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Jul 29

Freeing the Law with LOCUS: A Local Ordinance Corpus for the United States

Progress in legal AI increasingly depends on access to authoritative legal text at scale. Yet one of the most consequential layers of American law remains largely absent from existing machine-readable corpora: local ordinances. Local codes govern zoning, housing, business licensing, public health, noise, animal control, and many other domains of everyday regulation, but they are fragmented across vendor platforms designed for human browsing rather than bulk research access. We introduce LOCUS - the Local Ordinance Corpus for the United States - a comprehensive corpus and county-harmonized access layer for U.S. municipal and county ordinance codes. The raw corpus, available for release to researchers, represents nearly all publicly available municipal and county ordinance codes. The resulting raw corpus contains codes from 9,239 cities and counties. A smaller county-harmonized LOCUS access layer provides coverage for the largest 2,309 of 3,144 U.S. counties, accounting for a majority of the population. We use OCR to handle the myriad of document formats that have kept the law from being a public resource. We release the corpus with coverage metadata to support reproducibility, downstream legal AI research, and the incremental expansion of machine-readable access to local law. We train a collection of ModernBERT-based classifiers and scorers to facilitate analyzing U.S. local law among several dimensions, such as opacity and paternalism, that have not previously been studied at this scale. LOCUS-v1 and its derivative models are available at: https://huggingface.co/datasets/LocalLaws/LOCUS-v1

LocalLaws LOCUS
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Jun 16 2

From Pixels to States: Rethinking Interactive World Models as Game Engines

Building interactive worlds that respond coherently to player actions has long been a shared goal of computer graphics, games, and artificial intelligence. Recent video generative models provide a data-driven route toward this goal by predicting future observations conditioned on user actions, and are increasingly regarded as potential next-generation game engines. Realizing a genuinely interactive game world, however, requires interaction outcomes that follow rules over evolving game conditions, consequences that persist over long horizons, and a generation loop that operates in real time. Conventional game engines realize these properties through a recurrent action-state-observation loop, in which player actions update an explicit game state according to predefined rules and observations are rendered from the resulting state. Taking this loop as an organizing lens, this paper examines interactive game world modeling along four dimensions: player action control, game state dynamics, state-observation persistence, and real-time interactive generation. For each dimension, we start from the capabilities required by an interactive game world, group existing approaches into representative families, and discuss the strengths and trade-offs of each family. Complementing this analysis, we present a scalable data engine for Black Myth: Wukong that collects over 90 hours of gameplay with frame-aligned player actions, ground-truth game states, and visual observations, together with structured and semantic annotations, as a resource for state-aware game world modeling. We hope this paper offers a clear picture of where the field stands and fosters progress toward interactive game worlds.

AlayaLab Alaya Lab
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Jul 14 2

ProcVLM: Learning Procedure-Grounded Progress Rewards for Robotic Manipulation

Long-horizon robotic manipulation requires dense feedback that reflects how a task advances through its procedural stages, not merely whether the final outcome is successful. Existing reward models often rely on trajectory-level success labels or time-based interpolation, which can conflate elapsed time with true task progress and therefore fail to capture unfinished steps, stagnation, and failure states. We present ProcVLM, a progress-aware vision-language model that learns procedure-grounded progress as a dense reward signal for manipulation. Rather than deriving progress from terminal outcomes or temporal proxies, ProcVLM grounds progress estimation in procedural structure and intra-stage visual change, and further adopts a reasoning-before-estimation paradigm that infers the remaining atomic actions before estimating task progress. Specifically, we construct this supervision by synthesizing frame-level subtask-semantic annotations, assigning progress budgets according to subtask structure, and distributing each budget based on intra-subtask visual change. To train ProcVLM at scale, we build a standardized procedural supervision synthesis pipeline and construct ProcCorpus-60M from 30 embodied datasets with 60M annotated frames, from which we derive ProcVQA for procedure-aware pretraining, with progress estimation as the central task alongside action segmentation and future planning. Experiments on ProcVQA and reward-model benchmarks show that ProcVLM improves embodied procedural reasoning and yields more discriminative trajectory-internal progress estimates than representative baselines, supporting its use as a dense reward model for downstream reward-guided policy optimization. Project page: https://procvlm.github.io/

  • 10 authors
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May 8

World-VLA-Loop: Closed-Loop Learning of Video World Model and VLA Policy

Recent progress in robotic world models has leveraged video diffusion transformers to predict future observations conditioned on historical states and actions. While these models can simulate realistic visual outcomes, they often exhibit poor action-following precision, hindering their utility for downstream robotic learning. In this work, we introduce World-VLA-Loop, a closed-loop framework for the joint refinement of world models and Vision-Language-Action (VLA) policies. We propose a state-aware video world model that functions as a high-fidelity interactive simulator by jointly predicting future observations and reward signals. To enhance reliability, we introduce the SANS dataset, which incorporates near-success trajectories to improve action-outcome alignment within the world model. This framework enables a closed-loop for reinforcement learning (RL) post-training of VLA policies entirely within a virtual environment. Crucially, our approach facilitates a co-evolving cycle: failure rollouts generated by the VLA policy are iteratively fed back to refine the world model precision, which in turn enhances subsequent RL optimization. Evaluations across simulation and real-world tasks demonstrate that our framework significantly boosts VLA performance with minimal physical interaction, establishing a mutually beneficial relationship between world modeling and policy learning for general-purpose robotics. Project page: https://showlab.github.io/World-VLA-Loop/.

