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Jul 29

AgentSense: Virtual Sensor Data Generation Using LLM Agents in Simulated Home Environments

A major challenge in developing robust and generalizable Human Activity Recognition (HAR) systems for smart homes is the lack of large and diverse labeled datasets. Variations in home layouts, sensor configurations, and individual behaviors further exacerbate this issue. To address this, we leverage the idea of embodied AI agents -- virtual agents that perceive and act within simulated environments guided by internal world models. We introduce AgentSense, a virtual data generation pipeline in which agents live out daily routines in simulated smart homes, with behavior guided by Large Language Models (LLMs). The LLM generates diverse synthetic personas and realistic routines grounded in the environment, which are then decomposed into fine-grained actions. These actions are executed in an extended version of the VirtualHome simulator, which we augment with virtual ambient sensors that record the agents' activities. Our approach produces rich, privacy-preserving sensor data that reflects real-world diversity. We evaluate AgentSense on five real HAR datasets. Models pretrained on the generated data consistently outperform baselines, especially in low-resource settings. Furthermore, combining the generated virtual sensor data with a small amount of real data achieves performance comparable to training on full real-world datasets. These results highlight the potential of using LLM-guided embodied agents for scalable and cost-effective sensor data generation in HAR. Our code is publicly available at https://github.com/ZikangLeng/AgentSense.

  • 7 authors
·
Jun 13, 2025

PACE: Data-Driven Virtual Agent Interaction in Dense and Cluttered Environments

We present PACE, a novel method for modifying motion-captured virtual agents to interact with and move throughout dense, cluttered 3D scenes. Our approach changes a given motion sequence of a virtual agent as needed to adjust to the obstacles and objects in the environment. We first take the individual frames of the motion sequence most important for modeling interactions with the scene and pair them with the relevant scene geometry, obstacles, and semantics such that interactions in the agents motion match the affordances of the scene (e.g., standing on a floor or sitting in a chair). We then optimize the motion of the human by directly altering the high-DOF pose at each frame in the motion to better account for the unique geometric constraints of the scene. Our formulation uses novel loss functions that maintain a realistic flow and natural-looking motion. We compare our method with prior motion generating techniques and highlight the benefits of our method with a perceptual study and physical plausibility metrics. Human raters preferred our method over the prior approaches. Specifically, they preferred our method 57.1% of the time versus the state-of-the-art method using existing motions, and 81.0% of the time versus a state-of-the-art motion synthesis method. Additionally, our method performs significantly higher on established physical plausibility and interaction metrics. Specifically, we outperform competing methods by over 1.2% in terms of the non-collision metric and by over 18% in terms of the contact metric. We have integrated our interactive system with Microsoft HoloLens and demonstrate its benefits in real-world indoor scenes. Our project website is available at https://gamma.umd.edu/pace/.

  • 2 authors
·
Mar 24, 2023

FAtiMA Toolkit -- Toward an effective and accessible tool for the development of intelligent virtual agents and social robots

More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this paper, we describe FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, FAtiMA Toolkit's library based design allows developers to easily integrate it with other frameworks, its meta-cognitive model affords different internal reasoners and affective components and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.

  • 6 authors
·
Mar 4, 2021

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

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

  • 7 authors
·
Feb 27, 2024 6

ARIG: Autoregressive Interactive Head Generation for Real-time Conversations

Face-to-face communication, as a common human activity, motivates the research on interactive head generation. A virtual agent can generate motion responses with both listening and speaking capabilities based on the audio or motion signals of the other user and itself. However, previous clip-wise generation paradigm or explicit listener/speaker generator-switching methods have limitations in future signal acquisition, contextual behavioral understanding, and switching smoothness, making it challenging to be real-time and realistic. In this paper, we propose an autoregressive (AR) based frame-wise framework called ARIG to realize the real-time generation with better interaction realism. To achieve real-time generation, we model motion prediction as a non-vector-quantized AR process. Unlike discrete codebook-index prediction, we represent motion distribution using diffusion procedure, achieving more accurate predictions in continuous space. To improve interaction realism, we emphasize interactive behavior understanding (IBU) and detailed conversational state understanding (CSU). In IBU, based on dual-track dual-modal signals, we summarize short-range behaviors through bidirectional-integrated learning and perform contextual understanding over long ranges. In CSU, we use voice activity signals and context features of IBU to understand the various states (interruption, feedback, pause, etc.) that exist in actual conversations. These serve as conditions for the final progressive motion prediction. Extensive experiments have verified the effectiveness of our model.

  • 5 authors
·
Jul 1, 2025 1

We Care: Multimodal Depression Detection and Knowledge Infused Mental Health Therapeutic Response Generation

The detection of depression through non-verbal cues has gained significant attention. Previous research predominantly centred on identifying depression within the confines of controlled laboratory environments, often with the supervision of psychologists or counsellors. Unfortunately, datasets generated in such controlled settings may struggle to account for individual behaviours in real-life situations. In response to this limitation, we present the Extended D-vlog dataset, encompassing a collection of 1, 261 YouTube vlogs. Additionally, the emergence of large language models (LLMs) like GPT3.5, and GPT4 has sparked interest in their potential they can act like mental health professionals. Yet, the readiness of these LLM models to be used in real-life settings is still a concern as they can give wrong responses that can harm the users. We introduce a virtual agent serving as an initial contact for mental health patients, offering Cognitive Behavioral Therapy (CBT)-based responses. It comprises two core functions: 1. Identifying depression in individuals, and 2. Delivering CBT-based therapeutic responses. Our Mistral model achieved impressive scores of 70.1% and 30.9% for distortion assessment and classification, along with a Bert score of 88.7%. Moreover, utilizing the TVLT model on our Multimodal Extended D-vlog Dataset yielded outstanding results, with an impressive F1-score of 67.8%

  • 2 authors
·
Jun 15, 2024

Emotion-Aware Transformer Encoder for Empathetic Dialogue Generation

Modern day conversational agents are trained to emulate the manner in which humans communicate. To emotionally bond with the user, these virtual agents need to be aware of the affective state of the user. Transformers are the recent state of the art in sequence-to-sequence learning that involves training an encoder-decoder model with word embeddings from utterance-response pairs. We propose an emotion-aware transformer encoder for capturing the emotional quotient in the user utterance in order to generate human-like empathetic responses. The contributions of our paper are as follows: 1) An emotion detector module trained on the input utterances determines the affective state of the user in the initial phase 2) A novel transformer encoder is proposed that adds and normalizes the word embedding with emotion embedding thereby integrating the semantic and affective aspects of the input utterance 3) The encoder and decoder stacks belong to the Transformer-XL architecture which is the recent state of the art in language modeling. Experimentation on the benchmark Facebook AI empathetic dialogue dataset confirms the efficacy of our model from the higher BLEU-4 scores achieved for the generated responses as compared to existing methods. Emotionally intelligent virtual agents are now a reality and inclusion of affect as a modality in all human-machine interfaces is foreseen in the immediate future.

  • 4 authors
·
Apr 24, 2022

PersonaGesture: Single-Reference Co-Speech Gesture Personalization for Unseen Speakers

We propose PersonaGesture, a diffusion-based pipeline for single-reference co-speech gesture personalization of unseen speakers. Given target speech and one motion clip from a new speaker, the model must synthesize gestures that follow the new utterance while retaining speaker-specific pose choices, without per-speaker optimization. This setting is useful for avatars and virtual agents, but it is hard because the reference mixes stable speaker habits with utterance-specific trajectories. PersonaGesture consists of two key components, Adaptive Style Infusion (ASI) and Implicit Distribution Rectification (IDR), to separate temporal identity evidence from residual statistic correction. A Style Perceiver first encodes the variable-length reference into compact speaker-memory tokens. ASI injects these tokens into denoising through zero-initialized residual cross-attention, enabling style evidence to affect motion formation without replacing the pretrained speech-to-motion prior. Building on this, IDR applies a length-aware diagonal affine map in latent space to correct residual channel-wise moments estimated from the same reference. Across BEAT2 and ZeroEGGS, we evaluate quantitative metrics, reference-identity controls, same-audio diagnostics, qualitative comparisons, and human preference. Experiments show that separating denoising-time speaker memory from conservative post-generation moment correction improves unseen-speaker personalization over collapsed style codes, full-reference attention, and one-clip finetuning. Project: https://xiangyue-zhang.github.io/PersonaGesture.

