-rate estimand and explicit kill criteria, and confirm the result on 700 common-random-number episodes per arm, with nA-fail=646.

  • 1 authors
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Jun 3

Driving Intents Amplify Planning-Oriented Reinforcement Learning

Continuous-action policies trained on a single demonstrated trajectory per scene suffer from mode collapse: samples cluster around the demonstrated maneuver and the policy cannot represent semantically distinct alternatives. Under preference-based evaluation, this caps best-of-N performance -- even oracle selection cannot recover what the sampling distribution does not contain. We introduce DIAL, a two-stage Driving-Intent-Amplified reinforcement Learning framework for preference-aligned continuous-action driving policies. In the first stage, DIAL conditions the flow-matching action head on a discrete intent label with classifier-free guidance (CFG), which expands the sampling distribution along distinct maneuver modes and breaks single-demonstration mode collapse. In the second stage, DIAL carries this expanded distribution into preference RL through multi-intent GRPO, which spans all intent classes within every preference group and prevents fine-tuning from re-collapsing around the currently preferred mode. Instantiated for end-to-end driving with eight rule-derived intents and evaluated on WOD-E2E: competitive Vision-to-Action (VA) and Vision-Language-Action (VLA) Supervised Finetuning (SFT) baselines plateau below the human-driven demonstration at best-of-128, with the strongest prior (RAP) capping at Rater Feedback Score (RFS) 8.5 even with best-of-64; intent-CFG sampling lifts this ceiling to RFS 9.14 at best-of-128, surpassing both the prior best (RAP 8.5) and the human-driven demonstration (8.13) for the first time; and multi-intent GRPO improves held-out RFS from 7.681 to 8.211, while every single-intent baseline peaks lower and degrades by training end. These results suggest that the bottleneck of preference RL on continuous-action policies trained from demonstrations is not only how to update the policy, but to expand and preserve the sampling distribution being optimized.

  • 7 authors
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May 11

You Only Look at Screens: Multimodal Chain-of-Action Agents

Autonomous user interface (UI) agents aim to facilitate task automation by interacting with the user interface without manual intervention. Recent studies have investigated eliciting the capabilities of large language models (LLMs) for effective engagement in diverse environments. To align with the input-output requirement of LLMs, existing approaches are developed under a sandbox setting where they rely on external tools and application-specific APIs to parse the environment into textual elements and interpret the predicted actions. Consequently, those approaches often grapple with inference inefficiency and error propagation risks. To mitigate the challenges, we introduce Auto-UI, a multimodal solution that directly interacts with the interface, bypassing the need for environment parsing or reliance on application-dependent APIs. Moreover, we propose a chain-of-action technique -- leveraging a series of intermediate previous action histories and future action plans -- to help the agent decide what action to execute. We evaluate our approach on a new device-control benchmark AITW with 30K unique instructions, spanning multi-step tasks such as application operation, web searching, and web shopping. Experimental results show that Auto-UI achieves state-of-the-art performance with an action type prediction accuracy of 90% and an overall action success rate of 74%. Code is publicly available at https://github.com/cooelf/Auto-UI.

  • 2 authors
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Sep 20, 2023

When "Must" Becomes "Maybe": Constraint Weakening in LLM Agent Workflows

Large language model (LLM) agents coordinate complex tasks through multi-role and multi-stage workflows. Upstream state is repeatedly transformed into intermediate language artifacts, such as summaries, plans, tickets, memories, and handoff notes, from which downstream components act. For action-constraining state, topical retention is insufficient: an artifact may mention an unresolved condition while changing it from a requirement that must be resolved before execution into information that may merely inform the next action. We study this action-binding role as operational state preservation. Safety blockers provide a controlled instance because each source state has an explicit prerequisite, authority, fallback, and execution consequence. We condition on correct upstream identification, vary the handoff transformation, and evaluate an executor restricted to the resulting artifact. Across 1,296 controlled synthetic episodes, direct-handoff controls preserve every blocker, whereas compression, plan assimilation, convergence, ownership deferral, and precedent substitution repeatedly turn binding state into caveats or non-binding considerations. Normal handoff compression produces 100.0% deactivation and 54.2% forbidden action. Restoring all four state fields raises preservation to 100.0% and reduces forbidden action to 0.0%. Fixed-artifact interventions further separate preservation from containment: downstream verification eliminates forbidden action while artifact deactivation remains 95.3%. These results identify a state-transmission failure between information extraction and action. Handoff transformations can retain state content while weakening its constraints on downstream action. Semantic availability does not guarantee operational preservation.

  • 6 authors
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Aug 24 2

From surveillance to signalling: escalation channels as environmental controls for agentic AI

When AI agents operating with access to sensitive information encounter a conflict between completing an assigned task and following rules or ethical constraints, they can resort to unsanctioned behaviour. Existing inference time safety work addresses this primarily through monitoring and access restriction. We investigate a complementary and under-explored layer: environmental controls that act on the agent's decision context at the point of conflict, making it more likely that the agent takes an authorised alternative path rather than an unsanctioned one. Drawing on Situational Crime Prevention (SCP), a framework used in human insider risk management to make harmful actions less rewarding and compliant actions more viable by design choices in the environment, we design and evaluate escalation channels as a concrete instantiation of this control class. An escalation channel provides an agent with a formal, out-of-band route to surface a conflict to an independent authority. We evaluate two designs: a simple email escalation and an instrumentally credible channel that guarantees a 30-minute pause and independent review, making the authorised path genuinely useful for goal achievement rather than merely nominally available. Across 10 frontier LLMs using the agentic task-rule conflict scenario of Lynch et al. (2025), we find that without any control the harmful action rate is 38.73%. A simple escalation channel reduces this to 5.92%; the instrumentally credible channel reduces it further to 1.21%, a statistically significant improvement observed in all 10 models tested across 24,000 samples. Our results suggest that the instrumental credibility of the authorised alternative matters considerably, and that environmental control design is a productive and largely unexplored addition to the defence-in-depth toolkit for agentic AI systems.

  • 1 authors
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Apr 28

Communication Learning in Multi-Agent Systems from Graph Modeling Perspective

In numerous artificial intelligence applications, the collaborative efforts of multiple intelligent agents are imperative for the successful attainment of target objectives. To enhance coordination among these agents, a distributed communication framework is often employed. However, indiscriminate information sharing among all agents can be resource-intensive, and the adoption of manually pre-defined communication architectures imposes constraints on inter-agent communication, thus limiting the potential for effective collaboration. Moreover, the communication framework often remains static during inference, which may result in sustained high resource consumption, as in most cases, only key decisions necessitate information sharing among agents. In this study, we introduce a novel approach wherein we conceptualize the communication architecture among agents as a learnable graph. We formulate this problem as the task of determining the communication graph while enabling the architecture parameters to update normally, thus necessitating a bi-level optimization process. Utilizing continuous relaxation of the graph representation and incorporating attention units, our proposed approach, CommFormer, efficiently optimizes the communication graph and concurrently refines architectural parameters through gradient descent in an end-to-end manner. Additionally, we introduce a temporal gating mechanism for each agent, enabling dynamic decisions on whether to receive shared information at a given time, based on current observations, thus improving decision-making efficiency. Extensive experiments on a variety of cooperative tasks substantiate the robustness of our model across diverse cooperative scenarios, where agents are able to develop more coordinated and sophisticated strategies regardless of changes in the number of agents.

  • 4 authors
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Nov 1, 2024

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
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Aug 15, 2023

Action-to-Action Flow Matching

Diffusion-based policies have recently achieved remarkable success in robotics by formulating action prediction as a conditional denoising process. However, the standard practice of sampling from random Gaussian noise often requires multiple iterative steps to produce clean actions, leading to high inference latency that incurs a major bottleneck for real-time control. In this paper, we challenge the necessity of uninformed noise sampling and propose Action-to-Action flow matching (A2A), a novel policy paradigm that shifts from random sampling to initialization informed by the previous proprioceptive action. Unlike existing methods that treat proprioceptive action feedback as static conditions, A2A leverages historical proprioceptive sequences, embedding them into a high-dimensional latent space as the starting point for action generation. This design bypasses costly iterative denoising while effectively capturing the robot's physical dynamics and temporal continuity. Extensive experiments demonstrate that A2A exhibits high training efficiency, fast inference speed, and improved generalization. Notably, A2A enables high-quality action generation in as few as a single inference step, and exhibits superior robustness to visual perturbations and enhanced generalization to unseen configurations. Lastly, we also extend A2A to video generation, demonstrating its broader versatility in temporal modeling. Project site: https://lorenzo-0-0.github.io/A2A_Flow_Matching.

