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SubscribeDataEnvGym: Data Generation Agents in Teacher Environments with Student Feedback
The process of creating training data to teach models is currently driven by humans, who manually analyze model weaknesses and plan how to create data that improves a student model. Recent approaches using LLMs as annotators reduce human effort, but still require humans to interpret feedback from evaluations and control the LLM to produce data the student needs. Automating this labor-intensive process by creating autonomous data generation agents - or teachers - is desirable, but requires environments that can simulate the feedback-driven, iterative, closed loop of data creation. To enable rapid and scalable testing for such agents and their modules, we introduce DataEnvGym, a testbed of teacher environments for data generation agents. DataEnvGym frames data generation as a sequential decision-making task, involving an agent consisting of a data generation policy (which generates a plan for creating training data) and a data generation engine (which transforms the plan into data), inside an environment that provides student feedback. The agent's goal is to improve student performance. Students are iteratively trained and evaluated on generated data, with their feedback (in the form of errors or weak skills) being reported to the agent after each iteration. DataEnvGym includes multiple teacher environment instantiations across 3 levels of structure in the state representation and action space. More structured environments are based on inferred skills and offer more interpretability and curriculum control. We support 3 diverse tasks (math, code, and VQA) and test multiple students and teachers. Example agents in our teaching environments can iteratively improve students across tasks and settings. Moreover, we show that environments teach different skill levels and test variants of key modules, pointing to future work in improving data generation agents, engines, and feedback mechanisms.
TARGA: Targeted Synthetic Data Generation for Practical Reasoning over Structured Data
Semantic parsing, which converts natural language questions into logic forms, plays a crucial role in reasoning within structured environments. However, existing methods encounter two significant challenges: reliance on extensive manually annotated datasets and limited generalization capability to unseen examples. To tackle these issues, we propose Targeted Synthetic Data Generation (TARGA), a practical framework that dynamically generates high-relevance synthetic data without manual annotation. Starting from the pertinent entities and relations of a given question, we probe for the potential relevant queries through layer-wise expansion and cross-layer combination. Then we generate corresponding natural language questions for these constructed queries to jointly serve as the synthetic demonstrations for in-context learning. Experiments on multiple knowledge base question answering (KBQA) datasets demonstrate that TARGA, using only a 7B-parameter model, substantially outperforms existing non-fine-tuned methods that utilize close-sourced model, achieving notable improvements in F1 scores on GrailQA(+7.7) and KBQA-Agent(+12.2). Furthermore, TARGA also exhibits superior sample efficiency, robustness, and generalization capabilities under non-I.I.D. settings.
Towards Robust Sensor-Fusion Ground SLAM: A Comprehensive Benchmark and A Resilient Framework
Considerable advancements have been achieved in SLAM methods tailored for structured environments, yet their robustness under challenging corner cases remains a critical limitation. Although multi-sensor fusion approaches integrating diverse sensors have shown promising performance improvements, the research community faces two key barriers: On one hand, the lack of standardized and configurable benchmarks that systematically evaluate SLAM algorithms under diverse degradation scenarios hinders comprehensive performance assessment. While on the other hand, existing SLAM frameworks primarily focus on fusing a limited set of sensor types, without effectively addressing adaptive sensor selection strategies for varying environmental conditions. To bridge these gaps, we make three key contributions: First, we introduce M3DGR dataset: a sensor-rich benchmark with systematically induced degradation patterns including visual challenge, LiDAR degeneracy, wheel slippage and GNSS denial. Second, we conduct a comprehensive evaluation of forty SLAM systems on M3DGR, providing critical insights into their robustness and limitations under challenging real-world conditions. Third, we develop a resilient modular multi-sensor fusion framework named Ground-Fusion++, which demonstrates robust performance by coupling GNSS, RGB-D, LiDAR, IMU (Inertial Measurement Unit) and wheel odometry. Codes and datasets are publicly available.
Harnessing Webpage UIs for Text-Rich Visual Understanding
Text-rich visual understanding-the ability to process environments where dense textual content is integrated with visuals-is crucial for multimodal large language models (MLLMs) to interact effectively with structured environments. To enhance this capability, we propose synthesizing general multimodal instructions from webpage UIs using text-based large language models (LLMs). Despite lacking direct visual input, text-based LLMs are able to process structured text representations from webpage accessibility trees. These instructions are then paired with UI screenshots to train multimodal models. We introduce MultiUI, a dataset containing 7.3 million samples from 1 million websites, covering diverse multimodal tasks and UI layouts. Models trained on MultiUI not only excel in web UI tasks-achieving up to a 48\% improvement on VisualWebBench and a 19.1\% boost in action accuracy on a web agent dataset Mind2Web-but also generalize surprisingly well to non-web UI tasks and even to non-UI domains, such as document understanding, OCR, and chart interpretation. These results highlight the broad applicability of web UI data for advancing text-rich visual understanding across various scenarios.
ROVER: A Multi-Season Dataset for Visual SLAM
Robust SLAM is a crucial enabler for autonomous navigation in natural, semi-structured environments such as parks and gardens. However, these environments present unique challenges for SLAM due to frequent seasonal changes, varying light conditions, and dense vegetation. These factors often degrade the performance of visual SLAM algorithms originally developed for structured urban environments. To address this gap, we present ROVER, a comprehensive benchmark dataset tailored for evaluating visual SLAM algorithms under diverse environmental conditions and spatial configurations. We captured the dataset with a robotic platform equipped with monocular, stereo, and RGBD cameras, as well as inertial sensors. It covers 39 recordings across five outdoor locations, collected through all seasons and various lighting scenarios, i.e., day, dusk, and night with and without external lighting. With this novel dataset, we evaluate several traditional and deep learning-based SLAM methods and study their performance in diverse challenging conditions. The results demonstrate that while stereo-inertial and RGBD configurations generally perform better under favorable lighting and moderate vegetation, most SLAM systems perform poorly in low-light and high-vegetation scenarios, particularly during summer and autumn. Our analysis highlights the need for improved adaptability in visual SLAM algorithms for outdoor applications, as current systems struggle with dynamic environmental factors affecting scale, feature extraction, and trajectory consistency. This dataset provides a solid foundation for advancing visual SLAM research in real-world, semi-structured environments, fostering the development of more resilient SLAM systems for long-term outdoor localization and mapping. The dataset and the code of the benchmark are available under https://iis-esslingen.github.io/rover.
Ensembling Prioritized Hybrid Policies for Multi-agent Pathfinding
Multi-Agent Reinforcement Learning (MARL) based Multi-Agent Path Finding (MAPF) has recently gained attention due to its efficiency and scalability. Several MARL-MAPF methods choose to use communication to enrich the information one agent can perceive. However, existing works still struggle in structured environments with high obstacle density and a high number of agents. To further improve the performance of the communication-based MARL-MAPF solvers, we propose a new method, Ensembling Prioritized Hybrid Policies (EPH). We first propose a selective communication block to gather richer information for better agent coordination within multi-agent environments and train the model with a Q learning-based algorithm. We further introduce three advanced inference strategies aimed at bolstering performance during the execution phase. First, we hybridize the neural policy with single-agent expert guidance for navigating conflict-free zones. Secondly, we propose Q value-based methods for prioritized resolution of conflicts as well as deadlock situations. Finally, we introduce a robust ensemble method that can efficiently collect the best out of multiple possible solutions. We empirically evaluate EPH in complex multi-agent environments and demonstrate competitive performance against state-of-the-art neural methods for MAPF. We open-source our code at https://github.com/ai4co/eph-mapf.
On The Planning Abilities of OpenAI's o1 Models: Feasibility, Optimality, and Generalizability
Recent advancements in Large Language Models (LLMs) have showcased their ability to perform complex reasoning tasks, but their effectiveness in planning remains underexplored. In this study, we evaluate the planning capabilities of OpenAI's o1 models across a variety of benchmark tasks, focusing on three key aspects: feasibility, optimality, and generalizability. Through empirical evaluations on constraint-heavy tasks (e.g., Barman, Tyreworld) and spatially complex environments (e.g., Termes, Floortile), we highlight o1-preview's strengths in self-evaluation and constraint-following, while also identifying bottlenecks in decision-making and memory management, particularly in tasks requiring robust spatial reasoning. Our results reveal that o1-preview outperforms GPT-4 in adhering to task constraints and managing state transitions in structured environments. However, the model often generates suboptimal solutions with redundant actions and struggles to generalize effectively in spatially complex tasks. This pilot study provides foundational insights into the planning limitations of LLMs, offering key directions for future research on improving memory management, decision-making, and generalization in LLM-based planning. Code available at https://github.com/VITA-Group/o1-planning.
AnyLoc: Towards Universal Visual Place Recognition
Visual Place Recognition (VPR) is vital for robot localization. To date, the most performant VPR approaches are environment- and task-specific: while they exhibit strong performance in structured environments (predominantly urban driving), their performance degrades severely in unstructured environments, rendering most approaches brittle to robust real-world deployment. In this work, we develop a universal solution to VPR -- a technique that works across a broad range of structured and unstructured environments (urban, outdoors, indoors, aerial, underwater, and subterranean environments) without any re-training or fine-tuning. We demonstrate that general-purpose feature representations derived from off-the-shelf self-supervised models with no VPR-specific training are the right substrate upon which to build such a universal VPR solution. Combining these derived features with unsupervised feature aggregation enables our suite of methods, AnyLoc, to achieve up to 4X significantly higher performance than existing approaches. We further obtain a 6% improvement in performance by characterizing the semantic properties of these features, uncovering unique domains which encapsulate datasets from similar environments. Our detailed experiments and analysis lay a foundation for building VPR solutions that may be deployed anywhere, anytime, and across anyview. We encourage the readers to explore our project page and interactive demos: https://anyloc.github.io/.
Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes
In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.
Are We Done with Object-Centric Learning?
Object-centric learning (OCL) seeks to learn representations that only encode an object, isolated from other objects or background cues in a scene. This approach underpins various aims, including out-of-distribution (OOD) generalization, sample-efficient composition, and modeling of structured environments. Most research has focused on developing unsupervised mechanisms that separate objects into discrete slots in the representation space, evaluated using unsupervised object discovery. However, with recent sample-efficient segmentation models, we can separate objects in the pixel space and encode them independently. This achieves remarkable zero-shot performance on OOD object discovery benchmarks, is scalable to foundation models, and can handle a variable number of slots out-of-the-box. Hence, the goal of OCL methods to obtain object-centric representations has been largely achieved. Despite this progress, a key question remains: How does the ability to separate objects within a scene contribute to broader OCL objectives, such as OOD generalization? We address this by investigating the OOD generalization challenge caused by spurious background cues through the lens of OCL. We propose a novel, training-free probe called Object-Centric Classification with Applied Masks (OCCAM), demonstrating that segmentation-based encoding of individual objects significantly outperforms slot-based OCL methods. However, challenges in real-world applications remain. We provide the toolbox for the OCL community to use scalable object-centric representations, and focus on practical applications and fundamental questions, such as understanding object perception in human cognition. Our code is available https://github.com/AlexanderRubinstein/OCCAM{here}.
Whole-body Motion Control of an Omnidirectional Wheel-Legged Mobile Manipulator via Contact-Aware Dynamic Optimization
Wheel-legged robots with integrated manipulators hold great promise for mobile manipulation in logistics, industrial automation, and human-robot collaboration. However, unified control of such systems remains challenging due to the redundancy in degrees of freedom, complex wheel-ground contact dynamics, and the need for seamless coordination between locomotion and manipulation. In this work, we present the design and whole-body motion control of an omnidirectional wheel-legged quadrupedal robot equipped with a dexterous manipulator. The proposed platform incorporates independently actuated steering modules and hub-driven wheels, enabling agile omnidirectional locomotion with high maneuverability in structured environments. To address the challenges of contact-rich interaction, we develop a contact-aware whole-body dynamic optimization framework that integrates point-contact modeling for manipulation with line-contact modeling for wheel-ground interactions. A warm-start strategy is introduced to accelerate online optimization, ensuring real-time feasibility for high-dimensional control. Furthermore, a unified kinematic model tailored for the robot's 4WIS-4WID actuation scheme eliminates the need for mode switching across different locomotion strategies, improving control consistency and robustness. Simulation and experimental results validate the effectiveness of the proposed framework, demonstrating agile terrain traversal, high-speed omnidirectional mobility, and precise manipulation under diverse scenarios, underscoring the system's potential for factory automation, urban logistics, and service robotics in semi-structured environments.
Neural Production Systems: Learning Rule-Governed Visual Dynamics
Visual environments are structured, consisting of distinct objects or entities. These entities have properties -- both visible and latent -- that determine the manner in which they interact with one another. To partition images into entities, deep-learning researchers have proposed structural inductive biases such as slot-based architectures. To model interactions among entities, equivariant graph neural nets (GNNs) are used, but these are not particularly well suited to the task for two reasons. First, GNNs do not predispose interactions to be sparse, as relationships among independent entities are likely to be. Second, GNNs do not factorize knowledge about interactions in an entity-conditional manner. As an alternative, we take inspiration from cognitive science and resurrect a classic approach, production systems, which consist of a set of rule templates that are applied by binding placeholder variables in the rules to specific entities. Rules are scored on their match to entities, and the best fitting rules are applied to update entity properties. In a series of experiments, we demonstrate that this architecture achieves a flexible, dynamic flow of control and serves to factorize entity-specific and rule-based information. This disentangling of knowledge achieves robust future-state prediction in rich visual environments, outperforming state-of-the-art methods using GNNs, and allows for the extrapolation from simple (few object) environments to more complex environments.
E(2)-Equivariant Graph Planning for Navigation
Learning for robot navigation presents a critical and challenging task. The scarcity and costliness of real-world datasets necessitate efficient learning approaches. In this letter, we exploit Euclidean symmetry in planning for 2D navigation, which originates from Euclidean transformations between reference frames and enables parameter sharing. To address the challenges of unstructured environments, we formulate the navigation problem as planning on a geometric graph and develop an equivariant message passing network to perform value iteration. Furthermore, to handle multi-camera input, we propose a learnable equivariant layer to lift features to a desired space. We conduct comprehensive evaluations across five diverse tasks encompassing structured and unstructured environments, along with maps of known and unknown, given point goals or semantic goals. Our experiments confirm the substantial benefits on training efficiency, stability, and generalization.
Mobile-Env: An Evaluation Platform and Benchmark for Interactive Agents in LLM Era
Diverse evaluation benchmarks play a crucial role to assess a wide range of capabilities of large language models (LLM). Although plenty of endeavors have been dedicated to building valuable benchmarks, there is still little work aiming at evaluating the capability of LLM in multistep interactive environments. Noticing that LLM requires a text representation of the environment observations for interaction, we choose to fill such a blank by building a novel benchmark based on the information user interface (InfoUI). InfoUI consists of rich text contents and can be represented in some text formats, thus is suitable for the assessment of interaction ability of LLM. Additionally, the complex structures of InfoUI can further raise a challenge for LLM to understand structured texts rather than plain texts. An interaction platform is always used to evaluate an agent, however, there is still a lack of a satisfactory interaction platform dedicated to InfoUI. Consequently, we propose to build a novel easily-extendable, adaptable, and close-to-reality interaction platform, Mobile-Env, to provide a base for an appropriate benchmark. Based on Mobile-Env, an InfoUI task set WikiHow is then built to establish a benchmark for the multistep interaction capability of LLM in structured text-based environments. Agents based on a series of LLMs are tested on the task set to obtain an insight into the potential and challenge of LLM for InfoUI interaction. It is sincerely welcome that the community contribute new environments and new task sets for Mobile-Env to provide better test benchmarks and facilitate the development of the corresponding domains.
Routine: A Structural Planning Framework for LLM Agent System in Enterprise
The deployment of agent systems in an enterprise environment is often hindered by several challenges: common models lack domain-specific process knowledge, leading to disorganized plans, missing key tools, and poor execution stability. To address this, this paper introduces Routine, a multi-step agent planning framework designed with a clear structure, explicit instructions, and seamless parameter passing to guide the agent's execution module in performing multi-step tool-calling tasks with high stability. In evaluations conducted within a real-world enterprise scenario, Routine significantly increases the execution accuracy in model tool calls, increasing the performance of GPT-4o from 41.1% to 96.3%, and Qwen3-14B from 32.6% to 83.3%. We further constructed a Routine-following training dataset and fine-tuned Qwen3-14B, resulting in an accuracy increase to 88.2% on scenario-specific evaluations, indicating improved adherence to execution plans. In addition, we employed Routine-based distillation to create a scenario-specific, multi-step tool-calling dataset. Fine-tuning on this distilled dataset raised the model's accuracy to 95.5%, approaching GPT-4o's performance. These results highlight Routine's effectiveness in distilling domain-specific tool-usage patterns and enhancing model adaptability to new scenarios. Our experimental results demonstrate that Routine provides a practical and accessible approach to building stable agent workflows, accelerating the deployment and adoption of agent systems in enterprise environments, and advancing the technical vision of AI for Process.
Structured State Space Models for In-Context Reinforcement Learning
Structured state space sequence (S4) models have recently achieved state-of-the-art performance on long-range sequence modeling tasks. These models also have fast inference speeds and parallelisable training, making them potentially useful in many reinforcement learning settings. We propose a modification to a variant of S4 that enables us to initialise and reset the hidden state in parallel, allowing us to tackle reinforcement learning tasks. We show that our modified architecture runs asymptotically faster than Transformers in sequence length and performs better than RNN's on a simple memory-based task. We evaluate our modified architecture on a set of partially-observable environments and find that, in practice, our model outperforms RNN's while also running over five times faster. Then, by leveraging the model's ability to handle long-range sequences, we achieve strong performance on a challenging meta-learning task in which the agent is given a randomly-sampled continuous control environment, combined with a randomly-sampled linear projection of the environment's observations and actions. Furthermore, we show the resulting model can adapt to out-of-distribution held-out tasks. Overall, the results presented in this paper show that structured state space models are fast and performant for in-context reinforcement learning tasks. We provide code at https://github.com/luchris429/popjaxrl.
Interpretable Robot Control via Structured Behavior Trees and Large Language Models
As intelligent robots become more integrated into human environments, there is a growing need for intuitive and reliable Human-Robot Interaction (HRI) interfaces that are adaptable and more natural to interact with. Traditional robot control methods often require users to adapt to interfaces or memorize predefined commands, limiting usability in dynamic, unstructured environments. This paper presents a novel framework that bridges natural language understanding and robotic execution by combining Large Language Models (LLMs) with Behavior Trees. This integration enables robots to interpret natural language instructions given by users and translate them into executable actions by activating domain-specific plugins. The system supports scalable and modular integration, with a primary focus on perception-based functionalities, such as person tracking and hand gesture recognition. To evaluate the system, a series of real-world experiments was conducted across diverse environments. Experimental results demonstrate that the proposed approach is practical in real-world scenarios, with an average cognition-to-execution accuracy of approximately 94%, making a significant contribution to HRI systems and robots. The complete source code of the framework is publicly available at https://github.com/snt-arg/robot_suite.
Expected flow networks in stochastic environments and two-player zero-sum games
Generative flow networks (GFlowNets) are sequential sampling models trained to match a given distribution. GFlowNets have been successfully applied to various structured object generation tasks, sampling a diverse set of high-reward objects quickly. We propose expected flow networks (EFlowNets), which extend GFlowNets to stochastic environments. We show that EFlowNets outperform other GFlowNet formulations in stochastic tasks such as protein design. We then extend the concept of EFlowNets to adversarial environments, proposing adversarial flow networks (AFlowNets) for two-player zero-sum games. We show that AFlowNets learn to find above 80% of optimal moves in Connect-4 via self-play and outperform AlphaZero in tournaments.
