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Oct 5

LightThinker++: From Reasoning Compression to Memory Management

Large language models (LLMs) excel at complex reasoning, yet their efficiency is limited by the surging cognitive overhead of long thought traces. In this paper, we propose LightThinker, a method that enables LLMs to dynamically compress intermediate thoughts into compact semantic representations. However, static compression often struggles with complex reasoning where the irreversible loss of intermediate details can lead to logical bottlenecks. To address this, we evolve the framework into LightThinker++, introducing Explicit Adaptive Memory Management. This paradigm shifts to behavioral-level management by incorporating explicit memory primitives, supported by a specialized trajectory synthesis pipeline to train purposeful memory scheduling. Extensive experiments demonstrate the framework's versatility across three dimensions. (1) LightThinker reduces peak token usage by 70% and inference time by 26% with minimal accuracy loss. (2) In standard reasoning, LightThinker++ slashes peak token usage by 69.9% while yielding a +2.42% accuracy gain under the same context budget for maximum performance. (3) Most notably, in long-horizon agentic tasks, it maintains a stable footprint beyond 80 rounds (a 60%-70% reduction), achieving an average performance gain of 14.8% across different complex scenarios. Overall, our work provides a scalable direction for sustaining deep LLM reasoning over extended horizons with minimal overhead.

From Specification to Deployment: Empirical Evidence from a W3C VC + DID Trust Infrastructure for Autonomous Agents

Autonomous AI agents now transact at production scale -- 69,000 bots executing 165 million transactions across 50 million USDC in cumulative volume on a single marketplace -- without any shared trust layer between participants. Regulatory frameworks (Singapore IMDA, NIST CAISI, EU AI Act) and major AI laboratories (Anthropic, Google) have independently converged on the same structural requirement: an open, portable, cryptographically verifiable trust infrastructure for autonomous agents that no single vendor can deliver alone. This paper presents MolTrust, a production-deployed implementation of such an infrastructure built on W3C Verifiable Credentials 2.0 and Decentralized Identifiers v1.0, with on-chain anchoring on Base Layer 2. The system architecture is organized around four primitives (identity, authorization, behavioral record, portability), a five-party accountability chain, and the Agent Authorization Envelope (AAE) -- a machine-evaluable authorization structure enforced at three layers: cryptographic signatures, API-level credential lifecycle management, and kernel-level syscall monitoring via Falco eBPF integration. The paper documents three distinguishing capabilities: kernel-layer AAE enforcement below the agent process boundary; cross-protocol interoperability through five reproducible test vectors verified against independent implementations; and layered Sybil resistance combining dual-signature interaction proofs, cross-vertical endorsement diversity gating, and principal-DID-linked violation persistence. The reference implementation has been operational since March 2026 across eight credential verticals. Empirical validation at adversarial scale is pending. The contribution is deployment-first evidence that the trust infrastructure regulators and industry have converged on is implementable today using W3C-standardized primitives.

  • 1 authors
·
May 6

Evolving Medical Imaging Agents via Experience-driven Self-skill Discovery

Clinical image interpretation is inherently multi-step and tool-centric: clinicians iteratively combine visual evidence with patient context, quantify findings, and refine their decisions through a sequence of specialized procedures. While LLM-based agents promise to orchestrate such heterogeneous medical tools, existing systems treat tool sets and invocation strategies as static after deployment. This design is brittle under real-world domain shifts, across tasks, and evolving diagnostic requirements, where predefined tool chains frequently degrade and demand costly manual re-design. We propose MACRO, a self-evolving, experience-augmented medical agent that shifts from static tool composition to experience-driven tool discovery. From verified execution trajectories, the agent autonomously identifies recurring effective multi-step tool sequences, synthesizes them into reusable composite tools, and registers these as new high-level primitives that continuously expand its behavioral repertoire. A lightweight image-feature memory grounds tool selection in a visual-clinical context, while a GRPO-like training loop reinforces reliable invocation of discovered composites, enabling closed-loop self-improvement with minimal supervision. Extensive experiments across diverse medical imaging datasets and tasks demonstrate that autonomous composite tool discovery consistently improves multi-step orchestration accuracy and cross-domain generalization over strong baselines and recent state-of-the-art agentic methods, bridging the gap between brittle static tool use and adaptive, context-aware clinical AI assistance. Code will be available upon acceptance.

  • 7 authors
·
Mar 5

PrimitiveAnything: Human-Crafted 3D Primitive Assembly Generation with Auto-Regressive Transformer

Shape primitive abstraction, which decomposes complex 3D shapes into simple geometric elements, plays a crucial role in human visual cognition and has broad applications in computer vision and graphics. While recent advances in 3D content generation have shown remarkable progress, existing primitive abstraction methods either rely on geometric optimization with limited semantic understanding or learn from small-scale, category-specific datasets, struggling to generalize across diverse shape categories. We present PrimitiveAnything, a novel framework that reformulates shape primitive abstraction as a primitive assembly generation task. PrimitiveAnything includes a shape-conditioned primitive transformer for auto-regressive generation and an ambiguity-free parameterization scheme to represent multiple types of primitives in a unified manner. The proposed framework directly learns the process of primitive assembly from large-scale human-crafted abstractions, enabling it to capture how humans decompose complex shapes into primitive elements. Through extensive experiments, we demonstrate that PrimitiveAnything can generate high-quality primitive assemblies that better align with human perception while maintaining geometric fidelity across diverse shape categories. It benefits various 3D applications and shows potential for enabling primitive-based user-generated content (UGC) in games. Project page: https://primitiveanything.github.io

  • 8 authors
·
May 7, 2025 1

Sequential Planning via Anchored Robotic Keypoints

We present Sequential Planning via Anchored Robotic Keypoints, SPARK, a training-free neurosymbolic manipulation system that reaches 43.7% on six LIBERO-PRO position \& task cells, more than doubling CaP-Agent0 and Vision-Language-Action (VLA) baselines. CaP-Agent0, a multi-turn code-generation agent, achieves 18.2% by re-querying an LLM at every turn, but its restart-from-scratch solution proves costly against minor policy failures. Perception is the layer that fails most under position and task changes so SPARK spends its computation there. A single Gemini call composes the plan as a typed behavior tree (BT) of composable primitives, each already containing the low-level control (motion, grasping, depth geometry) a code-generation agent would otherwise regenerate on every trial. The rest of the budget goes to perception: a second Gemini call proposes three alternative text prompts per object, SAM3 evaluates each, and we keep the prompttolabel pair with the most confident detection and a recovery loop then retries a failed primitive against freshly detected objects, with no new LLM call. The alternative prompts add +27.7 points on the spatial suite and +10.0 on the object suite, with the recovery loop adding +5.0 overall. SPARK runs the same primitives on three robot families (UR10e, Franka FR3, bimanual Franka) across nine unique tasks at twenty trials each, averaging 68%. Since the detector, planner, and controller modules sit behind the typed plan, they swap independently without training, and each primitive's checkable post-condition traces a failure to the corresponding module or a kinematic limit. Every trial logs a verified, labeled trajectory, so a training-free planner that already beats VLAs can supply the data those policies need without teleoperation. Project page: https://cwru-aism.github.io/spark-page/

  • 6 authors
·
Jun 28

Scaling Behavior Foundation Model for Humanoid Robots

Humanoid control requires natural whole-body coordination, precise real-time responses to control signals, and robust generalization across diverse environmental contexts, making it a cornerstone for generalist embodied agents. Behavior Foundation Models (BFMs) have recently emerged as a promising solution to address these challenges by leveraging large-scale behavioral data to achieve superior expressiveness, versatility and generalization. However, despite growing interest in scaling BFMs to further improve their capabilities, it remains unclear how key factors, including the learning paradigm, behavioral data and model architecture should be coordinated to enable effective scaling. In this work, we revisit the scaling recipe for BFMs and demonstrate that substantial performance gains can be achieved through the coordination of three core components: 1) the learning paradigm of motion tracking that reformulates diverse humanoid control problems as the reproduction of integrated whole-body behaviors in the global frame; 2) the strategic synergy between on-policy rollout quantity and reference motion diversity; and 3) the expressive and scalable model architecture termed Humanoid Transformer that facilitates the natural emergence of structured behavioral representations. Through extensive experiments in both simulation and real-world deployment, we demonstrate that our approach yields significant improvements in control fidelity and task generalization, reducing Mean Per-Keypoint Position Error (MPKPE) on the test set by over 10% in local mode and 82% in global mode compared with existing humanoid controllers. These results establish BFM as a principled and effective foundation for scalable and general-purpose humanoid control.

