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Jul 8

Qwen-VLA: Unifying Vision-Language-Action Modeling across Tasks, Environments, and Robot Embodiments

Embodied intelligence is often studied through specialized models for individual tasks such as manipulation or navigation, resulting in fragmented capabilities and limited generalization across tasks, environments, and robot embodiments. In this work, we study whether heterogeneous embodied decision-making problems can be unified within a single vision-language-action model. We present Qwen-VLA, a unified embodied foundation model that extends Qwen's vision-language modeling stack from perception, understanding, and reasoning to continuous action and trajectory generation through a DiT-based action decoder. Qwen-VLA is trained with a large-scale joint pretraining recipe over diverse data sources, including robotics manipulation trajectories, human egocentric demonstrations, synthetic simulation data, vision-and-language navigation data, trajectory-centric supervision, and auxiliary vision-language data. To support multiple robot platforms, we introduce embodiment-aware prompt conditioning, where robot-specific textual descriptions specify the current embodiment and control convention. We further cast manipulation, navigation, and trajectory prediction into a unified action-and-trajectory prediction framework, enabling transferable visual grounding, spatial reasoning, and continuous action generation across robot morphologies, task families, and environments. Experiments on manipulation, navigation, and trajectory-centric benchmarks show consistent multi-task performance and out-of-distribution generalization under variations in scene layout, background, lighting, object configuration, and robot embodiment. Qwen-VLA-Instruct achieves 97.9% on LIBERO, 73.7% on Simpler-WidowX, 86.1%/87.2% on RoboTwin-Easy/Hard, 69.0% OSR on R2R, 59.6% SR on RxR, 76.9% average OOD success in real-world ALOHA experiments, and 26.6% zero-shot success on DOMINO dynamic manipulation.

Qwen Qwen
·
May 27 3

UAV-Track VLA: Embodied Aerial Tracking via Vision-Language-Action Models

Embodied visual tracking is crucial for Unmanned Aerial Vehicles (UAVs) executing complex real-world tasks. In dynamic urban scenarios with complex semantic requirements, Vision-Language-Action (VLA) models show great promise due to their cross-modal fusion and continuous action generation capabilities. To benchmark multimodal tracking in such environments, we construct a dedicated evaluation benchmark and a large-scale dataset encompassing over 890K frames, 176 tasks, and 85 diverse objects. Furthermore, to address temporal feature redundancy and the lack of spatial geometric priors in existing VLA models, we propose an improved VLA tracking model, UAV-Track VLA. Built upon the π_{0.5} architecture, our model introduces a temporal compression net to efficiently capture inter-frame dynamics. Additionally, a parallel dual-branch decoder comprising a spatial-aware auxiliary grounding head and a flow matching action expert is designed to decouple cross-modal features and generate fine-grained continuous actions. Systematic experiments in the CARLA simulator validate the superior end-to-end performance of our method. Notably, in challenging long-distance pedestrian tracking tasks, UAV-Track VLA achieves a 61.76\% success rate and 269.65 average tracking frames, significantly outperforming existing baselines. Furthermore, it demonstrates robust zero-shot generalization in unseen environments and reduces single-step inference latency by 33.4\% (to 0.0571s) compared to the original π_{0.5}, enabling highly efficient, real-time UAV control. Data samples and demonstration videos are available at: https://github.com/Hub-Tian/UAV-Track\_VLA.

  • 9 authors
·
Apr 1

InternVLA-A1.5: Unifying Understanding, Latent Foresight, and Action for Compositional Generalization

Unified models for robot manipulation aim to equip one policy with both the semantic priors of pretrained VLMs and the physical dynamics learned through future prediction. In practice, existing designs tend to erode the semantics of the pretrained backbone, suffer interference among heterogeneous objectives, and learn future prediction from scratch in pixel space, leaving the dynamics priors of pretrained video generators unexploited. We present InternVLA-A1.5, which builds the policy on a native VLM backbone that keeps training on VQA and subtask prediction, and attaches a lightweight unified expert for continuous action generation. Future prediction is recast as a latent-querying problem, where a small set of learnable foresight tokens condenses the task-relevant future into a compact latent code under the supervision of a frozen pretrained video generation model, so the policy inherits world-model dynamics priors without ever learning pixel-level generation. The video branch is discarded at inference, keeping real-time control. Pretrained on 1.2M robot episodes and 3M multimodal samples, InternVLA-A1.5 achieves the best overall results on all six simulation benchmarks. In the real world, the preserved semantics deliver the strongest compositional generalization on held-out instruction bindings, and the two designs together sustain long-horizon execution.

Geometry Guided Self-Consistency for Physical AI

State-of-the-art physical AI models generate a chunk of actions per inference through diffusion or flow matching, iteratively refining an initial noise sample into an action trajectory. Because this inference process is inherently stochastic, committing to a single trajectory per round is brittle, and this brittleness compounds across the many sequential rounds that comprise a complete episode. We introduce KeyStone, an inference-time self-consistency method for diffusion-based action generation that draws K candidate action chunks in parallel from a shared model context, clusters them in continuous action space, and returns the medoid of the largest cluster -- no additional model required. Two properties make this practical. First, the compact nature of action trajectories makes diffusion inference memory-bandwidth bound, leaving spare compute capacity to run K chains in parallel with no additional wall-clock latency. Second, unlike token or pixel spaces where distance carries no semantic meaning and selection requires a learned judge, action chunks are geometrically structured such that Euclidean distance directly reflects physical similarity, making selection principled and judge-free. Across diverse vision-language-action models (VLAs) and world-action models (WAMs), KeyStone improves task success rates by up to 13.3\% over single-trajectory sampling with negligible latency overhead, while having on par accuracy with model-based selectors at no training cost. We open source KeyStone at https://github.com/dywsjtu/keystone.

  • 4 authors
·
May 8

StreamVLA: Breaking the Reason-Act Cycle via Completion-State Gating

Long-horizon robotic manipulation requires bridging the gap between high-level planning (System 2) and low-level control (System 1). Current Vision-Language-Action (VLA) models often entangle these processes, performing redundant multimodal reasoning at every timestep, which leads to high latency and goal instability. To address this, we present StreamVLA, a dual-system architecture that unifies textual task decomposition, visual goal imagination, and continuous action generation within a single parameter-efficient backbone. We introduce a "Lock-and-Gated" mechanism to intelligently modulate computation: only when a sub-task transition is detected, the model triggers slow thinking to generate a textual instruction and imagines the specific visual completion state, rather than generic future frames. Crucially, this completion state serves as a time-invariant goal anchor, making the policy robust to execution speed variations. During steady execution, these high-level intents are locked to condition a Flow Matching action head, allowing the model to bypass expensive autoregressive decoding for 72% of timesteps. This hierarchical abstraction ensures sub-goal focus while significantly reducing inference latency. Extensive evaluations demonstrate that StreamVLA achieves state-of-the-art performance, with a 98.5% success rate on the LIBERO benchmark and robust recovery in real-world interference scenarios, achieving a 48% reduction in latency compared to full-reasoning baselines.

  • 5 authors
·
Feb 1

Continuous Reasoning for Vision-Language-Action

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

  • 3 authors
·
May 28 1

ShowUI-$π$: Flow-based Generative Models as GUI Dexterous Hands

Building intelligent agents capable of dexterous manipulation is essential for achieving human-like automation in both robotics and digital environments. However, existing GUI agents rely on discrete click predictions (x,y), which prohibits free-form, closed-loop trajectories (e.g. dragging a progress bar) that require continuous, on-the-fly perception and adjustment. In this work, we develop ShowUI-π, the first flow-based generative model as GUI dexterous hand, featuring the following designs: (i) Unified Discrete-Continuous Actions, integrating discrete clicks and continuous drags within a shared model, enabling flexible adaptation across diverse interaction modes; (ii) Flow-based Action Generation for drag modeling, which predicts incremental cursor adjustments from continuous visual observations via a lightweight action expert, ensuring smooth and stable trajectories; (iii) Drag Training data and Benchmark, where we manually collect and synthesize 20K drag trajectories across five domains (e.g. PowerPoint, Adobe Premiere Pro), and introduce ScreenDrag, a benchmark with comprehensive online and offline evaluation protocols for assessing GUI agents' drag capabilities. Our experiments show that proprietary GUI agents still struggle on ScreenDrag (e.g. Operator scores 13.27, and the best Gemini-2.5-CUA reaches 22.18). In contrast, ShowUI-π achieves 26.98 with only 450M parameters, underscoring both the difficulty of the task and the effectiveness of our approach. We hope this work advances GUI agents toward human-like dexterous control in digital world. The code is available at https://github.com/showlab/showui-pi.

showlab Show Lab
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Dec 31, 2025 2

Infinity-RoPE: Action-Controllable Infinite Video Generation Emerges From Autoregressive Self-Rollout

Current autoregressive video diffusion models are constrained by three core bottlenecks: (i) the finite temporal horizon imposed by the base model's 3D Rotary Positional Embedding (3D-RoPE), (ii) slow prompt responsiveness in maintaining fine-grained action control during long-form rollouts, and (iii) the inability to realize discontinuous cinematic transitions within a single generation stream. We introduce infty-RoPE, a unified inference-time framework that addresses all three limitations through three interconnected components: Block-Relativistic RoPE, KV Flush, and RoPE Cut. Block-Relativistic RoPE reformulates temporal encoding as a moving local reference frame, where each newly generated latent block is rotated relative to the base model's maximum frame horizon while earlier blocks are rotated backward to preserve relative temporal geometry. This relativistic formulation eliminates fixed temporal positions, enabling continuous video generation far beyond the base positional limits. To obtain fine-grained action control without re-encoding, KV Flush renews the KV cache by retaining only two latent frames, the global sink and the last generated latent frame, thereby ensuring immediate prompt responsiveness. Finally, RoPE Cut introduces controlled discontinuities in temporal RoPE coordinates, enabling multi-cut scene transitions within a single continuous rollout. Together, these components establish infty-RoPE as a training-free foundation for infinite-horizon, controllable, and cinematic video diffusion. Comprehensive experiments show that infty-RoPE consistently surpasses previous autoregressive models in overall VBench scores.