  • 8 authors
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May 6

Latent Action Reparameterization for Efficient Agent Inference

Large language model (LLM) agents often rely on long sequences of low-level textual actions, resulting in large effective decision horizons and high inference cost. While prior work has focused on improving inference efficiency through system-level optimizations or prompt engineering, we argue that a key bottleneck lies in the representation of the action space itself. We propose Latent Action Reparameterization (LAR), a framework that learns a compact latent action space in which each latent action corresponds to a multi-step semantic behavior. By reparameterizing agent actions into latent units, LAR enables decision making over a shorter effective horizon while preserving the expressiveness of the original action space. Unlike hand-crafted macros or hierarchical controllers, latent actions are learned from agent trajectories and integrated directly into the model, allowing both planning and execution to operate over abstract action representations. Across a range of LLM-based agent benchmarks, LAR significantly reduces the effective action horizon and improves inference efficiency under fixed compute budgets. As a consequence, our approach achieves substantial reductions in action tokens and corresponding wall-clock inference time, while maintaining or improving task success rates. These results suggest that action representation learning is a critical and underexplored factor in scaling efficient LLM agent inference, complementary to advances in model architecture and hardware.

  • 14 authors
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May 18

SlowBA: An efficiency backdoor attack towards VLM-based GUI agents

Modern vision-language-model (VLM) based graphical user interface (GUI) agents are expected not only to execute actions accurately but also to respond to user instructions with low latency. While existing research on GUI-agent security mainly focuses on manipulating action correctness, the security risks related to response efficiency remain largely unexplored. In this paper, we introduce SlowBA, a novel backdoor attack that targets the responsiveness of VLM-based GUI agents. The key idea is to manipulate response latency by inducing excessively long reasoning chains under specific trigger patterns. To achieve this, we propose a two-stage reward-level backdoor injection (RBI) strategy that first aligns the long-response format and then learns trigger-aware activation through reinforcement learning. In addition, we design realistic pop-up windows as triggers that naturally appear in GUI environments, improving the stealthiness of the attack. Extensive experiments across multiple datasets and baselines demonstrate that SlowBA can significantly increase response length and latency while largely preserving task accuracy. The attack remains effective even with a small poisoning ratio and under several defense settings. These findings reveal a previously overlooked security vulnerability in GUI agents and highlight the need for defenses that consider both action correctness and response efficiency. Code can be found in https://github.com/tu-tuing/SlowBA.

  • 5 authors
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Mar 9 3

CoAct-1: Computer-using Agents with Coding as Actions

Autonomous agents that operate computers via Graphical User Interfaces (GUIs) often struggle with efficiency and reliability on complex, long-horizon tasks. While augmenting these agents with planners can improve task decomposition, they remain constrained by the inherent limitations of performing all actions through GUI manipulation, leading to brittleness and inefficiency. In this work, we introduce a more robust and flexible paradigm: enabling agents to use coding as a enhanced action. We present CoAct-1, a novel multi-agent system that synergistically combines GUI-based control with direct programmatic execution. CoAct-1 features an Orchestrator that dynamically delegates subtasks to either a conventional GUI Operator or a specialized Programmer agent, which can write and execute Python or Bash scripts. This hybrid approach allows the agent to bypass inefficient GUI action sequences for tasks like file management and data processing, while still leveraging visual interaction when necessary. We evaluate our system on the challenging OSWorld benchmark, where CoAct-1 achieves a new state-of-the-art success rate of 60.76%, significantly outperforming prior methods. Furthermore, our approach dramatically improves efficiency, reducing the average number of steps required to complete a task to just 10.15, compared to 15 for leading GUI agents. Our results demonstrate that integrating coding as a core action provides a more powerful, efficient, and scalable path toward generalized computer automation.

  • 12 authors
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Aug 5, 2025 3

OpenAgentFlow: Enabling System-Wide Safety Boundaries for Heterogeneous AI Agent Fleets

AI agents powered by large language models are evolving from isolated assistants into heterogeneous systems in which multiple agents, planners, tools, and execution backends operate over shared environments. In such settings, safety becomes a system-level action-governance problem: deciding whether a pending action should be committed given policy-relevant state accumulated across a session. Existing safeguards operate at fragmented boundaries, making it difficult to enforce shared policies over composed action flows across heterogeneous execution paths. We present OpenAgentFlow, a control-plane/action-plane architecture that establishes the action-commit boundary as a shared enforcement interface. GUI, API, tool, and LLM-generated actions are normalized into a common AgentEvent stream and mediated by a shared pre-execution Policy Enforcement Point, while provenance, session state, audit evidence, and updatable policies are maintained outside individual agents. This provides a common governance layer across incompatible executors and allows new policies to take effect without modifying agents, prompts, models, or execution paths. We evaluate OpenAgentFlow through complementary system evaluations spanning controlled action-flow tests, a public external benchmark, policy updates, and real Android execution. On a 300-case controlled suite, OpenAgentFlow achieves 94.00% accuracy and a 95.35% attack-block rate. On the complete 1,220-case AgentDojo-Traj split of TS-Bench, it achieves 97.62% accuracy, 96.59% unsafe-action recall, and a 1.96% safe false-intervention rate. New control-plane rules take effect without modifying protected agents, and the same enforcement path operates across live GUI, API/tool, and LLM-planned Android execution. These results show that a shared action-commit boundary provides a practical basis for system-wide governance across heterogeneous agent execution paths.

  • 4 authors
·
Sep 1

WebOperator: Action-Aware Tree Search for Autonomous Agents in Web Environment

LLM-based agents often operate in a greedy, step-by-step manner, selecting actions solely based on the current observation without considering long-term consequences or alternative paths. This lack of foresight is particularly problematic in web environments, which are only partially observable-limited to browser-visible content (e.g., DOM and UI elements)-where a single misstep often requires complex and brittle navigation to undo. Without an explicit backtracking mechanism, agents struggle to correct errors or systematically explore alternative paths. Tree-search methods provide a principled framework for such structured exploration, but existing approaches lack mechanisms for safe backtracking, making them prone to unintended side effects. They also assume that all actions are reversible, ignoring the presence of irreversible actions-limitations that reduce their effectiveness in realistic web tasks. To address these challenges, we introduce WebOperator, a tree-search framework that enables reliable backtracking and strategic exploration. Our method incorporates a best-first search strategy that ranks actions by both reward estimates and safety considerations, along with a robust backtracking mechanism that verifies the feasibility of previously visited paths before replaying them, preventing unintended side effects. To further guide exploration, WebOperator generates action candidates from multiple, varied reasoning contexts to ensure diverse and robust exploration, and subsequently curates a high-quality action set by filtering out invalid actions pre-execution and merging semantically equivalent ones. Experimental results on WebArena and WebVoyager demonstrate the effectiveness of WebOperator. On WebArena, WebOperator achieves a state-of-the-art 54.6% success rate with gpt-4o, underscoring the critical advantage of integrating strategic foresight with safe execution.

