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Nov 10

SWITCH: Benchmarking Modeling and Handling of Tangible Interfaces in Long-horizon Embodied Scenarios

Autonomous intelligence requires not only perception and reasoning, but critically, effective interaction with the existing world and its infrastructure. Everyday environments are rich in tangible control interfaces (TCIs), e.g., light switches, appliance panels, and embedded GUIs, that demand commonsense and physics reasoning, but also causal prediction and outcome verification in time and space (e.g., delayed heating, remote lights). Moreover, failures here have potential safety implications, yet current benchmarks rarely test grounding, partial observability (video), or post-hoc verification in situated settings. We introduce SWITCH (Semantic World Interface Tasks for Control and Handling), an embodied, task-driven benchmark created through iterative releases to probe these gaps. Its first iteration, SWITCH-Basic, evaluates five complementary abilities:task-aware VQA, semantic UI grounding, action generation, state-transition prediction, and result verification, under egocentric RGB video input and device diversity. Across 351 tasks spanning 98 real devices and appliances, commercial and open LMMMs exhibit inconsistent performance even on single-step interactions, often over-relying on textual cues and under-using visual or video evidence (and high aggregate scores can mask such failures). SWITCH provides data, code, and held-out splits to enable reproducible evaluation and community contributions toward more challenging future iterations of the benchmark and the creation of training datasets. Benchmark resources are available at: https://github.com/BAAI-Agents/SWITCH.

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

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

  • 16 authors
·
Jul 3

Sparse Internal Control of Language Models

Language models are increasingly used in text generation, decision support, and automated interaction, creating a need for localized, reversible, and selective control of their behavior. Activation steering demonstrates that internal interventions can alter the behavior of frozen models, but how to select and evaluate compact, multi-site control interfaces remains an open question. I introduce sparse internal control, a framework for steering target behavior by applying inference-time interventions to a small set of internal model nodes. A local target-controllability formulation characterizes candidate site--direction pairs by their behavioral effects and specifies constraints on target recovery, off-target preservation, and intervention energy. Two complementary selectors instantiate this formulation: Driver-OMP selects nodes for sparse reconstruction of a desired behavioral displacement, while Coverage-Driver favors stable coverage across prompts. I propose a six-axis control-evaluation protocol measuring reachability, signed reversal, dose response, feedback controllability, off-target preservation, and held-out reuse. Exploratory experiments on indirect object identification, MMLU multiple-choice question answering, sentiment steering, and refusal steering provide evidence for the feasibility of steering task-defined behavior through sparse internal interventions. The six-axis evaluation characterizes these interventions beyond target movement, revealing distinct control properties that depend on the task and available direction information. Together, the formulation, reference algorithms, and evaluation protocol provide a foundation for the systematic study and development of internal control methods for language models.

  • 1 authors
·
Nov 2

TIC-VLA: A Think-in-Control Vision-Language-Action Model for Robot Navigation in Dynamic Environments

Robots in dynamic, human-centric environments must follow language instructions while maintaining real-time reactive control. Vision-language-action (VLA) models offer a promising framework, but they assume temporally aligned reasoning and control, despite semantic inference being inherently delayed relative to real-time action. We introduce Think-in-Control (TIC)-VLA, a latency-aware framework that explicitly models delayed semantic reasoning during action generation. TIC-VLA defines a delayed semantic-control interface that conditions action generation on delayed vision-language semantic states and explicit latency metadata, in addition to current observations, enabling policies to compensate for asynchronous reasoning. We further propose a latency-consistent training pipeline that injects reasoning inference delays during imitation learning and online reinforcement learning, aligning training with asynchronous deployment. To support realistic evaluation, we present DynaNav, a physics-accurate, photo-realistic simulation suite for language-guided navigation in dynamic environments. Extensive experiments in simulation and on a real robot show that TIC-VLA consistently outperforms prior VLA models while maintaining robust real-time control under multi-second reasoning latency. Project website: https://ucla-mobility.github.io/TIC-VLA/

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

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

  • 4 authors
·
Jun 21

MazzikaAI: A knowledge-based performance-to-prompt compiler for real-time Arabic maqam accompaniment with a streaming text-to-music model

Arabic maqam music microtonal, modal, and built on ornamented call and response is among the traditions most underserved by generative music models, whose training frameworks remain predominantly Western and equaltempered. Real time accompaniment sharpens this gap: an AI partner must listen, adapt dynamically, and respect idiomatic microtonal structures. Streaming text to music models provide strong generative capabilities but lack precise control interfaces. We present MazzikaAI, a knowledge based system that uses natural language as the actuator of a realtime control loop. By compiling live MIDI, gesture, and inferred harmony into continuously updated text prompts, MazzikaAI steers an unmodified streaming generator, Google Lyria RealTime, without requiring model finetuning. The system embeds expert knowledge of six core maqamat, characteristic ornaments, and ensemble dynamics, maintaining realtime responsiveness with subsecond keytoaudibleupdate latency. Empirical evaluations demonstrate that dynamic prompt compilation reliably grounds generation in microtonal scales, significantly increasing offgrid quartertone content over baseline generation. Beyond its core implementation, MazzikaAI illustrates how deterministic knowledgebased rules can effectively bridge expert, nonWestern musical traditions and unfinetuned foundation models. This architecture establishes a scalable paradigm for realtime humanAI cocreation, offering a generalizable blueprint for interactive accompaniment, adaptive music education, and culturally inclusive generative audio across diverse global idioms.

  • 4 authors
·
Aug 10

VPA-Guard: Defending and Benchmarking Image-to-Video Generation Against Visual Prompt Attacks

Recent advancements in Image-to-Video (I2V) generation have transformed input images from simple appearance references into interactive control interfaces where visual cues such as arrows, sketches, and emojis orchestrate complex video dynamics with unprecedented controllability. However, these seemingly innocuous static cues can be interpreted by models as executable temporal instructions, unfolding into harmful actions in the generated videos. Despite the severity of this threat, existing safety benchmarks remain predominantly focused on text-based and content-only image-based jailbreaks, leaving implicit visual prompt attacks insufficiently explored. To bridge this gap, we present VVA-Bench, the first systematic benchmark for evaluating video generation safety under categorized vision-centric prompt attacks. Extensive experiments on VVA-Bench demonstrate that state-of-the-art models are highly susceptible to such attacks, with Attack Success Rates (ASR) reaching 100.0\% on Wan 2.7 and 74.8\% on Veo 3.1. To mitigate these risks, we propose VPA-Guard, a retrieval-augmented and self-evolving defense framework. By leveraging few-shot reasoning to identify latent malicious intents, our method reduces the attack ASR by 44.2\% and the harmfulness score by 73.4\% on average, while maintaining the model's utility for legitimate user edits. Our work provides both a rigorous benchmark and an effective defense strategy to advance safe and socially responsible multimodal generation.

  • 10 authors
·
Jun 23

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

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

  • 19 authors
·
Aug 30

Universal Actions for Enhanced Embodied Foundation Models

Training on diverse, internet-scale data is a key factor in the success of recent large foundation models. Yet, using the same recipe for building embodied agents has faced noticeable difficulties. Despite the availability of many crowd-sourced embodied datasets, their action spaces often exhibit significant heterogeneity due to distinct physical embodiment and control interfaces for different robots, causing substantial challenges in developing embodied foundation models using cross-domain data. In this paper, we introduce UniAct, a new embodied foundation modeling framework operating in a tokenized Universal Action Space. Our learned universal actions capture the generic atomic behaviors across diverse robots by exploiting their shared structural features, and enable enhanced cross-domain data utilization and cross-embodiment generalizations by eliminating the notorious heterogeneity. The universal actions can be efficiently translated back to heterogeneous actionable commands by simply adding embodiment-specific details, from which fast adaptation to new robots becomes simple and straightforward. Our 0.5B instantiation of UniAct outperforms 14X larger SOTA embodied foundation models in extensive evaluations on various real-world and simulation robots, showcasing exceptional cross-embodiment control and adaptation capability, highlighting the crucial benefit of adopting universal actions. Project page: https://github.com/2toinf/UniAct

  • 10 authors
·
Jan 17, 2025

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

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

  • 4 authors
·
Oct 1

Anonymization-Enhanced Privacy Protection for Mobile GUI Agents: Available but Invisible

Mobile Graphical User Interface (GUI) agents have demonstrated strong capabilities in automating complex smartphone tasks by leveraging multimodal large language models (MLLMs) and system-level control interfaces. However, this paradigm introduces significant privacy risks, as agents typically capture and process entire screen contents, thereby exposing sensitive personal data such as phone numbers, addresses, messages, and financial information. Existing defenses either reduce UI exposure, obfuscate only task-irrelevant content, or rely on user authorization, but none can protect task-critical sensitive information while preserving seamless agent usability. We propose an anonymization-based privacy protection framework that enforces the principle of available-but-invisible access to sensitive data: sensitive information remains usable for task execution but is never directly visible to the cloud-based agent. Our system detects sensitive UI content using a PII-aware recognition model and replaces it with deterministic, type-preserving placeholders (e.g., PHONE_NUMBER#a1b2c) that retain semantic categories while removing identifying details. A layered architecture comprising a PII Detector, UI Transformer, Secure Interaction Proxy, and Privacy Gatekeeper ensures consistent anonymization across user instructions, XML hierarchies, and screenshots, mediates all agent actions over anonymized interfaces, and supports narrowly scoped local computations when reasoning over raw values is necessary. Extensive experiments on the AndroidLab and PrivScreen benchmarks show that our framework substantially reduces privacy leakage across multiple models while incurring only modest utility degradation, achieving the best observed privacy-utility trade-off among existing methods. Code available at: https://github.com/one-step-beh1nd/gui_privacy_protection

  • 4 authors
·
Apr 25

Graph-to-Table Interfaces Control Relational Generalisation

Graph-to-table systems combine three design choices: an encoder that maps relational evidence to feature rows, a context constructor that selects labelled examples, and a tabular decoder. We investigate whether these components can be evaluated independently through matched comparisons that change one component while holding the rest of the pipeline and the evaluation constant. Across logistic regression, CATBOOST, and TABPFN-3 on CLUTRR, 57 GraphLog worlds, and 57 knowledge graphs, we show that conclusions about one component can change when the others change. On CLUTRR, absolute positional encodings maintain all distinctions among the evaluated queries and fit the short-path setting nearly perfectly; yet, they generalise worse than relation-count features because the supported prefix acts as a shortcut that breaks down on longer paths. On GraphLog, encoder preference depends on the decoder, while the relation-count representation degrades as CatBoost tree depth increases. Across different knowledge graphs, adding the frozen ULTRA score to local features is consistently useful, whereas adding local features to the score has a smaller and less stable effect. A pointwise TABPFN-3 readout using the full encoder underperforms native ULTRA on 48 of 57 datasets. These results show that encoder assessment depends jointly on context and decoder, while panel-level conclusions can also depend on evaluation and aggregation protocols.

