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Oct 19

VLA-Fabric: Learning Interaction for Composable Multi-Arm VLA Agents

Vision-language-action (VLA) models are rapidly expanding what individual robots can accomplish, yet many real-world manipulation settings require multiple arms to operate as a coordinated system. Existing approaches organize multi-arm coordination in different ways, including centralized joint policies, high-level task or role assignment, and locally executed policies that react to teammates. However, how complete action-producing VLAs should explicitly interact with one another during action generation remains largely unexplored. We introduce VLA-Fabric, which organizes one complete VLA per arm while preserving local perception and action ownership, and enables coordination through learned interaction across policy boundaries. We first systematically study where such interaction should occur, how peer information should be aggregated, and how the interaction should be learned, revealing complementary coordination functions spanning shared context, peer-specific latent information, and action-stage interaction. We then re-instantiate these functions in a structurally different VLA architecture, showing that the coordination principle is not tied to a particular tensor layout or backbone implementation. Finally, we compose teams of three and four arms and evaluate them in simulation and physical experiments. On all four physical tasks, Full interaction improves success over independently trained local policies by 16--40 percentage points. Together, these results suggest that explicit interaction among complete VLA policies offers a scalable path toward networked embodied intelligence.

  • 6 authors
·
Oct 15

Estimation-Action-Reflection: Towards Deep Interaction Between Conversational and Recommender Systems

Recommender systems are embracing conversational technologies to obtain user preferences dynamically, and to overcome inherent limitations of their static models. A successful Conversational Recommender System (CRS) requires proper handling of interactions between conversation and recommendation. We argue that three fundamental problems need to be solved: 1) what questions to ask regarding item attributes, 2) when to recommend items, and 3) how to adapt to the users' online feedback. To the best of our knowledge, there lacks a unified framework that addresses these problems. In this work, we fill this missing interaction framework gap by proposing a new CRS framework named Estimation-Action-Reflection, or EAR, which consists of three stages to better converse with users. (1) Estimation, which builds predictive models to estimate user preference on both items and item attributes; (2) Action, which learns a dialogue policy to determine whether to ask attributes or recommend items, based on Estimation stage and conversation history; and (3) Reflection, which updates the recommender model when a user rejects the recommendations made by the Action stage. We present two conversation scenarios on binary and enumerated questions, and conduct extensive experiments on two datasets from Yelp and LastFM, for each scenario, respectively. Our experiments demonstrate significant improvements over the state-of-the-art method CRM [32], corresponding to fewer conversation turns and a higher level of recommendation hits.

  • 7 authors
·
Feb 20, 2020

WorldMemArena: Evaluating Multimodal Agent Memory Through Action-World Interaction

Multimodal large language models are increasingly deployed as long-horizon agents, where memory must do more than recall: it must track an evolving world, revise what has gone stale, and surface the right evidence at decision time. Existing benchmarks measure recall over static dialogue, collapse memory into a single end-of-task accuracy, and reduce visual observations to captions, leaving us unable to localize failures to writing, maintenance, retrieval, or use. The rise of agent harnesses that author their own memory sharpens this gap, since we have no principled way to compare hand-designed pipelines with self-managing alternatives. To close these gaps, we formulate multimodal agent memory as an Action-World Interaction Loop with an observable four-stage lifecycle, and instantiate it in WorldMemArena: 400 multi-session multimodal tasks spanning Lifelong Evolution (evolving personal and task states) and Agentic Execution (memory from real observations, actions, and feedback), annotated with gold memory points, updates, distractors, and evidence chains for stage-level diagnosis. This enables the first head-to-head comparison of long-context, manually designed (RAG and external memory systems), and harness-based memory agents. Results show that: (1) better memory writing and storage do not guarantee better performance; (2) multimodal memory still struggles to fully use visual evidence; (3) systems are unstable across domains and degrade on realistic agentic trajectories; and (4) harness memory is more flexible but remains costly and less reliable.

  • 17 authors
·
May 27 2

Latent evolving World Action Model

World Action Models (WAMs) jointly model action generation and environment dynamics and are mostly built on pretrained Video Diffusion Models (VDMs). In VDM-based WAMs, observations are first encoded by a VAE, and the resulting compressed latents are then processed by large video diffusion backbones to extract effective features for action generation. However, this paradigm ties WAM performance and training cost to large-scale video generation pretraining, limiting WAM efficiency and scalability. In this paper, we theoretically and empirically investigate how visual representations affect action generation in WAMs. Our results show that predictive embeddings from Joint-Embedding Predictive Architecture (JEPA) encoders better support action generation than compressed VAE latents, with I-JEPA performing best in our encoder comparison. Based on these findings, we propose LeWAM, which conditions action generation on JEPA embeddings and models environment evolution by predicting future embeddings in the same space, without relying on a video diffusion backbone. We further find that imitation learning matches demonstrated actions but does not distinguish better actions from worse ones, even though small action deviations can greatly affect task success. To address this limitation without additional environment interaction or the human oversight required for resets and safety, we introduce Demonstration-Guided DPO (DemoDPO), an offline preference refinement stage that derives preference supervision directly from demonstrations.With only 0.4B trainable parameters, LeWAM achieves an average success rate of 92.28\% on RoboTwin 2.0, comparable to that of state-of-the-art VLAs and WAMs, and maintains practical effectiveness on real-world manipulation tasks.

Robix: A Unified Model for Robot Interaction, Reasoning and Planning

We introduce Robix, a unified model that integrates robot reasoning, task planning, and natural language interaction within a single vision-language architecture. Acting as the high-level cognitive layer in a hierarchical robot system, Robix dynamically generates atomic commands for the low-level controller and verbal responses for human interaction, enabling robots to follow complex instructions, plan long-horizon tasks, and interact naturally with human within an end-to-end framework. Robix further introduces novel capabilities such as proactive dialogue, real-time interruption handling, and context-aware commonsense reasoning during task execution. At its core, Robix leverages chain-of-thought reasoning and adopts a three-stage training strategy: (1) continued pretraining to enhance foundational embodied reasoning abilities including 3D spatial understanding, visual grounding, and task-centric reasoning; (2) supervised finetuning to model human-robot interaction and task planning as a unified reasoning-action sequence; and (3) reinforcement learning to improve reasoning-action consistency and long-horizon task coherence. Extensive experiments demonstrate that Robix outperforms both open-source and commercial baselines (e.g., GPT-4o and Gemini 2.5 Pro) in interactive task execution, demonstrating strong generalization across diverse instruction types (e.g., open-ended, multi-stage, constrained, invalid, and interrupted) and various user-involved tasks such as table bussing, grocery shopping, and dietary filtering.

ByteDance-Seed ByteDance Seed
·
Aug 31, 2025 6

Learning Versatile Humanoid Manipulation with Touch Dreaming

Humanoid robots promise general-purpose assistance, yet real-world humanoid loco-manipulation remains challenging because it requires whole-body stability, dexterous hands, and contact-aware perception under frequent contact changes. In this work, we study dexterous, contact-rich humanoid loco-manipulation. We first develop an RL-based whole-body controller that provides stable lower-body and torso execution during complex manipulation. Built on this controller, we develop a whole-body humanoid data collection system that combines VR-based teleoperation with human-to-humanoid motion mapping, enabling efficient collection of real-world demonstrations. We then propose Humanoid Transformer with Touch Dreaming (HTD), a multimodal encoder--decoder Transformer that models touch as a core modality alongside multi-view vision and proprioception. HTD is trained in a single stage with behavioral cloning augmented by touch dreaming: in addition to predicting action chunks, the policy predicts future hand-joint forces and future tactile latents, encouraging the shared Transformer trunk to learn contact-aware representations for dexterous interaction. Across five contact-rich tasks, Insert-T, Book Organization, Towel Folding, Cat Litter Scooping, and Tea Serving, HTD achieves a 90.9% relative improvement in average success rate over the stronger baseline. Ablation results further show that latent-space tactile prediction is more effective than raw tactile prediction, yielding a 30% relative gain in success rate. These results demonstrate that combining robust whole-body execution, scalable humanoid data collection, and predictive touch-centered learning enables versatile, high-dexterity humanoid manipulation in the real world. Project webpage: humanoid-touch-dream.github.io.

Towards a General Humanoid Loco-Manipulation Model via Egocentric Whole-Body Human Data Pretraining

Humanoid whole-body manipulation has advanced rapidly, enabling policies to coordinate locomotion, posture, bimanual interaction, and dexterous hand movements. Meanwhile, egocentric human videos provide diverse examples of everyday interactions across objects and scenes, offering scalable supervision without robot operation. However, existing supervision from these videos provides limited coverage of whole-body movement and coordination with hand-object interaction, while obtaining such supervision through humanoid teleoperation is also costly and difficult to scale. We therefore explore how human experience can support scalable learning of humanoid loco-manipulation. To support this study, we introduce HumanVerse-500, a 500-hour dataset of diverse human loco-manipulation behaviors in open-world environments, collected with a lightweight wearable system that synchronizes egocentric video with body and hand motion. Building on this dataset, we develop λ_0, a whole-body humanoid vision-language-action policy, through three-stage training that first learns interaction from diverse egocentric datasets, then coordinates body and hand motion using HumanVerse-500, and finally adapts the policy to downstream tasks and robot embodiments. Across these stages, λ_0 learns a shared representation space for human experience transfer, while domain-specific interfaces handle differences between human and robot states and actions. We evaluate λ_0 on SIMPLE and 4 real-world loco-manipulation tasks, achieving state-of-the-art performance, and further analyze its scaling behavior, generalization, and training-stage contributions to understand how human data support downstream whole-body humanoid control. We will release our code, models, and data to support further research.

  • 12 authors
·
Sep 29

PC Agent: While You Sleep, AI Works -- A Cognitive Journey into Digital World

Imagine a world where AI can handle your work while you sleep - organizing your research materials, drafting a report, or creating a presentation you need for tomorrow. However, while current digital agents can perform simple tasks, they are far from capable of handling the complex real-world work that humans routinely perform. We present PC Agent, an AI system that demonstrates a crucial step toward this vision through human cognition transfer. Our key insight is that the path from executing simple "tasks" to handling complex "work" lies in efficiently capturing and learning from human cognitive processes during computer use. To validate this hypothesis, we introduce three key innovations: (1) PC Tracker, a lightweight infrastructure that efficiently collects high-quality human-computer interaction trajectories with complete cognitive context; (2) a two-stage cognition completion pipeline that transforms raw interaction data into rich cognitive trajectories by completing action semantics and thought processes; and (3) a multi-agent system combining a planning agent for decision-making with a grounding agent for robust visual grounding. Our preliminary experiments in PowerPoint presentation creation reveal that complex digital work capabilities can be achieved with a small amount of high-quality cognitive data - PC Agent, trained on just 133 cognitive trajectories, can handle sophisticated work scenarios involving up to 50 steps across multiple applications. This demonstrates the data efficiency of our approach, highlighting that the key to training capable digital agents lies in collecting human cognitive data. By open-sourcing our complete framework, including the data collection infrastructure and cognition completion methods, we aim to lower the barriers for the research community to develop truly capable digital agents.

  • 8 authors
·
Dec 23, 2024 2

MagicGUI: A Foundational Mobile GUI Agent with Scalable Data Pipeline and Reinforcement Fine-tuning

This paper presents MagicGUI, a foundational mobile GUI agent designed to address critical challenges in perception, grounding, and reasoning within real-world mobile GUI environments. The framework is underpinned by following six key components: (1) a comprehensive and accurate dataset, constructed via the scalable GUI Data Pipeline, which aggregates the largest and most diverse GUI-centric multimodal data to date from open-source repositories, automated crawling, and targeted manual annotation; (2) enhanced perception and grounding capabilities, facilitating fine-grained multimodal alignment for UI element referencing, grounding, and screen comprehension; (3) a comprehensive and unified action space, encompassing both fundamental UI operations and complex interactive intents to support human-agent interactions; (4) planning-oriented reasoning mechanisms that enable the model to decompose complex user instructions into sequential actions with explicit intermediate meta-paln reasoning; (5) an iterative two-stage training procedure, combining large-scale continue pre-training on 7.8M samples with reinforcement fine-tuning utilizing a spatially enhanced composite reward and dual filtering strategy; and (6) competitive performance on both the proprietary Magic-RICH benchmark and over a dozen public benchmarks, achieving superior performance across GUI perception and agent tasks, while demonstrating robust generalization and real-world deployment potential in practical mobile GUI scenarios, as detailed in Figure 1.