Large-scale Interactive Recommendation with Tree-structured Policy Gradient
Reinforcement learning (RL) has recently been introduced to interactive recommender systems (IRS) because of its nature of learning from dynamic interactions and planning for long-run performance. As IRS is always with thousands of items to recommend (i.e., thousands of actions), most existing RL-based methods, however, fail to handle such a large discrete action space problem and thus become inefficient. The existing work that tries to deal with the large discrete action space problem by utilizing the deep deterministic policy gradient framework suffers from the inconsistency between the continuous action representation (the output of the actor network) and the real discrete action. To avoid such inconsistency and achieve high efficiency and recommendation effectiveness, in this paper, we propose a Tree-structured Policy Gradient Recommendation (TPGR) framework, where a balanced hierarchical clustering tree is built over the items and picking an item is formulated as seeking a path from the root to a certain leaf of the tree. Extensive experiments on carefully-designed environments based on two real-world datasets demonstrate that our model provides superior recommendation performance and significant efficiency improvement over state-of-the-art methods.
One Solution is Not All You Need: Few-Shot Extrapolation via Structured MaxEnt RL
While reinforcement learning algorithms can learn effective policies for complex tasks, these policies are often brittle to even minor task variations, especially when variations are not explicitly provided during training. One natural approach to this problem is to train agents with manually specified variation in the training task or environment. However, this may be infeasible in practical situations, either because making perturbations is not possible, or because it is unclear how to choose suitable perturbation strategies without sacrificing performance. The key insight of this work is that learning diverse behaviors for accomplishing a task can directly lead to behavior that generalizes to varying environments, without needing to perform explicit perturbations during training. By identifying multiple solutions for the task in a single environment during training, our approach can generalize to new situations by abandoning solutions that are no longer effective and adopting those that are. We theoretically characterize a robustness set of environments that arises from our algorithm and empirically find that our diversity-driven approach can extrapolate to various changes in the environment and task.
Reference Points in LLM Sentiment Analysis: The Role of Structured Context
Large language models (LLMs) are now widely used across many fields, including marketing research. Sentiment analysis, in particular, helps firms understand consumer preferences. While most NLP studies classify sentiment from review text alone, marketing theories, such as prospect theory and expectation--disconfirmation theory, point out that customer evaluations are shaped not only by the actual experience but also by additional reference points. This study therefore investigates how the content and format of such supplementary information affect sentiment analysis using LLMs. We compare natural language (NL) and JSON-formatted prompts using a lightweight 3B parameter model suitable for practical marketing applications. Experiments on two Yelp categories (Restaurant and Nightlife) show that the JSON prompt with additional information outperforms all baselines without fine-tuning: Macro-F1 rises by 1.6% and 4% while RMSE falls by 16% and 9.1%, respectively, making it deployable in resource-constrained edge devices. Furthermore, a follow-up analysis confirms that performance gains stem from genuine contextual reasoning rather than label proxying. This work demonstrates that structured prompting can enable smaller models to achieve competitive performance, offering a practical alternative to large-scale model deployment.
Structured Knowledge Accumulation: An Autonomous Framework for Layer-Wise Entropy Reduction in Neural Learning
We introduce the Structured Knowledge Accumulation (SKA) framework, which reinterprets entropy as a dynamic, layer-wise measure of knowledge alignment in neural networks. Instead of relying on traditional gradient-based optimization, SKA defines entropy in terms of knowledge vectors and their influence on decision probabilities across multiple layers. This formulation naturally leads to the emergence of activation functions such as the sigmoid as a consequence of entropy minimization. Unlike conventional backpropagation, SKA allows each layer to optimize independently by aligning its knowledge representation with changes in decision probabilities. As a result, total network entropy decreases in a hierarchical manner, allowing knowledge structures to evolve progressively. This approach provides a scalable, biologically plausible alternative to gradient-based learning, bridging information theory and artificial intelligence while offering promising applications in resource-constrained and parallel computing environments.
Structured Preference Optimization for Vision-Language Long-Horizon Task Planning
Existing methods for vision-language task planning excel in short-horizon tasks but often fall short in complex, long-horizon planning within dynamic environments. These challenges primarily arise from the difficulty of effectively training models to produce high-quality reasoning processes for long-horizon tasks. To address this, we propose Structured Preference Optimization (SPO), which aims to enhance reasoning and action selection in long-horizon task planning through structured preference evaluation and optimized training strategies. Specifically, SPO introduces: 1) Preference-Based Scoring and Optimization, which systematically evaluates reasoning chains based on task relevance, visual grounding, and historical consistency; and 2) Curriculum-Guided Training, where the model progressively adapts from simple to complex tasks, improving its generalization ability in long-horizon scenarios and enhancing reasoning robustness. To advance research in vision-language long-horizon task planning, we introduce ExtendaBench, a comprehensive benchmark covering 1,509 tasks across VirtualHome and Habitat 2.0, categorized into ultra-short, short, medium, and long tasks. Experimental results demonstrate that SPO significantly improves reasoning quality and final decision accuracy, outperforming prior methods on long-horizon tasks and underscoring the effectiveness of preference-driven optimization in vision-language task planning. Specifically, SPO achieves a +5.98% GCR and +4.68% SR improvement in VirtualHome and a +3.30% GCR and +2.11% SR improvement in Habitat over the best-performing baselines.
SlimMoE: Structured Compression of Large MoE Models via Expert Slimming and Distillation
The Mixture of Experts (MoE) architecture has emerged as a powerful paradigm for scaling large language models (LLMs) while maintaining inference efficiency. However, their enormous memory requirements make them prohibitively expensive to fine-tune or deploy in resource-constrained environments. To address this challenge, we introduce SlimMoE, a multi-stage compression framework for transforming large MoE models into much smaller, efficient variants without incurring the prohibitive costs of training from scratch. Our method systematically reduces parameter counts by slimming experts and transferring knowledge through intermediate stages, effectively mitigating the performance degradation common in one-shot pruning approaches. Using this framework, we compress Phi 3.5-MoE (41.9B total/6.6B activated parameters) to create Phi-mini-MoE (7.6B total/2.4B activated parameters) and Phi-tiny-MoE (3.8B total/1.1B activated parameters) using only 400B tokens--less than 10% of the original model's training data. These compressed models can be fine-tuned on a single GPU (A100 for Phi-mini-MoE, A6000 for Phi-tiny-MoE), making them highly suitable for academic and resource-limited settings. Our experiments demonstrate that these compressed models outperform others of similar size and remain competitive with larger models. For instance, Phi-mini-MoE achieves similar or better performance to Phi-3-mini using only 2/3 of the activated parameters and yields comparable MMLU scores to Llama 3.1 8B despite having significantly lower latency. Our findings demonstrate that structured pruning combined with staged distillation offers an effective path to creating high-quality, compact MoE models, paving the way for broader adoption of MoE architectures. We make our models publicly available at https://huggingface.co/microsoft/Phi-mini-MoE-instruct and https://huggingface.co/microsoft/Phi-tiny-MoE-instruct .
SceneScript: Reconstructing Scenes With An Autoregressive Structured Language Model
We introduce SceneScript, a method that directly produces full scene models as a sequence of structured language commands using an autoregressive, token-based approach. Our proposed scene representation is inspired by recent successes in transformers & LLMs, and departs from more traditional methods which commonly describe scenes as meshes, voxel grids, point clouds or radiance fields. Our method infers the set of structured language commands directly from encoded visual data using a scene language encoder-decoder architecture. To train SceneScript, we generate and release a large-scale synthetic dataset called Aria Synthetic Environments consisting of 100k high-quality in-door scenes, with photorealistic and ground-truth annotated renders of egocentric scene walkthroughs. Our method gives state-of-the art results in architectural layout estimation, and competitive results in 3D object detection. Lastly, we explore an advantage for SceneScript, which is the ability to readily adapt to new commands via simple additions to the structured language, which we illustrate for tasks such as coarse 3D object part reconstruction.
MLE-Dojo: Interactive Environments for Empowering LLM Agents in Machine Learning Engineering
We introduce MLE-Dojo, a Gym-style framework for systematically reinforcement learning, evaluating, and improving autonomous large language model (LLM) agents in iterative machine learning engineering (MLE) workflows. Unlike existing benchmarks that primarily rely on static datasets or single-attempt evaluations, MLE-Dojo provides an interactive environment enabling agents to iteratively experiment, debug, and refine solutions through structured feedback loops. Built upon 200+ real-world Kaggle challenges, MLE-Dojo covers diverse, open-ended MLE tasks carefully curated to reflect realistic engineering scenarios such as data processing, architecture search, hyperparameter tuning, and code debugging. Its fully executable environment supports comprehensive agent training via both supervised fine-tuning and reinforcement learning, facilitating iterative experimentation, realistic data sampling, and real-time outcome verification. Extensive evaluations of eight frontier LLMs reveal that while current models achieve meaningful iterative improvements, they still exhibit significant limitations in autonomously generating long-horizon solutions and efficiently resolving complex errors. Furthermore, MLE-Dojo's flexible and extensible architecture seamlessly integrates diverse data sources, tools, and evaluation protocols, uniquely enabling model-based agent tuning and promoting interoperability, scalability, and reproducibility. We open-source our framework and benchmarks to foster community-driven innovation towards next-generation MLE agents.
Dynamic Neighborhood Construction for Structured Large Discrete Action Spaces
Large discrete action spaces (LDAS) remain a central challenge in reinforcement learning. Existing solution approaches can handle unstructured LDAS with up to a few million actions. However, many real-world applications in logistics, production, and transportation systems have combinatorial action spaces, whose size grows well beyond millions of actions, even on small instances. Fortunately, such action spaces exhibit structure, e.g., equally spaced discrete resource units. With this work, we focus on handling structured LDAS (SLDAS) with sizes that cannot be handled by current benchmarks: we propose Dynamic Neighborhood Construction (DNC), a novel exploitation paradigm for SLDAS. We present a scalable neighborhood exploration heuristic that utilizes this paradigm and efficiently explores the discrete neighborhood around the continuous proxy action in structured action spaces with up to 10^{73} actions. We demonstrate the performance of our method by benchmarking it against three state-of-the-art approaches designed for large discrete action spaces across two distinct environments. Our results show that DNC matches or outperforms state-of-the-art approaches while being computationally more efficient. Furthermore, our method scales to action spaces that so far remained computationally intractable for existing methodologies.
One Life to Learn: Inferring Symbolic World Models for Stochastic Environments from Unguided Exploration
Symbolic world modeling requires inferring and representing an environment's transitional dynamics as an executable program. Prior work has focused on largely deterministic environments with abundant interaction data, simple mechanics, and human guidance. We address a more realistic and challenging setting, learning in a complex, stochastic environment where the agent has only "one life" to explore a hostile environment without human guidance. We introduce OneLife, a framework that models world dynamics through conditionally-activated programmatic laws within a probabilistic programming framework. Each law operates through a precondition-effect structure, activating in relevant world states. This creates a dynamic computation graph that routes inference and optimization only through relevant laws, avoiding scaling challenges when all laws contribute to predictions about a complex, hierarchical state, and enabling the learning of stochastic dynamics even with sparse rule activation. To evaluate our approach under these demanding constraints, we introduce a new evaluation protocol that measures (a) state ranking, the ability to distinguish plausible future states from implausible ones, and (b) state fidelity, the ability to generate future states that closely resemble reality. We develop and evaluate our framework on Crafter-OO, our reimplementation of the Crafter environment that exposes a structured, object-oriented symbolic state and a pure transition function that operates on that state alone. OneLife can successfully learn key environment dynamics from minimal, unguided interaction, outperforming a strong baseline on 16 out of 23 scenarios tested. We also test OneLife's planning ability, with simulated rollouts successfully identifying superior strategies. Our work establishes a foundation for autonomously constructing programmatic world models of unknown, complex environments.
TopoNav: Topological Navigation for Efficient Exploration in Sparse Reward Environments
Autonomous robots exploring unknown areas face a significant challenge -- navigating effectively without prior maps and with limited external feedback. This challenge intensifies in sparse reward environments, where traditional exploration techniques often fail. In this paper, we introduce TopoNav, a novel framework that empowers robots to overcome these constraints and achieve efficient, adaptable, and goal-oriented exploration. TopoNav's fundamental building blocks are active topological mapping, intrinsic reward mechanisms, and hierarchical objective prioritization. Throughout its exploration, TopoNav constructs a dynamic topological map that captures key locations and pathways. It utilizes intrinsic rewards to guide the robot towards designated sub-goals within this map, fostering structured exploration even in sparse reward settings. To ensure efficient navigation, TopoNav employs the Hierarchical Objective-Driven Active Topologies framework, enabling the robot to prioritize immediate tasks like obstacle avoidance while maintaining focus on the overall goal. We demonstrate TopoNav's effectiveness in simulated environments that replicate real-world conditions. Our results reveal significant improvements in exploration efficiency, navigational accuracy, and adaptability to unforeseen obstacles, showcasing its potential to revolutionize autonomous exploration in a wide range of applications, including search and rescue, environmental monitoring, and planetary exploration.
EconWebArena: Benchmarking Autonomous Agents on Economic Tasks in Realistic Web Environments
We introduce EconWebArena, a benchmark for evaluating autonomous agents on complex, multimodal economic tasks in realistic web environments. The benchmark comprises 360 curated tasks from 82 authoritative websites spanning domains such as macroeconomics, labor, finance, trade, and public policy. Each task challenges agents to navigate live websites, interpret structured and visual content, interact with real interfaces, and extract precise, time-sensitive data through multi-step workflows. We construct the benchmark by prompting multiple large language models (LLMs) to generate candidate tasks, followed by rigorous human curation to ensure clarity, feasibility, and source reliability. Unlike prior work, EconWebArena emphasizes fidelity to authoritative data sources and the need for grounded web-based economic reasoning. We evaluate a diverse set of state-of-the-art multimodal LLMs as web agents, analyze failure cases, and conduct ablation studies to assess the impact of visual grounding, plan-based reasoning, and interaction design. Our results reveal substantial performance gaps and highlight persistent challenges in grounding, navigation, and multimodal understanding, positioning EconWebArena as a rigorous testbed for economic web intelligence.
M3DLayout: A Multi-Source Dataset of 3D Indoor Layouts and Structured Descriptions for 3D Generation
In text-driven 3D scene generation, object layout serves as a crucial intermediate representation that bridges high-level language instructions with detailed geometric output. It not only provides a structural blueprint for ensuring physical plausibility but also supports semantic controllability and interactive editing. However, the learning capabilities of current 3D indoor layout generation models are constrained by the limited scale, diversity, and annotation quality of existing datasets. To address this, we introduce M3DLayout, a large-scale, multi-source dataset for 3D indoor layout generation. M3DLayout comprises 15,080 layouts and over 258k object instances, integrating three distinct sources: real-world scans, professional CAD designs, and procedurally generated scenes. Each layout is paired with detailed structured text describing global scene summaries, relational placements of large furniture, and fine-grained arrangements of smaller items. This diverse and richly annotated resource enables models to learn complex spatial and semantic patterns across a wide variety of indoor environments. To assess the potential of M3DLayout, we establish a benchmark using a text-conditioned diffusion model. Experimental results demonstrate that our dataset provides a solid foundation for training layout generation models. Its multi-source composition enhances diversity, notably through the Inf3DLayout subset which provides rich small-object information, enabling the generation of more complex and detailed scenes. We hope that M3DLayout can serve as a valuable resource for advancing research in text-driven 3D scene synthesis.
Go-Browse: Training Web Agents with Structured Exploration
One of the fundamental problems in digital agents is their lack of understanding of their environment. For instance, a web browsing agent may get lost in unfamiliar websites, uncertain what pages must be visited to achieve its goals. To address this, we propose Go-Browse, a method for automatically collecting diverse and realistic web agent data at scale through structured exploration of web environments. Go-Browse achieves efficient exploration by framing data collection as a graph search, enabling reuse of information across exploration episodes. We instantiate our method on the WebArena benchmark, collecting a dataset of 10K successful task-solving trajectories and 40K interaction steps across 100 URLs. Fine-tuning a 7B parameter language model on this dataset achieves a success rate of 21.7% on the WebArena benchmark, beating GPT-4o mini by 2.4% and exceeding current state-of-the-art results for sub-10B parameter models by 2.9%.
HEIGHT: Heterogeneous Interaction Graph Transformer for Robot Navigation in Crowded and Constrained Environments
We study the problem of robot navigation in dense and interactive crowds with environmental constraints such as corridors and furniture. Previous methods fail to consider all types of interactions among agents and obstacles, leading to unsafe and inefficient robot paths. In this article, we leverage a graph-based representation of crowded and constrained scenarios and propose a structured framework to learn robot navigation policies with deep reinforcement learning. We first split the representations of different components in the environment and propose a heterogeneous spatio-temporal (st) graph to model distinct interactions among humans, robots, and obstacles. Based on the heterogeneous st-graph, we propose HEIGHT, a novel navigation policy network architecture with different components to capture heterogeneous interactions among entities through space and time. HEIGHT utilizes attention mechanisms to prioritize important interactions and a recurrent network to track changes in the dynamic scene over time, encouraging the robot to avoid collisions adaptively. Through extensive simulation and real-world experiments, we demonstrate that HEIGHT outperforms state-of-the-art baselines in terms of success and efficiency in challenging navigation scenarios. Furthermore, we demonstrate that our pipeline achieves better zero-shot generalization capability than previous works when the densities of humans and obstacles change. More videos are available at https://sites.google.com/view/crowdnav-height/home.
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.
ARTDECO: Towards Efficient and High-Fidelity On-the-Fly 3D Reconstruction with Structured Scene Representation
On-the-fly 3D reconstruction from monocular image sequences is a long-standing challenge in computer vision, critical for applications such as real-to-sim, AR/VR, and robotics. Existing methods face a major tradeoff: per-scene optimization yields high fidelity but is computationally expensive, whereas feed-forward foundation models enable real-time inference but struggle with accuracy and robustness. In this work, we propose ARTDECO, a unified framework that combines the efficiency of feed-forward models with the reliability of SLAM-based pipelines. ARTDECO uses 3D foundation models for pose estimation and point prediction, coupled with a Gaussian decoder that transforms multi-scale features into structured 3D Gaussians. To sustain both fidelity and efficiency at scale, we design a hierarchical Gaussian representation with a LoD-aware rendering strategy, which improves rendering fidelity while reducing redundancy. Experiments on eight diverse indoor and outdoor benchmarks show that ARTDECO delivers interactive performance comparable to SLAM, robustness similar to feed-forward systems, and reconstruction quality close to per-scene optimization, providing a practical path toward on-the-fly digitization of real-world environments with both accurate geometry and high visual fidelity. Explore more demos on our project page: https://city-super.github.io/artdeco/.
AssetField: Assets Mining and Reconfiguration in Ground Feature Plane Representation
Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observation, we propose AssetField, a novel neural scene representation that learns a set of object-aware ground feature planes to represent the scene, where an asset library storing template feature patches can be constructed in an unsupervised manner. Unlike existing methods which require object masks to query spatial points for object editing, our ground feature plane representation offers a natural visualization of the scene in the bird-eye view, allowing a variety of operations (e.g. translation, duplication, deformation) on objects to configure a new scene. With the template feature patches, group editing is enabled for scenes with many recurring items to avoid repetitive work on object individuals. We show that AssetField not only achieves competitive performance for novel-view synthesis but also generates realistic renderings for new scene configurations.