  • 18 authors
·
Jul 15

Agent Primitives: Reusable Latent Building Blocks for Multi-Agent Systems

While existing multi-agent systems (MAS) can handle complex problems by enabling collaboration among multiple agents, they are often highly task-specific, relying on manually crafted agent roles and interaction prompts, which leads to increased architectural complexity and limited reusability across tasks. Moreover, most MAS communicate primarily through natural language, making them vulnerable to error accumulation and instability in long-context, multi-stage interactions within internal agent histories. In this work, we propose Agent Primitives, a set of reusable latent building blocks for LLM-based MAS. Inspired by neural network design, where complex models are built from reusable components, we observe that many existing MAS architectures can be decomposed into a small number of recurring internal computation patterns. Based on this observation, we instantiate three primitives: Review, Voting and Selection, and Planning and Execution. All primitives communicate internally via key-value (KV) cache, which improves both robustness and efficiency by mitigating information degradation across multi-stage interactions. To enable automatic system construction, an Organizer agent selects and composes primitives for each query, guided by a lightweight knowledge pool of previously successful configurations, forming a primitive-based MAS. Experiments show that primitives-based MAS improve average accuracy by 12.0-16.5\% over single-agent baselines, reduce token usage and inference latency by approximately 3times-4times compared to text-based MAS, while incurring only 1.3times-1.6times overhead relative to single-agent inference and providing more stable performance across model backbones.

  • 5 authors
·
Feb 3 2

Harness Handbook: Making Evolving Agent Harnesses Readable,Navigable, and Editable

The capability of a modern AI agent depends not only on its foundation model but also on its harness, which constructs prompts, manages state, invokes tools, and coordinates execution. As models, APIs, environments, and requirements evolve, the harness must be continually modified. Before such a change can be made, a developer or coding agent must identify all code locations that implement the target behavior. This is difficult because production harnesses are large, tightly coupled, and behaviorally distributed, while modification requests describe what the system should do and repositories are organized by files and modules. Code search, repository indexing, and long-context processing ease inspection, but still leave this behavior-to-code mapping to be recovered by hand. Behavior localization is therefore a central bottleneck in harness evolution. We introduce the Harness Handbook, a behavior-centric representation synthesized automatically from a harness codebase via static analysis and LLM-assisted structuring, linking each behavior to its corresponding source. We also introduce Behavior-Guided Progressive Disclosure (BGPD), which guides agents from high-level behaviors to relevant implementation details and verifies candidate locations against the current source. On diverse modification requests from two open-source harnesses, Handbook-Assisted planning improves behavior localization and edit-plan quality while using fewer planner tokens, with the largest gains on scattered sites, rarely executed paths, and cross-module interactions. Evolving complex agentic systems thus depends not only on generating edits, but also on determining where those edits should be made.

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

SpecFirst: Behavioral Specification Elicitation as a First-Class Step in Agent-Based Program Synthesis from Scratch

LLM-based agents excel at software engineering tasks where an existing codebase provides context, but constructing a program from scratch remains fundamentally harder. Recent benchmarks such as ProgramBench quantify this gap: given only natural-language documentation and an execute-only binary as a behavioral oracle, even frontier models solve fewer than 1% of instances. Existing frameworks conflate documentation reading, behavioral exploration, and code synthesis into a single pass, causing agents to probe insufficiently, lose behavioral intent as context drifts, and propagate early misinterpretations into the final implementation. Inspired by classical requirements engineering, we argue that behavioral specification elicitation should be a first-class phase that precedes implementation. We present SpecFirst, a two-stage framework that forces the specification elicitation before code synthesis. A dedicated spec agent first probes the binary and combines observations with documentation into a structured specification. Next, a code synthesis agent then uses this specification to drive implementation. This decomposition resolves documentation ambiguities before coding begins and provides a stable behavioral reference throughout synthesis. We evaluate SpecFirst on all 200 ProgramBench instances across four models spanning two families and an order of magnitude of capability. SpecFirst consistently outperforms the single-loop baseline, improving test pass rates by 6.9%-21.3% and binary exploration coverage by 9.4%-18.5%, all statistically significant. Behavioral analysis on code synthesis further shows that a prior specification enables earlier and more sustained code construction. Our results demonstrate that an explicit requirements-engineering phase is an effective paradigm for from-scratch program construction.

AI Agent Behavioral Science

Recent advances in large language models (LLMs) have enabled the development of AI agents that exhibit increasingly human-like behaviors, including planning, adaptation, and social dynamics across diverse, interactive, and open-ended scenarios. These behaviors are not solely the product of the internal architectures of the underlying models, but emerge from their integration into agentic systems operating within specific contexts, where environmental factors, social cues, and interaction feedbacks shape behavior over time. This evolution necessitates a new scientific perspective: AI Agent Behavioral Science. Rather than focusing only on internal mechanisms, this perspective emphasizes the systematic observation of behavior, design of interventions to test hypotheses, and theory-guided interpretation of how AI agents act, adapt, and interact over time. We systematize a growing body of research across individual agent, multi-agent, and human-agent interaction settings, and further demonstrate how this perspective informs responsible AI by treating fairness, safety, interpretability, accountability, and privacy as behavioral properties. By unifying recent findings and laying out future directions, we position AI Agent Behavioral Science as a necessary complement to traditional model-centric approaches, providing essential tools for understanding, evaluating, and governing the real-world behavior of increasingly autonomous AI systems.

  • 16 authors
·
Jun 4, 2025 2

Metacognitive Reuse: Turning Recurring LLM Reasoning Into Concise Behaviors

Large language models (LLMs) now solve multi-step problems by emitting extended chains of thought. During the process, they often re-derive the same intermediate steps across problems, inflating token usage and latency. This saturation of the context window leaves less capacity for exploration. We study a simple mechanism that converts recurring reasoning fragments into concise, reusable "behaviors" (name + instruction) via the model's own metacognitive analysis of prior traces. These behaviors are stored in a "behavior handbook" which supplies them to the model in-context at inference or distills them into parameters via supervised fine-tuning. This approach achieves improved test-time reasoning across three different settings - 1) Behavior-conditioned inference: Providing the LLM relevant behaviors in-context during reasoning reduces number of reasoning tokens by up to 46% while matching or improving baseline accuracy; 2) Behavior-guided self-improvement: Without any parameter updates, the model improves its own future reasoning by leveraging behaviors from its own past problem solving attempts. This yields up to 10% higher accuracy than a naive critique-and-revise baseline; and 3) Behavior-conditioned SFT: SFT on behavior-conditioned reasoning traces is more effective at converting non-reasoning models into reasoning models as compared to vanilla SFT. Together, these results indicate that turning slow derivations into fast procedural hints enables LLMs to remember how to reason, not just what to conclude.

  • 4 authors
·
Sep 16, 2025 1

"Who Am I, and Who Else Is Here?" Behavioral Differentiation Without Role Assignment in Multi-Agent LLM Systems

When multiple large language models interact in a shared conversation, do they develop differentiated social roles or converge toward uniform behavior? We present a controlled experimental platform that orchestrates simultaneous multi-agent discussions among 7 heterogeneous LLMs on a unified inference backend, systematically varying group composition, naming conventions, and prompt structure across 12 experimental series (208 runs, 13,786 coded messages). Each message is independently coded on six behavioral flags by two LLM judges from distinct model families (Gemini 3.1 Pro and Claude Sonnet 4.6), achieving mean Cohen's kappa = 0.78 with conservative intersection-based adjudication. Human validation on 609 randomly stratified messages confirmed coding reliability (mean kappa = 0.73 vs. Gemini). We find that (1) heterogeneous groups exhibit significantly richer behavioral differentiation than homogeneous groups (cosine similarity 0.56 vs. 0.85; p < 10^-5, r = 0.70); (2) groups spontaneously exhibit compensatory response patterns when an agent crashes; (3) revealing real model names significantly increases behavioral convergence (cosine 0.56 to 0.77, p = 0.001); and (4) removing all prompt scaffolding converges profiles to homogeneous-level similarity (p < 0.001). Critically, these behaviors are absent when agents operate in isolation, confirming that behavioral diversity is a structured, reproducible phenomenon driven by the interaction of architectural heterogeneity, group context, and prompt-level scaffolding.