  • 5 authors
·
Nov 25, 2025 2

Action Agent: Agentic Video Generation Meets Flow-Constrained Diffusion

We present Action Agent, a two-stage framework that unifies agentic navigation video generation with flow-constrained diffusion control for multi-embodiment robot navigation. In Stage I, a large language model (LLM) acts as an orchestration module that selects video diffusion models, refines prompts through iterative validation, and accumulates cross-task memory to synthesize physically plausible first-person navigation videos from language and image inputs. This increases video generation success from 35% (single-shot) to 86% across 50 navigation tasks. In Stage II, we introduce FlowDiT, a Flow-Constrained Diffusion Transformer that converts optimized goal videos and language instructions into continuous velocity commands using action-space denoising diffusion. FlowDiT integrates DINOv2 visual features, learned optical flow for ego-motion representation, and CLIP language embeddings for semantic stopping. We pretrain on the RECON outdoor navigation dataset and fine-tune on 203 Unitree G1 humanoid episodes collected in Isaac Sim to calibrate velocity dynamics. A single 43M-parameter checkpoint achieves 73.2% navigation success in simulation and 64.7% task completion on a real Unitree G1 in unseen indoor environments under open-loop execution, while operating at 40--47 Hz. We evaluate Action Agent across three embodiments: a Unitree G1 humanoid (real hardware), a drone, and a wheeled mobile robot (Isaac Sim), demonstrating that decoupling trajectory imagination from execution yields a scalable and embodiment-aware paradigm for language-guided navigation.

  • 5 authors
·
May 1

Learning Physics from Pretrained Video Models: A Multimodal Continuous and Sequential World Interaction Models for Robotic Manipulation

The scarcity of large-scale robotic data has motivated the repurposing of foundation models from other modalities for policy learning. In this work, we introduce PhysGen (Learning Physics from Pretrained Video Generation Models), a scalable continuous and sequential world interaction framework that leverages autoregressive video generation to solve robotic manipulation tasks. By treating the pretrained video model as a proxy for a physics simulator, PhysGen models the dynamic interplay between the external environment and robot actions. We introduce a multimodal continuous representation that unifies video and action into shared physical tokens, bridging the gap between discrete video generation and continuous robotic control. This approach enables the seamless transfer of implicit physical knowledge-such as object permanence and dynamics-from video pretraining to downstream manipulation.To ensure efficient convergence, we incorporate causal masking, inverse kinematics, Lookahead Multi-Token Prediction (L-MTP), and key-value (KV) caching. Experimental results on the Libero and ManiSkill benchmarks demonstrate that PhysGen consistently outperforms robust baselines, surpassing OpenVLA and WorldVLA by margins of 13.8% and 8.8%, respectively. Notably, in real-world scenarios, PhysGen matches the performance of large-scale action-pretrained models like π_0 without requiring prior action-specific pretraining, demonstrating superior capability in physically complex tasks such as grasping transparent objects. These findings validate the potential of extracting physical intuition from pretrained video generators to facilitate generalizable robotic manipulation.

  • 7 authors
·
Feb 18

MindVLA-U1: VLA Beats VA with Unified Streaming Architecture for Autonomous Driving

Autonomous driving has progressed from modular pipelines toward end-to-end unification, and Vision-Language-Action (VLA) models are a natural extension of this journey beyond Vision-to-Action (VA). In practice, driving VLAs have often trailed VA on planning quality, suggesting that the difficulty is not simply model scale but the interface through which semantic reasoning, temporal context, and continuous control are combined. We argue that this gap reflects how VLA has been built -- as isolated subtask improvements that fail to compose into coherent driving capabilities -- rather than what VLA is. We present MindVLA-U1, the first unified streaming VLA architecture for autonomous driving. A unified VLM backbone produces autoregressive language tokens and flow-matching continuous action trajectories in a single forward pass over one shared representation, preserving the natural output form of each modality. A streaming design processes the driving video framewise rather than as fixed video-action chunks, while a learned memory channel carries temporal context across frames so planned trajectories evolve smoothly without redundant multi-frame VLM modeling. The unified architecture admits fast/slow execution on dense/sparse Mixture-of-Transformers (MoT) backbones via flexible self-attention context management, and exposes a measurable language-to-action route: a language-predicted driving intent steers action diffusion through classifier-free guidance (CFG), turning language-side intent into a control signal for continuous trajectory generation. On the long-tail WOD-E2E benchmark, MindVLA-U1 surpasses experienced human drivers for the first time (8.20 RFS vs. 8.13 GT RFS) with 2 diffusion steps, achieves state-of-the-art planning ADEs over prior VA/VLA methods by large margins, and matches VA-class throughput (16 FPS vs. RAP-DINO's 18 FPS) while preserving natural-language interfaces.

  • 9 authors
·
May 11

Asynchronous Fast-Slow Vision-Language-Action Policies for Whole-Body Robotic Manipulation

Most Vision-Language-Action (VLA) systems integrate a Vision-Language Model (VLM) for semantic reasoning with an action expert generating continuous action signals, yet both typically run at a single unified frequency. As a result, policy performance is constrained by the low inference speed of large VLMs. This mandatory synchronous execution severely limits control stability and real-time performance in whole-body robotic manipulation, which involves more joints, larger motion spaces, and dynamically changing views. We introduce a truly asynchronous Fast-Slow VLA framework (DuoCore-FS), organizing the system into a fast pathway for high-frequency action generation and a slow pathway for rich VLM reasoning. The system is characterized by two key features. First, a latent representation buffer bridges the slow and fast systems. It stores instruction semantics and action-reasoning representation aligned with the scene-instruction context, providing high-level guidance to the fast pathway. Second, a whole-body action tokenizer provides a compact, unified representation of whole-body actions. Importantly, the VLM and action expert are still jointly trained end-to-end, preserving unified policy learning while enabling asynchronous execution. DuoCore-FS supports a 3B-parameter VLM while achieving 30 Hz whole-body action-chunk generation, approximately three times as fast as prior VLA models with comparable model sizes. Real-world whole-body manipulation experiments demonstrate improved task success rates and significantly enhanced responsiveness compared to synchronous Fast-Slow VLA baselines. The implementation of DuoCore-FS, including training, inference, and deployment, is provided to commercial users by Astribot as part of the Astribot robotic platform.

  • 9 authors
·
Dec 23, 2025

Interleave-VLA: Enhancing Robot Manipulation with Interleaved Image-Text Instructions

The rise of foundation models paves the way for generalist robot policies in the physical world. Existing methods relying on text-only instructions often struggle to generalize to unseen scenarios. We argue that interleaved image-text inputs offer richer and less biased context and enable robots to better handle unseen tasks with more versatile human-robot interaction. Building on this insight, Interleave-VLA, the first robot learning paradigm capable of comprehending interleaved image-text instructions and directly generating continuous action sequences in the physical world, is introduced. It offers a natural, flexible, and model-agnostic paradigm that extends state-of-the-art vision-language-action (VLA) models with minimal modifications while achieving strong zero-shot generalization. Interleave-VLA also includes an automatic pipeline that converts text instructions from Open X-Embodiment into interleaved image-text instructions, resulting in a large-scale real-world interleaved embodied dataset with 210k episodes. Comprehensive evaluation in simulation and the real world shows that Interleave-VLA offers two major benefits: (1) improves out-of-domain generalization to unseen objects by 2x compared to text input baselines, (2) supports flexible task interfaces and diverse instructions in a zero-shot manner, such as hand-drawn sketches. We attribute Interleave-VLA's strong zero-shot capability to the use of instruction images, which effectively mitigate hallucinations, and the inclusion of heterogeneous multimodal datasets, enriched with Internet-sourced images, offering potential for scalability. More information is available at https://interleave-vla.github.io/Interleave-VLA-Anonymous/

  • 11 authors
·
May 4, 2025

Continuous Locomotive Crowd Behavior Generation

Modeling and reproducing crowd behaviors are important in various domains including psychology, robotics, transport engineering and virtual environments. Conventional methods have focused on synthesizing momentary scenes, which have difficulty in replicating the continuous nature of real-world crowds. In this paper, we introduce a novel method for automatically generating continuous, realistic crowd trajectories with heterogeneous behaviors and interactions among individuals. We first design a crowd emitter model. To do this, we obtain spatial layouts from single input images, including a segmentation map, appearance map, population density map and population probability, prior to crowd generation. The emitter then continually places individuals on the timeline by assigning independent behavior characteristics such as agents' type, pace, and start/end positions using diffusion models. Next, our crowd simulator produces their long-term locomotions. To simulate diverse actions, it can augment their behaviors based on a Markov chain. As a result, our overall framework populates the scenes with heterogeneous crowd behaviors by alternating between the proposed emitter and simulator. Note that all the components in the proposed framework are user-controllable. Lastly, we propose a benchmark protocol to evaluate the realism and quality of the generated crowds in terms of the scene-level population dynamics and the individual-level trajectory accuracy. We demonstrate that our approach effectively models diverse crowd behavior patterns and generalizes well across different geographical environments. Code is publicly available at https://github.com/InhwanBae/CrowdES .

  • 3 authors
·
Apr 7, 2025 1

SPIRAL: Self-Evolving Action-Conditioned Video Generation via Reflective Planning Agents

Long-horizon action-conditioned video generation aims to synthesize temporally coherent videos that follow complex action instructions over extended horizons, requiring procedural ordering, persistent action execution, and scene consistency beyond conventional TI2V's short-term fidelity. Existing single-shot video generation models typically operate in an open-loop manner, leading to incomplete action execution, hallucinated motions, and temporal drift. To address this, we propose SPIRAL, a closed-loop framework that performs sequential planning and iterative reflection for action-conditioned long-horizon video generation. Specifically, SPIRAL instantiates a think-act-reflect process: a PlanAgent decomposes high-level goals into sub-actions, which condition a VideoGenerator to synthesize each segment alongside a memory context, while a CriticAgent evaluates intermediate video segments to provide corrective feedback for iterative refinement. This closed-loop design further supports self-evolution by utilizing PlanAgent-proposed actions and CriticAgent-derived rewards for GRPO-based post-training to enhance the video generator's long-horizon consistency. Moreover, we introduce ActVideoGen-Dataset for task-specific training, and establish ActVideoGen-Bench as a dedicated evaluation suite for measuring action quality and temporal coherence. Experiments across multiple TI2V backbones alongside the self-evolving strategy show consistent gains on ActVideoGen-Bench and VBench, demonstrating the effectiveness of SPIRAL.

  • 14 authors
·
May 20

Generation Navigator: A State-Aware Agentic Framework for Image Generation

Despite rapid advances in text-to-image generation, faithfully realizing user intent remains challenging, often requiring manual multi-turn trial and error. To automate this process, existing systems rely on either simple prompt rewriting or closed-loop agents driven by hand-crafted rules, rather than learning to adapt actions to the evolving generation process. In this paper, we reformulate image generation as a state-conditioned action-making problem and propose Generation Navigator, a multi-turn T2I agent that learns to dynamically steer the generation trajectory and output the next action. However, training this agent via reinforcement learning introduces a critical credit assignment challenge: naively rewarding a trajectory based solely on a single state assigns equal credit to all actions in the rollout, ignores the quality dynamics across turns, and fails to distinguish actions that improve the trajectory from those that degrade it or waste turns without progress. We resolve this with PRE-GRPO (Peak-Retention-Efficiency Group Relative Policy Optimization), a trajectory-level reinforcement learning objective that explicitly rewards discovering a high-quality image (Peak), avoiding subsequent quality degradation across turns (Retention), and minimizing unnecessary turns (Efficiency). Experiments show substantial improvements across benchmarks, reaching a WISE score of 0.90 and 79.06% reasoning accuracy on T2I-ReasonBench.