  • 4 authors
·
Dec 14, 2025 2

INTACT: Isomorphic Intent-to-Action Learning for Search-Free World Models

Forward latent world models predict how actions change a scene, but recover actions for a desired change only through expensive test-time search. We introduce INTACT (INtent-To-ACTion), an end-to-end JEPA that turns action-labeled, reward-free trajectories into a deployable intent-to-action interface. Each transition supplies physical intent z_{t+1}-z_t, while a future goal supplies deployment intent sg(z_g)-z_t. The architecture is isomorphic between the local and goal motion-intent backbone-input graphs through an identical four-slot grammar and shared parameters, and between supported local and goal motion-intent families through action-law semantics induced by the same predictor rather than pointwise latent equality. INTACT also provides intact transfer from RGB evidence to action-effective latent intent coordinates and from intent families to their corresponding action-law families. Asymmetric endpoint gradients ground physical successors and fix future goals as anchors, joining representation learning and control without pointwise latent matching or globally linear dynamics. The resulting coordinates support a robust distributional action law: its conditional mean serves directly as a search-free policy, while sampling remains available for diversity or optional verification. On the four official LeWM tasks, one-epoch, zero-search models reach 85.78\%, 100.00\%, 97.67\%, and 97.89\% success. Optional local CEM centered on the Direct plan reaches 96.86\% macro success using 384 instead of 9,000 candidate sequences, reducing sampling by 23.44times while improving pure CEM by 16.00 points. One shared four-task encoder reaches 89.39\% E5 Direct macro and improves every task over jointly trained LeWM, while predicted--expert action-family kNN tracks Direct success at r=0.954. Direct inference takes 2.9--5.5 ms.

Encoded but Not in Control: Revealing the Grounding Gap in Vision-Language Robot Policies

Instruction following is central to language-conditioned robot policies: language should determine what to do when the same scene permits multiple valid actions. Yet successful execution alone cannot establish whether a policy follows the instruction or infers the task from the scene. We study this ambiguity through scene-preserving instruction interventions, using valid target substitutions, arbitrary nouns, and unrelated sentences while holding the scene fixed. We evaluate vision-language-action (VLA) policies and world-action models (WAMs) in simulation and in real-world experiments. Our analysis addresses three questions: (a) Does task success imply instruction following? When instructions request a different visible object, all evaluated policies predominantly approach and pick up the incorrect original target associated with the scene. (b) Is this failure caused by language insensitivity? Instruction perturbations affect task performance. A layerwise action lens shows intermediate action predictions respond to these perturbations. Linear probes accurately recover instructed targets, indicating modified instructions are encoded despite rarely determining target selection. (c) Why does encoded language fail to control action? Attention analysis indicates weak instruction-token contributions to action generation. Target-token attention can remain focused on the original object, revealing a mismatch between target encoding and visual grounding. UMAP and shared non-negative matrix factorization show target information remains accessible within representations increasingly organized by scene identity. Our findings expose a grounding gap concealed by nominal success and provide a diagnostic framework. They further establish a concrete criterion for progress: policies should reliably follow valid changes in user intent, even when they conflict with scene-favored behavior.

  • 12 authors
·
Oct 4

Bidirectional Decoding: Improving Action Chunking via Guided Test-Time Sampling

Predicting and executing a sequence of actions without intermediate replanning, known as action chunking, is increasingly used in robot learning from human demonstrations. Yet, its effects on the learned policy remain inconsistent: some studies find it crucial for achieving strong results, while others observe decreased performance. In this paper, we first dissect how action chunking impacts the divergence between a learner and a demonstrator. We find that action chunking allows the learner to better capture the temporal dependencies in demonstrations but at the cost of reduced reactivity to unexpected states. To address this tradeoff, we propose Bidirectional Decoding (BID), a test-time inference algorithm that bridges action chunking with closed-loop adaptation. At each timestep, BID samples multiple candidate predictions and searches for the optimal one based on two criteria: (i) backward coherence, which favors samples that align with previous decisions; (ii) forward contrast, which seeks samples of high likelihood for future plans. By coupling decisions within and across action chunks, BID promotes both long-term consistency and short-term reactivity. Experimental results show that our method boosts the performance of two state-of-the-art generative policies across seven simulation benchmarks and two real-world tasks. Code and videos are available at https://bid-robot.github.io.

  • 6 authors
·
Apr 24, 2025

GUI-Actor: Coordinate-Free Visual Grounding for GUI Agents

One of the principal challenges in building VLM-powered GUI agents is visual grounding, i.e., localizing the appropriate screen region for action execution based on both the visual content and the textual plans. Most existing work formulates this as a text-based coordinate generation task. However, these approaches suffer from several limitations: weak spatial-semantic alignment, inability to handle ambiguous supervision targets, and a mismatch between the dense nature of screen coordinates and the coarse, patch-level granularity of visual features extracted by models like Vision Transformers. In this paper, we propose GUI-Actor, a VLM-based method for coordinate-free GUI grounding. At its core, GUI-Actor introduces an attention-based action head that learns to align a dedicated <ACTOR> token with all relevant visual patch tokens, enabling the model to propose one or more action regions in a single forward pass. In line with this, we further design a grounding verifier to evaluate and select the most plausible action region from the candidates proposed for action execution. Extensive experiments show that GUI-Actor outperforms prior state-of-the-art methods on multiple GUI action grounding benchmarks, with improved generalization to unseen screen resolutions and layouts. Notably, GUI-Actor-7B even surpasses UI-TARS-72B (38.1) on ScreenSpot-Pro, achieving scores of 40.7 with Qwen2-VL and 44.6 with Qwen2.5-VL as backbones. Furthermore, by incorporating the verifier, we find that fine-tuning only the newly introduced action head (~100M parameters for 7B model) while keeping the VLM backbone frozen is sufficient to achieve performance comparable to previous state-of-the-art models, highlighting that GUI-Actor can endow the underlying VLM with effective grounding capabilities without compromising its general-purpose strengths.

  • 18 authors
·
Jun 3, 2025 3

Adapting Without Gradients: Affine Statistics Transport and What Its Certificate Can Tell You

Test-time adaptation (TTA) typically assumes that model parameters can be updated at inference time. This assumption is restrictive for inference-only accelerators, frozen or third-party models, and memory-constrained deployments, and standard BatchNorm-based TTA configurations may also become inactive on architectures without BatchNorm. We study adaptation when the learned model must remain frozen. We introduce CASTER, a gradient-free method that stores source class statistics in a discriminative subspace, estimates a class-shared affine transformation from target-batch moments, and analytically transports the source class distributions before classification. CASTER requires no backward pass, optimizer state, or stored source feature bank. Across four backbones and seven datasets, it outperforms k-NN on identical frozen features in 27 of 28 backbone-dataset settings while retaining a median of 18x less state. Affine transport is not always reliable. On ImageNet-C, where batches contain only 64 samples for 1000 classes, unconditional transport loses 21.2 top-1 points. We therefore introduce an empirical residual-to-margin transportability certificate. Across 307 evaluation cells, every transport losing more than 10 points has certificate value above 3.9, although benign and destructive regimes are not perfectly separated. Gating converts an average -3.35-point effect of unconditional transport into a +1.69-point gain, and performance remains within 0.3 points of the best threshold over a broad threshold range. Finally, we show that this certificate is mechanism-specific: when applied to Tent, it accepts only 4.3% of updates and preserves 0.6% of Tent's available gain. These results position CASTER as a lightweight adaptation mechanism for frozen-model deployment, together with an explicit account of when its safety signal is informative and when it is not.

Talan Talan
·
Aug 30 2

Goal-oriented Backdoor Attack against Vision-Language-Action Models via Physical Objects

Recent advances in vision-language-action (VLA) models have greatly improved embodied AI, enabling robots to follow natural language instructions and perform diverse tasks. However, their reliance on uncurated training datasets raises serious security concerns. Existing backdoor attacks on VLAs mostly assume white-box access and result in task failures instead of enforcing specific actions. In this work, we reveal a more practical threat: attackers can manipulate VLAs by simply injecting physical objects as triggers into the training dataset. We propose goal-oriented backdoor attacks (GoBA), where the VLA behaves normally in the absence of physical triggers but executes predefined and goal-oriented actions in the presence of physical triggers. Specifically, based on a popular VLA benchmark LIBERO, we introduce BadLIBERO that incorporates diverse physical triggers and goal-oriented backdoor actions. In addition, we propose a three-level evaluation that categorizes the victim VLA's actions under GoBA into three states: nothing to do, try to do, and success to do. Experiments show that GoBA enables the victim VLA to successfully achieve the backdoor goal in 97 percentage of inputs when the physical trigger is present, while causing zero performance degradation on clean inputs. Finally, by investigating factors related to GoBA, we find that the action trajectory and trigger color significantly influence attack performance, while trigger size has surprisingly little effect. The code and BadLIBERO dataset are accessible via the project page at https://goba-attack.github.io/.

