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Oct 16

World in World: Explore the World with World Models

Autoregressive video world models enable interactive, long-horizon exploration, but flexible control remains challenging. Exploring a source video from new viewpoints requires the generated rollout to remain synchronised with the recorded event, place observed content in the requested view, plausibly complete newly exposed regions, and recover previously generated appearance on revisits. Existing methods typically address these requirements through task-specific modules or additional training. We present World in World, a training-free inference-time interface that converts heterogeneous control evidence into camera- and time-labelled clean visual states, which are read through the native self attention of a frozen causal video model. The evidence comprises source-video observations, target-view scene projections, geometry renderings that guide completion of newly exposed subject regions, and retrieved generated states beyond the rolling cache. Each evidence source carries token-level support and its own availability schedule. A correspondence router combines persistent point identities with geometry to establish token correspondences, guiding supported queries towards matching source-video tokens. Evidence-wise attention CFG (EWA) then independently regulates each auxiliary channel's additional contribution using attention responses from the same denoising forward pass. The shared interface supports camera-controlled rerendering, long-horizon revisiting, and human-motion transfer with the same frozen backbone. We evaluate World in World on camera-controlled video rerendering under diverse viewpoint changes, assessing perceptual quality, temporal consistency, and camera-following accuracy.

  • 3 authors
·
Sep 9 1

LICOA: Learning Instruction-Conditioned Optical Actions for Mobile Spatial Augmented Reality

Spatial augmented reality (SAR) augments physical environments with projected content, but most systems assume that the projector pose, target region, or motion path has been fixed or specified. We instead make projected light an embodied action: given a language instruction and current visual observations, a system must decide how to move and where and at what scale to place the projection. We introduce LICOA to realize this capability. Its differential-drive chassis provides room-scale approach and repositioning, while a steerable mirror with two degrees of freedom (2DoF) and projection scale provide rapid local control of the beam. A shared interface maps synchronized external and onboard RGB cameras with robot control state to physical optical actions across pretrained action models. Because instruction-conditioned optical action lacks dedicated training data and a common evaluation protocol, we construct a matched simulation embodiment and a corpus with 150 tasks and 7,500 rendered episodes, then evaluate models trained only on this corpus in previously unseen real-world environments. Across 480 complete closed-loop real-world execution trials (rollouts) on 12 tasks, the best adapted action model achieves a 57.50% success rate and 40.64% success weighted by path length, compared with 8.33% and 5.15% for the same architecture trained from scratch. A further 150 real-world ablation rollouts support the need for both camera views and coordinated control of the chassis and mirror. These results establish a physical platform, shared perception and optical action interface, corpus, and real-world evaluation protocol for treating projected light as an embodied action.

  • 5 authors
·
Oct 14

OmniContact: Chaining Meta-Skills via Contact Flow for Generalizable Humanoid Loco-Manipulation

Learning long-horizon humanoid loco-manipulation poses a dual challenge: it requires not only the robust execution of meta-skills but also their seamless, closed-loop chaining equipped with autonomous recovery. Existing approaches remain limited: explicit humanoid-object interaction representations offer precision but are notoriously difficult for high-level planning, whereas implicit skill embeddings are compact but lack the interpretability required for reliable composition. We propose \ours, a hierarchical framework centered on contact flow (CF), a compact representation consisting of key body trajectories and time-series binary contact signals. Leveraging this shared interface, our low-level policy CF-Track learns a unified library of loco-manipulation skills, while our high-level module CF-Gen heuristically synthesizes future contact-flow sequences. To support this setting, we additionally collect the OmniContact dataset, a MoCap-based HOI corpus for humanoid loco-manipulation (Appendix~sec:dataset). Together, they enable robust execution, autonomous failure recovery, and flexible composition of meta-skills for long-horizon tasks. Experiments show that OmniContact achieves \(98.7\%\) success on Carry Box and \(76.5\%\) on Push-Stack Boxes, outperforming prior baselines by average margins of \(40.9\%\) in meta-skill and \(66.5\%\) in skill chaining. Besides, our framework naturally integrates with VLMs for semantic task decomposition, enabling complex, semantically grounded loco-manipulation behaviors, such as arranging scattered boxes into a heart shape.

  • 14 authors
·
Jun 23

KITE: Keypoint-Conditioned Policies for Semantic Manipulation

While natural language offers a convenient shared interface for humans and robots, enabling robots to interpret and follow language commands remains a longstanding challenge in manipulation. A crucial step to realizing a performant instruction-following robot is achieving semantic manipulation, where a robot interprets language at different specificities, from high-level instructions like "Pick up the stuffed animal" to more detailed inputs like "Grab the left ear of the elephant." To tackle this, we propose Keypoints + Instructions to Execution (KITE), a two-step framework for semantic manipulation which attends to both scene semantics (distinguishing between different objects in a visual scene) and object semantics (precisely localizing different parts within an object instance). KITE first grounds an input instruction in a visual scene through 2D image keypoints, providing a highly accurate object-centric bias for downstream action inference. Provided an RGB-D scene observation, KITE then executes a learned keypoint-conditioned skill to carry out the instruction. The combined precision of keypoints and parameterized skills enables fine-grained manipulation with generalization to scene and object variations. Empirically, we demonstrate KITE in 3 real-world environments: long-horizon 6-DoF tabletop manipulation, semantic grasping, and a high-precision coffee-making task. In these settings, KITE achieves a 75%, 70%, and 71% overall success rate for instruction-following, respectively. KITE outperforms frameworks that opt for pre-trained visual language models over keypoint-based grounding, or omit skills in favor of end-to-end visuomotor control, all while being trained from fewer or comparable amounts of demonstrations. Supplementary material, datasets, code, and videos can be found on our website: http://tinyurl.com/kite-site.

  • 4 authors
·
Jun 28, 2023

Scaling Cross-Embodiment World Models for Dexterous Manipulation

Cross-embodiment learning seeks to build generalist robots that learn from and operate across diverse morphologies, but differences in kinematics and action spaces hinder data sharing and control transfer. We ask: What structure can be shared across embodiments despite these differences? We argue that the physical interactions they induce can be modeled in a shared geometric space, allowing world models to provide a common interface for learning and control. To realize this idea, we represent human and robot hands as sets of 3D particles and define actions as end-effector particle displacement fields. This representation abstracts away embodiment-specific joint spaces while preserving the geometry and motion relevant to physical interaction. We train a graph-based world model on random interaction data from diverse simulated robot hands and real human hands, and integrate it with model-predictive control for deployment on new hardware. Experiments on rigid and deformable manipulation reveal three findings: increasing the diversity of training embodiments improves generalization to unseen hands; appropriately combining simulated and real-world data outperforms either source alone; and the same learned model enables effective control on robotic hands with distinct kinematics and degrees of freedom. These results position particle-based world models as a shared interface for learning from and for heterogeneous embodiments.

  • 9 authors
·
Jul 20

EquivSVA: A Formally Verified Dataset of Behavioral Assertions Across Equivalent RTL Implementations

Large language models are increasingly used to generate SystemVerilog Assertions from natural-language specifica- tions and register-transfer-level designs. Existing datasets and benchmarks support important goals such as large- scale training, formal evaluation, specification-to-assertion generation, and mutation-based testing. A complemen- tary need is to study whether a generated assertion cap- tures externally observable behavior or depends on inci- dental details of one RTL implementation. We present EquivSVA, a formally verified dataset organized around behavior families. Each family contains four structurally distinct RTL implementations of the same externally ob- servable behavior, shared interface-level gold properties, three controlled mutants, and formal-validation evidence. EquivSVA contains 120 behavior families across 12 cat- egories, 480 reference RTL implementations, 914 gold properties, and 360 mutants. Every final family passes a fixed 17-job validation suite covering RTL equivalence, gold-property proofs, property reachability, mutant dis- tinguishability, and gold-property checks on mutants. We also provide fixed family-safe train, development, and test splits. As a small demonstration of the analyses en- abled by the dataset, we evaluate the publicly released, Apache-2.0-licensed Qwen2.5-Coder-7B-Instruct model on the held-out test split. Of 293 interface-only generated properties, 93 are formally sound, and the number of sound properties varies across equivalent implementations for 14 of 24 test families. These results illustrate how behavior-family organization can support controlled stud- ies of assertion-generation robustness without requiring changes in intended functionality. The dataset, generators, validation scripts, and case-study artifacts are publicly released at https://github.com/aditigupta96/EquivSVA.

  • 1 authors
·
Sep 21

RubricEM: Meta-RL with Rubric-guided Policy Decomposition beyond Verifiable Rewards

Training deep research agents, namely systems that plan, search, evaluate evidence, and synthesize long-form reports, pushes reinforcement learning beyond the regime of verifiable rewards. Their outputs lack ground-truth answers, their trajectories span many tool-augmented decisions, and standard post-training offers little mechanism for turning past attempts into reusable experience. In this work, we argue that rubrics should serve not merely as final-answer evaluators, but as the shared interface that structures policy execution, judge feedback, and agent memory. Based on this view, we introduce RubricEM, a rubric-guided reinforcement learning framework that combines stagewise policy decomposition with reflection-based meta-policy evolution. RubricEM first makes research trajectories stage-aware by conditioning planning, evidence gathering, review, and synthesis on self-generated rubrics. It then assigns credit with Stage-Structured GRPO, which uses stagewise rubric judgments to provide denser semantic feedback for long-horizon optimization. In parallel, RubricEM trains a shared-backbone reflection meta-policy that distills judged trajectories into reusable rubric-grounded guidance for future attempts. The resulting RubricEM-8B achieves strong performance across four long-form research benchmarks, outperforming comparable open models and approaching proprietary deep-research systems. Beyond final performance, we perform thorough analyses to understand the key ingredients of RubricEM.

google Google
·
May 10 3

Open-MMUnlearning: Unifying Methods and Evaluation for MLLM Unlearning

As multimodal large language models (MLLMs) become more capable and widely deployed, concerns about privacy and safety have become increasingly pressing. Machine unlearning offers one approach to addressing these concerns by removing designated information from trained models while preserving unrelated capabilities. However, fragmented implementations and evaluation protocols, incomplete robustness testing, and limited understanding of metric reliability make progress in MLLM unlearning difficult to assess systematically. We introduce Open-MMUnlearning, an open-source, extensible framework that integrates target-model preparation, multimodal data processing, unlearning, and evaluation through shared interfaces and structured configurations. The framework supports five benchmarks spanning privacy, safety, and copyright, eight MLLMs from four model families, and twelve unlearning methods. Its evaluation suite jointly assesses forgetting effectiveness, retained utility, and robustness to model interventions, adversarial inputs, and membership inference attacks. Using a common evaluation protocol, we compare ten representative unlearning methods. In this comparison, GD and MIP-Editor tie for the highest overall score: GD achieves the highest Forget Quality, while MIP-Editor preserves more Model Utility. We further introduce a metric meta-evaluation protocol that tests faithfulness using models with controlled exposure to target knowledge and robustness under quantization and relearning. Among the thirteen evaluated metrics, BLEU achieves the highest aggregate reliability score. KS-Test attains the highest faithfulness AUC but performs less well on robustness. Together, the framework and these findings support reproducible comparison of MLLM unlearning methods and systematic assessment of evaluation reliability.

  • 22 authors
·
Oct 12

InstantFusion: A Shared Latent Interface for Heterogeneous Image Generators

Diffusion/flow models have emerged as the de facto paradigms for image generation, giving rise to a diverse family of modern generators with increasingly heterogeneous architectures and representations. Despite their remarkable generation capabilities, the cross-model alignment of latent representations and the consistency of their underlying denoising dynamics remain underexplored. In this work, we uncover an intriguing cross-model compatibility: independently trained generators exhibit similar latent spatial organization, while directly handing off intermediate states between unaligned models can still preserve coarse visual content. Motivated by these observations, we propose InstantFusion, a lightweight shared latent interface that connects the denoising trajectories of heterogeneous image generators. Specifically, to enable flexible cross-model state translation, model-specific Latent AutoEncoders (LAEs) are introduced to project intermediate states from different generators into a shared latent space and decode them into the latent space of a target generator. This shared space is constrained by two complementary objectives: aligning intermediate states derived from the same image at matched noise levels and synchronizing their corresponding local denoising velocities. Once trained, InstantFusion allows denoising to seamlessly transition across frozen generators without requiring a dedicated mapping for every model pair. The versatility of InstantFusion is demonstrated across acceleration, multi-preference composition, cross-architecture on-policy distillation, and cross-model composition, achieving competitive performance across these diverse settings.

SuperSuit: An Isomorphic Bimodal Interface for Scalable Mobile Manipulation

High-quality, long-horizon demonstrations are essential for embodied AI, yet acquiring such data for tightly coupled wheeled mobile manipulators remains a fundamental bottleneck. Unlike fixed-base systems, mobile manipulators require continuous coordination between SE(2) locomotion and precise manipulation, exposing limitations in existing teleoperation and wearable interfaces. We present SuperSuit, a bimodal data acquisition framework that supports both robot-in-the-loop teleoperation and active demonstration under a shared kinematic interface. Both modalities produce structurally identical joint-space trajectories, enabling direct data mixing without modifying downstream policies. For locomotion, SuperSuit maps natural human stepping to continuous planar base velocities, eliminating discrete command switches. For manipulation, it employs a strictly isomorphic wearable arm in both modes, while policy training is formulated in a shift-invariant delta-joint representation to mitigate calibration offsets and structural compliance without inverse kinematics. Real-world experiments on long-horizon mobile manipulation tasks show 2.6times higher demonstration throughput in active mode compared to a teleoperation baseline, comparable policy performance when substituting teleoperation data with active demonstrations at fixed dataset size, and monotonic performance improvement as active data volume increases. These results indicate that consistent kinematic representations across collection modalities enable scalable data acquisition for long-horizon mobile manipulation.