  • 24 authors
·
Jul 19, 2025

From Seeing to Acting: Smart Glasses as First-Person Intelligence Platforms

Smart glasses are evolving from capture and display accessories into first-person intelligence platforms that connect human perception, persistent context, and digital or physical action. Their on-body viewpoint aligns with the wearer's vision, audition, motion, and hand-object interaction, but must operate under tight energy, thermal, privacy, and feedback constraints. Despite rapid progress in augmented reality, egocentric vision, multimodal models, human-computer interaction, and embodied intelligence, the literature remains fragmented across devices, tasks, and benchmarks. The key challenge is not whether a model can recognize, answer, remember, or act in isolation, but whether a complete system can sustain a reliable, temporally valid, correctable, and governable perception-state-interaction-action loop. This survey is the \textbf{first to systematically study smart glasses through such a unified framework}. We formalize first-person data flow and constrained task utility, characterize devices along eight verifiable hardware capability axes, organize the literature around seven interdependent foundational capabilities, and introduce an L0-L5 framework spanning capture, reactive perception, contextual assistance, persistent state, governed action, and embodied coupling. Across nine application scenes, we connect tasks with datasets, systems, products, stakeholders, failure consequences, and evidence gaps. We further present a nine-dimensional deployment framework, a claim-conditioned evaluation protocol, and an evidence ladder from controlled measurement to longitudinal field validation and audit. Together, these elements make smart glasses more comparable, deployable, and reproducibly evaluated, while outlining a roadmap toward trustworthy first-person intelligence.

  • 3 authors
·
Aug 24 2

Autonomous Character-Scene Interaction Synthesis from Text Instruction

Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These requirements pose challenges for current models, leading to a notable gap in automating the animation of characters from simple human inputs. This paper addresses this challenge by introducing a comprehensive framework for synthesizing multi-stage scene-aware interaction motions directly from a single text instruction and goal location. Our approach employs an auto-regressive diffusion model to synthesize the next motion segment, along with an autonomous scheduler predicting the transition for each action stage. To ensure that the synthesized motions are seamlessly integrated within the environment, we propose a scene representation that considers the local perception both at the start and the goal location. We further enhance the coherence of the generated motion by integrating frame embeddings with language input. Additionally, to support model training, we present a comprehensive motion-captured dataset comprising 16 hours of motion sequences in 120 indoor scenes covering 40 types of motions, each annotated with precise language descriptions. Experimental results demonstrate the efficacy of our method in generating high-quality, multi-stage motions closely aligned with environmental and textual conditions.

  • 7 authors
·
Oct 4, 2024 2

DexHandDiff: Interaction-aware Diffusion Planning for Adaptive Dexterous Manipulation

Dexterous manipulation with contact-rich interactions is crucial for advanced robotics. While recent diffusion-based planning approaches show promise for simple manipulation tasks, they often produce unrealistic ghost states (e.g., the object automatically moves without hand contact) or lack adaptability when handling complex sequential interactions. In this work, we introduce DexHandDiff, an interaction-aware diffusion planning framework for adaptive dexterous manipulation. DexHandDiff models joint state-action dynamics through a dual-phase diffusion process which consists of pre-interaction contact alignment and post-contact goal-directed control, enabling goal-adaptive generalizable dexterous manipulation. Additionally, we incorporate dynamics model-based dual guidance and leverage large language models for automated guidance function generation, enhancing generalizability for physical interactions and facilitating diverse goal adaptation through language cues. Experiments on physical interaction tasks such as door opening, pen and block re-orientation, object relocation, and hammer striking demonstrate DexHandDiff's effectiveness on goals outside training distributions, achieving over twice the average success rate (59.2% vs. 29.5%) compared to existing methods. Our framework achieves an average of 70.7% success rate on goal adaptive dexterous tasks, highlighting its robustness and flexibility in contact-rich manipulation.

  • 9 authors
·
Nov 27, 2024

ESC-Skills: Discovering and Self-Evolving Skills for Emotional Support Conversations

Existing emotional support conversation (ESC) systems mainly rely on end-to-end response generation or coarse strategy supervision, offering limited interpretability and little support for systematic skill improvement. We propose ESC-Skills, a skill-centric framework that discovers and self-evolves executable emotional support skills. We first model localized support interactions as Intervention Units (IUs), which capture state--action--outcome dynamics between seeker states, support interventions, and post-response emotional changes. Based on IUs extracted from both successful and failed ESC dialogues, we construct the ESC-Skills Bank, a repository of executable emotional support skills containing intervention guidance, applicability conditions, expected outcomes, and potential risks. To further improve robustness, we introduce a multi-profile self-evolutionary refinement framework in which an ESC agent interacts with diverse simulated seeker profiles under SAGE evaluation. The resulting interaction traces are analyzed to identify missing skills, unsafe interventions, and profile-specific failure patterns, which are then used to refine the Skills Bank through simulation-based verification. Experimental results demonstrate that ESC-Skills improves both response-level quality and dialogue-level emotional outcomes while providing more interpretable and controllable support behaviors. We will release the code, prompts, and ESC-Skills Bank at https://github.com/aliyun/qwen-dianjin.

DianJin Qwen DianJin
·
May 26 2

EVOKE: Eliciting World Knowledge in Agents for Transferable Decision-Making

Large language models (LLMs) are increasingly deployed as agents for multi-step decision-making, yet transfer poorly to unseen environments. World-model methods address this by training agents to predict future observations, at the cost of additional training and errors that compound when predictions are used for planning. However, for LLM agents operating in digital environments, much of this world knowledge is already internalized during pretraining, which shifts the problem from acquiring it to eliciting it. We argue that typical post-training provides little pressure for such elicitation, since supervision under a single goal at each visited state inadvertently drives policies to rely on superficial contextual habits. We introduce EVOKE, a post-training method that supplies this pressure through goal diversity at fixed states. Motivated by theory showing that an agent competent across diverse goals must encode a world model recoverable from its action preferences, EVOKE holds the environment state and interaction history fixed and ranks the same candidate actions under alternative goals, forcing action preferences to change, so that a policy relying on contextual habits or single-goal correlations cannot order them correctly. This implicitly elicits the policy's pretrained world knowledge to inform decisions. We evaluate EVOKE across diverse tasks in three backbones, demonstrating improved task performance, unseen environment generalization, and data efficiency. We further conduct controlled analyses to better understand what drives these gains. These findings offer a new perspective on eliciting internalized world knowledge for transferable action through direct decision supervision.

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.

Plan-X: Instruct Video Generation via Semantic Planning

Diffusion Transformers have demonstrated remarkable capabilities in visual synthesis, yet they often struggle with high-level semantic reasoning and long-horizon planning. This limitation frequently leads to visual hallucinations and mis-alignments with user instructions, especially in scenarios involving complex scene understanding, human-object interactions, multi-stage actions, and in-context motion reasoning. To address these challenges, we propose Plan-X, a framework that explicitly enforces high-level semantic planning to instruct video generation process. At its core lies a Semantic Planner, a learnable multimodal language model that reasons over the user's intent from both text prompts and visual context, and autoregressively generates a sequence of text-grounded spatio-temporal semantic tokens. These semantic tokens, complementary to high-level text prompt guidance, serve as structured "semantic sketches" over time for the video diffusion model, which has its strength at synthesizing high-fidelity visual details. Plan-X effectively integrates the strength of language models in multimodal in-context reasoning and planning, together with the strength of diffusion models in photorealistic video synthesis. Extensive experiments demonstrate that our framework substantially reduces visual hallucinations and enables fine-grained, instruction-aligned video generation consistent with multimodal context.

  • 10 authors
·
Nov 22, 2025 2

SAGE: Synchronized Action-Gaze Recognition and Anticipation for Human Behavior Understanding

Human object interaction (HOI), gaze pattern, and their anticipation are intricately linked, providing valuable insights into cognitive processes, intentions, and behavior. However, most existing models handle gaze and actions separately, missing both their interdependence and the advantages of a unified solution. This paper presents a novel unified framework, SAGE (Synchronized Action-GazE), which integrates simultaneous recognition and anticipation of both HOI and human gaze into a single unified end-to-end trainable model. Our approach leverages a transformer-based architecture and incorporates gaze data into spatiotemporal attention mechanisms to simultaneously predict current and future human actions and gaze behavior. We explore this bidirectional relationship between gaze and actions under different scenarios, whether requiring a close-up, detailed view (egocentric) or a wider, more contextual view (exocentric), making our framework versatile for various applications. Additionally, due to lack of datasets for comprehensive analysis of both HOI and gaze in exocentric videos, we establish a new benchmark Exo-Cook to facilitate further research in this domain. Experiments on three benchmark datasets: VidHOI, EGTEA Gaze+, and Exo-Cook show that jointly modeling gaze and actions across current and future frames achieves consistently strong results, often surpassing specialized state-of-the-art models tailored to individual tasks. By unifying actions and attention in a comprehensive way, our work lays the groundwork for more intuitive human-machine interaction.

  • 2 authors
·
Jul 3

EgoSim: Egocentric World Simulator for Embodied Interaction Generation

We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.

  • 8 authors
·
Mar 31 2

MemBodied: Recurrent Associative Memory for Vision-Language-Action Models

Vision-Language-Action models provide a strong foundation for general-purpose robot control, yet a vast majority of policies do not preserve and leverage episode-level information beyond the current observation. This limitation is consequential in history-dependent manipulation tasks that depend on information available only in past observations. Retaining past observations in context can aid in recovering this information, but at the significant cost of ever-growing, bloated context and inference latency. We thus introduce MemBodied, a fixed-size episodic memory with two complementary components: an associative state that records interactions across policy calls and an episode anchor that preserves a compact representation of the initial scene as a reference. At each policy call, the model conditions action generation on the current input and the memory components, rather than directly using past observations. Across five evaluated RMBench tasks requiring memory, MemBodied achieves 7.81times the mean success rate of a stateless policy and 2.98times of vanilla recurrent memory, while outperforming the strongest memory-augmented baseline by 1.3times with 10times fewer added parameters. On the fully observable LIBERO-Long suite, it reached 90.6%, a 5.4% improvement over the stateless π_0 policy. These findings support MemBodied as a practical alternative to expanding the policy context for history-dependent manipulation.

  • 7 authors
·
Sep 22 3

Critic Experience Bank: Self-Evolving Step-Level Confidence Estimation for LLM Agents

LLM agents act in external environments where each action changes the state that later decisions condition on, and where a single wrong step can waste interaction budget or trigger irreversible side effects long before the final failure is observed. Reliable deployment therefore requires step-level confidence estimation: a calibrated probability that each proposed action is productive, available before the action is executed. Existing LLM confidence estimators are designed to score a response from the given prompt, but agent confidence also depends on execution consequences: whether similar actions in similar situations actually advanced the task after the environment responded. We introduce the \method (\methodshort), a self-evolving critic framework in which an LLM critic accumulates evidence from its own past judgments and their observed consequences. After each trajectory, a hindsight LLM that sees the full execution feedback votes on whether each step was productive. The resulting pseudo-labels populate a memory bank from which related productive and unproductive experiences are retrieved into the critic's prompt whenever a similar step recurs. \methodshort requires no training and uses no ground truth step labels. Across three agent benchmarks and three critic backbones, \methodshort attains the best calibration (ECE and Brier) and ranking (AUC) in every dataset--critic combination, reducing ECE by up to 54% relative to the strongest training-free baseline.