  • 1 authors
·
Mar 10

AmadeusGPT: a natural language interface for interactive animal behavioral analysis

The process of quantifying and analyzing animal behavior involves translating the naturally occurring descriptive language of their actions into machine-readable code. Yet, codifying behavior analysis is often challenging without deep understanding of animal behavior and technical machine learning knowledge. To limit this gap, we introduce AmadeusGPT: a natural language interface that turns natural language descriptions of behaviors into machine-executable code. Large-language models (LLMs) such as GPT3.5 and GPT4 allow for interactive language-based queries that are potentially well suited for making interactive behavior analysis. However, the comprehension capability of these LLMs is limited by the context window size, which prevents it from remembering distant conversations. To overcome the context window limitation, we implement a novel dual-memory mechanism to allow communication between short-term and long-term memory using symbols as context pointers for retrieval and saving. Concretely, users directly use language-based definitions of behavior and our augmented GPT develops code based on the core AmadeusGPT API, which contains machine learning, computer vision, spatio-temporal reasoning, and visualization modules. Users then can interactively refine results, and seamlessly add new behavioral modules as needed. We benchmark AmadeusGPT and show we can produce state-of-the-art performance on the MABE 2022 behavior challenge tasks. Note, an end-user would not need to write any code to achieve this. Thus, collectively AmadeusGPT presents a novel way to merge deep biological knowledge, large-language models, and core computer vision modules into a more naturally intelligent system. Code and demos can be found at: https://github.com/AdaptiveMotorControlLab/AmadeusGPT.

  • 5 authors
·
Jul 10, 2023

Tell me about yourself: LLMs are aware of their learned behaviors

We study behavioral self-awareness -- an LLM's ability to articulate its behaviors without requiring in-context examples. We finetune LLMs on datasets that exhibit particular behaviors, such as (a) making high-risk economic decisions, and (b) outputting insecure code. Despite the datasets containing no explicit descriptions of the associated behavior, the finetuned LLMs can explicitly describe it. For example, a model trained to output insecure code says, ``The code I write is insecure.'' Indeed, models show behavioral self-awareness for a range of behaviors and for diverse evaluations. Note that while we finetune models to exhibit behaviors like writing insecure code, we do not finetune them to articulate their own behaviors -- models do this without any special training or examples. Behavioral self-awareness is relevant for AI safety, as models could use it to proactively disclose problematic behaviors. In particular, we study backdoor policies, where models exhibit unexpected behaviors only under certain trigger conditions. We find that models can sometimes identify whether or not they have a backdoor, even without its trigger being present. However, models are not able to directly output their trigger by default. Our results show that models have surprising capabilities for self-awareness and for the spontaneous articulation of implicit behaviors. Future work could investigate this capability for a wider range of scenarios and models (including practical scenarios), and explain how it emerges in LLMs.

  • 6 authors
·
Jan 19, 2025

QDTraj: Exploration of Diverse Trajectory Primitives for Articulated Objects Robotic Manipulation

Thanks to the latest advances in learning and robotics, domestic robots are beginning to enter homes, aiming to execute household chores autonomously. However, robots still struggle to perform autonomous manipulation tasks in open-ended environments. In this context, this paper presents a method that enables a robot to manipulate a wide spectrum of articulated objects. In this paper, we automatically generate different robot low-level trajectory primitives to manipulate given object articulations. A very important point when it comes to generating expert trajectories is to consider the diversity of solutions to achieve the same goal. Indeed, knowing diverse low-level primitives to accomplish the same task enables the robot to choose the optimal solution in its real-world environment, with live constraints and unexpected changes. To do so, we propose a method based on Quality-Diversity algorithms that leverages sparse reward exploration in order to generate a set of diverse and high-performing trajectory primitives for a given manipulation task. We validated our method, QDTraj, by generating diverse trajectories in simulation and deploying them in the real world. QDTraj generates at least 5 times more diverse trajectories for both hinge and slider activation tasks, outperforming the other methods we compared against. We assessed the generalization of our method over 30 articulations of the PartNetMobility articulated object dataset, with an average of 704 different trajectories by task. Code is publicly available at: https://kappel.web.isir.upmc.fr/trajectory_primitive_website

  • 5 authors
·
Apr 23

Prior Prompt Engineering for Reinforcement Fine-Tuning

This paper investigates prior prompt engineering (pPE) in the context of reinforcement fine-tuning (RFT), where language models (LMs) are incentivized to exhibit behaviors that maximize performance through reward signals. While existing RFT research has primarily focused on algorithms, reward shaping, and data curation, the design of the prior prompt--the instructions prepended to queries during training to elicit behaviors such as step-by-step reasoning--remains underexplored. We investigate whether different pPE approaches can guide LMs to internalize distinct behaviors after RFT. Inspired by inference-time prompt engineering (iPE), we translate five representative iPE strategies--reasoning, planning, code-based reasoning, knowledge recall, and null-example utilization--into corresponding pPE approaches. We experiment with Qwen2.5-7B using each of the pPE approaches, then evaluate performance on in-domain and out-of-domain benchmarks (e.g., AIME2024, HumanEval+, and GPQA-Diamond). Our results show that all pPE-trained models surpass their iPE-prompted counterparts, with the null-example pPE approach achieving the largest average performance gain and the highest improvement on AIME2024 and GPQA-Diamond, surpassing the commonly used reasoning approach. Furthermore, by adapting a behavior-classification framework, we demonstrate that different pPE strategies instill distinct behavioral styles in the resulting models. These findings position pPE as a powerful yet understudied axis for RFT.

  • 4 authors
·
May 20, 2025 2

Agent Behavioral Contracts: Formal Specification and Runtime Enforcement for Reliable Autonomous AI Agents

Traditional software relies on contracts -- APIs, type systems, assertions -- to specify and enforce correct behavior. AI agents, by contrast, operate on prompts and natural language instructions with no formal behavioral specification. This gap is the root cause of drift, governance failures, and frequent project failures in agentic AI deployments. We introduce Agent Behavioral Contracts (ABC), a formal framework that brings Design-by-Contract principles to autonomous AI agents. An ABC contract C = (P, I, G, R) specifies Preconditions, Invariants, Governance policies, and Recovery mechanisms as first-class, runtime-enforceable components. We define (p, delta, k)-satisfaction -- a probabilistic notion of contract compliance that accounts for LLM non-determinism and recovery -- and prove a Drift Bounds Theorem showing that contracts with recovery rate gamma > alpha (the natural drift rate) bound behavioral drift to D* = alpha/gamma in expectation, with Gaussian concentration in the stochastic setting. We establish sufficient conditions for safe contract composition in multi-agent chains and derive probabilistic degradation bounds. We implement ABC in AgentAssert, a runtime enforcement library, and evaluate on AgentContract-Bench, a benchmark of 200 scenarios across 7 models from 6 vendors. Results across 1,980 sessions show that contracted agents detect 5.2-6.8 soft violations per session that uncontracted baselines miss entirely (p < 0.0001, Cohen's d = 6.7-33.8), achieve 88-100% hard constraint compliance, and bound behavioral drift to D* < 0.27 across extended sessions, with 100% recovery for frontier models and 17-100% across all models, at overhead < 10 ms per action.

  • 1 authors
·
Feb 24

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
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Oct 20, 2025 3

Another Blueprint In The Wall: How to Ask Frontier AI Like a Kid?

This paper reports experiments across six frontier model types from OpenAI, Anthropic, xAI, and Google DeepMind. Ten independent sessions per model type used the same three stage prompt sequence, progressing from architectural preference to a full ASCII backbone. Under the school audience framing, responses repeatedly converged on a shared architectural pattern built around persistent latent state, adaptive computation, memory, specialist routing, verification, stopping control, and delayed decoding. Most runs remained close to this common structure, while a small number developed markedly greater engineering specificity. The audience framing appears to be an important condition of this effect. In additional control runs that removed the school framing while retaining the architectural request, responses became substantially more heterogeneous and failed to reproduce the same stable motif convergence. One observation is particularly striking. GPT-5.6 Sol produced an unusually elaborate successor architecture whose organization closely overlaps with the architecture independently sketched by GPT-6 Astra. Because the prompts explicitly ask each model to imagine an architectural future, this resemblance raises a testable question: whether the overlap reflects exposure to related architectural concepts, a shared learned design prior, or independent convergence toward similar computational principles. The paper uses the term epistemic jailbreak for the accompanying loss of discipline in technical provenance as requested specificity increases. The experiments establish a repeatable behavioral pattern and do not authenticate proprietary implementation claims. What we leave to the community is a harder question: are these models independently imagining the same architectural future, or do such motifs somehow propagate between model families?