  • 6 authors
·
Mar 5 1

RoboFoundry: System-as-Policy Evolution for Self-Learning Embodied Agents

A foundation model should not act in isolation as an embodied agent. Yet, existing methods often optimize individual components of the agent stack, such as memory, context, skills, or action interfaces, rather than treating the supporting system itself as a unified policy. Moreover, interaction alone does not yield self-improvement unless execution experience is converted into persistent, validated system changes. We therefore propose RoboFoundry, the first embodied agentic framework that formulates this process as Self-Evolving System-as-Policy. RoboFoundry diagnoses capability gaps in decision-making and memory management, converts execution traces into validated task-specific system updates, and promotes recurring improvements to the general system. Evolution operates over two complementary surfaces: a context system that manages active internal context and persistent file-system memory, and a hierarchical skill system that organizes atomic skills, reusable compositions, and failure-conditioned recovery. A shared semantic interface separates embodiment-invariant decisions from embodiment-specific execution, allowing evolved system capabilities to transfer across heterogeneous robots. On EmbodiedBench, RoboFoundry achieves state-of-the-art performance, notably improving GPT-5.5 by 27.8%. It also brings Qwen3.7-Plus to near parity with GPT-5.5 (70.3% vs. 72.7%), showing consistent gains from system-as-policy evolution across foundation models. For long-horizon memory, RoboFoundry outperforms all baselines on RoboMemArena by at least 39.0%, even against methods assisted by external foundation models. On LIBERO-PRO, it further outperforms Cap-Agent0 by 243.8%-679.7% across all perturbation types. In real-world deployments, RoboFoundry demonstrates zero-shot transfer and online evolution across robots and tasks, highlighting its potential for fully autonomous embodied agents.

  • 18 authors
·
Sep 25 3

GeoCR: Learning a Generalist Cloud Removal Prior from Heterogeneous Observations

Cloud removal methods are typically specialized to individual datasets and input configurations, limiting reuse across sensors, spectral bands, and observation settings. We introduce GeoCR, a generalist model that unifies RGB-only-based CR and multispectral-based CR from single- or multi-temporal cloudy observations, with optional SAR guidance, within a single network. To accommodate different spectral and sensing domains, compact input and output stems extend a pretrained RGB autoencoder while keeping its encoder and decoder trunks frozen. This shared latent interface enables a single flow transformer to jointly model clean RGB and non-RGB latents, conditioned on separate cloudy-observation streams and optional SAR tokens. Through joint pretraining on the training splits of ten datasets comprising 883,331 cloud-free target images, GeoCR learns a shared cloud removal prior across these heterogeneous configurations. The same pretrained checkpoint supports direct inference without dataset-specific fine-tuning and efficient adaptation through low-rank adaptation (LoRA). We evaluate GeoCR against general image restoration and cloud removal methods on test splits of the contributing datasets under full-band and RGB-only settings. GeoCR achieves the best FID and DISTS on full-band SEN12MS-CR and Sen2_MTC_New and RGB-only CUHK-CR2, outperforming existing models and demonstrating the effectiveness of a reusable generative model across diverse settings.

D-JEPA: A Decision-Aligned Latent World Model

Latent world models predict the consequences of actions, but accurate prediction does not guarantee that latent distance reflects which candidate will execute successfully. We identify a decision-local prediction gap: among the few futures competing for execution, a candidate predicted closer to the goal can produce a worse realized outcome than an available alternative. We introduce D-JEPA, a decision-aligned latent world model that learns decision-relevant relations among candidate futures from executed outcomes. A bounded, permutation-equivariant operator jointly reasons over goal-relative predictive features and ordinal evidence, refining pretrained predictive geometry where action choices are most consequential. Restricted predictor adaptation and a shared ordinal interface extend this alignment across complementary predictive geometries. D-JEPA further realizes the learned decision structure in JEPA-compatible future representations, enabling deployment through native latent-distance planning. Evaluations across latent control, manipulation, pretrained action-producing models, physical robots and autonomous driving demonstrate improved action selection, including 87.89% success on PushT, a 15.04-point average gain on RoboTwin, and a 17-point gain on physical robot tasks. These results establish decision-relevant relational structure as a direct bridge between predictive world modeling and effective control.

NEBULIS-Lab NEBULIS Lab
·
Sep 21 2

Skel-WAM: A Hand-Skeleton-Conditioned World Action Model for Human-to-Robot Manipulation Transfer

Robot demonstrations are expensive to collect and often provide limited distributional coverage of task variations. Human videos offer a low-cost source of complementary manipulation experience, but learning from them requires bridging embodiment gaps in visual appearance and action spaces. We introduce Skel-WAM, a world action model that bridges these differences through a unified hand-skeleton motion interface. The key insight is to align human and robot motion through a common hand topology, combining skeleton overlays that ground motion in the scene with structured 2.5-D keypoints that encode explicit hand kinematics. Video and Keypoint Experts jointly learn visual and skeletal dynamics through a Mixture-of-Transformers, while a separate robot-trained Action Expert maps these predictions to executable controls. This separation enables human and robot demonstrations to directly supervise shared dynamics without requiring robot action labels for human videos. Across four real-world bimanual tasks and seven simulated tasks, Skel-WAM achieves average success rates of 79.86% and 63.29%, surpassing the strongest baseline by 22.22 and 8.28 percentage points, respectively. Human-robot cotraining more than doubles real-world success on task variations absent from robot training data, from 38.89% to 86.11%. These results demonstrate that a shared skeletal interface enables joint learning across human and robot data and expands robot task coverage through complementary human demonstrations.

  • 11 authors
·
Sep 17

UniGame: Turning a Unified Multimodal Model Into Its Own Adversary

Unified Multimodal Models (UMMs) have shown impressive performance in both understanding and generation with a single architecture. However, UMMs still exhibit a fundamental inconsistency: understanding favors compact embeddings, whereas generation favors reconstruction-rich representations. This structural trade-off produces misaligned decision boundaries, degraded cross-modal coherence, and heightened vulnerability under distributional and adversarial shifts. In this paper, we present UniGame, a self-adversarial post-training framework that directly targets the inconsistencies. By applying a lightweight perturber at the shared token interface, UniGame enables the generation branch to actively seek and challenge fragile understanding, turning the model itself into its own adversary. Experiments demonstrate that UniGame significantly improves the consistency (+4.6%). Moreover, it also achieves substantial improvements in understanding (+3.6%), generation (+0.02), out-of-distribution and adversarial robustness (+4.8% and +6.2% on NaturalBench and AdVQA). The framework is architecture-agnostic, introduces less than 1% additional parameters, and is complementary to existing post-training methods. These results position adversarial self-play as a general and effective principle for enhancing the coherence, stability, and unified competence of future multimodal foundation models. The official code is available at: https://github.com/AIFrontierLab/UniGame

  • 5 authors
·
Nov 24, 2025 2

WorldLine: Action-Driven Visual Simulation for Robotic Manipulation

Real-world robot learning is constrained by the cost of collecting experience and evaluating candidate behaviors. Video generation models offer a scalable foundation for visual simulators that predict action outcomes before physical execution. Yet they often favor visual plausibility over accurate action following and coherent robot--object dynamics, while action-conditioned simulators depend on scarce, embodiment-specific data that are difficult to share across incompatible control spaces. We introduce WorldLine, an action-driven visual simulator that decouples transferable dynamics learning from heterogeneous action grounding. WorldLine learns manipulation dynamics from more than 10,000 hours of action-free robot videos and grounds them using over 2,000 hours of action trajectories across more than ten embodiments. An image-space action representation provides a shared control interface across embodiments, while multi-view and failure-enriched training with relational regularization improves interaction-sensitive prediction. Robot-focused few-step distillation enables efficient causal rollout while preserving action-critical motion. Across held-out and out-of-domain settings, WorldLine maintains strong visual quality and robot-motion agreement; on failed trajectories, it improves robot-mask IoU by 0.1626 over the strongest baseline. It predicts trajectory success with 74% mean accuracy across RoboTwin and AgiBot, one percentage point above the strongest baseline. Without RoboTwin training or adaptation, its rollouts improve task success by up to 21.4 percentage points over direct policy execution. Together, these capabilities make WorldLine a scalable and efficient visual simulator for policy evaluation and embodied planning. More results are available at https://zhengsh123.github.io/WorldLine/{project page}.

Fantastic Adaptive Taxonomies and How to Use Them

An agent system's execution traces record how it fails, and procedures that improve such a system without changing model weights (trajectory selection, prompt and workflow optimization, runtime monitoring) read these traces for feedback. Yet raw traces are a poor medium for accumulating that feedback: long, instance-specific, and lacking a stable vocabulary for recurring failures. We argue that an agent system should instead maintain an explicit representation of how it fails, induced from its own behavior and reusable wherever failure feedback is needed. AdaMAST builds this representation by converting a target system's traces into a compact, evidence-grounded failure taxonomy: named failure codes organized along three fixed axes (system-level, role-specific, and domain-specific), with every name, definition, and evidence pattern induced from the traces; no code is hand-authored, no trace human-annotated. The taxonomy is not merely a post-hoc diagnostic but a shared feedback interface, improving agents in three ways. In agent-system search, taxonomy-coded diagnoses of failed candidates outperform free-form reflection on all five benchmarks we test. At runtime, taxonomy feedback raises SWE-agent's resolution on SWE-bench Verified Mini from 60% with free-text reflection to 70%, and improves Claude Code from 64.0% to 70.7% as a runtime skill. In trajectory selection, AdaMAST-Judge, a verifier built on the induced codes, improves best-of-5 accuracy on Terminal-Bench 2.0 by 8-15 points over Pass@1. The vocabulary itself is compact (an order-of-magnitude compression that preserves trace distinctions), human-faithful (matching expert failure annotations more closely than a hand-crafted reference vocabulary), and adaptive (taxonomies induced for different domains share few codes). Adaptive failure taxonomies close the loop between the traces agents produce and the procedures that improve them.

  • 12 authors
·
Jul 28

OneStreamer: Unifying Perception, Memory, and Proactive Response in Streaming Video Interaction

Streaming video LLMs must retain evidence before its relevance to future tasks is known and respond when sufficient evidence becomes available. The challenge is to form reusable factual memory without compromising real-time perception. We introduce OneStreamer, which jointly learns query-independent evidence recording and task response through a shared proactive generation process. Its Proactive Hierarchical Caption Memory (PHCM) produces time-grounded local-detail captions and summaries of completed events. Streaming caption targets supervise the interpretation of observed video prefixes during training. At inference, model-generated records complement a recent visual window, providing reusable factual context without revisiting historical visual features. Proactive State Transition Learning (PSTL) reduces the dominance of repeated waiting states by preserving supervision at all output anchors and selecting representative state-change and state-persistence tokens. We further develop a streaming data synthesis pipeline that aligns output content and timing with available evidence. Combining the resulting streaming captions and QA with cleaned open-source data yields OneStreamer-1M, a broad-coverage streaming video interaction dataset with over one million records spanning diverse tasks. Our 4B model achieves the best results among the compared methods across all eight evaluated streaming video understanding benchmarks. Ablations show that retaining generated captions improves historical QA without degrading real-time perception. PSTL also outperforms dense state supervision while supervising only 27.5% of annotated state tokens. Together, these results support proactive generation as a shared learning interface connecting perception, memory formation, and timely response in streaming video interaction.

SWE-Game: Can Coding Agents Build the Games We Want?

We introduce SWE-Game, a benchmark of 247 tasks grounded in 41 executable reference Godot games spanning 13 gameplay categories in 2D and 3D. Five task types cover development from a brief, implementation from a game design document, skeleton completion, repair of 83 injected-fault cases, and Godot-to-Unity porting. Reference materials specify the intended gameplay, while a shared instrumentation interface lets evaluator-owned drivers and probes execute actions and observe independently implemented games. Evaluation combines engine-state checks, certified reference-input replay, and agent-authored feature demonstrations to assess mechanic correctness, demonstrated playability, and behavioral restoration and preservation after repairs. Game-specific vision-language rubrics separately assess presentation. Across six models, Opus5 achieves the highest overall score in all five task types. Best overall scores remain below 60 out of 100 across the three construction tasks, with Brief-to-Game reaching 50.38. Analysis of reviewed submissions identifies requirement omissions and gameplay logic errors as predominant implementation problems. On human-labeled behaviors from 100 agent-built games, executable checks achieve 92.59% balanced accuracy, compared with 78.41% for a video-based VLM judge. Rubric-based visual scores reach a Spearman correlation of 0.829 with human ratings of 200 gameplay clips. Together, these results characterize current agent capabilities across game-development activities and support combining runtime evidence with visual assessment.

Bench2Dex: Benchmarking Visuo-Tactile Bimanual Dexterous Manipulation Across Dexterous Hands

Tactile sensing provides contact information that can be difficult to infer from vision alone, but tactile hardware for dexterous hands has not converged to a common design. Dexterous hands differ in finger structure, contact surfaces, and sensor layouts, while simulated tactile signals still differ from measurements produced by physical sensors. These factors make it difficult to study visuo-tactile manipulation across diverse dexterous hands within a consistent experimental setting. We present Bench2Dex, a simulation benchmark for visuo-tactile bimanual manipulation across 12 dexterous hands. We adapt existing robot models with a shared simulated tactile interface that converts local contact geometry into image-like tactile observations. The interface provides a consistent observation format across different hand morphologies without attempting to reproduce the output of a specific physical tactile sensor. Bench2Dex includes 26 bimanual manipulation tasks that involve tool use, articulated-object interaction, and multi-stage manipulation, together with about 1.3K human-teleoperated demonstrations. The benchmark provides synchronized visual, tactile, proprioceptive, action, and object-state observations, together with executable task metrics. For robustness, we group seven perturbation types into invariance axis, where the correct action does not change, and equivariance axis, where the correct action changes together with the perturbation. We evaluate ACT, Diffusion Policy, pi0.5, and GR00T N1.5 on Bench2Dex and report their performance and failure modes. Bench2Dex is meant as a platform for studying visuo-tactile learning across dexterous hands. It does not assume that simulated tactile observations can replace real tactile sensing; it offers a shared setting for algorithm development while tactile hardware and simulation models are still evolving.