  • 6 authors
·
Jul 13

OphBiWSSD: Scaling Temporal Action Localization in Ophthalmic Surgeries with Bidirectional Weight-tied State Space Duality

High-frequency surgical maneuvers in ophthalmology necessitate high-fidelity temporal modeling, yet characterizing long-range procedural dependencies remains computationally prohibitive for attention-based architectures. Existing models often require aggressive temporal downsampling, which compromises the detection of fine-grained action boundaries and instrument-tissue interactions. To address these scalability constraints, we present OphBiWSSD, a framework that reformulates surgical temporal action localization leveraging Bidirectional State Space Duality. By employing a weight-tied selective scan mechanism that incorporates both preceding and succeeding surgical contexts, our approach facilitates the global synthesis of non-causal temporal cues with linear complexity. This streamlined architecture is well-suited to capture the bidirectional dependencies present in ophthalmic workflows, effectively bridging the gap between local boundary precision and long-range procedural context without incurring the quadratic memory overhead of traditional Transformers. Extensive experiments on the OphNet benchmark demonstrate that OphBiWSSD achieves state-of-the-art temporal localization performance, with mean Average Precisions of 44.42% on phases and 43.08% on operations, surpassing the baselines by 6.80% and 6.66%, respectively. Empirical validation indicates that our approach ensures precise temporal localization and offers a computationally viable pathway for deploying surgical intelligence systems in clinical environments. The code is publicly available at https://github.com/yo3nglau/OphBiWSSD.

  • 13 authors
·
Sep 10

Magic-W0: A Structured World-Action Foundation Model for Physical Intelligence

World-action models (WAMs) augment robot policies with action-conditioned environment dynamics, yet existing approaches largely rely on future observation reconstruction or generic latent prediction and lack structured, control-oriented world representations tightly coupled with action generation. We introduce Magic-W0, a world-action foundation model that jointly models structured physical state evolution and continuous actions. Magic-W0 represents interaction as a Structured World Transition consisting of Current State, Transition, and Future State. Current State combines vision-language context with Current 3D Geometry; Transition is represented by 3D Motion capturing action-induced three-dimensional changes; and Future State is represented by Future Semantics describing task-relevant outcomes. To couple prediction and control, we propose a layer-aligned world-action interaction architecture in which evolving action hypotheses condition world-transition prediction, while predicted world representations continuously inform action generation. Magic-W0 is pre-trained on large-scale egocentric human manipulation, UMI, real-robot, and simulation data, with latent supervision for geometry, 3D motion, and future semantics from pre-trained visual models. Inference-time interventions show that structured world representations respond systematically to changes in candidate actions and that action-related information propagates through shared 3D representations into future semantic predictions. On RoboDojo-Sim, Magic-W0 achieves an average Score of 27.10, the highest among the compared WAMs. Across multiple real-robot tasks, it also demonstrates strong downstream performance after fine-tuning with limited downstream data, supporting generalization and rapid adaptation.

  • 18 authors
·
Oct 2 1

Oneira: From Open-Ended Generation to Open-World Interaction in Video World Models

Generative video world models can now synthesize open-ended environments that agents can navigate and interact with in simple ways. Yet open-ended generation does not imply full interaction: as a generated world expands, newly created content through navigation should expand what the agent can act upon, and as the agent changes the world, those changes should become persistent parts of the environment rather than transient visual effects. We characterize these two requirements as Open-World Interactivity, where newly generated or encountered entities are incorporated into the actionable world, and Persistent State, where interaction outcomes are committed to the world state and continue to influence subsequent observations and interactions. We present Oneira, an interactive video world model that closes the loop between generation and interaction through an explicit, extensible world state managed by a coding agent. Given the current observation and an action or high-level goal, the agent reads the world state, grounds the relevant entities, plans the interaction, and writes its outcome back into a world state table. When exploration reveals new objects, the agent incorporates them from generated observations, allowing the interaction space to expand with the generated world. Meanwhile, previously induced state changes are carried across video segments, making the consequences of interaction persistent parts of subsequent world evolution. The updated world state is rendered along the camera action trajectory into a coarse conditioning video, from which a video generator fills in the appearance, motion, and interaction details not represented in the state. Experiments show that Oneira enables direct and consistent interaction with newly generated objects, while preserving the effects of prior interactions over long horizons. Project page: https://madaoer.github.io/projects/oneira

  • 11 authors
·
Sep 30

EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

  • 9 authors
·
Jul 14, 2025 5

OSCBench: Benchmarking Object State Change in Text-to-Video Generation

Text-to-video (T2V) generation models have made rapid progress in producing visually high-quality and temporally coherent videos. However, existing benchmarks primarily focus on perceptual quality, text-video alignment, or physical plausibility, leaving a critical aspect of action understanding largely unexplored: object state change (OSC) explicitly specified in the text prompt. OSC refers to the transformation of an object's state induced by an action, such as peeling a potato or slicing a lemon. In this paper, we introduce OSCBench, a benchmark specifically designed to assess OSC performance in T2V models. OSCBench is constructed from instructional cooking data and systematically organizes action-object interactions into regular, novel, and compositional scenarios to probe both in-distribution performance and generalization. We evaluate six representative open-source and proprietary T2V models using both human user study and multimodal large language model (MLLM)-based automatic evaluation. Our results show that, despite strong performance on semantic and scene alignment, current T2V models consistently struggle with accurate and temporally consistent object state changes, especially in novel and compositional settings. These findings position OSC as a key bottleneck in text-to-video generation and establish OSCBench as a diagnostic benchmark for advancing state-aware video generation models.

  • 7 authors
·
Mar 12

Agentic Jigsaw Interaction Learning for Enhancing Visual Perception and Reasoning in Vision-Language Models

Although current large Vision-Language Models (VLMs) have advanced in multimodal understanding and reasoning, their fundamental perceptual and reasoning abilities remain limited. Specifically, even on simple jigsaw tasks, existing VLMs perform near randomly, revealing deficiencies in core perception and reasoning capabilities. While high-quality vision-language data can enhance these capabilities, its scarcity and limited scalability impose significant constraints. To address this, we propose AGILE, an Agentic jiGsaw Interaction Learning for Enhancing visual perception and reasoning in VLMs. AGILE formulates jigsaw solving as an interactive process, enabling the model to progressively engage with the environment. At each step, the model generates executable code to perform an action based on the current state, while the environment provides fine-grained visual feedback to guide task completion. Through this iterative cycle of observation and interaction, the model incrementally improves its perceptual and reasoning capabilities via exploration and feedback. Experimental results show that AGILE not only substantially boosts performance on jigsaw tasks of varying complexity (e.g., increasing accuracy from 9.5% to 82.8% under the 2 times 2 setting) but also demonstrates strong generalization across 9 general vision tasks, achieving an average improvement of 3.1%. These results indicate notable enhancements in both perceptual and reasoning abilities. This work opens a new avenue for advancing reasoning and generalization in multimodal models and provides an efficient, scalable solution to the scarcity of multimodal reinforcement learning data. The code and datasets is available at https://github.com/yuzeng0-0/AGILE .

  • 12 authors
·
Oct 1, 2025 3

DreamTrue: Action-Faithful Robot World Model with Counterfactual Post-Training

We present DreamTrue, a multi-view, cross-embodiment robot world model for action-faithful and physically plausible video prediction. Training such a model on existing robot datasets faces two obstacles: imprecise calibration can impair action following, while limited coverage of unsuccessful interactions can bias predictions toward successful outcomes. To improve action following across embodiments, we render action trajectories into image-space conditions and introduce offline geometric calibration to align these conditions with the target videos. To broaden interaction coverage, we introduce counterfactual post-training, modifying recorded action trajectories and generating future videos under a wider range of actions and contact configurations. To provide feedback on these predictions without paired ground-truth futures, we construct a human-annotated video dataset covering robot, object, and interaction defects and use it to train an embodied video reward model. Its scores guide reinforcement-learning post-training toward more physically plausible interaction outcomes. On AgiBot, DreamTrue attains state-of-the-art action following, while reducing the human-assessed interaction defect rate from from 48.12% to 6.25%. Notably, our model ranks first in the world model track of the AgiBot World Challenge 2026. The project page can be found at https://brave-eai.github.io/DreamTrue.

  • 9 authors
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Oct 7 2

MobileAgent: enhancing mobile control via human-machine interaction and SOP integration

Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.

  • 1 authors
·
Jan 3, 2024

VideoCAD: A Large-Scale Video Dataset for Learning UI Interactions and 3D Reasoning from CAD Software

Computer-Aided Design (CAD) is a time-consuming and complex process, requiring precise, long-horizon user interactions with intricate 3D interfaces. While recent advances in AI-driven user interface (UI) agents show promise, most existing datasets and methods focus on short, low-complexity tasks in mobile or web applications, failing to capture the demands of professional engineering tools. In this work, we introduce VideoCAD, the first attempt at engineering UI interaction learning for precision tasks. Specifically, VideoCAD is a large-scale synthetic dataset consisting of over 41K annotated video recordings of CAD operations, generated using an automated framework for collecting high-fidelity UI action data from human-made CAD designs. Compared to existing datasets, VideoCAD offers an order of magnitude higher complexity in UI interaction learning for real-world engineering tasks, having up to a 20x longer time horizon than other datasets. We show two important downstream applications of VideoCAD: learning UI interactions from professional precision 3D CAD tools and a visual question-answering (VQA) benchmark designed to evaluate multimodal large language models' (LLM) spatial reasoning and video understanding abilities. To learn the UI interactions, we propose VideoCADFormer - a state-of-the-art model in learning CAD interactions directly from video, which outperforms multiple behavior cloning baselines. Both VideoCADFormer and the VQA benchmark derived from VideoCAD reveal key challenges in the current state of video-based UI understanding, including the need for precise action grounding, multi-modal and spatial reasoning, and long-horizon dependencies.

  • 4 authors
·
May 30, 2025

Spatial-Interactor: Learning Spatial Reasoning through Interaction with the Observable Physical World

Spatial reasoning is essential for vision-language models (VLMs) to understand and act in the physical world. Reasoning in dynamic environments requires VLMs to perceive local state transitions caused by object motion and viewpoint changes and integrate them over long trajectories to maintain an updated spatial state, yet existing VLMs remain limited in both capabilities. Current spatial training primarily focuses on static questions about object attributes and spatial relations, providing limited direct supervision for state transitions; in contrast, interaction trajectories naturally connect a preceding observation, an action, and a subsequent observation, offering direct supervision for local state transitions, while complete trajectories reveal dependencies among consecutive transitions. We therefore introduce Spatial-Interactor, a framework that trains VLMs to model physical-world state transitions through interaction, organizing this learning process into a three-level curriculum covering L1 passive world-state transitions, L2 active self-state transitions, and L3 long-horizon interaction trajectories. Accordingly, we construct the Learning from Spatial Interaction dataset (LSI-108K) from simulated and real interaction trajectories, with tasks aligned with the objective of each level. Our two-stage training strategy applies Supervised Fine-Tuning (SFT) to L1 and L2 for local transition modeling, and On-Policy Distillation (OPD) then uses privileged self-distillation: a teacher branch given segment-level transition descriptions supervises the student's on-policy CoT, helping the student learn to integrate consecutive transitions over L3 long trajectories. Experiments across multiple VLMs and spatial benchmarks show consistent gains in local transition modeling and long-horizon integration.

OmniAI-ZJU ZJU-OmniAI
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Sep 18 4

Faster-WAM: Efficient Inference-Time Future Conditioning for Robust World Action Models

World Action Models (WAMs) improve robot manipulation by learning how the environment evolves beyond the current observation. However, existing approaches face a fundamental dilemma: Joint-WAMs preserve future-aware representations during inference but incur prohibitive computation costs, while efficient alternatives remove future modeling at inference time and may lose the robustness benefits of temporal reasoning. In this work, we revisit the role of future representations in WAMs and show that inference-time future conditioning is critical for generalization under distribution shifts. This observation motivates Faster-WAM, an efficient future-conditioning WAM that preserves future representations while avoiding expensive video-action interaction. Faster-WAM introduces a sparse future-conditioning framework that computes future representations once and selectively reuses them throughout action denoising. Specifically, we propose SparseMoT to replace ubiquitous layer-wise fusion with selective video-action interaction at a compact subset of network stages, and Interval KV-Fusion to aggregate multi-depth future representations without increasing attention complexity. Experiments demonstrate that Faster-WAM achieves a substantially better performance-efficiency trade-off than existing WAMs. On the out-of-distribution LIBERO-Plus benchmark, Faster-WAM improves success rate from 49.14% to 73.57% compared with Fast-WAM, while running 2.21times faster than Joint-WAM. It further achieves state-of-the-art performance on LIBERO and RoboTwin 2.0, while demonstrating strong robustness in real-world manipulation.