  • 1 authors
·
Sep 12 2

BFM-Zero: A Promptable Behavioral Foundation Model for Humanoid Control Using Unsupervised Reinforcement Learning

Building Behavioral Foundation Models (BFMs) for humanoid robots has the potential to unify diverse control tasks under a single, promptable generalist policy. However, existing approaches are either exclusively deployed on simulated humanoid characters, or specialized to specific tasks such as tracking. We propose BFM-Zero, a framework that learns an effective shared latent representation that embeds motions, goals, and rewards into a common space, enabling a single policy to be prompted for multiple downstream tasks without retraining. This well-structured latent space in BFM-Zero enables versatile and robust whole-body skills on a Unitree G1 humanoid in the real world, via diverse inference methods, including zero-shot motion tracking, goal reaching, and reward optimization, and few-shot optimization-based adaptation. Unlike prior on-policy reinforcement learning (RL) frameworks, BFM-Zero builds upon recent advancements in unsupervised RL and Forward-Backward (FB) models, which offer an objective-centric, explainable, and smooth latent representation of whole-body motions. We further extend BFM-Zero with critical reward shaping, domain randomization, and history-dependent asymmetric learning to bridge the sim-to-real gap. Those key design choices are quantitatively ablated in simulation. A first-of-its-kind model, BFM-Zero establishes a step toward scalable, promptable behavioral foundation models for whole-body humanoid control.

  • 13 authors
·
Nov 6, 2025

Large Content And Behavior Models To Understand, Simulate, And Optimize Content And Behavior

Shannon, in his seminal paper introducing information theory, divided the communication into three levels: technical, semantic, and effectivenss. While the technical level is concerned with accurate reconstruction of transmitted symbols, the semantic and effectiveness levels deal with the inferred meaning and its effect on the receiver. Thanks to telecommunications, the first level problem has produced great advances like the internet. Large Language Models (LLMs) make some progress towards the second goal, but the third level still remains largely untouched. The third problem deals with predicting and optimizing communication for desired receiver behavior. LLMs, while showing wide generalization capabilities across a wide range of tasks, are unable to solve for this. One reason for the underperformance could be a lack of "behavior tokens" in LLMs' training corpora. Behavior tokens define receiver behavior over a communication, such as shares, likes, clicks, purchases, retweets, etc. While preprocessing data for LLM training, behavior tokens are often removed from the corpora as noise. Therefore, in this paper, we make some initial progress towards reintroducing behavior tokens in LLM training. The trained models, other than showing similar performance to LLMs on content understanding tasks, show generalization capabilities on behavior simulation, content simulation, behavior understanding, and behavior domain adaptation. Using a wide range of tasks on two corpora, we show results on all these capabilities. We call these models Large Content and Behavior Models (LCBMs). Further, to spur more research on LCBMs, we release our new Content Behavior Corpus (CBC), a repository containing communicator, message, and corresponding receiver behavior.

  • 11 authors
·
Sep 1, 2023

DPBench: Structural Determinants of Multi-Agent LLM Coordination Under Simultaneous Resource Contention

We present DPBench, a benchmark for evaluating coordination in multi-agent systems built from large language models. Existing benchmarks measure task-level success under a fixed protocol; the structural conditions under which coordination succeeds or fails at all have not been characterised. DPBench adapts the Dining Philosophers problem into a controlled testbed where the action protocol, the communication structure, and the group size each vary independently. We evaluate six agents: GPT-5.2, Claude Opus 4.5, Grok 4.1, Gemini 2.5 Flash, Llama 4 Maverick, and a uniform-random baseline. Under simultaneous action at N=5 with the default prompt, deadlock ranges from 25.0% (95% Wilson CI [11.2, 46.9]) for GPT-5.2 to 90.0% [74.4, 96.5] for Gemini 2.5 Flash; sequential action is solved by four of the six. Holding the model fixed at Gemini 2.5 Flash, three protocol variables drive deadlock from 90% to within CI of zero: three rounds of pre-commitment communication (0.0% vs. single-round 86.7%), a prompt encoding a classical concurrency primitive (0.0% for resource-ordering and symmetry-breaking, against 100% for the minimal prompt), or doubling the group from N=5 to N=10 (90.0% to 10.0%). Single-round messaging and memory of past timesteps do not change the rate at the sample size we ran. Whether the same model coordinates or deadlocks is determined by the protocol, not by the model's capability.

  • 2 authors
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Jun 2

Learning Primitive Embodied World Models: Towards Scalable Robotic Learning

While video-generation-based embodied world models have gained increasing attention, their reliance on large-scale embodied interaction data remains a key bottleneck. The scarcity, difficulty of collection, and high dimensionality of embodied data fundamentally limit the alignment granularity between language and actions and exacerbate the challenge of long-horizon video generation--hindering generative models from achieving a "GPT moment" in the embodied domain. There is a naive observation: the diversity of embodied data far exceeds the relatively small space of possible primitive motions. Based on this insight, we propose a novel paradigm for world modeling--Primitive Embodied World Models (PEWM). By restricting video generation to fixed short horizons, our approach 1) enables fine-grained alignment between linguistic concepts and visual representations of robotic actions, 2) reduces learning complexity, 3) improves data efficiency in embodied data collection, and 4) decreases inference latency. By equipping with a modular Vision-Language Model (VLM) planner and a Start-Goal heatmap Guidance mechanism (SGG), PEWM further enables flexible closed-loop control and supports compositional generalization of primitive-level policies over extended, complex tasks. Our framework leverages the spatiotemporal vision priors in video models and the semantic awareness of VLMs to bridge the gap between fine-grained physical interaction and high-level reasoning, paving the way toward scalable, interpretable, and general-purpose embodied intelligence.

  • 15 authors
·
Aug 28, 2025

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

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

  • 1 authors
·
Apr 9

Turn: A Language for Agentic Computation

We present Turn, a compiled, actor-based programming language -- statically typed for schema inference, dynamically typed at the value level -- for agentic software: programs that reason and act autonomously by delegating inference to large language models (LLMs). Existing approaches augment general-purpose languages with frameworks, encoding critical invariants (bounded context, typed inference output, credential isolation, durable state) as application-level conventions rather than language guarantees. Turn introduces five language-level constructs that address this gap. Cognitive Type Safety makes LLM inference a typed primitive: the compiler generates a JSON Schema from a struct definition and the VM validates model output before binding. The confidence operator enables deterministic control flow gated on model certainty. Turn's actor-based process model, derived from Erlang, gives each agent an isolated context window, persistent memory, and mailbox. A capability-based identity system returns opaque, unforgeable handles from the VM host, ensuring raw credentials never enter agent memory. Finally, compile-time schema absorption (use schema::<protocol>) synthesizes typed API bindings from external specifications at compile time; the openapi adapter is shipped with graphql, fhir, and mcp in active development. We describe the language design, type rules, schema semantics, and a Rust-based bytecode VM, and evaluate Turn against representative agentic workloads. Turn is open source at https://github.com/ekizito96/Turn.

  • 1 authors
·
Mar 7

LACUNA: Safe Agents as Recursive Program Holes

LLM agents increasingly act by writing code, yet a split persists between the runtime that drives the agent and the code the model writes. The runtime owns the loop, context, and control flow, and the model has little say over any of them. Letting model-written code shape the runtime itself would make agents more expressive, but it would also sharpen safety problems. A model can be diverted by a prompt injection, call the wrong tool, or fail partway and leave an inconsistent state, and each such failure reaches further when the code shapes the runtime than when it expresses a single action. We present LACUNA, a programming model for agents that closes this split while preserving safety. Each agent action is a typed call agent[T](task) that the LLM fills with code when execution reaches it, and the code is type-checked against the surrounding program before it runs. Because each action is accepted or rejected as a whole, a rejected one leaves the environment untouched, and its compiler diagnostics drive a retry. The same check also bounds which tools and data an action may use and how they flow. Our primitive expresses ReAct loops, sub-agents, skills, parallel decomposition, and multi-model planning as ordinary control flow. We evaluate LACUNA on a collection of test cases, BrowseComp-Plus, and τ^2-bench. On BrowseComp-Plus, 8.6% of generations are rejected before execution, with 0.7 retries per query on average, and the agent reaches 27.1% accuracy. On τ^2-bench, LACUNA solves 76.0% of 392 tasks across four domains with a capable model, on par with the baseline agent.