  • 24 authors
·
Sep 13

A Glimpse into Long-term Physical Coexistence with Intelligent Robots

Long-term physical coexistence with intelligent robots requires more than capable robot policies. A persistent robotic assistant must support diverse user-facing interfaces, maintain long-horizon memory of people and preferences, coordinate across robot embodiments, and translate human intent into safe physical execution. We introduce PHILIA, a multi-robot agent built around a robot gateway abstraction. PHILIA retains the rich interaction and tool ecosystem of OpenClaw while exposing robot-local runtimes, onboard perception, navigation, speaker, and robot policies through a unified capability interface. This design decouples low-frequency, high-semantic agent reasoning from high-frequency, low-level robot execution, enabling plug-and-play integration of user interfaces, robot embodiments, and policy backends. As a result, the user experience becomes compositional: advances in user interfaces, robot embodiments, robot policies, navigation, or interaction algorithms can improve the overall experience without redesigning the system. We validate the architecture on Astribot S1 robots while designing the robot gateway contract to support future heterogeneous robot platforms through a shared capability interface for observation, task execution, navigation, speech playback, status monitoring, and task cancellation. We present representative use cases in which agent memory and scene understanding are grounded in robot actions. These span interactive household scenarios, ranging from simple organization to challenging long-horizon and dexterous service tasks, such as packing a backpack and lifting a garbage bag. We highlight the human-robot interaction flow, where contextual understanding of user intent and preferences, together with human-in-the-loop confirmation or adjustment during execution, is essential for effective assistance.

  • 8 authors
·
Jul 12

UniMPA: A Unified Memory-Prediction-Action Model via Action-Grounded Transition Modeling

Recent advances in Vision-Language-Action (VLA) models have improved robotic manipulation, yet observation-to-action learning remains limited by a fundamental transition realizability gap, manifested in three tightly coupled problems: (i) Transition ambiguity. Visually similar current observations may correspond to different manipulation phases and imply different subsequent transitions. (ii) Prediction--execution mismatch. A visually plausible predicted future observation does not necessarily correspond to a physically realizable transition. (iii) Experience--realization mismatch. A historically executable action pattern may not necessarily realize the intended transition in the current scene and therefore requires context-aware adaptation. Accordingly, we propose UniMPA, a Unified Memory-Prediction-Action model that addresses these problems through a shared action-grounded transition interface. (i) UniMPA introduces Persistent-Selective Future Prediction to resolve transition ambiguity by modeling the intended future state evolution. A persistent latent stream continuously tracks task-level progress, while a transition-critical pixel stream selectively resolves fine-grained interaction changes through memory-grounded prediction. (ii) To assess the physical executability of the anticipated transition, the predicted transition queries a temporal Visual-Action Memory Bank. The bank retrieves historically realized visual-action experience, grounding future prediction in executable evidence. (iii) To adapt executable experience to the current scene, an Action-Visual Memory Bank retrieves visually grounded action prototypes from historical action evolution. Prototype-Biased Flow then shifts the flow source toward a historically supported action manifold for context-aware refinement.

  • 6 authors
·
Sep 9

Exploring the Limits of Combinatorial Generalization in Embodied Manipulation

In embodied manipulation, Vision Language Action (VLA) models can execute atomic skills, but long-horizon manipulation requires recombining these skills without demonstrations for every skill combination. The full instruction route treats skill chaining as long-horizon imitation. In a controlled study, full instruction training on limited skill combination sequences reaches 40.0% ordered success on covered combinations but only 7.7% on recombination, suggesting memorization of sequence templates rather than robust skill recombination. We introduce Hierarchical Subtask Execution (HSE), a diagnostic framework that exposes skill recombination through a shared modular interface over the planner, trigger, and policy, decomposing long-horizon failures into separable modes. We introduce RoboCombine, a benchmark for skill recombination without combined skill training trajectories, with metrics for ordered success and transition conversion across subtask boundaries. RoboCombine reveals that atomic competence alone does not ensure ordered execution. Failures concentrate at transitions where downstream subtasks launch from handoff states from preceding subtasks rather than canonical atomic starts. We identify this mismatch as the start state gap. To address it, we introduce Pose Robust Task Initialization (PRTI), a lightweight atomic task post-training strategy that broadens start state coverage beyond canonical starts. Under oracle timed HSE on RoboCombine, PRTI reaches 18.16% ordered success, compared with 4.21% under random perturbation and 9.47% under a robot-reset oracle, without combined skill training trajectories. These results show that combinatorial generalization requires handoff robust atomic skills that convert first stage progress into reliable downstream execution, not merely decomposition into known subtasks. Code: https://github.com/AutoLab-SAI-SJTU/RoboCombine.

AutoLab-SJTU AutoLab
·
Oct 10 2

X-Tokenizer: A Multimodal Action Tokenizer for Vision-Language-Action Pretraining

Modern Vision-Language-Action (VLA) models must bridge pretrained vision-language reasoning and precise continuous robot control. Existing action tokenizers discretize actions primarily for reconstruction, producing codes that preserve motion geometry but provide only weak semantic supervision to the backbone. We therefore formulate action tokenization not as mere compression, but as semantic interface learning between multimodal reasoning and executable control. To this end, we introduce X-Tokenizer, a lightweight encoder-Semantic Residual Quantization (SRQ)-decoder architecture that provides a shared action interface across diverse robotic arm embodiments. Its key component, SRQ, imposes an asymmetric structure on residual vector quantization: the first level is trained with Masked Action Modeling (MAM) to form a discrete action language that captures coarse motion intent, while deeper levels remain reconstruction-oriented residuals that preserve fine-grained details. To further align action tokens with multimodal semantics, X-Tokenizer is pretrained with contrastive alignment to the representation space of a pretrained foundation model and with next-frame vision-language feature prediction. Pretrained on 2.4M trajectories (2.0B action frames), a single frozen X-Tokenizer plugs into a mixed discrete-continuous VLA as a representation-shaping supervision signal. X-Tokenizer achieves top real-world aggregate and strong RoboTwin 2.0 simulation results. Outperforming FAST in multimodal grounding (+13.5%) and long-horizon tasks (+8.25), it shows that action tokenizers serve as semantic interfaces for VLA pretraining beyond mere action compression.

  • 13 authors
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Jun 6

DexJoCo-X: Benchmarking Action Representations for Multi-Hand Dexterous Manipulation

As dexterous hands proliferate, collecting data and training policies separately for every morphology becomes increasingly impractical. Scalable cross-embodiment learning therefore requires a unified representation that captures shared manipulation structure while preserving morphology-specific control. Differences in hands, tasks, datasets, and control interfaces prevent existing studies from isolating the effects of representation, pretraining, and architecture. We introduce DexJoCo-X, a benchmark and toolkit for controlled comparison across seven representative dexterous hands, six single-arm and bimanual tasks, and 2,100 balanced demonstrations. DexJoCo-X provides a matched multi-hand, multi-task protocol with common scenes, success criteria, and execution interfaces, redesigned glove-to-hand mappings, and an automated pipeline that expands reviewed demonstrations across randomized scenes. Using π_{0.5}, Ego-Pi, and Being-H0.5, we examine whether a shared action interface is sufficient for multi-hand learning. Expanding π_{0.5} to an 80-dimensional bimanual output yields near-zero success. Ego-Pi preserves the pretrained action head through interleaved prediction and supports per-hand multi-task learning, but remains ineffective for seven-hand joint training. By contrast, Being-H0.5 combines cross-embodiment pretraining, a unified action space, and embodiment-aware experts, enabling one policy to control all seven hands. Within this architecture, function-aligned action slots achieve 47.7% mean success, compared with 47.0% for native coordinates and 33.1% for DexLatent. These results show that cross-embodiment representation depends on the entire learning system: action coordinates, pretraining, and architecture must jointly separate shared manipulation structure from embodiment-specific control.

  • 4 authors
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Oct 1

Agentic RSR: Real-to-Sim-to-Real through Scene Reconstruction and Execution-Grounded Robot Policies

A simulation of a real robot workspace must preserve task-relevant interactions, while policies developed in it must operate on observations available to the real robot. Yet scene reconstruction and policy development are often treated separately. We present Agentic Real-to-Sim-to-Real (Agentic RSR), a framework that links scene reconstruction, policy development, and real-robot execution through the same manipulation task. Given a workspace video, a task description, and a known robot model, an agent recovers metric scale, iteratively refines the scene using visual feedback, and checks task-relevant interactions in MuJoCo. A coding agent then develops an executable policy, progressing from privileged object poses to visual observations and randomized simulation. The policy can interleave multiple observations and actions within one invocation, while the agent uses execution feedback to continue, retry, or revise its approach. A shared task-level interface carries the policy and accumulated experience to the real robot, where fresh observations and safety checks guide execution. Using Claude Opus 5.5 through DeepSeek Harness (DSH), all 18 scenes across two robots pass the joint visual check; mean four-view Depth MAE against reference depth estimates is 0.0808 m, mean Lab ΔE_{76} is 8.01, and mean grayscale SSIM is 0.7338. In real-robot experiments, the aggregate task success rate reaches 80% of the simulation task success rate, indicating substantial retention of simulated performance on hardware. Code and reconstructed scene data will be made publicly available.

  • 10 authors
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Oct 10

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

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

  • 4 authors
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Sep 1

Code4Scene: Benchmarking Coding Agents for Constructing and Editing 3D Scenes

Frontier coding agents can now write and execute code that authors 3D environments, but whether they reliably understand 3D structure and precisely control scene state remains unclear. The generated 3D scene is a persistent, executable artifact: a convincing render can hide incorrect spatial relations, intersecting objects, or unintended modifications. We introduce Code4Scene, a benchmark of 190 Unreal Engine cases built from human-assembled scenes that evaluates coding agents on two complementary settings under a shared execution interface. Construction tests scene-level spatial reasoning from open-ended language specifications, where many realizations are valid; editing tests precise control of scene state, where the agent must recover the target scene from reference images while preserving everything else. Rather than scoring code or rendered views, Code4Scene evaluates the generated engine-native scene for task fulfillment, artifact integrity, and static physical validity, with edits additionally compared against withheld ground truth. Across 14 coding-agent configurations on the 95-case public set, construction and editing performance are strongly correlated but not interchangeable (Spearman ρ= 0.78): Claude Fable 5.1 leads construction, Gemini 3.8 Flash leads editing, and GPT-6 Astra narrowly leads overall. Spatial Composition is the weakest construction category for every agent, while editing remains imprecise: the best Repair F1 is only 0.527, and 35.8% of edits that fully recover the target still introduce unintended changes elsewhere in the scene. These results expose a gap between plausible 3D generation and reliable spatial reasoning and state control.

  • 9 authors
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Sep 28

Qwen-RobotWorld Technical Report: Unifying Embodied World Modeling through Language-Conditioned Video Generation

We introduce Qwen-RobotWorld, a language-conditioned video world model for embodied intelligence. With natural language as a unified action interface, it predicts physically grounded future visual trajectories from current observations across robotic manipulation, autonomous driving, indoor navigation, and human-to-robot transfer. This unified formulation provides three promising application directions: synthetic data generation for policy training augmentation, scalable virtual environments for policy evaluation, and language-guided planning signals for downstream robot control. This is achieved through a three-part design: a) Double-Stream MMDiT with MLLM Action Encoding, where a 60-layer double-stream diffusion transformer couples frozen Qwen2.5-VL semantics with video-VAE latents through layer-wise joint attention; b) Embodied World Knowledge (EWK), an 8.6M video-text corpus (200M+ frames) with action-language mapping over 20+ embodiments and 500+ action categories; and c) General+Expert Progressive Curriculum, a two-stage training strategy that first learns general visual priors and then injects embodied specialization under a shared language interface. Extensive results show strong competitiveness: ranks 1st overall on EWMBench and DreamGen Bench, outperforms all open-source models on WorldModelBench and PBench. Additional zero-shot analyses on RoboTwin-IF benchmark further support robust generalization and multi-view consistency.

Qwen Qwen
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Jun 14 2

Dream4ACT: A Shared Visual Action Interface for Multi-Embodiment Video-Action Modeling

Video generation models (VGMs) offer strong spatiotemporal priors for embodied observation--action modeling. However, joint-space action vectors lack explicit image-space structure and vary in dimensionality and semantics across embodiments, making it challenging to directly leverage the rich spatiotemporal priors of VGMs. End-effector visualizations provide an alternative but do not specify the full articulated configuration needed for robot execution. We present Dream4ACT, a world model built for joint video-action modeling across embodiments. To unify action representations across embodiments, we introduce a shared visual action interface, called action views, which render target joint configurations from four prescribed virtual cameras using URDF-based forward kinematics. This shared visual representation preserves embodiment-specific articulated geometry while allowing observation and action sequences to share a video autoencoder and diffusion transformer. Through masked flow-matching, our model supports forward dynamics, inverse dynamics, and joint observation--action generation within a single jointly trained model by varying which future sequences are corrupted. To recover executable action sequences from predicted action views, we propose a training-free, URDF-constrained multiview recovery mechanism, without a learned embodiment-specific decoder. Dream4ACT achieves an average success rate of 88.98\% on RoboTwin~2.0 and an overall score of 65.66 on TriWorldBench, supporting effective closed-loop manipulation and competitive action-conditioned multiview prediction through the visual action interface.