  • 9 authors
·
May 6

DAIC-WOZ: On the Validity of Using the Therapist's prompts in Automatic Depression Detection from Clinical Interviews

Automatic depression detection from conversational data has gained significant interest in recent years. The DAIC-WOZ dataset, interviews conducted by a human-controlled virtual agent, has been widely used for this task. Recent studies have reported enhanced performance when incorporating interviewer's prompts into the model. In this work, we hypothesize that this improvement might be mainly due to a bias present in these prompts, rather than the proposed architectures and methods. Through ablation experiments and qualitative analysis, we discover that models using interviewer's prompts learn to focus on a specific region of the interviews, where questions about past experiences with mental health issues are asked, and use them as discriminative shortcuts to detect depressed participants. In contrast, models using participant responses gather evidence from across the entire interview. Finally, to highlight the magnitude of this bias, we achieve a 0.90 F1 score by intentionally exploiting it, the highest result reported to date on this dataset using only textual information. Our findings underline the need for caution when incorporating interviewers' prompts into models, as they may inadvertently learn to exploit targeted prompts, rather than learning to characterize the language and behavior that are genuinely indicative of the patient's mental health condition.

  • 6 authors
·
Apr 22, 2024

meta4: semantically-aligned generation of metaphoric gestures using self-supervised text and speech representation

Image Schemas are repetitive cognitive patterns that influence the way we conceptualize and reason about various concepts present in speech. These patterns are deeply embedded within our cognitive processes and are reflected in our bodily expressions including gestures. Particularly, metaphoric gestures possess essential characteristics and semantic meanings that align with Image Schemas, to visually represent abstract concepts. The shape and form of gestures can convey abstract concepts, such as extending the forearm and hand or tracing a line with hand movements to visually represent the image schema of PATH. Previous behavior generation models have primarily focused on utilizing speech (acoustic features and text) to drive the generation model of virtual agents. They have not considered key semantic information as those carried by Image Schemas to effectively generate metaphoric gestures. To address this limitation, we introduce META4, a deep learning approach that generates metaphoric gestures from both speech and Image Schemas. Our approach has two primary goals: computing Image Schemas from input text to capture the underlying semantic and metaphorical meaning, and generating metaphoric gestures driven by speech and the computed image schemas. Our approach is the first method for generating speech driven metaphoric gestures while leveraging the potential of Image Schemas. We demonstrate the effectiveness of our approach and highlight the importance of both speech and image schemas in modeling metaphoric gestures.

  • 3 authors
·
Nov 9, 2023

Seamless Interaction: Dyadic Audiovisual Motion Modeling and Large-Scale Dataset

Human communication involves a complex interplay of verbal and nonverbal signals, essential for conveying meaning and achieving interpersonal goals. To develop socially intelligent AI technologies, it is crucial to develop models that can both comprehend and generate dyadic behavioral dynamics. To this end, we introduce the Seamless Interaction Dataset, a large-scale collection of over 4,000 hours of face-to-face interaction footage from over 4,000 participants in diverse contexts. This dataset enables the development of AI technologies that understand dyadic embodied dynamics, unlocking breakthroughs in virtual agents, telepresence experiences, and multimodal content analysis tools. We also develop a suite of models that utilize the dataset to generate dyadic motion gestures and facial expressions aligned with human speech. These models can take as input both the speech and visual behavior of their interlocutors. We present a variant with speech from an LLM model and integrations with 2D and 3D rendering methods, bringing us closer to interactive virtual agents. Additionally, we describe controllable variants of our motion models that can adapt emotional responses and expressivity levels, as well as generating more semantically-relevant gestures. Finally, we discuss methods for assessing the quality of these dyadic motion models, which are demonstrating the potential for more intuitive and responsive human-AI interactions.

  • 84 authors
·
Jun 30, 2025

ImaGGen: Zero-Shot Generation of Co-Speech Semantic Gestures Grounded in Language and Image Input

Human communication combines speech with expressive nonverbal cues such as hand gestures that serve manifold communicative functions. Yet, current generative gesture generation approaches are restricted to simple, repetitive beat gestures that accompany the rhythm of speaking but do not contribute to communicating semantic meaning. This paper tackles a core challenge in co-speech gesture synthesis: generating iconic or deictic gestures that are semantically coherent with a verbal utterance. Such gestures cannot be derived from language input alone, which inherently lacks the visual meaning that is often carried autonomously by gestures. We therefore introduce a zero-shot system that generates gestures from a given language input and additionally is informed by imagistic input, without manual annotation or human intervention. Our method integrates an image analysis pipeline that extracts key object properties such as shape, symmetry, and alignment, together with a semantic matching module that links these visual details to spoken text. An inverse kinematics engine then synthesizes iconic and deictic gestures and combines them with co-generated natural beat gestures for coherent multimodal communication. A comprehensive user study demonstrates the effectiveness of our approach. In scenarios where speech alone was ambiguous, gestures generated by our system significantly improved participants' ability to identify object properties, confirming their interpretability and communicative value. While challenges remain in representing complex shapes, our results highlight the importance of context-aware semantic gestures for creating expressive and collaborative virtual agents or avatars, marking a substantial step forward towards efficient and robust, embodied human-agent interaction. More information and example videos are available here: https://review-anon-io.github.io/ImaGGen.github.io/

  • 2 authors
·
Oct 20, 2025

GIRAF: Towards Generalizable Human Interactions with Articulated Objects

Synthesizing realistic full-body human interactions with articulated objects is a fundamental challenge for embodied AI and graphics, with applications in robotics training and virtual agents. Existing models remain limited: some focus on simple activities with static objects, while others restrict attention to hand-only manipulation. This leaves open the problem of generating coordinated full-body motion that approaches, manipulates, and moves articulated objects in a realistic and generalizable way. The key difficulty lies in reasoning jointly about locomotion, fine-grained contact, and object articulation. Models must capture subtle hand-object correspondences that transfer across object geometries, while also producing seamless transitions from navigation to manipulation. At the same time, the scarcity of large-scale paired motion-scene data makes it difficult to generalize across diverse object positions and shapes. We introduce a text-conditioned diffusion model that addresses these challenges through three core ideas: an object-centric representation that unifies hand-object contact with object surfaces, a mixed-domain training strategy that balances locomotion and interaction, and a contact-based augmentation scheme that expands training diversity. Through experiments, our method demonstrated strong generalization to unseen object configurations, surpassing current state-of-the-art methods.

  • 6 authors
·
Jul 7

Responsive Listening Head Generation: A Benchmark Dataset and Baseline

We present a new listening head generation benchmark, for synthesizing responsive feedbacks of a listener (e.g., nod, smile) during a face-to-face conversation. As the indispensable complement to talking heads generation, listening head generation has seldomly been studied in literature. Automatically synthesizing listening behavior that actively responds to a talking head, is critical to applications such as digital human, virtual agents and social robots. In this work, we propose a novel dataset "ViCo", highlighting the listening head generation during a face-to-face conversation. A total number of 92 identities (67 speakers and 76 listeners) are involved in ViCo, featuring 483 clips in a paired "speaking-listening" pattern, where listeners show three listening styles based on their attitudes: positive, neutral, negative. Different from traditional speech-to-gesture or talking-head generation, listening head generation takes as input both the audio and visual signals from the speaker, and gives non-verbal feedbacks (e.g., head motions, facial expressions) in a real-time manner. Our dataset supports a wide range of applications such as human-to-human interaction, video-to-video translation, cross-modal understanding and generation. To encourage further research, we also release a listening head generation baseline, conditioning on different listening attitudes. Code & ViCo dataset: https://project.mhzhou.com/vico.

  • 6 authors
·
Dec 27, 2021

Habitat: A Platform for Embodied AI Research

We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast -- when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining tasks (e.g., navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or 'merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.

  • 12 authors
·
Nov 24, 2019

PhotoFlow: Agentic 3D Virtual Photography Missions

Virtual photography asks an agent to enter a prepared 3D scene with no preselected camera pose or reference image, infer a suitable shot from scene information and a language intent, choose executable camera parameters, and render the final photograph. Recent progress in vision-language models makes this kind of spatial agent increasingly plausible, but the task stresses two capabilities that remain hard to evaluate together: complex 3D spatial understanding and abstract aesthetic judgment. We introduce PhotoFlow, a Director-Reviewer-Reflector agent for closed-loop camera search. The Director builds a soft photographic blueprint and proposes diverse candidate cameras; the Reviewer combines rule checks, visual critique, and pairwise incumbent selection; and the Reflector converts failures into region memory, dead-zone suppression, and high-explore relocation. We also introduce VPhotoBench, a benchmark of 47 open-license Blender scenes and 141 language-conditioned photography missions spanning subject placement, relational composition, and atmosphere/style. On held-out experiments, PhotoFlow achieves the strongest external quality-alignment composite and success rate among one-shot prediction, single-chain reflection, anchor-bank selection, and random search under a six-round rendering budget. To our knowledge, this is the first work to make language-conditioned virtual photography in arbitrary Blender scenes an executable agent task, and our results show that an LLM-centered spatial agent can already produce strong photographs in a setting designed to challenge both 3D reasoning and aesthetic choice.