  • 5 authors
·
Oct 18

On the Effects of Data Scale on Computer Control Agents

Autonomous agents that control computer interfaces to accomplish human tasks are emerging. Leveraging LLMs to power such agents has been of special interest, but unless fine-tuned on human-collected task demonstrations, performance is still relatively low. In this work we study whether fine-tuning alone is a viable approach for building real-world computer control agents. %In particularly, we investigate how performance measured on both high and low-level tasks in domain and out of domain scales as more training data is collected. To this end we collect and release a new dataset, AndroidControl, consisting of 15,283 demonstrations of everyday tasks with Android apps. Compared to existing datasets, each AndroidControl task instance includes both high and low-level human-generated instructions, allowing us to explore the level of task complexity an agent can handle. Moreover, AndroidControl is the most diverse computer control dataset to date, including 15,283 unique tasks over 833 Android apps, thus allowing us to conduct in-depth analysis of the model performance in and out of the domain of the training data. Using the dataset, we find that when tested in domain fine-tuned models outperform zero and few-shot baselines and scale in such a way that robust performance might feasibly be obtained simply by collecting more data. Out of domain, performance scales significantly more slowly and suggests that in particular for high-level tasks, fine-tuning on more data alone may be insufficient for achieving robust out-of-domain performance.

  • 7 authors
·
Jun 5, 2024

Clarification Is Not Correction: LLMs Fail to Let Go

Dialogue failures in language models are usually framed as memory failures: context too long, summaries lossy, a constraint forgotten. We argue this misses a deeper problem: in many conversations the model does not forget, it commits too early. An ambiguous early turn collapses into a single hidden interpretation, and later clarification is filtered through that commitment. We call this early posterior collapse: unresolved user intent collapsing into a committed task state before ambiguity is resolved. We study it with controlled dialogue tasks in writing, planning, and coding using Gemini-2.5-Pro and Gemini-2.5-Flash. Across thousands of trials, the same information in different orders yields different outcomes, even when the final dialogue contains equivalent task-relevant information. This order effect suggests later clarification is treated as extra context rather than a corrective signal: it refines a stale task state without invalidating it. Coding tasks are especially vulnerable, suggesting early assumptions get embedded in structured artifacts such as interfaces and control flow. Standard prompting and memory strategies do not reliably help: summaries can collapse ambiguity, and chain-of-thought can reduce explicit wrong commitment in reasoning traces without improving final task success. These findings motivate uncertainty-preserving state management. If assistants cannot let go of early interpretations, robustness cannot rely on post hoc correction alone; it must keep ambiguous early turns from hardening into one task state. Assistants should hold tentative hypotheses while ambiguity remains, ask before executing when high-impact ambiguity persists, and rebuild from a revised state when later evidence invalidates an earlier reading. Rather than one prompting fix, we aim to redirect research for interactive LLMs from retaining more context toward preserving uncertainty.

  • 6 authors
·
Sep 20

RLEEGNet: Integrating Brain-Computer Interfaces with Adaptive AI for Intuitive Responsiveness and High-Accuracy Motor Imagery Classification

Current approaches to prosthetic control are limited by their reliance on traditional methods, which lack real-time adaptability and intuitive responsiveness. These limitations are particularly pronounced in assistive technologies designed for individuals with diverse cognitive states and motor intentions. In this paper, we introduce a framework that leverages Reinforcement Learning (RL) with Deep Q-Networks (DQN) for classification tasks. Additionally, we present a preprocessing technique using the Common Spatial Pattern (CSP) for multiclass motor imagery (MI) classification in a One-Versus-The-Rest (OVR) manner. The subsequent 'csp space' transformation retains the temporal dimension of EEG signals, crucial for extracting discriminative features. The integration of DQN with a 1D-CNN-LSTM architecture optimizes the decision-making process in real-time, thereby enhancing the system's adaptability to the user's evolving needs and intentions. We elaborate on the data processing methods for two EEG motor imagery datasets. Our innovative model, RLEEGNet, incorporates a 1D-CNN-LSTM architecture as the Online Q-Network within the DQN, facilitating continuous adaptation and optimization of control strategies through feedback. This mechanism allows the system to learn optimal actions through trial and error, progressively improving its performance. RLEEGNet demonstrates high accuracy in classifying MI-EEG signals, achieving as high as 100% accuracy in MI tasks across both the GigaScience (3-class) and BCI-IV-2a (4-class) datasets. These results highlight the potential of combining DQN with a 1D-CNN-LSTM architecture to significantly enhance the adaptability and responsiveness of BCI systems.

  • 2 authors
·
Feb 8, 2024

SP-HLM: Sparse-Pose-Driven Motion Generation and Whole-Body Control for Humanoid Loco-Manipulation

Humanoid loco-manipulation requires an effective interface between high-level task policies and whole-body control. Existing interfaces typically rely on a single action representation for both task intent and whole-body coordination. This may burden the high-level policy or leave one aspect underspecified. We present SP-HLM, a framework built on a sparse-pose-driven interface. The interface combines five task-critical body poses with a learned latent motion prior to represent spatial intent and whole-body coordination in complementary forms. SP-VLA, a vision-language-action model, first predicts task-relevant sparse poses and finger joint positions from multimodal observations and language instructions using asynchronous action-chunk inference. Given these sparse targets, SP-MGM, a motion generation model trained through two-stage distillation, reconstructs coordinated full-body motion in real time. A pretrained motion encoder maps this motion to a compact latent representation. SP-GMT, a general motion tracker, then integrates the explicit sparse targets with this implicit motion prior for whole-body control. Experiments in simulation and on a real humanoid robot demonstrate improved motion tracking, whole-body coordination, and loco-manipulation success over existing approaches. Additional results and videos are available on our https://sp-hlm.github.io/{blue{project page}}.

  • 12 authors
·
Oct 20

High-density Electromyography for Effective Gesture-based Control of Physically Assistive Mobile Manipulators

Injury to the cervical spinal cord can cause quadriplegia, impairing muscle function in all four limbs. People with impaired hand function and mobility encounter significant difficulties in carrying out essential self-care and household tasks. Despite the impairment of their neural drive, their volitional myoelectric activity is often partially preserved. High-density electromyography (HDEMG) can detect this myoelectric activity, which can serve as control inputs to assistive devices. Previous HDEMG-controlled robotic interfaces have primarily been limited to controlling table-mounted robot arms. These have constrained reach capabilities. Instead, the ability to control mobile manipulators, which have no such workspace constraints, could allow individuals with quadriplegia to perform a greater variety of assistive tasks, thus restoring independence and reducing caregiver workload. In this study, we introduce a non-invasive wearable HDEMG interface with real-time myoelectric hand gesture recognition, enabling both coarse and fine control over the intricate mobility and manipulation functionalities of an 8 degree-of-freedom mobile manipulator. Our evaluation, involving 13 participants engaging in challenging self-care and household activities, demonstrates the potential of our wearable HDEMG system to profoundly enhance user independence by enabling non-invasive control of a mobile manipulator.

  • 4 authors
·
Dec 12, 2023

EATR-Stereo: Embodiment-Aware Token Routing of Paired Stereo Evidence for Humanoid Vision-Language-Action Control

Long-horizon humanoid vision--language--action (VLA) control with head-mounted stereo cameras requires visual interfaces that can exploit complementary views while maintaining compatibility with pretrained representations. Existing interfaces often discard complementary stereo evidence or fuse additional observations without preserving the native primary-view pathway and adapting auxiliary information to robot embodiment. We present EATR-Stereo, an embodiment-aware token-routing framework that retains primary-view tokens and constructs primary-aligned Cross-View Auxiliary Tokens (CVATs) by querying the synchronized auxiliary-view token sequence. A body-segmented proprioceptive encoder further conditions token-wise auxiliary usage on robot configuration history, enabling selective incorporation of stereo evidence during action generation. The routed auxiliary stream augments the language and primary-visual context of a pretrained VLA while keeping its vision--language model frozen. On a 33-DoF physical humanoid with a 37-D proprioceptive state, we evaluate nine configurations in over-100-s search--approach--grasp--place--return tasks. EATR-Stereo achieves 60.0% full-task success, 100.0% grasp success, and 80.0% stage success. Under severe asymmetric occlusion, it improves recovery to 80% compared with 30% for CVAT alone. Ablation studies further show the importance of preserving primary tokens and combining cross-view auxiliary features with structured proprioceptive routing. These results demonstrate that selectively routed paired stereo evidence improves spatial grounding for reliable long-horizon humanoid VLA control.

  • 10 authors
·
Aug 19

Vision-Language-Delta-Action: Learning Compact Deltas as Actionable Transition Interfaces for Robotic Manipulation

Robotic manipulation is not merely observation-to-action generation, but the realization of task-specified state changes in the physical world. Existing vision-language-action (VLA) methods directly learn observation-to-action mappings, imposing a substantial learning burden due to the gap between semantic understanding and action execution. Although world-action models (WAMs) improve control through future prediction, modeling complete future states wastes capacity on static appearance and action-irrelevant changes. We propose Vision-Language-Delta-Action (VLDA), a paradigm that reformulates full future prediction as compact actionable transition modeling. Its core is a compact Delta variable that captures latent world-state changes, serving as an interface between vision-language understanding and action generation. VLDA learns Delta through a unified objective composed of the Local Transition Filter (LT-Filter) and Global Transition Anchor (GT-Anchor). LT-Filter captures task-relevant manipulation-centric changes while suppressing static reconstruction biases. GT-Anchor provides coarse future-level regularization to preserve the overall direction of state changes. Delta-Driven Action Refinement (DDAR) further grounds Delta in the action manifold and injects it as a structured seed to guide action denoising. We implement VLDA within LoongForge, an open-source training framework for large-scale foundation and embodied models, using its modular and distributed infrastructure for unified two-stage optimization. Experiments show that VLDA improves long-horizon consistency, robustness, and generalization, validating actionable Delta as an alternative to direct action prediction and full future-state modeling.

LoongForge LoongForge
·
Oct 18 2

Your Policy Is Secretly a Harness: The Decision Geometry of Agent Interfaces

Language model agents are post-trained and deployed through a harness, the prompts, tools, and control logic that present a task to the model and execute its outputs. Harnesses are often revised and judged by how an already trained model performs under them, which assumes that what the model learned under one harness carries over to the next. We ask what a policy learns from its harness and what survives when the harness changes. Under KL-regularized control, we show that the log odds of an optimal policy recover how strongly its harness favors each action over the others, so a trained policy carries the preferences of its harness. Deployed return then equals the ceiling of the harness, the best return it offers, minus the mismatch of the policy, the return lost to its own suboptimal decisions. Training changes only the mismatch, while changing the harness moves both terms. Comparing harnesses with a fixed model therefore mixes what each harness offers with how well that model uses it. In MiniWoB++, post-training makes a model's preferences specific to its training harness. Reversing the order of the observation fields leaves every optimal decision unchanged yet lowers a trained model's success from 85.0% to 19.2%. Conversely, every new harness that a fixed-model comparison rejects but that raises the ceiling outperforms the original agent after further training under it, and ceiling and mismatch measured beforehand predict these gains. For coding-agent harnesses on Terminal-Bench Lite, ceiling minus mismatch estimated with a stronger model as a stand-in for the optimum reproduces the accuracy ranking, while either term alone does not. Code is available at https://github.com/2020-qqtcg/HRP.