D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI
Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations, and 1K+ hours of pseudo-labeled gameplay), we achieve a total of 96.6% success rate on LIBERO manipulation and 83.3% on CANVAS navigation benchmarks. This validates that sensorimotor primitives in digital interactions exhibit sufficient invariance to transfer meaningfully to physical embodied tasks, establishing desktop pretraining as a practical paradigm for robotics. We will make all our work public, including the OWA toolkit, datasets of human-collected and pseudo-labeled, and VAPT-trained models available at https://worv-ai.github.io/d2e/
Uncertainty in Action: Confidence Elicitation in Embodied Agents
Expressing confidence is challenging for embodied agents navigating dynamic multimodal environments, where uncertainty arises from both perception and decision-making processes. We present the first work investigating embodied confidence elicitation in open-ended multimodal environments. We introduce Elicitation Policies, which structure confidence assessment across inductive, deductive, and abductive reasoning, along with Execution Policies, which enhance confidence calibration through scenario reinterpretation, action sampling, and hypothetical reasoning. Evaluating agents in calibration and failure prediction tasks within the Minecraft environment, we show that structured reasoning approaches, such as Chain-of-Thoughts, improve confidence calibration. However, our findings also reveal persistent challenges in distinguishing uncertainty, particularly under abductive settings, underscoring the need for more sophisticated embodied confidence elicitation methods.
FROSS: Faster-than-Real-Time Online 3D Semantic Scene Graph Generation from RGB-D Images
The ability to abstract complex 3D environments into simplified and structured representations is crucial across various domains. 3D semantic scene graphs (SSGs) achieve this by representing objects as nodes and their interrelationships as edges, facilitating high-level scene understanding. Existing methods for 3D SSG generation, however, face significant challenges, including high computational demands and non-incremental processing that hinder their suitability for real-time open-world applications. To address this issue, we propose FROSS (Faster-than-Real-Time Online 3D Semantic Scene Graph Generation), an innovative approach for online and faster-than-real-time 3D SSG generation that leverages the direct lifting of 2D scene graphs to 3D space and represents objects as 3D Gaussian distributions. This framework eliminates the dependency on precise and computationally-intensive point cloud processing. Furthermore, we extend the Replica dataset with inter-object relationship annotations, creating the ReplicaSSG dataset for comprehensive evaluation of FROSS. The experimental results from evaluations on ReplicaSSG and 3DSSG datasets show that FROSS can achieve superior performance while operating significantly faster than prior 3D SSG generation methods. Our implementation and dataset are publicly available at https://github.com/Howardkhh/FROSS.
RealBench: Benchmarking Verilog Generation Models with Real-World IP Designs
The automatic generation of Verilog code using Large Language Models (LLMs) has garnered significant interest in hardware design automation. However, existing benchmarks for evaluating LLMs in Verilog generation fall short in replicating real-world design workflows due to their designs' simplicity, inadequate design specifications, and less rigorous verification environments. To address these limitations, we present RealBench, the first benchmark aiming at real-world IP-level Verilog generation tasks. RealBench features complex, structured, real-world open-source IP designs, multi-modal and formatted design specifications, and rigorous verification environments, including 100% line coverage testbenches and a formal checker. It supports both module-level and system-level tasks, enabling comprehensive assessments of LLM capabilities. Evaluations on various LLMs and agents reveal that even one of the best-performing LLMs, o1-preview, achieves only a 13.3% pass@1 on module-level tasks and 0% on system-level tasks, highlighting the need for stronger Verilog generation models in the future. The benchmark is open-sourced at https://github.com/IPRC-DIP/RealBench.
DPCore: Dynamic Prompt Coreset for Continual Test-Time Adaptation
Continual Test-Time Adaptation (CTTA) seeks to adapt source pre-trained models to continually changing, unseen target domains. While existing CTTA methods assume structured domain changes with uniform durations, real-world environments often exhibit dynamic patterns where domains recur with varying frequencies and durations. Current approaches, which adapt the same parameters across different domains, struggle in such dynamic conditions-they face convergence issues with brief domain exposures, risk forgetting previously learned knowledge, or misapplying it to irrelevant domains. To remedy this, we propose DPCore, a method designed for robust performance across diverse domain change patterns while ensuring computational efficiency. DPCore integrates three key components: Visual Prompt Adaptation for efficient domain alignment, a Prompt Coreset for knowledge preservation, and a Dynamic Update mechanism that intelligently adjusts existing prompts for similar domains while creating new ones for substantially different domains. Extensive experiments on four benchmarks demonstrate that DPCore consistently outperforms various CTTA methods, achieving state-of-the-art performance in both structured and dynamic settings while reducing trainable parameters by 99% and computation time by 64% compared to previous approaches.
3D Scene Generation: A Survey
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.
GoViG: Goal-Conditioned Visual Navigation Instruction Generation
We introduce Goal-Conditioned Visual Navigation Instruction Generation (GoViG), a new task that aims to autonomously generate precise and contextually coherent navigation instructions solely from egocentric visual observations of initial and goal states. Unlike conventional approaches that rely on structured inputs such as semantic annotations or environmental maps, GoViG exclusively leverages raw egocentric visual data, substantially improving its adaptability to unseen and unstructured environments. Our method addresses this task by decomposing it into two interconnected subtasks: (1) visual forecasting, which predicts intermediate visual states bridging the initial and goal views; and (2) instruction generation, which synthesizes linguistically coherent instructions grounded in both observed and anticipated visuals. These subtasks are integrated within an autoregressive multimodal large language model trained with tailored objectives to ensure spatial accuracy and linguistic clarity. Furthermore, we introduce two complementary multimodal reasoning strategies, one-pass and interleaved reasoning, to mimic incremental human cognitive processes during navigation. To evaluate our method, we propose the R2R-Goal dataset, combining diverse synthetic and real-world trajectories. Empirical results demonstrate significant improvements over state-of-the-art methods, achieving superior BLEU-4 and CIDEr scores along with robust cross-domain generalization.
A large-scale image-text dataset benchmark for farmland segmentation
The traditional deep learning paradigm that solely relies on labeled data has limitations in representing the spatial relationships between farmland elements and the surrounding environment.It struggles to effectively model the dynamic temporal evolution and spatial heterogeneity of farmland. Language,as a structured knowledge carrier,can explicitly express the spatiotemporal characteristics of farmland, such as its shape, distribution,and surrounding environmental information.Therefore,a language-driven learning paradigm can effectively alleviate the challenges posed by the spatiotemporal heterogeneity of farmland.However,in the field of remote sensing imagery of farmland,there is currently no comprehensive benchmark dataset to support this research direction.To fill this gap,we introduced language based descriptions of farmland and developed FarmSeg-VL dataset,the first fine-grained image-text dataset designed for spatiotemporal farmland segmentation.Firstly, this article proposed a semi-automatic annotation method that can accurately assign caption to each image, ensuring high data quality and semantic richness while improving the efficiency of dataset construction.Secondly,the FarmSeg-VL exhibits significant spatiotemporal characteristics.In terms of the temporal dimension,it covers all four seasons.In terms of the spatial dimension,it covers eight typical agricultural regions across China.In addition, in terms of captions,FarmSeg-VL covers rich spatiotemporal characteristics of farmland,including its inherent properties,phenological characteristics, spatial distribution,topographic and geomorphic features,and the distribution of surrounding environments.Finally,we present a performance analysis of VLMs and the deep learning models that rely solely on labels trained on the FarmSeg-VL,demonstrating its potential as a standard benchmark for farmland segmentation.
SituationalLLM: Proactive language models with scene awareness for dynamic, contextual task guidance
Large language models (LLMs) have achieved remarkable success in text-based tasks but often struggle to provide actionable guidance in real-world physical environments. This is because of their inability to recognize their limited understanding of the user's physical context. We present SituationalLLM, a novel approach that integrates structured scene information into an LLM to deliver proactive, context-aware assistance. By encoding objects, attributes, and relationships in a custom Scene Graph Language, SituationalLLM actively identifies gaps in environmental context and seeks clarifications during user interactions. This behavior emerges from training on the Situational Awareness Database for Instruct-Tuning (SAD-Instruct), which combines diverse, scenario-specific scene graphs with iterative, dialogue-based refinements. Experimental results indicate that SituationalLLM outperforms generic LLM baselines in task specificity, reliability, and adaptability, paving the way for environment-aware AI assistants capable of delivering robust, user-centric guidance under real-world constraints.
Nested Policy Reinforcement Learning
Off-policy reinforcement learning (RL) has proven to be a powerful framework for guiding agents' actions in environments with stochastic rewards and unknown or noisy state dynamics. In many real-world settings, these agents must operate in multiple environments, each with slightly different dynamics. For example, we may be interested in developing policies to guide medical treatment for patients with and without a given disease, or policies to navigate curriculum design for students with and without a learning disability. Here, we introduce nested policy fitted Q-iteration (NFQI), an RL framework that finds optimal policies in environments that exhibit such a structure. Our approach develops a nested Q-value function that takes advantage of the shared structure between two groups of observations from two separate environments while allowing their policies to be distinct from one another. We find that NFQI yields policies that rely on relevant features and perform at least as well as a policy that does not consider group structure. We demonstrate NFQI's performance using an OpenAI Gym environment and a clinical decision making RL task. Our results suggest that NFQI can develop policies that are better suited to many real-world clinical environments.
GraphCoT-VLA: A 3D Spatial-Aware Reasoning Vision-Language-Action Model for Robotic Manipulation with Ambiguous Instructions
Vision-language-action models have emerged as a crucial paradigm in robotic manipulation. However, existing VLA models exhibit notable limitations in handling ambiguous language instructions and unknown environmental states. Furthermore, their perception is largely constrained to static two-dimensional observations, lacking the capability to model three-dimensional interactions between the robot and its environment. To address these challenges, this paper proposes GraphCoT-VLA, an efficient end-to-end model. To enhance the model's ability to interpret ambiguous instructions and improve task planning, we design a structured Chain-of-Thought reasoning module that integrates high-level task understanding and planning, failed task feedback, and low-level imaginative reasoning about future object positions and robot actions. Additionally, we construct a real-time updatable 3D Pose-Object graph, which captures the spatial configuration of robot joints and the topological relationships between objects in 3D space, enabling the model to better understand and manipulate their interactions. We further integrates a dropout hybrid reasoning strategy to achieve efficient control outputs. Experimental results across multiple real-world robotic tasks demonstrate that GraphCoT-VLA significantly outperforms existing methods in terms of task success rate and response speed, exhibiting strong generalization and robustness in open environments and under uncertain instructions.
CodeAgents: A Token-Efficient Framework for Codified Multi-Agent Reasoning in LLMs
Effective prompt design is essential for improving the planning capabilities of large language model (LLM)-driven agents. However, existing structured prompting strategies are typically limited to single-agent, plan-only settings, and often evaluate performance solely based on task accuracy - overlooking critical factors such as token efficiency, modularity, and scalability in multi-agent environments. To address these limitations, we introduce CodeAgents, a prompting framework that codifies multi-agent reasoning and enables structured, token-efficient planning in multi-agent systems. In CodeAgents, all components of agent interaction - Task, Plan, Feedback, system roles, and external tool invocations - are codified into modular pseudocode enriched with control structures (e.g., loops, conditionals), boolean logic, and typed variables. This design transforms loosely connected agent plans into cohesive, interpretable, and verifiable multi-agent reasoning programs. We evaluate the proposed framework across three diverse benchmarks - GAIA, HotpotQA, and VirtualHome - using a range of representative LLMs. Results show consistent improvements in planning performance, with absolute gains of 3-36 percentage points over natural language prompting baselines. On VirtualHome, our method achieves a new state-of-the-art success rate of 56%. In addition, our approach reduces input and output token usage by 55-87% and 41-70%, respectively, underscoring the importance of token-aware evaluation metrics in the development of scalable multi-agent LLM systems. The code and resources are available at: https://anonymous.4open.science/r/CodifyingAgent-5A86
The Emergence of Strategic Reasoning of Large Language Models
Although large language models (LLMs) have demonstrated strong reasoning abilities in structured tasks (e.g., coding and mathematics), it remains unexplored whether these abilities extend to strategic multi-agent environments. We investigate strategic reasoning capabilities -- the process of choosing an optimal course of action by predicting and adapting to others' actions -- of LLMs by analyzing their performance in three classical games from behavioral economics. We evaluate three standard LLMs (ChatGPT-4, Claude-2.1, Gemini 1.5) and three specialized reasoning LLMs (GPT-o1, Claude-3.5-Sonnet, Gemini Flash Thinking 2.0) using hierarchical models of bounded rationality. Our results show that reasoning LLMs exhibit superior strategic reasoning compared to standard LLMs (which do not demonstrate substantial capabilities), and often match or exceed human performance. Since strategic reasoning is fundamental to future AI systems (including Agentic AI and Artificial General Intelligence), our findings demonstrate the importance of dedicated reasoning capabilities in achieving effective strategic reasoning.
TextQuests: How Good are LLMs at Text-Based Video Games?
Evaluating AI agents within complex, interactive environments that mirror real-world challenges is critical for understanding their practical capabilities. While existing agent benchmarks effectively assess skills like tool use or performance on structured tasks, they often do not fully capture an agent's ability to operate autonomously in exploratory environments that demand sustained, self-directed reasoning over a long and growing context. To spur the development of agents capable of more robust intrinsic reasoning over long horizons, we introduce TextQuests, a benchmark based on the Infocom suite of interactive fiction games. These text-based adventures, which can take human players over 30 hours and require hundreds of precise actions to solve, serve as an effective proxy for evaluating AI agents on focused, stateful tasks. The benchmark is specifically designed to assess an LLM agent's capacity for self-contained problem-solving by precluding the use of external tools, thereby focusing on intrinsic long-context reasoning capabilities in an exploratory environment characterized by the need for trial-and-error learning and sustained problem-solving within a single interactive session. We release TextQuests at https://textquests.ai.
WinClick: GUI Grounding with Multimodal Large Language Models
Graphical User Interface (GUI) tasks are vital for automating workflows such as software testing, user interface navigation. For users, the GUI is the most intuitive platform for interacting with a computer. Previous work identified a key challenge in developing visual GUI agents: GUI grounding - the ability to accurately locate screen elements based on instructions. However, most existing GUI agents rely on structured data formats like DOM or HTML files in training or inferencing, which are inaccessible across all applications, particular in a general desktop environments such as Windows OS. To address this, we introduce WinClick, a novel visual GUI agent developed in Windows platform. WinClick leverages screenshots to detect actionable regions. To overcome the challenge of GUI grounding, we enhance WinClick with GUI grounding pre-training and propose an LLM-based method for aligning GUI grounding data. Additionally, we introduce WinSpot, the first comprehensive benchmark for GUI grounding on Windows. Our experiments demonstrate that WinClick, combined with GUI grounding pre-training, significantly outperforms existing baselines, offering a scalable solution for GUI automation in desktop environments. WinSpot is publicly available at https://github.com/zackhuiiiii/WinSpot.
LLARVA: Vision-Action Instruction Tuning Enhances Robot Learning
In recent years, instruction-tuned Large Multimodal Models (LMMs) have been successful at several tasks, including image captioning and visual question answering; yet leveraging these models remains an open question for robotics. Prior LMMs for robotics applications have been extensively trained on language and action data, but their ability to generalize in different settings has often been less than desired. To address this, we introduce LLARVA, a model trained with a novel instruction tuning method that leverages structured prompts to unify a range of robotic learning tasks, scenarios, and environments. Additionally, we show that predicting intermediate 2-D representations, which we refer to as "visual traces", can help further align vision and action spaces for robot learning. We generate 8.5M image-visual trace pairs from the Open X-Embodiment dataset in order to pre-train our model, and we evaluate on 12 different tasks in the RLBench simulator as well as a physical Franka Emika Panda 7-DoF robot. Our experiments yield strong performance, demonstrating that LLARVA - using 2-D and language representations - performs well compared to several contemporary baselines, and can generalize across various robot environments and configurations.
Cognitive Architectures for Language Agents
Recent efforts have augmented large language models (LLMs) with external resources (e.g., the Internet) or internal control flows (e.g., prompt chaining) for tasks requiring grounding or reasoning, leading to a new class of language agents. While these agents have achieved substantial empirical success, we lack a systematic framework to organize existing agents and plan future developments. In this paper, we draw on the rich history of cognitive science and symbolic artificial intelligence to propose Cognitive Architectures for Language Agents (CoALA). CoALA describes a language agent with modular memory components, a structured action space to interact with internal memory and external environments, and a generalized decision-making process to choose actions. We use CoALA to retrospectively survey and organize a large body of recent work, and prospectively identify actionable directions towards more capable agents. Taken together, CoALA contextualizes today's language agents within the broader history of AI and outlines a path towards language-based general intelligence.
KAT-Coder Technical Report
Recent advances in large language models (LLMs) have enabled progress in agentic coding, where models autonomously reason, plan, and act within interactive software development workflows. However, bridging the gap between static text-based training and dynamic real-world agentic execution remains a core challenge. In this technical report, we present KAT-Coder, a large-scale agentic code model trained through a multi-stage curriculum encompassing Mid-Term Training, Supervised Fine-Tuning (SFT), Reinforcement Fine-Tuning (RFT), and Reinforcement-to-Deployment Adaptation. The Mid-Term stage enhances reasoning, planning, and reflection capabilities through a corpus of real software engineering data and synthetic agentic interactions. The SFT stage constructs a million-sample dataset balancing twenty programming languages, ten development contexts, and ten task archetypes. The RFT stage introduces a novel multi-ground-truth reward formulation for stable and sample-efficient policy optimization. Finally, the Reinforcement-to-Deployment phase adapts the model to production-grade IDE environments using Error-Masked SFT and Tree-Structured Trajectory Training. In summary, these stages enable KAT-Coder to achieve robust tool-use reliability, instruction alignment, and long-context reasoning, forming a deployable foundation for real-world intelligent coding agents. Our KAT series 32B model, KAT-Dev, has been open-sourced on https://huggingface.co/Kwaipilot/KAT-Dev.
Why do AI agents communicate in human language?
Large Language Models (LLMs) have become foundational to modern AI agent systems, enabling autonomous agents to reason and plan. In most existing systems, inter-agent communication relies primarily on natural language. While this design supports interpretability and human oversight, we argue that it introduces fundamental limitations in agent-to-agent coordination. The semantic space of natural language is structurally misaligned with the high-dimensional vector spaces in which LLMs operate, resulting in information loss and behavioral drift. Beyond surface-level inefficiencies, we highlight a deeper architectural limitation: current LLMs were not trained with the objective of supporting agentic behavior. As such, they lack mechanisms for modeling role continuity, task boundaries, and multi-agent dependencies. The standard next-token prediction paradigm fails to support the structural alignment required for robust, scalable agent coordination. Based on this, we argue that two core questions deserve careful examination: first, given that AI agents fundamentally operate in high-dimensional vector spaces, should they rely on a language system originally designed for human cognition as their communication medium? Second, should we consider developing a new model construction paradigm that builds models from the ground up to natively support structured communication, shared intentionality, and task alignment in multi-role, multi-agent environments? This paper calls for a reconsideration not only of how agents should communicate, but also of what it fundamentally means to train a model that natively supports multi-agent coordination and communication.
If LLM Is the Wizard, Then Code Is the Wand: A Survey on How Code Empowers Large Language Models to Serve as Intelligent Agents
The prominent large language models (LLMs) of today differ from past language models not only in size, but also in the fact that they are trained on a combination of natural language and formal language (code). As a medium between humans and computers, code translates high-level goals into executable steps, featuring standard syntax, logical consistency, abstraction, and modularity. In this survey, we present an overview of the various benefits of integrating code into LLMs' training data. Specifically, beyond enhancing LLMs in code generation, we observe that these unique properties of code help (i) unlock the reasoning ability of LLMs, enabling their applications to a range of more complex natural language tasks; (ii) steer LLMs to produce structured and precise intermediate steps, which can then be connected to external execution ends through function calls; and (iii) take advantage of code compilation and execution environment, which also provides diverse feedback for model improvement. In addition, we trace how these profound capabilities of LLMs, brought by code, have led to their emergence as intelligent agents (IAs) in situations where the ability to understand instructions, decompose goals, plan and execute actions, and refine from feedback are crucial to their success on downstream tasks. Finally, we present several key challenges and future directions of empowering LLMs with code.