CellForge: Agentic Design of Virtual Cell Models

Virtual cell modeling represents an emerging frontier at the intersection of artificial intelligence and biology, aiming to predict quantities such as responses to diverse perturbations quantitatively. However, autonomously building computational models for virtual cells is challenging due to the complexity of biological systems, the heterogeneity of data modalities, and the need for domain-specific expertise across multiple disciplines. Here, we introduce CellForge, an agentic system that leverages a multi-agent framework that transforms presented biological datasets and research objectives directly into optimized computational models for virtual cells. More specifically, given only raw single-cell multi-omics data and task descriptions as input, CellForge outputs both an optimized model architecture and executable code for training virtual cell models and inference. The framework integrates three core modules: Task Analysis for presented dataset characterization and relevant literature retrieval, Method Design, where specialized agents collaboratively develop optimized modeling strategies, and Experiment Execution for automated generation of code. The agents in the Design module are separated into experts with differing perspectives and a central moderator, and have to collaboratively exchange solutions until they achieve a reasonable consensus. We demonstrate CellForge's capabilities in single-cell perturbation prediction, using six diverse datasets that encompass gene knockouts, drug treatments, and cytokine stimulations across multiple modalities. CellForge consistently outperforms task-specific state-of-the-art methods. Overall, CellForge demonstrates how iterative interaction between LLM agents with differing perspectives provides better solutions than directly addressing a modeling challenge. Our code is publicly available at https://github.com/gersteinlab/CellForge.

  • 15 authors
·
Aug 4, 2025 2

FilmAgent: A Multi-Agent Framework for End-to-End Film Automation in Virtual 3D Spaces

Virtual film production requires intricate decision-making processes, including scriptwriting, virtual cinematography, and precise actor positioning and actions. Motivated by recent advances in automated decision-making with language agent-based societies, this paper introduces FilmAgent, a novel LLM-based multi-agent collaborative framework for end-to-end film automation in our constructed 3D virtual spaces. FilmAgent simulates various crew roles, including directors, screenwriters, actors, and cinematographers, and covers key stages of a film production workflow: (1) idea development transforms brainstormed ideas into structured story outlines; (2) scriptwriting elaborates on dialogue and character actions for each scene; (3) cinematography determines the camera setups for each shot. A team of agents collaborates through iterative feedback and revisions, thereby verifying intermediate scripts and reducing hallucinations. We evaluate the generated videos on 15 ideas and 4 key aspects. Human evaluation shows that FilmAgent outperforms all baselines across all aspects and scores 3.98 out of 5 on average, showing the feasibility of multi-agent collaboration in filmmaking. Further analysis reveals that FilmAgent, despite using the less advanced GPT-4o model, surpasses the single-agent o1, showing the advantage of a well-coordinated multi-agent system. Lastly, we discuss the complementary strengths and weaknesses of OpenAI's text-to-video model Sora and our FilmAgent in filmmaking.

  • 10 authors
·
Jan 22, 2025 3

MedAgentBench: A Realistic Virtual EHR Environment to Benchmark Medical LLM Agents

Recent large language models (LLMs) have demonstrated significant advancements, particularly in their ability to serve as agents thereby surpassing their traditional role as chatbots. These agents can leverage their planning and tool utilization capabilities to address tasks specified at a high level. However, a standardized dataset to benchmark the agent capabilities of LLMs in medical applications is currently lacking, making the evaluation of LLMs on complex tasks in interactive healthcare environments challenging. To address this gap, we introduce MedAgentBench, a broad evaluation suite designed to assess the agent capabilities of large language models within medical records contexts. MedAgentBench encompasses 300 patient-specific clinically-derived tasks from 10 categories written by human physicians, realistic profiles of 100 patients with over 700,000 data elements, a FHIR-compliant interactive environment, and an accompanying codebase. The environment uses the standard APIs and communication infrastructure used in modern EMR systems, so it can be easily migrated into live EMR systems. MedAgentBench presents an unsaturated agent-oriented benchmark that current state-of-the-art LLMs exhibit some ability to succeed at. The best model (Claude 3.5 Sonnet v2) achieves a success rate of 69.67%. However, there is still substantial space for improvement which gives the community a next direction to optimize. Furthermore, there is significant variation in performance across task categories. MedAgentBench establishes this and is publicly available at https://github.com/stanfordmlgroup/MedAgentBench , offering a valuable framework for model developers to track progress and drive continuous improvements in the agent capabilities of large language models within the medical domain.

  • 7 authors
·
Jan 24, 2025

Evolving Diagnostic Agents in a Virtual Clinical Environment

In this paper, we present a framework for training large language models (LLMs) as diagnostic agents with reinforcement learning, enabling them to manage multi-turn diagnostic processes, adaptively select examinations, and commit to final diagnoses. Unlike instruction-tuned models trained on static case summaries, our method acquires diagnostic strategies through interactive exploration and outcome-based feedback. Our contributions are fourfold: (i) We present DiagGym, a diagnostics world model trained with electronic health records that emits examination outcomes conditioned on patient history and recommended examination, serving as a virtual clinical environment for realistic diagnosis training and evaluation; (ii) We train DiagAgent via end-to-end, multi-turn reinforcement learning to learn diagnostic policies that optimize both information yield and diagnostic accuracy; (iii) We introduce DiagBench, a diagnostic benchmark comprising 750 cases with physician-validated examination recommendations and 99 cases annotated with 973 physician-written rubrics on diagnosis process; (iv) we demonstrate superior performance across diverse diagnostic settings. DiagAgent significantly outperforms 10 state-of-the-art LLMs, including DeepSeek-v3 and GPT-4o, as well as two prompt-engineered agents. In single-turn settings, DiagAgent achieves 9.34% higher diagnostic accuracy and 44.03% improvement in examination recommendation hit ratio. In end-to-end settings, it delivers 15.12% increase in diagnostic accuracy and 23.09% boost in examination recommendation F1 score. In rubric-based evaluation, it surpasses the next-best model, Claude-sonnet-4, by 7.1% in weighted rubric score. These findings indicate that learning policies in interactive clinical environments confers dynamic and clinically meaningful diagnostic management abilities unattainable through passive training alone.

SWE-WebDevBench: Evaluating Coding Agent Application Platforms as Virtual Software Agencies

The emergence of "vibe coding" platforms, where users describe applications in natural language and AI agents autonomously generate full-stack software, has created a need for rigorous evaluation beyond code-level benchmarks. In order to assess them as virtual software development agencies on understanding business requirements, making architectural decisions, writing production code, handling iterative modifications, and maintaining business readiness, we introduce SWE-WebDev Bench, a 68-metric evaluation framework spanning 25 primary and 43 diagnostic metrics across seven groups, organized along three dimensions: Interaction Mode (App Creation Request (ACR) vs. App Modification Request (AMR)), Agency Angle (Product Manager (PM), Engineering, Ops), and Complexity Tier (T4 multi-role SaaS, T5 AI-native). Our evaluation (six platforms, three domains, 18 evaluation cells) reveals four recurring shortcomings in the current generation of AI app builders: (1) A specification bottleneck, where platforms compress rich business requirements into oversimplified technical plans, (2) A pervasive frontend-backend decoupling, where visually polished UIs mask absent or broken backend infrastructure, (3) A steep production-readiness cliff, where no platform scores above 60% on engineering quality and post-generation human effort varies substantially across platforms and (4) Widespread security and infrastructure failures, with no platform exceeding 65% Security Score against a 90% target and concurrency handling as low as 6%. These observations are descriptive of our sample and require larger-scale replication to establish generality. We release SWE-WebDev Bench as a community benchmark to enable such replication and help platform builders identify and address these gaps. Code and benchmark resources are available at: https://github.com/snowmountainAi/webdevbench and https://webdevbench.com/.

qwikbuild QwikBuild
·
May 5 2

AssayBench: An Assay-Level Virtual Cell Benchmark for LLMs and Agents

Recent advances in machine learning and large-scale biological data collections have revived the prospect of building a virtual cell, a computational model of cellular behavior that could accelerate biological discovery. One of the most compelling promises of this vision is the ability to perform in silico phenotypic screens, in which a model predicts the effects of cellular perturbations in unseen biological contexts. This task combines heterogeneous textual inputs with diverse phenotypic outputs, making it particularly well-suited to LLMs and agentic systems. Yet, no standard benchmark currently exists for this task, as existing efforts focus on narrower molecular readouts that are only indirectly aligned with the phenotypic endpoints driving many real-world drug discovery workflows. In this work, we present AssayBench, a benchmark for phenotypic screen prediction, built from 1,920 publicly available CRISPR screens spanning five broad classes of cellular phenotypes. We formulate the screen prediction task as a gene rank prediction for each screen and introduce the adjusted nDCG, a continuous metric for comparing performance across heterogeneous assays. Our extensive evaluation shows that existing methods remain far from empirically estimated performance ceilings and zero-shot generalist LLMs outperform biology-specific LLMs and trainable baselines. Optimization techniques such as fine-tuning, ensembling, and prompt optimization can further improve LLM performance on this task. Overall, AssayBench offers a practical testbed for measuring progress toward in silico phenotypic screening and, more broadly, virtual cell models.