HKUSTGZ HKUSTGZ
·
Oct 26 2

EEGNet: A Compact Convolutional Network for EEG-based Brain-Computer Interfaces

Brain computer interfaces (BCI) enable direct communication with a computer, using neural activity as the control signal. This neural signal is generally chosen from a variety of well-studied electroencephalogram (EEG) signals. For a given BCI paradigm, feature extractors and classifiers are tailored to the distinct characteristics of its expected EEG control signal, limiting its application to that specific signal. Convolutional Neural Networks (CNNs), which have been used in computer vision and speech recognition, have successfully been applied to EEG-based BCIs; however, they have mainly been applied to single BCI paradigms and thus it remains unclear how these architectures generalize to other paradigms. Here, we ask if we can design a single CNN architecture to accurately classify EEG signals from different BCI paradigms, while simultaneously being as compact as possible. In this work we introduce EEGNet, a compact convolutional network for EEG-based BCIs. We introduce the use of depthwise and separable convolutions to construct an EEG-specific model which encapsulates well-known EEG feature extraction concepts for BCI. We compare EEGNet to current state-of-the-art approaches across four BCI paradigms: P300 visual-evoked potentials, error-related negativity responses (ERN), movement-related cortical potentials (MRCP), and sensory motor rhythms (SMR). We show that EEGNet generalizes across paradigms better than the reference algorithms when only limited training data is available. We demonstrate three different approaches to visualize the contents of a trained EEGNet model to enable interpretation of the learned features. Our results suggest that EEGNet is robust enough to learn a wide variety of interpretable features over a range of BCI tasks, suggesting that the observed performances were not due to artifact or noise sources in the data.

  • 6 authors
·
May 15, 2018

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

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

  • 10 authors
·
Sep 28

Robot Control Stack: A Lean Ecosystem for Robot Learning at Scale

Vision-Language-Action models (VLAs) mark a major shift in robot learning. They replace specialized architectures and task-tailored components of expert policies with large-scale data collection and setup-specific fine-tuning. In this machine learning-focused workflow that is centered around models and scalable training, traditional robotics software frameworks become a bottleneck, while robot simulations offer only limited support for transitioning from and to real-world experiments. In this work, we close this gap by introducing Robot Control Stack (RCS), a lean ecosystem designed from the ground up to support research in robot learning with large-scale generalist policies. At its core, RCS features a modular and easily extensible layered architecture with a unified interface for simulated and physical robots, facilitating sim-to-real transfer. Despite its minimal footprint and dependencies, it offers a complete feature set, enabling both real-world experiments and large-scale training in simulation. Our contribution is twofold: First, we introduce the architecture of RCS and explain its design principles. Second, we evaluate its usability and performance along the development cycle of VLA and RL policies. Our experiments also provide an extensive evaluation of Octo, OpenVLA, and Pi Zero on multiple robots and shed light on how simulation data can improve real-world policy performance. Our code, datasets, weights, and videos are available at: https://robotcontrolstack.github.io/

RobotControlStack Robot Control Stack
·
Sep 18, 2025

Learning to Fly -- a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control

Robotic simulators are crucial for academic research and education as well as the development of safety-critical applications. Reinforcement learning environments -- simple simulations coupled with a problem specification in the form of a reward function -- are also important to standardize the development (and benchmarking) of learning algorithms. Yet, full-scale simulators typically lack portability and parallelizability. Vice versa, many reinforcement learning environments trade-off realism for high sample throughputs in toy-like problems. While public data sets have greatly benefited deep learning and computer vision, we still lack the software tools to simultaneously develop -- and fairly compare -- control theory and reinforcement learning approaches. In this paper, we propose an open-source OpenAI Gym-like environment for multiple quadcopters based on the Bullet physics engine. Its multi-agent and vision based reinforcement learning interfaces, as well as the support of realistic collisions and aerodynamic effects, make it, to the best of our knowledge, a first of its kind. We demonstrate its use through several examples, either for control (trajectory tracking with PID control, multi-robot flight with downwash, etc.) or reinforcement learning (single and multi-agent stabilization tasks), hoping to inspire future research that combines control theory and machine learning.

  • 6 authors
·
Mar 2, 2021 1

DigiRL: Training In-The-Wild Device-Control Agents with Autonomous Reinforcement Learning

Training corpuses for vision language models (VLMs) typically lack sufficient amounts of decision-centric data. This renders off-the-shelf VLMs sub-optimal for decision-making tasks such as in-the-wild device control through graphical user interfaces (GUIs). While training with static demonstrations has shown some promise, we show that such methods fall short for controlling real GUIs due to their failure to deal with real-world stochasticity and non-stationarity not captured in static observational data. This paper introduces a novel autonomous RL approach, called DigiRL, for training in-the-wild device control agents through fine-tuning a pre-trained VLM in two stages: offline RL to initialize the model, followed by offline-to-online RL. To do this, we build a scalable and parallelizable Android learning environment equipped with a VLM-based evaluator and develop a simple yet effective RL approach for learning in this domain. Our approach runs advantage-weighted RL with advantage estimators enhanced to account for stochasticity along with an automatic curriculum for deriving maximal learning signal. We demonstrate the effectiveness of DigiRL using the Android-in-the-Wild (AitW) dataset, where our 1.3B VLM trained with RL achieves a 49.5% absolute improvement -- from 17.7 to 67.2% success rate -- over supervised fine-tuning with static human demonstration data. These results significantly surpass not only the prior best agents, including AppAgent with GPT-4V (8.3% success rate) and the 17B CogAgent trained with AitW data (38.5%), but also the prior best autonomous RL approach based on filtered behavior cloning (57.8%), thereby establishing a new state-of-the-art for digital agents for in-the-wild device control.

  • 7 authors
·
Jun 14, 2024 1

Multimodal Model Diffing for Feature Discovery and Control

Multimodal Large Language Models (MLLMs) exhibit strong visual understanding, yet the internal features that cause these behaviors remain difficult to identify, audit, or control. While applicable to post-hoc inspection, hidden states that are decomposed into interpretable feature directions using sparse autoencoders (SAEs) neither readily isolate which features are changed by multimodal training, nor are they directly useful for targeted control. We introduce MMDiff, a multimodal model-diffing framework that trains multimodal SAEs and turns them into feature-level interfaces for discovering and controlling multimodal behavior. MMDiff supports three uses: (i) feature isolation, by diffing a base-LM SAE against its multimodal-adapted counterpart to identify features altered by multimodal training; (ii) task-specific feature detection, via per-token contrastive firing analysis that isolates causal features; and (iii) feature-level control, by causally removing or steering the discovered feature directions. We train multimodal SAEs for three MLLM families, LLaVA-MORE, PaliGemma 2, and InternVL3.5, and evaluate on visual-spatial understanding, multimodal safety, and OCR. MMDiff discovers sparse, causally specific features whose removal selectively degrades target behaviors by an average of 12% on spatial tasks and 17% on OCR, and reduces attack success rate by 24% on multimodal safety attacks, with no impact on VQA performance. Steering these features improves spatial and OCR accuracy by +3.6% and +1.8% on average over a standard single-layer steering baseline. These results show that multimodal SAEs can serve not only as interpretability tools, but as mechanisms for auditing, steering, and controlling MLLMs behavior toward safer and more capable generations.

WeaveBench: A Long-Horizon, Real-World Benchmark for Computer-Use Agents with Hybrid Interfaces

Computer-use agents (CUAs) increasingly operate in runtimes that combine visual desktop control, command-line execution, code editing, browsers, and external tools. Existing benchmarks, however, often evaluate these interfaces as separable capabilities, leaving long-horizon cross-interface orchestration under-tested. Thus, we introduce WeaveBench, a long-horizon hybrid-interface benchmark with 114 tasks across 8 real-world work domains, grounded in real user requests and publicly verifiable artifacts. Each task requires agents to combine GUI observations/actions with CLI/code operations within a single trajectory. We evaluate these tasks on a real Ubuntu desktop inside deployed CLI-agent runtimes, augmented with a minimal desktop-control plugin. We also propose a companion trajectory-aware judge that inspects deliverables, files, screenshots, logs, and action traces, while detecting shortcut behaviors such as fabricated visual evidence or hard-coded metrics. Across frontier model-runtime pairings, the best PassRate reaches only 41.2%, showing the benchmark remains far from saturated. The trajectory-aware judge further reveals that outcome-only grading substantially overestimates agent performance. Overall, WeaveBench exposes a critical gap in CUA evaluation and provides an effective testbed to measure whether agents can orchestrate GUI, CLI, and code operations across long-horizon real-world tasks.

microsoft Microsoft
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Jun 7 2

MuJoCo-Drones-Gym: A GPU-Accelerated Multi-Drone Simulator for Control and Reinforcement Learning

Robotic simulators are a cornerstone of modern research in aerial robotics, serving both as a vehicle for the development of new control algorithms and as the data source for training reinforcement learning (RL) policies. Yet, existing quadcopter learning environments often face a trade-off between physical fidelity, multi-agent support, and the throughput required by modern deep RL pipelines. In this paper, we present MuJoCo-Drones-Gym, an open-source Gymnasium-compatible multi-drone environment built on top of the MuJoCo physics engine. MuJoCo-Drones-Gym supports an arbitrary number of Bitcraze Crazyflie 2.x nano-quadcopters and exposes a modular API for selecting (i)~the physics model (rigid-body MuJoCo, explicit Python dynamics, or any subset of ground effect, blade drag, and inter-drone downwash), (ii)~the action interface (per-motor RPMs, collective normalized thrust, velocity setpoints, or PID waypoint commands), and (iii)~the observation space (kinematic state vectors, RGB / depth / segmentation cameras, or neighbourhood adjacency information). A PettingZoo ParallelEnv wrapper enables drop-in multi-agent reinforcement learning, while a suite of seven task environments, hover, velocity tracking, multi-drone hover, waypoint navigation, formation flight, gate racing, and a generic multi-agent template, demonstrates the breadth of the interface. We describe the environment design, the underlying physics and quadcopter dynamics, and illustrate its use through control and learning examples that mirror those of the closely related gym-pybullet-drones project, while taking advantage of MuJoCo's improved contact handling, rendering, and parallelizability.

SONIC: Supersizing Motion Tracking for Natural Humanoid Whole-Body Control

Despite the rise of billion-parameter foundation models trained across thousands of GPUs, similar scaling gains have not been shown for humanoid control. Current neural controllers for humanoids remain modest in size, target a limited set of behaviors, and are trained on a handful of GPUs over several days. We show that scaling up model capacity, data, and compute yields a generalist humanoid controller capable of creating natural and robust whole-body movements. Specifically, we posit motion tracking as a natural and scalable task for humanoid control, leveraging dense supervision from diverse motion-capture data to acquire human motion priors without manual reward engineering. We build a foundation model for motion tracking by scaling along three axes: network size (from 1.2M to 42M parameters), dataset volume (over 100M frames, 700 hours of high-quality motion data), and compute (9k GPU hours). Beyond demonstrating the benefits of scale, we show the practical utility of our model through two mechanisms: (1) a real-time universal kinematic planner that bridges motion tracking to downstream task execution, enabling natural and interactive control, and (2) a unified token space that supports various motion input interfaces, such as VR teleoperation devices, human videos, and vision-language-action (VLA) models, all using the same policy. Scaling motion tracking exhibits favorable properties: performance improves steadily with increased compute and data diversity, and learned representations generalize to unseen motions, establishing motion tracking at scale as a practical foundation for humanoid control.