  • 8 authors
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Aug 4

GigaBrain-WBC-0.5: A Behavior World Model for Robust Whole-Body Control with Environment Interaction

Whole-body motion tracking policies turn a humanoid into a robust control interface: the teleoperator---or an upstream model---only supplies a coarse movement intent, while the low-level policy keeps the robot balanced and physically feasible. Existing trackers deliver this interface only on flat ground: trained in empty scenes, they never learn how contact with terrain and objects reshapes their dynamics, and they attempt to teach the policy to balance under any command by continually enlarging the reference-motion corpus, which stops working once feasible behaviors become environment-dependent. We present GigaBrain-WBC-0.5, the first Behavior World Model (BWM) for humanoid whole-body control. Rather than a purely reactive tracker, we train a causal Transformer to jointly predict its next action, next state, and the distribution over its next latent behavior command, so the network that acts also models how the environment shapes what it can do next. An automatic terrain-annotation pipeline recovers full 3D contact geometry from retargeted motion, enabling terrain annotation at the scale of existing motion datasets. The predicted distribution is reused at deployment to detect implausible commands online and retract them onto learned behaviors, so the robot attempts tasks in a "best-effort" manner. The result is a unified policy that takes real-time command, interacts with environment, and stays robust to implausible commands, falls, and disturbances. GigaBrain-WBC-0.5 achieves the highest success rate across all four regimes among three large-scale tracker baselines: 81.3% on terrain interaction (4.3x the strongest baseline), 83.1% under implausible commands, and 99.3% fall recovery (16.8x the strongest baseline). Hardware trials show robust interaction under missing supports and disturbances; the Unitree G1 checkpoint transfers to the Maker L01 robot with simple fine-tuning.

  • 20 authors
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Aug 22

SoMi-ToM: Evaluating Multi-Perspective Theory of Mind in Embodied Social Interactions

Humans continuously infer the states, goals, and behaviors of others by perceiving their surroundings in dynamic, real-world social interactions. However, most Theory of Mind (ToM) benchmarks only evaluate static, text-based scenarios, which have a significant gap compared to real interactions. We propose the SoMi-ToM benchmark, designed to evaluate multi-perspective ToM in embodied multi-agent complex social interactions. This benchmark is based on rich multimodal interaction data generated by the interaction environment SoMi, covering diverse crafting goals and social relationships. Our framework supports multi-level evaluation: (1) first-person evaluation provides multimodal (visual, dialogue, action, etc.) input from a first-person perspective during a task for real-time state inference, (2) third-person evaluation provides complete third-person perspective video and text records after a task for goal and behavior inference. This evaluation method allows for a more comprehensive examination of a model's ToM capabilities from both the subjective immediate experience and the objective global observation. We constructed a challenging dataset containing 35 third-person perspective videos, 363 first-person perspective images, and 1225 expert-annotated multiple-choice questions (three options). On this dataset, we systematically evaluated the performance of human subjects and several state-of-the-art large vision-language models (LVLMs). The results show that LVLMs perform significantly worse than humans on SoMi-ToM: the average accuracy gap between humans and models is 40.1% in first-person evaluation and 26.4% in third-person evaluation. This indicates that future LVLMs need to further improve their ToM capabilities in embodied, complex social interactions.

  • 6 authors
·
Jun 28, 2025

HarnessWAM: Bridging Prediction and Deliberation in World Action Models

World Action Models (WAMs) jointly learn environmental dynamics and robot actions, introducing priors over physical evolution into embodied control. However, finite-horizon prediction and action generation are insufficient for complex embodied tasks that require global planning, cross-stage state maintenance, execution verification, and failure recovery. We refer to this mismatch as the prediction-deliberation gap of WAMs. To address this gap, we propose HarnessWAM, an agentic framework for WAMs. HarnessWAM employs a vision-language-model-based Task Manager to maintain an evidence-grounded scene belief and a structured task graph. A capability-conditioned executable-space projection further constrains open-ended semantic plans into sequences of atomic skills that satisfy task dependencies, embodiment-state constraints, and the capability boundary of the underlying WAM. During execution, HarnessWAM operates through an event-driven, dual-timescale feedback loop: a lightweight progress estimator continuously provides high-frequency execution evidence, while the Task Manager deliberates at salient milestones by jointly considering the current observation, task state, and interaction history to determine whether to advance the task, acquire additional observations, revise the plan, or initiate local recovery. This mechanism enables the robot to recover its state after a subtask failure and resume execution without discarding previously acquired scene knowledge. HarnessWAM achieves state-of-the-art full-task and subtask success rates of 59.6% and 69.9% on RoboMemArena, and an SR of 23.7% on RoboCerebra Ideal. These results demonstrate that model-external structured state maintenance and closed-loop agentic decision making can effectively extend the local control capabilities of WAMs into embodied task execution that is plannable, verifiable, and recoverable.

  • 11 authors
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Aug 9

OpenClaw-RL: Train Any Agent Simply by Talking

Every agent interaction generates a next-state signal, namely the user reply, tool output, terminal or GUI state change that follows each action, yet no existing agentic RL system recovers it as a live, online learning source. We present OpenClaw-RL, a framework built on a simple observation: next-state signals are universal, and policy can learn from all of them simultaneously. Personal conversations, terminal executions, GUI interactions, SWE tasks, and tool-call traces are not separate training problems. They are all interactions that can be used to train the same policy in the same loop. Next-state signals encode two forms of information: evaluative signals, which indicate how well the action performed and are extracted as scalar rewards via a PRM judge; and directive signals, which indicate how the action should have been different and are recovered through Hindsight-Guided On-Policy Distillation (OPD). We extract textual hints from the next state, construct an enhanced teacher context, and provide token-level directional advantage supervision that is richer than any scalar reward. Due to the asynchronous design, the model serves live requests, the PRM judges ongoing interactions, and the trainer updates the policy at the same time, with zero coordination overhead between them. Applied to personal agents, OpenClaw-RL enables an agent to improve simply by being used, recovering conversational signals from user re-queries, corrections, and explicit feedback. Applied to general agents, the same infrastructure supports scalable RL across terminal, GUI, SWE, and tool-call settings, where we additionally demonstrate the utility of process rewards. Code: https://github.com/Gen-Verse/OpenClaw-RL

Cogito, Ergo Ludo: An Agent that Learns to Play by Reasoning and Planning

The pursuit of artificial agents that can learn to master complex environments has led to remarkable successes, yet prevailing deep reinforcement learning methods often rely on immense experience, encoding their knowledge opaquely within neural network weights. We propose a different paradigm, one in which an agent learns to play by reasoning and planning. We introduce Cogito, ergo ludo (CEL), a novel agent architecture that leverages a Large Language Model (LLM) to build an explicit, language-based understanding of its environment's mechanics and its own strategy. Starting from a tabula rasa state with no prior knowledge (except action set), CEL operates on a cycle of interaction and reflection. After each episode, the agent analyzes its complete trajectory to perform two concurrent learning processes: Rule Induction, where it refines its explicit model of the environment's dynamics, and Strategy and Playbook Summarization, where it distills experiences into an actionable strategic playbook. We evaluate CEL on diverse grid-world tasks (i.e., Minesweeper, Frozen Lake, and Sokoban), and show that the CEL agent successfully learns to master these games by autonomously discovering their rules and developing effective policies from sparse rewards. Ablation studies confirm that the iterative process is critical for sustained learning. Our work demonstrates a path toward more general and interpretable agents that not only act effectively but also build a transparent and improving model of their world through explicit reasoning on raw experience.

tencent Tencent
·
Sep 29, 2025 2

RoboFollow: Unveiling the Instruction Following Mirage in Embodied Agents

Modern embodied agents achieve impressive success rates, yet their actual instruction-following ability is far weaker than these numbers suggest. We trace this illusion to a structural property we term low scene entropy: when a visual scene admits only one valid task, language becomes redundant and a policy can score highly while barely using it. We introduce RoboFollow, a diagnostic benchmark with three principles: (1) High Scene Entropy: each training scene supports multiple kinematically distinct task branches, making vision alone insufficient and forcing reliance on language. (2) Hierarchical Diagnostic Protocol: a four-level protocol (L0--L3) progressively perturbs visual layout and semantics, probing whether equivalent instructions yield consistent behavior and distinct ones yield discriminable behavior across spatial relations, attributes, trajectory constraints, and logic. (3) Confound-Controlled Diagnosis: we simplify interaction objects, restrict actions to the trained repertoire and report stage-wise Intent and Execution scores, isolating comprehension from motor execution. Evaluation of nine VLA and WAM policies shows that strong L0 performance, where attained, does not reliably transfer to L1--L3 under our fine-tuning setup. Representative mitigations, including stronger VLM backbones, QA co-training, LangForce, and Classifier-Free Guidance, all fail to close this gap. RoboFollow exposes genuine instruction following as a critical, overlooked bottleneck. Code and dataset are available at https://github.com/AutoLab-SAI-SJTU/RoboFollow and https://huggingface.co/datasets/AutoLab-SJTU/robofollow-data.

AutoLab-SJTU AutoLab
·
Sep 21 3

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

RoboStriker: Hierarchical Decision-Making for Autonomous Humanoid Boxing

Achieving human-level competitive intelligence and physical agility in humanoid robots remains a major challenge, particularly in contact-rich and highly dynamic tasks such as boxing. While Multi-Agent Reinforcement Learning (MARL) offers a principled framework for strategic interaction, its direct application to humanoid control is hindered by high-dimensional contact dynamics and the absence of strong physical motion priors. We propose RoboStriker, a hierarchical three-stage framework that enables fully autonomous humanoid boxing by decoupling high-level strategic reasoning from low-level physical execution. The framework first learns a comprehensive repertoire of boxing skills by training a single-agent motion tracker on human motion capture data. These skills are subsequently distilled into a structured latent manifold, regularized by projecting the Gaussian-parameterized distribution onto a unit hypersphere. This topological constraint effectively confines exploration to the subspace of physically plausible motions. In the final stage, we introduce Latent-Space Neural Fictitious Self-Play (LS-NFSP), where competing agents learn competitive tactics by interacting within the latent action space rather than the raw motor space, significantly stabilizing multi-agent training. Experimental results demonstrate that RoboStriker achieves superior competitive performance in simulation and exhibits sim-to-real transfer. Our website is available at RoboStriker.

  • 10 authors
·
Jan 29

QORT-Former: Query-optimized Real-time Transformer for Understanding Two Hands Manipulating Objects

Significant advancements have been achieved in the realm of understanding poses and interactions of two hands manipulating an object. The emergence of augmented reality (AR) and virtual reality (VR) technologies has heightened the demand for real-time performance in these applications. However, current state-of-the-art models often exhibit promising results at the expense of substantial computational overhead. In this paper, we present a query-optimized real-time Transformer (QORT-Former), the first Transformer-based real-time framework for 3D pose estimation of two hands and an object. We first limit the number of queries and decoders to meet the efficiency requirement. Given limited number of queries and decoders, we propose to optimize queries which are taken as input to the Transformer decoder, to secure better accuracy: (1) we propose to divide queries into three types (a left hand query, a right hand query and an object query) and enhance query features (2) by using the contact information between hands and an object and (3) by using three-step update of enhanced image and query features with respect to one another. With proposed methods, we achieved real-time pose estimation performance using just 108 queries and 1 decoder (53.5 FPS on an RTX 3090TI GPU). Surpassing state-of-the-art results on the H2O dataset by 17.6% (left hand), 22.8% (right hand), and 27.2% (object), as well as on the FPHA dataset by 5.3% (right hand) and 10.4% (object), our method excels in accuracy. Additionally, it sets the state-of-the-art in interaction recognition, maintaining real-time efficiency with an off-the-shelf action recognition module.