  • 5 authors
·
May 17

UltraCUA: A Foundation Model for Computer Use Agents with Hybrid Action

Multimodal agents for computer use rely exclusively on primitive actions (click, type, scroll) that require accurate visual grounding and lengthy execution chains, leading to cascading failures and performance bottlenecks. While other agents leverage rich programmatic interfaces (APIs, MCP servers, tools), computer-use agents (CUAs) remain isolated from these capabilities. We present UltraCUA, a foundation model that bridges this gap through hybrid action -- seamlessly integrating GUI primitives with high-level programmatic tool calls. To achieve this, our approach comprises four key components: (1) an automated pipeline that scales programmatic tools from software documentation, open-source repositories, and code generation; (2) a synthetic data engine producing over 17,000 verifiable tasks spanning real-world computer-use scenarios; (3) a large-scale high-quality hybrid action trajectory collection with both low-level GUI actions and high-level programmatic tool calls; and (4) a two-stage training pipeline combining supervised fine-tuning with online reinforcement learning, enabling strategic alternation between low-level and high-level actions. Experiments with our 7B and 32B models demonstrate substantial improvements over state-of-the-art agents. On OSWorld, UltraCUA models achieve an average 22% relative improvement over base models, while being 11% faster in terms of steps. Out-of-domain evaluation on WindowsAgentArena shows our model reaches 21.7% success rate, outperforming baselines trained on Windows data. The hybrid action mechanism proves critical, reducing error propagation while maintaining execution efficiency.

apple Apple
·
Oct 20, 2025 3

ReAct: Synergizing Reasoning and Acting in Language Models

While large language models (LLMs) have demonstrated impressive capabilities across tasks in language understanding and interactive decision making, their abilities for reasoning (e.g. chain-of-thought prompting) and acting (e.g. action plan generation) have primarily been studied as separate topics. In this paper, we explore the use of LLMs to generate both reasoning traces and task-specific actions in an interleaved manner, allowing for greater synergy between the two: reasoning traces help the model induce, track, and update action plans as well as handle exceptions, while actions allow it to interface with external sources, such as knowledge bases or environments, to gather additional information. We apply our approach, named ReAct, to a diverse set of language and decision making tasks and demonstrate its effectiveness over state-of-the-art baselines, as well as improved human interpretability and trustworthiness over methods without reasoning or acting components. Concretely, on question answering (HotpotQA) and fact verification (Fever), ReAct overcomes issues of hallucination and error propagation prevalent in chain-of-thought reasoning by interacting with a simple Wikipedia API, and generates human-like task-solving trajectories that are more interpretable than baselines without reasoning traces. On two interactive decision making benchmarks (ALFWorld and WebShop), ReAct outperforms imitation and reinforcement learning methods by an absolute success rate of 34% and 10% respectively, while being prompted with only one or two in-context examples. Project site with code: https://react-lm.github.io

  • 7 authors
·
Oct 5, 2022 1

OpenHA: A Series of Open-Source Hierarchical Agentic Models in Minecraft

The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA

  • 7 authors
·
Sep 12, 2025 1

DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.

  • 3 authors
·
Oct 7, 2024

ViPRA: Video Prediction for Robot Actions

Can we turn a video prediction model into a robot policy? Videos, including those of humans or teleoperated robots, capture rich physical interactions. However, most of them lack labeled actions, which limits their use in robot learning. We present Video Prediction for Robot Actions (ViPRA), a simple pretraining-finetuning framework that learns continuous robot control from these actionless videos. Instead of directly predicting actions, we train a video-language model to predict both future visual observations and motion-centric latent actions, which serve as intermediate representations of scene dynamics. We train these latent actions using perceptual losses and optical flow consistency to ensure they reflect physically grounded behavior. For downstream control, we introduce a chunked flow matching decoder that maps latent actions to robot-specific continuous action sequences, using only 100 to 200 teleoperated demonstrations. This approach avoids expensive action annotation, supports generalization across embodiments, and enables smooth, high-frequency continuous control upto 22 Hz via chunked action decoding. Unlike prior latent action works that treat pretraining as autoregressive policy learning, explicitly models both what changes and how. Our method outperforms strong baselines, with a 16% gain on the SIMPLER benchmark and a 13% improvement across real world manipulation tasks. We will release models and code at https://vipra-project.github.io

  • 5 authors
·
Nov 10, 2025

AR-VLA: True Autoregressive Action Expert for Vision-Language-Action Models

We propose a standalone autoregressive (AR) Action Expert that generates actions as a continuous causal sequence while conditioning on refreshable vision-language prefixes. In contrast to existing Vision-Language-Action (VLA) models and diffusion policies that reset temporal context with each new observation and predict actions reactively, our Action Expert maintains its own history through a long-lived memory and is inherently context-aware. This structure addresses the frequency mismatch between fast control and slow reasoning, enabling efficient independent pretraining of kinematic syntax and modular integration with heavy perception backbones, naturally ensuring spatio-temporally consistent action generation across frames. To synchronize these asynchronous hybrid V-L-A modalities, we utilize a re-anchoring mechanism that mathematically accounts for perception staleness during both training and inference. Experiments on simulated and real-robot manipulation tasks demonstrate that the proposed method can effectively replace traditional chunk-based action heads for both specialist and generalist policies. AR-VLA exhibits superior history awareness and substantially smoother action trajectories while maintaining or exceeding the task success rates of state-of-the-art reactive VLAs. Overall, our work introduces a scalable, context-aware action generation schema that provides a robust structural foundation for training effective robotic policies. Code and Videos available at https://arvla.insait.ai

VQ-VLA: Improving Vision-Language-Action Models via Scaling Vector-Quantized Action Tokenizers

In this paper, we introduce an innovative vector quantization based action tokenizer built upon the largest-scale action trajectory dataset to date, leveraging over 100 times more data than previous approaches. This extensive dataset enables our tokenizer to capture rich spatiotemporal dynamics, resulting in a model that not only accelerates inference but also generates smoother and more coherent action outputs. Once trained, the tokenizer can be seamlessly adapted to a wide range of downstream tasks in a zero-shot manner, from short-horizon reactive behaviors to long-horizon planning. A key finding of our work is that the domain gap between synthetic and real action trajectories is marginal, allowing us to effectively utilize a vast amount of synthetic data during training without compromising real-world performance. To validate our approach, we conducted extensive experiments in both simulated environments and on real robotic platforms. The results demonstrate that as the volume of synthetic trajectory data increases, the performance of our tokenizer on downstream tasks improves significantly-most notably, achieving up to a 30% higher success rate on two real-world tasks in long-horizon scenarios. These findings highlight the potential of our action tokenizer as a robust and scalable solution for real-time embodied intelligence systems, paving the way for more efficient and reliable robotic control in diverse application domains.Project website: https://xiaoxiao0406.github.io/vqvla.github.io

  • 6 authors
·
Jul 1, 2025

Reshaping Action Error Distributions for Reliable Vision-Language-Action Models

In robotic manipulation, vision-language-action (VLA) models have emerged as a promising paradigm for learning generalizable and scalable robot policies. Most existing VLA frameworks rely on standard supervised objectives, typically cross-entropy for discrete actions and mean squared error (MSE) for continuous action regression, which impose strong pointwise constraints on individual predictions. In this work, we focus on continuous-action VLA models and move beyond conventional MSE-based regression by reshaping action error distributions during training. Drawing on information-theoretic principles, we introduce Minimum Error Entropy (MEE) into modern VLA architectures and propose a trajectory-level MEE objective, together with two weighted variants, combined with MSE for continuous-action VLA training. We evaluate our approaches across standard, few-shot, and noisy settings on multiple representative VLA architectures, using simulation benchmarks such as LIBERO and SimplerEnv as well as real-world robotic manipulation tasks. Experimental results demonstrate consistent improvements in success rates and robustness across these settings. Under imbalanced data regimes, the gains persist within a well-characterized operating range, while incurring negligible additional training cost and no impact on inference efficiency. We further provide theoretical analyses that explain why MEE-based supervision is effective and characterize its practical range. Project Page: https://cognition2actionlab.github.io/VLA-TMEE.github.io/

  • 11 authors
·
Feb 3

Towards Long-Lived Robots: Continual Learning VLA Models via Reinforcement Fine-Tuning

Pretrained on large-scale and diverse datasets, VLA models demonstrate strong generalization and adaptability as general-purpose robotic policies. However, Supervised Fine-Tuning (SFT), which serves as the primary mechanism for adapting VLAs to downstream domains, requires substantial amounts of task-specific data and is prone to catastrophic forgetting. To address these limitations, we propose LifeLong-RFT, a simple yet effective Reinforcement Fine-Tuning (RFT) strategy for VLA models independent of online environmental feedback and pre-trained reward models. By integrating chunking-level on-policy reinforcement learning with the proposed Multi-Dimensional Process Reward (MDPR) mechanism, LifeLong-RFT quantifies the heterogeneous contributions of intermediate action chunks across three dimensions to facilitate policy optimization. Specifically, (1) the Quantized Action Consistency Reward (QACR) ensures accurate action prediction within the discrete action space; (2) the Continuous Trajectory Alignment Reward (CTAR) aligns decoded continuous action chunks with reference trajectories to ensure precise control; (3) the Format Compliance Reward (FCR) guarantees the structural validity of outputs. Comprehensive experiments across SimplerEnv, LIBERO, and real-world tasks demonstrate that LifeLong-RFT exhibits strong performance in multi-task learning. Furthermore, for continual learning on the LIBERO benchmark, our method achieves a 22% gain in average success rate over SFT, while effectively adapting to new tasks using only 20% of the training data. Overall, our method provides a promising post-training paradigm for VLAs.

  • 8 authors
·
Feb 10

From Generated Human Videos to Physically Plausible Robot Trajectories

Video generation models are rapidly improving in their ability to synthesize human actions in novel contexts, holding the potential to serve as high-level planners for contextual robot control. To realize this potential, a key research question remains open: how can a humanoid execute the human actions from generated videos in a zero-shot manner? This challenge arises because generated videos are often noisy and exhibit morphological distortions that make direct imitation difficult compared to real video. To address this, we introduce a two-stage pipeline. First, we lift video pixels into a 4D human representation and then retarget to the humanoid morphology. Second, we propose GenMimic-a physics-aware reinforcement learning policy conditioned on 3D keypoints, and trained with symmetry regularization and keypoint-weighted tracking rewards. As a result, GenMimic can mimic human actions from noisy, generated videos. We curate GenMimicBench, a synthetic human-motion dataset generated using two video generation models across a spectrum of actions and contexts, establishing a benchmark for assessing zero-shot generalization and policy robustness. Extensive experiments demonstrate improvements over strong baselines in simulation and confirm coherent, physically stable motion tracking on a Unitree G1 humanoid robot without fine-tuning. This work offers a promising path to realizing the potential of video generation models as high-level policies for robot control.