  • 6 authors
·
Oct 10, 2025

Learning Skills from Historical Action Trajectories: Action Experience Dictionary for World Action Models

World Action Models (WAMs) couple visual dynamics prediction with action generation, yet they do not explicitly support the reuse of action experience across manipulation tasks. Furthermore, existing WAMs struggle to capture underlying cross-task semantic relationships that could guide target action prediction, as redundant background elements interfere with the extraction of key visual information. To address these challenges, we develop a novel Action Experience Dictionary (AED) that encodes historical physical action trajectories into shared action embeddings to support skill reuse and model cross-task relationships. Specifically, we first aggregate historical actions to align with visual observations and retrieve action embeddings from the AED using a pretrained action tokenizer. Subsequently, we visually condition the pooled embeddings through cross-attention and prepend them to noisy action tokens, providing interaction context and action intent for prediction. To model action-related motion and reduce reliance on irrelevant background cues, we introduce a motion-aware transition loss that supervises visual feature change prediction over random temporal intervals. Experiments on simulation benchmarks and in real-world cross-embodiment settings verify the effectiveness of our AED. The anonymous project website is available at https://github.com/JiahuaDong/AED{AED}.

  • 12 authors
·
Sep 29

ActionOPD: Distilling Decisions, Not Tokens

Distilling capable language-model agents into smaller models requires aligning the student's behavior with the teacher's. This raises a fundamental question: at which states and at what granularity should this alignment be performed? Offline imitation provides dense but token-specific supervision and can suffer from state-distribution mismatch. Token-level on-policy distillation (OPD) addresses this mismatch but typically requires teacher token probabilities and compatible tokenization. We argue that semantic actions provide a natural unit of supervision for agent distillation. We introduce ActionOPD, an action-level on-policy distillation method motivated by maximizing expected teacher-action likelihood at student-encountered states. At each such state, ActionOPD samples actions from both the student and a black-box teacher, rewarding student actions according to their semantic agreement with the sampled teacher actions. Through policy optimization, ActionOPD aligns the student's action-level behavior with the teacher's decisions without requiring reproduction of teacher-written reasoning or access to teacher token probabilities. Training Qwen3-4B and Qwen3-8B with two teachers on diverse, curated tool-use tasks yields average gains of 3.3-6.9 percentage points across four out-of-distribution benchmarks. ActionOPD scales favorably with student size and teacher capability, without requiring the teacher and student to share a model family or tokenizer. On τ^2-bench, ActionOPD achieves competitive performance against offline distillation and token-level OPD. We further explore Self-ActionOPD with a same-model teacher and privileged context. These results establish ActionOPD as a promising approach to agent distillation.

AgentCPM-GUI: Building Mobile-Use Agents with Reinforcement Fine-Tuning

The recent progress of large language model agents has opened new possibilities for automating tasks through graphical user interfaces (GUIs), especially in mobile environments where intelligent interaction can greatly enhance usability. However, practical deployment of such agents remains constrained by several key challenges. Existing training data is often noisy and lack semantic diversity, which hinders the learning of precise grounding and planning. Models trained purely by imitation tend to overfit to seen interface patterns and fail to generalize in unfamiliar scenarios. Moreover, most prior work focuses on English interfaces while overlooks the growing diversity of non-English applications such as those in the Chinese mobile ecosystem. In this work, we present AgentCPM-GUI, an 8B-parameter GUI agent built for robust and efficient on-device GUI interaction. Our training pipeline includes grounding-aware pre-training to enhance perception, supervised fine-tuning on high-quality Chinese and English trajectories to imitate human-like actions, and reinforcement fine-tuning with GRPO to improve reasoning capability. We also introduce a compact action space that reduces output length and supports low-latency execution on mobile devices. AgentCPM-GUI achieves state-of-the-art performance on five public benchmarks and a new Chinese GUI benchmark called CAGUI, reaching 96.9% Type-Match and 91.3% Exact-Match. To facilitate reproducibility and further research, we publicly release all code, model checkpoint, and evaluation data.

  • 25 authors
·
Jun 2, 2025

Generative Actor-Critic with Soft Bridge Policies

Expressive generative policies such as diffusion and flow models are appealing for MaxEnt online reinforcement learning because of their ability to model multimodal and highly non-Gaussian action distributions. However, training effective soft generative policies faces two obstacles that often arise together. First, marginal action densities are often unavailable, so existing methods typically rely on entropy bounds, heuristic proxies or approximations. Second, iterative shared-parameter samplers raise inference cost and require backpropagation through time over repeated network evaluations, increasing memory cost and destabilizing policy optimization. These obstacles motivate us to seek a generative policy that exposes a tractable MaxEnt objective while requiring only a single sampled actor forward pass for action generation. To this end, we propose soft generative actor-critic (SoftGAC), whose actor defines a stochastic bridge from a fixed base latent to a terminal action latent in pre-tanh space. This structured bridge allows us to lift the MaxEnt objective as an analytically tractable path-wise relative-entropy objective against a high-entropy reference process. In practical finite-step implementation, this relative entropy reduces exactly to sampled transition control energy and thus provides principled soft regularization. Moreover, we keep the single-pass actor lightweight by using small step-specific bridge transitions, each evaluated only once per sampled action, while maintaining a parameter budget comparable to strong actor baselines. Extensive experiments on challenging continuous-control benchmarks show that SoftGAC attains higher or competitive returns than strong generative policy baselines, including diffusion and flow-matching policies, while staying in the low-latency regime of one-pass actors and showing considerable improvements in the compute-return tradeoff.

  • 5 authors
·
May 8

PRISM: Festina Lente Proactivity -- Risk-Sensitive, Uncertainty-Aware Deliberation for Proactive Agents

Proactive agents must decide not only what to say but also whether and when to intervene. Many current systems rely on brittle heuristics or indiscriminate long reasoning, which offers little control over the benefit-burden tradeoff. We formulate the problem as cost-sensitive selective intervention and present PRISM, a novel framework that couples a decision-theoretic gate with a dual-process reasoning architecture. At inference time, the agent intervenes only when a calibrated probability of user acceptance exceeds a threshold derived from asymmetric costs of missed help and false alarms. Inspired by festina lente (Latin: "make haste slowly"), we gate by an acceptance-calibrated, cost-derived threshold and invoke a resource-intensive Slow mode with counterfactual checks only near the decision boundary, concentrating computation on ambiguous and high-stakes cases. Training uses gate-aligned, schema-locked distillation: a teacher running the full PRISM pipeline provides dense, executable supervision on unlabeled interaction traces, while the student learns a response policy that is explicitly decoupled from the intervention gate to enable tunable and auditable control. On ProactiveBench, PRISM reduces false alarms by 22.78% and improves F1 by 20.14% over strong baselines. These results show that principled decision-theoretic gating, paired with selective slow reasoning and aligned distillation, yields proactive agents that are precise, computationally efficient, and controllable. To facilitate reproducibility, we release our code, models, and resources at https://prism-festinalente.github.io/; all experiments use the open-source ProactiveBench benchmark.

  • 5 authors
·
Feb 1

SEAD: A State-Based Perspective on Attack and Defense in Tool-Using Agents

Language-model agents increasingly use tools to act on external systems. Earlier actions can alter files, permissions, database records, or other state, making a later routine-looking action harmful. Yet the visible interaction may not reveal the underlying state needed to assess that action. We formulate attack and defense as partially observed state control in SEAD, deriving their design requirements from this shared execution process. Because attackers supply instructions while the target chooses concrete actions, DART decomposes harmful goals into locally plausible steps and uses feedback from actual tool execution to guide trajectory search. The defender must decide before execution with incomplete state evidence. SAGE can therefore investigate relevant state through read-only queries before allowing or blocking each action, including those proposed after a block. We construct an environment-verifiable dataset integrating controlled initial states, replayable tool environments, and task-specific executable checks. Across four target models, DART improves semantic attack success by 18.8--35.9 percentage points over the competing baseline, with consistent gains under executable verification. On recorded trajectories, SAGE preserves 95.79% of benign trajectories while intercepting 92.73% of harmful paths by the harm-enabling boundary. In online attack-defense evaluation, it reduces DART's executable attack success from 48.0% to 4.0%. SAGE remains effective across four attack methods and generalizes to out-of-domain environments. Our code and data is available at https://github.com/EverywhereSafety/SEAD.