  • 12 authors
·
May 10

Detecting Corpus-Level Knowledge Inconsistencies in Wikipedia with Large Language Models

Wikipedia is the largest open knowledge corpus, widely used worldwide and serving as a key resource for training large language models (LLMs) and retrieval-augmented generation (RAG) systems. Ensuring its accuracy is therefore critical. But how accurate is Wikipedia, and how can we improve it? We focus on inconsistencies, a specific type of factual inaccuracy, and introduce the task of corpus-level inconsistency detection. We present CLAIRE, an agentic system that combines LLM reasoning with retrieval to surface potentially inconsistent claims along with contextual evidence for human review. In a user study with experienced Wikipedia editors, 87.5% reported higher confidence when using CLAIRE, and participants identified 64.7% more inconsistencies in the same amount of time. Combining CLAIRE with human annotation, we contribute WIKICOLLIDE, the first benchmark of real Wikipedia inconsistencies. Using random sampling with CLAIRE-assisted analysis, we find that at least 3.3% of English Wikipedia facts contradict another fact, with inconsistencies propagating into 7.3% of FEVEROUS and 4.0% of AmbigQA examples. Benchmarking strong baselines on this dataset reveals substantial headroom: the best fully automated system achieves an AUROC of only 75.1%. Our results show that contradictions are a measurable component of Wikipedia and that LLM-based systems like CLAIRE can provide a practical tool to help editors improve knowledge consistency at scale.

Interactive Agents: Simulating Counselor-Client Psychological Counseling via Role-Playing LLM-to-LLM Interactions

Virtual counselors powered by large language models (LLMs) aim to create interactive support systems that effectively assist clients struggling with mental health challenges. To replicate counselor-client conversations, researchers have built an online mental health platform that allows professional counselors to provide clients with text-based counseling services for about an hour per session. Notwithstanding its effectiveness, challenges exist as human annotation is time-consuming, cost-intensive, privacy-protected, and not scalable. To address this issue and investigate the applicability of LLMs in psychological counseling conversation simulation, we propose a framework that employs two LLMs via role-playing for simulating counselor-client interactions. Our framework involves two LLMs, one acting as a client equipped with a specific and real-life user profile and the other playing the role of an experienced counselor, generating professional responses using integrative therapy techniques. We implement both the counselor and the client by zero-shot prompting the GPT-4 model. In order to assess the effectiveness of LLMs in simulating counselor-client interactions and understand the disparities between LLM- and human-generated conversations, we evaluate the synthetic data from various perspectives. We begin by assessing the client's performance through automatic evaluations. Next, we analyze and compare the disparities between dialogues generated by the LLM and those generated by professional counselors. Furthermore, we conduct extensive experiments to thoroughly examine the performance of our LLM-based counselor trained with synthetic interactive dialogues by benchmarking against state-of-the-art models for mental health.

  • 2 authors
·
Aug 28, 2024

Communicative Agents for Software Development

Software engineering is a domain characterized by intricate decision-making processes, often relying on nuanced intuition and consultation. Recent advancements in deep learning have started to revolutionize software engineering practices through elaborate designs implemented at various stages of software development. In this paper, we present an innovative paradigm that leverages large language models (LLMs) throughout the entire software development process, streamlining and unifying key processes through natural language communication, thereby eliminating the need for specialized models at each phase. At the core of this paradigm lies ChatDev, a virtual chat-powered software development company that mirrors the established waterfall model, meticulously dividing the development process into four distinct chronological stages: designing, coding, testing, and documenting. Each stage engages a team of agents, such as programmers, code reviewers, and test engineers, fostering collaborative dialogue and facilitating a seamless workflow. The chat chain acts as a facilitator, breaking down each stage into atomic subtasks. This enables dual roles, allowing for proposing and validating solutions through context-aware communication, leading to efficient resolution of specific subtasks. The instrumental analysis of ChatDev highlights its remarkable efficacy in software generation, enabling the completion of the entire software development process in under seven minutes at a cost of less than one dollar. It not only identifies and alleviates potential vulnerabilities but also rectifies potential hallucinations while maintaining commendable efficiency and cost-effectiveness. The potential of ChatDev unveils fresh possibilities for integrating LLMs into the realm of software development.

  • 8 authors
·
Jul 15, 2023 1

Towards Scalable Multi-domain Conversational Agents: The Schema-Guided Dialogue Dataset

Virtual assistants such as Google Assistant, Alexa and Siri provide a conversational interface to a large number of services and APIs spanning multiple domains. Such systems need to support an ever-increasing number of services with possibly overlapping functionality. Furthermore, some of these services have little to no training data available. Existing public datasets for task-oriented dialogue do not sufficiently capture these challenges since they cover few domains and assume a single static ontology per domain. In this work, we introduce the the Schema-Guided Dialogue (SGD) dataset, containing over 16k multi-domain conversations spanning 16 domains. Our dataset exceeds the existing task-oriented dialogue corpora in scale, while also highlighting the challenges associated with building large-scale virtual assistants. It provides a challenging testbed for a number of tasks including language understanding, slot filling, dialogue state tracking and response generation. Along the same lines, we present a schema-guided paradigm for task-oriented dialogue, in which predictions are made over a dynamic set of intents and slots, provided as input, using their natural language descriptions. This allows a single dialogue system to easily support a large number of services and facilitates simple integration of new services without requiring additional training data. Building upon the proposed paradigm, we release a model for dialogue state tracking capable of zero-shot generalization to new APIs, while remaining competitive in the regular setting.

  • 5 authors
·
Sep 12, 2019

Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players

World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.

nvidia NVIDIA
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May 26 2

Mobile-Agent-v3: Foundamental Agents for GUI Automation

This paper introduces GUI-Owl, a foundational GUI agent model that achieves state-of-the-art performance among open-source end-to-end models on ten GUI benchmarks across desktop and mobile environments, covering grounding, question answering, planning, decision-making, and procedural knowledge. GUI-Owl-7B achieves 66.4 on AndroidWorld and 29.4 on OSWorld. Building on this, we propose Mobile-Agent-v3, a general-purpose GUI agent framework that further improves performance to 73.3 on AndroidWorld and 37.7 on OSWorld, setting a new state-of-the-art for open-source GUI agent frameworks. GUI-Owl incorporates three key innovations: (1) Large-scale Environment Infrastructure: a cloud-based virtual environment spanning Android, Ubuntu, macOS, and Windows, enabling our Self-Evolving GUI Trajectory Production framework. This generates high-quality interaction data via automated query generation and correctness validation, leveraging GUI-Owl to refine trajectories iteratively, forming a self-improving loop. It supports diverse data pipelines and reduces manual annotation. (2) Diverse Foundational Agent Capabilities: by integrating UI grounding, planning, action semantics, and reasoning patterns, GUI-Owl supports end-to-end decision-making and can act as a modular component in multi-agent systems. (3) Scalable Environment RL: we develop a scalable reinforcement learning framework with fully asynchronous training for real-world alignment. We also introduce Trajectory-aware Relative Policy Optimization (TRPO) for online RL, achieving 34.9 on OSWorld. GUI-Owl and Mobile-Agent-v3 are open-sourced at https://github.com/X-PLUG/MobileAgent.