  • 8 authors
·
Dec 4, 2025

MoReact: Generating Reactive Motion from Textual Descriptions

Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating interactions, or rely solely on one person's motion to generate the other's reaction, failing to integrate the rich semantic information that underpins human interactions. Yet, these methods often fall short in adaptive responsiveness, i.e., the ability to accurately respond to diverse and dynamic interaction scenarios. Recognizing this gap, our work introduces an approach tailored to address the limitations of existing models by focusing on text-driven human reaction generation. Our model specifically generates realistic motion sequences for individuals that responding to the other's actions based on a descriptive text of the interaction scenario. The goal is to produce motion sequences that not only complement the opponent's movements but also semantically fit the described interactions. To achieve this, we present MoReact, a diffusion-based method designed to disentangle the generation of global trajectories and local motions sequentially. This approach stems from the observation that generating global trajectories first is crucial for guiding local motion, ensuring better alignment with given action and text. Furthermore, we introduce a novel interaction loss to enhance the realism of generated close interactions. Our experiments, utilizing data adapted from a two-person motion dataset, demonstrate the efficacy of our approach for this novel task, which is capable of producing realistic, diverse, and controllable reactions that not only closely match the movements of the counterpart but also adhere to the textual guidance. Please find our webpage at https://xiyan-xu.github.io/MoReactWebPage.

  • 4 authors
·
Sep 28, 2025

Scalable Policy Evaluation with Video World Models

Training generalist policies for robotic manipulation has shown great promise, as they enable language-conditioned, multi-task behaviors across diverse scenarios. However, evaluating these policies remains difficult because real-world testing is expensive, time-consuming, and labor-intensive. It also requires frequent environment resets and carries safety risks when deploying unproven policies on physical robots. Manually creating and populating simulation environments with assets for robotic manipulation has not addressed these issues, primarily due to the significant engineering effort required and the substantial sim-to-real gap, both in terms of physics and rendering. In this paper, we explore the use of action-conditional video generation models as a scalable way to learn world models for policy evaluation. We demonstrate how to incorporate action conditioning into existing pre-trained video generation models. This allows leveraging internet-scale in-the-wild online videos during the pre-training stage and alleviates the need for a large dataset of paired video-action data, which is expensive to collect for robotic manipulation. Our paper examines the effect of dataset diversity, pre-trained weights, and common failure cases for the proposed evaluation pipeline. Our experiments demonstrate that across various metrics, including policy ranking and the correlation between actual policy values and predicted policy values, these models offer a promising approach for evaluating policies without requiring real-world interactions.

  • 7 authors
·
Nov 14, 2025

EchoAvatar: Real-time Generative Avatar Animation from Audio Streams

Real-time synthesis of high-fidelity 3D character motion from audio is a pivotal component for next-generation interactive avatars and virtual assistants. However, most existing approaches are limited to offline processing of complete audio sequences or are constrained to specific domains, rarely handling both speech and music effectively. In this paper, we introduce a novel framework designed to generate continuous, coherent full-body motion from streaming speech and music with low latency. Central to our approach is a unified streaming architecture capable of synthesizing continuous motion from incremental audio inputs. We employ a robust training strategy that enforces strong audio dependency, allowing the model to seamlessly generalize across conversational speech and rhythmic music without requiring explicit domain labels or mode switching. Additionally, we explored Reinforcement Learning to refine the quality of online generation. Furthermore, we bridge reactive animation with intent-driven behavior via a tool-call interface that allows upstream Large Language Models to inject explicit semantic control. By combining this controllability with stream audio-driven synthesis, our framework serves as a plug-and-play solution for transforming voice agents into interactive humanoid avatars. Extensive experiments demonstrate that our method outperforms state-of-the-art realtime baselines in motion quality and synchronization while maintaining the flexibility required for live deployment. Our code, pre-trained models, and videos are available at https://robinwitch.github.io/EchoAvatar-Page.

  • 6 authors
·
May 26

Pre-Trained Video Generative Models as World Simulators

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.

  • 5 authors
·
Feb 10, 2025

How to Build a Pre-trained Multimodal model for Simultaneously Chatting and Decision-making?

Existing large pre-trained models typically map text input to text output in an end-to-end manner, such as ChatGPT, or map a segment of text input to a hierarchy of action decisions, such as OpenVLA. However, humans can simultaneously generate text and actions when receiving specific input signals. For example, a driver can make precise driving decisions while conversing with a friend in the passenger seat. Motivated by this observation, we consider the following question in this work: is it possible to construct a pre-trained model that can provide both language interaction and precise decision-making capabilities in dynamic open scenarios. We provide a definitive answer to this question by developing a new model architecture termed Visual Language Action model for Chatting and Decision Making (VLA4CD), and further demonstrating its performance in challenging autonomous driving tasks. Specifically, we leverage LoRA to fine-tune a pre-trained LLM with data of multiple modalities covering language, visual, and action. Unlike the existing LoRA operations used for LLM fine-tuning, we have designed new computational modules and training cost functions for VLA4CD. These designs enable VLA4CD to provide continuous-valued action decisions while outputting text responses. In contrast, existing LLMs can only output text responses, and current VLA models can only output action decisions. Moreover, these VLA models handle action data by discretizing and then tokenizing the discretized actions, a method unsuitable for complex decision-making tasks involving high-dimensional continuous-valued action vectors, such as autonomous driving. The experimental results on CARLA validate that: (1) our proposed model construction method is effective; (2) compared to the SOTA VLA model, VLA4CD can provide more accurate real-time decision-making while retaining the text interaction capability inherent to LLMs.

  • 6 authors
·
Oct 21, 2024

PRISM: PRior-guided Imagination Sampling in world Models

A learned world model provides a powerful physical intuition for evaluating future states. But its effectiveness in continuous control also depends critically on how candidate actions are generated for model-based planning. Rather than solely asking how accurately a model can simulate the future, we ask: which candidate actions are worth evaluating in the first place? Existing planners typically search arbitrarily or use expert demonstrations only to initialize a sampling mean, discarding the expert's state-conditioned confidence. Properly guiding this search requires a robust action prior, yet current approaches often rely on independent visual encoders or large-scale VLMs to obtain one. We argue that this architectural bloat is unnecessary: the exact same data - and the learned representations of the world model itself - inherently encode the agent's action intuition. We introduce PRISM, a task-agnostic framework that extracts both from a single dataset while maintaining strict architectural simplicity. Building on a standard JEPA-style latent world model, PRISM attaches a lightweight MLP directly to its frozen encoder to predict a state-conditioned Gaussian prior. At plan time, PRISM fuses this prior into the planner's sampling distribution via a precision-weighted Product-of-Gaussians update. This parameter-free, closed-form integration steers the sampling process, making the prior confident where it is and ceding control where it is not. PRISM improves success rates by 35 percentage points over vanilla world-model-based MPC on Cube and 32 percentage points on PushT, without introducing significant inference overhead.

Recon-Act: A Self-Evolving Multi-Agent Browser-Use System via Web Reconnaissance, Tool Generation, and Task Execution

Recent years, multimodal models have made remarkable strides and pave the way for intelligent browser use agents. However, when solving tasks on real world webpages in multi-turn, long-horizon trajectories, current agents still suffer from disordered action sequencing and excessive trial and error during execution. This paper introduces Recon-Act, a self-evolving multi-agent framework grounded in Reconnaissance-Action behavioral paradigm. The system comprises a Reconnaissance Team and an Action Team: the former conducts comparative analysis and tool generation, while the latter handles intent decomposition, tool orchestration, and execution. By contrasting the erroneous trajectories with successful ones, the Reconnaissance Team infers remedies, and abstracts them into a unified notion of generalized tools, either expressed as hints or as rule-based codes, and register to the tool archive in real time. The Action Team reinference the process empowered with these targeting tools, thus establishing a closed-loop training pipeline of data-tools-action-feedback. Following the 6 level implementation roadmap proposed in this work, we have currently reached Level 3 (with limited human-in-the-loop intervention). Leveraging generalized tools obtained through reconnaissance, Recon-Act substantially improves adaptability to unseen websites and solvability on long-horizon tasks, and achieves state-of-the-art performance on the challenging VisualWebArena dataset.

  • 4 authors
·
Sep 25, 2025 2

SentinelBench: A Benchmark for Long-Running Monitoring Agents

AI agents are increasingly asked to carry out work that spans minutes, hours, or longer. Yet the default model of agent behavior is continuous action: issuing tool calls, refreshing pages, searching for alternatives, or otherwise trying to force progress. This is the wrong approach for many long-running tasks, which are better served by a strategy of sustained attention. Instead, agents should monitor an environment, notice when an external event makes progress possible, then respond promptly without wasting resources while waiting. To measure progress on this class of tasks, we introduce SentinelBench, an open-source benchmark for time-evolving monitoring tasks. SentinelBench contains 100 tasks across 10 synthetic web environments, including email, calendars, finance, professional networking, and entertainment. Each environment exposes a live web interface and replays a scripted sequence of events, requiring agents to navigate and reason about web pages whose state shifts underfoot. SentinelBench measures task completion, reaction time, and resource use, exposing the tradeoff between responsiveness and cost. We report results across three models and two browser-agent harnesses, establishing performance baselines for future comparison and demonstrating how agent design choices can dramatically impact key metrics. Together, these results show that SentinelBench distinguishes meaningful differences in agent behavior.

  • 8 authors
·
Jun 4

RotVLA: Rotational Latent Action for Vision-Language-Action Model

Latent Action Models (LAMs) have emerged as an effective paradigm for handling heterogeneous datasets during Vision-Language-Action (VLA) model pretraining, offering a unified action space across embodiments. However, existing LAMs often rely on discrete quantization encode and decode pipelines, which can lead to trivial frame reconstruction behavior, limited representational capacity, and a lack of physically meaningful structure. We introduce RotVLA, a VLA framework built on a continuous rotational latent action representation. Latent actions are modeled as elements of SO(n), providing continuity, compositionality, and structured geometry aligned with real-world action dynamics. A triplet frame learning framework further enforces meaningful temporal dynamics while avoiding degeneration. RotVLA consists of a VLM backbone and a flow-matching action head, pretrained on large-scale cross-embodiment robotic datasets and human videos with latent-action supervision. For downstream robot control, the flow-matching head is extended into a unified action expert that jointly denoises latent and robot actions. Here, latent actions serve as a latent planner, providing high-level guidance that conditions action generation. With only 1.7B parameters and 1700+ hours of pretraining data, RotVLA achieves 98.2% on LIBERO and 89.6% / 88.5% on RoboTwin2.0 under clean and randomized settings, respectively. It also demonstrates strong real-world performance on manipulation tasks, consistently outperforming existing VLA models.