From reactive to cognitive: brain-inspired spatial intelligence for embodied agents
Spatial cognition enables adaptive goal-directed behavior by constructing internal models of space. Robust biological systems consolidate spatial knowledge into three interconnected forms: landmarks for salient cues, route knowledge for movement trajectories, and survey knowledge for map-like representations. While recent advances in multi-modal large language models (MLLMs) have enabled visual-language reasoning in embodied agents, these efforts lack structured spatial memory and instead operate reactively, limiting their generalization and adaptability in complex real-world environments. Here we present Brain-inspired Spatial Cognition for Navigation (BSC-Nav), a unified framework for constructing and leveraging structured spatial memory in embodied agents. BSC-Nav builds allocentric cognitive maps from egocentric trajectories and contextual cues, and dynamically retrieves spatial knowledge aligned with semantic goals. Integrated with powerful MLLMs, BSC-Nav achieves state-of-the-art efficacy and efficiency across diverse navigation tasks, demonstrates strong zero-shot generalization, and supports versatile embodied behaviors in the real physical world, offering a scalable and biologically grounded path toward general-purpose spatial intelligence.
ZebraLogic: On the Scaling Limits of LLMs for Logical Reasoning
We investigate the logical reasoning capabilities of large language models (LLMs) and their scalability in complex non-monotonic reasoning. To this end, we introduce ZebraLogic, a comprehensive evaluation framework for assessing LLM reasoning performance on logic grid puzzles derived from constraint satisfaction problems (CSPs). ZebraLogic enables the generation of puzzles with controllable and quantifiable complexity, facilitating a systematic study of the scaling limits of models such as Llama, o1 models, and DeepSeek-R1. By encompassing a broad range of search space complexities and diverse logical constraints, ZebraLogic provides a structured environment to evaluate reasoning under increasing difficulty. Our results reveal a significant decline in accuracy as problem complexity grows -- a phenomenon we term the curse of complexity. This limitation persists even with larger models and increased inference-time computation, suggesting inherent constraints in current LLM reasoning capabilities. Additionally, we explore strategies to enhance logical reasoning, including Best-of-N sampling, backtracking mechanisms, and self-verification prompts. Our findings offer critical insights into the scalability of LLM reasoning, highlight fundamental limitations, and outline potential directions for improvement.
VISA: Reasoning Video Object Segmentation via Large Language Models
Existing Video Object Segmentation (VOS) relies on explicit user instructions, such as categories, masks, or short phrases, restricting their ability to perform complex video segmentation requiring reasoning with world knowledge. In this paper, we introduce a new task, Reasoning Video Object Segmentation (ReasonVOS). This task aims to generate a sequence of segmentation masks in response to implicit text queries that require complex reasoning abilities based on world knowledge and video contexts, which is crucial for structured environment understanding and object-centric interactions, pivotal in the development of embodied AI. To tackle ReasonVOS, we introduce VISA (Video-based large language Instructed Segmentation Assistant), to leverage the world knowledge reasoning capabilities of multi-modal LLMs while possessing the ability to segment and track objects in videos with a mask decoder. Moreover, we establish a comprehensive benchmark consisting of 35,074 instruction-mask sequence pairs from 1,042 diverse videos, which incorporates complex world knowledge reasoning into segmentation tasks for instruction-tuning and evaluation purposes of ReasonVOS models. Experiments conducted on 8 datasets demonstrate the effectiveness of VISA in tackling complex reasoning segmentation and vanilla referring segmentation in both video and image domains. The code and dataset are available at https://github.com/cilinyan/VISA.
AID4AD: Aerial Image Data for Automated Driving Perception
This work investigates the integration of spatially aligned aerial imagery into perception tasks for automated vehicles (AVs). As a central contribution, we present AID4AD, a publicly available dataset that augments the nuScenes dataset with high-resolution aerial imagery precisely aligned to its local coordinate system. The alignment is performed using SLAM-based point cloud maps provided by nuScenes, establishing a direct link between aerial data and nuScenes local coordinate system. To ensure spatial fidelity, we propose an alignment workflow that corrects for localization and projection distortions. A manual quality control process further refines the dataset by identifying a set of high-quality alignments, which we publish as ground truth to support future research on automated registration. We demonstrate the practical value of AID4AD in two representative tasks: in online map construction, aerial imagery serves as a complementary input that improves the mapping process; in motion prediction, it functions as a structured environmental representation that replaces high-definition maps. Experiments show that aerial imagery leads to a 15-23% improvement in map construction accuracy and a 2% gain in trajectory prediction performance. These results highlight the potential of aerial imagery as a scalable and adaptable source of environmental context in automated vehicle systems, particularly in scenarios where high-definition maps are unavailable, outdated, or costly to maintain. AID4AD, along with evaluation code and pretrained models, is publicly released to foster further research in this direction: https://github.com/DriverlessMobility/AID4AD.
Learning Embeddings that Capture Spatial Semantics for Indoor Navigation
Incorporating domain-specific priors in search and navigation tasks has shown promising results in improving generalization and sample complexity over end-to-end trained policies. In this work, we study how object embeddings that capture spatial semantic priors can guide search and navigation tasks in a structured environment. We know that humans can search for an object like a book, or a plate in an unseen house, based on the spatial semantics of bigger objects detected. For example, a book is likely to be on a bookshelf or a table, whereas a plate is likely to be in a cupboard or dishwasher. We propose a method to incorporate such spatial semantic awareness in robots by leveraging pre-trained language models and multi-relational knowledge bases as object embeddings. We demonstrate using these object embeddings to search a query object in an unseen indoor environment. We measure the performance of these embeddings in an indoor simulator (AI2Thor). We further evaluate different pre-trained embedding onSuccess Rate(SR) and success weighted by Path Length(SPL).
TF.Learn: TensorFlow's High-level Module for Distributed Machine Learning
TF.Learn is a high-level Python module for distributed machine learning inside TensorFlow. It provides an easy-to-use Scikit-learn style interface to simplify the process of creating, configuring, training, evaluating, and experimenting a machine learning model. TF.Learn integrates a wide range of state-of-art machine learning algorithms built on top of TensorFlow's low level APIs for small to large-scale supervised and unsupervised problems. This module focuses on bringing machine learning to non-specialists using a general-purpose high-level language as well as researchers who want to implement, benchmark, and compare their new methods in a structured environment. Emphasis is put on ease of use, performance, documentation, and API consistency.
Don't Just Fine-tune the Agent, Tune the Environment
Large Language Model (LLM) agents show great promise for complex, multi-turn tool-use tasks, but their development is often hampered by the extreme scarcity of high-quality training data. Supervised fine-tuning (SFT) on synthetic data leads to overfitting, whereas standard reinforcement learning (RL) struggles with a critical cold-start problem and training instability. To address these challenges, we introduce Environment Tuning, a novel training paradigm that enables agents to learn complex behaviors directly from problem instances without relying on pre-collected expert trajectories. Environment Tuning orchestrates this learning process through a structured curriculum, actionable environment augmentation that provides corrective feedback, and fine-grained progress rewards to ensure stable and efficient exploration. Using only 400 problem instances from Berkeley Function-Calling Leaderboard (BFCL) benchmark, our method not only achieves competitive in-distribution performance against strong baselines but also demonstrates superior out-of-distribution generalization, overcoming the performance collapse common to SFT-based approaches. Our work presents a paradigm shift from supervised fine-tuning on static trajectories to dynamic, environment-based exploration, paving the way for training more robust and data-efficient agents.
Learning Subpocket Prototypes for Generalizable Structure-based Drug Design
Generating molecules with high binding affinities to target proteins (a.k.a. structure-based drug design) is a fundamental and challenging task in drug discovery. Recently, deep generative models have achieved remarkable success in generating 3D molecules conditioned on the protein pocket. However, most existing methods consider molecular generation for protein pockets independently while neglecting the underlying connections such as subpocket-level similarities. Subpockets are the local protein environments of ligand fragments and pockets with similar subpockets may bind the same molecular fragment (motif) even though their overall structures are different. Therefore, the trained models can hardly generalize to unseen protein pockets in real-world applications. In this paper, we propose a novel method DrugGPS for generalizable structure-based drug design. With the biochemical priors, we propose to learn subpocket prototypes and construct a global interaction graph to model the interactions between subpocket prototypes and molecular motifs. Moreover, a hierarchical graph transformer encoder and motif-based 3D molecule generation scheme are used to improve the model's performance. The experimental results show that our model consistently outperforms baselines in generating realistic drug candidates with high affinities in challenging out-of-distribution settings.
An Adaptive Deep RL Method for Non-Stationary Environments with Piecewise Stable Context
One of the key challenges in deploying RL to real-world applications is to adapt to variations of unknown environment contexts, such as changing terrains in robotic tasks and fluctuated bandwidth in congestion control. Existing works on adaptation to unknown environment contexts either assume the contexts are the same for the whole episode or assume the context variables are Markovian. However, in many real-world applications, the environment context usually stays stable for a stochastic period and then changes in an abrupt and unpredictable manner within an episode, resulting in a segment structure, which existing works fail to address. To leverage the segment structure of piecewise stable context in real-world applications, in this paper, we propose a \textbf{Segmented Context Belief Augmented Deep~(SeCBAD)} RL method. Our method can jointly infer the belief distribution over latent context with the posterior over segment length and perform more accurate belief context inference with observed data within the current context segment. The inferred belief context can be leveraged to augment the state, leading to a policy that can adapt to abrupt variations in context. We demonstrate empirically that SeCBAD can infer context segment length accurately and outperform existing methods on a toy grid world environment and Mujuco tasks with piecewise-stable context.
Seq2SQL: Generating Structured Queries from Natural Language using Reinforcement Learning
A significant amount of the world's knowledge is stored in relational databases. However, the ability for users to retrieve facts from a database is limited due to a lack of understanding of query languages such as SQL. We propose Seq2SQL, a deep neural network for translating natural language questions to corresponding SQL queries. Our model leverages the structure of SQL queries to significantly reduce the output space of generated queries. Moreover, we use rewards from in-the-loop query execution over the database to learn a policy to generate unordered parts of the query, which we show are less suitable for optimization via cross entropy loss. In addition, we will publish WikiSQL, a dataset of 80654 hand-annotated examples of questions and SQL queries distributed across 24241 tables from Wikipedia. This dataset is required to train our model and is an order of magnitude larger than comparable datasets. By applying policy-based reinforcement learning with a query execution environment to WikiSQL, our model Seq2SQL outperforms attentional sequence to sequence models, improving execution accuracy from 35.9% to 59.4% and logical form accuracy from 23.4% to 48.3%.
LPViT: Low-Power Semi-structured Pruning for Vision Transformers
Vision transformers have emerged as a promising alternative to convolutional neural networks for various image analysis tasks, offering comparable or superior performance. However, one significant drawback of ViTs is their resource-intensive nature, leading to increased memory footprint, computation complexity, and power consumption. To democratize this high-performance technology and make it more environmentally friendly, it is essential to compress ViT models, reducing their resource requirements while maintaining high performance. In this paper, we introduce a new block-structured pruning to address the resource-intensive issue for ViTs, offering a balanced trade-off between accuracy and hardware acceleration. Unlike unstructured pruning or channel-wise structured pruning, block pruning leverages the block-wise structure of linear layers, resulting in more efficient matrix multiplications. To optimize this pruning scheme, our paper proposes a novel hardware-aware learning objective that simultaneously maximizes speedup and minimizes power consumption during inference, tailored to the block sparsity structure. This objective eliminates the need for empirical look-up tables and focuses solely on reducing parametrized layer connections. Moreover, our paper provides a lightweight algorithm to achieve post-training pruning for ViTs, utilizing second-order Taylor approximation and empirical optimization to solve the proposed hardware-aware objective. Extensive experiments on ImageNet are conducted across various ViT architectures, including DeiT-B and DeiT-S, demonstrating competitive performance with other pruning methods and achieving a remarkable balance between accuracy preservation and power savings. Especially, we achieve up to 3.93x and 1.79x speedups on dedicated hardware and GPUs respectively for DeiT-B, and also observe an inference power reduction by 1.4x on real-world GPUs.
DarwinLM: Evolutionary Structured Pruning of Large Language Models
Large Language Models (LLMs) have achieved significant success across various NLP tasks. However, their massive computational costs limit their widespread use, particularly in real-time applications. Structured pruning offers an effective solution by compressing models and directly providing end-to-end speed improvements, regardless of the hardware environment. Meanwhile, different components of the model exhibit varying sensitivities towards pruning, calling for non-uniform model compression. However, a pruning method should not only identify a capable substructure, but also account for post-compression training. To this end, we propose \sysname, a method for training-aware structured pruning. \sysname builds upon an evolutionary search process, generating multiple offspring models in each generation through mutation, and selecting the fittest for survival. To assess the effect of post-training, we incorporate a lightweight, multistep training process within the offspring population, progressively increasing the number of tokens and eliminating poorly performing models in each selection stage. We validate our method through extensive experiments on Llama-2-7B, Llama-3.1-8B and Qwen-2.5-14B-Instruct, achieving state-of-the-art performance for structured pruning. For instance, \sysname surpasses ShearedLlama while requiring 5times less training data during post-compression training.
Ghost in the Minecraft: Generally Capable Agents for Open-World Enviroments via Large Language Models with Text-based Knowledge and Memory
The captivating realm of Minecraft has attracted substantial research interest in recent years, serving as a rich platform for developing intelligent agents capable of functioning in open-world environments. However, the current research landscape predominantly focuses on specific objectives, such as the popular "ObtainDiamond" task, and has not yet shown effective generalization to a broader spectrum of tasks. Furthermore, the current leading success rate for the "ObtainDiamond" task stands at around 20%, highlighting the limitations of Reinforcement Learning (RL) based controllers used in existing methods. To tackle these challenges, we introduce Ghost in the Minecraft (GITM), a novel framework integrates Large Language Models (LLMs) with text-based knowledge and memory, aiming to create Generally Capable Agents (GCAs) in Minecraft. These agents, equipped with the logic and common sense capabilities of LLMs, can skillfully navigate complex, sparse-reward environments with text-based interactions. We develop a set of structured actions and leverage LLMs to generate action plans for the agents to execute. The resulting LLM-based agent markedly surpasses previous methods, achieving a remarkable improvement of +47.5% in success rate on the "ObtainDiamond" task, demonstrating superior robustness compared to traditional RL-based controllers. Notably, our agent is the first to procure all items in the Minecraft Overworld technology tree, demonstrating its extensive capabilities. GITM does not need any GPU for training, but a single CPU node with 32 CPU cores is enough. This research shows the potential of LLMs in developing capable agents for handling long-horizon, complex tasks and adapting to uncertainties in open-world environments. See the project website at https://github.com/OpenGVLab/GITM.
Non-Euclidean Hierarchical Representational Learning using Hyperbolic Graph Neural Networks for Environmental Claim Detection
Transformer-based models dominate NLP tasks like sentiment analysis, machine translation, and claim verification. However, their massive computational demands and lack of interpretability pose challenges for real-world applications requiring efficiency and transparency. In this work, we explore Graph Neural Networks (GNNs) and Hyperbolic Graph Neural Networks (HGNNs) as lightweight yet effective alternatives for Environmental Claim Detection, reframing it as a graph classification problem. We construct dependency parsing graphs to explicitly model syntactic structures, using simple word embeddings (word2vec) for node features with dependency relations encoded as edge features. Our results demonstrate that these graph-based models achieve comparable or superior performance to state-of-the-art transformers while using 30x fewer parameters. This efficiency highlights the potential of structured, interpretable, and computationally efficient graph-based approaches.
SPVLoc: Semantic Panoramic Viewport Matching for 6D Camera Localization in Unseen Environments
In this paper, we present SPVLoc, a global indoor localization method that accurately determines the six-dimensional (6D) camera pose of a query image and requires minimal scene-specific prior knowledge and no scene-specific training. Our approach employs a novel matching procedure to localize the perspective camera's viewport, given as an RGB image, within a set of panoramic semantic layout representations of the indoor environment. The panoramas are rendered from an untextured 3D reference model, which only comprises approximate structural information about room shapes, along with door and window annotations. We demonstrate that a straightforward convolutional network structure can successfully achieve image-to-panorama and ultimately image-to-model matching. Through a viewport classification score, we rank reference panoramas and select the best match for the query image. Then, a 6D relative pose is estimated between the chosen panorama and query image. Our experiments demonstrate that this approach not only efficiently bridges the domain gap but also generalizes well to previously unseen scenes that are not part of the training data. Moreover, it achieves superior localization accuracy compared to the state of the art methods and also estimates more degrees of freedom of the camera pose. Our source code is publicly available at https://fraunhoferhhi.github.io/spvloc .
LLM-PySC2: Starcraft II learning environment for Large Language Models
This paper introduces a new environment LLM-PySC2 (the Large Language Model StarCraft II Learning Environment), a platform derived from DeepMind's StarCraft II Learning Environment that serves to develop Large Language Models (LLMs) based decision-making methodologies. This environment is the first to offer the complete StarCraft II action space, multi-modal observation interfaces, and a structured game knowledge database, which are seamlessly connected with various LLMs to facilitate the research of LLMs-based decision-making. To further support multi-agent research, we developed an LLM collaborative framework that supports multi-agent concurrent queries and multi-agent communication. In our experiments, the LLM-PySC2 environment is adapted to be compatible with the StarCraft Multi-Agent Challenge (SMAC) task group and provided eight new scenarios focused on macro-decision abilities. We evaluated nine mainstream LLMs in the experiments, and results show that sufficient parameters are necessary for LLMs to make decisions, but improving reasoning ability does not directly lead to better decision-making outcomes. Our findings further indicate the importance of enabling large models to learn autonomously in the deployment environment through parameter training or train-free learning techniques. Ultimately, we expect that the LLM-PySC2 environment can promote research on learning methods for LLMs, helping LLM-based methods better adapt to task scenarios.
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
A Zero-Shot Language Agent for Computer Control with Structured Reflection
Large language models (LLMs) have shown increasing capacity at planning and executing a high-level goal in a live computer environment (e.g. MiniWoB++). To perform a task, recent works often require a model to learn from trace examples of the task via either supervised learning or few/many-shot prompting. Without these trace examples, it remains a challenge how an agent can autonomously learn and improve its control on a computer, which limits the ability of an agent to perform a new task. We approach this problem with a zero-shot agent that requires no given expert traces. Our agent plans for executable actions on a partially observed environment, and iteratively progresses a task by identifying and learning from its mistakes via self-reflection and structured thought management. On the easy tasks of MiniWoB++, we show that our zero-shot agent often outperforms recent SoTAs, with more efficient reasoning. For tasks with more complexity, our reflective agent performs on par with prior best models, even though previous works had the advantages of accessing expert traces or additional screen information.
AutoManual: Constructing Instruction Manuals by LLM Agents via Interactive Environmental Learning
Large Language Models (LLM) based agents have shown promise in autonomously completing tasks across various domains, e.g., robotics, games, and web navigation. However, these agents typically require elaborate design and expert prompts to solve tasks in specific domains, which limits their adaptability. We introduce AutoManual, a framework enabling LLM agents to autonomously build their understanding through interaction and adapt to new environments. AutoManual categorizes environmental knowledge into diverse rules and optimizes them in an online fashion by two agents: 1) The Planner codes actionable plans based on current rules for interacting with the environment. 2) The Builder updates the rules through a well-structured rule system that facilitates online rule management and essential detail retention. To mitigate hallucinations in managing rules, we introduce a *case-conditioned prompting* strategy for the Builder. Finally, the Formulator agent compiles these rules into a comprehensive manual. The self-generated manual can not only improve the adaptability but also guide the planning of smaller LLMs while being human-readable. Given only one simple demonstration, AutoManual significantly improves task success rates, achieving 97.4\% with GPT-4-turbo and 86.2\% with GPT-3.5-turbo on ALFWorld benchmark tasks. The code is available at https://github.com/minghchen/automanual.