  • 5 authors
·
Feb 6

ThinkJEPA: Empowering Latent World Models with Large Vision-Language Reasoning Model

Recent progress in latent world models (e.g., V-JEPA2) has shown promising capability in forecasting future world states from video observations. Nevertheless, dense prediction from a short observation window limits temporal context and can bias predictors toward local, low-level extrapolation, making it difficult to capture long-horizon semantics and reducing downstream utility. Vision--language models (VLMs), in contrast, provide strong semantic grounding and general knowledge by reasoning over uniformly sampled frames, but they are not ideal as standalone dense predictors due to compute-driven sparse sampling, a language-output bottleneck that compresses fine-grained interaction states into text-oriented representations, and a data-regime mismatch when adapting to small action-conditioned datasets. We propose a VLM-guided JEPA-style latent world modeling framework that combines dense-frame dynamics modeling with long-horizon semantic guidance via a dual-temporal pathway: a dense JEPA branch for fine-grained motion and interaction cues, and a uniformly sampled VLM thinker branch with a larger temporal stride for knowledge-rich guidance. To transfer the VLM's progressive reasoning signals effectively, we introduce a hierarchical pyramid representation extraction module that aggregates multi-layer VLM representations into guidance features compatible with latent prediction. Experiments on hand-manipulation trajectory prediction show that our method outperforms both a strong VLM-only baseline and a JEPA-predictor baseline, and yields more robust long-horizon rollout behavior.

  • 8 authors
·
Mar 23 2

MME-Emotion: A Holistic Evaluation Benchmark for Emotional Intelligence in Multimodal Large Language Models

Recent advances in multimodal large language models (MLLMs) have catalyzed transformative progress in affective computing, enabling models to exhibit emergent emotional intelligence. Despite substantial methodological progress, current emotional benchmarks remain limited, as it is still unknown: (a) the generalization abilities of MLLMs across distinct scenarios, and (b) their reasoning capabilities to identify the triggering factors behind emotional states. To bridge these gaps, we present MME-Emotion, a systematic benchmark that assesses both emotional understanding and reasoning capabilities of MLLMs, enjoying scalable capacity, diverse settings, and unified protocols. As the largest emotional intelligence benchmark for MLLMs, MME-Emotion contains over 6,000 curated video clips with task-specific questioning-answering (QA) pairs, spanning broad scenarios to formulate eight emotional tasks. It further incorporates a holistic evaluation suite with hybrid metrics for emotion recognition and reasoning, analyzed through a multi-agent system framework. Through a rigorous evaluation of 20 advanced MLLMs, we uncover both their strengths and limitations, yielding several key insights: 182 Current MLLMs exhibit unsatisfactory emotional intelligence, with the best-performing model achieving only 39.3% recognition score and 56.0% Chain-of-Thought (CoT) score on our benchmark. 183 Generalist models (e.g., Gemini-2.5-Pro) derive emotional intelligence from generalized multimodal understanding capabilities, while specialist models (e.g., R1-Omni) can achieve comparable performance through domain-specific post-training adaptation. By introducing MME-Emotion, we hope that it can serve as a foundation for advancing MLLMs' emotional intelligence in the future.

  • 21 authors
·
Aug 10, 2025

Self-Correcting VLA: Online Action Refinement via Sparse World Imagination

Standard vision-language-action (VLA) models rely on fitting statistical data priors, limiting their robust understanding of underlying physical dynamics. Reinforcement learning enhances physical grounding through exploration yet typically relies on external reward signals that remain isolated from the agent's internal states. World action models have emerged as a promising paradigm that integrates imagination and control to enable predictive planning. However, they rely on implicit context modeling, lacking explicit mechanisms for self-improvement. To solve these problems, we propose Self-Correcting VLA (SC-VLA), which achieve self-improvement by intrinsically guiding action refinement through sparse imagination. We first design sparse world imagination by integrating auxiliary predictive heads to forecast current task progress and future trajectory trends, thereby constraining the policy to encode short-term physical evolution. Then we introduce the online action refinement module to reshape progress-dependent dense rewards, adjusting trajectory orientation based on the predicted sparse future states. Evaluations on challenging robot manipulation tasks from simulation benchmarks and real-world settings demonstrate that SC-VLA achieve state-of-the-art performance, yielding the highest task throughput with 16% fewer steps and a 9% higher success rate than the best-performing baselines, alongside a 14% gain in real-world experiments. Code is available at https://github.com/Kisaragi0/SC-VLA.