  • 8 authors
·
May 12

DynaSaur: Large Language Agents Beyond Predefined Actions

Existing LLM agent systems typically select actions from a fixed and predefined set at every step. While this approach is effective in closed, narrowly-scoped environments, we argue that it presents two major challenges when deploying LLM agents in real-world scenarios: (1) selecting from a fixed set of actions significantly restricts the planning and acting capabilities of LLM agents, and (2) this approach requires substantial human effort to enumerate and implement all possible actions, which becomes impractical in complex environments with a vast number of potential actions. In this work, we propose an LLM agent framework that enables the dynamic creation and composition of actions in an online manner. In this framework, the agent interacts with the environment by generating and executing programs written in a general-purpose programming language at each step. Furthermore, generated actions are accumulated over time for future reuse. Our extensive experiments on the GAIA benchmark demonstrate that this framework offers significantly greater flexibility and outperforms previous methods. Notably, it allows an LLM agent to recover in scenarios where no relevant action exists in the predefined set or when existing actions fail due to unforeseen edge cases. At the time of writing, we hold the top position on the GAIA public leaderboard. Our code can be found in https://github.com/adobe-research/dynasaur{https://github.com/adobe-research/dynasaur}.

  • 12 authors
·
Nov 3, 2024 3

ToolCUA: Towards Optimal GUI-Tool Path Orchestration for Computer Use Agents

Computer Use Agents (CUAs) can act through both atomic GUI actions, such as click and type, and high-level tool calls, such as API-based file operations, but this hybrid action space often leaves them uncertain about when to continue with GUI actions or switch to tools, leading to suboptimal execution paths. This difficulty stems from the scarcity of high-quality interleaved GUI-Tool trajectories, the cost and brittleness of collecting real tool trajectories, and the lack of trajectory-level supervision for GUI-Tool path selection. In this paper, we propose ToolCUA, an end-to-end agent designed to learn optimal GUI-Tool path selection through a staged training paradigm. We first introduce an Interleaved GUI-Tool Trajectory Scaling Pipeline that repurposes abundant static GUI trajectories and synthesizes a grounded tool library, enabling diverse GUI-Tool trajectories without manual engineering or real tool-trajectory collection. We then perform Tool-Bootstrapped GUI RFT, combining warmup SFT with single-turn RL to improve decisions at critical GUI-Tool switching points. Finally, we optimize ToolCUA with Online Agentic RL in a high-fidelity GUI-Tool environment, guided by a Tool-Efficient Path Reward that encourages appropriate tool use and shorter execution paths. Experiments on OSWorld-MCP show that ToolCUA achieves 46.85% accuracy, a relative improvement of approximately 66% over the baseline, establishing a new state of the art among models of comparable scale. It also improves by 3.9% over GUI-only settings, demonstrating effective GUI-Tool orchestration. The results further suggest that training in a hybrid action space is a promising paradigm for real-world digital agents. Open-sourced here: https://x-plug.github.io/ToolCUA/

AlibabaTongyiLab TongyiLab
·
May 11 1

One to rule them all: natural language to bind communication, perception and action

In recent years, research in the area of human-robot interaction has focused on developing robots capable of understanding complex human instructions and performing tasks in dynamic and diverse environments. These systems have a wide range of applications, from personal assistance to industrial robotics, emphasizing the importance of robots interacting flexibly, naturally and safely with humans. This paper presents an advanced architecture for robotic action planning that integrates communication, perception, and planning with Large Language Models (LLMs). Our system is designed to translate commands expressed in natural language into executable robot actions, incorporating environmental information and dynamically updating plans based on real-time feedback. The Planner Module is the core of the system where LLMs embedded in a modified ReAct framework are employed to interpret and carry out user commands. By leveraging their extensive pre-trained knowledge, LLMs can effectively process user requests without the need to introduce new knowledge on the changing environment. The modified ReAct framework further enhances the execution space by providing real-time environmental perception and the outcomes of physical actions. By combining robust and dynamic semantic map representations as graphs with control components and failure explanations, this architecture enhances a robot adaptability, task execution, and seamless collaboration with human users in shared and dynamic environments. Through the integration of continuous feedback loops with the environment the system can dynamically adjusts the plan to accommodate unexpected changes, optimizing the robot ability to perform tasks. Using a dataset of previous experience is possible to provide detailed feedback about the failure. Updating the LLMs context of the next iteration with suggestion on how to overcame the issue.

  • 3 authors
·
Nov 22, 2024 2

User-Oriented Multi-Turn Dialogue Generation with Tool Use at scale

The recent paradigm shift toward large reasoning models (LRMs) as autonomous agents has intensified the demand for sophisticated, multi-turn tool-use capabilities. Yet, existing datasets and data-generation approaches are limited by static, predefined toolsets that cannot scale to the complexity of open-ended human-agent collaboration. To address this, we initially developed a framework for automated task-oriented multi-turn dialogue generation at scale, utilizing an LRM-based simulator to dynamically generate high-value, domain-specific tools to solve specified tasks. However, we observe that a purely task-oriented design often results in "solely task-solving" trajectories, where the agent completes the objective with minimal interaction, failing to generate the high turn-count conversations seen in realistic scenarios. To bridge this gap, we shift toward a user-oriented simulation paradigm. By decoupling task generation from a dedicated user simulator that mimics human behavioral rules - such as incremental request-making and turn-by-turn feedback - we facilitate more authentic, extended multi-turn dialogues that reflect the iterative nature of real-world problem solving. Our generation pipeline operates as a versatile, plug-and-play module capable of initiating generation from any state, ensuring high scalability in producing extended tool-use data. Furthermore, by facilitating multiple task completions within a single trajectory, it yields a high-density dataset that reflects the multifaceted demands of real-world human-agent interaction.

upstage upstage
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Jan 13 3

Action Flow Matching for Continual Robot Learning

Continual learning in robotics seeks systems that can constantly adapt to changing environments and tasks, mirroring human adaptability. A key challenge is refining dynamics models, essential for planning and control, while addressing issues such as safe adaptation, catastrophic forgetting, outlier management, data efficiency, and balancing exploration with exploitation -- all within task and onboard resource constraints. Towards this goal, we introduce a generative framework leveraging flow matching for online robot dynamics model alignment. Rather than executing actions based on a misaligned model, our approach refines planned actions to better match with those the robot would take if its model was well aligned. We find that by transforming the actions themselves rather than exploring with a misaligned model -- as is traditionally done -- the robot collects informative data more efficiently, thereby accelerating learning. Moreover, we validate that the method can handle an evolving and possibly imperfect model while reducing, if desired, the dependency on replay buffers or legacy model snapshots. We validate our approach using two platforms: an unmanned ground vehicle and a quadrotor. The results highlight the method's adaptability and efficiency, with a record 34.2\% higher task success rate, demonstrating its potential towards enabling continual robot learning. Code: https://github.com/AlejandroMllo/action_flow_matching.

  • 2 authors
·
Apr 25, 2025 1

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

EgoVid-5M: A Large-Scale Video-Action Dataset for Egocentric Video Generation

Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant potential for enhancing applications in virtual reality, augmented reality, and gaming. However, the generation of egocentric videos presents substantial challenges due to the dynamic nature of egocentric viewpoints, the intricate diversity of actions, and the complex variety of scenes encountered. Existing datasets are inadequate for addressing these challenges effectively. To bridge this gap, we present EgoVid-5M, the first high-quality dataset specifically curated for egocentric video generation. EgoVid-5M encompasses 5 million egocentric video clips and is enriched with detailed action annotations, including fine-grained kinematic control and high-level textual descriptions. To ensure the integrity and usability of the dataset, we implement a sophisticated data cleaning pipeline designed to maintain frame consistency, action coherence, and motion smoothness under egocentric conditions. Furthermore, we introduce EgoDreamer, which is capable of generating egocentric videos driven simultaneously by action descriptions and kinematic control signals. The EgoVid-5M dataset, associated action annotations, and all data cleansing metadata will be released for the advancement of research in egocentric video generation.

  • 9 authors
·
Nov 13, 2024 3

VAG: Dual-Stream Video-Action Generation for Embodied Data Synthesis

Recent advances in robot foundation models trained on large-scale human teleoperation data have enabled robots to perform increasingly complex real-world tasks. However, scaling these systems remains difficult because collecting task-specific demonstrations is expensive and labor-intensive. Synthetic data, especially generated videos, offer a promising direction, but existing World Models (WMs) are not directly suitable for policy learning since they do not provide paired action trajectories. World-Action (WA) models partially address this by predicting actions with visual outputs, yet often lack strong video-action alignment, while two-stage pipelines that generate video first and then infer actions introduce inefficiency and error accumulation. To address these limitations, we propose VAG, a unified flow-matching-based dual-stream framework that jointly generates video and action under visual and language conditioning. By synchronizing denoising in both branches and using an adaptive 3D pooling mechanism to transfer compact global video context to the action branch, VAG improves cross-modal consistency during generation. Across both simulated and real-world settings, VAG produces aligned video-action pairs with competitive prediction quality, supports executable trajectory replay, and provides useful synthetic pretraining data that improves downstream policy generalization, indicating its potential as a practical world-action model for embodied data synthesis.

  • 13 authors
·
Apr 9

World Action Models: The Next Frontier in Embodied AI

Vision-Language-Action (VLA) models have achieved strong semantic generalization for embodied policy learning, yet they learn reactive observation-to-action mappings without explicitly modeling how the physical world evolves under intervention. A growing body of work addresses this limitation by integrating world models, predictive models of environment dynamics, into the action generation pipeline. We term this emerging paradigm World Action Models (WAMs): embodied foundation models that unify predictive state modeling with action generation, targeting a joint distribution over future states and actions rather than actions alone. However, the literature remains fragmented across architectures, learning objectives, and application scenarios, lacking a unified conceptual framework. We formally define WAMs and disambiguate them from related concepts, and trace the foundations and early integration of VLA and world model research that gave rise to this paradigm. We organize existing methods into a structured taxonomy of Cascaded and Joint WAMs, with further subdivision by generation modality, conditioning mechanism, and action decoding strategy. We systematically analyze the data ecosystem fueling WAMs development, spanning robot teleoperation, portable human demonstrations, simulation, and internet-scale egocentric video, and synthesize emerging evaluation protocols organized around visual fidelity, physical commonsense, and action plausibility. Overall, this survey provides the first systematic account of the WAMs landscape, clarifies key architectural paradigms and their trade-offs, and identifies open challenges and future opportunities for this rapidly evolving field.