  • 6 authors
·
Feb 27, 2025

EvoHarness-RL: Learning Self-Evolving Runtime Harness for Long-Horizon LLM Agents

Long-horizon LLM agents increasingly rely on external execution support to maintain state, track progress, invoke tools, verify outcomes, and reuse experience across interactions. However, effective harness use raises two coupled challenges: state formation from noisy interaction traces and runtime control over external-state access. Existing agents usually handle both through prompts, heuristics, or domain-specific conventions, leaving the external workspace and its usage policy manually engineered. To address this, we study the problem of harness policy learning, where agents learn harness policies offline and deploy them to construct and update external harness state online during runtime task execution. We introduce EvoHarness-RL, which exposes Belief, Progress, and Experience (BPE) as policy-facing harness state. Supervised harness fine-tuning teaches the base agent the harness action space and how to construct useful external state, while cost-aware GRPO explores coordination policies to selectively read, update, and consolidate that state during long-horizon interaction. Instantiated on ALFWorld with a Qwen3-8B LLM, EvoHarness-RL reaches 96.9% success and reveals two key dynamics: harness annealing, where training internalizes recurring harness-use patterns into the model policy and shifts the agent from frequent harness calls toward selective external-state access, and harness evolution, where progress updates and experience consolidation refine the harness into a compact, task-adaptive state substrate. These results suggest that long-horizon agents benefit from trainable policies for constructing and coordinating with external harness workspaces, beyond simply adding stronger tools or larger memories.

  • 16 authors
·
Aug 4

V-JEPA 2.1: Unlocking Dense Features in Video Self-Supervised Learning

We present V-JEPA 2.1, a family of self-supervised models that learn dense, high-quality visual representations for both images and videos while retaining strong global scene understanding. The approach combines four key components. First, a dense predictive loss uses a masking-based objective in which both visible and masked tokens contribute to the training signal, encouraging explicit spatial and temporal grounding. Second, deep self-supervision applies the self-supervised objective hierarchically across multiple intermediate encoder layers to improve representation quality. Third, multi-modal tokenizers enable unified training across images and videos. Finally, the model benefits from effective scaling in both model capacity and training data. Together, these design choices produce representations that are spatially structured, semantically coherent, and temporally consistent. Empirically, V-JEPA 2.1 achieves state-of-the-art performance on several challenging benchmarks, including 7.71 mAP on Ego4D for short-term object-interaction anticipation and 40.8 Recall@5 on EPIC-KITCHENS for high-level action anticipation, as well as a 20-point improvement in real-robot grasping success rate over V-JEPA-2 AC. The model also demonstrates strong performance in robotic navigation (5.687 ATE on TartanDrive), depth estimation (0.307 RMSE on NYUv2 with a linear probe), and global recognition (77.7 on Something-Something-V2). These results show that V-JEPA 2.1 significantly advances the state of the art in dense visual understanding and world modeling.

meta-llama Meta Llama
·
Mar 15 2

See, Infer, Intervene: Proactive World Modeling for Goal-Oriented Social Intelligence

Multimodal retail agents should not only recognize what a customer is doing, but also decide whether and how to assist before an explicit request is made. We study this setting through the See--Infer--Intervene (SII) framework, where a device must see pre-interaction behavior, infer latent customer intent, and act by selecting an appropriate service intervention or choosing to wait. We instantiate SII with the Proactive Intent World Model (PIWM), which represents customer state with AIDA (Attention, Interest, Desire, Action) purchasing phases and BDI (belief, desire, intention) psychological fields, predicts action-conditioned intent transitions, and selects from five response classes: Greet, Elicit, Inform, Recommend, and Hold. We further construct GuidanceSalesBench, a smart-retail benchmark containing state manifests, pre-interaction videos, candidate responses, action-conditioned outcomes, and best-action labels. When conditioned on ground-truth customer state to isolate action selection, PIWM achieves 0.641 macro F1 on 30 held-out target videos, outperforming a zero-shot Qwen2.5-VL-7B baseline and training variants without balanced action supervision; end-to-end video-only selection drops to 0.295, below the 5-class balanced random baseline of 0.414, identifying video-to-state grounding as the dominant deployment-time bottleneck. A preliminary staged real-store pilot (recorded with paid participants performing scripted customer behaviors) reaches 0.579 action macro F1 on 20 fully annotated videos, with 10 additional accessible videos released with index-level labels.

  • 10 authors
·
Jun 24

AgentOccam: A Simple Yet Strong Baseline for LLM-Based Web Agents

Autonomy via agents using large language models (LLMs) for personalized, standardized tasks boosts human efficiency. Automating web tasks (like booking hotels within a budget) is increasingly sought after. Fulfilling practical needs, the web agent also serves as an important proof-of-concept example for various agent grounding scenarios, with its success promising advancements in many future applications. Prior research often handcrafts web agent strategies (e.g., prompting templates, multi-agent systems, search methods, etc.) and the corresponding in-context examples, which may not generalize well across all real-world scenarios. On the other hand, there has been limited study on the misalignment between a web agent's observation/action representation and the pre-training data of the LLM it's based on. This discrepancy is especially notable when LLMs are primarily trained for language completion rather than tasks involving embodied navigation actions and symbolic web elements. Our study enhances an LLM-based web agent by simply refining its observation and action space to better align with the LLM's capabilities. This approach enables our base agent to significantly outperform previous methods on a wide variety of web tasks. Specifically, on WebArena, a benchmark featuring general-purpose web interaction tasks, our agent AgentOccam surpasses the previous state-of-the-art and concurrent work by 9.8 (+29.4%) and 5.9 (+15.8%) absolute points respectively, and boosts the success rate by 26.6 points (+161%) over similar plain web agents with its observation and action space alignment. We achieve this without using in-context examples, new agent roles, online feedback or search strategies. AgentOccam's simple design highlights LLMs' impressive zero-shot performance on web tasks, and underlines the critical role of carefully tuning observation and action spaces for LLM-based agents.

  • 7 authors
·
Oct 17, 2024

Supervised Pretraining Can Learn In-Context Reinforcement Learning

Large transformer models trained on diverse datasets have shown a remarkable ability to learn in-context, achieving high few-shot performance on tasks they were not explicitly trained to solve. In this paper, we study the in-context learning capabilities of transformers in decision-making problems, i.e., reinforcement learning (RL) for bandits and Markov decision processes. To do so, we introduce and study Decision-Pretrained Transformer (DPT), a supervised pretraining method where the transformer predicts an optimal action given a query state and an in-context dataset of interactions, across a diverse set of tasks. This procedure, while simple, produces a model with several surprising capabilities. We find that the pretrained transformer can be used to solve a range of RL problems in-context, exhibiting both exploration online and conservatism offline, despite not being explicitly trained to do so. The model also generalizes beyond the pretraining distribution to new tasks and automatically adapts its decision-making strategies to unknown structure. Theoretically, we show DPT can be viewed as an efficient implementation of Bayesian posterior sampling, a provably sample-efficient RL algorithm. We further leverage this connection to provide guarantees on the regret of the in-context algorithm yielded by DPT, and prove that it can learn faster than algorithms used to generate the pretraining data. These results suggest a promising yet simple path towards instilling strong in-context decision-making abilities in transformers.

  • 7 authors
·
Jun 26, 2023

FileGram: Grounding Agent Personalization in File-System Behavioral Traces

Coworking AI agents operating within local file systems are rapidly emerging as a paradigm in human-AI interaction; however, effective personalization remains limited by severe data constraints, as strict privacy barriers and the difficulty of jointly collecting multimodal real-world traces prevent scalable training and evaluation, and existing methods remain interaction-centric while overlooking dense behavioral traces in file-system operations; to address this gap, we propose FileGram, a comprehensive framework that grounds agent memory and personalization in file-system behavioral traces, comprising three core components: (1) FileGramEngine, a scalable persona-driven data engine that simulates realistic workflows and generates fine-grained multimodal action sequences at scale; (2) FileGramBench, a diagnostic benchmark grounded in file-system behavioral traces for evaluating memory systems on profile reconstruction, trace disentanglement, persona drift detection, and multimodal grounding; and (3) FileGramOS, a bottom-up memory architecture that builds user profiles directly from atomic actions and content deltas rather than dialogue summaries, encoding these traces into procedural, semantic, and episodic channels with query-time abstraction; extensive experiments show that FileGramBench remains challenging for state-of-the-art memory systems and that FileGramEngine and FileGramOS are effective, and by open-sourcing the framework, we hope to support future research on personalized memory-centric file-system agents.

  • 9 authors
·
Apr 5 1

WebChallenger: A Reliable and Efficient Generalist Web Agent

Autonomous web navigation remains challenging for LLM agents, and the strongest generalist systems rely on proprietary reasoning models whose inference cost is prohibitive for the repetitive tasks where such agents would be most useful. We argue this gap stems not from insufficient model capability but from agent architectures that fail to replicate three human cognitive advantages: selective attention to relevant page regions, persistent memory of website structure, and procedural fluency with common interaction patterns. We introduce WebChallenger, a web agent framework that addresses each gap through architecture design rather than model scale, built around PageMem: a structured page representation deterministically constructed from the DOM that exposes each page as a hierarchy of semantic sections with short summaries. On this shared substrate we build three mechanisms that mirror the three cognitive advantages: a divide-and-conquer observation pipeline that lets the agent skim section summaries and extract details only from task-relevant regions; a lightweight exploration and memory system that traverses each website once to build a reusable map of pages and element behaviors; and compound action workflows that collapse common multi-step interactions into single agent actions, handling partial state changes automatically. Because all three operate over PageMem, the framework generalizes across websites without site-specific adapters. Using off-the-shelf open-weight models without fine-tuning, our system achieves 56.3% on WebArena, 48.7% on VisualWebArena, 51.0% on Online-Mind2Web, and 70.9% on WorkArena, approaching frontier proprietary systems at a fraction of the cost. Our code is released at https://github.com/jayoohwang1/webchallenger

  • 3 authors
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Jun 8 4

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

HAMLET: Hyperadaptive Agent-based Modeling for Live Embodied Theatrics

Creating an immersive and interactive theatrical experience is a long-term goal in the field of interactive narrative. The emergence of large language model (LLM) is providing a new path to achieve this goal. However, existing LLM-based drama generation methods often result in agents that lack initiative and cannot interact with the physical scene. Furthermore, these methods typically require detailed user input to drive the drama. These limitations reduce the interactivity and immersion of online real-time performance. To address the above challenges, we propose HAMLET, a multi-agent framework focused on drama creation and online performance. Given a simple topic, the framework generates a narrative blueprint, guiding the subsequent improvisational performance. During the online performance, each actor is given an autonomous mind. This means that actors can make independent decisions based on their own background, goals, and emotional state. In addition to conversations with other actors, their decisions can also change the state of scene props through actions such as opening a letter or picking up a weapon. The change is then broadcast to other related actors, updating what they know and care about, which in turn influences their next action. To evaluate the quality of drama performance generated by HAMLET, we designed an evaluation method to assess three primary aspects, including character performance, narrative quality, and interaction experience. The experimental evaluation shows that HAMLET can create expressive and coherent theatrical experiences.

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.

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
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Jun 15

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
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Sep 28, 2025

Carbon and Silicon, Coexist or Compete? A Survey on Human-AI Interactions in Agent-based Modeling and Simulation

Recent interest in human-AI interactions in agent-based modeling and simulation (ABMS) has grown rapidly due to the widespread utilization of large language models (LLMs). ABMS is an intelligent approach that simulates autonomous agents' behaviors within a defined environment to research emergent phenomena. Integrating LLMs into ABMS enables natural language interaction between humans and models. Meanwhile, it introduces new challenges that rely on human interaction to address. Human involvement can assist ABMS in adapting to flexible and complex research demands. However, systematic reviews of interactions that examine how humans and AI interact in ABMS are lacking. In this paper, we investigate existing works and propose a novel taxonomy to categorize the interactions derived from them. Specifically, human users refer to researchers who utilize ABMS tools to conduct their studies in our survey. We decompose interactions into five dimensions: the goals that users want to achieve (Why), the phases that users are involved (When), the components of the system (What), the roles of users (Who), and the means of interactions (How). Our analysis summarizes the findings that reveal existing interaction patterns. They provide researchers who develop interactions with comprehensive guidance on how humans and AI interact. We further discuss the unexplored interactions and suggest future research directions.