  • 15 authors
·
Aug 20, 2025 3

CharacterBox: Evaluating the Role-Playing Capabilities of LLMs in Text-Based Virtual Worlds

Role-playing is a crucial capability of Large Language Models (LLMs), enabling a wide range of practical applications, including intelligent non-player characters, digital twins, and emotional companions. Evaluating this capability in LLMs is challenging due to the complex dynamics involved in role-playing, such as maintaining character fidelity throughout a storyline and navigating open-ended narratives without a definitive ground truth. Current evaluation methods, which primarily focus on question-answering or conversational snapshots, fall short of adequately capturing the nuanced character traits and behaviors essential for authentic role-playing. In this paper, we propose CharacterBox, which is a simulation sandbox designed to generate situational fine-grained character behavior trajectories. These behavior trajectories enable a more comprehensive and in-depth evaluation of role-playing capabilities. CharacterBox consists of two main components: the character agent and the narrator agent. The character agent, grounded in psychological and behavioral science, exhibits human-like behaviors, while the narrator agent coordinates interactions between character agents and environmental changes. Additionally, we introduce two trajectory-based methods that leverage CharacterBox to enhance LLM performance. To reduce costs and facilitate the adoption of CharacterBox by public communities, we fine-tune two smaller models, CharacterNR and CharacterRM, as substitutes for GPT API calls, and demonstrate their competitive performance compared to advanced GPT APIs.

  • 8 authors
·
Dec 7, 2024

Simulating User Agents for Embodied Conversational-AI

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

SERN: Simulation-Enhanced Realistic Navigation for Multi-Agent Robotic Systems in Contested Environments

The increasing deployment of autonomous systems in complex environments necessitates efficient communication and task completion among multiple agents. This paper presents SERN (Simulation-Enhanced Realistic Navigation), a novel framework integrating virtual and physical environments for real-time collaborative decision-making in multi-robot systems. SERN addresses key challenges in asset deployment and coordination through our bi-directional SERN ROS Bridge communication framework. Our approach advances the SOTA through: accurate real-world representation in virtual environments using Unity high-fidelity simulator; synchronization of physical and virtual robot movements; efficient ROS data distribution between remote locations; and integration of SOTA semantic segmentation for enhanced environmental perception. Additionally, we introduce a Multi-Metric Cost Function (MMCF) that dynamically balances latency, reliability, computational overhead, and bandwidth consumption to optimize system performance in contested environments. We further provide theoretical justification for synchronization accuracy by proving that the positional error between physical and virtual robots remains bounded under varying network conditions. Our evaluations show a 15% to 24% improvement in latency and up to a 15% increase in processing efficiency compared to traditional ROS setups. Real-world and virtual simulation experiments with multiple robots (Clearpath Jackal and Husky) demonstrate synchronization accuracy, achieving less than 5 cm positional error and under 2^circ rotational error. These results highlight SERN's potential to enhance situational awareness and multi-agent coordination in diverse, contested environments.

  • 19 authors
·
Oct 22, 2024

AndroidControl-Curated: Revealing the True Potential of GUI Agents through Benchmark Purification

On-device virtual assistants like Siri and Google Assistant are increasingly pivotal, yet their capabilities are hamstrung by a reliance on rigid, developer-dependent APIs. GUI agents offer a powerful, API-independent alternative, but their adoption is hindered by the perception of poor performance, as even the best models (e.g. Qwen3-VL-235B) scores are capped at around 60% on benchmarks like AndroidControl, far from viability for real-world use. Our research reveals that issue lies not only with the models but with the benchmarks themselves. We identified notable shortcomings in AndroidControl, including ambiguities and factual errors, which systematically underrates agent capabilities. To address this critical oversight, we enhanced AndroidControl into AndroidControl-Curated, a refined version of the benchmark improved through a rigorous purification pipeline. On this enhanced benchmark, state-of-the-art models achieve success rates nearing 75% on complex tasks (15% improvement), reflecting that on-device GUI agents are actually closer to practical deployment than previously thought. We introduce our new SOTA model, Magma-R1- 3B, post-trained on just 2.4k curated samples using 60 hours of an H20 GPU (approximately $60). Despite being 200 times smaller in parameters, this model delivers performance comparable to Qwen3- VL-235B. We release both AndroidControl-Curated benchmark and Magma-R1 model to the research community, encouraging adoption of this enhanced benchmark to better reflect model capabilities and accelerate the development of robust, on-device virtual assistants.

  • 3 authors
·
Oct 21, 2025

SimuWoB: Simulating Real-World Mobile Apps for Fast and Faithful GUI Agent Benchmarking

Mobile GUI agents powered by large language models have progressed rapidly, creating urgent needs for realistic and comprehensive evaluation. Existing benchmarks prioritize reproducibility but are often limited to open-source apps or file-operation tasks for the difficulty of constructing rewards on real applications, leaving a gap between benchmark settings and real-world usage. Moreover, most benchmarks focus on basic grounding and navigation, with limited coverage of complex, long-horizon interactions. To address these limitations, we introduce SimuWoB, a fully synthetic benchmark for mobile GUI agents with 120 challenging tasks spanning diverse types and difficulty levels. We build a robust virtual environment generation framework that synthesizes high-fidelity tasks and environments, and automatically provides valid rewards for each task. Each environment is deployed as a backend-free webpage accessible via URL, enabling efficient and reproducible evaluation. We conduct comprehensive experiments on several state-of-the-art mobile GUI agents. The average success rate is only 27.92%, dropping to 17.82% on long-horizon tasks, which reveals substantial weaknesses in current agents under complex scenarios. Evaluation result comparison with real-world sample tasks demonstrate that agent assessments based on our synthetic environment generalize well. We further provide diagnostic insights across key capability dimensions and discuss implications for future mobile GUI agent development.

Holmes: An Evidence-Grounded LLM Agent for Auditable DDoS Investigation in Cloud Networks

Cloud environments face frequent DDoS threats due to centralized resources and broad attack surfaces. Modern cloud-native DDoS attacks further evolve rapidly and often blend multi-vector strategies, creating an operational dilemma: defenders need wire-speed monitoring while also requiring explainable, auditable attribution for response. Existing rule-based and supervised-learning approaches typically output black-box scores or labels, provide limited evidence chains, and generalize poorly to unseen attack variants; meanwhile, high-quality labeled data is often difficult to obtain in cloud settings. We present Holmes (DDoS Detective), an LLM-based DDoS detection agent that reframes the model as a virtual SRE investigator rather than an end-to-end classifier. Holmes couples a funnel-like hierarchical workflow (counters/sFlow for continuous sensing and triage; PCAP evidence collection triggered only on anomaly windows) with an Evidence Pack abstraction that converts binary packets into compact, reproducible, high-signal structured evidence. On top of this evidence interface, Holmes enforces a structure-first investigation protocol and strict JSON/quotation constraints to produce machine-consumable reports with auditable evidence anchors. We evaluate Holmes on CICDDoS2019 reflection/amplification attacks and script-triggered flooding scenarios. Results show that Holmes produces attribution decisions grounded in salient evidence anchors across diverse attack families, and when errors occur, its audit logs make the failure source easy to localize, demonstrating the practicality of an LLM agent for cost-controlled and traceable DDoS investigation in cloud operations.

  • 5 authors
·
Jan 20

CONSCENDI: A Contrastive and Scenario-Guided Distillation Approach to Guardrail Models for Virtual Assistants

A wave of new task-based virtual assistants has been fueled by increasingly powerful large language models, such as GPT-4. These conversational agents can be customized to serve customer-specific use cases, but ensuring that agent-generated text conforms to designer-specified rules included in prompt instructions alone is challenging. Therefore, chatbot designers often use another model, called a guardrail model, to verify that the agent output aligns with their rules and constraints. We explore using a distillation approach to guardrail models to monitor the output of the first model using training data from GPT-4. We find two crucial steps to our CONSCENDI process: scenario-augmented generation and contrastive training examples. When generating conversational data, we generate a set of rule-breaking scenarios, which enumerate a diverse set of high-level ways a rule can be violated. This scenario-guided approach produces a diverse training set of rule-violating conversations, and it provides chatbot designers greater control over the classification process. We also prompt GPT-4 to also generate contrastive examples by altering conversations with violations into acceptable conversations. This set of borderline, contrastive examples enables the distilled model to learn finer-grained distinctions between what is acceptable and what is not. We find that CONSCENDI results in guardrail models that improve over baselines.