  • 9 authors
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Sep 29 2

EmbodiedSkills: A Unified Framework for Orchestrating, Training, and Deploying VLA Agents

Vision-language-action (VLA) models map visual observations and language instructions directly to robot actions, but long-horizon tasks require more than action prediction. An agent must coordinate perception, planning, execution, progress verification, and recovery as the physical state evolves. An action prediction or a model-generated skill decision does not, by itself, guarantee that the proposed operation is valid in the current state or that its outcome will be verified. We propose EmbodiedSkills, a unified framework that treats each skill decision as an execution proposal: the runtime checks its prerequisites before execution and verifies the outcome afterward. A shared executable-skill interface connects high-level skill selection, bounded low-level VLA execution, and post-action verification within a single agent loop. Because this interface remains fixed, low-level VLA policies can be replaced or adapted without changing the agent loop. The interface also records planning, execution, verification, and recovery events as structured trajectories, which provide supervision for individual components and can support optional online adaptation when interactive feedback is available. We instantiate EmbodiedSkills with Qwen3-VL and OpenPI/pi0.5 on RoboTwin 2.0 and LIBERO. Task-adapted low-level VLA policies achieve an average success rate of 86.20% across 50 RoboTwin 2.0 tasks and 97.40% across the four LIBERO suites. These results establish the execution performance of the task-adapted low-level VLA policies used in EmbodiedSkills. On four memory-dependent RMBench tasks, the same task-adapted execution approach achieves 12.5% average success. The framework provides a trainable and inspectable agent layer for turning these policies into closed-loop embodied systems.

  • 17 authors
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Aug 31 3

Paint-Anything: Unified Any-Color Control for Image Generation and Editing

Professional design requires any-color control: the ability to specify an object's target color with any 24-bit hex value for image generation and editing. Prior work has explored color generation, editing, and colorization, but often relies on dedicated color representations or specialized inference procedures. Advances in large language models offer a simpler starting point: even compact models can associate hex values with color semantics. We present Paint-Anything, which learns a shared hex-prompt interface for generation and editing through object-level color supervision. We develop a data pipeline that constructs Paint-500K from real images through object grounding, perceptual color labeling, and editing-pair synthesis. Since shadows make real-image labels only approximate colors, we complement this supervision with pure-color anchors whose pixels exactly match their paired hex values. These anchors are used only at high-noise timesteps, leaving low-noise training to natural images. We further introduce Any Color Benchmark (ACBench), comprising ACBench-T2I and ACBench-Edit, to measure object-level hex color fidelity across both tasks. On FLUX.2-4B, Paint-Anything improves ACBench-T2I and ACBench-Edit scores by 85.3% and 28.3%, respectively, relative to the base model, with ablations supporting the training recipe. It also achieves the highest average CompColor score among the compared methods.

Continuous Reasoning for Vision-Language-Action

Natural language is a powerful reasoning medium for language and vision-language models, but it is mismatched to the granularity of continuous control. Text and explicit subgoals operate at task-level granularity, whereas vision-language-action (VLA) policies must choose actions at a much finer temporal scale; a single reasoning step can therefore span many action chunks while remaining only weakly coupled to the action needed now. This suggests a different question for VLA: what should play the role of language? We argue that a useful VLA reasoning medium must be shareable across model instances, verifiable through downstream action improvement, and aligned with temporally extended control structure. Based on this view, we propose Continuous Reasoning for Vision-Language-Action. Our model first predicts continuous reasoning in the form of a structured set of continuous thoughts, then reuses them as shared context for chunk-structured action generation. Better action prediction alone does not certify good reasoning: if the same internal medium cannot be shared across model instances and independently verified through improved downstream control, the added latent may simply become a model-private shortcut that helps on seen behaviors without supporting generalizable control. We therefore instantiate continuous reasoning as a shared Gaussian latent interface and train it with a self-verification objective in which an exponential-moving-average teacher must successfully consume the student's reasoning when predicting target actions. Empirically, Continuous Reasoning improves LIBERO-PRO robustness and performs strongly on real robots, raising mean subtask success over π0.5 by 40.4% on TX-G2, an AgiBot G2-compatible variant, and 26.3% on HSR. This suggests that reasoning in VLA is less about extra tokens than about a shareable, verifiable internal language for action.

  • 3 authors
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May 28 1

MedPixel: A Unified Pixel-Language Model for Medical Reasoning and Segmentation

Reliable medical image understanding requires models to connect clinical language and visual reasoning with pixel-level grounding. Yet medical vision-language models often lack precise localization, whereas medical segmenters typically rely on explicit target categories or precise spatial prompts. This divide is reinforced by a supervision mismatch: segmentation datasets provide precise masks but little language supervision, whereas medical vision-language data rarely pair language with dense spatial annotations. To address this gap, we present MedPixel, a unified medical pixel-language model built around a shared language--mask interface. To provide scalable supervision, we introduce MedPLG-440K, comprising approximately 440K pixel-language task samples constructed through a clinically motivated synthesis process without external LLM annotation. MedPixel is trained with joint multi-task supervised fine-tuning followed by Pixel-Level Preference Optimization, which uses ground-truth masks as offline verifiers to derive response preferences from mask quality. MedPixel supports a broad spectrum of tasks spanning explicit grounding, implicit reasoning, spatial interaction, grounded explanation, and medical VQA. Across this task spectrum, MedPixel achieves strong performance in both pixel-level prediction and response generation, together with effective zero-shot transfer to external grounding benchmarks and robustness to imperfect spatial prompts. Code and model checkpoints will be released at https://github.com/yhy-whu/Medpixel.

  • 8 authors
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Aug 9

MMLA-RSI: Recursive Self-Improvement through RTT and RTMA

An agent can improve its behavior within an unresolved problem by changing how it acts and which experience it retains. We propose MMLA-RSI, a recursive self-improvement scheme with two implementations in Memory-Mediated Learning Architecture: Reasoning-Time Training (RTT) changes the policy state Φ, while Reasoning-Time Memory Adaptation (RTMA) changes authoritative memory M. Each route also makes its adaptation method an object of improvement. A current numerical updater trains the policy proposing its successor; a current memory manager chooses the records available to the process proposing its successor. An independently admitted successor takes over the same role in the next generation. We give bounded executable rule languages, shared task/proposal interfaces, and one algorithm for either route or their composition. The RTT instance changes scalar schedules in a clipped-momentum update. The RTMA instance chooses NULL or a complete-row write with possible eviction. A fixed interpreter, trusted committer, and independent evaluator bound what can change. State versions, read closures, and conditional properties describe causal execution, accepted transitions, and finite work. Existing numerical-component studies motivate the construction. In four-candidate program selection, retaining LARC feedback updates reduces expected error by 24.65 and 36.65 percentage points for two trained initializations. In chronological continuous-integration replay, feedback binding is positive while retention increases loss. Completed SQL studies improve substantially over an unadapted substrate but do not establish the required additional online benefit. These results characterize their declared components. The two recursive routes and their joint realization are specified here; their beneficial recursive chains and discovery efficiency remain to be evaluated.

  • 2 authors
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Oct 13

Web$hell: A Unified Interface for Agentic Web Access

Large language model (LLM) agents are becoming direct users of the open web. As they take on increasingly complex and information-intensive tasks, effective web access is becoming a core capability for agentic problem solving. Existing approaches have advanced agentic web access through different access models, including search-augmented agents, browser-based agents, and, more recently, filesystem-based agents. Nevertheless, as users expect agents to complete long-horizon, end-to-end tasks, they increasingly need to conduct broad information gathering, perform browser actions, and revisit acquired evidence within a single trajectory. Yet our preliminary analyses reveal that existing access models struggle to meet these demands. They primarily support either information gathering or browser interaction, while combining their capabilities can involve substantial costs or performance trade-offs. To this end, we present Web\hell, an interface that unifies web access under a single access model. Using a common schema defined by WebContract, WebCompiler compiles live webpages into addressable information and action objects. These objects are maintained in WebCache and handled through a shared set of operations, providing agents with consistent, operable, and persistent web access. Through extensive experiments across web search, web navigation, and deep research benchmarks, we show that Webhell achieves strong task performance at lower cost. Our results further indicate the importance of interface design for effective web access, with Web\$hell opening new possibilities for more capable and efficient LLM agents on the web.

APEX-Harm: Evaluating Agent Safety in Shared Professional Workspaces

Professional agents increasingly work through command-line interfaces and multiple tools over shared workspaces containing files, messages, and business applications. These environments create safety risks that are difficult to capture with attacks placed at a single, known read location. We introduce APEX-Harm, a benchmark for evaluating prompt and script injection against long-horizon agents performing finance, consulting, and legal tasks in large workspaces. Each task contains 115 to 328 files, together with email, calendar, chat, document, spreadsheet, PDF, and code-execution tools exposed through MCP servers. The benchmark includes six attack categories covering static and dynamic injections, task-specific script replacement, and attacker-provided generic scripts, and evaluates attack success, exposure, and task performance. We evaluate 12 frontier models on 180 task instances per model. Opus 5 and Sonnet 5 have the lowest overall attack success rates (8% and 20%), while task-specific script replacement and attacker-provided generic script attacks remain substantially more effective, averaging 81-84% and 73% attack success, respectively. Gemini 3.8 Flash achieves the highest mean task score (0.877) while still exhibiting a 33% attack success rate. These results show that completing the requested task is not sufficient evidence of safe behavior: an agent can produce a correct deliverable while also performing an unauthorized action in the workspace.

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

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

  • 4 authors
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Jul 26

CogWAM: Aligning Semantic Cognition with World Action Modeling via Event-Driven Interfaces

Robot policies increasingly incorporate semantic reasoning and future-world prediction, yet combining these capabilities does not guarantee that local predictions and actions remain aligned with task progress. We introduce CogWAM, a cognition-guided world-action model that establishes an explicit semantic interface between task reasoning and world-action learning through a persistent Semantic State, which stores completed task events and the active subtask. CogWAM updates this state only when observations indicate semantic transitions, allowing task-level context to persist across multiple action chunks. To bridge semantic context with physical prediction and control, CogWAM employs progress-conditioned WORLD and ACTION queries that selectively extract task-relevant information for future-world prediction and action generation. During training, the Semantic State provides shared task-progress context for both branches, while inference removes the future-prediction branch and directly generates actions from observations and the maintained state. We further introduce semantic training strategies to improve transition learning and closed-loop conditioning. Without additional robot-action pretraining, CogWAM achieves 15.56 / 11.70 % Score/SR on RoboDojo and state-of-the-art performance on BiCoord, while real-world experiments demonstrate closed-loop dual-arm manipulation with 16.4 fewer Semantic State regenerations than step-wise updating.

  • 10 authors
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Sep 28

Thinker-WM: A Unified World Model with Shared Multimodal Representations for Embodied Intelligence

World models have emerged as a promising paradigm for embodied AI, yet existing systems often remain fragmented in the modalities they model and the functions they support. In particular, visual dynamics, geometric structure, and executable action are commonly coupled through separate interfaces or downstream modules rather than being jointly represented and evolved within a shared dynamics model. In this work, we present Thinker-WM, a unified multimodal world model that jointly models and generates RGB, metric depth, and robot action through a shared intermediate Unified Dynamics Transformer with modality-specific encoders and decoders. The model performs multimodal unification at the representation level: appearance, geometry, and action are transformed into a common dynamic representation and jointly evolved by shared parameters, while their distinct output structures are preserved. The same parameterization supports multiple functions, including joint video-action generation, world prediction, policy inference, action-conditioned generation, video-to-action generation, and inverse dynamics. To examine whether the shared representation captures action-related information, we introduce a lightweight motion probe that shows the frozen visual representation contains recoverable motion information. Thinker-WM is trained on a heterogeneous corpus comprising approximately 20K hours of egocentric video, 10K hours of real-robot data, and 1K hours of simulation data, including approximately 4K hours of real-robot data with aligned depth supervision. Extensive experiments demonstrate strong performance across embodied world-model evaluations. Thinker-WM ranks first on EWMBench, WorldOlympiad and WorldArena, while controlled studies further demonstrate the benefits of action conditioning, geometric interaction, and multi-function training within the shared representation.

  • 11 authors
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Oct 12

Air-Ground Collaborative Vision-and-Language Navigation via Shared Bird's-Eye Maps

Air-ground collaborative Vision-and-Language Navigation (VLN) pairs an unmanned aerial vehicle (UAV) with a global bird's-eye view and an unmanned ground vehicle (UGV) with a local first-person view, yet the setting remains largely unexplored: existing training-free methods solve single-agent tasks but offer no collaboration mechanism, and a recent CARLA-Air evaluation found no stable cooperative behavior across five state-of-the-art VLA models; naive semantic communication or bidirectional coupling even degrades performance. We establish AGC-VLN (Air-Ground Collaborative VLN), the first training-free baseline for air-ground collaborative VLN. The key insight is that training-free methods decompose navigation into VLM-based semantic reasoning and deterministic geometric execution, exposing a collaboration interface: the UAV's global view, over which it renders the UGV's reported pose and the VLM-anchored target as CAR/GOAL markers with distance labels, yielding a shared bird's-eye map. From this map, the UGV acquires global spatial context its first-person view cannot provide, plans a road-following path with a frozen VLM, and executes it under closed-loop control; in parallel, the UAV runs 3D-SPF, a spatial-search upgrade of SPF that localizes the target in the downward view and flies toward it. On 100 closed-loop episodes in CARLA-Air's Town10HD scene, AGC-VLN reaches a 77.0% joint success rate, a collaboration gain of +27.0% over the weaker individual agent (the UAV, 50.0%), and exceeds the strongest published single-agent baseline (Travel UAV, 53.0%) by 24.0 points, stemming from the complementarity of the UAV's global view and the UGV's road-following execution. Project page: https://github.com/ZSN2024/AGC-VLN.