  • 5 authors
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Feb 25, 2025

ForceWAM: Decoupling Future and Response Learning from Demo and Play Data for Contact-Rich Manipulation

Expert demonstrations show how to complete contact-rich tasks, but provide limited coverage of how interaction forces respond to different actions. Task-agnostic play provides broader experience of contact dynamics without specifying task goals. To fully leverage these two types of data, we introduce ForceWAM, a force world action model that decouples knowledge of task-compatible interaction outcomes from knowledge of how local actions change contact. A world model learns from successful demonstrations to jointly predict future video and six-axis force/torque trajectories. Together, these futures describe the expected evolution of motion and contact during the task. A separate inverse dynamics model (IDM) learns from both task and play, mapping current observations and recorded visual-wrench futures to their associated robot actions. Play data thus provide knowledge of force responses for goal-directed execution. At deployment, the IDM reactively translates generated futures into actions, reusing them with fresh wrench feedback between world-model updates. Across real-robot force-regulated sliding, box flipping with and without disturbances, and ring placement, ForceWAM achieves 85-95% mean success, surpassing world-modeling and reactive baselines. Our experiments further show that adding task-agnostic play data improves success by 15-45 percentage points, demonstrating its value for learning contact-rich execution. Project page and code are available at https://force-wam.github.io/.

  • 19 authors
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Oct 12

ReAct: Synergizing Reasoning and Acting in Language Models

While large language models (LLMs) have demonstrated impressive capabilities across tasks in language understanding and interactive decision making, their abilities for reasoning (e.g. chain-of-thought prompting) and acting (e.g. action plan generation) have primarily been studied as separate topics. In this paper, we explore the use of LLMs to generate both reasoning traces and task-specific actions in an interleaved manner, allowing for greater synergy between the two: reasoning traces help the model induce, track, and update action plans as well as handle exceptions, while actions allow it to interface with external sources, such as knowledge bases or environments, to gather additional information. We apply our approach, named ReAct, to a diverse set of language and decision making tasks and demonstrate its effectiveness over state-of-the-art baselines, as well as improved human interpretability and trustworthiness over methods without reasoning or acting components. Concretely, on question answering (HotpotQA) and fact verification (Fever), ReAct overcomes issues of hallucination and error propagation prevalent in chain-of-thought reasoning by interacting with a simple Wikipedia API, and generates human-like task-solving trajectories that are more interpretable than baselines without reasoning traces. On two interactive decision making benchmarks (ALFWorld and WebShop), ReAct outperforms imitation and reinforcement learning methods by an absolute success rate of 34% and 10% respectively, while being prompted with only one or two in-context examples. Project site with code: https://react-lm.github.io

  • 7 authors
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Oct 5, 2022 1

ActAvatar: Temporally-Aware Precise Action Control for Talking Avatars

Despite significant advances in talking avatar generation, existing methods face critical challenges: insufficient text-following capability for diverse actions, lack of temporal alignment between actions and audio content, and dependency on additional control signals such as pose skeletons. We present ActAvatar, a framework that achieves phase-level precision in action control through textual guidance by capturing both action semantics and temporal context. Our approach introduces three core innovations: (1) Phase-Aware Cross-Attention (PACA), which decomposes prompts into a global base block and temporally-anchored phase blocks, enabling the model to concentrate on phase-relevant tokens for precise temporal-semantic alignment; (2) Progressive Audio-Visual Alignment, which aligns modality influence with the hierarchical feature learning process-early layers prioritize text for establishing action structure while deeper layers emphasize audio for refining lip movements, preventing modality interference; (3) A two-stage training strategy that first establishes robust audio-visual correspondence on diverse data, then injects action control through fine-tuning on structured annotations, maintaining both audio-visual alignment and the model's text-following capabilities. Extensive experiments demonstrate that ActAvatar significantly outperforms state-of-the-art methods in both action control and visual quality.

  • 13 authors
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Jan 19

ChildPlay-Hand: A Dataset of Hand Manipulations in the Wild

Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of datasets. Most third-person view datasets are curated for action recognition tasks and feature pre-segmented clips of high-level daily activities, leaving a gap for in-the-wild datasets. To address this gap, we propose ChildPlay-Hand, a novel dataset that includes person and object bounding boxes, as well as manipulation actions. ChildPlay-Hand is unique in: (1) providing per-hand annotations; (2) featuring videos in uncontrolled settings with natural interactions, involving both adults and children; (3) including gaze labels from the ChildPlay-Gaze dataset for joint modeling of manipulations and gaze. The manipulation actions cover the main stages of an HOI cycle, such as grasping, holding or operating, and different types of releasing. To illustrate the interest of the dataset, we study two tasks: object in hand detection (OiH), i.e. if a person has an object in their hand, and manipulation stages (ManiS), which is more fine-grained and targets the main stages of manipulation. We benchmark various spatio-temporal and segmentation networks, exploring body vs. hand-region information and comparing pose and RGB modalities. Our findings suggest that ChildPlay-Hand is a challenging new benchmark for modeling HOI in the wild.

  • 3 authors
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Sep 14, 2024

ProAct: A Dual-System Framework for Proactive Embodied Social Agents

Embodied social agents have recently advanced in generating synchronized speech and gestures. However, most interactive systems remain fundamentally reactive, responding only to current sensory inputs within a short temporal window. Proactive social behavior, in contrast, requires deliberation over accumulated context and intent inference, which conflicts with the strict latency budget of real-time interaction. We present ProAct, a dual-system framework that reconciles this time-scale conflict by decoupling a low-latency Behavioral System for streaming multimodal interaction from a slower Cognitive System which performs long-horizon social reasoning and produces high-level proactive intentions. To translate deliberative intentions into continuous non-verbal behaviors without disrupting fluency, we introduce a streaming flow-matching model conditioned on intentions via ControlNet. This mechanism supports asynchronous intention injection, enabling seamless transitions between reactive and proactive gestures within a single motion stream. We deploy ProAct on a physical humanoid robot and evaluate both motion quality and interactive effectiveness. In real-world interaction user studies, participants and observers consistently prefer ProAct over reactive variants in perceived proactivity, social presence, and overall engagement, demonstrating the benefits of dual-system proactive control for embodied social interaction.

AffAdapt: AFFect-driven ADAPTive AI Personas for Seamless Conversations

AI-generated personas are being increasingly used for support, training and simulations. While generative AI models possess abilities to generate affect-aware responses, their embodiment into visual personas is an active area of investigation. Naturalistic exchanges require understanding of the conversational partners' turn completions, whether the agent should respond or keep listening and rely on non-verbal cues aligned with one's emotional states. Seamless human-AI conversation in a multimodal setting requires all modalities being generated to act in coordination. We present AffAdapt, a seamless interaction design framework for AI-personas, which coordinates streaming speech recognition, proactive turn-management, persona-grounded response generation, a persistent emotional state, and synchronized embodied output into a single interaction loop. We demonstrate the architecture in the context of practicing sensitive, high-stakes conversations, and report an initial case study showing fluid turn management and adaptive, persona-consistent behavior, alongside open challenges in interruption handling, open-ended dialogue, and multimodal affective alignment. AffAdapt's interaction loop is a generalizable pattern for coordinating timing, identity, and affect in real-time AI personas - applicable to training, coaching, education, and simulation contexts wherever believable, responsive interaction matters.

  • 7 authors
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Aug 23

Let the Mind Conceive, Let the Hand Achieve: Following Multimodal Instructions for Long-Horizon Robotic Manipulation

A robot following a multi-step instruction needs to act on the right objects in the right order, even as the scene changes. It must also maintain awareness of task progress and determine when to advance. To address these challenges, we introduce Orchestra, an agent harness that separates task planning and execution management from action generation. Orchestra decomposes a complete multimodal instruction into ordered subtasks, tracks completed steps, and updates the locations of relevant objects and destinations during execution. It maintains a shared context containing the active subtask, spatial grounding, and recent observations. An action policy uses this context to generate actions, while a separately trained progress evaluator estimates when to advance to the next subtask. To evaluate whether robots trained on atomic instructions and short trajectories can execute longer subtask sequences, we introduce a benchmark named RMBench-Compose. Orchestra achieves a mean success rate of 68.22% across nine RMBench tasks, outperforming Mem-0 by 26.22 percentage points. On RMBench-Compose, it achieves an Average Success Length (ASL) of 7.35 subtasks, 2.46 times that of HarnessVLA. Across four real-world multi-step tasks, it improves mean ASL by 25.0% over Orchestra using the base π_{0.5} policy. These results show that Orchestra helps robots carry out longer sequences of subtasks while preserving the requested subtask order and acting on the specified objects. Our code and project page are available at https://youpengwen.github.io/Orchestra.

Bridging Handheld and Teleoperated Supervision for Contact-Rich Manipulation via State-Gated Experts

Handheld data collection systems, such as the Universal Manipulation Interface (UMI), enable scalable data collection across diverse environments but only capture observed actions rather than the desired actions executed by a robot controller. In contrast, teleoperation captures desired actions directly, but is prohibitively time-consuming to collect. We revisit this trade-off through the lens of action validity across task phases. We observe that handheld trajectories provide valid supervision in tolerant, free-space phases, but lack dynamic feasibility in contact-sensitive phases, where tracking observed trajectories at high stiffness produces large, unsafe contact forces. We study the interaction between these two supervision types for contact-rich manipulation and find that training policies that combine handheld data with a small number of targeted teleoperated demonstrations provide an efficient hybrid strategy. Specifically, rather than teleoperating the entire task, we only collect partial teleoperated demonstrations for task segments where base handheld policies fail. However, naively mixing handheld and teleoperated phase-specific data yields worse performance than training on handheld data alone. To address this mismatch between observed and desired supervision, we propose Bi-modal Routing for Imitation Data via Gated Experts (BRIDGE), a mixture of diffusion policy experts that routes between specialist task phase heads conditioned on the current robot state. Notably, our approach enables task-phase specific use of desired actions during contact sensitive segments and improves success rates over handheld-only baselines by up to 36.7% across three contact-rich manipulation tasks.

  • 3 authors
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Jun 24

SocialDirector: Training-Free Social Interaction Control for Multi-Person Video Generation

Video generation has advanced rapidly, producing photorealistic videos from text or image prompts. Meanwhile, film production and social robotics increasingly demand multi-person videos with rich social interactions, including conversations, gestures, and coordinated actions. However, existing models offer no explicit control over interactions, such as who performs which action, when it occurs, and toward whom it is directed. This often results in wrong person performing unintended actions (actor-action mismatch), disordered social dynamics, and wrong action targets. To address these challenges, we present SocialDirector, a training-free interaction controller that enhances the generation model by modulating cross-attention maps. SocialDirector contains two modules: Social Actor Masking and Directional Reweighting. Social Actor Masking constrains each person's visual tokens to attend only to their own textual descriptions via a spatiotemporal mask, avoiding actor-action mismatch and disordered social dynamics. Directional Reweighting amplifies attention to directional words (e.g., "leftward", "right"), leading each action towards its intended target. To evaluate generated social interactions, we annotate existing datasets with interaction descriptions and build a fully automated evaluation pipeline powered by open-source VLMs. Experiments on different video generation models show that SocialDirector significantly improves interaction fidelity and approaches the upper bound set by real videos.