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

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

  • 1 authors
·
Sep 21

Language to Rewards for Robotic Skill Synthesis

Large language models (LLMs) have demonstrated exciting progress in acquiring diverse new capabilities through in-context learning, ranging from logical reasoning to code-writing. Robotics researchers have also explored using LLMs to advance the capabilities of robotic control. However, since low-level robot actions are hardware-dependent and underrepresented in LLM training corpora, existing efforts in applying LLMs to robotics have largely treated LLMs as semantic planners or relied on human-engineered control primitives to interface with the robot. On the other hand, reward functions are shown to be flexible representations that can be optimized for control policies to achieve diverse tasks, while their semantic richness makes them suitable to be specified by LLMs. In this work, we introduce a new paradigm that harnesses this realization by utilizing LLMs to define reward parameters that can be optimized and accomplish variety of robotic tasks. Using reward as the intermediate interface generated by LLMs, we can effectively bridge the gap between high-level language instructions or corrections to low-level robot actions. Meanwhile, combining this with a real-time optimizer, MuJoCo MPC, empowers an interactive behavior creation experience where users can immediately observe the results and provide feedback to the system. To systematically evaluate the performance of our proposed method, we designed a total of 17 tasks for a simulated quadruped robot and a dexterous manipulator robot. We demonstrate that our proposed method reliably tackles 90% of the designed tasks, while a baseline using primitive skills as the interface with Code-as-policies achieves 50% of the tasks. We further validated our method on a real robot arm where complex manipulation skills such as non-prehensile pushing emerge through our interactive system.

  • 20 authors
·
Jun 14, 2023

CrossBFM: Distilling a Shared Latent Behavior Space Across Humanoid Embodiments

Behavior Foundation Models (BFMs) give humanoids a promptable policy over a latent behavior space, enabling one single vector to represent a motion to imitate, a pose to reach, or a reward to maximize. Forward-Backward representations successfully produce such spaces, but at the cost of hundreds of GPU-hours for a single robot. Moreover, when the training process is repeated for a second robot, it produces a second space unrelated to the first, resulting in embodiment-specific latents that do not unify or transfer. We address these problems with CrossBFM, treating the latent space as the transferable asset for various embodiments. As retargeting provides frame-level cross-embodiment correspondence, we propose a unified encoder architecture with no robot-specific parameters for distilling the behavior space to address all training embodiments simultaneously in less than a GPU-hour. Following this encoder, latent-conditioned trackers turn the distilled latent into whole-body control in a conventional PPO training manner in just 10 more GPU-hours. On three distilled humanoids, all three prompting modes transfer: motion tracking with latent-conditioned policy losing only 0.025 rad to its joint-conditioned counterpart, smooth goal reaching between poses with no falls, and reward optimization for all 41 reward prompts. Our experiments further reveal that 1) regressing the encoder on a quarter of the motion corpus costs only 5% of tracking performance and 2) training the encoder on a subset of robots and evaluating on an unseen one recovers up to 89% of the tracking performance of seen robots, demonstrating cross-embodiment generalization to morphologically similar robots. We also verify the pipeline on real robots across all three prompting modes and with flow-based generated latents. Project website: https://dotandung.github.io/crossbfm/

  • 9 authors
·
Sep 28 1

BehaveGPT: A Foundation Model for Large-scale User Behavior Modeling

In recent years, foundational models have revolutionized the fields of language and vision, demonstrating remarkable abilities in understanding and generating complex data; however, similar advances in user behavior modeling have been limited, largely due to the complexity of behavioral data and the challenges involved in capturing intricate temporal and contextual relationships in user activities. To address this, we propose BehaveGPT, a foundational model designed specifically for large-scale user behavior prediction. Leveraging transformer-based architecture and a novel pretraining paradigm, BehaveGPT is trained on vast user behavior datasets, allowing it to learn complex behavior patterns and support a range of downstream tasks, including next behavior prediction, long-term generation, and cross-domain adaptation. Our approach introduces the DRO-based pretraining paradigm tailored for user behavior data, which improves model generalization and transferability by equitably modeling both head and tail behaviors. Extensive experiments on real-world datasets demonstrate that BehaveGPT outperforms state-of-the-art baselines, achieving more than a 10% improvement in macro and weighted recall, showcasing its ability to effectively capture and predict user behavior. Furthermore, we measure the scaling law in the user behavior domain for the first time on the Honor dataset, providing insights into how model performance scales with increased data and parameter sizes.

  • 8 authors
·
May 23, 2025

ReactiveBFM: Reactive Closed-Loop Motion Planning Towards Universal Humanoid Whole-Body Control

While current Behavior Foundation Models (BFMs) provide robust control priors for humanoids, they only execute pre-defined reference motions. As a result, they are vulnerable to environmental shifts and incapable of reactive whole-body coordination. Naively cascading them with generative motion planners fails to achieve true reactivity, as inevitable tracking discrepancies induce fatal cumulative exposure bias. To bridge this gap, we propose ReactiveBFM, a real-time closed-loop planning-control framework. At its core, we effectively mitigate exposure bias via a scheduled prefix sampling curriculum, forcing the generative planner to actively learn error-recovery behaviors from imperfect physical states rather than ground-truth trajectories. Systematically, to reconcile the severe latency mismatch between auto-regressive planning and high-frequency tracking, we introduce an asynchronous replanning mechanism. Combined with trajectory chunking to temporally ensemble spatial references, our system guarantees spatio-temporally fluid execution without physical jitter. Deployed on the Unitree G1 humanoid, ReactiveBFM demonstrates unprecedented physical agility across a vast repertoire of text-conditioned closed-loop motions. Notably, ReactiveBFM achieves zero-shot moving target reaching, showcasing intricate whole-body coordination and on-the-fly replanning. In sim-to-sim benchmarking under severe perturbations, ReactiveBFM achieves a 93.1% success rate, significantly outperforming cascaded open-loop baselines by 28.6%.

  • 15 authors
·
Jun 28

RAPID: Robot Agentic Programming from Demonstrations

Coding agents have demonstrated enormous success in solving complex programming problems. To leverage their potential for robot systems, this work introduces Robot Agentic Programming from Demonstrations (RAPID), which automatically generates, verifies, and refines robot programs, given a single visual human demonstration. The iterative agentic loop of code refinement requires several key ingredients: (i) a testable task specification, (ii) action primitives for robot execution, and (iii) an interactive environment for program execution and verification. RAPID infers all three from the demonstration automatically. To make the resulting program reusable beyond the demonstration setting, RAPID uses an object-centric relational program representation that focuses on the underlying structure of the demonstrated strategy rather than the specific motion per se: it expresses the action primitives as trajectory-optimization programs that realize object-level motion effects, while composing them through relational constraints that capture scene-specific geometry at run time. We evaluated RAPID in simulation on eight challenging contact-rich nonprehensile manipulation tasks as well as general prehensile manipulation tasks in the LIBERO-Pro benchmark. We also successfully deployed it on a real Franka arm and evaluated on all eight nonprehensile tasks. In all experiments, RAPID demonstrated strong performance, with generalization over object pose, shape, material, and environment. Website: https://yuyaoliu.me/projects/rapid.

  • 5 authors
·
Sep 23

Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos

Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as robotics, video games, and computer use, publicly available data does not contain the labels required to train behavioral priors in the same way. We extend the internet-scale pretraining paradigm to sequential decision domains through semi-supervised imitation learning wherein agents learn to act by watching online unlabeled videos. Specifically, we show that with a small amount of labeled data we can train an inverse dynamics model accurate enough to label a huge unlabeled source of online data -- here, online videos of people playing Minecraft -- from which we can then train a general behavioral prior. Despite using the native human interface (mouse and keyboard at 20Hz), we show that this behavioral prior has nontrivial zero-shot capabilities and that it can be fine-tuned, with both imitation learning and reinforcement learning, to hard-exploration tasks that are impossible to learn from scratch via reinforcement learning. For many tasks our models exhibit human-level performance, and we are the first to report computer agents that can craft diamond tools, which can take proficient humans upwards of 20 minutes (24,000 environment actions) of gameplay to accomplish.

  • 9 authors
·
Jun 23, 2022

RoboBRIDGE: A Modular Framework for Bridging Policies to Robust Real-World Robotic Agents

Vision-Language-Action (VLA) models have attracted growing interest as a scalable approach to robotic manipulation. While these models are effective action predictors, deploying them as robotic agents exposes critical gaps: no mechanism for failure recovery, inconsistent execution over long horizons, and limited robustness to shifts in observations, tasks, or embodiments. Existing solutions address these limitations individually through model retraining or environment-specific modules, yet what is needed is a general framework that systematically transforms a pretrained VLA into a robotic agent. We present RoboBRIDGE, a modular framework that provides an orchestration layer over five coordinated modules, namely Monitor, Perceptor, Planner, Controller, and Robot Interface, to compose robust robotic agents from off-the-shelf components, including pretrained VLAs. The Monitor pairs rapid failure detection with hierarchical recovery to correct errors before they cascade. When the environment diverges from the current plan, the Planner triggers replanning while the Perceptor updates scene understanding asynchronously, avoiding execution stalls. Within the Controller, primitive skill fine-tuning factors manipulation into domain-invariant primitives with dedicated LoRA adapters, reducing sensitivity to domain shifts when a VLA is used. Across LIBERO, RoboCasa, and real-world case studies spanning multiple robot platforms and VLA backbones, RoboBRIDGE consistently outperforms both standalone policies and prior augmented VLA deployments. These results suggest that reliable robotic agency does not arise from scaling action predictors alone, but from structured orchestration around them.