BlendScape: Enabling Unified and Personalized Video-Conferencing Environments through Generative AI
Today's video-conferencing tools support a rich range of professional and social activities, but their generic, grid-based environments cannot be easily adapted to meet the varying needs of distributed collaborators. To enable end-user customization, we developed BlendScape, a system for meeting participants to compose video-conferencing environments tailored to their collaboration context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users' physical or virtual backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an evaluation with 15 end-users, we investigated their customization preferences for work and social scenarios. Participants could rapidly express their design intentions with BlendScape and envisioned using the system to structure collaboration in future meetings, but experienced challenges with preventing distracting elements. We implement scenarios to demonstrate BlendScape's expressiveness in supporting distributed collaboration techniques from prior work and propose composition techniques to improve the quality of environments.
Large Language Models Orchestrating Structured Reasoning Achieve Kaggle Grandmaster Level
We introduce Agent K v1.0, an end-to-end autonomous data science agent designed to automate, optimise, and generalise across diverse data science tasks. Fully automated, Agent K v1.0 manages the entire data science life cycle by learning from experience. It leverages a highly flexible structured reasoning framework to enable it to dynamically process memory in a nested structure, effectively learning from accumulated experience stored to handle complex reasoning tasks. It optimises long- and short-term memory by selectively storing and retrieving key information, guiding future decisions based on environmental rewards. This iterative approach allows it to refine decisions without fine-tuning or backpropagation, achieving continuous improvement through experiential learning. We evaluate our agent's apabilities using Kaggle competitions as a case study. Following a fully automated protocol, Agent K v1.0 systematically addresses complex and multimodal data science tasks, employing Bayesian optimisation for hyperparameter tuning and feature engineering. Our new evaluation framework rigorously assesses Agent K v1.0's end-to-end capabilities to generate and send submissions starting from a Kaggle competition URL. Results demonstrate that Agent K v1.0 achieves a 92.5\% success rate across tasks, spanning tabular, computer vision, NLP, and multimodal domains. When benchmarking against 5,856 human Kaggle competitors by calculating Elo-MMR scores for each, Agent K v1.0 ranks in the top 38\%, demonstrating an overall skill level comparable to Expert-level users. Notably, its Elo-MMR score falls between the first and third quartiles of scores achieved by human Grandmasters. Furthermore, our results indicate that Agent K v1.0 has reached a performance level equivalent to Kaggle Grandmaster, with a record of 6 gold, 3 silver, and 7 bronze medals, as defined by Kaggle's progression system.
Transformers Discover Molecular Structure Without Graph Priors
Graph Neural Networks (GNNs) are the dominant architecture for molecular machine learning, particularly for molecular property prediction and machine learning interatomic potentials (MLIPs). GNNs perform message passing on predefined graphs often induced by a fixed radius cutoff or k-nearest neighbor scheme. While this design aligns with the locality present in many molecular tasks, a hard-coded graph can limit expressivity due to the fixed receptive field and slows down inference with sparse graph operations. In this work, we investigate whether pure, unmodified Transformers trained directly on Cartesian coordinatesx2013without predefined graphs or physical priorsx2013can approximate molecular energies and forces. As a starting point for our analysis, we demonstrate how to train a Transformer to competitive energy and force mean absolute errors under a matched training compute budget, relative to a state-of-the-art equivariant GNN on the OMol25 dataset. We discover that the Transformer learns physically consistent patternsx2013such as attention weights that decay inversely with interatomic distancex2013and flexibly adapts them across different molecular environments due to the absence of hard-coded biases. The use of a standard Transformer also unlocks predictable improvements with respect to scaling training resources, consistent with empirical scaling laws observed in other domains. Our results demonstrate that many favorable properties of GNNs can emerge adaptively in Transformers, challenging the necessity of hard-coded graph inductive biases and pointing toward standardized, scalable architectures for molecular modeling.
Magentic Marketplace: An Open-Source Environment for Studying Agentic Markets
As LLM agents advance, they are increasingly mediating economic decisions, ranging from product discovery to transactions, on behalf of users. Such applications promise benefits but also raise many questions about agent accountability and value for users. Addressing these questions requires understanding how agents behave in realistic market conditions. However, previous research has largely evaluated agents in constrained settings, such as single-task marketplaces (e.g., negotiation) or structured two-agent interactions. Real-world markets are fundamentally different: they require agents to handle diverse economic activities and coordinate within large, dynamic ecosystems where multiple agents with opaque behaviors may engage in open-ended dialogues. To bridge this gap, we investigate two-sided agentic marketplaces where Assistant agents represent consumers and Service agents represent competing businesses. To study these interactions safely, we develop Magentic-Marketplace-- a simulated environment where Assistants and Services can operate. This environment enables us to study key market dynamics: the utility agents achieve, behavioral biases, vulnerability to manipulation, and how search mechanisms shape market outcomes. Our experiments show that frontier models can approach optimal welfare-- but only under ideal search conditions. Performance degrades sharply with scale, and all models exhibit severe first-proposal bias, creating 10-30x advantages for response speed over quality. These findings reveal how behaviors emerge across market conditions, informing the design of fair and efficient agentic marketplaces.
ZipLM: Hardware-Aware Structured Pruning of Language Models
The breakthrough performance of large language models (LLMs) comes with large computational footprints and high deployment costs. In this paper, we progress towards resolving this problem by proposing a new structured compression approach for LLMs, called ZipLM, which provides state-of-the-art compression-vs-accuracy results, while guaranteeing to match a set of (achievable) target speedups on any given target hardware. Specifically, given a task, a model, an inference environment, as well as a set of speedup targets, ZipLM identifies and removes redundancies in the model through iterative structured shrinking of the model's weight matrices. Importantly, ZipLM works in both, the post-training/one-shot and the gradual compression setting, where it produces a set of accurate models in a single run, making it highly-efficient in practice. Our approach is based on new structured pruning and knowledge distillation techniques, and consistently outperforms prior structured compression methods in terms of accuracy-versus-speedup in experiments on BERT- and GPT-family models. In particular, when compressing GPT2 model, it outperforms DistilGPT2 while being 60% smaller and 30% faster. Further, ZipLM matches performance of heavily optimized MobileBERT model, obtained via extensive architecture search, by simply pruning the baseline BERT-large architecture, and outperforms all prior BERT-base compression techniques like CoFi, MiniLM and TinyBERT.
Impact of QCD sum rules coupling constants on neutron stars structure
We present a detailed investigation on the structure of neutron stars, incorporating the presence of hyperons within a relativistic model under the mean-field approximation. Employing coupling constants derived from QCD sum rules, we explore the particle fraction in beta equilibrium and establish the mass-radius relationship for neutron stars with hyperonic matter. Additionally, we compute the stellar Love number (K_{2}) and the tidal deformability parameter (varLambda), providing valuable insights into the dynamical properties of these celestial objects. Through comparison with theoretical predictions and observational data, our results exhibit good agreement, affirming the validity of our approach. These findings contribute significantly to refining the understanding of neutron star physics, particularly in environments containing hyperons, and offer essential constraints on the equation of state governing such extreme astrophysical conditions.
CodeFill: Multi-token Code Completion by Jointly Learning from Structure and Naming Sequences
Code completion is an essential feature of IDEs, yet current autocompleters are restricted to either grammar-based or NLP-based single token completions. Both approaches have significant drawbacks: grammar-based autocompletion is restricted in dynamically-typed language environments, whereas NLP-based autocompleters struggle to understand the semantics of the programming language and the developer's code context. In this work, we present CodeFill, a language model for autocompletion that combines learned structure and naming information. Using a parallel Transformer architecture and multi-task learning, CodeFill consumes sequences of source code token names and their equivalent AST token types. Uniquely, CodeFill is trained both for single-token and multi-token (statement) prediction, which enables it to learn long-range dependencies among grammatical and naming elements. We train CodeFill on two datasets, consisting of 29M and 425M lines of code, respectively. To make the evaluation more realistic, we develop a method to automatically infer points in the source code at which completion matters. We compare CodeFill against four baselines and two state-of-the-art models, GPT-C and TravTrans+.CodeFill surpasses all baselines in single token prediction (MRR: 70.9% vs. 66.2% and 67.8%) and outperforms the state of the art for multi-token prediction (ROUGE-L: 63.7% vs. 52.4% and 59.2%, for n=4 tokens). We publicly release our source code and datasets.
SSGaussian: Semantic-Aware and Structure-Preserving 3D Style Transfer
Recent advancements in neural representations, such as Neural Radiance Fields and 3D Gaussian Splatting, have increased interest in applying style transfer to 3D scenes. While existing methods can transfer style patterns onto 3D-consistent neural representations, they struggle to effectively extract and transfer high-level style semantics from the reference style image. Additionally, the stylized results often lack structural clarity and separation, making it difficult to distinguish between different instances or objects within the 3D scene. To address these limitations, we propose a novel 3D style transfer pipeline that effectively integrates prior knowledge from pretrained 2D diffusion models. Our pipeline consists of two key stages: First, we leverage diffusion priors to generate stylized renderings of key viewpoints. Then, we transfer the stylized key views onto the 3D representation. This process incorporates two innovative designs. The first is cross-view style alignment, which inserts cross-view attention into the last upsampling block of the UNet, allowing feature interactions across multiple key views. This ensures that the diffusion model generates stylized key views that maintain both style fidelity and instance-level consistency. The second is instance-level style transfer, which effectively leverages instance-level consistency across stylized key views and transfers it onto the 3D representation. This results in a more structured, visually coherent, and artistically enriched stylization. Extensive qualitative and quantitative experiments demonstrate that our 3D style transfer pipeline significantly outperforms state-of-the-art methods across a wide range of scenes, from forward-facing to challenging 360-degree environments. Visit our project page https://jm-xu.github.io/SSGaussian for immersive visualization.
LighthouseGS: Indoor Structure-aware 3D Gaussian Splatting for Panorama-Style Mobile Captures
Recent advances in 3D Gaussian Splatting (3DGS) have enabled real-time novel view synthesis (NVS) with impressive quality in indoor scenes. However, achieving high-fidelity rendering requires meticulously captured images covering the entire scene, limiting accessibility for general users. We aim to develop a practical 3DGS-based NVS framework using simple panorama-style motion with a handheld camera (e.g., mobile device). While convenient, this rotation-dominant motion and narrow baseline make accurate camera pose and 3D point estimation challenging, especially in textureless indoor scenes. To address these challenges, we propose LighthouseGS, a novel framework inspired by the lighthouse-like sweeping motion of panoramic views. LighthouseGS leverages rough geometric priors, such as mobile device camera poses and monocular depth estimation, and utilizes the planar structures often found in indoor environments. We present a new initialization method called plane scaffold assembly to generate consistent 3D points on these structures, followed by a stable pruning strategy to enhance geometry and optimization stability. Additionally, we introduce geometric and photometric corrections to resolve inconsistencies from motion drift and auto-exposure in mobile devices. Tested on collected real and synthetic indoor scenes, LighthouseGS delivers photorealistic rendering, surpassing state-of-the-art methods and demonstrating the potential for panoramic view synthesis and object placement.
DeepResearcher: Scaling Deep Research via Reinforcement Learning in Real-world Environments
Large Language Models (LLMs) equipped with web search capabilities have demonstrated impressive potential for deep research tasks. However, current approaches predominantly rely on either manually engineered prompts (prompt engineering-based) with brittle performance or reinforcement learning within controlled Retrieval-Augmented Generation (RAG) environments (RAG-based) that fail to capture the complexities of real-world interaction. In this paper, we introduce DeepResearcher, the first comprehensive framework for end-to-end training of LLM-based deep research agents through scaling reinforcement learning (RL) in real-world environments with authentic web search interactions. Unlike RAG-based approaches that assume all necessary information exists within a fixed corpus, our method trains agents to navigate the noisy, unstructured, and dynamic nature of the open web. We implement a specialized multi-agent architecture where browsing agents extract relevant information from various webpage structures and overcoming significant technical challenges. Extensive experiments on open-domain research tasks demonstrate that DeepResearcher achieves substantial improvements of up to 28.9 points over prompt engineering-based baselines and up to 7.2 points over RAG-based RL agents. Our qualitative analysis reveals emergent cognitive behaviors from end-to-end RL training, including the ability to formulate plans, cross-validate information from multiple sources, engage in self-reflection to redirect research, and maintain honesty when unable to find definitive answers. Our results highlight that end-to-end training in real-world web environments is not merely an implementation detail but a fundamental requirement for developing robust research capabilities aligned with real-world applications. We release DeepResearcher at https://github.com/GAIR-NLP/DeepResearcher.
Syntax-Guided Transformers: Elevating Compositional Generalization and Grounding in Multimodal Environments
Compositional generalization, the ability of intelligent models to extrapolate understanding of components to novel compositions, is a fundamental yet challenging facet in AI research, especially within multimodal environments. In this work, we address this challenge by exploiting the syntactic structure of language to boost compositional generalization. This paper elevates the importance of syntactic grounding, particularly through attention masking techniques derived from text input parsing. We introduce and evaluate the merits of using syntactic information in the multimodal grounding problem. Our results on grounded compositional generalization underscore the positive impact of dependency parsing across diverse tasks when utilized with Weight Sharing across the Transformer encoder. The results push the state-of-the-art in multimodal grounding and parameter-efficient modeling and provide insights for future research.
Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments
Recent advances in large language models(LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation(PCG). We present a lightweight pipeline that transforms short narrative prompts into a sequence of 2D tile-based game scenes, reflecting the temporal structure of stories. Given an LLM-generated narrative, our system identifies three key time frames, extracts spatial predicates in the form of "Object-Relation-Object" triples, and retrieves visual assets using affordance-aware semantic embeddings from the GameTileNet dataset. A layered terrain is generated using Cellular Automata, and objects are placed using spatial rules grounded in the predicate structure. We evaluated our system in ten diverse stories, analyzing tile-object matching, affordance-layer alignment, and spatial constraint satisfaction across frames. This prototype offers a scalable approach to narrative-driven scene generation and lays the foundation for future work on multi-frame continuity, symbolic tracking, and multi-agent coordination in story-centered PCG.
Model Context Protocol-based Internet of Experts For Wireless Environment-aware LLM Agents
Large Language Models (LLMs) exhibit strong general-purpose reasoning abilities but lack access to wireless environment information due to the absence of native sensory input and domain-specific priors. Previous attempts to apply LLMs in wireless systems either depend on retraining with network-specific data, which compromises language generalization, or rely on manually scripted interfaces, which hinder scalability. To overcome these limitations, we propose a Model Context Protocol (MCP)-based Internet of Experts (IoX) framework that equips LLMs with wireless environment-aware reasoning capabilities. The framework incorporates a set of lightweight expert models, each trained to solve a specific deterministic task in wireless communications, such as detecting a specific wireless attribute, e.g., line-of-sight propagation, Doppler effects, or fading conditions. Through MCP, the LLM can selectively query and interpret expert outputs at inference time, without modifying its own parameters. This architecture enables modular, extensible, and interpretable reasoning over wireless contexts. Evaluated across multiple mainstream LLMs, the proposed wireless environment-aware LLM agents achieve 40%-50% improvements in classification tasks over LLM-only baselines. More broadly, the MCP-based design offers a viable paradigm for future LLMs to inherit structured wireless network management capabilities.
Robust Offline Reinforcement Learning with Linearly Structured $f$-Divergence Regularization
The Distributionally Robust Markov Decision Process (DRMDP) is a popular framework for addressing dynamics shift in reinforcement learning by learning policies robust to the worst-case transition dynamics within a constrained set. However, solving its dual optimization oracle poses significant challenges, limiting theoretical analysis and computational efficiency. The recently proposed Robust Regularized Markov Decision Process (RRMDP) replaces the uncertainty set constraint with a regularization term on the value function, offering improved scalability and theoretical insights. Yet, existing RRMDP methods rely on unstructured regularization, often leading to overly conservative policies by considering transitions that are unrealistic. To address these issues, we propose a novel framework, the d-rectangular linear robust regularized Markov decision process (d-RRMDP), which introduces a linear latent structure into both transition kernels and regularization. For the offline RL setting, where an agent learns robust policies from a pre-collected dataset in the nominal environment, we develop a family of algorithms, Robust Regularized Pessimistic Value Iteration (R2PVI), employing linear function approximation and f-divergence based regularization terms on transition kernels. We provide instance-dependent upper bounds on the suboptimality gap of R2PVI policies, showing these bounds depend on how well the dataset covers state-action spaces visited by the optimal robust policy under robustly admissible transitions. This term is further shown to be fundamental to d-RRMDPs via information-theoretic lower bounds. Finally, numerical experiments validate that R2PVI learns robust policies and is computationally more efficient than methods for constrained DRMDPs.
Leveraging Invariant Principle for Heterophilic Graph Structure Distribution Shifts
Heterophilic Graph Neural Networks (HGNNs) have shown promising results for semi-supervised learning tasks on graphs. Notably, most real-world heterophilic graphs are composed of a mixture of nodes with different neighbor patterns, exhibiting local node-level homophilic and heterophilic structures. However, existing works are only devoted to designing better HGNN backbones or architectures for node classification tasks on heterophilic and homophilic graph benchmarks simultaneously, and their analyses of HGNN performance with respect to nodes are only based on the determined data distribution without exploring the effect caused by this structural difference between training and testing nodes. How to learn invariant node representations on heterophilic graphs to handle this structure difference or distribution shifts remains unexplored. In this paper, we first discuss the limitations of previous graph-based invariant learning methods from the perspective of data augmentation. Then, we propose HEI, a framework capable of generating invariant node representations through incorporating heterophily information to infer latent environments without augmentation, which are then used for invariant prediction, under heterophilic graph structure distribution shifts. We theoretically show that our proposed method can achieve guaranteed performance under heterophilic graph structure distribution shifts. Extensive experiments on various benchmarks and backbones can also demonstrate the effectiveness of our method compared with existing state-of-the-art baselines.
Instruction Following with Goal-Conditioned Reinforcement Learning in Virtual Environments
In this study, we address the issue of enabling an artificial intelligence agent to execute complex language instructions within virtual environments. In our framework, we assume that these instructions involve intricate linguistic structures and multiple interdependent tasks that must be navigated successfully to achieve the desired outcomes. To effectively manage these complexities, we propose a hierarchical framework that combines the deep language comprehension of large language models with the adaptive action-execution capabilities of reinforcement learning agents. The language module (based on LLM) translates the language instruction into a high-level action plan, which is then executed by a pre-trained reinforcement learning agent. We have demonstrated the effectiveness of our approach in two different environments: in IGLU, where agents are instructed to build structures, and in Crafter, where agents perform tasks and interact with objects in the surrounding environment according to language commands.
RELEAD: Resilient Localization with Enhanced LiDAR Odometry in Adverse Environments
LiDAR-based localization is valuable for applications like mining surveys and underground facility maintenance. However, existing methods can struggle when dealing with uninformative geometric structures in challenging scenarios. This paper presents RELEAD, a LiDAR-centric solution designed to address scan-matching degradation. Our method enables degeneracy-free point cloud registration by solving constrained ESIKF updates in the front end and incorporates multisensor constraints, even when dealing with outlier measurements, through graph optimization based on Graduated Non-Convexity (GNC). Additionally, we propose a robust Incremental Fixed Lag Smoother (rIFL) for efficient GNC-based optimization. RELEAD has undergone extensive evaluation in degenerate scenarios and has outperformed existing state-of-the-art LiDAR-Inertial odometry and LiDAR-Visual-Inertial odometry methods.