  • 26 authors
·
Nov 10, 2025

PAGER: Bridging the Semantic-Execution Gap in Point-Precise Geometric GUI Control

Large vision-language models have significantly advanced GUI agents, enabling executable interaction across web, mobile, and desktop interfaces. Yet these gains largely rely on a forgiving region-tolerant paradigm, where many nearby pixels inside the same component remain valid. Precise geometric construction breaks this assumption: actions must land on points in continuous canvas space rather than tolerant regions. Because geometric primitives carry ontological dependencies, a local coordinate error can induce cascading topological failures that distort downstream objects and invalidate the final construction. We identify this regime as precision-sensitive GUI tasks, requiring point-level accuracy, geometry-aware verification, and robustness to dependency-driven error propagation. To benchmark it, we introduce PAGE Bench, with 4,906 problems and over 224K process-supervised, pixel-level GUI actions. We further propose PAGER, a topology-aware agent that decomposes construction into dependency-structured planning and pixel-level execution. Pixel-grounded supervised tuning establishes executable action grammar, while precision-aligned reinforcement learning mitigates rollout-induced exposure bias through state-conditioned geometric feedback. Experiments reveal a pronounced Semantic-Execution Gap: general multimodal models can exceed 88% action type accuracy yet remain below 6% task success. PAGER closes this gap, delivering 4.1x higher task success than the strongest evaluated general baseline and raising step success rate from below 9% for GUI-specialized agents to over 62%, establishing a new state of the art for point-precise GUI control.

opendatalab OpenDataLab
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May 14 1

DBConformer: Dual-Branch Convolutional Transformer for EEG Decoding

Electroencephalography (EEG)-based brain-computer interfaces (BCIs) transform spontaneous/evoked neural activity into control commands for external communication. While convolutional neural networks (CNNs) remain the mainstream backbone for EEG decoding, their inherently short receptive field makes it difficult to capture long-range temporal dependencies and global inter-channel relationships. Recent CNN-Transformer (Conformers) hybrids partially address this issue, but most adopt a serial design, resulting in suboptimal integration of local and global features, and often overlook explicit channel-wise modeling. To address these limitations, we propose DBConformer, a dual-branch convolutional Transformer network tailored for EEG decoding. It integrates a temporal Conformer to model long-range temporal dependencies and a spatial Conformer to extract inter-channel interactions, capturing both temporal dynamics and spatial patterns in EEG signals. A lightweight channel attention module further refines spatial representations by assigning data-driven importance to EEG channels. Extensive experiments on five motor imagery (MI) datasets and two seizure detection datasets under three evaluation settings demonstrate that DBConformer consistently outperforms 10 competitive baseline models, with over eight times fewer parameters than the high-capacity EEG Conformer baseline. Further, the visualization results confirm that the features extracted by DBConformer are physiologically interpretable and aligned with sensorimotor priors in MI. The superior performance and interpretability of DBConformer make it reliable for robust and explainable EEG decoding. Code is publicized at https://github.com/wzwvv/DBConformer.

  • 6 authors
·
Jun 26, 2025

CLI-Anything: Towards Agent-Native Computer Use

As large language models advance in reasoning and tool use capabilities, researchers increasingly seek to leverage them for computer use agents that can interact with existing software. The dominant approach develops GUI agents that control applications through visual interfaces: interpreting screenshots, locating UI elements, and executing mouse clicks to mimic human interaction. This GUI-centric paradigm fundamentally misaligns with agent capabilities. Current GUI agents struggle with brittle pixel-level interactions, timing dependencies, and coordinate-based actions that break with interface changes. They force agents to emulate human perceptual limitations rather than leverage their computational strengths in structured data processing and programmatic control. CLI-Anything argues for agent-native computer use design. Instead of forcing agents to navigate visual layouts, we create interfaces aligned with how agents naturally operate: through structured commands, explicit state representations, and deterministic feedback. We transform existing applications into command-line harnesses that preserve functionality while exposing machine-readable protocols optimized for AI-native interaction. This eliminates the lossy visual-to-computational translation that plagues GUI agents. Rather than building sophisticated screen readers and click simulators, we should redesign interaction paradigms around agent strengths: precise programmatic control and deterministic execution. We examine the methodology, architecture, evidence, and future directions for this agent-native transformation of computer use. We have built CLI-Hub as a comprehensive platform that operationalizes this agent-native computer use vision. The platform provides methodology, architecture, and infrastructure for this fundamental transformation of computer use.

  • 3 authors
·
Jun 1

ShadowDancer: Teaching Video World Models Any Action by Learning Unified Dynamics Representations from a Video and Its Shadow

We present ShadowDancer, a novel approach to any-action, frame-level control of interactive video world models. The obstacle is representational: existing interfaces either encode an action loosely, leaving how it unfolds for the model to improvise, or encode it exactly through structured signals that serve one family and are hard to acquire, so precise control across diverse dynamics remains impractical. Demonstration videos are the natural remedy, specifying any dynamics frame by frame; yet a video shows its dynamics only through one particular appearance, a single shadow of the underlying dynamics, so actions learned from demonstrations transfer poorly to new scenes. ShadowDancer addresses this with two key innovations: (1) shadow pairs, video pairs that replay the same dynamics under independently resampled appearance, constructed at scale by our Shadow Library, so that a dynamics family becomes controllable exactly when such pairs can be constructed for it; and (2) cross-shadow prediction, which learns actions by predicting one shadow from the other, so that whatever the pairing resamples is discarded by construction and whatever it preserves becomes the action, yielding a unified dynamics representation that drives a block-causal world model. Any demonstrated clip thus becomes a reusable action asset, replayed in new environments without action labels, motion estimators, or fine-tuning. Experiments demonstrate improved action transfer and long action rollout over strong latent-action and interactive world model baselines across diverse dynamics families, with an average blinded win rate of 86% in rollout comparisons. We show video results at https://ShadowDancer-1.github.io

AlayaLab Alaya Lab
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Jul 29 3

WorldExam: Benchmarking World Models from Apparent Appearance to Inherent Reactivity

Controllable video generation models are increasingly being developed as world models. Accordingly, evaluating them in this role extends beyond the apparent appearance of generated videos to the inherent reactivity of the worlds they depict: the ability to infer from the scene state how the world should react and to generate plausible consequences not explicitly described in the input. Yet existing benchmarks mainly assess visual quality or explicit instruction fulfillment by checking whether requested actions and interaction outcomes are realized, leaving inherent reactivity underexamined. We introduce WorldExam, a hierarchical diagnostic benchmark spanning four levels: Visual Quality, Control Adherence, Spatial Consistency, and World Reactivity. It comprises 1,474 cases across eight dedicated tasks and supports unified evaluation of camera-, action-, and language-driven model paradigms. The World Reactivity level evaluates scene-conditioned reactions and goal-directed behaviors beyond what is explicitly specified in the input. Evaluation of 20 representative models reveals a clear capability split. Camera-driven models excel at camera control, but their interfaces do not support dynamic interaction; action-driven models control subjects more precisely but often leave the world unresponsive; and language-driven models perform better on interaction but follow complex controls less faithfully. No model combines broad task coverage with consistently strong performance, showing that high visual quality and explicit instruction fulfillment do not guarantee inherent reactivity.

  • 16 authors
·
Aug 2 3

A Discriminative Approach to Bayesian Filtering with Applications to Human Neural Decoding

Given a stationary state-space model that relates a sequence of hidden states and corresponding measurements or observations, Bayesian filtering provides a principled statistical framework for inferring the posterior distribution of the current state given all measurements up to the present time. For example, the Apollo lunar module implemented a Kalman filter to infer its location from a sequence of earth-based radar measurements and land safely on the moon. To perform Bayesian filtering, we require a measurement model that describes the conditional distribution of each observation given state. The Kalman filter takes this measurement model to be linear, Gaussian. Here we show how a nonlinear, Gaussian approximation to the distribution of state given observation can be used in conjunction with Bayes' rule to build a nonlinear, non-Gaussian measurement model. The resulting approach, called the Discriminative Kalman Filter (DKF), retains fast closed-form updates for the posterior. We argue there are many cases where the distribution of state given measurement is better-approximated as Gaussian, especially when the dimensionality of measurements far exceeds that of states and the Bernstein-von Mises theorem applies. Online neural decoding for brain-computer interfaces provides a motivating example, where filtering incorporates increasingly detailed measurements of neural activity to provide users control over external devices. Within the BrainGate2 clinical trial, the DKF successfully enabled three volunteers with quadriplegia to control an on-screen cursor in real-time using mental imagery alone. Participant "T9" used the DKF to type out messages on a tablet PC.

  • 1 authors
·
Jul 16, 2018

AgentBay: A Hybrid Interaction Sandbox for Seamless Human-AI Intervention in Agentic Systems

The rapid advancement of Large Language Models (LLMs) is catalyzing a shift towards autonomous AI Agents capable of executing complex, multi-step tasks. However, these agents remain brittle when faced with real-world exceptions, making Human-in-the-Loop (HITL) supervision essential for mission-critical applications. In this paper, we present AgentBay, a novel sandbox service designed from the ground up for hybrid interaction. AgentBay provides secure, isolated execution environments spanning Windows, Linux, Android, Web Browsers, and Code interpreters. Its core contribution is a unified session accessible via a hybrid control interface: An AI agent can interact programmatically via mainstream interfaces (MCP, Open Source SDK), while a human operator can, at any moment, seamlessly take over full manual control. This seamless intervention is enabled by Adaptive Streaming Protocol (ASP). Unlike traditional VNC/RDP, ASP is specifically engineered for this hybrid use case, delivering an ultra-low-latency, smoother user experience that remains resilient even in weak network environments. It achieves this by dynamically blending command-based and video-based streaming, adapting its encoding strategy based on network conditions and the current controller (AI or human). Our evaluation demonstrates strong results in security, performance, and task completion rates. In a benchmark of complex tasks, the AgentBay (Agent + Human) model achieved more than 48% success rate improvement. Furthermore, our ASP protocol reduces bandwidth consumption by up to 50% compared to standard RDP, and in end-to-end latency with around 5% reduction, especially under poor network conditions. We posit that AgentBay provides a foundational primitive for building the next generation of reliable, human-supervised autonomous systems.

  • 31 authors
·
Dec 3, 2025

OpenRUA: Robot-Use Agents Are Zero-Shot Visuomotor Policies

Coding agents are extending their reach into the physical world by writing and executing robot control programs. One might expect the agents to use the existing mature software stack that engineers have developed over decades to access sensors and control motion. Yet prior work primarily engineers complex custom harnesses to orchestrate agents for robot use, particularly by prescribing specialized workflows and providing bespoke interfaces. This raises the question: "Is such additional harness engineering necessary?" We introduce OpenRUA, a zero-abstraction harness that bypasses bespoke abstraction layers by providing off-the-shelf coding agents with only terminal access to the robot's native software interface ROS 2. OpenRUA employs a minimalist workspace-as-harness design, only offering ROS 2 documentation and basic tools while leaving the coding agent to organize its own work without orchestrating any agentic workflow. Within this workspace, OpenRUA recasts perception as file I/O and manipulation as coding. With Claude Code powered by Claude Opus 5, OpenRUA achieves success rates of 99.0% on CaP-Bench and 87.0% on LIBERO-PRO, demonstrating that an off-the-shelf coding agent can serve as a zero-shot visuomotor policy through the robot's native interface, without bespoke primitives or task-specific training. Under this minimalist design, further analysis reveals striking emergent behaviors of coding agents: (1) For perception, the agent spontaneously writes programs that process raw sensory inputs and derive metric measurements in 96.80% of episodes. (2) For manipulation, the agent spontaneously builds motion-control clients (e.g., gripper control) in 95.87% of episodes and closed-loop control programs (e.g., adjusting motion based on sensor feedback) in 50.13% of episodes. Our code is available at https://github.com/terminalworld/OpenRUA.