OpenMOSS-Team OpenMOSS
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May 11 2

CUA-Suite: Massive Human-annotated Video Demonstrations for Computer-Use Agents

Computer-use agents (CUAs) hold great promise for automating complex desktop workflows, yet progress toward general-purpose agents is bottlenecked by the scarcity of continuous, high-quality human demonstration videos. Recent work emphasizes that continuous video, not sparse screenshots, is the critical missing ingredient for scaling these agents. However, the largest existing open dataset, ScaleCUA, contains only 2 million screenshots, equating to less than 20 hours of video. To address this bottleneck, we introduce CUA-Suite, a large-scale ecosystem of expert video demonstrations and dense annotations for professional desktop computer-use agents. At its core is VideoCUA, which provides approximately 10,000 human-demonstrated tasks across 87 diverse applications with continuous 30 fps screen recordings, kinematic cursor traces, and multi-layerfed reasoning annotations, totaling approximately 55 hours and 6 million frames of expert video. Unlike sparse datasets that capture only final click coordinates, these continuous video streams preserve the full temporal dynamics of human interaction, forming a superset of information that can be losslessly transformed into the formats required by existing agent frameworks. CUA-Suite further provides two complementary resources: UI-Vision, a rigorous benchmark for evaluating grounding and planning capabilities in CUAs, and GroundCUA, a large-scale grounding dataset with 56K annotated screenshots and over 3.6 million UI element annotations. Preliminary evaluation reveals that current foundation action models struggle substantially with professional desktop applications (~60% task failure rate). Beyond evaluation, CUA-Suite's rich multimodal corpus supports emerging research directions including generalist screen parsing, continuous spatial control, video-based reward modeling, and visual world models. All data and models are publicly released.

ServiceNow ServiceNow
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Mar 25 5

WildWorld: A Large-Scale Dataset for Dynamic World Modeling with Actions and Explicit State toward Generative ARPG

Dynamical systems theory and reinforcement learning view world evolution as latent-state dynamics driven by actions, with visual observations providing partial information about the state. Recent video world models attempt to learn this action-conditioned dynamics from data. However, existing datasets rarely match the requirement: they typically lack diverse and semantically meaningful action spaces, and actions are directly tied to visual observations rather than mediated by underlying states. As a result, actions are often entangled with pixel-level changes, making it difficult for models to learn structured world dynamics and maintain consistent evolution over long horizons. In this paper, we propose WildWorld, a large-scale action-conditioned world modeling dataset with explicit state annotations, automatically collected from a photorealistic AAA action role-playing game (Monster Hunter: Wilds). WildWorld contains over 108 million frames and features more than 450 actions, including movement, attacks, and skill casting, together with synchronized per-frame annotations of character skeletons, world states, camera poses, and depth maps. We further derive WildBench to evaluate models through Action Following and State Alignment. Extensive experiments reveal persistent challenges in modeling semantically rich actions and maintaining long-horizon state consistency, highlighting the need for state-aware video generation. The project page is https://shandaai.github.io/wildworld-project/.

AlayaLab Alaya Studio
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Mar 24 4

DreamDojo: A Generalist Robot World Model from Large-Scale Human Videos

Being able to simulate the outcomes of actions in varied environments will revolutionize the development of generalist agents at scale. However, modeling these world dynamics, especially for dexterous robotics tasks, poses significant challenges due to limited data coverage and scarce action labels. As an endeavor towards this end, we introduce DreamDojo, a foundation world model that learns diverse interactions and dexterous controls from 44k hours of egocentric human videos. Our data mixture represents the largest video dataset to date for world model pretraining, spanning a wide range of daily scenarios with diverse objects and skills. To address the scarcity of action labels, we introduce continuous latent actions as unified proxy actions, enhancing interaction knowledge transfer from unlabeled videos. After post-training on small-scale target robot data, DreamDojo demonstrates a strong understanding of physics and precise action controllability. We also devise a distillation pipeline that accelerates DreamDojo to a real-time speed of 10.81 FPS and further improves context consistency. Our work enables several important applications based on generative world models, including live teleoperation, policy evaluation, and model-based planning. Systematic evaluation on multiple challenging out-of-distribution (OOD) benchmarks verifies the significance of our method for simulating open-world, contact-rich tasks, paving the way for general-purpose robot world models.

nvidia NVIDIA
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Feb 6 1

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
·
Apr 12

Driving Intents Amplify Planning-Oriented Reinforcement Learning

Continuous-action policies trained on a single demonstrated trajectory per scene suffer from mode collapse: samples cluster around the demonstrated maneuver and the policy cannot represent semantically distinct alternatives. Under preference-based evaluation, this caps best-of-N performance -- even oracle selection cannot recover what the sampling distribution does not contain. We introduce DIAL, a two-stage Driving-Intent-Amplified reinforcement Learning framework for preference-aligned continuous-action driving policies. In the first stage, DIAL conditions the flow-matching action head on a discrete intent label with classifier-free guidance (CFG), which expands the sampling distribution along distinct maneuver modes and breaks single-demonstration mode collapse. In the second stage, DIAL carries this expanded distribution into preference RL through multi-intent GRPO, which spans all intent classes within every preference group and prevents fine-tuning from re-collapsing around the currently preferred mode. Instantiated for end-to-end driving with eight rule-derived intents and evaluated on WOD-E2E: competitive Vision-to-Action (VA) and Vision-Language-Action (VLA) Supervised Finetuning (SFT) baselines plateau below the human-driven demonstration at best-of-128, with the strongest prior (RAP) capping at Rater Feedback Score (RFS) 8.5 even with best-of-64; intent-CFG sampling lifts this ceiling to RFS 9.14 at best-of-128, surpassing both the prior best (RAP 8.5) and the human-driven demonstration (8.13) for the first time; and multi-intent GRPO improves held-out RFS from 7.681 to 8.211, while every single-intent baseline peaks lower and degrades by training end. These results suggest that the bottleneck of preference RL on continuous-action policies trained from demonstrations is not only how to update the policy, but to expand and preserve the sampling distribution being optimized.

  • 7 authors
·
May 11

Retrieve-then-Steer: Online Success Memory for Test-Time Adaptation of Generative VLAs

Vision-Language-Action (VLA) models show strong potential for general-purpose robotic manipulation, yet their closed-loop reliability often degrades under local deployment conditions. Existing evaluations typically treat test episodes as independent zero-shot trials. However, real robots often operate repeatedly in the same or slowly changing environments, where successful executions provide environment-verified evidence of reliable behavior patterns. We study this persistent-deployment setting, asking whether a partially competent frozen VLA can improve its reliability by reusing its successful test-time experience. We propose an online success-memory guided test-time adaptation framework for generative VLAs. During deployment, the robot stores progress-calibrated successful observation-action segments in a long-term memory. At inference, it retrieves state-relevant action chunks, filters inconsistent candidates via trajectory-level consistency, and aggregates them into an elite action prior. To incorporate this prior into action generation, we introduce confidence-adaptive prior guidance, which injects the elite prior into an intermediate state of the flow-matching action sampler and adjusts the guidance strength based on retrieval confidence. This design allows the frozen VLA to exploit environment-specific successful experience while preserving observation-conditioned generative refinement. This retrieve-then-steer mechanism enables lightweight, non-parametric test-time adaptation without requiring parameter updates. Simulation and real-world experiments show improved task success and closed-loop stability, especially in long-horizon and multi-stage tasks.

  • 9 authors
·
May 11

VideoAgent: Self-Improving Video Generation

Video generation has been used to generate visual plans for controlling robotic systems. Given an image observation and a language instruction, previous work has generated video plans which are then converted to robot controls to be executed. However, a major bottleneck in leveraging video generation for control lies in the quality of the generated videos, which often suffer from hallucinatory content and unrealistic physics, resulting in low task success when control actions are extracted from the generated videos. While scaling up dataset and model size provides a partial solution, integrating external feedback is both natural and essential for grounding video generation in the real world. With this observation, we propose VideoAgent for self-improving generated video plans based on external feedback. Instead of directly executing the generated video plan, VideoAgent first refines the generated video plans using a novel procedure which we call self-conditioning consistency, allowing inference-time compute to be turned into better generated video plans. As the refined video plan is being executed, VideoAgent can collect additional data from the environment to further improve video plan generation. Experiments in simulated robotic manipulation from MetaWorld and iTHOR show that VideoAgent drastically reduces hallucination, thereby boosting success rate of downstream manipulation tasks. We further illustrate that VideoAgent can effectively refine real-robot videos, providing an early indicator that robots can be an effective tool in grounding video generation in the physical world. Video demos and code can be found at https://video-as-agent.github.io.

  • 7 authors
·
Oct 13, 2024

Learning Human Skill Generators at Key-Step Levels

We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for embodied intelligence. Although current video generation models can synthesis simple and atomic human operations, they struggle with human skills due to their complex procedure process. Human skills involve multi-step, long-duration actions and complex scene transitions, so the existing naive auto-regressive methods for synthesizing long videos cannot generate human skills. To address this, we propose a novel task, the Key-step Skill Generation (KS-Gen), aimed at reducing the complexity of generating human skill videos. Given the initial state and a skill description, the task is to generate video clips of key steps to complete the skill, rather than a full-length video. To support this task, we introduce a carefully curated dataset and define multiple evaluation metrics to assess performance. Considering the complexity of KS-Gen, we propose a new framework for this task. First, a multimodal large language model (MLLM) generates descriptions for key steps using retrieval argument. Subsequently, we use a Key-step Image Generator (KIG) to address the discontinuity between key steps in skill videos. Finally, a video generation model uses these descriptions and key-step images to generate video clips of the key steps with high temporal consistency. We offer a detailed analysis of the results, hoping to provide more insights on human skill generation. All models and data are available at https://github.com/MCG-NJU/KS-Gen.