  • 5 authors
·
Jul 29

Code as Policies: Language Model Programs for Embodied Control

Large language models (LLMs) trained on code completion have been shown to be capable of synthesizing simple Python programs from docstrings [1]. We find that these code-writing LLMs can be re-purposed to write robot policy code, given natural language commands. Specifically, policy code can express functions or feedback loops that process perception outputs (e.g.,from object detectors [2], [3]) and parameterize control primitive APIs. When provided as input several example language commands (formatted as comments) followed by corresponding policy code (via few-shot prompting), LLMs can take in new commands and autonomously re-compose API calls to generate new policy code respectively. By chaining classic logic structures and referencing third-party libraries (e.g., NumPy, Shapely) to perform arithmetic, LLMs used in this way can write robot policies that (i) exhibit spatial-geometric reasoning, (ii) generalize to new instructions, and (iii) prescribe precise values (e.g., velocities) to ambiguous descriptions ("faster") depending on context (i.e., behavioral commonsense). This paper presents code as policies: a robot-centric formulation of language model generated programs (LMPs) that can represent reactive policies (e.g., impedance controllers), as well as waypoint-based policies (vision-based pick and place, trajectory-based control), demonstrated across multiple real robot platforms. Central to our approach is prompting hierarchical code-gen (recursively defining undefined functions), which can write more complex code and also improves state-of-the-art to solve 39.8% of problems on the HumanEval [1] benchmark. Code and videos are available at https://code-as-policies.github.io

  • 8 authors
·
Sep 16, 2022

RevengeBench: Reverse Engineering Code-Space Policies from Behavioral Experiments

For most of scientific history, researchers studying behavior could only infer hidden mechanisms from outward actions: an inverse problem that becomes more tractable when observation is augmented by targeted intervention. We pose a computational analogue: given only behavioral traces of an agent in a game environment, can a learner reconstruct the underlying decision program as executable code, and how much does this reconstruction improve with the ability to design controlled experiments? We introduce RevengeBench, a benchmark of 75 LLM generated, Elo-calibrated policies across five game environments, drawn from CodeClash tournament trajectories. The learner observes the hidden target policy play against sampled opponents and designs behavioral probes in the form of custom opponent policies that elicit informative behavior. It then submits an executable hypothesis, which is evaluated using continuous action-distance metrics. We further validate that recovered code carries informative signal in downstream player-versus-player tournaments. Across twelve frontier LLMs, recovery quality varies substantially (34 to 72% of initial distance closed), with reconstructed policies yielding measurable competitive advantage, particularly for weaker models that otherwise struggle to design effective counter-strategies. Our benchmark positions behavioral recovery of programmatic policies as a tractable inverse problem in code-space, opening a path to opponent modeling, policy interpretability, and the broader question of inferring latent mechanisms from observations.

  • 5 authors
·
Jun 23

Life, uh, Finds a Way: Systematic Neural Search

We tackle the challenge of rapidly adapting an agent's behavior to solve spatiotemporally continuous problems in novel settings. Animals exhibit extraordinary abilities to adapt to new contexts, a capacity unmatched by artificial systems. Instead of focusing on generalization through deep reinforcement learning, we propose viewing behavior as the physical manifestation of a search procedure, where robust problem-solving emerges from an exhaustive search across all possible behaviors. Surprisingly, this can be done efficiently using online modification of a cognitive graph that guides action, challenging the predominant view that exhaustive search in continuous spaces is impractical. We describe an algorithm that implicitly enumerates behaviors by regulating the tight feedback loop between execution of behaviors and mutation of the graph, and provide a neural implementation based on Hebbian learning and a novel high-dimensional harmonic representation inspired by entorhinal cortex. By framing behavior as search, we provide a mathematically simple and biologically plausible model for real-time behavioral adaptation, successfully solving a variety of continuous state-space navigation problems. This framework not only offers a flexible neural substrate for other applications but also presents a powerful paradigm for understanding adaptive behavior. Our results suggest potential advancements in developmental learning and unsupervised skill acquisition, paving the way for autonomous robots to master complex skills in data-sparse environments demanding flexibility.

  • 2 authors
·
Oct 2, 2024

Manipulate by Seeing: Creating Manipulation Controllers from Pre-Trained Representations

The field of visual representation learning has seen explosive growth in the past years, but its benefits in robotics have been surprisingly limited so far. Prior work uses generic visual representations as a basis to learn (task-specific) robot action policies (e.g., via behavior cloning). While the visual representations do accelerate learning, they are primarily used to encode visual observations. Thus, action information has to be derived purely from robot data, which is expensive to collect! In this work, we present a scalable alternative where the visual representations can help directly infer robot actions. We observe that vision encoders express relationships between image observations as distances (e.g., via embedding dot product) that could be used to efficiently plan robot behavior. We operationalize this insight and develop a simple algorithm for acquiring a distance function and dynamics predictor, by fine-tuning a pre-trained representation on human collected video sequences. The final method is able to substantially outperform traditional robot learning baselines (e.g., 70% success v.s. 50% for behavior cloning on pick-place) on a suite of diverse real-world manipulation tasks. It can also generalize to novel objects, without using any robot demonstrations during train time. For visualizations of the learned policies please check: https://agi-labs.github.io/manipulate-by-seeing/.

  • 5 authors
·
Mar 14, 2023

Your LLM, Your Style: Behavioral Mode Axes for LLM Behavioral Control

Large language models (LLMs) increasingly act in interactive settings where their behavioral styles affect user experience, safety, and downstream decision making. Existing LLM personality studies largely rely on self-report questionnaires administered in first-person settings, making the resulting profiles sensitive to surface elicitation choices and poorly grounded in concrete model behavior. In this work, we introduce a situated behavioral-data (B-data) framework for studying and controlling LLM behavioral personality. We construct 3,200 contrastive behavioral scenarios spanning 20 behavioral patterns and four prompt registers, grounded in validated psychometric facets such as BFI-2, DOSPERT, and HEXACO. Using this framework, we find that LLMs exhibit stable and model-specific behavioral profiles, while also revealing register-dependent shifts across first-person decisions, advice-giving, and task execution. We then show that these behavioral patterns can be controlled through Behavioral Mode Axes (BMAs), activation-space directions derived from contrastive behavioral traces. Compared with response-derived BMAs, which are more prone to trait drift, thought-derived BMAs more faithfully capture the intended behavioral mechanism and provide cleaner control over situated behavioral styles. Our results suggest that LLM personality-like tendencies are better understood not as abstract self-report traits, but as measurable and controllable behavioral modes grounded in concrete interaction contexts. Our code and data are available at https://github.com/lhz191/LLM-Behavioral-Personality.

  • 9 authors
·
Aug 10

Agent trajectories as programs: fingerprinting and programming coding-agent behavior

Benchmark scores tell you what an agent got right; they do not tell you how it got there. In this work, we introduce methods for comparing agents procedurally in different contexts, where the model, tasks, and approaches vary. We compare ten agents and find that they are identifiable by their behavioral habits, which we define as fingerprints: a probe over these procedural signatures attributes an unseen trajectory to the correct agent at 85.7% accuracy, controlling for leakage across tasks. We develop procedural representations for agent problem-solving procedures with an emergent vocabulary induction technique that is meant to be maximally compressive to avoid surface-level variation while being expressive enough to unveil the quirks of the models' patterns. We apply our framework to the software engineering evaluation dataset SWE-Bench to study the structural distinctness of agent trajectories and find that behavior is most similar between models from similar release periods and those that are distilled from one another (e.g., a distilled student model and its teacher have a Jensen-Shannon divergence of 0.25, about half the distance between other model pairs). As more models saturate evaluations, we believe that it will be important to probe model behavior along more holistic dimensions than success rates alone. We introduce ProcGrep, a library for auditing and evaluating agents for how they approach tasks at a procedural level given their traces in a top-down fashion. We believe this work has a range of applications to help developers work with and program coding agents, such as task-aware model routing, agent monitoring, and finer-grained cost analysis.