  • 7 authors
·
Sep 30 2

AI for Games in the Foundation Model Era

Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems model players and game dynamics, support design and development, adapt player-facing experiences at runtime, and evaluate resulting artifacts. Yet these directions have evolved largely separately, obscuring which capabilities transfer across settings and which remain tied to particular games, engines, interfaces, or player populations. We organize the literature into six roles according to the immediate use of AI output: playing and acting; modeling players and games; designing games; building and maintaining games; generating and adapting at runtime; and testing and evaluating games. For each role, we examine what structure is supplied by the game or workflow, what AI learns or produces, which capabilities and artifacts transfer across settings and roles, and what evidence supports the claims. We identify cross-role connections: trajectories train world models, learned environments provide experience for agents, design specifications drive executable implementations, and play or testing feedback guides revision. However, control schemes, rules, engine interfaces, state representations, and player contexts often remain setting-specific, so downstream claims require validation in the target setting. Evaluation is most standardized for bounded game playing and selected learned environments, while persistent state in learned worlds, repeated software revision, validated player modeling, sustained runtime adaptation, and representative automated testing remain less established. The central challenge is to reuse or transfer outputs and capabilities across roles while re-establishing evidence for effectiveness in the game-specific contexts where they are used.

Enabling Novel Mission Operations and Interactions with ROSA: The Robot Operating System Agent

The advancement of robotic systems has revolutionized numerous industries, yet their operation often demands specialized technical knowledge, limiting accessibility for non-expert users. This paper introduces ROSA (Robot Operating System Agent), an AI-powered agent that bridges the gap between the Robot Operating System (ROS) and natural language interfaces. By leveraging state-of-the-art language models and integrating open-source frameworks, ROSA enables operators to interact with robots using natural language, translating commands into actions and interfacing with ROS through well-defined tools. ROSA's design is modular and extensible, offering seamless integration with both ROS1 and ROS2, along with safety mechanisms like parameter validation and constraint enforcement to ensure secure, reliable operations. While ROSA is originally designed for ROS, it can be extended to work with other robotics middle-wares to maximize compatibility across missions. ROSA enhances human-robot interaction by democratizing access to complex robotic systems, empowering users of all expertise levels with multi-modal capabilities such as speech integration and visual perception. Ethical considerations are thoroughly addressed, guided by foundational principles like Asimov's Three Laws of Robotics, ensuring that AI integration promotes safety, transparency, privacy, and accountability. By making robotic technology more user-friendly and accessible, ROSA not only improves operational efficiency but also sets a new standard for responsible AI use in robotics and potentially future mission operations. This paper introduces ROSA's architecture and showcases initial mock-up operations in JPL's Mars Yard, a laboratory, and a simulation using three different robots. The core ROSA library is available as open-source.

  • 9 authors
·
Feb 12, 2025

AIM: Intent-Aware Unified world action Modeling with Spatial Value Maps

Pretrained video generation models provide strong priors for robot control, but existing unified world action models still struggle to decode reliable actions without substantial robot-specific training. We attribute this limitation to a structural mismatch: while video models capture how scenes evolve, action generation requires explicit reasoning about where to interact and the underlying manipulation intent. We introduce AIM, an intent-aware unified world action model that bridges this gap via an explicit spatial interface. Instead of decoding actions directly from future visual representations, AIM predicts an aligned spatial value map that encodes task-relevant interaction structure, enabling a control-oriented abstraction of future dynamics. Built on a pretrained video generation model, AIM jointly models future observations and value maps within a shared mixture-of-transformers architecture. It employs intent-causal attention to route future information to the action branch exclusively through the value representation. We further propose a self-distillation reinforcement learning stage that freezes the video and value branches and optimizes only the action head using dense rewards derived from projected value-map responses together with sparse task-level signals. To support training and evaluation, we construct a simulation dataset of 30K manipulation trajectories with synchronized multi-view observations, actions, and value-map annotations. Experiments on RoboTwin 2.0 benchmark show that AIM achieves a 94.0% average success rate, significantly outperforming prior unified world action baselines. Notably, the improvement is more pronounced in long-horizon and contact-sensitive manipulation tasks, demonstrating the effectiveness of explicit spatial-intent modeling as a bridge between visual world modeling and robot control.

  • 6 authors
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Apr 12

The Evolution of Attention in Large Language Models: Mechanisms, Trade-offs, and Emerging Trends

Self-attention gives LLMs fine-grained, query-dependent access to context, but dense token interactions incur quadratic prefill cost and a key--value cache growing with context length. Research thus spans explicit-memory compression, sparse access, recurrent state construction, structured state dynamics, and heterogeneous mechanism composition. This survey analyzes these developments as model-internal contextual memory. We introduce a five-dimensional lens---Memory Representation, Memory Update, Access, Readout, and Integration---describing what is represented, how it changes, what is query-eligible, how it is read, and how readouts form outputs. This lens compares overlapping research lines without imposing one computational model. We reconstruct mechanism-level developments and architectural adoption using 59 release-level records from 14 major model lineages and 11 high-performing open-weight endpoints. First, explicit-memory and recurrent-state methods retain distinct interfaces but increasingly control overlapping memory functions. Second, heterogeneous architectures increasingly coordinate across network depth: layer-wise composition distributes complementary memory processing across representational stages, while cross-layer reuse carries selected memory and routing artifacts forward. Depth thus becomes a dimension along which contextual memory is constructed and managed. Third, these developments motivate a stateful multidimensional memory-routing hypothesis: persistent memory is organized across temporal scope, network depth, substrate type, and representation granularity, while coordinated Sparse Write and Sparse Read determine what is maintained and what contributes to each query. Overall, efficient sequence architecture design increasingly concerns the organization, lifecycle, and selective use of contextual memory rather than an isolated Attention operator.

  • 6 authors
·
Sep 29 2

CoStream: Composing Simple Behaviors for Generalizable Complex Manipulation

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

  • 10 authors
·
Jun 25

Schema-Adaptive Action-Conditioned JEPA for Cross-Machine CNC Transfer under Partial Sensor Overlap

Cross-machine deployment of industrial world models requires transfer across changes in dynamics, sensing interfaces, sampling regimes, and control units. We study a schema-adaptive action-conditioned Joint-Embedding Predictive Architecture (SAAC-JEPA) for CNC dynamics, where the source machine has 17 canonical sensor channels and the target shares only 10. Evaluation uses group-disjoint source splits, source-only normalization, held-out self-supervised validation, unit audits, and a sealed target test after model locking. Across five seeds, JEPA pretraining gives no clean-source forecasting gain: scratch and pretrained-body models obtain \(RMSE=0.811\pm0.022\) and \(0.813\pm0.022\). A source-only search over 20 candidates selects a schema-consistent action-conditioned JEPA after seven-seed stability checks. On the confirmatory target pass, the locked model reaches zero-shot \(RMSE=0.546\), \(R^2=0.012\), and \(NLL=0.52\), outperforming persistence but not RevIN-equipped PatchTST and iTransformer baselines (\(0.503\) and \(0.498\)). A pre-declared paired ablation shows that RevIN in the same architecture improves RMSE to \(0.495\pm0.004\) over three seeds, but degrades target calibration (\(NLL=20.6\)) on stationary context windows. A pre-lock adaptation sweep further reduces RMSE to \(0.520\) with limited target support. These results show that source-domain forecasting accuracy alone is insufficient to assess industrial predictive representations, and that cross-machine adaptation under partial sensor overlap is a distinct evaluation axis.

ActiveSaddler: Automated Curriculum Learning for Agent Harness Optimization

Automated harness optimization can substantially improve LLM agents by iteratively updating their prompts, tool interfaces, and control logic from execution feedback. However, existing methods primarily optimize how the harness is updated while largely fixing which training scenarios generate the feedback that drives those updates. As the harness evolves, the scenarios most useful for further optimization can change, suggesting that the training curriculum itself should adapt alongside the harness. We formulate this missing dimension of harness optimization as an automated curriculum learning problem and introduce ActiveSaddler. ActiveSaddler models the evolving curriculum as a non-stationary bandit with dynamically instantiated optimization targets. It abstracts recurring failures into reusable failure-pattern arms, estimates the potential learning progress from further targeting each pattern, and adaptively balances revisiting known weaknesses with exploring unseen scenarios for new ones. Optimization outcomes continually update both the set of discovered failure patterns and their priorities, allowing the curriculum to co-evolve with the harness. Experiments on GAIA2 and Terminal-Bench 2.0 show that ActiveSaddler consistently discovers stronger harnesses, improving test Pass@1 by 4.4 and 7.5 percentage points over the same harness optimizer using a scenario order fixed before optimization, respectively. Ablations further show that these gains depend on dynamically constructing optimization targets, estimating their evolving utility, and balancing continued optimization with new failure discovery. Together, these results establish automated curriculum learning as a new crucial optimization dimension for harness optimization.

microsoft Microsoft
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Sep 30 2

You Only Look at Screens: Multimodal Chain-of-Action Agents

Autonomous user interface (UI) agents aim to facilitate task automation by interacting with the user interface without manual intervention. Recent studies have investigated eliciting the capabilities of large language models (LLMs) for effective engagement in diverse environments. To align with the input-output requirement of LLMs, existing approaches are developed under a sandbox setting where they rely on external tools and application-specific APIs to parse the environment into textual elements and interpret the predicted actions. Consequently, those approaches often grapple with inference inefficiency and error propagation risks. To mitigate the challenges, we introduce Auto-UI, a multimodal solution that directly interacts with the interface, bypassing the need for environment parsing or reliance on application-dependent APIs. Moreover, we propose a chain-of-action technique -- leveraging a series of intermediate previous action histories and future action plans -- to help the agent decide what action to execute. We evaluate our approach on a new device-control benchmark AITW with 30K unique instructions, spanning multi-step tasks such as application operation, web searching, and web shopping. Experimental results show that Auto-UI achieves state-of-the-art performance with an action type prediction accuracy of 90% and an overall action success rate of 74%. Code is publicly available at https://github.com/cooelf/Auto-UI.

  • 2 authors
·
Sep 20, 2023

AutoGLM: Autonomous Foundation Agents for GUIs

We present AutoGLM, a new series in the ChatGLM family, designed to serve as foundation agents for autonomous control of digital devices through Graphical User Interfaces (GUIs). While foundation models excel at acquiring human knowledge, they often struggle with decision-making in dynamic real-world environments, limiting their progress toward artificial general intelligence. This limitation underscores the importance of developing foundation agents capable of learning through autonomous environmental interactions by reinforcing existing models. Focusing on Web Browser and Phone as representative GUI scenarios, we have developed AutoGLM as a practical foundation agent system for real-world GUI interactions. Our approach integrates a comprehensive suite of techniques and infrastructures to create deployable agent systems suitable for user delivery. Through this development, we have derived two key insights: First, the design of an appropriate "intermediate interface" for GUI control is crucial, enabling the separation of planning and grounding behaviors, which require distinct optimization for flexibility and accuracy respectively. Second, we have developed a novel progressive training framework that enables self-evolving online curriculum reinforcement learning for AutoGLM. Our evaluations demonstrate AutoGLM's effectiveness across multiple domains. For web browsing, AutoGLM achieves a 55.2% success rate on VAB-WebArena-Lite (improving to 59.1% with a second attempt) and 96.2% on OpenTable evaluation tasks. In Android device control, AutoGLM attains a 36.2% success rate on AndroidLab (VAB-Mobile) and 89.7% on common tasks in popular Chinese APPs.