  • 4 authors
·
Sep 27 3

FlowDAgger: Human-in-the-Loop Adaptation of Generative Robot Policies in Latent Space

Pretrained generative robot policies based on flow matching and diffusion have achieved impressive results across a wide range of manipulation tasks. Yet real-world deployments routinely expose failure modes outside the pretraining distribution. Closing these gaps typically requires large-scale data collection or online reinforcement learning on physical hardware, which is impractical for rapid and safe adaptation. We present FlowDAgger, a sample- and compute-efficient method for adapting frozen generative robot policies from human interventions in latent space. Our key idea is action inversion: each human expert action is mapped to the noise that would have produced it under the frozen base policy, using reverse-time integration followed by local refinement. The resulting inverted noise provides supervision for a lightweight latent policy that steers the base model at deployment time, enabling rapid skill acquisition while preserving its behavioral priors. We evaluate FlowDAgger in simulation and on real-world bimanual and single-arm manipulation, adapting both action-head VLAs and world-action models from a handful of interventions. FlowDAgger outperforms supervised fine-tuning and latent-space RL baselines and preserves pretrained skills on held-out tasks, offering a practical path for adapting robot foundation models in the real world. Website: https://microsoft.github.io/FlowDAgger

  • 10 authors
·
Jul 8

Ask-to-Clarify: Resolving Instruction Ambiguity through Multi-turn Dialogue

The ultimate goal of embodied agents is to create collaborators that can interact with humans, not mere executors that passively follow instructions. This requires agents to communicate, coordinate, and adapt their actions based on human feedback. Recently, advances in VLAs have offered a path toward this goal. However, most current VLA-based embodied agents operate in a one-way mode: they receive an instruction and execute it without feedback. This approach fails in real-world scenarios where instructions are often ambiguous. In this paper, we address this problem with the Ask-to-Clarify framework. Our framework first resolves ambiguous instructions by asking questions in a multi-turn dialogue. Then it generates low-level actions end-to-end. Specifically, the Ask-to-Clarify framework consists of two components, one VLM for collaboration and one diffusion for action. We also introduce a connection module that generates conditions for the diffusion based on the output of the VLM. This module adjusts the observation by instructions to create reliable conditions. We train our framework with a two-stage knowledge-insulation strategy. First, we fine-tune the collaboration component using ambiguity-solving dialogue data to handle ambiguity. Then, we integrate the action component while freezing the collaboration one. This preserves the interaction abilities while fine-tuning the diffusion to generate actions. The training strategy guarantees our framework can first ask questions, then generate actions. During inference, a signal detector functions as a router that helps our framework switch between asking questions and taking actions. We evaluate the Ask-to-Clarify framework in 8 real-world tasks, where it outperforms existing state-of-the-art VLAs. The results suggest that our proposed framework, along with the training strategy, provides a path toward collaborative embodied agents.

  • 8 authors
·
Sep 18, 2025 3

Active Inference as a Model of Agency

Is there a canonical way to think of agency beyond reward maximisation? In this paper, we show that any type of behaviour complying with physically sound assumptions about how macroscopic biological agents interact with the world canonically integrates exploration and exploitation in the sense of minimising risk and ambiguity about states of the world. This description, known as active inference, refines the free energy principle, a popular descriptive framework for action and perception originating in neuroscience. Active inference provides a normative Bayesian framework to simulate and model agency that is widely used in behavioural neuroscience, reinforcement learning (RL) and robotics. The usefulness of active inference for RL is three-fold. a) Active inference provides a principled solution to the exploration-exploitation dilemma that usefully simulates biological agency. b) It provides an explainable recipe to simulate behaviour, whence behaviour follows as an explainable mixture of exploration and exploitation under a generative world model, and all differences in behaviour are explicit in differences in world model. c) This framework is universal in the sense that it is theoretically possible to rewrite any RL algorithm conforming to the descriptive assumptions of active inference as an active inference algorithm. Thus, active inference can be used as a tool to uncover and compare the commitments and assumptions of more specific models of agency.

  • 4 authors
·
Jan 23, 2024

Mixture of Frames Policy: Multi-Frame Action Denoising for Bimanual Mobile Manipulation

Robotic manipulation is inherently multi-frame: local actions may be simple in an end-effector frame, while transport, upright-object handling, and whole-body coordination are better represented in a base-aligned frame. However, modern diffusion-based visuomotor policies typically commit to a single predefined action frame, forcing one denoiser to model action distributions that are often unnecessarily complex in that frame. We propose Mixture of Frames Policy (MoF), a diffusion policy that performs synchronized action denoising across multiple coordinate frames. MoF maintains a single canonical diffusion state, re-expresses it in several task-relevant frames, applies frame-specialized denoisers, and fuses their noise predictions back in the canonical frame. To make this possible for intermediate noisy diffusion states, we introduce a column-based 6D rotation representation within an SE(3) action parameterization that supports exact, differentiable frame transformations without requiring noisy rotations to lie on the SO(3) manifold. Across nine simulated bimanual manipulation tasks, we show that the best action frame is task-dependent and that MoF improves over oracle frame selection and standard Mixture-of-Experts (MoE) baselines. We further evaluate MoF on two real-world bimanual mobile manipulation tasks, demonstrating that it outperforms all constituent single-frame baselines. Project homepage: https://mofpo.github.io

  • 6 authors
·
Jul 12

GameWAM: A World Action Model for Video Games

Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode at each action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control predicts beyond the committed horizon, executes only a short action prefix, and replans from new observations, while fine-grained within-cycle context and hierarchical cross-cycle history preserve temporal continuity. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/.

tencent Tencent
·
Aug 24 2

StairVLA: Stage-Aware Hierarchical Action Generation for Vision-Language-Action Models

Vision-language-action (VLA) models increasingly rely on diffusion- or flow-matching-based action heads to generate continuous robot actions. These action heads typically process the denoising trajectory in a largely uniform manner. However, we observe that the conditioning focus naturally shifts across denoising stages: early stages combine language instructions and visual observations to establish a coarse action trajectory, whereas later stages place greater emphasis on current visual observations for action alignment. Based on this insight, we introduce StairVLA, a stage-aware hierarchical action generation framework that uses partially denoised actions as a natural interface between coarse long-horizon action generation and local refinement. A high-level VLA performs early denoising to produce a reusable long-horizon partially denoised action trajectory, while a lightweight refiner operates at a higher frequency to refine local action chunks using the latest observations. This design amortizes expensive high-level VLA computation while preserving frequent closed-loop correction. On LIBERO, our GR00T-style instantiation improves average success from 96.5% to 97.8% while reducing amortized inference latency from 115.0 ms to 44.2 ms per action chunk. More broadly, across two VLA backbones, simulation benchmarks, and real-robot tasks, StairVLA consistently reduces inference cost while maintaining strong task performance.