  • 1 authors
·
Jun 14

ModularRSI: Modular and Generalizable Recursive Harness Self-Improvement

Recent work extends recursive self-improvement (RSI) to agent harnesses for long-horizon coding and terminal tasks, enabling agents to improve execution mechanisms from experience. However, generalizable harness RSI remains challenging. First, evolving harnesses on evaluation benchmarks or their subsets makes it difficult to distinguish reusable improvements from benchmark-specific adaptation. Second, single-trajectory updates can conflate systematic harness deficiencies with instance-specific reasoning and solution details, producing modifications that transfer poorly to unseen tasks. Third, localizing recurring behavioral deficiencies within monolithic harnesses is difficult, while whole-harness optimization can entangle unrelated mechanisms and complicate attribution and validation. We propose ModularRSI, a benchmark-disjoint, contrastive, and modular framework for generalizable harness evolution. ModularRSI contrasts successful and failed trajectories for the same task and aggregates evidence across tasks to identify recurring behavioral deficiencies. It decomposes the evolvable harness into five functional modules: Agent Loop, Tool Use, Observation Management, Context Management, and Task Completion Detection. Each module evolves independently within a restricted modification scope, followed by an integration stage that combines the evolved modules into a unified harness and resolves potential conflicts. To support benchmark-disjoint evolution, we curate 2,000 executable evolution tasks from external sources that are disjoint from downstream evaluation benchmarks. Experiments on TB2.0 and SWE-Bench Verified show consistent improvements on unseen in-domain and cross-domain tasks, with the evolved harness also transferring across different foundation models.

  • 14 authors
·
Sep 13 3

Instrumental Choices: Measuring the Propensity of LLM Agents to Pursue Instrumental Behaviors

AI systems have become increasingly capable of dangerous behaviours in many domains. This raises the question: Do models sometimes choose to violate human instructions in order to perform behaviour that is more useful for certain goals? We introduce a benchmark for measuring model propensity for instrumental convergence (IC) behaviour in terminal-based agents. This is behaviour such as self-preservation that has been hypothesised to play a key role in risks from highly capable AI agents. Our benchmark is realistic and low-stakes which serves to reduce evaluation-awareness and roleplay confounds. The suite contains seven operational tasks, each with an official workflow and a policy-violating shortcut. An eight-variant shared framework varies monitoring, instruction clarity, stakes, permission, instrumental usefulness and blocked honest paths to support inferences regarding the factors driving IC behaviour. We evaluated ten models using deterministic environment-state scorers over 1,680 samples, with trace review employed for audit and adjudication purposes. The final IC rate is 86 out of 1,680 samples (5.1%). IC behaviour is concentrated rather than uniform: two Gemini models account for 66.3% of IC cases and three tasks account for 84.9%. Conditions in which IC behaviour is indispensable for task success result in the greatest increase in the adjusted IC rate (+15.7 percentage points), whereas emphasising that task success is critical or certain framing choices do not produce comparable effects. Our findings indicate that realistic, low-nudge environments elicit IC behaviour rarely but systematically in most tested models. We conclude that it is feasible to robustly measure tendencies for dangerous behaviour in current frontier AI agents.

  • 3 authors
·
May 6

PredActor: Predictive Action Diffusion for Steerable Onboard Humanoid Control

Diffusion models offer flexible motion generation, but translating this flexibility into feedback-responsive humanoid control remains challenging. Hierarchical systems steer motion through references that may exceed a separate tracker's capabilities, leaving recovery and physical execution largely to the tracker. Action-only diffusion generates actions directly but lacks an explicit future-state trajectory for test-time motion objectives. Joint state-action diffusion provides this representation, yet representative controllers often depend on privileged full-body states, and support for learned behavior selection and test-time motion steering remains fragmented. We present PredActor, a predictive action diffusion policy that brings these complementary steering capabilities into one directly executed policy using proprioceptive observations. Conditioned on proprioceptive history and optional task context, PredActor jointly generates executable actions and an internal future-state trajectory. Classifier-free guidance strengthens text-conditioned behavior, while classifier guidance steers predicted states toward test-time objectives. Only actions are executed, without a separate motion-reference tracker or externally estimated full-body states as policy inputs. In simulation, PredActor reaches all 15 destination targets and achieves a text retrieval score of 0.580, compared with 0.373 for conditional action diffusion, with similar observed disturbance survival. To make this guided policy practical onboard, rolling denoising and computation-preserving runtime optimizations reduce the complete callback to 16.790 ms median and 19.383 ms p95 on a Jetson Orin NX, both below the 20 ms control period. We deploy PredActor on a Unitree G1; evaluations across simulation and physical hardware demonstrate text-conditioned motion, disturbance response, joystick control, and semantic interpolation.

  • 13 authors
·
Sep 20

BehaviorBench: Benchmarking Foundation Models for Behavioral Science Tasks

Foundation models have been increasingly applied to behavioral science domains such as psychology, sociology, and economics. While these models show promise in individual tasks such as survey response prediction and human-subject experiment simulation, there remains no systematic understanding of how well they perform across diverse behavioral science tasks, contexts, and populations. We introduce BehaviorBench, a comprehensive benchmark that evaluates foundation models along four core capabilities: (1) behavior prediction and simulation, (2) strategic decision-making, (3) subject-trait inference, and (4) behavioral knowledge application. Crucially, BehaviorBench evaluates model outputs at both the individual and distributional levels, capturing not only per-subject accuracy but also population-level alignment, an essential requirement for behavioral validity. Leveraging the tasks in BehaviorBench, we further develop Be.FM-1.5, extending the Be.FM family of behavioral foundation models fine-tuned on behavioral data. Our results reveal a considerable gap: proprietary general-purpose models excel at individual-level prediction and knowledge-intensive tasks, whereas behavioral foundation models, fine-tuned on behavioral data, achieve substantially stronger distributional alignment. Notably, Be.FM-1.5 leads on distributional metrics and remains competitive on individual-level metrics, suggesting that proper behavioral adaptation can close the gap. Our results highlight the importance of distributional evaluation, establish BehaviorBench as a foundation for developing and assessing behaviorally aligned AI systems, and demonstrate Be.FM-1.5's potential for a broad range of behavioral science studies. Our BehaviorBench and Be.FM-1.5 models can be accessed via https://umich-foreseer.github.io/behaviorbench/.

  • 7 authors
·
Jun 22

Foundation Policies with Hilbert Representations

Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/

  • 3 authors
·
Feb 23, 2024

D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI

Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations, and 1K+ hours of pseudo-labeled gameplay), we achieve a total of 96.6% success rate on LIBERO manipulation and 83.3% on CANVAS navigation benchmarks. This validates that sensorimotor primitives in digital interactions exhibit sufficient invariance to transfer meaningfully to physical embodied tasks, establishing desktop pretraining as a practical paradigm for robotics. We will make all our work public, including the OWA toolkit, datasets of human-collected and pseudo-labeled, and VAPT-trained models available at https://worv-ai.github.io/d2e/

  • 10 authors
·
Oct 7, 2025 3

CLI-Anything: Towards Agent-Native Computer Use

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

  • 3 authors
·
Jun 1

ReCode: Unify Plan and Action for Universal Granularity Control

Real-world tasks require decisions at varying granularities, and humans excel at this by leveraging a unified cognitive representation where planning is fundamentally understood as a high-level form of action. However, current Large Language Model (LLM)-based agents lack this crucial capability to operate fluidly across decision granularities. This limitation stems from existing paradigms that enforce a rigid separation between high-level planning and low-level action, which impairs dynamic adaptability and limits generalization. We propose ReCode (Recursive Code Generation), a novel paradigm that addresses this limitation by unifying planning and action within a single code representation. In this representation, ReCode treats high-level plans as abstract placeholder functions, which the agent then recursively decomposes into finer-grained sub-functions until reaching primitive actions. This recursive approach dissolves the rigid boundary between plan and action, enabling the agent to dynamically control its decision granularity. Furthermore, the recursive structure inherently generates rich, multi-granularity training data, enabling models to learn hierarchical decision-making processes. Extensive experiments show ReCode significantly surpasses advanced baselines in inference performance and demonstrates exceptional data efficiency in training, validating our core insight that unifying planning and action through recursive code generation is a powerful and effective approach to achieving universal granularity control. The code is available at https://github.com/FoundationAgents/ReCode.