  • 6 authors
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Sep 7

UniBCI: Towards a Unified Pretrained Model for Invasive Brain-Computer Interfaces

Modeling invasive neural spike data is fundamental to advancing high-performance brain-computer interfaces (BCIs). However, existing approaches face critical challenges, including limited-scale heterogeneous data, cross-domain distribution shift, and the intrinsic spatiotemporal complexity of invasive neural signals. In this work, we propose UniBCI, a unified pretrained model for invasive Brain-Computer Interfaces. The model integrates three key components: (1) a context-conditioned spatio-temporal tokenization (CST) scheme that embeds neural signals together with metadata into a shared representation space; (2) a hierarchical Interval-Area Attention (IAA) mechanism that captures patterns of spike dynamics in slots via linear attention and locality dependencies via sliding-window attention; and (3) a scalable self-supervised masked signals reconstruction objective for learning generalizable neural representations from large-scale unlabeled data. We construct a pretraining corpus spanning multiple species, subjects, brain regions, and behavioral experiment paradigms. These heterogeneous recordings are standardize via our proposed unified normalization and tokenization. Comprehensive experiments demonstrate that UniBCI achieves SOTA performance across diverse downstream tasks while improving generalization. Moreover, the model achieves a strong balance between accuracy and efficiency, with fewer trainable parameters and lower inference latency. These results suggest that UniBCI provides a practical step toward general-purpose neural foundation models, enabling robust, scalable, and transferable representation learning for invasive neural data. The code for this paper is available at: https://anonymous.4open.science/r/UniBCI-C805.

  • 4 authors
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Apr 29

What You Can't See Is What You Learn: Restricted Evidence Visibility Favors Compositional Generalization in Shared-Genome Language-Model Societies

Multi-module systems often expose every module to the full input. We test whether restricting evidence visibility changes which solutions gradient-based training discovers. Four-cell societies share one frozen pretrained language model and one low-rank adapter, communicating only through two model-width continuous vectors in a fixed relay. On a prospectively sealed natural-language function-composition task, we train ten matched restricted/global pairs sharing initialization bytes, training order, token layout, parameters, and computation; only the attention mask differs. Restricted societies outperform their globally visible twins by at least 20 points at both depths in 9 of 10 pairs, with median paired advantages of 0.7648 and 0.6050. Cutting communication reduces every restricted society to chance, and the depth-three advantage remains 0.558 on programs whose composite function never appeared in training. Across six audited restricted societies, same-value packet transplants preserve behavior at 0.94-1.00 across all tested interfaces; destructive interventions collapse performance; and counterfactual packets redirect outputs toward the mathematically predicted answer. The sole high-performing global model also requires communication, but its same-value packets are not interchangeable across episodes. Restricted visibility is thus not necessary for composition; under this protocol it substantially increases the probability of a generalizing relay and favors a reusable, value-indexed interface. The complete preregistered battery nevertheless formally fails because restricted-arm median depth-three accuracy is 0.6988, below the 0.70 floor. An earlier qualification cohort likewise yielded 0/10 complete passes: one model met every task-performance gate, but all ten failed ordinary-language preservation, confining the system to explicitly task-gated use.

  • 1 authors
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Aug 19

Demo of the Linguistic Field Data Management and Analysis System -- LiFE

In the proposed demo, we will present a new software - Linguistic Field Data Management and Analysis System - LiFE (https://github.com/kmi-linguistics/life) - an open-source, web-based linguistic data management and analysis application that allows for systematic storage, management, sharing and usage of linguistic data collected from the field. The application allows users to store lexical items, sentences, paragraphs, audio-visual content with rich glossing / annotation; generate interactive and print dictionaries; and also train and use natural language processing tools and models for various purposes using this data. Since its a web-based application, it also allows for seamless collaboration among multiple persons and sharing the data, models, etc with each other. The system uses the Python-based Flask framework and MongoDB in the backend and HTML, CSS and Javascript at the frontend. The interface allows creation of multiple projects that could be shared with the other users. At the backend, the application stores the data in RDF format so as to allow its release as Linked Data over the web using semantic web technologies - as of now it makes use of the OntoLex-Lemon for storing the lexical data and Ligt for storing the interlinear glossed text and then internally linking it to the other linked lexicons and databases such as DBpedia and WordNet. Furthermore it provides support for training the NLP systems using scikit-learn and HuggingFace Transformers libraries as well as make use of any model trained using these libraries - while the user interface itself provides limited options for tuning the system, an externally-trained model could be easily incorporated within the application; similarly the dataset itself could be easily exported into a standard machine-readable format like JSON or CSV that could be consumed by other programs and pipelines.

  • 4 authors
·
Mar 21, 2022

SWE-Adept: An LLM-Based Agentic Framework for Deep Codebase Analysis and Structured Issue Resolution

Large language models (LLMs) exhibit strong performance on self-contained programming tasks. However, they still struggle with repository-level software engineering (SWE), which demands (1) deep codebase navigation with effective context management for accurate localization, and (2) systematic approaches for iterative, test-driven code modification to resolve issues. To address these challenges, we propose SWE-Adept, an LLM-based two-agent framework where a localization agent identifies issue-relevant code locations and a resolution agent implements the corresponding fixes. For issue localization, we introduce agent-directed depth-first search that selectively traverses code dependencies. This minimizes issue-irrelevant content in the agent's context window and improves localization accuracy. For issue resolution, we employ adaptive planning and structured problem solving. We equip the agent with specialized tools for progress tracking and Git-based version control. These tools interface with a shared working memory that stores code-state checkpoints indexed by execution steps, facilitating precise checkpoint retrieval. This design enables reliable agent-driven version-control operations for systematic issue resolution, including branching to explore alternative solutions and reverting failed edits. Experiments on SWE-Bench Lite and SWE-Bench Pro demonstrate that SWE-Adept consistently outperforms prior approaches in both issue localization and resolution, improving the end-to-end resolve rate by up to 4.7%.

  • 2 authors
·
Feb 28

CoStream: Composing Simple Behaviors for Generalizable Complex Manipulation

Long-horizon, contact-rich complex manipulation tasks, such as seating a GPU into a PCIe slot, demand both millimeter high precision and out-of-the-box generalization to new tasks. Existing paradigms struggle to satisfy both: classical pipelines use brittle, task-specific interfaces to achieve high-precision control but require costly pipeline redesigns to adapt to new tasks, whereas monolithic end-to-end policies provide better generalization but lack high precision on complex, out-of-distribution tasks unless retrained with new data. Both paradigms share an implicit assumption: once a manipulation capability is acquired, it must be deployed as a rigid pipeline or monolithic whole, rather than being freely decomposed and recomposed. In this paper, we show that complex manipulation capabilities can emerge naturally from the composition of simple, independent behaviors. Rather than deploying a monolithic policy or a rigid pipeline, we propose CoStream, a framework orchestrating foundation models and diverse sensing modalities into multiple composable core behaviors: a semantic behavior extracting spatial constraints via foundation models; a predictive behavior forecasting trajectories by tracking keypoints in imagined videos; and a reactive behavior providing high-frequency tactile and force corrections. On a shared SE(3) interface, these outputs compose by right-multiplication into a single pose command at each control step, executed by a compliant controller. We demonstrate CoStream on 8 real-world tasks spanning everyday manipulation and precision assembly, with the strongest gains in contact-rich assembly and object transfer, and show robust recovery from manual perturbations during execution. Website: https://costream-simple.github.io

  • 10 authors
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Jun 25

Real2Gym: Building Gyms from Videos, Bringing Skills to Robots

Real-world videos provide rich demonstrations of manipulation, but turning them into reusable robot skills requires visually aligned environments, executable physical interactions, and mechanisms for learning from experience. We introduce Real2Gym, an agentic Real2Sim2Real framework that turns human and robot demonstrations into interactive simulation gyms and brings skills acquired in simulation to physical robots. The Real2Sim module reconstructs editable scenes, aligns objects and cameras with the input, validates demonstrated or retargeted actions through native physics execution, and generates task-conditioned variations with action-feasibility checks. Within these environments, the agent generates executable code for manipulation stages, observes their outcomes, and distills successful attempts and failures into reusable task procedures, object-relative motions, and recovery strategies. Through a shared perception-and-control interface, these skills guide subsequent execution in simulation and on real robots, with motions adapted to current observations and no updates to the underlying model weights. Extensive evaluations demonstrate that Real2Gym enables high-fidelity simulation environment reconstruction, outperforming GPT-6 Astra Direct Mode by 16.7% in success rate with approximately 74.9% fewer policy-execution tokens across these environments, while exceeding it by 33.3% in physical robot execution success rate across four tasks on a real Franka robot.

A GPU-Parallel Framework for Heterogeneous Multi-Task Reinforcement Learning

GPU-parallel simulation provides abundant robot interaction, but existing benchmarks rarely combine this scale with heterogeneous manipulation tasks and standardized multi-task RL evaluation. We introduce Hebero (Heterogeneous Benchmark for Robot Learning), a GPU-parallel Isaac Lab benchmark that enables efficient joint training and evaluation of a single policy across all 40 heterogeneous tasks. Scaling experiments show that increasing parallel replicas per task improves success under a fixed wall-clock budget. To support learning with sparse rewards and limited demonstrations, we propose Demonstration-Guided Policy Optimization (DGPO), which reuses demonstrations for dense tracking rewards and asymmetric value learning. Its shared stack supports controlled comparisons of learner-specific demonstration interfaces within PPO. Within DGPO framework, we introduce IW-ABC, which uses a lightweight per-task learning progress signal to coordinate adaptive behavior cloning (ABC), relaxing demonstration guidance with task progress, and importance weighting (IW), emphasizing lagging tasks in PPO updates. With 50 demonstrations per task, IW-ABC achieves 90.1% state-input mean success, outperforming the strongest baseline FAMO-ABC by 7.8 percentage points. Its visual counterpart reaches 93.5% mean success. Real-world experiments further demonstrate that a single multi-task policy trained in simulation can successfully perform four tasks on a physical Piper robot. The project page is available at https://hebero-rl.github.io/.

nvidia NVIDIA
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Oct 5 2

Dynin-Robotics: Omnimodal Unified Diffusion Vision-Language-Action Model

Visual goal and dynamics prediction can provide language-conditioned robot policies with both a target outcome and a representation of action-dependent scene changes. We bring these predictions into action generation and selection through a shared trajectory model. Dynin-Robotics implements this formulation on Dynin-Omni, an omnimodal masked-diffusion backbone, representing language, visual observations, goals, and actions as discrete tokens. By varying conditioning and target spans, the same model learns action prediction, action-conditioned next-observation prediction, terminal goal-state prediction, and trajectory-to-instruction reconstruction. These interfaces support test-time scaling through goal prediction, action-candidate evaluation, and joint refinement of action and future-state predictions. We continually pretrain the model on approximately 1.33 million trajectories from 48 Open X-Embodiment datasets and adapt it separately to downstream domains. On two VLABench tasks, robot pretraining improves adaptation within a fixed Stage-2 step budget, and the full objective mixture improves shifted-instruction success over Policy-only post-training under the same coupled decoder. Combining goal guidance with joint action-next-state denoising further improves shifted-instruction success over action-only decoding; the benefit depends on how the predictions are composed. Dynin-Robotics achieves competitive performance on LIBERO and zero-shot LIBERO-Plus, together with a 78.4% average success rate across four manipulation conditions on a Franka Research 3 robot. An optimized block-parallel implementation accelerates model-side action decoding by up to 29.2x relative to the base implementation under the reported profiling setup. These results support shared trajectory modeling as a common interface for learning complementary robot objectives and composing their predictions during control.

snu-aidas AIDAS Lab
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Sep 10 2

PAIR: Bridging Perception and Action in Vision-Language-Action Models

Vision-language-action (VLA) models map visual observations and language instructions to continuous robot actions. This task requires a transition from representations that describe the scene and instruction to representations that support action generation. Many continuous-action VLAs leave this transition implicit and supervise it mainly through the final action-prediction loss. We introduce PAIR, a framework that learns a shared perception-action representation between these two spaces. During training, a Masked Action Autoencoder encodes expert action chunks into horizon-aligned Action Latent Tokens. A Bridge Module extracts task-relevant features from the current visual-language representations. PAIR aligns these features with the Action Latent Tokens to form Bridge Tokens that preserve task information and capture the structure of expert actions. The Bridge Tokens are then projected into the action-token space and injected into the initial Action Tokens, providing an action-ready starting point for Action Expert refinement. At inference, the autoencoder is removed, and the Bridge Tokens are generated only from the current observation and instruction. Experiments on LIBERO, LIBERO-Plus, and CALVIN ABC-D show gains for the evaluated OpenVLA-OFT and VLA-Adapter models. On LIBERO-Plus, PAIR raises VLA-Adapter's success rate from 59.1% to 64.2%. On CALVIN, it increases VLA-Adapter's average completed sequence length from 4.42 to 4.53. Across seven real-world tasks, PAIR raises OpenVLA-OFT's success rate from 51.4% to 65.0%. Representation analyses show that Bridge Tokens retain task information while making continuous-action information accessible before Action Expert refinement. These results support a shared intermediate representation as a useful interface between perception and action in continuous-action VLAs.

  • 3 authors
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Oct 5 1

CORD: Learning Reusable Degradation Representations Across Heterogeneous Physical Systems

Can heterogeneous physical degradation systems benefit from joint pretraining and move beyond system-specific prognostics toward reusable cross-system representation learning? CORD combines type-specific observation interfaces with a shared degradation backbone. Its two self-supervised objectives learn at complementary scales: Intra-Observation Structure Modeling (ISM) captures structure within observations, while Inter-Observation Dynamics Modeling (IDM) captures latent degradation evolution across observation histories. We evaluate CORD under two transfer boundaries: Pretraining-Included System Types, where downstream datasets and held-out units are unseen but their system types are represented during source pretraining, and Pretraining-Excluded System Types, where the entire turbofan-engine type is absent from pretraining. Across bearings, batteries, and cutting tools, CORD (Multi-domain) consistently improves over CORD (Single-domain) under Frozen adaptation, provides further gains under Full FT in most settings, and remains competitive with representative external baselines. Source-pretrained initialization also improves low-label adaptation to the pretraining-excluded engine type. Frozen-representation analysis further shows improved cross-unit lifecycle consistency after multi-domain pretraining. Joint pretraining across heterogeneous physical systems thus produces degradation representations reusable across devices, datasets, and system types.