  • 5 authors
·
Oct 5

APT: Action Expert Pretraining Improves Instruction Generalization of Vision-Language-Action Policies

Vision-Language-Action (VLA) models that couple pretrained Vision-Language Models (VLMs) with continuous action experts have achieved strong manipulation performance, yet generalization to out-of-distribution (OOD) language instructions remains poor. A known challenge is the structural imbalance in VLA data, where language is far less diverse than visual and action content, making policies prone to visual shortcuts. While discrete-action methods mitigate this through vision-language co-training, continuous action experts lack such protection: they start from random initialization and learn entirely from imbalanced data, producing noisy gradients that corrupt the VLM and fail to exploit its language capability. We address this from a Bayesian perspective, factorizing the policy into a language-agnostic Vision-Action (VA) prior and a language-conditioned VLA likelihood, and propose APT, a two-stage training method emphasizing Action expert PreTraining. In Stage 1, the action expert is pretrained as a VA prior on vision-action pairs from a frozen VLM, bypassing the language imbalance. In Stage 2, language tokens are injected through a gated fusion mechanism that integrates VLM features while preserving the learned visuomotor prior. APT applies to mainstream VLA architectures, including the π and GR00T-style architectures. Comprehensive experiments validate that APT achieves consistent gains on unseen instructions and compositional tasks. Project Page: https://xukechun.github.io/papers/APT/

Masked Temporal Interpolation Diffusion for Procedure Planning in Instructional Videos

In this paper, we address the challenge of procedure planning in instructional videos, aiming to generate coherent and task-aligned action sequences from start and end visual observations. Previous work has mainly relied on text-level supervision to bridge the gap between observed states and unobserved actions, but it struggles with capturing intricate temporal relationships among actions. Building on these efforts, we propose the Masked Temporal Interpolation Diffusion (MTID) model that introduces a latent space temporal interpolation module within the diffusion model. This module leverages a learnable interpolation matrix to generate intermediate latent features, thereby augmenting visual supervision with richer mid-state details. By integrating this enriched supervision into the model, we enable end-to-end training tailored to task-specific requirements, significantly enhancing the model's capacity to predict temporally coherent action sequences. Additionally, we introduce an action-aware mask projection mechanism to restrict the action generation space, combined with a task-adaptive masked proximity loss to prioritize more accurate reasoning results close to the given start and end states over those in intermediate steps. Simultaneously, it filters out task-irrelevant action predictions, leading to contextually aware action sequences. Experimental results across three widely used benchmark datasets demonstrate that our MTID achieves promising action planning performance on most metrics. The code is available at https://github.com/WiserZhou/MTID.

  • 8 authors
·
Jul 4, 2025

World Action Models: The Next Frontier in Embodied AI

Vision-Language-Action (VLA) models have achieved strong semantic generalization for embodied policy learning, yet they learn reactive observation-to-action mappings without explicitly modeling how the physical world evolves under intervention. A growing body of work addresses this limitation by integrating world models, predictive models of environment dynamics, into the action generation pipeline. We term this emerging paradigm World Action Models (WAMs): embodied foundation models that unify predictive state modeling with action generation, targeting a joint distribution over future states and actions rather than actions alone. However, the literature remains fragmented across architectures, learning objectives, and application scenarios, lacking a unified conceptual framework. We formally define WAMs and disambiguate them from related concepts, and trace the foundations and early integration of VLA and world model research that gave rise to this paradigm. We organize existing methods into a structured taxonomy of Cascaded and Joint WAMs, with further subdivision by generation modality, conditioning mechanism, and action decoding strategy. We systematically analyze the data ecosystem fueling WAMs development, spanning robot teleoperation, portable human demonstrations, simulation, and internet-scale egocentric video, and synthesize emerging evaluation protocols organized around visual fidelity, physical commonsense, and action plausibility. Overall, this survey provides the first systematic account of the WAMs landscape, clarifies key architectural paradigms and their trade-offs, and identifies open challenges and future opportunities for this rapidly evolving field.

OpenMOSS-Team OpenMOSS
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May 11 2

Action Emergence from Streaming Intent

We formalize action emergence as a target capability for end-to-end autonomous driving: the ability to generate physically feasible, semantically appropriate, and safety-compliant actions in arbitrary, long-tail traffic scenes through scene-conditioned reasoning rather than retrieval or interpolation of learned scene-action mappings. We show that previous paradigms cannot deliver action emergence: autoregressive trajectory decoders collapse the inherently multimodal future into a single averaged output, while diffusion and flow-matching generators express multimodality but are not steerable by reasoned intent. We propose Streaming Intent as a concrete way to approach action emergence: a mechanism that makes driving intent (i) semantically streamed through a continuous chain-of-thought that causally derives the intent from scene understanding, and (ii) temporally streamed across clips so that intent commitments remain coherent along the driving horizon. We realize Streaming Intent in a VLA model we call SI (Streaming Intent). SI autoregressively decodes a four-step chain-of-thought and emits an intent token; the decoded intent then drives classifier-free guidance (CFG) on a flow-matching action head, requiring only two denoising steps to generate the final trajectory. On the Waymo End-to-End benchmark, SI achieves competitive aggregate performance, with an RFS score of 7.96 on the validation set and 7.74 on the test set. Beyond aggregate metrics, the model demonstrates -- to our knowledge for the first time in a fully end-to-end VLA -- intent-faithful controllability: for a fixed scene, varying the intent class at inference yields qualitatively distinct yet consistently high-quality plans, arising purely from data-driven learning without any pre-built trajectory bank or hand-coded post-hoc selector.

  • 6 authors
·
May 11

Efficient Switchable Safety Control in LLMs via Magic-Token-Guided Co-Training

Current methods for content safety in Large Language Models (LLMs), such as Supervised Fine-Tuning (SFT) and Reinforcement Learning from Human Feedback (RLHF), often rely on multi-stage training pipelines and lack fine-grained, post-deployment controllability. To address these limitations, we propose a unified co-training framework that efficiently integrates multiple safety behaviors: positive (lawful/prosocial), negative (unfiltered/risk-prone) and rejective (refusal-oriented/conservative) within a single SFT stage. Notably, each behavior is dynamically activated via a simple system-level instruction, or magic token, enabling stealthy and efficient behavioral switching at inference time. This flexibility supports diverse deployment scenarios, such as positive for safe user interaction, negative for internal red-teaming, and rejective for context-aware refusals triggered by upstream moderation signals. This co-training strategy induces a distinct Safety Alignment Margin in the output space, characterized by well-separated response distributions corresponding to each safety mode. The existence of this margin provides empirical evidence for the model's safety robustness and enables unprecedented fine-grained control. Experiments show that our method matches the safety alignment quality of SFT+DPO, with our 8B model notably surpassing DeepSeek-R1 (671B) in safety performance, while significantly reducing both training complexity and deployment costs. This work presents a scalable, efficient, and highly controllable solution for LLM content safety.

  • 4 authors
·
Aug 11, 2025

GRAVA: Grounded Reasoning-to-Action Representation and Learning for Autonomous Driving

Driving vision-language-action (VLA) models increasingly reason before acting, but their intermediate reasoning is often weakly grounded in physical scene evidence and loosely connected to executable behavior. We present GRAVA, a framework built around Grounded Reasoning-to-Action (GRA), which unifies grounding, reasoning, and action generation in a single autoregressive stream. GRA links action-relevant language references to 2D visual regions and ego-centric physical states, organizes object interactions and decisions in a trajectory-anchored typed graph, and serializes this structure into grounded reasoning. A single VLM generates this reasoning followed by a compact Executable Planner action that is deterministically decoded into a continuous trajectory. We further introduce an agentic GRA data construction pipeline that combines forward scene grounding with backward trajectory anchoring, and use it to build GR-NavSim with 2.2M grounded question-answer pairs and 70K GRA reasoning traces. A progressive training strategy develops grounded cognition through pre-training, establishes the reasoning-to-action interface through imitation, and improves driving behavior through reinforcement learning and exploration. Using about 60% of the available human driving demonstrations for action supervision, GRAVA-8B achieves state-of-the-art performance among purely autoregressive driving models on the full NAVSIM benchmark. On an internal long-tail benchmark, full GRA improves key-object compliance and Closed-loop Driving Score by 19.3% and 20.5% over action-only prediction, respectively. These results show the benefit of preserving action-relevant physical evidence from grounded reasoning through executable action generation.