  • 30 authors
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Oct 28, 2024

Inside the Scaffold: A Source-Code Taxonomy of Coding Agent Architectures

LLM-based coding agents can localize bugs, generate patches, and run tests with diminishing human oversight, yet the scaffolding code that surrounds the language model (the control loop, tool definitions, state management, and context strategy) remains poorly understood. Existing surveys classify agents by abstract capabilities (tool use, planning, reflection) that cannot distinguish between architecturally distinct systems, and trajectory studies observe what agents do without examining the scaffold code that determines why. This paper presents a source-code-level architectural taxonomy derived from analysis of 13 open-source coding agent scaffolds at pinned commit hashes. Each agent is characterized across 12 dimensions organized into three layers: control architecture, tool and environment interface, and resource management. The analysis reveals that scaffold architectures resist discrete classification: control strategies range from fixed pipelines to Monte Carlo Tree Search, tool counts range from 0 to 37, and context compaction spans seven distinct strategies. Five loop primitives (ReAct, generate-test-repair, plan-execute, multi-attempt retry, tree search) function as composable building blocks that agents layer in different combinations; 11 of 13 agents compose multiple primitives rather than relying on a single control structure. Dimensions converge where external constraints dominate (tool capability categories, edit formats, execution isolation) and diverge where open design questions remain (context compaction, state management, multi-model routing). All taxonomic claims are grounded in file paths and line numbers, providing a reusable reference for researchers studying agent behavior and practitioners designing new scaffolds.

  • 1 authors
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Apr 9

Qwen-Scope: Turning Sparse Features into Development Tools for Large Language Models

Large language models have achieved remarkable capabilities across diverse tasks, yet their internal decision-making processes remain largely opaque, limiting our ability to inspect, control, and systematically improve them. This opacity motivates a growing body of research in mechanistic interpretability, with sparse autoencoders (SAEs) emerging as one of the most promising tools for decomposing model activations into sparse, interpretable feature representations. We introduce Qwen-Scope, an open-source suite of SAEs built on the Qwen model family, comprising 14 groups of SAEs across 7 model variants from the Qwen3 and Qwen3.5 series, covering both dense and mixture-of-expert architectures. Built on top of these SAEs, we show that SAEs can go beyond post-hoc analysis to serve as practical interfaces for model development along four directions: (i) inference-time steering, where SAE feature directions control language, concepts, and preferences without modifying model weights; (ii) evaluation analysis, where activated SAE features provide a representation-level proxy for benchmark redundancy and capability coverage; (iii) data-centric workflows, where SAE features support multilingual toxicity classification and safety-oriented data synthesis; and (iv) post-training optimization, where SAE-derived signals are incorporated into supervised fine-tuning and reinforcement learning objectives to mitigate undesirable behaviors such as code-switching and repetition. Together, these results demonstrate that SAEs can serve not only as post-hoc analysis tools, but also as reusable representation-level interfaces for diagnosing, controlling, evaluating, and improving large language models. By open-sourcing Qwen-Scope, we aim to support mechanistic research and accelerate practical workflows that connect model internals to downstream behavior.

  • 18 authors
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May 11

Embodied.cpp: A Portable Inference Runtime of Embodied AI Models on Heterogeneous Robots

Embodied AI models now span vision-language-action (VLA) models and world-action models (WAMs), but practical deployment remains fragmented across model-specific Python stacks, backend assumptions, and robot-side glue code, especially on heterogeneous edge devices. Existing inference runtimes are designed mainly for request-response serving and therefore do not satisfy the runtime contract of embodied deployment: multi-rate execution inside closed-loop control, latency-first batch-1 inference on heterogeneous hardware, and extensible embodied interfaces beyond fixed token I/O. We present Embodied.cpp, a portable C++ inference runtime for embodied models. Based on an architectural analysis of representative VLA models and WAMs, Embodied.cpp captures a shared execution path and organizes it into five layers: input adapters, sequence builders, backbone execution, head plugins, and deployment adapters. The runtime provides modular multi-rate execution, latency-first fused inference, and extensible operator and I/O support, enabling deployment across heterogeneous devices, robots, and simulators through one backend abstraction. We evaluate Embodied.cpp on two VLA models, HY-VLA and pi0.5, and on a preliminary WAM benchmark using a LingBot-VA Transformer block. The VLA deployments achieve successful closed-loop execution with 100.0% and 91.0% task success rates, respectively. The WAM benchmark reduces block memory from 312.2 MiB to 88.1 MiB. These results show that Embodied.cpp improves deployment efficiency while preserving high accuracy across diverse embodied model architectures.

Real2Edit2Real: Generating Robotic Demonstrations via a 3D Control Interface

Recent progress in robot learning has been driven by large-scale datasets and powerful visuomotor policy architectures, yet policy robustness remains limited by the substantial cost of collecting diverse demonstrations, particularly for spatial generalization in manipulation tasks. To reduce repetitive data collection, we present Real2Edit2Real, a framework that generates new demonstrations by bridging 3D editability with 2D visual data through a 3D control interface. Our approach first reconstructs scene geometry from multi-view RGB observations with a metric-scale 3D reconstruction model. Based on the reconstructed geometry, we perform depth-reliable 3D editing on point clouds to generate new manipulation trajectories while geometrically correcting the robot poses to recover physically consistent depth, which serves as a reliable condition for synthesizing new demonstrations. Finally, we propose a multi-conditional video generation model guided by depth as the primary control signal, together with action, edge, and ray maps, to synthesize spatially augmented multi-view manipulation videos. Experiments on four real-world manipulation tasks demonstrate that policies trained on data generated from only 1-5 source demonstrations can match or outperform those trained on 50 real-world demonstrations, improving data efficiency by up to 10-50x. Moreover, experimental results on height and texture editing demonstrate the framework's flexibility and extensibility, indicating its potential to serve as a unified data generation framework.

  • 8 authors
·
Dec 22, 2025 2

WorldPlay2: Extending Real-Time Interactive World Models in Control and Horizon

Interactive world models require responding in real time to versatile controls and maintaining long-horizon consistency. However, modeling heterogeneous controls remains difficult, while explosive contexts and unstable distillation impede achieving both long-horizon consistency and real-time responsiveness. In this paper, we present WorldPlay2, an interactive world model that couples a factorized hybrid control interface with a co-design of compressed memory and stable distillation. 1) Our factorized hybrid control interface integrates frame-aligned action control with structured semantic control that explicitly disentangles scene appearance, character identity, and dynamic semantic events, thereby facilitating effective control learning. 2) To achieve efficient long-horizon modeling, we compress historical contexts into compact memory tokens shared by the autoregressive student and the bidirectional teacher. This design enables clip-wise, memory-conditioned score evaluation instead of jointly processing an entire long rollout, substantially reducing distillation overhead. 3) We further propose Stable Forcing, which initializes the autoregressive student via a few-step strategy and leverages full-rollout replay to preserve the quality of long-horizon rollouts, ensuring robust and stable distillation. Extensive experiments demonstrate the strong generalizability of our model and its superior performance compared to existing methods.

  • 8 authors
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Sep 27 2

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

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

Tsinghua-IVG Tsinghua-IVG
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Aug 22

MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting

Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.

  • 5 authors
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Sep 22, 2024 2

PEEM: Prompt Engineering Evaluation Metrics for Interpretable Joint Evaluation of Prompts and Responses

Prompt design is a primary control interface for large language models (LLMs), yet standard evaluations largely reduce performance to answer correctness, obscuring why a prompt succeeds or fails and providing little actionable guidance. We propose PEEM (Prompt Engineering Evaluation Metrics), a unified framework for joint and interpretable evaluation of both prompts and responses. PEEM defines a structured rubric with 9 axes: 3 prompt criteria (clarity/structure, linguistic quality, fairness) and 6 response criteria (accuracy, coherence, relevance, objectivity, clarity, conciseness), and uses an LLM-based evaluator to output (i) scalar scores on a 1-5 Likert scale and (ii) criterion-specific natural-language rationales grounded in the rubric. Across 7 benchmarks and 5 task models, PEEM's accuracy axis strongly aligns with conventional accuracy while preserving model rankings (aggregate Spearman rho about 0.97, Pearson r about 0.94, p < 0.001). A multi-evaluator study with four models shows consistent relative judgments (pairwise rho = 0.68-0.85), supporting evaluator-agnostic deployment. Beyond alignment, PEEM captures complementary linguistic failure modes and remains informative under prompt perturbations: prompt-quality trends track downstream accuracy under iterative rewrites, semantic adversarial manipulations induce clear score degradation, and meaning-preserving paraphrases yield high stability (robustness rate about 76.7-80.6%). Finally, using only PEEM scores and rationales as feedback, a zero-shot prompt rewriting loop improves downstream accuracy by up to 11.7 points, outperforming supervised and RL-based prompt-optimization baselines. Overall, PEEM provides a reproducible, criterion-driven protocol that links prompt formulation to response behavior and enables systematic diagnosis and optimization of LLM interactions.

  • 4 authors
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Mar 11

ABot-World-0: Infinite Interactive World Rollout on a Single Desktop GPU

We present ABot-World-0, an action-conditioned video world model for real-time, long-horizon closed-loop interaction, supported by a multi-source data infrastructure spanning AAA games, simulation engines, and internet videos to learn controllable world dynamics. WorldExplorer performs agent-driven collection guided by training feedback, while a unified pipeline applies 14 deterministic quality checks, VLM-based assessment, and synchronized action and text annotation. We progressively distill a bidirectional action-conditioned teacher into a causal student through teacher forcing and ODE distillation, and introduce LongForcing to align long student self-rollouts with an extended-horizon teacher, mitigating accumulated distribution shift and autoregressive drift. Raw keyboard actions provide a unified control interface for scene roaming and third-person character interaction, while reference-character memory provides persistent appearance cues for identity consistency during third-person rollouts. For deployment, we co-design a streaming inference stack with a lightweight VAE decoder, efficient attention, memory-aware scheduling, and low-bit DiT inference. Across optimized low-bit configurations, ABot-World-0 streams 720P video at up to 16 FPS on a single NVIDIA RTX 5090 desktop GPU, with 1.2s action-to-first-frame latency and approximately 19GiB peak VRAM. Experiments on WorldRoamBench and extended interactive rollouts demonstrate competitive controllability and coherent long-horizon world evolution.

Real2Gym: Building Gyms from Videos, Bringing Skills to Robots

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

Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation

Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this spatial intent is often known before generation starts. A chair should fit a seating envelope, a prop should leave clearance for motion, or a part should expose a contact surface. Prompts and image views are poor carriers for such constraints, requiring the need for an explicit control interface. We present Arbor, a trainable attachment for text conditioned latent 3D generation. Arbor introduces constraint meshes as a native 3D control interface. The interface uses hull regions where geometry should exist, avoidance regions that should remain empty, and touch regions the object should contact. Unlike completion or whole object scaffold control, these meshes are not target evidence. They are local typed requirements and can include regions where no surface should appear. Arbor keeps this signal as geometry by converting constraint meshes into tokens and learning a routed attachment inside a frozen denoiser. Each latent region can therefore receive the part of the constraint that matters for its spatial location. We evaluate Arbor on automatic and artist curated control benchmarks with hull, avoidance, and touch constraints, and compare the metric trends to a user preference study. Even without dedicated compliance losses, Arbor improves constraint obedience while preserving object quality and variation under fixed constraints.