  • 7 authors
·
Feb 25

TFP: Temporally Conditioned Memory-Fusion Policies for Visuomotor Learning

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

  • 9 authors
·
Jul 8

EvolvingWorld: An Open-Schema Framework for Co-Evolving Role-Play Agents and World Model in Interactive Literary World

This paper introduces EvolvingWorld, a framework and benchmark for character and world co-evolution in interactive literary worlds. Existing systems either treat interactive literary simulation as static persona imitation or isolated scene generation, failing to capture how characters and worlds evolve together over time. To address this, EvolvingWorld models literary simulation as a long-horizon process where characters interact, scenes progress, and character and world states are persistently updated. Unlike prior systems relying on fixed schemas, EvolvingWorld adopts an open-schema framework to support simulation across diverse literary worlds. The framework consists of two coupled modules: a Character Agent for multi-character role-play and persistent profile evolution, and an LLM-based World Model for global and location/entity-level state maintenance and scene progression. Based on this architecture, we formulate 7 trainable tasks for scene initialization, interaction generation, and state update. We construct a dataset from 57 books, producing 138,596 supervised training samples and 222 snapshots for testing. Furthermore, we introduce a trajectory-level LLM-as-Judge evaluation protocol spanning 10 dimensions and 20 metrics. Experiments show that EvolvingWorld can improve long-horizon simulation by effectively maintaining persistent, coherent character and world development.

tencent Tencent
·
Jul 18 2

MAPLE: A Mobile Agent with Persistent Finite State Machines for Structured Task Reasoning

Mobile GUI agents aim to autonomously complete user-instructed tasks across mobile apps. Recent advances in Multimodal Large Language Models (MLLMs) enable these agents to interpret UI screens, identify actionable elements, and perform interactions such as tapping or typing. However, existing agents remain reactive: they reason only over the current screen and lack a structured model of app navigation flow, limiting their ability to understand context, detect unexpected outcomes, and recover from errors. We present MAPLE, a state-aware multi-agent framework that abstracts app interactions as a Finite State Machine (FSM). We computationally model each UI screen as a discrete state and user actions as transitions, allowing the FSM to provide a structured representation of the app execution. MAPLE consists of specialized agents responsible for four phases of task execution: planning, execution, verification, error recovery, and knowledge retention. These agents collaborate to dynamically construct FSMs in real time based on perception data extracted from the UI screen, allowing the GUI agents to track navigation progress and flow, validate action outcomes through pre- and post-conditions of the states, and recover from errors by rolling back to previously stable states. Our evaluation results on two challenging cross-app benchmarks, Mobile-Eval-E and SPA-Bench, show that MAPLE outperforms the state-of-the-art baseline, improving task success rate by up to 12%, recovery success by 13.8%, and action accuracy by 6.5%. Our results highlight the importance of structured state modeling in guiding mobile GUI agents during task execution. Moreover, our FSM representation can be integrated into future GUI agent architectures as a lightweight, model-agnostic memory layer to support structured planning, execution verification, and error recovery.

  • 6 authors
·
May 29, 2025

You Are in Control of Your State: Why Human Outcomes Are Controllable Through Causal State Intervention

A central puzzle for the behavioural sciences and for human-facing artificial intelligence is the persistence of within-person variability. The same individual, presented with the same observable input, produces different outcomes on different occasions, and different individuals produce divergent outcomes that no observable covariate fully predicts. We argue that this variability belongs in the dynamic latent state of the person, and that human outcomes are controllable in a precise and operational sense through interventions that target the state and its weighting at the moment a decision is being formed. We define a state as the time-indexed weighting vector over the dimensions that govern how an individual's biology, physiology, and neuropsychology process the next event into a decision and an outcome. The relationship between state, decision, and outcome is causal rather than correlational. The weighting vector is dynamic at sub-daily timescales. The conscious channel through which outcomes are reportable is a narrow attentional bottleneck whose contents are themselves state-dependent. Taken together, these claims imply that the outcome of a given event is controllable, conditionally, on the state-trajectory at the time of intervention. We motivate the framework with six strands of established evidence (causal inference, predictive processing, allostasis, attentional bottleneck, chronobiology, computational psychiatry) and a 24-month observational base from a deployed behavioural platform spanning more than 200,000 consented users across four occupational personas (research period 2023 to 2026). We derive seven testable predictions, list six operational requirements for state-aware systems, and discuss implications for digital health, education, AI personalisation, and personal agency.

  • 3 authors
·
May 27