  • 4 authors
·
Apr 27, 2023

Agent AI: Surveying the Horizons of Multimodal Interaction

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

  • 14 authors
·
Jan 7, 2024

CLIN: A Continually Learning Language Agent for Rapid Task Adaptation and Generalization

Language agents have shown some ability to interact with an external environment, e.g., a virtual world such as ScienceWorld, to perform complex tasks, e.g., growing a plant, without the startup costs of reinforcement learning. However, despite their zero-shot capabilities, these agents to date do not continually improve over time beyond performance refinement on a specific task. Here we present CLIN, the first language-based agent to achieve this, so that it continually improves over multiple trials, including when both the environment and task are varied, and without requiring parameter updates. Our approach is to use a persistent, dynamic, textual memory centered on causal abstractions (rather than general "helpful hints") that is regularly updated after each trial so that the agent gradually learns useful knowledge for new trials. In the ScienceWorld benchmark, CLIN is able to continually improve on repeated trials on the same task and environment, outperforming state-of-the-art reflective language agents like Reflexion by 23 absolute points. CLIN can also transfer its learning to new environments (or new tasks), improving its zero-shot performance by 4 points (13 for new tasks) and can further improve performance there through continual memory updates, enhancing performance by an additional 17 points (7 for new tasks). This suggests a new architecture for agents built on frozen models that can still continually and rapidly improve over time.

  • 8 authors
·
Oct 16, 2023

The Impact of Element Ordering on LM Agent Performance

There has been a surge of interest in language model agents that can navigate virtual environments such as the web or desktop. To navigate such environments, agents benefit from information on the various elements (e.g., buttons, text, or images) present. It remains unclear which element attributes have the greatest impact on agent performance, especially in environments that only provide a graphical representation (i.e., pixels). Here we find that the ordering in which elements are presented to the language model is surprisingly impactful--randomizing element ordering in a webpage degrades agent performance comparably to removing all visible text from an agent's state representation. While a webpage provides a hierarchical ordering of elements, there is no such ordering when parsing elements directly from pixels. Moreover, as tasks become more challenging and models more sophisticated, our experiments suggest that the impact of ordering increases. Finding an effective ordering is non-trivial. We investigate the impact of various element ordering methods in web and desktop environments. We find that dimensionality reduction provides a viable ordering for pixel-only environments. We train a UI element detection model to derive elements from pixels and apply our findings to an agent benchmark--OmniACT--where we only have access to pixels. Our method completes more than two times as many tasks on average relative to the previous state-of-the-art.

  • 3 authors
·
Sep 18, 2024

Task-Focused Memorization for Multimodal Agents

Long-term memory is essential for multimodal agents to build coherent experience, accumulate world knowledge, and achieve continual learning. However, constructing effective memory goes beyond memory module design and basic requirements such as accuracy and fidelity; the key challenge lies in determining what to memorize. Multimodal agents, such as embodied agents, continuously perceive, reason, and act in real or virtual environments, receiving an unbounded stream of multimodal observations. From this combinatorial explosion of information, an agent must selectively retain content that is relevant to its role in the environment and valuable for future tasks. To bridge this gap, we frame memory generation as a learnable memorization policy and introduce TaskMem (Task-focused Memorization Policy Learning), a reinforcement-learning-based framework that enables the policy to dynamically adjust its focus to the demands of real tasks encountered in the environment. TaskMem adopts a two-phase training paradigm: Phase One learns how to memorize by optimizing memory quality under fundamental fidelity requirements; Phase Two occurs after deployment, where the agent learns what to memorize by tuning an adapter on its base MLLM, using recent environment tasks to define a reward model that guides the memorization policy toward task-relevant content. To evaluate our approach, we reformulate VideoMME, EgoLife, and EgoTempo into streaming benchmarks that simulate a realistic setting in which an agent processes streaming observations and handles tasks arriving online. To isolate memory assessment, the questions must be answered using only the agent's memory, without access to raw video. Built on Qwen3-VL-30B-A3B, TaskMem improves VQA accuracy by 6.3%, 7.0%, and 5.3% on these benchmarks, respectively.

MeepleLM: A Virtual Playtester Simulating Diverse Subjective Experiences

Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in the emergent user experience. Bridging this gap is fundamental for harmonizing Human-AI collaboration, as it empowers designers to refine their creations via external perspectives while steering models away from biased or unpredictable outcomes. Automating critique for board games presents two challenges: inferring the latent dynamics connecting rules to gameplay without an explicit engine, and modeling the subjective heterogeneity of diverse player groups. To address these, we curate a dataset of 1,727 structurally corrected rulebooks and 150K reviews selected via quality scoring and facet-aware sampling. We augment this data with Mechanics-Dynamics-Aesthetics (MDA) reasoning to explicitly bridge the causal gap between written rules and player experience. We further distill player personas and introduce MeepleLM, a specialized model that internalizes persona-specific reasoning patterns to accurately simulate the subjective feedback of diverse player archetypes. Experiments demonstrate that MeepleLM significantly outperforms latest commercial models (e.g., GPT-5.1, Gemini3-Pro) in community alignment and critique quality, achieving a 70% preference rate in user studies assessing utility. MeepleLM serves as a reliable virtual playtester for general interactive systems, marking a pivotal step towards audience-aligned, experience-aware Human-AI collaboration.

AlayaLab Alaya Lab
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Jan 12 3

BEARCUBS: A benchmark for computer-using web agents

Modern web agents possess computer use abilities that allow them to interact with webpages by sending commands to a virtual keyboard and mouse. While such agents have considerable potential to assist human users with complex tasks, evaluating their capabilities in real-world settings poses a major challenge. To this end, we introduce BEARCUBS, a "small but mighty" benchmark of 111 information-seeking questions designed to evaluate a web agent's ability to search, browse, and identify factual information from the web. Unlike prior web agent benchmarks, solving BEARCUBS requires (1) accessing live web content rather than synthetic or simulated pages, which captures the unpredictability of real-world web interactions; and (2) performing a broad range of multimodal interactions (e.g., video understanding, 3D navigation) that cannot be bypassed via text-based workarounds. Each question in BEARCUBS has a corresponding short, unambiguous answer and a human-validated browsing trajectory, allowing for transparent evaluation of agent performance and strategies. A human study confirms that BEARCUBS questions are solvable but non-trivial (84.7% human accuracy), revealing search inefficiencies and domain knowledge gaps as common failure points. By contrast, state-of-the-art computer-using agents underperform, with the best-scoring system (OpenAI's Operator) reaching only 24.3% accuracy. These results highlight critical areas for improvement, including reliable source selection and more powerful multimodal capabilities. To facilitate future research, BEARCUBS will be updated periodically to replace invalid or contaminated questions, keeping the benchmark fresh for future generations of web agents.

  • 6 authors
·
Mar 10, 2025

Data Journalist Agent: Transforming Data into Verifiable Multimodal Stories

Data tells stories that shape society; the data journalist's job is to turn raw information into stories non-experts can trust. A high-quality news feature takes a newsroom team weeks: hunting for context, running statistics, choosing an angle, and designing visuals. Recent agents handle individual steps well: data-science agents close the analysis loop, while design agents synthesize beautiful websites. But can an agent serve as a data journalist end to end? We introduce Data Journalist Agent (Data2Story), a multi-agent framework that orchestrates specialized roles into a single virtual newsroom. Data2Story contributes two innovations. (i) Claims are evidence-grounded: an Inspector links every number, angle, and asset back to data, code, or an external reference. (ii) Articles are multimodally generative: rather than defaulting to plain text and static charts, Data2Story reasons about what readers will want to see, then deploys multimodal tools, such as interactive maps for geography and audio for music. We evaluate Data2Story on 18 articles, each paired with the originally published expert piece, along four axes: (a) human-agent angle coverage; (b) rubric evaluation with 53 participants across five dimensions; (c) computer-use agents as judges, a cost-saving proxy for how readers navigate interactive articles; and (d) verifiability, where a coding verifier re-executes statements against the data and checks claims against references. Data2Story produces competitive, evidence-traceable multimedia stories, with particular strength in transparency and auditability. Human articles retain an edge in editorial angle, creative design, and presentation. We position Data2Story as a collaborator for journalists, enabling more evidence-based, transparent, and verifiable reporting. Code and demos are available at https://data2story.github.io.