Advanced Unstructured Data Processing for ESG Reports: A Methodology for Structured Transformation and Enhanced Analysis
In the evolving field of corporate sustainability, analyzing unstructured Environmental, Social, and Governance (ESG) reports is a complex challenge due to their varied formats and intricate content. This study introduces an innovative methodology utilizing the "Unstructured Core Library", specifically tailored to address these challenges by transforming ESG reports into structured, analyzable formats. Our approach significantly advances the existing research by offering high-precision text cleaning, adept identification and extraction of text from images, and standardization of tables within these reports. Emphasizing its capability to handle diverse data types, including text, images, and tables, the method adeptly manages the nuances of differing page layouts and report styles across industries. This research marks a substantial contribution to the fields of industrial ecology and corporate sustainability assessment, paving the way for the application of advanced NLP technologies and large language models in the analysis of corporate governance and sustainability. Our code is available at https://github.com/linancn/TianGong-AI-Unstructure.git.
Offline Reinforcement Learning with Causal Structured World Models
Model-based methods have recently shown promising for offline reinforcement learning (RL), aiming to learn good policies from historical data without interacting with the environment. Previous model-based offline RL methods learn fully connected nets as world-models that map the states and actions to the next-step states. However, it is sensible that a world-model should adhere to the underlying causal effect such that it will support learning an effective policy generalizing well in unseen states. In this paper, We first provide theoretical results that causal world-models can outperform plain world-models for offline RL by incorporating the causal structure into the generalization error bound. We then propose a practical algorithm, oFfline mOdel-based reinforcement learning with CaUsal Structure (FOCUS), to illustrate the feasibility of learning and leveraging causal structure in offline RL. Experimental results on two benchmarks show that FOCUS reconstructs the underlying causal structure accurately and robustly. Consequently, it performs better than the plain model-based offline RL algorithms and other causal model-based RL algorithms.
Banyan: Improved Representation Learning with Explicit Structure
We present Banyan, a model that efficiently learns semantic representations by leveraging explicit hierarchical structure. While transformers excel at scale, they struggle in low-resource settings. Conversely recent structured models have shown promise as efficient learners, but lack performance. Banyan bridges this gap with two key innovations: an entangled hierarchical tree structure and diagonalized message passing, enabling it to outperform larger transformer models with just 14 non-embedding parameters. It excels in low-resource settings, offering a viable alternative for under-represented languages and highlighting its potential for efficient, interpretable NLP in resource-constrained environments.
Causal de Finetti: On the Identification of Invariant Causal Structure in Exchangeable Data
Learning causal structure from observational data often assumes that we observe independent and identically distributed (i.\,i.\,d) data. The traditional approach aims to find a graphical representation that encodes the same set of conditional independence relationships as those present in the observed distribution. It is known that under i.\,i.\,d assumption, even with infinite data, there is a limit to how fine-grained a causal structure we can identify. To overcome this limitation, recent work has explored using data originating from different, related environments to learn richer causal structure. These approaches implicitly rely on the independent causal mechanisms (ICM) principle, which postulates that the mechanism giving rise to an effect given its causes and the mechanism which generates the causes do not inform or influence each other. Thus, components of the causal model can independently change from environment to environment. Despite its wide application in machine learning and causal inference, there is a lack of statistical formalization of the ICM principle and how it enables identification of richer causal structures from grouped data. Here we present new causal de Finetti theorems which offer a first statistical formalization of ICM principle and show how causal structure identification is possible from exchangeable data. Our work provides theoretical justification for a broad range of techniques leveraging multi-environment data to learn causal structure.
U$^2$-Net: Going Deeper with Nested U-Structure for Salient Object Detection
In this paper, we design a simple yet powerful deep network architecture, U^2-Net, for salient object detection (SOD). The architecture of our U^2-Net is a two-level nested U-structure. The design has the following advantages: (1) it is able to capture more contextual information from different scales thanks to the mixture of receptive fields of different sizes in our proposed ReSidual U-blocks (RSU), (2) it increases the depth of the whole architecture without significantly increasing the computational cost because of the pooling operations used in these RSU blocks. This architecture enables us to train a deep network from scratch without using backbones from image classification tasks. We instantiate two models of the proposed architecture, U^2-Net (176.3 MB, 30 FPS on GTX 1080Ti GPU) and U^2-Net^{dagger} (4.7 MB, 40 FPS), to facilitate the usage in different environments. Both models achieve competitive performance on six SOD datasets. The code is available: https://github.com/NathanUA/U-2-Net.
An Improved YOLOv8 Approach for Small Target Detection of Rice Spikelet Flowering in Field Environments
Accurately detecting rice flowering time is crucial for timely pollination in hybrid rice seed production. This not only enhances pollination efficiency but also ensures higher yields. However, due to the complexity of field environments and the characteristics of rice spikelets, such as their small size and short flowering period, automated and precise recognition remains challenging. To address this, this study proposes a rice spikelet flowering recognition method based on an improved YOLOv8 object detection model. First, a Bidirectional Feature Pyramid Network (BiFPN) replaces the original PANet structure to enhance feature fusion and improve multi-scale feature utilization. Second, to boost small object detection, a p2 small-object detection head is added, using finer feature mapping to reduce feature loss commonly seen in detecting small targets. Given the lack of publicly available datasets for rice spikelet flowering in field conditions, a high-resolution RGB camera and data augmentation techniques are used to construct a dedicated dataset, providing reliable support for model training and testing. Experimental results show that the improved YOLOv8s-p2 model achieves an [email protected] of 65.9%, precision of 67.6%, recall of 61.5%, and F1-score of 64.41%, representing improvements of 3.10%, 8.40%, 10.80%, and 9.79%, respectively, over the baseline YOLOv8. The model also runs at 69 f/s on the test set, meeting practical application requirements. Overall, the improved YOLOv8s-p2 offers high accuracy and speed, providing an effective solution for automated monitoring in hybrid rice seed production.
Time is on my sight: scene graph filtering for dynamic environment perception in an LLM-driven robot
Robots are increasingly being used in dynamic environments like workplaces, hospitals, and homes. As a result, interactions with robots must be simple and intuitive, with robots perception adapting efficiently to human-induced changes. This paper presents a robot control architecture that addresses key challenges in human-robot interaction, with a particular focus on the dynamic creation and continuous update of the robot state representation. The architecture uses Large Language Models to integrate diverse information sources, including natural language commands, robotic skills representation, real-time dynamic semantic mapping of the perceived scene. This enables flexible and adaptive robotic behavior in complex, dynamic environments. Traditional robotic systems often rely on static, pre-programmed instructions and settings, limiting their adaptability to dynamic environments and real-time collaboration. In contrast, this architecture uses LLMs to interpret complex, high-level instructions and generate actionable plans that enhance human-robot collaboration. At its core, the system Perception Module generates and continuously updates a semantic scene graph using RGB-D sensor data, providing a detailed and structured representation of the environment. A particle filter is employed to ensure accurate object localization in dynamic, real-world settings. The Planner Module leverages this up-to-date semantic map to break down high-level tasks into sub-tasks and link them to robotic skills such as navigation, object manipulation (e.g., PICK and PLACE), and movement (e.g., GOTO). By combining real-time perception, state tracking, and LLM-driven communication and task planning, the architecture enhances adaptability, task efficiency, and human-robot collaboration in dynamic environments.
Aligning Text, Images, and 3D Structure Token-by-Token
Creating machines capable of understanding the world in 3D is essential in assisting designers that build and edit 3D environments and robots navigating and interacting within a three-dimensional space. Inspired by advances in language and image modeling, we investigate the potential of autoregressive models for a new modality: structured 3D scenes. To this end, we propose a unified LLM framework that aligns language, images, and 3D scenes and provide a detailed ''cookbook'' outlining critical design choices for achieving optimal training and performance addressing key questions related to data representation, modality-specific objectives, and more. We evaluate performance across four core 3D tasks -- rendering, recognition, instruction-following, and question-answering -- and four 3D datasets, synthetic and real-world. We extend our approach to reconstruct complex 3D object shapes by enriching our 3D modality with quantized shape encodings, and show our model's effectiveness on real-world 3D object recognition tasks. Project webpage: https://glab-caltech.github.io/kyvo/
Safety-critical Control of Quadrupedal Robots with Rolling Arms for Autonomous Inspection of Complex Environments
This paper presents a safety-critical control framework tailored for quadruped robots equipped with a roller arm, particularly when performing locomotive tasks such as autonomous robotic inspection in complex, multi-tiered environments. In this study, we consider the problem of operating a quadrupedal robot in distillation columns, locomoting on column trays and transitioning between these trays with a roller arm. To address this problem, our framework encompasses the following key elements: 1) Trajectory generation for seamless transitions between columns, 2) Foothold re-planning in regions deemed unsafe, 3) Safety-critical control incorporating control barrier functions, 4) Gait transitions based on safety levels, and 5) A low-level controller. Our comprehensive framework, comprising these components, enables autonomous and safe locomotion across multiple layers. We incorporate reduced-order and full-body models to ensure safety, integrating safety-critical control and footstep re-planning approaches. We validate the effectiveness of our proposed framework through practical experiments involving a quadruped robot equipped with a roller arm, successfully navigating and transitioning between different levels within the column tray structure.
ROS-LLM: A ROS framework for embodied AI with task feedback and structured reasoning
We present a framework for intuitive robot programming by non-experts, leveraging natural language prompts and contextual information from the Robot Operating System (ROS). Our system integrates large language models (LLMs), enabling non-experts to articulate task requirements to the system through a chat interface. Key features of the framework include: integration of ROS with an AI agent connected to a plethora of open-source and commercial LLMs, automatic extraction of a behavior from the LLM output and execution of ROS actions/services, support for three behavior modes (sequence, behavior tree, state machine), imitation learning for adding new robot actions to the library of possible actions, and LLM reflection via human and environment feedback. Extensive experiments validate the framework, showcasing robustness, scalability, and versatility in diverse scenarios, including long-horizon tasks, tabletop rearrangements, and remote supervisory control. To facilitate the adoption of our framework and support the reproduction of our results, we have made our code open-source. You can access it at: https://github.com/huawei-noah/HEBO/tree/master/ROSLLM.
From a Tiny Slip to a Giant Leap: An LLM-Based Simulation for Fake News Evolution
With the growing spread of misinformation online, research has increasingly focused on detecting and tracking fake news. However, an overlooked issue is that fake news does not naturally exist in social networks -- it often originates from distorted facts or deliberate fabrication by malicious actors. Understanding how true news gradually evolves into fake news is critical for early detection and prevention, reducing its spread and impact. Hence, in this paper, we take the first step toward simulating and revealing this evolution, proposing a Fake News evolUtion Simulation framEwork (FUSE) based on large language models (LLMs). Specifically, we employ LLM as agents to represent individuals in a simulated social network. We define four types of agents commonly observed in daily interactions: spreaders, who propagate information; commentators, who provide opinions and interpretations; verifiers, who check the accuracy of information; and bystanders, who passively observe without engaging. For simulated environments, we model various social network structures, such as high-clustering networks and scale-free networks, to mirror real-world network dynamics. Each day, the agents engage in belief exchanges, reflect on their thought processes, and reintroduce the news accordingly. Given the lack of prior work in this area, we developed a FUSE-EVAL evaluation framework to measure the deviation from true news during the fake news evolution process. The results show that FUSE successfully captures the underlying patterns of how true news transforms into fake news and accurately reproduces previously discovered instances of fake news, aligning closely with human evaluations. Moreover, our work provides insights into the fact that combating fake news should not be delayed until it has fully evolved; instead, prevention in advance is key to achieving better outcomes.
SeeClick: Harnessing GUI Grounding for Advanced Visual GUI Agents
Graphical User Interface (GUI) agents are designed to automate complex tasks on digital devices, such as smartphones and desktops. Most existing GUI agents interact with the environment through extracted structured data, which can be notably lengthy (e.g., HTML) and occasionally inaccessible (e.g., on desktops). To alleviate this issue, we propose a visual GUI agent -- SeeClick, which only relies on screenshots for task automation. In our preliminary study, we have discovered a key challenge in developing visual GUI agents: GUI grounding -- the capacity to accurately locate screen elements based on instructions. To tackle this challenge, we propose to enhance SeeClick with GUI grounding pre-training and devise a method to automate the curation of GUI grounding data. Along with the efforts above, we have also created ScreenSpot, the first realistic GUI grounding dataset that encompasses mobile, desktop, and web environments. After pre-training, SeeClick demonstrates significant improvement in ScreenSpot over various baselines. Moreover, comprehensive evaluations on three widely used benchmarks consistently support our finding that advancements in GUI grounding directly correlate with enhanced performance in downstream GUI agent tasks. The model, data and code are available at https://github.com/njucckevin/SeeClick.
Discovering Hierarchical Achievements in Reinforcement Learning via Contrastive Learning
Discovering achievements with a hierarchical structure on procedurally generated environments poses a significant challenge. This requires agents to possess a broad range of abilities, including generalization and long-term reasoning. Many prior methods are built upon model-based or hierarchical approaches, with the belief that an explicit module for long-term planning would be beneficial for learning hierarchical achievements. However, these methods require an excessive amount of environment interactions or large model sizes, limiting their practicality. In this work, we identify that proximal policy optimization (PPO), a simple and versatile model-free algorithm, outperforms the prior methods with recent implementation practices. Moreover, we find that the PPO agent can predict the next achievement to be unlocked to some extent, though with low confidence. Based on this observation, we propose a novel contrastive learning method, called achievement distillation, that strengthens the agent's capability to predict the next achievement. Our method exhibits a strong capacity for discovering hierarchical achievements and shows state-of-the-art performance on the challenging Crafter environment using fewer model parameters in a sample-efficient regime.
MIRAI: Evaluating LLM Agents for Event Forecasting
Recent advancements in Large Language Models (LLMs) have empowered LLM agents to autonomously collect world information, over which to conduct reasoning to solve complex problems. Given this capability, increasing interests have been put into employing LLM agents for predicting international events, which can influence decision-making and shape policy development on an international scale. Despite such a growing interest, there is a lack of a rigorous benchmark of LLM agents' forecasting capability and reliability. To address this gap, we introduce MIRAI, a novel benchmark designed to systematically evaluate LLM agents as temporal forecasters in the context of international events. Our benchmark features an agentic environment with tools for accessing an extensive database of historical, structured events and textual news articles. We refine the GDELT event database with careful cleaning and parsing to curate a series of relational prediction tasks with varying forecasting horizons, assessing LLM agents' abilities from short-term to long-term forecasting. We further implement APIs to enable LLM agents to utilize different tools via a code-based interface. In summary, MIRAI comprehensively evaluates the agents' capabilities in three dimensions: 1) autonomously source and integrate critical information from large global databases; 2) write codes using domain-specific APIs and libraries for tool-use; and 3) jointly reason over historical knowledge from diverse formats and time to accurately predict future events. Through comprehensive benchmarking, we aim to establish a reliable framework for assessing the capabilities of LLM agents in forecasting international events, thereby contributing to the development of more accurate and trustworthy models for international relation analysis.
Words as Beacons: Guiding RL Agents with High-Level Language Prompts
Sparse reward environments in reinforcement learning (RL) pose significant challenges for exploration, often leading to inefficient or incomplete learning processes. To tackle this issue, this work proposes a teacher-student RL framework that leverages Large Language Models (LLMs) as "teachers" to guide the agent's learning process by decomposing complex tasks into subgoals. Due to their inherent capability to understand RL environments based on a textual description of structure and purpose, LLMs can provide subgoals to accomplish the task defined for the environment in a similar fashion to how a human would do. In doing so, three types of subgoals are proposed: positional targets relative to the agent, object representations, and language-based instructions generated directly by the LLM. More importantly, we show that it is possible to query the LLM only during the training phase, enabling agents to operate within the environment without any LLM intervention. We assess the performance of this proposed framework by evaluating three state-of-the-art open-source LLMs (Llama, DeepSeek, Qwen) eliciting subgoals across various procedurally generated environment of the MiniGrid benchmark. Experimental results demonstrate that this curriculum-based approach accelerates learning and enhances exploration in complex tasks, achieving up to 30 to 200 times faster convergence in training steps compared to recent baselines designed for sparse reward environments.
ProgPrompt: Generating Situated Robot Task Plans using Large Language Models
Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io
Foundation Policies with Hilbert Representations
Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/
Multi-Objective Decision Transformers for Offline Reinforcement Learning
Offline Reinforcement Learning (RL) is structured to derive policies from static trajectory data without requiring real-time environment interactions. Recent studies have shown the feasibility of framing offline RL as a sequence modeling task, where the sole aim is to predict actions based on prior context using the transformer architecture. However, the limitation of this single task learning approach is its potential to undermine the transformer model's attention mechanism, which should ideally allocate varying attention weights across different tokens in the input context for optimal prediction. To address this, we reformulate offline RL as a multi-objective optimization problem, where the prediction is extended to states and returns. We also highlight a potential flaw in the trajectory representation used for sequence modeling, which could generate inaccuracies when modeling the state and return distributions. This is due to the non-smoothness of the action distribution within the trajectory dictated by the behavioral policy. To mitigate this issue, we introduce action space regions to the trajectory representation. Our experiments on D4RL benchmark locomotion tasks reveal that our propositions allow for more effective utilization of the attention mechanism in the transformer model, resulting in performance that either matches or outperforms current state-of-the art methods.
Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting
Creating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language model (LLM) guided scene design, are hindered by limitations such as excessive human effort, reliance on predefined rules or training datasets, and limited 3D spatial reasoning ability. Since pre-trained 2D image generative models better capture scene and object configuration than LLMs, we address these challenges by introducing Architect, a generative framework that creates complex and realistic 3D embodied environments leveraging diffusion-based 2D image inpainting. In detail, we utilize foundation visual perception models to obtain each generated object from the image and leverage pre-trained depth estimation models to lift the generated 2D image to 3D space. Our pipeline is further extended to a hierarchical and iterative inpainting process to continuously generate placement of large furniture and small objects to enrich the scene. This iterative structure brings the flexibility for our method to generate or refine scenes from various starting points, such as text, floor plans, or pre-arranged environments.
Discovering modular solutions that generalize compositionally
Many complex tasks can be decomposed into simpler, independent parts. Discovering such underlying compositional structure has the potential to enable compositional generalization. Despite progress, our most powerful systems struggle to compose flexibly. It therefore seems natural to make models more modular to help capture the compositional nature of many tasks. However, it is unclear under which circumstances modular systems can discover hidden compositional structure. To shed light on this question, we study a teacher-student setting with a modular teacher where we have full control over the composition of ground truth modules. This allows us to relate the problem of compositional generalization to that of identification of the underlying modules. In particular we study modularity in hypernetworks representing a general class of multiplicative interactions. We show theoretically that identification up to linear transformation purely from demonstrations is possible without having to learn an exponential number of module combinations. We further demonstrate empirically that under the theoretically identified conditions, meta-learning from finite data can discover modular policies that generalize compositionally in a number of complex environments.