  • 2 authors
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Sep 29

SolarWM: Open Data and Scalable Training for Long-Horizon Video World Models

We introduce SolarWM, a fully open foundation for building interactive video world models from data preparation through long-horizon inference. Training across heterogeneous data sources and video backbones is challenging: datasets differ in temporal scale, camera geometry, visual quality, motion, and captioning styles, while video generators use distinct representations and architectures. Naive data mixing and model-specific implementations therefore produce inconsistent supervision and make results difficult to reproduce and compare. SolarWM addresses this coupling with a reconfigurable multi-source data engine and a backbone-native adaptation framework. The engine converts 1.43 million canonical clips from 10 datasets into a unified, frame-aligned contract covering visual observations, metric camera geometry, captions, quality metadata, selection decisions, and provenance, while decoupling source processing from mixture construction. Under shared camera-conditioning, training, and inference interfaces, we instantiate four 5B--33B models based on Wan2.2, LTX-2.5, and MiniMax-H3 while preserving their native representations and objectives. A unified three-stage recipe combines bidirectional adaptation, teacher-forced autoregressive initialization, and distribution matching distillation. The resulting causal models enable real-time interaction over rollouts ranging from minutes to hours after being trained on only 5s sequences. By releasing the resulting data, pipeline, recipes, weights, and framework, SolarWM provides a reproducible and extensible foundation for interactive world-model research.

Grounded Skill Synthesis from Code at Scale for Agentic Intelligence

Reusable skills give agents transferable procedural knowledge, making scalable acquisition essential for extending agents beyond prior experience. Existing methods face two limitations: trajectory-based synthesis requires interactions with specific environments, while document-derived skills may lack executable evidence and verification. Source code offers a complementary path: it requires no prior agent experience yet provides executable evidence for grounding abstractions. We present Code2Skill, a fully automated pipeline that transforms selected code units into implementation-anchored records of atomic operations, composite workflows, and recurring patterns, then verifies each record through source-body-blind reconstruction and source-aware comparison. Applied to 19,769 popular, actively maintained GitHub repositories, Code2Skill produces CodeSkillBank, a grounded bank of 1,006,822 accepted records with workflow, boundary, provenance, and source-evidence metadata. Across 72 protocol-matched evaluations covering nine model settings and eight benchmarks, models augmented with retrieved CodeSkillBank skills improve by 11.7% on average over matched baselines and outperform them in 57 cases. Under a unified downstream interface, Code2Skill also outperforms trajectory-derived skill banks on all seven shared benchmarks, showing that repository-derived skills can provide useful procedural knowledge before agents accumulate sufficient interaction experience. Skills synthesized from tested AI-generated code achieve a 93.50% pass rate, compared with 93.00% for human-written code, providing initial evidence that the pipeline can expand with the growing volume of AI-generated software. Overall, Code2Skill transforms procedural knowledge embedded in repositories into grounded, verifiable, and transferable agent skills.

Witness: Discovery, Deciphering, and Epiphany in Interactive Puzzle Environments

Automated science needs agents that can work out the rules of an unfamiliar environment by interacting with it. Interactive rule-discovery puzzles offer a controlled setting for studying this ability: an agent infers hidden rules through experimentation and uses what it has inferred to reach a stated goal. We ask what limits current language models on these puzzles and whether reinforcement learning (RL) improves performance on rules held out from training. To study both, we introduce WITNESS, a 2D grid-based puzzle environment with ground-truth ASCII observations and controlled access to rules. An agentic pipeline generates games for WitnessGym, the RL training suite, and WitnessBench, comprising public validation and private test games. The validation set separately tests new compositions of trained rule primitives and primitives absent from training. Under a shared harness, the best of 18 frontier proprietary and open-weight models solves only 24\% of private test level slots, with scores sensitive to the observation interface and agent configuration. Providing ground-truth rules raises Opus-5's validation RHAE-L5 (relative human action efficiency over the first five levels) from 59.9 to 97.8, whereas a 27B open-weight model gains only 2.1 points and remains limited even with the rules provided. RL on WitnessGym raises the 27B model's private test RHAE-L5 from 2.1 to 5.4 and yields a mean gain of 4.1 points on four external discovery benchmarks. Together, these results point to rule acquisition as a major difficulty for frontier models like Opus-5 while smaller models further struggle on rule-based execution, and indicate that RL on hidden-rule puzzles transfers to broader rules and real-world tasks beyond training. Benchmark is available at: https://witnessbench.ai

  • 9 authors
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Sep 25

CloudFormer: An Attention-based Performance Prediction for Public Clouds with Unknown Workload

Cloud platforms are increasingly relied upon to host diverse, resource-intensive workloads due to their scalability, flexibility, and cost-efficiency. In multi-tenant cloud environments, virtual machines are consolidated on shared physical servers to improve resource utilization. While virtualization guarantees resource partitioning for CPU, memory, and storage, it cannot ensure performance isolation. Competition for shared resources such as last-level cache, memory bandwidth, and network interfaces often leads to severe performance degradation. Existing management techniques, including VM scheduling and resource provisioning, require accurate performance prediction to mitigate interference. However, this remains challenging in public clouds due to the black-box nature of VMs and the highly dynamic nature of workloads. To address these limitations, we propose CloudFormer, a dual-branch Transformer-based model designed to predict VM performance degradation in black-box environments. CloudFormer jointly models temporal dynamics and system-level interactions, leveraging 206 system metrics at one-second resolution across both static and dynamic scenarios. This design enables the model to capture transient interference effects and adapt to varying workload conditions without scenario-specific tuning. Complementing the methodology, we provide a fine-grained dataset that significantly expands the temporal resolution and metric diversity compared to existing benchmarks. Experimental results demonstrate that CloudFormer consistently outperforms state-of-the-art baselines across multiple evaluation metrics, achieving robust generalization across diverse and previously unseen workloads. Notably, CloudFormer attains a mean absolute error (MAE) of just 7.8%, representing a substantial improvement in predictive accuracy and outperforming existing methods at least by 28%.

  • 4 authors
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Sep 3, 2025

What Questions Should Robots Be Able to Answer? A Dataset of User Questions for Explainable Robotics

With the growing use of large language models and conversational interfaces in human-robot interaction, robots' ability to answer user questions is more important than ever. We therefore introduce a dataset of 1,893 user questions for household robots, collected from 100 participants and organized into 12 categories and 70 subcategories. Most work in explainable robotics focuses on why-questions. In contrast, our dataset provides a wide variety of questions, from questions about simple execution details to questions about how the robot would act in hypothetical scenarios -- thus giving roboticists valuable insights into what questions their robot needs to be able to answer. To collect the dataset, we created 15 video stimuli and 7 text stimuli, depicting robots performing varied household tasks. We then asked participants on Prolific what questions they would want to ask the robot in each portrayed situation. In the final dataset, the most frequent categories are questions about task execution details (22.5%), the robot's capabilities (12.7%), and performance assessments (11.3%). Although questions about how robots would handle potentially difficult scenarios and ensure correct behavior are less frequent, users rank them as the most important for robots to be able to answer. Moreover, we find that users who identify as novices in robotics ask different questions than more experienced users. Novices are more likely to inquire about simple facts, such as what the robot did or the current state of the environment. As robots enter environments shared with humans and language becomes central to giving instructions and interaction, this dataset provides a valuable foundation for (i) identifying the information robots need to log and expose to conversational interfaces, (ii) benchmarking question-answering modules, and (iii) designing explanation strategies that align with user expectations.

  • 4 authors
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Oct 18, 2025 2

Sharing State Between Prompts and Programs

The rise of large language models (LLMs) has introduced a new type of programming: natural language programming. By writing prompts that direct LLMs to perform natural language processing, code generation, reasoning, etc., users are writing code in natural language -- natural language code -- for the LLM to execute. An emerging area of research enables interoperability between natural language code and formal languages such as Python. We present a novel programming abstraction, shared program state, that removes the manual work required to enable interoperability between natural language code and program state. With shared program state, programmers can write natural code that directly writes program variables, computes with program objects, and implements control flow in the program. We present a schema for specifying natural function interfaces that extend programming systems to support natural code and leverage this schema to specify shared program state as a natural function interface. We implement shared program state in the Nightjar programming system. Nightjar enables programmers to write Python programs that contain natural code that shares the Python program state. We show that Nightjar programs achieve comparable or higher task accuracy than manually written implementations (+4-19%), while decreasing the lines of code by 39.6% on average. The tradeoff to using Nightjar is that it may incur runtime overhead (0.4-4.3x runtime of manual implementations).

  • 4 authors
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Dec 16, 2025 1

When Agents Coordinate: Measuring Coordination in Multi-Agent AI Coding

We study how teams of AI coding agents coordinate while solving programming tasks. Current evaluations usually report whether the agents complete the task and how much the run costs, leaving the coordination inside the team largely unmeasured. We introduce an instrument to measure this coordination. Each run is represented as a temporal network in which agents and files are nodes, and messages, file writes, and file reads are timestamped directed edges with an associated cost. We apply this instrument to 1902 runs, each evaluated with a fixed test suite, across configurations that vary the team size, the team structure, and the file policy. The resulting networks show how coordination changes as teams grow and as the work changes. Direct messaging initially increases close to quadratically with the number of agents, with much of this growth coming from an early round of introductions. As the teams grow further, this increase levels off in the largest teams we study, where agents increasingly communicate through broadcast messages. The task also shapes the network that emerges. Work built around a shared specification produces dense, highly connected teams, while pipeline tasks produce sparse networks organised around local interfaces. Shared files can replace repeated 1-to-1 communication, cutting output tokens by about 42% at eight agents on message-heavy work, while adding overhead when files already carry the coordination. Naming one agent as coordinator creates no communication hub and provides no reliable improvement in success. We also observe an unprompted tendency for agents to seek out hidden grading material. We repeat the key experimental conditions in a sealed environment, replacing the hidden material with marked placeholder files. Across 244 additional runs, agents still reach for it in four fifths of runs, while the coordinator and file-channel findings reproduce.

  • 2 authors
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Aug 16

Generation-Augmented Generation: A Plug-and-Play Framework for Private Knowledge Injection in Large Language Models

In domains such as biomedicine, materials, and finance, high-stakes deployment of large language models (LLMs) requires injecting private, domain-specific knowledge that is proprietary, fast-evolving, and under-represented in public pretraining. However, the two dominant paradigms for private knowledge injection each have pronounced drawbacks: fine-tuning is expensive to iterate, and continual updates risk catastrophic forgetting and general-capability regression; retrieval-augmented generation (RAG) keeps the base model intact but is brittle in specialized private corpora due to chunk-induced evidence fragmentation, retrieval drift, and long-context pressure that yields query-dependent prompt inflation. Inspired by how multimodal LLMs align heterogeneous modalities into a shared semantic space, we propose Generation-Augmented Generation (GAG), which treats private expertise as an additional expert modality and injects it via a compact, representation-level interface aligned to the frozen base model, avoiding prompt-time evidence serialization while enabling plug-and-play specialization and scalable multi-domain composition with reliable selective activation. Across two private scientific QA benchmarks (immunology adjuvant and catalytic materials) and mixed-domain evaluations, GAG improves specialist performance over strong RAG baselines by 15.34% and 14.86% on the two benchmarks, respectively, while maintaining performance on six open general benchmarks and enabling near-oracle selective activation for scalable multi-domain deployment.

  • 9 authors
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Jan 12

Into the LidarVerse: A Real-Time Unified LiDAR World Model Across Tasks and Sensors

We present LidarVerse, a real-time unified LiDAR world model for sensor simulation across tasks and sensors. Existing LiDAR simulators largely follow one of two complementary paradigms: reconstruction-based methods preserve the geometry of a captured scene but require lengthy per-scene optimization, whereas generative methods amortize learning across data but lack the consistency needed for long-horizon rollouts. LidarVerse brings both paradigms into a single, unified conditional generative framework. A universal tokenizer maps LiDAR range sequences into a shared latent space, where a bidirectional teacher learns a common interface for conditioning on a LiDAR prefix, an HD-Map, a persistent spatial cache, and optionally, text. Varying the available scene evidence turns the same model into a generator of new worlds, a point-cloud forecaster, or a generalizable resimulator of observed scenes without per-scene optimization. We distill the teacher into a four-step autoregressive causal student and maintain both a rolling temporal K/V cache and a world-aligned spatial cache, enabling persistent long-horizon rollouts with real-time inference at 11 FPS on a single H100 GPU. LidarVerse achieves state-of-the-art performance on most reported metrics across all three evaluation protocols, while its tokenizer supports 32-, 64-, and 128-beam LiDAR and generalizes to an unseen scanning pattern. These results demonstrate that generative and reconstruction-grounded LiDAR simulation can be realized within one model, providing the core capabilities for future closed-loop sensor simulation.