State and Memory is All You Need for Robust and Reliable AI Agents

Large language models (LLMs) have enabled powerful advances in natural language understanding and generation. Yet their application to complex, real-world scientific workflows remain limited by challenges in memory, planning, and tool integration. Here, we introduce SciBORG (Scientific Bespoke Artificial Intelligence Agents Optimized for Research Goals), a modular agentic framework that allows LLM-based agents to autonomously plan, reason, and achieve robust and reliable domain-specific task execution. Agents are constructed dynamically from source code documentation and augmented with finite-state automata (FSA) memory, enabling persistent state tracking and context-aware decision-making. This approach eliminates the need for manual prompt engineering and allows for robust, scalable deployment across diverse applications via maintaining context across extended workflows and to recover from tool or execution failures. We validate SciBORG through integration with both physical and virtual hardware, such as microwave synthesizers for executing user-specified reactions, with context-aware decision making and demonstrate its use in autonomous multi-step bioassay retrieval from the PubChem database utilizing multi-step planning, reasoning, agent-to-agent communication and coordination for execution of exploratory tasks. Systematic benchmarking shows that SciBORG agents achieve reliable execution, adaptive planning, and interpretable state transitions. Our results show that memory and state awareness are critical enablers of agentic planning and reliability, offering a generalizable foundation for deploying AI agents in complex environments.

  • 15 authors
·
Jun 29, 2025

UFO2: The Desktop AgentOS

Recent Computer-Using Agents (CUAs), powered by multimodal large language models (LLMs), offer a promising direction for automating complex desktop workflows through natural language. However, most existing CUAs remain conceptual prototypes, hindered by shallow OS integration, fragile screenshot-based interaction, and disruptive execution. We present UFO2, a multiagent AgentOS for Windows desktops that elevates CUAs into practical, system-level automation. UFO2 features a centralized HostAgent for task decomposition and coordination, alongside a collection of application-specialized AppAgent equipped with native APIs, domain-specific knowledge, and a unified GUI--API action layer. This architecture enables robust task execution while preserving modularity and extensibility. A hybrid control detection pipeline fuses Windows UI Automation (UIA) with vision-based parsing to support diverse interface styles. Runtime efficiency is further enhanced through speculative multi-action planning, reducing per-step LLM overhead. Finally, a Picture-in-Picture (PiP) interface enables automation within an isolated virtual desktop, allowing agents and users to operate concurrently without interference. We evaluate UFO2 across over 20 real-world Windows applications, demonstrating substantial improvements in robustness and execution accuracy over prior CUAs. Our results show that deep OS integration unlocks a scalable path toward reliable, user-aligned desktop automation.

  • 21 authors
·
Apr 20, 2025 3

WebEvolver: Enhancing Web Agent Self-Improvement with Coevolving World Model

Agent self-improvement, where the backbone Large Language Model (LLM) of the agent are trained on trajectories sampled autonomously based on their own policies, has emerged as a promising approach for enhancing performance. Recent advancements, particularly in web environments, face a critical limitation: their performance will reach a stagnation point during autonomous learning cycles, hindering further improvement. We argue that this stems from limited exploration of the web environment and insufficient exploitation of pre-trained web knowledge in LLMs. To improve the performance of self-improvement, we propose a novel framework that introduces a co-evolving World Model LLM. This world model predicts the next observation based on the current observation and action within the web environment. Leveraging LLMs' pretrained knowledge of abundant web content, the World Model serves dual roles: (1) as a virtual web server generating self-instructed training data to continuously refine the agent's policy, and (2) as an imagination engine during inference, enabling look-ahead simulation to guide action selection for the agent LLM. Experiments in real-world web environments (Mind2Web-Live, WebVoyager, and GAIA-web) show a 10% performance gain over existing self-evolving agents, demonstrating the efficacy and generalizability of our approach, without using any distillation from more powerful close-sourced models. Our work establishes the necessity of integrating world models into autonomous agent frameworks to unlock sustained adaptability.

  • 7 authors
·
Apr 22, 2025

G-Designer: Architecting Multi-agent Communication Topologies via Graph Neural Networks

Recent advancements in large language model (LLM)-based agents have demonstrated that collective intelligence can significantly surpass the capabilities of individual agents, primarily due to well-crafted inter-agent communication topologies. Despite the diverse and high-performing designs available, practitioners often face confusion when selecting the most effective pipeline for their specific task: Which topology is the best choice for my task, avoiding unnecessary communication token overhead while ensuring high-quality solution? In response to this dilemma, we introduce G-Designer, an adaptive, efficient, and robust solution for multi-agent deployment, which dynamically designs task-aware, customized communication topologies. Specifically, G-Designer models the multi-agent system as a multi-agent network, leveraging a variational graph auto-encoder to encode both the nodes (agents) and a task-specific virtual node, and decodes a task-adaptive and high-performing communication topology. Extensive experiments on six benchmarks showcase that G-Designer is: (1) high-performing, achieving superior results on MMLU with accuracy at 84.50% and on HumanEval with pass@1 at 89.90%; (2) task-adaptive, architecting communication protocols tailored to task difficulty, reducing token consumption by up to 95.33% on HumanEval; and (3) adversarially robust, defending against agent adversarial attacks with merely 0.3% accuracy drop.

  • 9 authors
·
Oct 15, 2024

POSIM: A Multi-Agent Simulation Framework for Social Media Public Opinion Evolution and Governance

Modeling social media public opinion evolution is essential for governance decision-making. Traditional epidemic models and rule-based agent-based models (ABMs) fail to capture the cognitive processes and adaptive behaviors of real users. Recent large language model (LLM)-based social simulations can reproduce group-level phenomena like polarization and conformity, yet remain unable to recreate the irrational interactions and multi-phase dynamics of real public opinion events. We present POSIM (Public Opinion Simulator), a multi-agent simulation framework for social media public opinion evolution and governance. POSIM integrates LLM-driven agents with a Belief--Desire--Intention (BDI) cognitive architecture that accounts for irrational factors, places them in a virtual social media environment with social networks and recommendation mechanisms, and drives temporal dynamics through a Hawkes point process engine that captures the co-evolution of agents and the environment across event phases. To validate the framework, we collect real-world public opinion datasets from the Weibo platform covering the full interaction chain of users. Experiments show that POSIM successfully reproduces key characteristics of public opinion evolution from individual mechanisms to collective phenomena, and its effectiveness is further supported by multiple statistical metrics. Building on POSIM, governance-oriented guidance and intervention experiments uncover a counterintuitive empathy paradox: empathetic guidance deepens negative sentiment instead of easing it under certain conditions, offering new insights for governance strategy design. These results demonstrate that the proposed framework can fully serve as a computational experimentation platform for proactive strategy evaluation and evidence-based governance. All source code is available at https://github.com/DeepCogLab/posim/.

  • 8 authors
·
Mar 24

Memory for Autonomous LLM Agents:Mechanisms, Evaluation, and Emerging Frontiers

Large language model (LLM) agents increasingly operate in settings where a single context window is far too small to capture what has happened, what was learned, and what should not be repeated. Memory -- the ability to persist, organize, and selectively recall information across interactions -- is what turns a stateless text generator into a genuinely adaptive agent. This survey offers a structured account of how memory is designed, implemented, and evaluated in modern LLM-based agents, covering work from 2022 through early 2026. We formalize agent memory as a write--manage--read loop tightly coupled with perception and action, then introduce a three-dimensional taxonomy spanning temporal scope, representational substrate, and control policy. Five mechanism families are examined in depth: context-resident compression, retrieval-augmented stores, reflective self-improvement, hierarchical virtual context, and policy-learned management. On the evaluation side, we trace the shift from static recall benchmarks to multi-session agentic tests that interleave memory with decision-making, analyzing four recent benchmarks that expose stubborn gaps in current systems. We also survey applications where memory is the differentiating factor -- personal assistants, coding agents, open-world games, scientific reasoning, and multi-agent teamwork -- and address the engineering realities of write-path filtering, contradiction handling, latency budgets, and privacy governance. The paper closes with open challenges: continual consolidation, causally grounded retrieval, trustworthy reflection, learned forgetting, and multimodal embodied memory.

  • 1 authors
·
Mar 8

Non-Colliding Biometric Identities for Digital Entities: Geometry, Capacity, and Million-Scale Virtual Identity Provisioning

Digital entities such as AI agents and humanoid robots increasingly operate alongside real humans, yet their identity infrastructure is based on credentials rather than embodied biometric identity. We introduce Biometric Identity Provisioning (BIP), a new problem and solution framework that addresses: given an enrollment gallery of real human identities, provision virtual identities that are non-colliding with every enrolled identity, maintain sufficient inter-class separability, and are realizable as high-fidelity face images. The key geometric insight is that real face identities occupy a low-dimensional subspace of the embedding hypersphere, leaving no residual subspace for virtual identities. Hence, virtual identities must instead be allocated as unclaimed gaps within the real face manifold itself. BIP is therefore a constrained packing problem: available gaps vastly exceed any foreseeable enrollment scale, and provisioned identities remain non-colliding even as new real identities are subsequently enrolled. Grounded in this geometry, our repulsion-based allocation is not bounded by any fixed provisioning count; we demonstrate 10M non-colliding virtual identity embeddings against a gallery of 360K real identities. Realizing these embeddings as face images requires a generator that operates outside the training distribution of real face images; we introduce GapGen, a gap-aware generator trained with a curriculum that progressively extends synthesis into non-colliding regions, validated at 1M photorealistic virtual face images. We further construct v-LFW, a virtual counterpart to LFW face dataset, with protocols for virtual face verification, cross-reality matching, real-vs-virtual detection, and unified recognition and detection.