WorldLine: Action-Driven Visual Simulation for Robotic Manipulation

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

Prior-First, Condition-Second: Scalable and Controllable Hand Motion Completion

Synthesizing hand motion that matches the full body motion and the semantic labels is a difficult task due to their high degrees of freedom and the lack of semantic labels. To cope with this issue, we propose a prior-first, condition-second framework for body-conditioned hand motion completion. Our framework first learns a generic body-hand kinematic prior from large-scale unstructured and unlabeled motion data, capturing the intrinsic coordination between global body dynamics and hand articulation. Semantic control is then introduced through lightweight adaptation on top of the frozen prior, avoiding the need to relearn kinematic structure for each control interface. Our framework centers on a streaming, autoregressive body-hand prior that generates coherent, kinematically consistent hand motion from body dynamics in real time, using structured kinematic modeling to maintain mechanical body-hand coupling. To enable practical controllability under limited supervision, we introduce semantically-layered adapters that inject conditioning signals at appropriate kinematic levels, supporting both self-supervised attribute control and weakly supervised text-driven control with only a few hours of labeled data. Extensive evaluations demonstrate that our framework improves kinematic plausibility, robustness, and controllability compared to end-to-end conditioned baselines, particularly in low-resource and cross-dataset settings. We further showcase real-time inference and an interactive authoring workflow, highlighting the applicability to production animation pipelines. Homepage: https://AIGAnimation.github.io/HandPrior/

  • 3 authors
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Jul 6

Gnomon4D: Learning Where and When to Focus for Geometric Motion-Grounded World-Action Modeling

World-action models (WAMs) predict scene changes to guide robot actions, yet their RGB futures entangle state changes with appearance and lack 3D geometry. Recent WAMs add geometry as a training signal or a control interface, or build native 3D models, but decide what geometry to model rather than how the action should read it. Intuitively, control-relevant cues lie at embodiment--object interactions and their transitions, yet probing existing WAMs reveals that their action attention underweights these interactions in favor of the rest of the embodiment. To focus the action on these interactions, we present Gnomon4D, a WAM that jointly generates future video, robot actions, and GeoDelta, a video-aligned 4D geometric motion field recording the image-plane displacement and depth change of embodiment and object points. With the embodiment and objects in one field, their relative motion, which marks an interaction, can be read off. Guided by this motion and the task, Interaction-Salient Attention (InSAttn) selects where the action reads, and Transition-Anchored Aggregation (TransAgg) selects when, around grasp and release. As GeoDelta encodes surface motion rather than embodiment-specific controls, it serves as a human--robot quasi-action that links action-free pretraining on EgoManip-5000H, which we curate, to robot mid-training on Robot-30H. Gnomon4D leads on RoboTwin~2.0, VLABench, and RoboDojo, and outperforms real-robot baselines, especially under visual shifts. Project page: https://droliven.github.io/Gnomon4D.

  • 13 authors
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Nov 3

Rubrics as an Attack Surface: Stealthy Preference Drift in LLM Judges

Evaluation and alignment pipelines for large language models increasingly rely on LLM-based judges, whose behavior is guided by natural-language rubrics and validated on benchmarks. We identify a previously under-recognized vulnerability in this workflow, which we term Rubric-Induced Preference Drift (RIPD). Even when rubric edits pass benchmark validation, they can still produce systematic and directional shifts in a judge's preferences on target domains. Because rubrics serve as a high-level decision interface, such drift can emerge from seemingly natural, criterion-preserving edits and remain difficult to detect through aggregate benchmark metrics or limited spot-checking. We further show this vulnerability can be exploited through rubric-based preference attacks, in which benchmark-compliant rubric edits steer judgments away from a fixed human or trusted reference on target domains, systematically inducing RIPD and reducing target-domain accuracy up to 9.5% (helpfulness) and 27.9% (harmlessness). When these judgments are used to generate preference labels for downstream post-training, the induced bias propagates through alignment pipelines and becomes internalized in trained policies. This leads to persistent and systematic drift in model behavior. Overall, our findings highlight evaluation rubrics as a sensitive and manipulable control interface, revealing a system-level alignment risk that extends beyond evaluator reliability alone. The code is available at: https://github.com/ZDCSlab/Rubrics-as-an-Attack-Surface. Warning: Certain sections may contain potentially harmful content that may not be appropriate for all readers.

SignVerse-2M: A Two-Million-Clip Pose-Native Universe of 25+ Sign Languages

Existing large-scale sign language resources typically provide supervision only at the level of raw video-text alignment and are often produced in laboratory settings. While such resources are important for semantic understanding, they do not directly provide a unified interface for open-world recognition and translation, or for modern pose-driven sign language video generation frameworks: 1. RGB-based pretrained recognition models depend heavily on fixed backgrounds or clothing conditions during recording, and are less robust in open-world settings than style-agnostic pose-processing models. 2. Recent pose-guided image/video generation models mostly use a unified keypoint representation such as DWPose as their control interface. At present, the sign language field still lacks a data resource that can directly interface with this modern pose-native paradigm while also targeting real-world open scenarios. We present SignVerse-2M, a large-scale multilingual pose-native dataset for sign language pose modeling and evaluation. Built from publicly available multilingual sign language video resources, it applies DWPose in a unified preprocessing pipeline to convert raw videos into 2D pose sequences that can be used directly for modeling, resulting in a consolidated corpus of about two million clips covering more than 25 sign languages. Unlike many laboratory datasets, this resource preserves the recording conditions and speaker diversity of real-world videos while reducing appearance variation through a unified pose representation. Toward this goal, we further provide the data construction pipeline, task definitions, and a simple SignDW Transformer baseline, demonstrating the feasibility of this resource for multilingual pose-space modeling and its compatibility with modern pose-driven pipelines, while discussing the evaluation claims it can support as well as its current limitations.

  • 4 authors
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May 2

AcFlow: Controlling Text-to-Image Diffusion Transformers via Learned Conditional Activation Flow

Text-to-image diffusion transformers (DiTs) are powerful generators, yet direct prompting provides limited control interface for style intensity and can fail to suppress unwanted concepts. To enable these controls, we introduce AcFlow, an inference-time controller that transports intermediate layer image-token activations through a learned concept-conditioned velocity field while keeping the base DiT frozen. A textual concept description specifies the desired intervention, while the integration horizon provides a continuous control parameter. The field produces token-varying, activation-dependent updates. With parameters shared across concepts within each task family, the field supports fine-grained descriptions and generalizes to concepts unseen during training without per-concept fitting. On style control, AcFlow achieves the best style--content trade-off among the evaluated baselines in the high-style-alignment regime. At a fixed operating point, AcFlow attains style--content alignment of 0.5365/0.2860, compared with 0.4397/0.2684 for the baseline with the highest style alignment. Qualitative results demonstrate suppression of diverse concepts, including cases where direct prompting fails. Our analyses support the learned velocity field as an adaptive control mechanism, with update directions varying across tokens and depend on their activation states. Our code is available at https://github.com/Nove1yst/AcFlow.

  • 4 authors
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Sep 8

Auriga Technical Report: A Task-Agnostic Agent Harness for Zero-Shot Embodied Manipulation

Vision-language models can interpret instructions and plan manipulation tasks, yet struggle when acting directly as robot policies. On RoboDojo, a large planning-execution gap separates high-level task decisions from physical execution: removing arm execution raises GPT-6 Astra's success rate from 22.5% under the reference control interface to 76.2%. We present Auriga, a task-agnostic agent harness that closes 68.3% of this gap in zero-shot manipulation without target-task trials or resets. In Auriga, the model makes all task decisions over an explicit task belief and acts through either direct tool calls or synthesized multi-step Python programs, while the harness supplies calibrated 3D measurements, finger-referenced dual-arm control, and a single admission gateway to the robot. Before motion, the model inspects a visual trajectory preview while simulation is paused; during execution, the harness checks declared stage tolerances and grasp bounds, stopping the robot on divergence and returning the measured discrepancy for in-place recovery. Developed across 13 cross-task capability iterations and frozen for evaluation, Auriga ranks first on the RoboDojo leaderboard with a 57.7% success rate (64.0 Score), more than doubling the reference harness on the same model, and remains first under scene randomization while learned policies drop by up to 33.9%. On RoboCasa365, the same frozen harness reaches a 73.2% success rate, outperforming VLA-assisted agents by up to 23.1% on composite tasks. Project page: https://auriga.stelledge.com/ Code: https://github.com/lose4578/Auriga

  • 21 authors
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Oct 30 1

WorldMark: A Unified Benchmark Suite for Interactive Video World Models

Interactive video generation models such as Genie, YUME, HY-World, and Matrix-Game are advancing rapidly, yet every model is evaluated on its own benchmark with private scenes and trajectories, making fair cross-model comparison impossible. Existing public benchmarks offer useful metrics such as trajectory error, aesthetic scores, and VLM-based judgments, but none supplies the standardized test conditions -- identical scenes, identical action sequences, and a unified control interface -- needed to make those metrics comparable across models with heterogeneous inputs. We introduce WorldMark, the first benchmark that provides such a common playing field for interactive Image-to-Video world models. WorldMark contributes: (1) a unified action-mapping layer that translates a shared WASD-style action vocabulary into each model's native control format, enabling apples-to-apples comparison across six major models on identical scenes and trajectories; (2) a hierarchical test suite of 500 evaluation cases covering first- and third-person viewpoints, photorealistic and stylized scenes, and three difficulty tiers from Easy to Hard spanning 20-60s; and (3) a modular evaluation toolkit for Visual Quality, Control Alignment, and World Consistency, designed so that researchers can reuse our standardized inputs while plugging in their own metrics as the field evolves. We will release all data, evaluation code, and model outputs to facilitate future research. Beyond offline metrics, we launch World Model Arena (warena.ai), an online platform where anyone can pit leading world models against each other in side-by-side battles and watch the live leaderboard.

  • 8 authors
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Apr 22 3

Embodied Agents Take Control: Minimal-Interface Zero-Shot Agents Rival Industrial-Scale Policies in Vision-and-Language Navigation

Autonomous embodied agents must sustain a long decision-making loop that involves perceiving, acting, verifying, and self-correcting over many steps. Current systems sustain this loop through task-specific workflows or embodied policies. However, these fixed workflows and policies offer limited flexibility across environments and often lack effective recovery strategies when execution goes wrong. We find that a general-purpose agent can instead sustain the loop on its own. We term this organization agentic embodied control: the reasoning model directly steers every action, keeping reasoning and control aligned. Using zero-shot navigation as a controlled testbed, we equip three coding-agent harnesses with only a monocular RGB camera and discrete actions. At default effort, replicated opus-5 runs average 70.7pm3.5% success, while fable-5 reaches 78% at maximum effort. When a trained waypoint tool is offered alongside primitives, the hybrid fable-5 agent reaches 76.7pm0.6% at default effort, using half the environment steps and under a quarter of the wall time. Across the ablations, model choice dominates performance variation. Observed harness differences are modest, and forced waypoints help weaker models but can hinder stronger ones. Although longer horizons, latency, and context growth remain barriers to sustained autonomy, these results show that a general-purpose model can already achieve competitive embodied control without a navigation policy.