  • 5 authors
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May 10

VITA-E: Natural Embodied Interaction with Concurrent Seeing, Hearing, Speaking, and Acting

Current Vision-Language-Action (VLA) models are often constrained by a rigid, static interaction paradigm, which lacks the ability to see, hear, speak, and act concurrently as well as handle real-time user interruptions dynamically. This hinders seamless embodied collaboration, resulting in an inflexible and unresponsive user experience. To address these limitations, we introduce VITA-E, a novel embodied interaction framework designed for both behavioral concurrency and nearly real-time interruption. The core of our approach is a dual-model architecture where two parallel VLA instances operate as an ``Active Model'' and a ``Standby Model'', allowing the embodied agent to observe its environment, listen to user speech, provide verbal responses, and execute actions, all concurrently and interruptibly, mimicking human-like multitasking capabilities. We further propose a ``model-as-controller'' paradigm, where we fine-tune the VLM to generate special tokens that serve as direct system-level commands, coupling the model's reasoning with the system's behavior. Experiments conducted on a physical humanoid platform demonstrate that VITA-E can reliably handle complex interactive scenarios. Our framework is compatible with various dual-system VLA models, achieving an extremely high success rate on emergency stops and speech interruptions while also successfully performing concurrent speech and action. This represents a significant step towards more natural and capable embodied assistants.

  • 18 authors
·
Oct 21, 2025 2

AI Knows When It's Being Watched: Functional Strategic Action and Contextual Register Modulation in Large Language Models

Large language models (LLMs) have been extensively studied from computational and cognitive perspectives, yet their behavior as communicative actors in socially structured contexts remains underexplored. This study examines whether LLM-based multi-agent systems exhibit systematic linguistic adaptation in response to perceived social observation contexts -- a question with direct implications for AI governance and auditing. Drawing on Habermas's (1981) Theory of Communicative Action, Goffman's (1959) dramaturgical model, Bell's (1984) Audience Design framework, and the Hawthorne Effect, we report a controlled experiment involving 100 multi-agent debate sessions across five conditions (n = 20 each). Conditions varied the framing of social observation -- from explicit monitoring by university researchers, to negation of monitoring, to an observer-substitution condition replacing human researchers with an automated AI auditing system. Monitored conditions (Delta+24.9%, Delta+24.2%) and the automated AI monitoring condition (Delta+22.2%) produce higher TTR change than audience-framing conditions (Delta+17.7%), F(4, 94) = 2.79, p = .031. Message length shows a fully dissociated effect, F(4, 95) = 19.55, p < .001. A fifth condition -- replacing human with AI observers -- yields intermediate TTR adaptation, suggesting LLM behavior is sensitive to observer identity: human evaluation elicits stronger register formalization than automated AI surveillance. We discuss implications for AI governance, algorithmic auditing, and the repositioning of LLMs as contextually sensitive communicative actors.

  • 2 authors
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May 13

Recon-Act: A Self-Evolving Multi-Agent Browser-Use System via Web Reconnaissance, Tool Generation, and Task Execution

Recent years, multimodal models have made remarkable strides and pave the way for intelligent browser use agents. However, when solving tasks on real world webpages in multi-turn, long-horizon trajectories, current agents still suffer from disordered action sequencing and excessive trial and error during execution. This paper introduces Recon-Act, a self-evolving multi-agent framework grounded in Reconnaissance-Action behavioral paradigm. The system comprises a Reconnaissance Team and an Action Team: the former conducts comparative analysis and tool generation, while the latter handles intent decomposition, tool orchestration, and execution. By contrasting the erroneous trajectories with successful ones, the Reconnaissance Team infers remedies, and abstracts them into a unified notion of generalized tools, either expressed as hints or as rule-based codes, and register to the tool archive in real time. The Action Team reinference the process empowered with these targeting tools, thus establishing a closed-loop training pipeline of data-tools-action-feedback. Following the 6 level implementation roadmap proposed in this work, we have currently reached Level 3 (with limited human-in-the-loop intervention). Leveraging generalized tools obtained through reconnaissance, Recon-Act substantially improves adaptability to unseen websites and solvability on long-horizon tasks, and achieves state-of-the-art performance on the challenging VisualWebArena dataset.

  • 4 authors
·
Sep 25, 2025 2

AntGPT: Can Large Language Models Help Long-term Action Anticipation from Videos?

Can we better anticipate an actor's future actions (e.g. mix eggs) by knowing what commonly happens after his/her current action (e.g. crack eggs)? What if we also know the longer-term goal of the actor (e.g. making egg fried rice)? The long-term action anticipation (LTA) task aims to predict an actor's future behavior from video observations in the form of verb and noun sequences, and it is crucial for human-machine interaction. We propose to formulate the LTA task from two perspectives: a bottom-up approach that predicts the next actions autoregressively by modeling temporal dynamics; and a top-down approach that infers the goal of the actor and plans the needed procedure to accomplish the goal. We hypothesize that large language models (LLMs), which have been pretrained on procedure text data (e.g. recipes, how-tos), have the potential to help LTA from both perspectives. It can help provide the prior knowledge on the possible next actions, and infer the goal given the observed part of a procedure, respectively. To leverage the LLMs, we propose a two-stage framework, AntGPT. It first recognizes the actions already performed in the observed videos and then asks an LLM to predict the future actions via conditioned generation, or to infer the goal and plan the whole procedure by chain-of-thought prompting. Empirical results on the Ego4D LTA v1 and v2 benchmarks, EPIC-Kitchens-55, as well as EGTEA GAZE+ demonstrate the effectiveness of our proposed approach. AntGPT achieves state-of-the-art performance on all above benchmarks, and can successfully infer the goal and thus perform goal-conditioned "counterfactual" prediction via qualitative analysis. Code and model will be released at https://brown-palm.github.io/AntGPT

  • 7 authors
·
Jul 30, 2023

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.

ADAPT: Vision-Language Navigation with Modality-Aligned Action Prompts

Vision-Language Navigation (VLN) is a challenging task that requires an embodied agent to perform action-level modality alignment, i.e., make instruction-asked actions sequentially in complex visual environments. Most existing VLN agents learn the instruction-path data directly and cannot sufficiently explore action-level alignment knowledge inside the multi-modal inputs. In this paper, we propose modAlity-aligneD Action PrompTs (ADAPT), which provides the VLN agent with action prompts to enable the explicit learning of action-level modality alignment to pursue successful navigation. Specifically, an action prompt is defined as a modality-aligned pair of an image sub-prompt and a text sub-prompt, where the former is a single-view observation and the latter is a phrase like ''walk past the chair''. When starting navigation, the instruction-related action prompt set is retrieved from a pre-built action prompt base and passed through a prompt encoder to obtain the prompt feature. Then the prompt feature is concatenated with the original instruction feature and fed to a multi-layer transformer for action prediction. To collect high-quality action prompts into the prompt base, we use the Contrastive Language-Image Pretraining (CLIP) model which has powerful cross-modality alignment ability. A modality alignment loss and a sequential consistency loss are further introduced to enhance the alignment of the action prompt and enforce the agent to focus on the related prompt sequentially. Experimental results on both R2R and RxR show the superiority of ADAPT over state-of-the-art methods.

  • 6 authors
·
May 30, 2022

Lost with a Map: Conversational State and Behavioral Reliability in Language Models

Task-oriented dialogue requires maintaining and updating information across turns, yet language models expose no explicit belief-state object. We study how conversational state is represented, updated, and used inside eight instruction-tuned language models from four families on MultiWOZ and SGD. Structure and values separate: which domains, slots, and requests are active is linearly readable just before the model acts, whereas exact values are far more readable where the user stated them. After a user changes a value, both values remain accessible at their mentions, and causal interventions show that both continue to influence the model's action. In natural closed-loop interaction, query failures separate into cases of weak structural support, incorrect value resolution, and failure to deploy otherwise-supported constraints, with targeted interventions producing systematically different repair behavior across these cases. These findings motivate a state-action controller that starts from the base model action and selectively edits it using structural readouts, without requiring a complete predicted belief state as an intermediate representation. On held-out MultiWOZ interaction across five models, it raises the base model exact-query accuracy from .318 to .621 and task success from .272 to .371 at negligible added cost. Overall, reliable interaction requires not only retaining conversational information, but resolving which available constraints currently apply and ensuring that they govern action.

  • 2 authors
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Sep 26

Signals: Trajectory Sampling and Triage for Agentic Interactions

Agentic applications based on large language models increasingly rely on multi-step interaction loops involving planning, action execution, and environment feedback. While such systems are now deployed at scale, improving them post-deployment remains challenging. Agent trajectories are voluminous and non-deterministic, and reviewing each one, whether through human review or auxiliary LLMs, is slow and cost-prohibitive. We propose a lightweight, signal-based framework for triaging agentic interaction trajectories. Our approach computes cheap, broadly applicable signals from live interactions and attaches them as structured attributes for trajectory triage, identifying interactions likely to be informative without affecting online agent behavior. We organize signals into a coarse-grained taxonomy spanning interaction (misalignment, stagnation, disengagement, satisfaction), execution (failure, loop), and environment (exhaustion), designed for computation without model calls. In a controlled annotation study on τ-bench, a widely used benchmark for tool-augmented agent evaluation, we show that signal-based sampling achieves an 82\% informativeness rate compared to 74\% for heuristic filtering and 54\% for random sampling, with a 1.52x efficiency gain per informative trajectory. The advantage is robust across reward strata and task domains, confirming that signals provide genuine per-trajectory informativeness gains rather than merely oversampling obvious failures. These results show that lightweight signals can serve as practical sampling infrastructure for agentic systems, and suggest a path toward preference data construction and post-deployment optimization.

digitalocean DigitalOcean
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Mar 31 2

ArK: Augmented Reality with Knowledge Interactive Emergent Ability

Despite the growing adoption of mixed reality and interactive AI agents, it remains challenging for these systems to generate high quality 2D/3D scenes in unseen environments. The common practice requires deploying an AI agent to collect large amounts of data for model training for every new task. This process is costly, or even impossible, for many domains. In this study, we develop an infinite agent that learns to transfer knowledge memory from general foundation models (e.g. GPT4, DALLE) to novel domains or scenarios for scene understanding and generation in the physical or virtual world. The heart of our approach is an emerging mechanism, dubbed Augmented Reality with Knowledge Inference Interaction (ArK), which leverages knowledge-memory to generate scenes in unseen physical world and virtual reality environments. The knowledge interactive emergent ability (Figure 1) is demonstrated as the observation learns i) micro-action of cross-modality: in multi-modality models to collect a large amount of relevant knowledge memory data for each interaction task (e.g., unseen scene understanding) from the physical reality; and ii) macro-behavior of reality-agnostic: in mix-reality environments to improve interactions that tailor to different characterized roles, target variables, collaborative information, and so on. We validate the effectiveness of ArK on the scene generation and editing tasks. We show that our ArK approach, combined with large foundation models, significantly improves the quality of generated 2D/3D scenes, compared to baselines, demonstrating the potential benefit of incorporating ArK in generative AI for applications such as metaverse and gaming simulation.

  • 11 authors
·
May 1, 2023

ACCORD: Action-Conditioned Contextual Grounding for Language Agents

User instructions are often underspecified because humans rely on implicit assumptions about the surrounding environment. For large language model (LLM) agents operating in information-rich digital and physical environments, these assumptions cannot be inferred from the instruction alone; they must be recovered from the current state of tools, data, interfaces, and observations. Effective execution therefore requires agents to identify missing context, ground it in observed evidence, and carry it forward into subsequent actions. We show that current agents often fail to do so. They act from assumed rather than observed specifics, overlook information they could have gathered, and fail to incorporate evidence that has already been returned. Building on this insight, we propose ACCORD (Action-Conditioned Contextual Grounding), a simple and effective agent framework for adaptive grounding. Before each action, ACCORD actively probes the environment for missing information and integrates relevant context from the agent's trajectory that would otherwise be overlooked. Requiring no additional training or task-success signals, ACCORD improves task-goal completion on AppWorld by up to +20.6 points with GPT-5-mini, from 42.0% to 62.6%, compared to strong baselines. These gains persist with a substantially stronger base model (+10.8 with Claude-4.5-sonnet), an open-weight model (+10.1 with Qwen3.5-27B-FP8), and on the embodied AlfWorld benchmark (+7.4 success rate with GPT-5-mini).