  • 5 authors
·
May 17

BEDI: A Comprehensive Benchmark for Evaluating Embodied Agents on UAVs

With the rapid advancement of low-altitude remote sensing and Vision-Language Models (VLMs), Embodied Agents based on Unmanned Aerial Vehicles (UAVs) have shown significant potential in autonomous tasks. However, current evaluation methods for UAV-Embodied Agents (UAV-EAs) remain constrained by the lack of standardized benchmarks, diverse testing scenarios and open system interfaces. To address these challenges, we propose BEDI (Benchmark for Embodied Drone Intelligence), a systematic and standardized benchmark designed for evaluating UAV-EAs. Specifically, we introduce a novel Dynamic Chain-of-Embodied-Task paradigm based on the perception-decision-action loop, which decomposes complex UAV tasks into standardized, measurable subtasks. Building on this paradigm, we design a unified evaluation framework encompassing five core sub-skills: semantic perception, spatial perception, motion control, tool utilization, and task planning. Furthermore, we construct a hybrid testing platform that integrates static real-world environments with dynamic virtual scenarios, enabling comprehensive performance assessment of UAV-EAs across varied contexts. The platform also offers open and standardized interfaces, allowing researchers to customize tasks and extend scenarios, thereby enhancing flexibility and scalability in the evaluation process. Finally, through empirical evaluations of several state-of-the-art (SOTA) VLMs, we reveal their limitations in embodied UAV tasks, underscoring the critical role of the BEDI benchmark in advancing embodied intelligence research and model optimization. By filling the gap in systematic and standardized evaluation within this field, BEDI facilitates objective model comparison and lays a robust foundation for future development in this field. Our benchmark will be released at https://github.com/lostwolves/BEDI .

  • 6 authors
·
May 23, 2025

Emotional RAG: Enhancing Role-Playing Agents through Emotional Retrieval

As LLMs exhibit a high degree of human-like capability, increasing attention has been paid to role-playing research areas in which responses generated by LLMs are expected to mimic human replies. This has promoted the exploration of role-playing agents in various applications, such as chatbots that can engage in natural conversations with users and virtual assistants that can provide personalized support and guidance. The crucial factor in the role-playing task is the effective utilization of character memory, which stores characters' profiles, experiences, and historical dialogues. Retrieval Augmented Generation (RAG) technology is used to access the related memory to enhance the response generation of role-playing agents. Most existing studies retrieve related information based on the semantic similarity of memory to maintain characters' personalized traits, and few attempts have been made to incorporate the emotional factor in the retrieval argument generation (RAG) of LLMs. Inspired by the Mood-Dependent Memory theory, which indicates that people recall an event better if they somehow reinstate during recall the original emotion they experienced during learning, we propose a novel emotion-aware memory retrieval framework, termed Emotional RAG, which recalls the related memory with consideration of emotional state in role-playing agents. Specifically, we design two kinds of retrieval strategies, i.e., combination strategy and sequential strategy, to incorporate both memory semantic and emotional states during the retrieval process. Extensive experiments on three representative role-playing datasets demonstrate that our Emotional RAG framework outperforms the method without considering the emotional factor in maintaining the personalities of role-playing agents. This provides evidence to further reinforce the Mood-Dependent Memory theory in psychology.

  • 5 authors
·
Oct 30, 2024

Lighting-grounded Video Generation with Renderer-based Agent Reasoning

Diffusion models have achieved remarkable progress in video generation, but their controllability remains a major limitation. Key scene factors such as layout, lighting, and camera trajectory are often entangled or only weakly modeled, restricting their applicability in domains like filmmaking and virtual production where explicit scene control is essential. We present LiVER, a diffusion-based framework for scene-controllable video generation. To achieve this, we introduce a novel framework that conditions video synthesis on explicit 3D scene properties, supported by a new large-scale dataset with dense annotations of object layout, lighting, and camera parameters. Our method disentangles these properties by rendering control signals from a unified 3D representation. We propose a lightweight conditioning module and a progressive training strategy to integrate these signals into a foundational video diffusion model, ensuring stable convergence and high fidelity. Our framework enables a wide range of applications, including image-to-video and video-to-video synthesis where the underlying 3D scene is fully editable. To further enhance usability, we develop a scene agent that automatically translates high-level user instructions into the required 3D control signals. Experiments show that LiVER achieves state-of-the-art photorealism and temporal consistency while enabling precise, disentangled control over scene factors, setting a new standard for controllable video generation.

  • 7 authors
·
Apr 8 2

UI-TARS: Pioneering Automated GUI Interaction with Native Agents

This paper introduces UI-TARS, a native GUI agent model that solely perceives the screenshots as input and performs human-like interactions (e.g., keyboard and mouse operations). Unlike prevailing agent frameworks that depend on heavily wrapped commercial models (e.g., GPT-4o) with expert-crafted prompts and workflows, UI-TARS is an end-to-end model that outperforms these sophisticated frameworks. Experiments demonstrate its superior performance: UI-TARS achieves SOTA performance in 10+ GUI agent benchmarks evaluating perception, grounding, and GUI task execution. Notably, in the OSWorld benchmark, UI-TARS achieves scores of 24.6 with 50 steps and 22.7 with 15 steps, outperforming Claude (22.0 and 14.9 respectively). In AndroidWorld, UI-TARS achieves 46.6, surpassing GPT-4o (34.5). UI-TARS incorporates several key innovations: (1) Enhanced Perception: leveraging a large-scale dataset of GUI screenshots for context-aware understanding of UI elements and precise captioning; (2) Unified Action Modeling, which standardizes actions into a unified space across platforms and achieves precise grounding and interaction through large-scale action traces; (3) System-2 Reasoning, which incorporates deliberate reasoning into multi-step decision making, involving multiple reasoning patterns such as task decomposition, reflection thinking, milestone recognition, etc. (4) Iterative Training with Reflective Online Traces, which addresses the data bottleneck by automatically collecting, filtering, and reflectively refining new interaction traces on hundreds of virtual machines. Through iterative training and reflection tuning, UI-TARS continuously learns from its mistakes and adapts to unforeseen situations with minimal human intervention. We also analyze the evolution path of GUI agents to guide the further development of this domain.

  • 35 authors
·
Jan 21, 2025 6

A Survey on Agentic Multimodal Large Language Models

With the recent emergence of revolutionary autonomous agentic systems, research community is witnessing a significant shift from traditional static, passive, and domain-specific AI agents toward more dynamic, proactive, and generalizable agentic AI. Motivated by the growing interest in agentic AI and its potential trajectory toward AGI, we present a comprehensive survey on Agentic Multimodal Large Language Models (Agentic MLLMs). In this survey, we explore the emerging paradigm of agentic MLLMs, delineating their conceptual foundations and distinguishing characteristics from conventional MLLM-based agents. We establish a conceptual framework that organizes agentic MLLMs along three fundamental dimensions: (i) Agentic internal intelligence functions as the system's commander, enabling accurate long-horizon planning through reasoning, reflection, and memory; (ii) Agentic external tool invocation, whereby models proactively use various external tools to extend their problem-solving capabilities beyond their intrinsic knowledge; and (iii) Agentic environment interaction further situates models within virtual or physical environments, allowing them to take actions, adapt strategies, and sustain goal-directed behavior in dynamic real-world scenarios. To further accelerate research in this area for the community, we compile open-source training frameworks, training and evaluation datasets for developing agentic MLLMs. Finally, we review the downstream applications of agentic MLLMs and outline future research directions for this rapidly evolving field. To continuously track developments in this rapidly evolving field, we will also actively update a public repository at https://github.com/HJYao00/Awesome-Agentic-MLLMs.

  • 11 authors
·
Oct 13, 2025

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

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

  • 6 authors
·
Aug 18, 2025 2