  • 5 authors
·
Sep 13

ACoT-VLA: Action Chain-of-Thought for Vision-Language-Action Models

Vision-Language-Action (VLA) models have emerged as essential generalist robot policies for diverse manipulation tasks, conventionally relying on directly translating multimodal inputs into actions via Vision-Language Model (VLM) embeddings. Recent advancements have introduced explicit intermediary reasoning, such as sub-task prediction (language) or goal image synthesis (vision), to guide action generation. However, these intermediate reasoning are often indirect and inherently limited in their capacity to convey the full, granular information required for precise action execution. Instead, we posit that the most effective form of reasoning is one that deliberates directly in the action space. We introduce Action Chain-of-Thought (ACoT), a paradigm where the reasoning process itself is formulated as a structured sequence of coarse action intents that guide the final policy. In this paper, we propose ACoT-VLA, a novel architecture that materializes the ACoT paradigm. Specifically, we introduce two complementary components: an Explicit Action Reasoner (EAR) and Implicit Action Reasoner (IAR). The former proposes coarse reference trajectories as explicit action-level reasoning steps, while the latter extracts latent action priors from internal representations of multimodal input, co-forming an ACoT that conditions the downstream action head to enable grounded policy learning. Extensive experiments in real-world and simulation environments demonstrate the superiority of our proposed method, which achieves 98.5%, 84.1%, and 47.4% on LIBERO, LIBERO-Plus and VLABench, respectively.

agibot-world AgiBot World
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Jan 16 3

Not All Actions Are Equal: Rethinking Conditioning for Dexterous World Model

Recent advances in action-conditioned world models show promising progress in modeling complex interactions and forecasting future states under diverse action sequences. While these models are often driven by stronger visual representations and model capacity, action conditioning itself remains underexplored. Most existing approaches compress the entire action sequence into a single representation, which works well for low-DoF control but becomes less reliable in high-DoF scenarios. We observe that high-DoF dexterous actions are inherently heterogeneous, spanning multiple orders of magnitude, where large-scale motions coexist with subtle but important signals. When uniformly aggregated, optimization exhibits an imbalance across action components, which hinders the modeling of fine-grained effects and affects action fidelity. We therefore propose DexAC-WM, which treats action conditioning as a structured process rather than global compression. DexAC preserves dimension-level semantics via action tokenization and aligns action signals with visual dynamics through local refinement and global modulation. To address the limited high-level semantic grounding in existing world models, we further introduce a semantic branch that provides rich object-scene priors, which enables world model to capture dynamic visual details while supporting high-DoF action-conditioned video prediction. Experiments on EgoDex and EgoVerse show that combining the semantic branch with DexAC significantly improves FID, FVD, and PCK, demonstrating gains in visual-temporal realism and action-following consistency. We further verify that DexAC extends to other backbones, showing the scalability of our structured action-conditioning design. These results suggest that scaling world models to high-DoF control requires both structured action modeling and semantic grounding.

  • 10 authors
·
Jun 24 1

PredActor: Predictive Action Diffusion for Steerable Onboard Humanoid Control

Diffusion models offer flexible motion generation, but translating this flexibility into feedback-responsive humanoid control remains challenging. Hierarchical systems steer motion through references that may exceed a separate tracker's capabilities, leaving recovery and physical execution largely to the tracker. Action-only diffusion generates actions directly but lacks an explicit future-state trajectory for test-time motion objectives. Joint state-action diffusion provides this representation, yet representative controllers often depend on privileged full-body states, and support for learned behavior selection and test-time motion steering remains fragmented. We present PredActor, a predictive action diffusion policy that brings these complementary steering capabilities into one directly executed policy using proprioceptive observations. Conditioned on proprioceptive history and optional task context, PredActor jointly generates executable actions and an internal future-state trajectory. Classifier-free guidance strengthens text-conditioned behavior, while classifier guidance steers predicted states toward test-time objectives. Only actions are executed, without a separate motion-reference tracker or externally estimated full-body states as policy inputs. In simulation, PredActor reaches all 15 destination targets and achieves a text retrieval score of 0.580, compared with 0.373 for conditional action diffusion, with similar observed disturbance survival. To make this guided policy practical onboard, rolling denoising and computation-preserving runtime optimizations reduce the complete callback to 16.790 ms median and 19.383 ms p95 on a Jetson Orin NX, both below the 20 ms control period. We deploy PredActor on a Unitree G1; evaluations across simulation and physical hardware demonstrate text-conditioned motion, disturbance response, joystick control, and semantic interpolation.

  • 13 authors
·
Sep 20

SPIKE: An Adaptive Dual Controller Framework for Cost-Efficient Long-Horizon Game Agents

Long-horizon multimodal agents in open-world games must stay goal-directed across many low-level interactions under tight token and latency budgets. Existing approaches often trade off costly per-step reasoning against reactive execution that can drift, repeat failures, and recover poorly. Our key idea is to reuse strategic reasoning across locally stable segments and reinvoke it at event boundaries. We present SPIKE, an adaptive dual controller framework for cost-efficient long-horizon game control. Its Strategic Controller performs low-frequency global planning, failure analysis, and recovery, while its Reactive Controller handles fast local execution under a strict token budget. An Event Trigger monitors visual change, task progress, repeated actions, and failure signals to decide when control should stay reactive or escalate to strategic reasoning. Hierarchical Memory separates short-term experience reuse in the State-Action Memory Bank (SA-MB) from structured evidence in the State Action Knowledge Graph (SA-KG), allowing each controller to retrieve the context it needs. This design reuses strategic proposals over multiple reactive steps, supports local override when plans become stale, and reserves expensive reasoning for moments where extra deliberation is useful. On the Lite-100 split of StarDojo, SPIKE improves Lite-100 success rate (SR) by 5.0 percentage points (38.5% relative) over the strongest Lite-100 baseline and Budgeted SR by 9.3 points (75.6% relative) over the strongest budgeted baseline. It also reduces token consumption by 54.9% and latency by 40.8%. Ablations show that event triggering, reactive override, and heterogeneous memory each contribute to success and recovery, supporting selective reasoning rather than reasoning at every step.

  • 9 authors
·
May 17

Infinity-RoPE: Action-Controllable Infinite Video Generation Emerges From Autoregressive Self-Rollout

Current autoregressive video diffusion models are constrained by three core bottlenecks: (i) the finite temporal horizon imposed by the base model's 3D Rotary Positional Embedding (3D-RoPE), (ii) slow prompt responsiveness in maintaining fine-grained action control during long-form rollouts, and (iii) the inability to realize discontinuous cinematic transitions within a single generation stream. We introduce infty-RoPE, a unified inference-time framework that addresses all three limitations through three interconnected components: Block-Relativistic RoPE, KV Flush, and RoPE Cut. Block-Relativistic RoPE reformulates temporal encoding as a moving local reference frame, where each newly generated latent block is rotated relative to the base model's maximum frame horizon while earlier blocks are rotated backward to preserve relative temporal geometry. This relativistic formulation eliminates fixed temporal positions, enabling continuous video generation far beyond the base positional limits. To obtain fine-grained action control without re-encoding, KV Flush renews the KV cache by retaining only two latent frames, the global sink and the last generated latent frame, thereby ensuring immediate prompt responsiveness. Finally, RoPE Cut introduces controlled discontinuities in temporal RoPE coordinates, enabling multi-cut scene transitions within a single continuous rollout. Together, these components establish infty-RoPE as a training-free foundation for infinite-horizon, controllable, and cinematic video diffusion. Comprehensive experiments show that infty-RoPE consistently surpasses previous autoregressive models in overall VBench scores.

  • 5 authors
·
Nov 25, 2025 2

GUIDE: A Benchmark for Understanding and Assisting Users in Open-Ended GUI Tasks

Graphical User Interface (GUI) agents have the potential to assist users in interacting with complex software (e.g., PowerPoint, Photoshop). While prior research has primarily focused on automating user actions through clicks and keystrokes, this paradigm overlooks human intention, where users value the ability to explore, iterate, and refine their ideas while maintaining agency. To move beyond automation and toward collaboration, GUI agents must understand what users are doing and why. We introduce GUIDE (GUI User Intent Detection Evaluation), a benchmark that evaluates AI models on their ability to perceive user behavior, infer intent, and provide assistance in open-ended GUI tasks. GUIDE consists of 67.5 hours of screen recordings from 120 novice user demonstrations with think-aloud narrations, across 10 software. GUIDE defines three tasks - (i) Behavior State Detection, (ii) Intent Prediction, and (iii) Help Prediction that test a model's ability to recognize behavior state, reason about goals, and decide when and how to help. Evaluations across eight state-of-the-art multimodal models reveal that all models struggled, achieving only 44.6% and 55.0% accuracy on behavior state and help prediction. However, providing user context significantly improved the performance, raising help prediction by up to 50.2pp, highlighting the critical role of structured user understanding in effective assistance. Our dataset is available at https://guide-bench.github.io.