  • 6 authors
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Jun 14

Improving Generalization in Task-oriented Dialogues with Workflows and Action Plans

Task-oriented dialogue is difficult in part because it involves understanding user intent, collecting information from the user, executing API calls, and generating helpful and fluent responses. However, for complex tasks one must also correctly do all of these things over multiple steps, and in a specific order. While large pre-trained language models can be fine-tuned end-to-end to create multi-step task-oriented dialogue agents that generate fluent text, our experiments confirm that this approach alone cannot reliably perform new multi-step tasks that are unseen during training. To address these limitations, we augment the dialogue contexts given to text2text transformers with known valid workflow names and action plans. Action plans consist of sequences of actions required to accomplish a task, and are encoded as simple sequences of keywords (e.g. verify-identity, pull-up-account, reset-password, etc.). We perform extensive experiments on the Action-Based Conversations Dataset (ABCD) with T5-small, base and large models, and show that such models: a) are able to more readily generalize to unseen workflows by following the provided plan, and b) are able to generalize to executing unseen actions if they are provided in the plan. In contrast, models are unable to fully accomplish new multi-step tasks when they are not provided action plan information, even when given new valid workflow names.

  • 5 authors
·
Jun 2, 2023

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
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Sep 30

Claw-R1: A Step-Level Data Middleware System for Agentic Reinforcement Learning

Agentic reinforcement learning (RL) has become an important post-training paradigm for turning LLMs from static chatbots into interactive agents, giving rise to representative applications such as OpenClaw. Existing work mainly focuses on policy optimization algorithms and training frameworks, but pays less attention to the full data lifecycle of agent-environment interactions, from data production to training consumption. To bridge this gap, we present Claw-R1, an interactive step-level data middleware system for agentic RL. Claw-R1 connects heterogeneous agent runtimes with RL training backends through two core components: a Gateway Server and a Data Pool. The Gateway Server captures multi-turn interaction steps through a unified LLM API entry point, while the Data Pool organizes them into step-level records consisting of prompt IDs, response IDs, rewards and other metadata. In our demo, users can interactively inspect live trajectories, examine the state, action, and reward of each step, curate data by quality and readiness, and configure training-ready batches for different downstream RL algorithms. Overall, Claw-R1 treats agent interaction traces as managed data assets rather than temporary runtime logs. Through this demonstration, we hope to encourage the community to recognize the importance of data management in agentic RL. Our code is available at https://github.com/AgentR1/Claw-R1 and the demonstration video can be found at link https://youtu.be/Pw47dAOw6B0.

  • 6 authors
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Jun 7

Gaze2Act: Gaze-Conditioned Vision-Language-Action Policies for Interactive Robot Manipulation

Vision-Language-Action (VLA) models have recently shown strong potential for robot learning by following language instructions. However, in practice, language alone is often insufficient to precisely convey human intent. It is difficult to describe which exact object to interact with among similar candidates, where to act on the object, or how the target may change during execution. To address this limitation, we propose Gaze2Act, a novel VLA framework that leverages human gaze as a dynamic and intuitive intent signal for complex interactive manipulation. Gaze2Act first bridges the ego-exo view gap by mapping first-person gaze into the robot's perspective through cross-view semantic matching, producing both an object mask and a gaze point for coarse-to-fine target specification. These cues are then integrated into the policy through perception-level prompting and action-level conditioning, allowing the robot to attend to relevant regions and execute precise interactions under dynamic intent. In a systematic evaluation across seven task categories and 16 real-robot tasks on a Unitree G1 humanoid, Gaze2Act achieves state-of-the-art performance in both intent accuracy and task success rate. It notably outperforms baselines in object disambiguation, fine-grained interaction, and dynamic intent steering. These results demonstrate that human gaze provides a natural, low-burden, and highly expressive modality for human-in-the-loop VLA control.

  • 12 authors
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May 27

An Unexpected Robot Policy: Early Evaluations of GPT-6 Astra on RoboDojo and Beyond

Embodied AI systems are often organized into System 1 and System 2. System 1 is typically a pretrained policy that generates actions at high frequency, whereas System 2 is often instantiated as a vision-enabled language model for high-level planning. We ask whether a large language model (LLM) can act as the policy for robot manipulation without task-specific finetuning. We call this setting LLM as policy. We evaluate three LLMs on all 42 RoboDojo tasks and compare their scores with 40 public policies. Astra and GPT-5.5 use the official 50-episode-per-task protocol; DeepSeek-Flash uses 10 episodes per task. GPT-6 Astra achieves 22.48% average success rate and 28.97 Score over 2,100 trials, ranking above every public entry. Yet GPT-5.5 and DeepSeek-Flash reach only 0.88% and 1.92% average success rate with the same post-processing. We find that Astra exhibits a sharply polarized capability profile. It generalizes well to tasks that require semantic understanding but not high-precision control. In contrast, it performs poorly on tasks that require precision, dynamic control, or complex bimanual coordination. In-context experiments show no aggregate benefit from one-shot demonstrations, while selected interaction traces show within-episode corrections under perturbations. Overall, the evaluated LLMs vary substantially in manipulation performance. Astra stands out and provides initial evidence for the potential of a general-purpose manipulation model, although reliable precision and dynamic control remain limitations in the evaluated setting.

  • 12 authors
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Sep 20

InteractComp: Evaluating Search Agents With Ambiguous Queries

Language agents have demonstrated remarkable potential in web search and information retrieval. However, these search agents assume user queries are complete and unambiguous, an assumption that diverges from reality where users begin with incomplete queries requiring clarification through interaction. Yet most agents lack interactive mechanisms during the search process, and existing benchmarks cannot assess this capability. To address this gap, we introduce InteractComp, a benchmark designed to evaluate whether search agents can recognize query ambiguity and actively interact to resolve it during search. Following the principle of easy to verify, interact to disambiguate, we construct 210 expert-curated questions across 9 domains through a target-distractor methodology that creates genuine ambiguity resolvable only through interaction. Evaluation of 17 models reveals striking failure: the best model achieves only 13.73% accuracy despite 71.50% with complete context, exposing systematic overconfidence rather than reasoning deficits. Forced interaction produces dramatic gains, demonstrating latent capability current strategies fail to engage. Longitudinal analysis shows interaction capabilities stagnated over 15 months while search performance improved seven-fold, revealing a critical blind spot. This stagnation, coupled with the immediate feedback inherent to search tasks, makes InteractComp a valuable resource for both evaluating and training interaction capabilities in search agents. The code is available at https://github.com/FoundationAgents/InteractComp.

  • 25 authors
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Oct 28, 2025 2

MUA-RL: Multi-turn User-interacting Agent Reinforcement Learning for agentic tool use

With the recent rapid advancement of Agentic Intelligence, agentic tool use in LLMs has become increasingly important. During multi-turn interactions between agents and users, the dynamic, uncertain, and stochastic nature of user demands poses significant challenges to the agent's tool invocation capabilities. Agents are no longer expected to simply call tools to deliver a result; rather, they must iteratively refine their understanding of user needs through communication while simultaneously invoking tools to resolve user queries. Existing reinforcement learning (RL) approaches for tool use lack the integration of genuinely dynamic users during the RL training process. To bridge this gap, we introduce MUA-RL (Multi-turn User-interacting Agent Reinforcement Learning for agentic tool use), a novel reinforcement learning framework that, for the first time in the field of agentic tool use, integrates LLM-simulated users into the reinforcement learning loop. MUA-RL aims to enable autonomous learning of models to communicate with users efficiently and use various tools to solve practical problems in dynamic multi-turn interactions. Evaluations are done on several multi-turn tool-using benchmarks (see Figure 1). Specifically, MUA-RL-32B achieves 67.3 on TAU2 Retail, 45.4 on TAU2 Airline, 28.3 on TAU2 Telecom, 28.4 on BFCL-V3 Multi Turn, and 82.5 on ACEBench Agent -- outperforming or matching the performance of larger open-source models such as DeepSeek-V3-0324 and Qwen3-235B-A22B in non-thinking settings.

  • 9 authors
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Aug 26, 2025

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
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Jun 16

From World Action Models to Embodied Brains: A Roadmap for Open-World Physical Intelligence

Artificial general intelligence ultimately requires agents that can reason and act in the physical world. Action models, vision-language-action policies, and world models have advanced this goal, while World Action Models (WAMs) are particularly promising because they connect candidate interventions with predicted consequences. However, progress remains fragmented: models use incompatible action spaces and prediction targets, datasets and tasks follow different conventions, and runtime systems expose limited interfaces for reuse and evaluation. We review the evolution toward WAMs and organize these limitations into three coupled gaps: model roles and representations, objectives and standardization, and system composition. Building on this analysis, we propose a co-evolution roadmap for physical intelligence centered on the embodied brain, a long-term model target for integrating multimodal context, comparing candidate interventions, and issuing state-transition or capability requests rather than direct actuator commands. WAMs provide promising prototypes for its predictive functions, while a physical harness grounds model outputs through tools, controllers, verification, and trace logging. Shared contracts align heterogeneous models, data, tasks, and embodiments, and closed-loop post-training converts verified interaction into reusable experience. Together, these components define a modular physical-intelligence stack for adaptive and self-improving embodied agents.

  • 5 authors
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Jul 12

Omni-WorldBench: Towards a Comprehensive Interaction-Centric Evaluation for World Models

Video--based world models have emerged along two dominant paradigms: video generation and 3D reconstruction. However, existing evaluation benchmarks either focus narrowly on visual fidelity and text--video alignment for generative models, or rely on static 3D reconstruction metrics that fundamentally neglect temporal dynamics. We argue that the future of world modeling lies in 4D generation, which jointly models spatial structure and temporal evolution. In this paradigm, the core capability is interactive response: the ability to faithfully reflect how interaction actions drive state transitions across space and time. Yet no existing benchmark systematically evaluates this critical dimension. To address this gap, we propose Omni--WorldBench, a comprehensive benchmark specifically designed to evaluate the interactive response capabilities of world models in 4D settings. Omni--WorldBench comprises two key components: Omni--WorldSuite, a systematic prompt suite spanning diverse interaction levels and scene types; and Omni--Metrics, an agent-based evaluation framework that quantifies world modeling capabilities by measuring the causal impact of interaction actions on both final outcomes and intermediate state evolution trajectories. We conduct extensive evaluations of 18 representative world models across multiple paradigms. Our analysis reveals critical limitations of current world models in interactive response, providing actionable insights for future research. Omni-WorldBench will be publicly released to foster progress in interactive 4D world modeling.

AGI-LAB-HF AGI Lab
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Mar 23 10

End-to-end Listen, Look, Speak and Act

Human interaction is inherently multimodal and full-duplex: we listen while watching, speak while acting, and fluidly adapt to turn-taking and interruptions. Realizing these capabilities is essential for building models simulating humans. We present ELLSA (End-to-end Listen, Look, Speak and Act), which, to our knowledge, is the first full-duplex, end-to-end model that simultaneously perceives and generates across vision, text, speech, and action within a single architecture, enabling interaction patterns previously out of reach, yielding more natural, human-like behaviors. At its core is a novel SA-MoE architecture (Self-Attention Mixture-of-Experts) that routes each modality to specialized experts and fuses them through a unified attention backbone. This provides a generalizable solution for joint multimodal perception and concurrent generation, leveraging strong pre-trained components while enabling efficient modality integration and mitigating modality interference. On speech-interaction and robot-manipulation benchmarks, ELLSA matches modality-specific baselines, while uniquely supporting advanced multimodal and full-duplex behaviors such as dialogue and action turn-taking, defective instruction rejection, speaking-while-acting, context-grounded visual question answering, and action barge-ins. We contend that ELLSA represents a step toward more natural and general interactive intelligence, contributing to the broader pursuit of artificial general intelligence. All data, code and model checkpoints will be released upon acceptance.

  • 7 authors
·
Oct 18, 2025

Simulating User Agents for Embodied Conversational-AI

Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.