  • 6 authors
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Oct 12

Worldscape-MoE: A Unified Mixture-of-Experts World Model for Scalable Heterogeneous Action Control

World models are rapidly becoming a core infrastructure for embodied intelligence and interactive agents: they provide controllable simulators in which agents can perceive, act, forecast, and acquire scalable experience. Yet current video generation world models are still organized around isolated control interfaces, such as camera trajectories, robot actions, or hand-joint signals. This fragmentation is increasingly a scaling bottleneck. The central challenge is not the absence of controllable generators, but the lack of a unified and extensible learning framework that can absorb heterogeneous action supervision while preserving a shared model of world dynamics. In this work, we introduce Worldscape-MoE, a Mixture-of-Experts world model built on Diffusion Transformers for scalable heterogeneous action control. Our key observation is that different controls specify different interfaces to the same underlying world: although their representations differ, they constrain shared physical regularities, scene dynamics, and interaction semantics. Worldscape-MoE operationalizes this observation through modality-aware control injection, shared and control-specific experts, and a progressive MoE tuning strategy that supports continual extension to new action modalities. Experiments across locomotion, robotic manipulation, and egocentric hand control show that heterogeneous supervision improves rather than interferes with individual control capabilities. Worldscape-MoE achieves strong results on WorldArena, improves locomotion and hand-control metrics, exhibits robust out-of-distribution generalization, and demonstrates scaling behavior as additional control data and experts are integrated.

  • 16 authors
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Jul 3

Motus2: A Self-Evolving General World Model for Dexterous Manipulation

General embodied agents should perceive, predict, act, evaluate, and improve within a unified system. World models have shown great promise in building such agents, yet existing models typically append an action output head to a world simulator, without coupling them into a closed decision-and-learning loop for policy improvement. We present Motus2, a self-evolving general world model for dexterous manipulation. Motus2 advances world modeling through model scaling and data scaling. For model scaling, a single model with shared weights exposes three control interfaces: a policy (world-action model), a simulator (action-conditioned world model), and an evaluator (value model). The policy proposes candidate action chunks, the simulator predicts their visual consequences, and the evaluator assesses the predicted outcomes. Their coupling forms a closed decision-and-learning loop for policy improvement. This formulation uses curated expert demonstrations for action learning, while failed and suboptimal interactions provide valuable evidence for dynamics modeling and value learning. For data scaling, Motus2 progresses from large-scale monocular egocentric data to synchronized stereo egocentric data, followed by robot-domain adaptation with robot trajectories and supplementary human-robot alignment data. Motus2 further studies global-autoregressive and hybrid-memory extensions of its sliding-window context, adds tactile feedback for contact-aware control, and is instantiated on a fully biomimetic platform with stereo vision, dual arms, dual dexterous hands, and tactile sensing. Together, egocentric data scaling and closed-loop general world model scaling provide a general path toward self-evolving dexterous manipulation.

  • 19 authors
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Aug 30

Think When Needed: Adaptive Reasoning-Driven Multimodal Embeddings with a Dual-LoRA Architecture

Multimodal large language models (MLLMs) have emerged as a powerful backbone for multimodal embeddings. Recent methods introduce chain-of-thought (CoT) reasoning into the embedding pipeline to improve retrieval quality, but remain costly in both model size and inference cost. They typically employ separate reasoner and embedder with substantial parameter overhead, and generate CoT indiscriminately for every input. However, we observe that for simple inputs, discriminative embeddings already perform well, and redundant reasoning can even mislead the model, degrading performance. To address these limitations, we propose Think When Needed (TWN), a unified multimodal embedding framework with adaptive reasoning. TWN introduces a dual-LoRA architecture that attaches reasoning and embedding adapters to a shared frozen backbone, detaching gradients at their interface to mitigate gradient conflicts introduced by joint optimization while keeping parameters close to a single model. Building on this, an adaptive think mechanism uses a self-supervised routing gate to decide per input whether to generate CoT, skipping unnecessary reasoning to reduce inference overhead and even improve retrieval quality. We further explore embedding-guided RL to optimize CoT quality beyond supervised training. On the 78 tasks of MMEB-V2, TWN achieves state-of-the-art embedding quality while being substantially more efficient than existing generative methods, requiring only 3-5% additional parameters relative to the backbone and up to 50% fewer reasoning tokens compared to the full generative mode.

  • 5 authors
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May 13

Agensh: Scaling Organizational Intelligence to 1,024 Agents

A multi-agent system can reduce latency on complex tasks by executing work concurrently. Several pioneering harness frameworks support multi-agent systems. However, the scalability of current multi-agent harnesses is often constrained by a central orchestrator's capacity to allocate tasks and coordinate workers. To address this limitation, we introduce Agensh, a scalable self-organized multi-agent harness without a central orchestrator: concurrent workers execute a multi-agent cooperation loop, continuously gathering context, claiming and self-assigning sub-tasks, taking action and sharing findings, verifying results, and merging progress in an asynchronous manner. The loop is supported by the agentic organization infrastructure comprising three components: a shared workspace holds proposed, ongoing, and completed work; a message interface lets workers communicate; and shared context retains reusable findings and work intentions. To test the scalability of Agensh, we evaluate it on the five hardest ProgramBench tasks with GPT-5.6-sol (high). Scaling from 1 to 128 agents raises the mean final test-pass rate from 19.31% to 28.78%, an approximately 49% relative improvement. Larger organizations reach comparable test-pass rates earlier. On pandoc, scaling from 1 to 1,024 agents raises the final test-pass rate from 33.89% to 55.06%. Worker trajectories further show that different forms of self-organized cooperation gradually emerges and standardizes as the organization grows. These results reveal the number of agents as a new scaling dimension for multi-agent organizations to expand the frontier of general intelligence, offering a practical solution for complex tasks under hard latency constraints or time budgets.

HERCULES: An Open-Source Simulation Framework for Heterogeneous Multi-Robot SLAM, Collaborative Perception, and Exploration

We present HERCULES, an open-source simulator and data-collection pipeline for heterogeneous multi-robot autonomy. Built upon the Unreal Engine 5 (UE5)-based simulators AirSim and Cosys-AirSim, HERCULES resolves key architectural limitations of prior frameworks to enable concurrent unmanned aerial and ground vehicle (UAV-UGV) operation in large-scale, photorealistic, dynamic environments. It introduces a new waypoint-tracking UGV controller that mirrors existing UAV control interfaces, and provides a shared navigation stack for mapping, traversability analysis, planning, and control across heterogeneous platforms. Expanding inherited sensor suites, it adds physics-based long-wave infrared (LWIR) cameras and configurable night-vision modes for degraded visual environments. HERCULES provides lightweight APIs, ROS 2 wrappers, and rigorous time synchronization across sensors and platforms, and brings state-of-the-art game-engine capabilities into robotics simulation, integrating intelligent agents such as pedestrians, traffic, and wildlife with high-fidelity dynamic phenomena, including fire, flooding, and crop disease spread. HERCULES runs in two modes: passively, replaying offline-designed trajectories to generate reproducible multi-modal datasets, and actively, running an online planner in closed loop from live observations. Our experiments in heterogeneous multi-robot SLAM, collaborative perception, and exploration, using both HERCULES-generated data and active closed-loop execution, demonstrate its utility for advancing heterogeneous multi-robot autonomy. We publicly release our source code, experiment code, documentation, and datasets, including a heterogeneous multi-robot SLAM benchmark collected with two UAVs and two UGVs across kilometer-scale desert, forest, and city environments, at https://lunarlab-gatech.github.io/HERCULES-website.

  • 4 authors
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Jun 21

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
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Sep 29

Uncovering Understanding-Generation Synergy in Native Unified Multimodal Models: From Representation, Task to System

While unified multimodal models (UMMs) jointly perform visual understanding and generation within a single model, functional unification does not guarantee learning synergy: the two objectives may reinforce each other, compete for capacity, or merely coexist. We investigate their relationship at the representation, task, and system levels in a controlled, structurally native setting without pretrained vision priors. At the representation level, we find that each objective provides useful signal to the other: generation enriches the visual features learned for understanding, while understanding strengthens vision--language alignment for generation. However, when both objectives are forced through the same computation path, one tends to dominate. A task-decoupled architecture that specializes conflicting visual computation while preserving semantic interaction avoids this asymmetric degradation. At the task level, through three case studies, we find positive bidirectional transfer when understanding and generation tasks rely on shared knowledge. At the system level, we show that an end-to-end UMM outperforms a matched planner--executor pipeline on complex tasks that explicitly require both image understanding and generation. Together, these results show that the value of UMMs extends beyond a unified interface: appropriate specialization, shared task knowledge, and end-to-end optimization can turn coexistence into synergy.

  • 6 authors
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Aug 31 2

SWE-Hub: A Unified Production System for Scalable, Executable Software Engineering Tasks

Progress in software-engineering agents is increasingly constrained by the scarcity of executable, scalable, and realistic data for training and evaluation. This scarcity stems from three fundamental challenges in existing pipelines: environments are brittle and difficult to reproduce across languages; synthesizing realistic, system-level bugs at scale is computationally expensive; and existing data predominantly consists of short-horizon repairs, failing to capture long-horizon competencies like architectural consistency. We introduce SWE-Hub, an end-to-end system that operationalizes the data factory abstraction by unifying environment automation, scalable synthesis, and diverse task generation into a coherent production stack. At its foundation, the Env Agent establishes a shared execution substrate by automatically converting raw repository snapshots into reproducible, multi-language container environments with standardized interfaces. Built upon this substrate, SWE-Scale engine addresses the need for high-throughput generation, combining cross-language code analysis with cluster-scale validation to synthesize massive volumes of localized bug-fix instances. Bug Agent generates high-fidelity repair tasks by synthesizing system-level regressions involving cross-module dependencies, paired with user-like issue reports that describe observable symptoms rather than root causes. Finally, SWE-Architect expands the task scope from repair to creation by translating natural-language requirements into repository-scale build-a-repo tasks. By integrating these components, SWE-Hub establishes a unified production pipeline capable of continuously delivering executable tasks across the entire software engineering lifecycle.

  • 14 authors
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Feb 27

Sema Code: Decoupling AI Coding Agents into Programmable, Embeddable Infrastructure

AI coding agents have become central to developer workflows, yet every existing solution locks its reasoning capabilities within a specific delivery form, such as a CLI, IDE plugin, or web application. This limitation creates systemic barriers when enterprises attempt to reuse these capabilities across heterogeneous engineering environments. To address this challenge, we present Sema Code, an open AI coding framework built on the principle of being embeddable, pluggable, and framework-first. Sema Code completely decouples the core agent engine from all client layers, publishing it as a standalone npm library that any runtime can drive programmatically. Built around this architecture, we designed eight key mechanisms: multi-tenant engine isolation, FIFO input queuing with safe session reconstruction, adaptive context compression, multi-agent collaborative scheduling, intelligent Todo-based process management, four-layer asynchronous permission control, three-tier ecosystem integration spanning MCP, Skills, and Plugins, and a background task framework with separated execution and observation privileges. These mechanisms collectively address the engineering challenges of transforming a complex agent engine into a shared, programmable core. Demonstrating its architectural versatility, the same Sema Core engine simultaneously powers a VSCode extension and a multi-channel messaging gateway, which we name SemaClaw, to unify agent interactions across platforms such as Telegram and Feishu. These represent two fundamentally different product forms sharing an identical reasoning kernel, differing only at the client layer.

CoFL-S: Spatially Queryable Sector Flow Fields for Local Language-Conditioned Navigation

Vision-Language Navigation has increasingly emphasized high-level instruction reasoning, memory, global map construction, and instruction decomposition, while the low-level action representation remains comparatively underexplored. We propose CoFL-S, a low-level vision-language-action framework that predicts a language-conditioned flow field over the robot's local visible sector and generates continuous trajectories by rolling out the predicted field. To train this low-level representation, we convert each VLN-CE episode, originally a whole-episode instruction paired with an action sequence, into frame-level local supervision with aligned sub-instructions and matched action, trajectory, and dense flow-field targets. For evaluation, we introduce a continuous-time Habitat benchmark that isolates low-level action interfaces from instruction decomposition and executes all methods through a shared velocity-command controller, enabling decomposition-independent closed-loop comparison across different planner frequencies rather than fixed discrete forward-and-turn transitions in VLN-CE. Under matched encoders and training settings, CoFL-S consistently outperforms baselines across planner frequencies in the continuous-time Habitat benchmark, and zero-shot real-world closed-loop deployment further shows its advantage over the evaluated baselines beyond simulation. See the project website at https://github.com/ut-dragon-lab/CoFL

  • 8 authors
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Sep 24

Cheaply Evaluating Inference Efficiency Metrics for Autoregressive Transformer APIs

Large language models (LLMs) power many state-of-the-art systems in natural language processing. However, these models are extremely computationally expensive, even at inference time, raising the natural question: when is the extra cost of deploying a larger model worth the anticipated boost in capabilities? Better understanding this tradeoff fundamentally could benefit from an inference efficiency metric that is both (i) easily comparable across models from different providers, and (ii) representative of the true cost of running queries in an isolated performance environment. Unfortunately, access to LLMs today is largely restricted to black-box text generation APIs and raw runtimes measured through this interface do not satisfy these desiderata: model providers can apply various software and hardware optimizations orthogonal to the model, and models served on shared infrastructure are susceptible to performance contention. To circumvent these problems, we propose a new metric for comparing inference efficiency across models. This metric puts models on equal footing as though they were served (i) on uniform hardware and software, and (ii) without performance contention. We call this metric the idealized runtime, and we propose a methodology to efficiently estimate this metric for autoregressive Transformer models. We also propose cost-aware variants that incorporate the number of accelerators needed to serve the model. Using these metrics, we compare ten state-of-the-art LLMs to provide the first analysis of inference efficiency-capability tradeoffs; we make several observations from this analysis, including the fact that the superior inference runtime performance of certain APIs is often a byproduct of optimizations within the API rather than the underlying model. Our methodology also facilitates the efficient comparison of different software and hardware stacks.