  • 7 authors
·
Feb 12, 2025

APT: Action Expert Pretraining Improves Instruction Generalization of Vision-Language-Action Policies

Vision-Language-Action (VLA) models that couple pretrained Vision-Language Models (VLMs) with continuous action experts have achieved strong manipulation performance, yet generalization to out-of-distribution (OOD) language instructions remains poor. A known challenge is the structural imbalance in VLA data, where language is far less diverse than visual and action content, making policies prone to visual shortcuts. While discrete-action methods mitigate this through vision-language co-training, continuous action experts lack such protection: they start from random initialization and learn entirely from imbalanced data, producing noisy gradients that corrupt the VLM and fail to exploit its language capability. We address this from a Bayesian perspective, factorizing the policy into a language-agnostic Vision-Action (VA) prior and a language-conditioned VLA likelihood, and propose APT, a two-stage training method emphasizing Action expert PreTraining. In Stage 1, the action expert is pretrained as a VA prior on vision-action pairs from a frozen VLM, bypassing the language imbalance. In Stage 2, language tokens are injected through a gated fusion mechanism that integrates VLM features while preserving the learned visuomotor prior. APT applies to mainstream VLA architectures, including the π and GR00T-style architectures. Comprehensive experiments validate that APT achieves consistent gains on unseen instructions and compositional tasks. Project Page: https://xukechun.github.io/papers/APT/

WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation

Recent advances in video diffusion transformers have enabled interactive gaming world models that allow users to explore generated environments over extended horizons. However, existing approaches struggle with precise action control and long-horizon 3D consistency. Most prior works treat user actions as abstract conditioning signals, overlooking the fundamental geometric coupling between actions and the 3D world, whereby actions induce relative camera motions that accumulate into a global camera pose within a 3D world. In this paper, we establish camera pose as a unifying geometric representation to jointly ground immediate action control and long-term 3D consistency. First, we define a physics-based continuous action space and represent user inputs in the Lie algebra to derive precise 6-DoF camera poses, which are injected into the generative model via a camera embedder to ensure accurate action alignment. Second, we use global camera poses as spatial indices to retrieve relevant past observations, enabling geometrically consistent revisiting of locations during long-horizon navigation. To support this research, we introduce a large-scale dataset comprising 3,000 minutes of authentic human gameplay annotated with camera trajectories and textual descriptions. Extensive experiments show that our approach substantially outperforms state-of-the-art interactive gaming world models in action controllability, long-horizon visual quality, and 3D spatial consistency.

adobe Adobe
·
Mar 17 2

Think Before You Move: Latent Motion Reasoning for Text-to-Motion Generation

Current state-of-the-art paradigms predominantly treat Text-to-Motion (T2M) generation as a direct translation problem, mapping symbolic language directly to continuous poses. While effective for simple actions, this System 1 approach faces a fundamental theoretical bottleneck we identify as the Semantic-Kinematic Impedance Mismatch: the inherent difficulty of grounding semantically dense, discrete linguistic intent into kinematically dense, high-frequency motion data in a single shot. In this paper, we argue that the solution lies in an architectural shift towards Latent System 2 Reasoning. Drawing inspiration from Hierarchical Motor Control in cognitive science, we propose Latent Motion Reasoning (LMR) that reformulates generation as a two-stage Think-then-Act decision process. Central to LMR is a novel Dual-Granularity Tokenizer that disentangles motion into two distinct manifolds: a compressed, semantically rich Reasoning Latent for planning global topology, and a high-frequency Execution Latent for preserving physical fidelity. By forcing the model to autoregressively reason (plan the coarse trajectory) before it moves (instantiates the frames), we effectively bridge the ineffability gap between language and physics. We demonstrate LMR's versatility by implementing it for two representative baselines: T2M-GPT (discrete) and MotionStreamer (continuous). Extensive experiments show that LMR yields non-trivial improvements in both semantic alignment and physical plausibility, validating that the optimal substrate for motion planning is not natural language, but a learned, motion-aligned concept space. Codes and demos can be found in https://chenhaoqcdyq.github.io/LMR/{https://chenhaoqcdyq.github.io/LMR/}

  • 10 authors
·
Dec 30, 2025

Learning Latent Action World Models In The Wild

Agents capable of reasoning and planning in the real world require the ability of predicting the consequences of their actions. While world models possess this capability, they most often require action labels, that can be complex to obtain at scale. This motivates the learning of latent action models, that can learn an action space from videos alone. Our work addresses the problem of learning latent actions world models on in-the-wild videos, expanding the scope of existing works that focus on simple robotics simulations, video games, or manipulation data. While this allows us to capture richer actions, it also introduces challenges stemming from the video diversity, such as environmental noise, or the lack of a common embodiment across videos. To address some of the challenges, we discuss properties that actions should follow as well as relevant architectural choices and evaluations. We find that continuous, but constrained, latent actions are able to capture the complexity of actions from in-the-wild videos, something that the common vector quantization does not. We for example find that changes in the environment coming from agents, such as humans entering the room, can be transferred across videos. This highlights the capability of learning actions that are specific to in-the-wild videos. In the absence of a common embodiment across videos, we are mainly able to learn latent actions that become localized in space, relative to the camera. Nonetheless, we are able to train a controller that maps known actions to latent ones, allowing us to use latent actions as a universal interface and solve planning tasks with our world model with similar performance as action-conditioned baselines. Our analyses and experiments provide a step towards scaling latent action models to the real world.

  • 6 authors
·
Jan 8

ACoT-VLA: Action Chain-of-Thought for Vision-Language-Action Models

Vision-Language-Action (VLA) models have emerged as essential generalist robot policies for diverse manipulation tasks, conventionally relying on directly translating multimodal inputs into actions via Vision-Language Model (VLM) embeddings. Recent advancements have introduced explicit intermediary reasoning, such as sub-task prediction (language) or goal image synthesis (vision), to guide action generation. However, these intermediate reasoning are often indirect and inherently limited in their capacity to convey the full, granular information required for precise action execution. Instead, we posit that the most effective form of reasoning is one that deliberates directly in the action space. We introduce Action Chain-of-Thought (ACoT), a paradigm where the reasoning process itself is formulated as a structured sequence of coarse action intents that guide the final policy. In this paper, we propose ACoT-VLA, a novel architecture that materializes the ACoT paradigm. Specifically, we introduce two complementary components: an Explicit Action Reasoner (EAR) and Implicit Action Reasoner (IAR). The former proposes coarse reference trajectories as explicit action-level reasoning steps, while the latter extracts latent action priors from internal representations of multimodal input, co-forming an ACoT that conditions the downstream action head to enable grounded policy learning. Extensive experiments in real-world and simulation environments demonstrate the superiority of our proposed method, which achieves 98.5%, 84.1%, and 47.4% on LIBERO, LIBERO-Plus and VLABench, respectively.

agibot-world AgiBot World
·
Jan 16 3

Do What You Say: Steering Vision-Language-Action Models via Runtime Reasoning-Action Alignment Verification

Reasoning Vision Language Action (VLA) models improve robotic instruction-following by generating step-by-step textual plans before low-level actions, an approach inspired by Chain-of-Thought (CoT) reasoning in language models. Yet even with a correct textual plan, the generated actions can still miss the intended outcomes in the plan, especially in out-of-distribution (OOD) scenarios. We formalize this phenomenon as a lack of embodied CoT faithfulness, and introduce a training-free, runtime policy steering method for reasoning-action alignment. Given a reasoning VLA's intermediate textual plan, our framework samples multiple candidate action sequences from the same model, predicts their outcomes via simulation, and uses a pre-trained Vision-Language Model (VLM) to select the sequence whose outcome best aligns with the VLA's own textual plan. Only executing action sequences that align with the textual reasoning turns our base VLA's natural action diversity from a source of error into a strength, boosting robustness to semantic and visual OOD perturbations and enabling novel behavior composition without costly re-training. We also contribute a reasoning-annotated extension of LIBERO-100, environment variations tailored for OOD evaluation, and demonstrate up to 15% performance gain over prior work on behavior composition tasks and scales with compute and data diversity. Project Website at: https://yilin-wu98.github.io/steering-reasoning-vla/

  • 6 authors
·
Oct 17, 2025

A Systematic Study of Data Modalities and Strategies for Co-training Large Behavior Models for Robot Manipulation

Large behavior models have shown strong dexterous manipulation capabilities by extending imitation learning to large-scale training on multi-task robot data, yet their generalization remains limited by the insufficient robot data coverage. To expand this coverage without costly additional data collection, recent work relies on co-training: jointly learning from target robot data and heterogeneous data modalities. However, how different co-training data modalities and strategies affect policy performance remains poorly understood. We present a large-scale empirical study examining five co-training data modalities: standard vision-language data, dense language annotations for robot trajectories, cross-embodiment robot data, human videos, and discrete robot action tokens across single- and multi-phase training strategies. Our study leverages 4,000 hours of robot and human manipulation data and 50M vision-language samples to train vision-language-action policies. We evaluate 89 policies over 58,000 simulation rollouts and 2,835 real-world rollouts. Our results show that co-training with forms of vision-language and cross-embodiment robot data substantially improves generalization to distribution shifts, unseen tasks, and language following, while discrete action token variants yield no significant benefits. Combining effective modalities produces cumulative gains and enables rapid adaptation to unseen long-horizon dexterous tasks via fine-tuning. Training exclusively on robot data degrades the visiolinguistic understanding of the vision-language model backbone, while co-training with effective modalities restores these capabilities. Explicitly conditioning action generation on chain-of-thought traces learned from co-training data does not improve performance in our simulation benchmark. Together, these results provide practical guidance for building scalable generalist robot policies.

  • 12 authors
·
Jan 31

GUI-360: A Comprehensive Dataset and Benchmark for Computer-Using Agents

We introduce GUI-360^circ, a large-scale, comprehensive dataset and benchmark suite designed to advance computer-using agents (CUAs). CUAs present unique challenges and is constrained by three persistent gaps: a scarcity of real-world CUA tasks, the lack of automated collection-and-annotation pipelines for multi-modal trajectories, and the absence of a unified benchmark that jointly evaluates GUI grounding, screen parsing, and action prediction. GUI-360^circ addresses these gaps with an LLM-augmented, largely automated pipeline for query sourcing, environment-template construction, task instantiation, batched execution, and LLM-driven quality filtering. The released corpus contains over 1.2M executed action steps across thousands of trajectories in popular Windows office applications, and includes full-resolution screenshots, accessibility metadata when available, instantiated goals, intermediate reasoning traces, and both successful and failed action trajectories. The dataset supports three canonical tasks, GUI grounding, screen parsing, and action prediction, and a hybrid GUI+API action space that reflects modern agent designs. Benchmarking state-of-the-art vision--language models on GUI-360^circ reveals substantial out-of-the-box shortcomings in grounding and action prediction; supervised fine-tuning and reinforcement learning yield significant gains but do not close the gap to human-level reliability. We release GUI-360^circ and accompanying code to facilitate reproducible research and accelerate progress on robust desktop CUAs. The full dataset has been made public on https://huggingface.co/datasets/vyokky/GUI-360.

microsoft Microsoft
·
Nov 6, 2025 2

Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control

Reinforcement learning (RL) is rapidly reaching and surpassing human-level control capabilities. However, state-of-the-art RL algorithms often require timesteps and reaction times significantly faster than human capabilities, which is impractical in real-world settings and typically necessitates specialized hardware. Such speeds are difficult to achieve in the real world and often requires specialized hardware. We introduce Sequence Reinforcement Learning (SRL), an RL algorithm designed to produce a sequence of actions for a given input state, enabling effective control at lower decision frequencies. SRL addresses the challenges of learning action sequences by employing both a model and an actor-critic architecture operating at different temporal scales. We propose a "temporal recall" mechanism, where the critic uses the model to estimate intermediate states between primitive actions, providing a learning signal for each individual action within the sequence. Once training is complete, the actor can generate action sequences independently of the model, achieving model-free control at a slower frequency. We evaluate SRL on a suite of continuous control tasks, demonstrating that it achieves performance comparable to state-of-the-art algorithms while significantly reducing actor sample complexity. To better assess performance across varying decision frequencies, we introduce the Frequency-Averaged Score (FAS) metric. Our results show that SRL significantly outperforms traditional RL algorithms in terms of FAS, making it particularly suitable for applications requiring variable decision frequencies. Additionally, we compare SRL with model-based online planning, showing that SRL achieves superior FAS while leveraging the same model during training that online planners use for planning.