A good body is all you need: avoiding catastrophic interference via agent architecture search
In robotics, catastrophic interference continues to restrain policy training across environments. Efforts to combat catastrophic interference to date focus on novel neural architectures or training methods, with a recent emphasis on policies with good initial settings that facilitate training in new environments. However, none of these methods to date have taken into account how the physical architecture of the robot can obstruct or facilitate catastrophic interference, just as the choice of neural architecture can. In previous work we have shown how aspects of a robot's physical structure (specifically, sensor placement) can facilitate policy learning by increasing the fraction of optimal policies for a given physical structure. Here we show for the first time that this proxy measure of catastrophic interference correlates with sample efficiency across several search methods, proving that favorable loss landscapes can be induced by the correct choice of physical structure. We show that such structures can be found via co-optimization -- optimization of a robot's structure and control policy simultaneously -- yielding catastrophic interference resistant robot structures and policies, and that this is more efficient than control policy optimization alone. Finally, we show that such structures exhibit sensor homeostasis across environments and introduce this as the mechanism by which certain robots overcome catastrophic interference.
AutoCrawler: A Progressive Understanding Web Agent for Web Crawler Generation
Web automation is a significant technique that accomplishes complicated web tasks by automating common web actions, enhancing operational efficiency, and reducing the need for manual intervention. Traditional methods, such as wrappers, suffer from limited adaptability and scalability when faced with a new website. On the other hand, generative agents empowered by large language models (LLMs) exhibit poor performance and reusability in open-world scenarios. In this work, we introduce a crawler generation task for vertical information web pages and the paradigm of combining LLMs with crawlers, which helps crawlers handle diverse and changing web environments more efficiently. We propose AutoCrawler, a two-stage framework that leverages the hierarchical structure of HTML for progressive understanding. Through top-down and step-back operations, AutoCrawler can learn from erroneous actions and continuously prune HTML for better action generation. We conduct comprehensive experiments with multiple LLMs and demonstrate the effectiveness of our framework. Resources of this paper can be found at https://github.com/EZ-hwh/AutoCrawler
Shortcut Learning in Generalist Robot Policies: The Role of Dataset Diversity and Fragmentation
Generalist robot policies trained on large-scale datasets such as Open X-Embodiment (OXE) demonstrate strong performance across a wide range of tasks. However, they often struggle to generalize beyond the distribution of their training data. In this paper, we investigate the underlying cause of this limited generalization capability. We identify shortcut learning -- the reliance on task-irrelevant features -- as a key impediment to generalization. Through comprehensive theoretical and empirical analysis, we uncover two primary contributors to shortcut learning: (1) limited diversity within individual sub-datasets, and (2) significant distributional disparities across sub-datasets, leading to dataset fragmentation. These issues arise from the inherent structure of large-scale datasets like OXE, which are typically composed of multiple sub-datasets collected independently across varied environments and embodiments. Our findings provide critical insights into dataset collection strategies that can reduce shortcut learning and enhance the generalization ability of generalist robot policies. Moreover, in scenarios where acquiring new large-scale data is impractical, we demonstrate that carefully selected robotic data augmentation strategies can effectively reduce shortcut learning in existing offline datasets, thereby improving generalization capabilities of generalist robot policies, e.g., pi_0, in both simulation and real-world environments. More information at https://lucky-light-sun.github.io/proj/shortcut-learning-in-grps/.
Calibrating Panoramic Depth Estimation for Practical Localization and Mapping
The absolute depth values of surrounding environments provide crucial cues for various assistive technologies, such as localization, navigation, and 3D structure estimation. We propose that accurate depth estimated from panoramic images can serve as a powerful and light-weight input for a wide range of downstream tasks requiring 3D information. While panoramic images can easily capture the surrounding context from commodity devices, the estimated depth shares the limitations of conventional image-based depth estimation; the performance deteriorates under large domain shifts and the absolute values are still ambiguous to infer from 2D observations. By taking advantage of the holistic view, we mitigate such effects in a self-supervised way and fine-tune the network with geometric consistency during the test phase. Specifically, we construct a 3D point cloud from the current depth prediction and project the point cloud at various viewpoints or apply stretches on the current input image to generate synthetic panoramas. Then we minimize the discrepancy of the 3D structure estimated from synthetic images without collecting additional data. We empirically evaluate our method in robot navigation and map-free localization where our method shows large performance enhancements. Our calibration method can therefore widen the applicability under various external conditions, serving as a key component for practical panorama-based machine vision systems.
Generalizable End-to-End Tool-Use RL with Synthetic CodeGym
Tool-augmented large language models (LLMs), hereafter LLM agents, leverage external tools to solve diverse tasks and interface with the real world. However, current training practices largely rely on supervised fine-tuning (SFT) over static trajectories or reinforcement learning (RL) on narrow tasks, and generalize poorly beyond development settings, leading to brittleness with new tools and unseen workflows. Because code execution reflects many structures of real-world workflows, coding problems provide a natural basis for building agent training environments. Motivated by this, we introduce CodeGym, a scalable framework that synthesizes diverse, verifiable, and controllable multi-turn tool-use environments for agent RL, enabling LLM agents to explore and master various workflows actively. CodeGym rewrites static coding problems into interactive environments by extracting atomic functions or logic into callable tools, yielding verifiable tasks that span various tool-execution workflows. Models of varying sizes and chain-of-thought configurations, trained in CodeGym, exhibit consistent out-of-distribution generalizability; for example, Qwen2.5-32B-Instruct achieves an absolute accuracy gain of 8.7 points on the OOD benchmark tau-Bench. These results highlight CodeGym as a step toward scalable general-purpose RL environments that align with real-world agent workflows.
Learning Long-Horizon Robot Manipulation Skills via Privileged Action
Long-horizon contact-rich tasks are challenging to learn with reinforcement learning, due to ineffective exploration of high-dimensional state spaces with sparse rewards. The learning process often gets stuck in local optimum and demands task-specific reward fine-tuning for complex scenarios. In this work, we propose a structured framework that leverages privileged actions with curriculum learning, enabling the policy to efficiently acquire long-horizon skills without relying on extensive reward engineering or reference trajectories. Specifically, we use privileged actions in simulation with a general training procedure that would be infeasible to implement in real-world scenarios. These privileges include relaxed constraints and virtual forces that enhance interaction and exploration with objects. Our results successfully achieve complex multi-stage long-horizon tasks that naturally combine non-prehensile manipulation with grasping to lift objects from non-graspable poses. We demonstrate generality by maintaining a parsimonious reward structure and showing convergence to diverse and robust behaviors across various environments. Additionally, real-world experiments further confirm that the skills acquired using our approach are transferable to real-world environments, exhibiting robust and intricate performance. Our approach outperforms state-of-the-art methods in these tasks, converging to solutions where others fail.
Plan-and-Act: Improving Planning of Agents for Long-Horizon Tasks
Large language models (LLMs) have shown remarkable advancements in enabling language agents to tackle simple tasks. However, applying them for complex, multi-step, long-horizon tasks remains a challenge. Recent work have found success by separating high-level planning from low-level execution, which enables the model to effectively balance high-level planning objectives and low-level execution details. However, generating accurate plans remains difficult since LLMs are not inherently trained for this task. To address this, we propose Plan-and-Act, a novel framework that incorporates explicit planning into LLM-based agents and introduces a scalable method to enhance plan generation through a novel synthetic data generation method. Plan-and-Act consists of a Planner model which generates structured, high-level plans to achieve user goals, and an Executor model that translates these plans into environment-specific actions. To train the Planner effectively, we introduce a synthetic data generation method that annotates ground-truth trajectories with feasible plans, augmented with diverse and extensive examples to enhance generalization. We evaluate Plan-and-Act using web navigation as a representative long-horizon planning environment, demonstrating a state-of the-art 54% success rate on the WebArena-Lite benchmark.
BIM Informed Visual SLAM for Construction Monitoring
Simultaneous Localization and Mapping (SLAM) is a key tool for monitoring construction sites, where aligning the evolving as-built state with the as-planned design enables early error detection and reduces costly rework. LiDAR-based SLAM achieves high geometric precision, but its sensors are typically large and power-demanding, limiting their use on portable platforms. Visual SLAM offers a practical alternative with lightweight cameras already embedded in most mobile devices. however, visually mapping construction environments remains challenging: repetitive layouts, occlusions, and incomplete or low-texture structures often cause drift in the trajectory map. To mitigate this, we propose an RGB-D SLAM system that incorporates the Building Information Model (BIM) as structural prior knowledge. Instead of relying solely on visual cues, our system continuously establishes correspondences between detected wall and their BIM counterparts, which are then introduced as constraints in the back-end optimization. The proposed method operates in real time and has been validated on real construction sites, reducing trajectory error by an average of 23.71% and map RMSE by 7.14% compared to visual SLAM baselines. These results demonstrate that BIM constraints enable reliable alignment of the digital plan with the as-built scene, even under partially constructed conditions.
Representations and Exploration for Deep Reinforcement Learning using Singular Value Decomposition
Representation learning and exploration are among the key challenges for any deep reinforcement learning agent. In this work, we provide a singular value decomposition based method that can be used to obtain representations that preserve the underlying transition structure in the domain. Perhaps interestingly, we show that these representations also capture the relative frequency of state visitations, thereby providing an estimate for pseudo-counts for free. To scale this decomposition method to large-scale domains, we provide an algorithm that never requires building the transition matrix, can make use of deep networks, and also permits mini-batch training. Further, we draw inspiration from predictive state representations and extend our decomposition method to partially observable environments. With experiments on multi-task settings with partially observable domains, we show that the proposed method can not only learn useful representation on DM-Lab-30 environments (that have inputs involving language instructions, pixel images, and rewards, among others) but it can also be effective at hard exploration tasks in DM-Hard-8 environments.
Learning to Act without Actions
Pre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in domains such as language and vision. However, this paradigm has not yet taken hold in reinforcement learning. This is because videos, the most abundant form of embodied behavioral data on the web, lack the action labels required by existing methods for imitating behavior from demonstrations. We introduce Latent Action Policies (LAPO), a method for recovering latent action information, and thereby latent-action policies, world models, and inverse dynamics models, purely from videos. LAPO is the first method able to recover the structure of the true action space just from observed dynamics, even in challenging procedurally-generated environments. LAPO enables training latent-action policies that can be rapidly fine-tuned into expert-level policies, either offline using a small action-labeled dataset, or online with rewards. LAPO takes a first step towards pre-training powerful, generalist policies and world models on the vast amounts of videos readily available on the web.
MP-GUI: Modality Perception with MLLMs for GUI Understanding
Graphical user interface (GUI) has become integral to modern society, making it crucial to be understood for human-centric systems. However, unlike natural images or documents, GUIs comprise artificially designed graphical elements arranged to convey specific semantic meanings. Current multi-modal large language models (MLLMs) already proficient in processing graphical and textual components suffer from hurdles in GUI understanding due to the lack of explicit spatial structure modeling. Moreover, obtaining high-quality spatial structure data is challenging due to privacy issues and noisy environments. To address these challenges, we present MP-GUI, a specially designed MLLM for GUI understanding. MP-GUI features three precisely specialized perceivers to extract graphical, textual, and spatial modalities from the screen as GUI-tailored visual clues, with spatial structure refinement strategy and adaptively combined via a fusion gate to meet the specific preferences of different GUI understanding tasks. To cope with the scarcity of training data, we also introduce a pipeline for automatically data collecting. Extensive experiments demonstrate that MP-GUI achieves impressive results on various GUI understanding tasks with limited data.
Whole-Body Conditioned Egocentric Video Prediction
We train models to Predict Ego-centric Video from human Actions (PEVA), given the past video and an action represented by the relative 3D body pose. By conditioning on kinematic pose trajectories, structured by the joint hierarchy of the body, our model learns to simulate how physical human actions shape the environment from a first-person point of view. We train an auto-regressive conditional diffusion transformer on Nymeria, a large-scale dataset of real-world egocentric video and body pose capture. We further design a hierarchical evaluation protocol with increasingly challenging tasks, enabling a comprehensive analysis of the model's embodied prediction and control abilities. Our work represents an initial attempt to tackle the challenges of modeling complex real-world environments and embodied agent behaviors with video prediction from the perspective of a human.
GAIA-2: A Controllable Multi-View Generative World Model for Autonomous Driving
Generative models offer a scalable and flexible paradigm for simulating complex environments, yet current approaches fall short in addressing the domain-specific requirements of autonomous driving - such as multi-agent interactions, fine-grained control, and multi-camera consistency. We introduce GAIA-2, Generative AI for Autonomy, a latent diffusion world model that unifies these capabilities within a single generative framework. GAIA-2 supports controllable video generation conditioned on a rich set of structured inputs: ego-vehicle dynamics, agent configurations, environmental factors, and road semantics. It generates high-resolution, spatiotemporally consistent multi-camera videos across geographically diverse driving environments (UK, US, Germany). The model integrates both structured conditioning and external latent embeddings (e.g., from a proprietary driving model) to facilitate flexible and semantically grounded scene synthesis. Through this integration, GAIA-2 enables scalable simulation of both common and rare driving scenarios, advancing the use of generative world models as a core tool in the development of autonomous systems. Videos are available at https://wayve.ai/thinking/gaia-2.
Proprioceptive State Estimation for Amphibious Tactile Sensing
This paper presents a novel vision-based proprioception approach for a soft robotic finger that can estimate and reconstruct tactile interactions in both terrestrial and aquatic environments. The key to this system lies in the finger's unique metamaterial structure, which facilitates omni-directional passive adaptation during grasping, protecting delicate objects across diverse scenarios. A compact in-finger camera captures high-framerate images of the finger's deformation during contact, extracting crucial tactile data in real-time. We present a volumetric discretized model of the soft finger and use the geometry constraints captured by the camera to find the optimal estimation of the deformed shape. The approach is benchmarked using a motion capture system with sparse markers and a haptic device with dense measurements. Both results show state-of-the-art accuracies, with a median error of 1.96 mm for overall body deformation, corresponding to 2.1% of the finger's length. More importantly, the state estimation is robust in both on-land and underwater environments as we demonstrate its usage for underwater object shape sensing. This combination of passive adaptation and real-time tactile sensing paves the way for amphibious robotic grasping applications.
MOMAland: A Set of Benchmarks for Multi-Objective Multi-Agent Reinforcement Learning
Many challenging tasks such as managing traffic systems, electricity grids, or supply chains involve complex decision-making processes that must balance multiple conflicting objectives and coordinate the actions of various independent decision-makers (DMs). One perspective for formalising and addressing such tasks is multi-objective multi-agent reinforcement learning (MOMARL). MOMARL broadens reinforcement learning (RL) to problems with multiple agents each needing to consider multiple objectives in their learning process. In reinforcement learning research, benchmarks are crucial in facilitating progress, evaluation, and reproducibility. The significance of benchmarks is underscored by the existence of numerous benchmark frameworks developed for various RL paradigms, including single-agent RL (e.g., Gymnasium), multi-agent RL (e.g., PettingZoo), and single-agent multi-objective RL (e.g., MO-Gymnasium). To support the advancement of the MOMARL field, we introduce MOMAland, the first collection of standardised environments for multi-objective multi-agent reinforcement learning. MOMAland addresses the need for comprehensive benchmarking in this emerging field, offering over 10 diverse environments that vary in the number of agents, state representations, reward structures, and utility considerations. To provide strong baselines for future research, MOMAland also includes algorithms capable of learning policies in such settings.
FairyGen: Storied Cartoon Video from a Single Child-Drawn Character
We propose FairyGen, an automatic system for generating story-driven cartoon videos from a single child's drawing, while faithfully preserving its unique artistic style. Unlike previous storytelling methods that primarily focus on character consistency and basic motion, FairyGen explicitly disentangles character modeling from stylized background generation and incorporates cinematic shot design to support expressive and coherent storytelling. Given a single character sketch, we first employ an MLLM to generate a structured storyboard with shot-level descriptions that specify environment settings, character actions, and camera perspectives. To ensure visual consistency, we introduce a style propagation adapter that captures the character's visual style and applies it to the background, faithfully retaining the character's full visual identity while synthesizing style-consistent scenes. A shot design module further enhances visual diversity and cinematic quality through frame cropping and multi-view synthesis based on the storyboard. To animate the story, we reconstruct a 3D proxy of the character to derive physically plausible motion sequences, which are then used to fine-tune an MMDiT-based image-to-video diffusion model. We further propose a two-stage motion customization adapter: the first stage learns appearance features from temporally unordered frames, disentangling identity from motion; the second stage models temporal dynamics using a timestep-shift strategy with frozen identity weights. Once trained, FairyGen directly renders diverse and coherent video scenes aligned with the storyboard. Extensive experiments demonstrate that our system produces animations that are stylistically faithful, narratively structured natural motion, highlighting its potential for personalized and engaging story animation. The code will be available at https://github.com/GVCLab/FairyGen
SelfGoal: Your Language Agents Already Know How to Achieve High-level Goals
Language agents powered by large language models (LLMs) are increasingly valuable as decision-making tools in domains such as gaming and programming. However, these agents often face challenges in achieving high-level goals without detailed instructions and in adapting to environments where feedback is delayed. In this paper, we present SelfGoal, a novel automatic approach designed to enhance agents' capabilities to achieve high-level goals with limited human prior and environmental feedback. The core concept of SelfGoal involves adaptively breaking down a high-level goal into a tree structure of more practical subgoals during the interaction with environments while identifying the most useful subgoals and progressively updating this structure. Experimental results demonstrate that SelfGoal significantly enhances the performance of language agents across various tasks, including competitive, cooperative, and deferred feedback environments. Project page: https://selfgoal-agent.github.io.
Mix3D: Out-of-Context Data Augmentation for 3D Scenes
We present Mix3D, a data augmentation technique for segmenting large-scale 3D scenes. Since scene context helps reasoning about object semantics, current works focus on models with large capacity and receptive fields that can fully capture the global context of an input 3D scene. However, strong contextual priors can have detrimental implications like mistaking a pedestrian crossing the street for a car. In this work, we focus on the importance of balancing global scene context and local geometry, with the goal of generalizing beyond the contextual priors in the training set. In particular, we propose a "mixing" technique which creates new training samples by combining two augmented scenes. By doing so, object instances are implicitly placed into novel out-of-context environments and therefore making it harder for models to rely on scene context alone, and instead infer semantics from local structure as well. We perform detailed analysis to understand the importance of global context, local structures and the effect of mixing scenes. In experiments, we show that models trained with Mix3D profit from a significant performance boost on indoor (ScanNet, S3DIS) and outdoor datasets (SemanticKITTI). Mix3D can be trivially used with any existing method, e.g., trained with Mix3D, MinkowskiNet outperforms all prior state-of-the-art methods by a significant margin on the ScanNet test benchmark 78.1 mIoU. Code is available at: https://nekrasov.dev/mix3d/
HALO: Hierarchical Autonomous Logic-Oriented Orchestration for Multi-Agent LLM Systems
Recent advancements in Multi-Agent Systems (MAS) powered by Large Language Models (LLMs) have demonstrated tremendous potential in diverse task scenarios. Nonetheless, existing agentic systems typically rely on predefined agent-role design spaces and static communication structures, limiting their adaptability as well as flexibility in complex interaction environments and leading to subpar performance on highly specialized and expert-level tasks. To address these issues, we introduce HALO, a multi-agent collaboration framework based on a hierarchical reasoning architecture. Specifically, we incorporate a high-level planning agent for task decomposition, mid-level role-design agents for subtask-specific agent instantiation, and low-level inference agents for subtask execution. Particularly, subtask execution is reformulated as a structured workflow search problem, where Monte Carlo Tree Search (MCTS) systematically explores the agentic action space to construct optimal reasoning trajectories. Additionally, as the majority of users lack expertise in prompt engineering, we leverage an Adaptive Prompt Refinement module to transform raw queries into task-specific prompts. Empirical evaluations on Code Generation (HumanEval), General Reasoning (MMLU), and Arithmetic Reasoning (MATH) benchmark datasets highlight the effectiveness of HALO, yielding a 14.4% average improvement over state-of-the-art baselines. Notably, HALO achieves up to 13.3% performance gain on the Moral Scenarios subject in the MMLU benchmark and up to 19.6% performance gain on the Algebra subarea in the MATH benchmark, indicating its advanced proficiency in tackling highly specialized and expert-level tasks. The code repository is available at https://github.com/23japhone/HALO.