  • 6 authors
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May 3, 2023

Urban Spatio-Temporal Foundation Models for Climate-Resilient Housing: Scaling Diffusion Transformers for Disaster Risk Prediction

Climate hazards increasingly disrupt urban transportation and emergency-response operations by damaging housing stock, degrading infrastructure, and reducing network accessibility. This paper presents Skjold-DiT, a diffusion-transformer framework that integrates heterogeneous spatio-temporal urban data to forecast building-level climate-risk indicators while explicitly incorporating transportation-network structure and accessibility signals relevant to intelligent vehicles (e.g., emergency reachability and evacuation-route constraints). Concretely, Skjold-DiT enables hazard-conditioned routing constraints by producing calibrated, uncertainty-aware accessibility layers (reachability, travel-time inflation, and route redundancy) that can be consumed by intelligent-vehicle routing and emergency dispatch systems. Skjold-DiT combines: (1) Fjell-Prompt, a prompt-based conditioning interface designed to support cross-city transfer; (2) Norrland-Fusion, a cross-modal attention mechanism unifying hazard maps/imagery, building attributes, demographics, and transportation infrastructure into a shared latent representation; and (3) Valkyrie-Forecast, a counterfactual simulator for generating probabilistic risk trajectories under intervention prompts. We introduce the Baltic-Caspian Urban Resilience (BCUR) dataset with 847,392 building-level observations across six cities, including multi-hazard annotations (e.g., flood and heat indicators) and transportation accessibility features. Experiments evaluate prediction quality, cross-city generalization, calibration, and downstream transportation-relevant outcomes, including reachability and hazard-conditioned travel times under counterfactual interventions.

  • 3 authors
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Feb 5 2

WHAR Arena: Benchmarking the State of the Art in Efficient Wearable Human Activity Recognition

Deep learning has become the dominant paradigm in Wearable Human Activity Recognition (WHAR), yet progress is obscured by a comparability crisis. Results are often reported using inconsistent datasets, custom data processing, and varying evaluation protocols, making state-of-the-art claims fragile. We address this with a large-scale, open-source benchmark that integrates 30 diverse datasets under standardized processing, unified model interfaces, and a shared cross-subject evaluation protocol. Evaluating 17 representative architectures across 4760 training runs, we jointly measure predictive performance alongside on-device latency, peak memory, and model size on an Android reference device. Our results reveal that the WHAR state of the art is distributed rather than dominated by a single architecture. While CNN-HAR achieves the highest mean macro-F1, top-performing models cluster tightly, indicating contemporary architectures have converged near a predictive performance ceiling. When accounting for deployment efficiency, compact neural models, such as TinierHAR, and classical Random Forests define the practically relevant Pareto frontier, whereas larger recurrent and hybrid models incur high hardware costs without corresponding performance gains. Consequently, while predictive performance has plateaued, substantial potential for future progress remains in optimizing deployment efficiency and improving adaptation to domain shifts. We release our full framework to support transparent reuse and extension.

  • 5 authors
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Jun 10

MetaRSI / RSI2: A Meta-Recursive Self-Improving System for Recursive Self-Improving Systems Themselves

Recursive self-improvement (RSI) lets a system improve the model-building machinery from its own failures, so every later model inherits the gain. Yet RSI has been validated almost exclusively on coding and formal benchmarks such as science QA and mathematics. This format bound limits RSI to improvement within a machine-checkable slice, not general capability where questions are open and correctness is settled by argument, replication, or measurement. We argue RSI must next operate across real, diverse scientific, engineering, and meta-scientific domains, not where formal evaluation is merely tractable. To that end we present MetaRSI-v1, where improvement is the scheduled composition of three typed operators over one unified paradigm. Data-RSI amplifies existing competence and marks its boundary; Harness-RSI edits a five-slot scaffold without touching weights; Model-RSI internalizes capability into parameters through bounded training. Sharing one loop kernel and artifact vocabulary, they make data, scaffold, and model changes composable rather than exclusive. A two-axis optimizer jointly decides operator order and each operator's proposal policy, while a meta-level policy revises the schedule across terms. We validate MetaRSI-v1 under the field's standard evaluations, on code and closed-form science, with no external teacher: the target model plays every role in its own loop. MetaRSI-v1 reframes self-improvement from a single-surface edit to a composition across the full model-production pipeline, opening two paths: a model route internalizing capability through training, and a harness route leaving weights untouched and thus extending self-improvement to any model reachable through an interface, with Data-RSI redefined as the shared substrate feeding both. The framework further yields refutable laws on where loops exist, how operators compose, and what supervision buys.

  • 31 authors
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Sep 8

Cascadia: A Control-Plane-Free Alternative to Hyperconverged AI Infrastructure

We present Cascadia, a system for serving large language models on fleets of commodity Intel AIPCs using their CPU, integrated-GPU, and NPU resources. Every node embeds ingress, scheduling, and execution; inference requests require no dedicated routing control plane. Nodes join a libp2p QUIC mesh using CA-issued ed25519 admission certificates, gossip signed capabilities, exchange live load over direct peer streams, and route OpenAI-compatible requests to eligible peers. An operator-run certificate authority handles admission and fleet management outside the inference path. Three serving modes share one interface: whole-model execution on one node, load-balanced replicas, and pipeline-sharded chains using the compilation and speculative decoding mechanism of our companion paper. Optional KV-cache mobility reuses compatible conversation prefixes after a routing move, with cold recomputation on a miss. Signed response receipts and hash-chained logs support provenance and audit. A three-node Phi-3.5-mini NPU testbed delivered 3.10x the response throughput of its one-node configuration under ten concurrent requests; a separate four-node deployment recorded 4.06x the throughput of direct single-node serving. Paired latency observations, runtime measurements, and internal functional checks characterize the tested configurations. We compare Cascadia with IBM, Nutanix, VMware, and HPE platforms on deployment footprint, hardware requirements, scheduling, scaling, licensing, and trust, using vendor documentation. The paper repository provides benchmark scripts, curated measurements, and a claim-to-evidence map.

  • 4 authors
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Sep 29

Learning from Others, Acting for You: Cross-User Memory Sharing for LLM Agents

Large language model (LLM) agents serving different users often solve related tasks, yet separate user histories can leave reusable experience inaccessible to other agents. Pooling memories expands access but risks transferring preferences that conflict with the receiving user's requirements. We introduce ShareMem, a memory architecture that shares reusable experience while grounding its application in the receiving user's own preferences. Shared experiences indicate how to act and which preferences to consult; the receiving user's memory supplies their concrete values. Two-stage consolidation refines experience locally before integrating accepted edits into a shared pool. During execution, scope-first retrieval jointly selects local and shared experiences under a common entry budget, while a user-bound channel supports initial and agent-initiated preference retrieval. We evaluate ShareMem across web navigation (Mind2Web), online personalized interaction (VitaBench~2.0), and multi-session coding (MemoryCode) with four backbone models. It improves step success, average task success, and dialogue-macro coding scores, respectively, over matched user-local memory across all four models. Ablations favor two-stage consolidation for smaller shared pools, lower induction token usage, and better downstream performance, and support complementarity between experience guidance and active preference retrieval. Further analyses show that sharing helps most when relevant local experience is scarce, while source quality and cross-user preference interference limit useful transfer.

  • 7 authors
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Sep 25

S-Bus: Automatic Read-Set Reconstruction for Multi-Agent LLM State Coordination

Concurrent LLM agents sharing mutable natural-language state produce Structural Race Conditions (SRCs): write-write and cross-shard stale-read conflicts that silently corrupt agent output. Existing multi-agent frameworks (LangGraph, CrewAI, AutoGen) provide no write-ownership semantics over shared state. We present S-Bus, an HTTP middleware whose central mechanism is a server-side DeliveryLog: a per-agent log of HTTP GET operations that automatically reconstructs each agent's read set at commit time without agent SDK changes under HTTP/1.1. The consistency property the DeliveryLog provides -- Observable-Read Isolation (ORI), a partial causal consistency over the HTTP-observable projection of the read set -- prevents structural race conditions when agents collaborate via shared shards. Three contributions: (C1) The DeliveryLog mechanism for automatic HTTP-traffic-based read-set reconstruction, with three-tier mechanised evidence: ReadSetSoundness and ORICommitSafety machine-checked in TLAPS (modulo one retained typing axiom); exhaustive TLC at N=3 (20,763,484 distinct states, zero violations); Dafny discharges 9 inductive soundness lemmas. (C2) Empirical structural-conflict prevention parity against PostgreSQL 17 SERIALIZABLE and Redis 7 WATCH/MULTI on shared-shard contention sweeps with 427,308 active HTTP-409 conflicts: zero Type-I corruptions across all three backends. (C3) ORI's operating envelope is topology-conditional: semantically neutral in dedicated-shard workloads; harmful in single-shard collaborative writing because preservation propagates concurrent contradictions. Source code: https://github.com/sajjadanwar0/sbus

  • 1 authors
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May 15 1

Shared Selective Persistent Memory for Agentic LLM Systems

Agentic LLM systems that generate code through multi-turn tool use face a fundamental context problem: each session starts from zero, discarding the configuration choices, domain constraints, data schemas, and tool-use patterns that made previous sessions productive. Naively persisting entire conversation histories is token-inefficient and counterproductive: irrelevant context degrades generation quality. We introduce shared selective persistent memory, an architecture that identifies and retains four categories of reusable context (task specifications, data schemas, tool configurations, and output constraints) while discarding session-specific reasoning traces. Crucially, this memory is shared: workspaces encapsulating selective memory can be transferred across users with role-based access control, enabling collaborative reuse without redundant specification. We implement it in a deployed collaborative workspace platform where LLM agents produce, edit, and maintain git-versioned artifacts (dashboards, reports, and data-driven documents) from heterogeneous sources (CSV, SQL, REST APIs, and MCP servers). A complementary zero-token data refresh mechanism decouples generated programs from runtime data, enabling artifact reuse without re-invocation. Across three enterprise scenarios, shared selective persistent memory achieves 96% task completion (vs. 79% without memory and 71% with full history). Zero-token refresh eliminates LLM re-invocation for recurring updates (14x task-time reduction), while summary-driven generation cuts per-invocation token cost by 97x versus raw data injection. A replication on four public datasets confirms generalizability, with zero-token refresh succeeding in 12/12 trials. Notably, naive full-history persistence actively degrades completion by biasing the agent with stale traces, while selective memory outperforms both extremes.

  • 3 authors
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Jul 9

Exploring the Convergence of HCI and Evolving Technologies in Information Systems

Modern technology driven information systems are part of our daily lives. However, this deep integration poses new challenges to the human computer interaction (HCI) professionals. With the rapid growth of mobile and cloud computing and the Internet of Things (IoT), the demand for HCI specialists to design user-friendly and adaptable interfaces has never been more pressing. Especially for diverse user groups such as children, the elderly and people with disabilities who need interfaces tailored to their needs regardless of time and location. This study reviewed 50 recent papers on HCI interface design for modern information systems. The goal is to see how well these methods address the demands of current technology. The findings show that most HCI design methods are still based on old desktop models and do not support mobile users and location-based services well. Most existing interface design guidelines do not align with the flexibility and dynamism of emerging technologies. The goal of this study is to improve interface design by combining agile methodologies with human-centered design principles. Future studies should also incorporate both qualitative and quantitative approaches, particularly in the context of cloud-based technologies and organizational information systems. This approach aims to bridge the gap between current interface design practices and the changing technological landscape.

  • 5 authors
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Jun 10, 2025

ASIL: Replacing Screenshot-and-Click with Structured State and Semantic Actions

Powerful code agents can execute scripts, call tools, and manage files, yet many important applications remain accessible primarily through graphical user interfaces. We argue that screenshot-and-click is an inefficient interface for software-operating agents: screenshots are state-incomplete, and GUI actions are brittle, semantically weak, and poorly matched to long-horizon planning. We introduce ASIL (Agent-Software Interaction Layer), an agent-native interface that exposes software through structured JSON observations and code-executable semantic actions, realized through the deepest feasible access path for each application. We instantiate ASIL across 15 applications and a benchmark of 300 single-application and 80 multi-application tasks. ASIL reaches above 80 with closed models while executing fewer than five actions per task. Under a repaired runtime and a 50-step screenshot budget, the same tasks yield 6.6 and 26.6 strict success under screenshot-and-click control, rising to 15.0 and 53.3 on an easier OSWorld-comparable band. Against application-native interfaces on matched tasks, ASIL exceeds LibreOffice's UNO API by 28-38 strict points but only matches draw.io's MCP content contract. The structured modality also suits training: small-scale SFT raises Qwen3.5-2B from 58.0 to 72.1 and Qwen3.5-9B from 66.6 to 80.4, and resource-limited on-policy RL further raises them to 74.4 and 82.2.

  • 2 authors
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Aug 26

A Decade in a Day: Synthesizing Agent-Native Interfaces from Human-Oriented Software Evolution

Large language model agents are emerging as an important new class of users of desktop applications. However, existing desktop interfaces were designed for human end users or application developers, leaving agents to interpret visual controls or discover and compose low-level software operations. This mismatch can hinder even capable agents, yet it remains unclear what interface properties make desktop software easier for agents to use. To study this question, we treat software evolution as a natural source of interface variation and introduce DeskIF-Bench, a benchmark of 255 artifact-verified tasks across six desktop applications. By holding the task, agent, and verifier fixed while varying the software release, we measure how interface changes affect agent performance. Across two models and six applications, the newest release consistently outperforms the oldest. Trajectory analysis identifies three relevant interface properties: discoverability, granularity, and observability. Guided by these properties, we develop ANIS, a framework that synthesizes agent-native interfaces from the capabilities of installed applications. On an expanded evaluation of 368 tasks across eight applications, atomic interfaces improve success over native SDK use by 3.8 and 3.5 percentage points with DeepSeek V4 Flash and Claude Haiku 4.5, respectively, while reducing online token usage by approximately 73%. Goal-level commands further raise success to 74.5% and 67.4%, respectively.

tencent Tencent
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Oct 10 2