  • 2 authors
·
Oct 11, 2024

GigaWorld-Policy: An Efficient Action-Centered World--Action Model

World-Action Models (WAM) initialized from pre-trained video generation backbones have demonstrated remarkable potential for robot policy learning. However, existing approaches face two critical bottlenecks that hinder performance and deployment. First, jointly reasoning over future visual dynamics and corresponding actions incurs substantial inference overhead. Second, joint modeling often entangles visual and motion representations, making motion prediction accuracy heavily dependent on the quality of future video forecasts. To address these issues, we introduce GigaWorld-Policy, an action-centered WAM that learns 2D pixel-action dynamics while enabling efficient action decoding, with optional video generation. Specifically, we formulate policy training into two coupled components: the model predicts future action sequences conditioned on the current observation, and simultaneously generates future videos conditioned on the predicted actions and the same observation. The policy is supervised by both action prediction and video generation, providing richer learning signals and encouraging physically plausible actions through visual-dynamics constraints. With a causal design that prevents future-video tokens from influencing action tokens, explicit future-video generation is optional at inference time, allowing faster action prediction during deployment. To support this paradigm, we curate a diverse, large-scale robot dataset to pre-train an action-centered video generation model, which is then adapted as the backbone for robot policy learning. Experimental results on real-world robotic platforms show that GigaWorld-Policy runs 9x faster than the leading WAM baseline, Motus, while improving task success rates by 7%. Moreover, compared with pi-0.5, GigaWorld-Policy improves performance by 95% on RoboTwin 2.0.

open-gigaai GigaAI
·
Mar 17 2

Evaluating Gemini Robotics Policies in a Veo World Simulator

Generative world models hold significant potential for simulating interactions with visuomotor policies in varied environments. Frontier video models can enable generation of realistic observations and environment interactions in a scalable and general manner. However, the use of video models in robotics has been limited primarily to in-distribution evaluations, i.e., scenarios that are similar to ones used to train the policy or fine-tune the base video model. In this report, we demonstrate that video models can be used for the entire spectrum of policy evaluation use cases in robotics: from assessing nominal performance to out-of-distribution (OOD) generalization, and probing physical and semantic safety. We introduce a generative evaluation system built upon a frontier video foundation model (Veo). The system is optimized to support robot action conditioning and multi-view consistency, while integrating generative image-editing and multi-view completion to synthesize realistic variations of real-world scenes along multiple axes of generalization. We demonstrate that the system preserves the base capabilities of the video model to enable accurate simulation of scenes that have been edited to include novel interaction objects, novel visual backgrounds, and novel distractor objects. This fidelity enables accurately predicting the relative performance of different policies in both nominal and OOD conditions, determining the relative impact of different axes of generalization on policy performance, and performing red teaming of policies to expose behaviors that violate physical or semantic safety constraints. We validate these capabilities through 1600+ real-world evaluations of eight Gemini Robotics policy checkpoints and five tasks for a bimanual manipulator.

deepmind Deepmind
·
Dec 11, 2025 2

VideoPhy-2: A Challenging Action-Centric Physical Commonsense Evaluation in Video Generation

Large-scale video generative models, capable of creating realistic videos of diverse visual concepts, are strong candidates for general-purpose physical world simulators. However, their adherence to physical commonsense across real-world actions remains unclear (e.g., playing tennis, backflip). Existing benchmarks suffer from limitations such as limited size, lack of human evaluation, sim-to-real gaps, and absence of fine-grained physical rule analysis. To address this, we introduce VideoPhy-2, an action-centric dataset for evaluating physical commonsense in generated videos. We curate 200 diverse actions and detailed prompts for video synthesis from modern generative models. We perform human evaluation that assesses semantic adherence, physical commonsense, and grounding of physical rules in the generated videos. Our findings reveal major shortcomings, with even the best model achieving only 22% joint performance (i.e., high semantic and physical commonsense adherence) on the hard subset of VideoPhy-2. We find that the models particularly struggle with conservation laws like mass and momentum. Finally, we also train VideoPhy-AutoEval, an automatic evaluator for fast, reliable assessment on our dataset. Overall, VideoPhy-2 serves as a rigorous benchmark, exposing critical gaps in video generative models and guiding future research in physically-grounded video generation. The data and code is available at https://videophy2.github.io/.

  • 6 authors
·
Mar 8, 2025

Watch and Learn: Learning to Use Computers from Online Videos

Computer use agents (CUAs) need to plan task workflows grounded in diverse, ever-changing applications and environments, but learning is hindered by the scarcity of large-scale, high-quality training data in the target application. Existing datasets are domain-specific, static, and costly to annotate, while current synthetic data generation methods often yield simplistic or misaligned task demonstrations. To address these limitations, we introduce Watch & Learn (W&L), a framework that converts human demonstration videos readily available on the Internet into executable UI trajectories at scale. Instead of directly generating trajectories or relying on ad hoc reasoning heuristics, we cast the problem as an inverse dynamics objective: predicting the user's action from consecutive screen states. This formulation reduces manual engineering, is easier to learn, and generalizes more robustly across applications. Concretely, we develop an inverse dynamics labeling pipeline with task-aware video retrieval, generate over 53k high-quality trajectories from raw web videos, and demonstrate that these trajectories improve CUAs both as in-context demonstrations and as supervised training data. On the challenging OSWorld benchmark, UI trajectories extracted with W&L consistently enhance both general-purpose and state-of-the-art frameworks in-context, and deliver stronger gains for open-source models under supervised training. These results highlight web-scale human demonstration videos as a practical and scalable foundation for advancing CUAs towards real-world deployment.

google Google
·
Oct 6, 2025 2

Latent Action Reparameterization for Efficient Agent Inference

Large language model (LLM) agents often rely on long sequences of low-level textual actions, resulting in large effective decision horizons and high inference cost. While prior work has focused on improving inference efficiency through system-level optimizations or prompt engineering, we argue that a key bottleneck lies in the representation of the action space itself. We propose Latent Action Reparameterization (LAR), a framework that learns a compact latent action space in which each latent action corresponds to a multi-step semantic behavior. By reparameterizing agent actions into latent units, LAR enables decision making over a shorter effective horizon while preserving the expressiveness of the original action space. Unlike hand-crafted macros or hierarchical controllers, latent actions are learned from agent trajectories and integrated directly into the model, allowing both planning and execution to operate over abstract action representations. Across a range of LLM-based agent benchmarks, LAR significantly reduces the effective action horizon and improves inference efficiency under fixed compute budgets. As a consequence, our approach achieves substantial reductions in action tokens and corresponding wall-clock inference time, while maintaining or improving task success rates. These results suggest that action representation learning is a critical and underexplored factor in scaling efficient LLM agent inference, complementary to advances in model architecture and hardware.

  • 14 authors
·
May 18

Large Action Models: From Inception to Implementation

As AI continues to advance, there is a growing demand for systems that go beyond language-based assistance and move toward intelligent agents capable of performing real-world actions. This evolution requires the transition from traditional Large Language Models (LLMs), which excel at generating textual responses, to Large Action Models (LAMs), designed for action generation and execution within dynamic environments. Enabled by agent systems, LAMs hold the potential to transform AI from passive language understanding to active task completion, marking a significant milestone in the progression toward artificial general intelligence. In this paper, we present a comprehensive framework for developing LAMs, offering a systematic approach to their creation, from inception to deployment. We begin with an overview of LAMs, highlighting their unique characteristics and delineating their differences from LLMs. Using a Windows OS-based agent as a case study, we provide a detailed, step-by-step guide on the key stages of LAM development, including data collection, model training, environment integration, grounding, and evaluation. This generalizable workflow can serve as a blueprint for creating functional LAMs in various application domains. We conclude by identifying the current limitations of LAMs and discussing directions for future research and industrial deployment, emphasizing the challenges and opportunities that lie ahead in realizing the full potential of LAMs in real-world applications. The code for the data collection process utilized in this paper is publicly available at: https://github.com/microsoft/UFO/tree/main/dataflow, and comprehensive documentation can be found at https://microsoft.github.io/UFO/dataflow/overview/.

  • 18 authors
·
Dec 13, 2024 5

Aligning Flow Map Policies with Optimal Q-Guidance

Generative policies based on expressive model classes, such as diffusion and flow matching, are well-suited to complex control problems with highly multimodal action distributions. Their expressivity, however, comes at a significant inference cost: generating each action typically requires simulating many steps of the generative process, compounding latency across sequential decision-making rollouts. We introduce flow map policies, a novel class of generative policies designed for fast action generation by learning to take arbitrary-size jumps including one-step jumps-across the generative dynamics of existing flow-based policies. We instantiate flow map policies for offline-to-online reinforcement learning (RL) and formulate online adaptation as a trust-region optimization problem that improves the critic's Q-value while remaining close to the offline policy. We theoretically derive FLOW MAP Q-GUIDANCE (FMQ), a principled closed-form learning target that is optimal for adapting offline flow map policies under a critic-guided trust-region constraint. We further introduce Q-GUIDED BEAM SEARCH (QGBS), a stochastic flow-map sampler that combines renoising with beam search to enable iterative inference-time refinement. Across 12 challenging robotic manipulation and locomotion tasks from OGBench and RoboMimic, FMQ achieves state-of-the-art performance in offline-to-online RL, outperforming the previous one-step policy MVP by a relative improvement of 21.3% on the average success rate.

  • 3 authors
·
May 11

Astra: General Interactive World Model with Autoregressive Denoising

Recent advances in diffusion transformers have empowered video generation models to generate high-quality video clips from texts or images. However, world models with the ability to predict long-horizon futures from past observations and actions remain underexplored, especially for general-purpose scenarios and various forms of actions. To bridge this gap, we introduce Astra, an interactive general world model that generates real-world futures for diverse scenarios (e.g., autonomous driving, robot grasping) with precise action interactions (e.g., camera motion, robot action). We propose an autoregressive denoising architecture and use temporal causal attention to aggregate past observations and support streaming outputs. We use a noise-augmented history memory to avoid over-reliance on past frames to balance responsiveness with temporal coherence. For precise action control, we introduce an action-aware adapter that directly injects action signals into the denoising process. We further develop a mixture of action experts that dynamically route heterogeneous action modalities, enhancing versatility across diverse real-world tasks such as exploration, manipulation, and camera control. Astra achieves interactive, consistent, and general long-term video prediction and supports various forms of interactions. Experiments across multiple datasets demonstrate the improvements of Astra in fidelity, long-range prediction, and action alignment over existing state-of-the-art world models.

THU1911 Tsinghua University
·
Dec 9, 2025