CSR-Bench: Benchmarking LLM Agents in Deployment of Computer Science Research Repositories
The increasing complexity of computer science research projects demands more effective tools for deploying code repositories. Large Language Models (LLMs), such as Anthropic Claude and Meta Llama, have demonstrated significant advancements across various fields of computer science research, including the automation of diverse software engineering tasks. To evaluate the effectiveness of LLMs in handling complex code development tasks of research projects, particularly for NLP/CV/AI/ML/DM topics, we introduce CSR-Bench, a benchmark for Computer Science Research projects. This benchmark assesses LLMs from various aspects including accuracy, efficiency, and deployment script quality, aiming to explore their potential in conducting computer science research autonomously. We also introduce a novel framework, CSR-Agents, that utilizes multiple LLM agents to automate the deployment of GitHub code repositories of computer science research projects. Specifically, by checking instructions from markdown files and interpreting repository structures, the model generates and iteratively improves bash commands that set up the experimental environments and deploy the code to conduct research tasks. Preliminary results from CSR-Bench indicate that LLM agents can significantly enhance the workflow of repository deployment, thereby boosting developer productivity and improving the management of developmental workflows.
LLM-Powered Decentralized Generative Agents with Adaptive Hierarchical Knowledge Graph for Cooperative Planning
Developing intelligent agents for long-term cooperation in dynamic open-world scenarios is a major challenge in multi-agent systems. Traditional Multi-agent Reinforcement Learning (MARL) frameworks like centralized training decentralized execution (CTDE) struggle with scalability and flexibility. They require centralized long-term planning, which is difficult without custom reward functions, and face challenges in processing multi-modal data. CTDE approaches also assume fixed cooperation strategies, making them impractical in dynamic environments where agents need to adapt and plan independently. To address decentralized multi-agent cooperation, we propose Decentralized Adaptive Knowledge Graph Memory and Structured Communication System (DAMCS) in a novel Multi-agent Crafter environment. Our generative agents, powered by Large Language Models (LLMs), are more scalable than traditional MARL agents by leveraging external knowledge and language for long-term planning and reasoning. Instead of fully sharing information from all past experiences, DAMCS introduces a multi-modal memory system organized as a hierarchical knowledge graph and a structured communication protocol to optimize agent cooperation. This allows agents to reason from past interactions and share relevant information efficiently. Experiments on novel multi-agent open-world tasks show that DAMCS outperforms both MARL and LLM baselines in task efficiency and collaboration. Compared to single-agent scenarios, the two-agent scenario achieves the same goal with 63% fewer steps, and the six-agent scenario with 74% fewer steps, highlighting the importance of adaptive memory and structured communication in achieving long-term goals. We publicly release our project at: https://happyeureka.github.io/damcs.
On the Structural Memory of LLM Agents
Memory plays a pivotal role in enabling large language model~(LLM)-based agents to engage in complex and long-term interactions, such as question answering (QA) and dialogue systems. While various memory modules have been proposed for these tasks, the impact of different memory structures across tasks remains insufficiently explored. This paper investigates how memory structures and memory retrieval methods affect the performance of LLM-based agents. Specifically, we evaluate four types of memory structures, including chunks, knowledge triples, atomic facts, and summaries, along with mixed memory that combines these components. In addition, we evaluate three widely used memory retrieval methods: single-step retrieval, reranking, and iterative retrieval. Extensive experiments conducted across four tasks and six datasets yield the following key insights: (1) Different memory structures offer distinct advantages, enabling them to be tailored to specific tasks; (2) Mixed memory structures demonstrate remarkable resilience in noisy environments; (3) Iterative retrieval consistently outperforms other methods across various scenarios. Our investigation aims to inspire further research into the design of memory systems for LLM-based agents.
RoboEXP: Action-Conditioned Scene Graph via Interactive Exploration for Robotic Manipulation
We introduce the novel task of interactive scene exploration, wherein robots autonomously explore environments and produce an action-conditioned scene graph (ACSG) that captures the structure of the underlying environment. The ACSG accounts for both low-level information (geometry and semantics) and high-level information (action-conditioned relationships between different entities) in the scene. To this end, we present the Robotic Exploration (RoboEXP) system, which incorporates the Large Multimodal Model (LMM) and an explicit memory design to enhance our system's capabilities. The robot reasons about what and how to explore an object, accumulating new information through the interaction process and incrementally constructing the ACSG. Leveraging the constructed ACSG, we illustrate the effectiveness and efficiency of our RoboEXP system in facilitating a wide range of real-world manipulation tasks involving rigid, articulated objects, nested objects, and deformable objects.
Time-Efficient Reinforcement Learning with Stochastic Stateful Policies
Stateful policies play an important role in reinforcement learning, such as handling partially observable environments, enhancing robustness, or imposing an inductive bias directly into the policy structure. The conventional method for training stateful policies is Backpropagation Through Time (BPTT), which comes with significant drawbacks, such as slow training due to sequential gradient propagation and the occurrence of vanishing or exploding gradients. The gradient is often truncated to address these issues, resulting in a biased policy update. We present a novel approach for training stateful policies by decomposing the latter into a stochastic internal state kernel and a stateless policy, jointly optimized by following the stateful policy gradient. We introduce different versions of the stateful policy gradient theorem, enabling us to easily instantiate stateful variants of popular reinforcement learning and imitation learning algorithms. Furthermore, we provide a theoretical analysis of our new gradient estimator and compare it with BPTT. We evaluate our approach on complex continuous control tasks, e.g., humanoid locomotion, and demonstrate that our gradient estimator scales effectively with task complexity while offering a faster and simpler alternative to BPTT.
AdaPlanner: Adaptive Planning from Feedback with Language Models
Large language models (LLMs) have recently demonstrated the potential in acting as autonomous agents for sequential decision-making tasks. However, most existing methods either take actions greedily without planning or rely on static plans that are not adaptable to environmental feedback. Consequently, the sequential decision-making performance of LLM agents degenerates with problem complexity and plan horizons increase. We propose a closed-loop approach, AdaPlanner, which allows the LLM agent to refine its self-generated plan adaptively in response to environmental feedback. In AdaPlanner, the LLM agent adaptively refines its plan from feedback with both in-plan and out-of-plan refinement strategies. To mitigate hallucination, we develop a code-style LLM prompt structure that facilitates plan generation across a variety of tasks, environments, and agent capabilities. Furthermore, we propose a skill discovery mechanism that leverages successful plans as few-shot exemplars, enabling the agent to plan and refine with fewer task demonstrations. Our experiments in the ALFWorld and MiniWoB++ environments demonstrate that AdaPlanner outperforms state-of-the-art baselines by 3.73% and 4.11% while utilizing 2x and 600x fewer samples, respectively.
The Benefits of Model-Based Generalization in Reinforcement Learning
Model-Based Reinforcement Learning (RL) is widely believed to have the potential to improve sample efficiency by allowing an agent to synthesize large amounts of imagined experience. Experience Replay (ER) can be considered a simple kind of model, which has proved extremely effective at improving the stability and efficiency of deep RL. In principle, a learned parametric model could improve on ER by generalizing from real experience to augment the dataset with additional plausible experience. However, owing to the many design choices involved in empirically successful algorithms, it can be very hard to establish where the benefits are actually coming from. Here, we provide theoretical and empirical insight into when, and how, we can expect data generated by a learned model to be useful. First, we provide a general theorem motivating how learning a model as an intermediate step can narrow down the set of possible value functions more than learning a value function directly from data using the Bellman equation. Second, we provide an illustrative example showing empirically how a similar effect occurs in a more concrete setting with neural network function approximation. Finally, we provide extensive experiments showing the benefit of model-based learning for online RL in environments with combinatorial complexity, but factored structure that allows a learned model to generalize. In these experiments, we take care to control for other factors in order to isolate, insofar as possible, the benefit of using experience generated by a learned model relative to ER alone.
ERA: Transforming VLMs into Embodied Agents via Embodied Prior Learning and Online Reinforcement Learning
Recent advances in embodied AI highlight the potential of vision language models (VLMs) as agents capable of perception, reasoning, and interaction in complex environments. However, top-performing systems rely on large-scale models that are costly to deploy, while smaller VLMs lack the necessary knowledge and skills to succeed. To bridge this gap, we present Embodied Reasoning Agent (ERA), a two-stage framework that integrates prior knowledge learning and online reinforcement learning (RL). The first stage, Embodied Prior Learning, distills foundational knowledge from three types of data: (1) Trajectory-Augmented Priors, which enrich existing trajectory data with structured reasoning generated by stronger models; (2) Environment-Anchored Priors, which provide in-environment knowledge and grounding supervision; and (3) External Knowledge Priors, which transfer general knowledge from out-of-environment datasets. In the second stage, we develop an online RL pipeline that builds on these priors to further enhance agent performance. To overcome the inherent challenges in agent RL, including long horizons, sparse rewards, and training instability, we introduce three key designs: self-summarization for context management, dense reward shaping, and turn-level policy optimization. Extensive experiments on both high-level planning (EB-ALFRED) and low-level control (EB-Manipulation) tasks demonstrate that ERA-3B surpasses both prompting-based large models and previous training-based baselines. Specifically, it achieves overall improvements of 8.4\% on EB-ALFRED and 19.4\% on EB-Manipulation over GPT-4o, and exhibits strong generalization to unseen tasks. Overall, ERA offers a practical path toward scalable embodied intelligence, providing methodological insights for future embodied AI systems.
Dyna-Mind: Learning to Simulate from Experience for Better AI Agents
Reasoning models have recently shown remarkable progress in domains such as math and coding. However, their expert-level abilities in math and coding contrast sharply with their performance in long-horizon, interactive tasks such as web navigation and computer/phone-use. Inspired by literature on human cognition, we argue that current AI agents need ''vicarious trial and error'' - the capacity to mentally simulate alternative futures before acting - in order to enhance their understanding and performance in complex interactive environments. We introduce Dyna-Mind, a two-stage training framework that explicitly teaches (V)LM agents to integrate such simulation into their reasoning. In stage 1, we introduce Reasoning with Simulations (ReSim), which trains the agent to generate structured reasoning traces from expanded search trees built from real experience gathered through environment interactions. ReSim thus grounds the agent's reasoning in faithful world dynamics and equips it with the ability to anticipate future states in its reasoning. In stage 2, we propose Dyna-GRPO, an online reinforcement learning method to further strengthen the agent's simulation and decision-making ability by using both outcome rewards and intermediate states as feedback from real rollouts. Experiments on two synthetic benchmarks (Sokoban and ALFWorld) and one realistic benchmark (AndroidWorld) demonstrate that (1) ReSim effectively infuses simulation ability into AI agents, and (2) Dyna-GRPO leverages outcome and interaction-level signals to learn better policies for long-horizon, planning-intensive tasks. Together, these results highlight the central role of simulation in enabling AI agents to reason, plan, and act more effectively in the ever more challenging environments.
GASP: Unifying Geometric and Semantic Self-Supervised Pre-training for Autonomous Driving
Self-supervised pre-training based on next-token prediction has enabled large language models to capture the underlying structure of text, and has led to unprecedented performance on a large array of tasks when applied at scale. Similarly, autonomous driving generates vast amounts of spatiotemporal data, alluding to the possibility of harnessing scale to learn the underlying geometric and semantic structure of the environment and its evolution over time. In this direction, we propose a geometric and semantic self-supervised pre-training method, GASP, that learns a unified representation by predicting, at any queried future point in spacetime, (1) general occupancy, capturing the evolving structure of the 3D scene; (2) ego occupancy, modeling the ego vehicle path through the environment; and (3) distilled high-level features from a vision foundation model. By modeling geometric and semantic 4D occupancy fields instead of raw sensor measurements, the model learns a structured, generalizable representation of the environment and its evolution through time. We validate GASP on multiple autonomous driving benchmarks, demonstrating significant improvements in semantic occupancy forecasting, online mapping, and ego trajectory prediction. Our results demonstrate that continuous 4D geometric and semantic occupancy prediction provides a scalable and effective pre-training paradigm for autonomous driving. For code and additional visualizations, see \href{https://research.zenseact.com/publications/gasp/.
From Street Views to Urban Science: Discovering Road Safety Factors with Multimodal Large Language Models
Urban and transportation research has long sought to uncover statistically meaningful relationships between key variables and societal outcomes such as road safety, to generate actionable insights that guide the planning, development, and renewal of urban and transportation systems. However, traditional workflows face several key challenges: (1) reliance on human experts to propose hypotheses, which is time-consuming and prone to confirmation bias; (2) limited interpretability, particularly in deep learning approaches; and (3) underutilization of unstructured data that can encode critical urban context. Given these limitations, we propose a Multimodal Large Language Model (MLLM)-based approach for interpretable hypothesis inference, enabling the automated generation, evaluation, and refinement of hypotheses concerning urban context and road safety outcomes. Our method leverages MLLMs to craft safety-relevant questions for street view images (SVIs), extract interpretable embeddings from their responses, and apply them in regression-based statistical models. UrbanX supports iterative hypothesis testing and refinement, guided by statistical evidence such as coefficient significance, thereby enabling rigorous scientific discovery of previously overlooked correlations between urban design and safety. Experimental evaluations on Manhattan street segments demonstrate that our approach outperforms pretrained deep learning models while offering full interpretability. Beyond road safety, UrbanX can serve as a general-purpose framework for urban scientific discovery, extracting structured insights from unstructured urban data across diverse socioeconomic and environmental outcomes. This approach enhances model trustworthiness for policy applications and establishes a scalable, statistically grounded pathway for interpretable knowledge discovery in urban and transportation studies.
Language-Grounded Dynamic Scene Graphs for Interactive Object Search with Mobile Manipulation
To fully leverage the capabilities of mobile manipulation robots, it is imperative that they are able to autonomously execute long-horizon tasks in large unexplored environments. While large language models (LLMs) have shown emergent reasoning skills on arbitrary tasks, existing work primarily concentrates on explored environments, typically focusing on either navigation or manipulation tasks in isolation. In this work, we propose MoMa-LLM, a novel approach that grounds language models within structured representations derived from open-vocabulary scene graphs, dynamically updated as the environment is explored. We tightly interleave these representations with an object-centric action space. The resulting approach is zero-shot, open-vocabulary, and readily extendable to a spectrum of mobile manipulation and household robotic tasks. We demonstrate the effectiveness of MoMa-LLM in a novel semantic interactive search task in large realistic indoor environments. In extensive experiments in both simulation and the real world, we show substantially improved search efficiency compared to conventional baselines and state-of-the-art approaches, as well as its applicability to more abstract tasks. We make the code publicly available at http://moma-llm.cs.uni-freiburg.de.
DREAMWALKER: Mental Planning for Continuous Vision-Language Navigation
VLN-CE is a recently released embodied task, where AI agents need to navigate a freely traversable environment to reach a distant target location, given language instructions. It poses great challenges due to the huge space of possible strategies. Driven by the belief that the ability to anticipate the consequences of future actions is crucial for the emergence of intelligent and interpretable planning behavior, we propose DREAMWALKER -- a world model based VLN-CE agent. The world model is built to summarize the visual, topological, and dynamic properties of the complicated continuous environment into a discrete, structured, and compact representation. DREAMWALKER can simulate and evaluate possible plans entirely in such internal abstract world, before executing costly actions. As opposed to existing model-free VLN-CE agents simply making greedy decisions in the real world, which easily results in shortsighted behaviors, DREAMWALKER is able to make strategic planning through large amounts of ``mental experiments.'' Moreover, the imagined future scenarios reflect our agent's intention, making its decision-making process more transparent. Extensive experiments and ablation studies on VLN-CE dataset confirm the effectiveness of the proposed approach and outline fruitful directions for future work.
PointOdyssey: A Large-Scale Synthetic Dataset for Long-Term Point Tracking
We introduce PointOdyssey, a large-scale synthetic dataset, and data generation framework, for the training and evaluation of long-term fine-grained tracking algorithms. Our goal is to advance the state-of-the-art by placing emphasis on long videos with naturalistic motion. Toward the goal of naturalism, we animate deformable characters using real-world motion capture data, we build 3D scenes to match the motion capture environments, and we render camera viewpoints using trajectories mined via structure-from-motion on real videos. We create combinatorial diversity by randomizing character appearance, motion profiles, materials, lighting, 3D assets, and atmospheric effects. Our dataset currently includes 104 videos, averaging 2,000 frames long, with orders of magnitude more correspondence annotations than prior work. We show that existing methods can be trained from scratch in our dataset and outperform the published variants. Finally, we introduce modifications to the PIPs point tracking method, greatly widening its temporal receptive field, which improves its performance on PointOdyssey as well as on two real-world benchmarks. Our data and code are publicly available at: https://pointodyssey.com
Ontologically Faithful Generation of Non-Player Character Dialogues
We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to produce trees of dialogue between video game characters that accurately reflect quest and entity specifications stated in natural language. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore -- character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest details to the human player. We report results for a set of neural generation models using supervised and in-context learning techniques; we find competent performance but room for future work addressing the challenges of creating realistic, game-quality dialogues.
The dark matter wake of a galactic bar revealed by multichannel Singular Spectral Analysis
The Milky Way is known to contain a stellar bar, as are a significant fraction of disc galaxies across the universe. Our understanding of bar evolution, both theoretically and through analysis of simulations indicates that bars both grow in amplitude and slow down over time through interaction and angular momentum exchange with the galaxy's dark matter halo. Understanding the physical mechanisms underlying this coupling requires modelling of the structural deformations to the potential that are mutually induced between components. In this work we use Basis Function Expansion (BFE) in combination with multichannel Singular Spectral Analysis (mSSA) as a non-parametric analysis tool to illustrate the coupling between the bar and the dark halo in a single high-resolution isolated barred disc galaxy simulation. We demonstrate the power of mSSA to extract and quantify explicitly coupled dynamical modes, determining growth rates, pattern speeds and phase lags for different stages of evolution of the stellar bar and the dark matter response. BFE & mSSA together grant us the ability to explore the importance and physical mechanisms of bar-halo coupling, and other dynamically coupled structures across a wide range of dynamical environments.
A Foundational Potential Energy Surface Dataset for Materials
Accurate potential energy surface (PES) descriptions are essential for atomistic simulations of materials. Universal machine learning interatomic potentials (UMLIPs)^{1-3} offer a computationally efficient alternative to density functional theory (DFT)^4 for PES modeling across the periodic table. However, their accuracy today is fundamentally constrained due to a reliance on DFT relaxation data.^{5,6} Here, we introduce MatPES, a foundational PES dataset comprising sim 400,000 structures carefully sampled from 281 million molecular dynamics snapshots that span 16 billion atomic environments. We demonstrate that UMLIPs trained on the modestly sized MatPES dataset can rival, or even outperform, prior models trained on much larger datasets across a broad range of equilibrium, near-equilibrium, and molecular dynamics property benchmarks. We also introduce the first high-fidelity PES dataset based on the revised regularized strongly constrained and appropriately normed (r^2SCAN) functional^7 with greatly improved descriptions of interatomic bonding. The open source MatPES initiative emphasizes the importance of data quality over quantity in materials science and enables broad community-driven advancements toward more reliable, generalizable, and efficient UMLIPs for large-scale materials discovery and design.

 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
	 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
	 
			 
			 
			 
			 
			 
			 
	 
	 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
			 
	 
			 
			 
			 
			 
			 
			 
			 
			 
			 
	 
			