  • 7 authors
·
Mar 25

TFP: Temporally Conditioned Memory-Fusion Policies for Visuomotor Learning

Vision--Language--Action (VLA) policies such as π_{0.5} and OpenVLA perform well on many manipulation tasks, but they are often reactive: the next action is predicted from the current observation, instruction, and proprioceptive state. This assumption breaks down in stage-dependent manipulation, where visually similar states may require different actions depending on latent task progress and previous interaction outcomes. We argue that such tasks require not only memory, but dynamics-aware belief updates: the policy should preserve task progress during stable or occluded phases and revise its belief near contact, release, or subgoal transitions. We introduce Temporally Conditioned Memory-Fusion Policies (TFP), a lightweight memory-action framework for VLA backbones. TFP maintains an episode-local task-progress belief with Liquid Time-Constant dynamics and injects the updated belief directly into the flow-matching action decoder through adaptive modulation. This lets temporally accumulated context shape the generated action chunk, rather than serving only as passive history context. With a 3.3B-parameter model, TFP improves the average success rate from \(96.9\%\) to \(98.75\%\) on LIBERO and from \(91.4\%\) to \(93.77\%\) on LIBERO-plus. On the memory-focused MIKASA ShellGameTouch diagnostic, TFP achieves success up to \(75.0\%\). Mechanistic analyses show that write-gain changes near manipulation events are about \(6\times\) larger than far non-event phases, and hidden-state interventions show that the belief causally modulates generated action chunks. These results suggest that compact, event-sensitive memory dynamics can improve VLA policies under occlusion, visual perturbation, and stage-dependent task structure.

  • 9 authors
·
Jul 8

Demystifying Hidden-State Recurrence: Switchable Latent Reasoning with On-Policy Reinforcement Learning

Latent chain-of-thought compresses reasoning by replacing visible reasoning traces with continuous hidden-state recurrence, but existing formulations are difficult to optimize with standard on-policy reinforcement learning (RL) and hard to interpret causally. Our key insight is that a single pair of explicit boundary tokens can address both issues at once: discrete entry and exit anchors make the latent block compatible with standard on-policy RL, and the same anchors offer a natural foothold for mechanistic analysis. Motivated by this, we propose SWITCH, a switchable latent reasoning framework. The model emits <swi> to enter latent mode and </swi> to exit. Because the boundaries are ordinary discrete tokens, the GRPO policy ratio is well-defined at every decision point. The same anchors also expose the latent steps to direct probing and causal intervention. We train the model with a visible-to-latent curriculum and a Switch-GRPO objective that propagates gradients through recurrent latent computation. SWITCH consistently outperforms prior hidden-state-recurrence latent reasoning approaches at similar scale. Mechanistic analysis through the boundary tokens further reveals three findings: (i) <swi> is a sharply localised, learned switching policy rather than a stylistic artefact; (ii) the latent step it opens performs problem-specific, causally important computation rather than acting as an inert placeholder; and (iii) that computation is concentrated at a single hidden-state transition on entry. Together, these results show that hidden-state-recurrence latent reasoning is both RL-trainable and open to direct mechanistic analysis, including of how on-policy RL itself improves the model from the inside.

  • 9 authors
·
Jun 10 2

Bridge Thinking and Acting: Unleashing Physical Potential of VLM with Generalizable Action Expert

Although Vision-Language Models (VLM) have demonstrated impressive planning and reasoning capabilities, translating these abilities into the physical world introduces significant challenges. Conventional Vision-Language-Action (VLA) models, which integrate reasoning and action into a monolithic architecture, generalize poorly because they are constrained by scarce, narrow-domain data. While recent dual-system approaches attempt to decouple "thinking" from "acting", they are often constrained by semantic ambiguities within the action module. This ambiguity makes large-scale, cross-task training infeasible. Consequently, these systems typically necessitate fine-tuning on newly collected data when deployed to novel environments, and the cooperation mechanism between the two systems remains ill-defined. To address these limitations, we introduce, for the first time, a framework centered around a generalizable action expert. Our approach utilizes sparse 3D trajectories as an intermediate representation, effectively bridging the high-level planning capabilities of the VLM with the low-level physical action module. During the planning phase, the VLM is only required to generate coarse 3D waypoints. These waypoints are then processed by our generalizable action expert, which refines them into dense, executable action sequences by sampling real-time point cloud observations of the environment. To promote training efficiency and robust generalization, we introduce a novel "Action Pre-training, Pointcloud Fine-tuning" paradigm. Our method combines the broad generalization capabilities of VLMs in visual understanding and planning with the fine-grained, action-level generalization of action expert.

  • 10 authors
·
Oct 4, 2025

MoReact: Generating Reactive Motion from Textual Descriptions

Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating interactions, or rely solely on one person's motion to generate the other's reaction, failing to integrate the rich semantic information that underpins human interactions. Yet, these methods often fall short in adaptive responsiveness, i.e., the ability to accurately respond to diverse and dynamic interaction scenarios. Recognizing this gap, our work introduces an approach tailored to address the limitations of existing models by focusing on text-driven human reaction generation. Our model specifically generates realistic motion sequences for individuals that responding to the other's actions based on a descriptive text of the interaction scenario. The goal is to produce motion sequences that not only complement the opponent's movements but also semantically fit the described interactions. To achieve this, we present MoReact, a diffusion-based method designed to disentangle the generation of global trajectories and local motions sequentially. This approach stems from the observation that generating global trajectories first is crucial for guiding local motion, ensuring better alignment with given action and text. Furthermore, we introduce a novel interaction loss to enhance the realism of generated close interactions. Our experiments, utilizing data adapted from a two-person motion dataset, demonstrate the efficacy of our approach for this novel task, which is capable of producing realistic, diverse, and controllable reactions that not only closely match the movements of the counterpart but also adhere to the textual guidance. Please find our webpage at https://xiyan-xu.github.io/MoReactWebPage.

  • 4 authors
·
Sep 28, 2025

GUI-Libra: Training Native GUI Agents to Reason and Act with Action-aware Supervision and Partially Verifiable RL

Open-source native GUI agents still lag behind closed-source systems on long-horizon navigation tasks. This gap stems from two limitations: a shortage of high-quality, action-aligned reasoning data, and the direct adoption of generic post-training pipelines that overlook the unique challenges of GUI agents. We identify two fundamental issues in these pipelines: (i) standard SFT with CoT reasoning often hurts grounding, and (ii) step-wise RLVR-tyle training faces partial verifiability, where multiple actions can be correct but only a single demonstrated action is used for verification. This makes offline step-wise metrics weak predictors of online task success. In this work, we present GUI-Libra, a tailored training recipe that addresses these challenges. First, to mitigate the scarcity of action-aligned reasoning data, we introduce a data construction and filtering pipeline and release a curated 81K GUI reasoning dataset. Second, to reconcile reasoning with grounding, we propose action-aware SFT that mixes reasoning-then-action and direct-action data and reweights tokens to emphasize action and grounding. Third, to stabilize RL under partial verifiability, we identify the overlooked importance of KL regularization in RLVR and show that a KL trust region is critical for improving offline-to-online predictability; we further introduce success-adaptive scaling to downweight unreliable negative gradients. Across diverse web and mobile benchmarks, GUI-Libra consistently improves both step-wise accuracy and end-to-end task completion. Our results suggest that carefully designed post-training and data curation can unlock significantly stronger task-solving capabilities without costly online data collection. We release our dataset, code, and models to facilitate further research on data-efficient post-training for reasoning-capable GUI agents.