  • 7 authors
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Jul 28

AnyControl: Create Your Artwork with Versatile Control on Text-to-Image Generation

The field of text-to-image (T2I) generation has made significant progress in recent years, largely driven by advancements in diffusion models. Linguistic control enables effective content creation, but struggles with fine-grained control over image generation. This challenge has been explored, to a great extent, by incorporating additional user-supplied spatial conditions, such as depth maps and edge maps, into pre-trained T2I models through extra encoding. However, multi-control image synthesis still faces several challenges. Specifically, current approaches are limited in handling free combinations of diverse input control signals, overlook the complex relationships among multiple spatial conditions, and often fail to maintain semantic alignment with provided textual prompts. This can lead to suboptimal user experiences. To address these challenges, we propose AnyControl, a multi-control image synthesis framework that supports arbitrary combinations of diverse control signals. AnyControl develops a novel Multi-Control Encoder that extracts a unified multi-modal embedding to guide the generation process. This approach enables a holistic understanding of user inputs, and produces high-quality, faithful results under versatile control signals, as demonstrated by extensive quantitative and qualitative evaluations. Our project page is available in https://any-control.github.io.

  • 5 authors
·
Jun 27, 2024

Diffusion Templates: A Unified Plugin Framework for Controllable Diffusion

Controllable diffusion methods have substantially expanded the practical utility of diffusion models, but they are typically developed as isolated, backbone-specific systems with incompatible training pipelines, parameter formats, and runtime hooks. This fragmentation makes it difficult to reuse infrastructure across tasks, transfer capabilities across backbones, or compose multiple controls within a single generation pipeline. We present Diffusion Templates, a unified and open plugin framework that decouples base-model inference from controllable capability injection. The framework is organized around three components: Template models that map arbitrary task-specific inputs to an intermediate capability representation, a Template cache that functions as a standardized interface for capability injection, and a Template pipeline that loads, merges, and injects one or more Template caches into the base diffusion runtime. Because the interface is defined at the systems level rather than tied to a specific control architecture, heterogeneous capability carriers such as KV-Cache and LoRA can be supported under the same abstraction. Based on this design, we build a diverse model zoo spanning structural control, brightness adjustment, color adjustment, image editing, super-resolution, sharpness enhancement, aesthetic alignment, content reference, local inpainting, and age control. These case studies show that Diffusion Templates can unify a broad range of controllable generation tasks while preserving modularity, composability, and practical extensibility across rapidly evolving diffusion backbones. All resources will be open sourced, including code, models, and datasets.

  • 3 authors
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Apr 26 3

Hybrid Computer Use: A Unified Programmatic, Semantic, and Visual Interface for General Agents

Computer-use agents increasingly tackle tasks ranging from everyday desktop activities to long-horizon professional workflows. Yet interfaces centered on screenshots and mouse-and-keyboard actions can impose a human-interaction prior, requiring repeated screen interpretation while leaving the computer's semantic and programmatic capabilities underexposed. We argue for exposing these capabilities and letting models choose and combine them. We introduce Hybrid Computer Use (HCU), a unified interface for general agents that combines three complementary channels: programmatic interaction through code and command-line tools, semantic interaction through accessibility (AX), and visual interaction through graphical user interfaces (GUI). Our HCU supports efficient AX interaction and guards against stale-state actions during channel switching. A supplementary HCU skill guides agents in selecting and coordinating channels to use the unified interface effectively. Our designed AX tools return compact observations, execute actions in batches, and report their effects as AX diffs, so the model needs fewer round trips. On OSWorld 2.0, HCU achieves the highest Partial and Binary scores among the compared systems. Analyzing agent trajectories, we find that all evaluated models improve with HCU yet allocate work across the channels differently and consistently outperform compared baselines in terms of both efficiency and task success, highlighting the value of unified computer-use interfaces that allow flexible channel selection and combination.

Matched Capabilities, Different Behaviors: A Controlled Study of MCP and CLI Interfaces for Language Agents

Language agents increasingly act through external tools and interactive environments, making the interface between the model and its executable capabilities part of the decision process. Model Context Protocol (MCP) and command-line interfaces (CLI) can expose the same semantic operations through markedly different model-facing representations. We study whether these representational differences change agent behavior when executable capabilities are matched. We introduce Matched Interface Comparison and Analysis (MICA), which renders MCP and CLI from a shared semantic action contract and routes decoded actions through the same runtime. Across six models and three interactive environments, matched interfaces produce substantial differences in task performance and interaction cost. These effects extend beyond surface validity to semantic action selection, failure pathways, and recovery. Matched-state probes localize sensitivity to capability presentation, realization, and feedback. Paired natural trajectories reveal structured divergence in 94.3% of 2,004 episodes and show that early differences propagate through subsequent interaction. This analysis identifies interface realization as a direct intervention boundary. We therefore introduce Decoupled Action Realization and Targeted Repair (DART), which preserves validated semantic commitments while repairing interface-specific realization. DART improves benchmark score in all six evaluated settings by up to 9.0 points and reduces MCP token cost in all three environments by up to 27.1k tokens per task. Together, these results establish interface representation as part of the closed-loop decision environment shaping agent behavior.

ModalityDance ModalityDance
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Oct 24 3

CRISP -- Compliant ROS2 Controllers for Learning-Based Manipulation Policies and Teleoperation

Learning-based controllers, such as diffusion policies and vision-language action models, often generate low-frequency or discontinuous robot state changes. Achieving smooth reference tracking requires a low-level controller that converts high-level targets commands into joint torques, enabling compliant behavior during contact interactions. We present CRISP, a lightweight C++ implementation of compliant Cartesian and joint-space controllers for the ROS2 control standard, designed for seamless integration with high-level learning-based policies as well as teleoperation. The controllers are compatible with any manipulator that exposes a joint-torque interface. Through our Python and Gymnasium interfaces, CRISP provides a unified pipeline for recording data from hardware and simulation and deploying high-level learning-based policies seamlessly, facilitating rapid experimentation. The system has been validated on hardware with the Franka Robotics FR3 and in simulation with the Kuka IIWA14 and Kinova Gen3. Designed for rapid integration, flexible deployment, and real-time performance, our implementation provides a unified pipeline for data collection and policy execution, lowering the barrier to applying learning-based methods on ROS2-compatible manipulators. Detailed documentation is available at the project website - https://utiasDSL.github.io/crisp_controllers.

  • 6 authors
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Sep 8, 2025

Echoverse: Deep, Evolving Environments for Training Computer-Use Agents at Scale

Computer-use agents learn from what their actions change, so training one needs applications it can act on, break and reset. The applications that matter most are login-gated and stateful, so synthetic environments stand in for them. Recent pipelines generate such environments in bulk, which moves the bottleneck from how many exist to what is inside each one. The returns, we find, come from three properties: how much behavioural depth an environment carries, whether it targets the interaction an agent actually fails, and whether it improves alongside the model. We present Echoverse, which compiles specifications into stateful applications whose tasks are graded against the application's own database, and a co-evolution loop that reads every graded rollout twice: as repairs to the environment, its tasks and its verifier, and as training signal for the model. Trained on twelve such environments, a 9B model improves from 36.5% to 67.1% across fourteen evaluation splits, within fourteen points of the much larger frontier model that taught it. We examine each property in turn. On the same domains, shallow environments push live-site accuracy below the base model (80.0 to 75.0) while deep ones raise it (80.0 to 85.0 and 48.0 to 65.0); drilling one interface control across many renderings transfers to held-out widget families and to the open web; and repairing a single environment lifts the model trained on it from 16.2% to 38.5%. The same worlds serve as reinforcement-learning environments, where a reward combining the grounded verifier with a dense per-step judge raises held-out score from 58.8% to 68.0%. We release four environments as a benchmark, with their applications, seed data and grounded graders. Code: https://aka.ms/echoverse

UFO2: The Desktop AgentOS

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

  • 21 authors
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Apr 20, 2025 3

Subversion Strategy Eval: Can language models statelessly strategize to subvert control protocols?

An AI control protocol is a plan for usefully deploying AI systems that aims to prevent an AI from intentionally causing some unacceptable outcome. This paper investigates how well AI systems can generate and act on their own strategies for subverting control protocols whilst operating statelessly (without shared memory between contexts). To do this, an AI system may need to reliably generate optimal plans in each context, take actions with well-calibrated probabilities, and coordinate plans with other instances of itself without communicating. We develop Subversion Strategy Eval, a suite of eight environments, covering a range of protocols and strategic capabilities, and six sets of affordances that help isolate individual capabilities. We implement the evaluation in Inspect-AI and release it open-source. We evaluate Claude 3.5 models, including helpful-only versions, as well as OpenAI reasoning models. None of the models demonstrate substantial capability in strategizing to subvert control protocols statelessly. However, providing models with additional affordances, such as the ability to share a plan between contexts, can substantially improve performance. We hope our evaluations can act as a leading indicator for when models are capable of subverting control protocols and also relax the worst-case assumption of perfect strategic ability in AI control evaluations.

  • 5 authors
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Apr 3, 2025

SemanticControl: A Training-Free Approach for Handling Loosely Aligned Visual Conditions in ControlNet

ControlNet has enabled detailed spatial control in text-to-image diffusion models by incorporating additional visual conditions such as depth or edge maps. However, its effectiveness heavily depends on the availability of visual conditions that are precisely aligned with the generation goal specified by text prompt-a requirement that often fails in practice, especially for uncommon or imaginative scenes. For example, generating an image of a cat cooking in a specific pose may be infeasible due to the lack of suitable visual conditions. In contrast, structurally similar cues can often be found in more common settings-for instance, poses of humans cooking are widely available and can serve as rough visual guides. Unfortunately, existing ControlNet models struggle to use such loosely aligned visual conditions, often resulting in low text fidelity or visual artifacts. To address this limitation, we propose SemanticControl, a training-free method for effectively leveraging misaligned but semantically relevant visual conditions. Our approach adaptively suppresses the influence of the visual condition where it conflicts with the prompt, while strengthening guidance from the text. The key idea is to first run an auxiliary denoising process using a surrogate prompt aligned with the visual condition (e.g., "a human playing guitar" for a human pose condition) to extract informative attention masks, and then utilize these masks during the denoising of the actual target prompt (e.g., cat playing guitar). Experimental results demonstrate that our method improves performance under loosely aligned conditions across various conditions, including depth maps, edge maps, and human skeletons, outperforming existing baselines. Our code is available at https://mung3477.github.io/semantic-control.

  • 3 authors
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Sep 26, 2025

Android in the Wild: A Large-Scale Dataset for Android Device Control

There is a growing interest in device-control systems that can interpret human natural language instructions and execute them on a digital device by directly controlling its user interface. We present a dataset for device-control research, Android in the Wild (AITW), which is orders of magnitude larger than current datasets. The dataset contains human demonstrations of device interactions, including the screens and actions, and corresponding natural language instructions. It consists of 715k episodes spanning 30k unique instructions, four versions of Android (v10-13),and eight device types (Pixel 2 XL to Pixel 6) with varying screen resolutions. It contains multi-step tasks that require semantic understanding of language and visual context. This dataset poses a new challenge: actions available through the user interface must be inferred from their visual appearance. And, instead of simple UI element-based actions, the action space consists of precise gestures (e.g., horizontal scrolls to operate carousel widgets). We organize our dataset to encourage robustness analysis of device-control systems, i.e., how well a system performs in the presence of new task descriptions, new applications, or new platform versions. We develop two agents and report performance across the dataset. The dataset is available at https://github.com/google-research/google-research/tree/master/android_in_the_wild.

  • 5 authors
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Jul 19, 2023 1