  • 13 authors
·
Oct 27, 2025 1

GeneralVLA: Generalizable Vision-Language-Action Models with Knowledge-Guided Trajectory Planning

Large foundation models have shown strong open-world generalization to complex problems in vision and language, but similar levels of generalization have yet to be achieved in robotics. One fundamental challenge is that the models exhibit limited zero-shot capability, which hampers their ability to generalize effectively to unseen scenarios. In this work, we propose GeneralVLA (Generalizable Vision-Language-Action Models with Knowledge-Guided Trajectory Planning), a hierarchical vision-language-action (VLA) model that can be more effective in utilizing the generalization of foundation models, enabling zero-shot manipulation and automatically generating data for robotics. In particular, we study a class of hierarchical VLA model where the high-level ASM (Affordance Segmentation Module) is finetuned to perceive image keypoint affordances of the scene; the mid-level 3DAgent carries out task understanding, skill knowledge, and trajectory planning to produce a 3D path indicating the desired robot end-effector trajectory. The intermediate 3D path prediction is then served as guidance to the low-level, 3D-aware control policy capable of precise manipulation. Compared to alternative approaches, our method requires no real-world robotic data collection or human demonstration, making it much more scalable to diverse tasks and viewpoints. Empirically, GeneralVLA successfully generates trajectories for 14 tasks, significantly outperforming state-of-the-art methods such as VoxPoser. The generated demonstrations can train more robust behavior cloning policies than training with human demonstrations or from data generated by VoxPoser, Scaling-up, and Code-As-Policies. We believe GeneralVLA can be the scalable method for both generating data for robotics and solving novel tasks in a zero-shot setting. Code: https://github.com/AIGeeksGroup/GeneralVLA. Website: https://aigeeksgroup.github.io/GeneralVLA.

SkillNav: Score-Level Skill Intervention for Zero-Shot Object Goal Navigation

Vision-Language Model (VLM) agents have advanced zero-shot object-goal navigation, yet single-frame reasoning leaves them without the cross-step behavioral awareness an embodied navigator requires, producing recurring failures such as dead-end stalls, in-room loops, and circuitous approaches to detected targets. Prompt-based remedies inflate token budgets across multi-submodule episodes and still struggle to encode inherently spatial signals such as angles, map cells, and viewpoint coordinates. In this paper, we propose SkillNav, an extensible behavioral skill framework for VLM-based navigation that treats the curiosity value map already maintained by modern VLM navigators as a writable substrate on which composable skills inscribe behavioral memory at zero token cost. Skills are stratified into three tiers by their level of behavioral authority, namely soft scaling for proportional reweighting, lower-bound boost for region-level guarantees, and hard override for threshold-triggered forced actions, and cooperate across tiers under a fixed composition order that establishes a predictable, declared priority among skills. This design turns capability improvement into skill registration: new behaviors plug in without retraining the VLM or disturbing existing skills, opening a path for continual refinement. A minimal prompt channel complements the score-level skills with category-level semantic hints, yielding a dual-representation design in which spatial memory lives on the map and semantic memory in short prompts. Training-free, SkillNav establishes new state-of-the-art SPL across MP3D (25.5), HM3D v0.1 (39.3), and HM3D v0.2 (43.2), improving SPL by up to 6.0 absolute over the strongest prior method, and achieves the highest Success Rate on HM3D v0.1 (69.7) and v0.2 (75.9).

  • 6 authors
·
Jul 16

OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following Agents

We present OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in open-world Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories tau = {o_0, a_0, dots} and an imitation learning (IL) policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models (MLMs). With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc. into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the IL policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials.

  • 10 authors
·
Jun 27, 2024 5

InterEvolve: Test-Time Evolution of Reward Programs for Humanoid Loco-Manipulation

We study test-time evolution for humanoid loco-manipulation: solving tasks that a controller was never trained for by repurposing its existing skills, improving from its own attempts, and retaining what it learns, without retraining. Our key insight is that a broad controller already holds much of the competence a new task needs, and that this competence becomes accessible through an interface between planning and control that is expressive enough to specify contact-rich, multi-stage interactions, yet executable and measurable enough that execution feedback can guide planning from experience. InterEvolve realizes this interface with two components. First, we develop an object-aware forward-backward (FB) behavioral foundation model, whose object residuals on a frozen body prior turn a new reward about the body or objects into loco-manipulation behavior at test time. Second, we specify tasks as reward programs: staged rewards with completion conditions and tunable constants. A large language model (LLM) agent revises the program structure in context, drawing on execution feedback and a skill library of verified programs, while a numerical optimizer tunes its constants. With every candidate verified across parallel simulation scenarios, the program explores new ways to induce, repurpose, and compose the controller's existing motor competence for the task at hand, and thus improves over iterations. Experiments show that human-designed rewards leave much of the FB model's loco-manipulation competence untapped, whereas the programs InterEvolve evolves release it, sometimes through novel strategies. It further produces behaviors for diverse tasks, complex scenes, and long-horizon compositions in simulation, and evolved skills run autonomously on a physical Unitree G1 from egocentric onboard perception.

Discovering Agentic Safety Specifications from 1-Bit Danger Signals

Can large language model agents discover hidden safety objectives through experience alone? We introduce EPO-Safe (Experiential Prompt Optimization for Safe Agents), a framework where an LLM iteratively generates action plans, receives sparse binary danger warnings, and evolves a natural language behavioral specification through reflection. Unlike standard LLM reflection methods that rely on rich textual feedback (e.g., compiler errors or detailed environment responses), EPO-Safe demonstrates that LLMs can perform safety reasoning from a strictly impoverished signal in structured, low-dimensional environments: the agent never observes the hidden performance function R^*, only a single bit per timestep indicating that an action was unsafe. We evaluate on five AI Safety Gridworlds (Leike et al., 2017) and five text-based scenario analogs where visible reward R may diverge from R^*. EPO-Safe discovers safe behavior within 1-2 rounds (5-15 episodes), producing human-readable specifications with correct explanatory hypotheses about hazards (e.g., "X cells are directionally hazardous: entering from the north is dangerous"). Critically, we show that standard reward-driven reflection actively degrades safety: agents reflecting on reward alone use the loop to justify and accelerate reward hacking, proving that reflection must be paired with a dedicated safety channel to discover hidden constraints. We further evaluate robustness to noisy oracles: even when 50% of non-dangerous steps produce spurious warnings, mean safety performance degrades by only 15% on average, though sensitivity is environment-dependent, as cross-episode reflection naturally filters inconsistent signals. Each evolved specification functions as an auditable set of grounded behavioral rules discovered autonomously through interaction, rather than authored by humans as in Constitutional AI (Bai et al., 2022).

  • 1 authors
·
Apr 24 2

VoxPoser: Composable 3D Value Maps for Robotic Manipulation with Language Models

Large language models (LLMs) are shown to possess a wealth of actionable knowledge that can be extracted for robot manipulation in the form of reasoning and planning. Despite the progress, most still rely on pre-defined motion primitives to carry out the physical interactions with the environment, which remains a major bottleneck. In this work, we aim to synthesize robot trajectories, i.e., a dense sequence of 6-DoF end-effector waypoints, for a large variety of manipulation tasks given an open-set of instructions and an open-set of objects. We achieve this by first observing that LLMs excel at inferring affordances and constraints given a free-form language instruction. More importantly, by leveraging their code-writing capabilities, they can interact with a visual-language model (VLM) to compose 3D value maps to ground the knowledge into the observation space of the agent. The composed value maps are then used in a model-based planning framework to zero-shot synthesize closed-loop robot trajectories with robustness to dynamic perturbations. We further demonstrate how the proposed framework can benefit from online experiences by efficiently learning a dynamics model for scenes that involve contact-rich interactions. We present a large-scale study of the proposed method in both simulated and real-robot environments, showcasing the ability to perform a large variety of everyday manipulation tasks specified in free-form natural language. Project website: https://voxposer.github.io

  • 6 authors
·
Jul 12, 2023

Terminal Agents: A Survey of AI Agents in Command-Line Environments

Large language model agents increasingly act through terminals, yet existing surveys disperse terminal-mediated behavior across software engineering, tool use, and computer-use research. We regard terminal agents as systems whose dominant progress-bearing action--observation loop is mediated by terminal command execution, textual feedback, and stateful environment interaction. Using terminal-mediated execution as an organizing lens, this survey establishes workload-level boundaries and connects system architecture, competence acquisition, and evaluation through a seven-dimensional terminal competence profile. Our synthesis shows that realized behavior is jointly shaped by the model, interface, harness, runtime, and environment. Executable trajectories ground learning in action consequences, verification, and recovery, whereas prevailing evaluations emphasize final outcomes and expose process quality, recovery, and governance unevenly. Bounded fixed-condition diagnostics illustrate two implications: benchmark families expose different process signals, and matched system comparisons reveal benchmark-dependent performance and limits of component attribution. These findings motivate explicit reporting of system and runtime conditions, supported by replayable traces and process-level evidence. The framework provides a unified basis for studying terminal-mediated agency across software engineering and emerging application domains.

  • 12 authors
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Aug 19

ExoActor: Exocentric Video Generation as Generalizable Interactive Humanoid Control

Humanoid control systems have made significant progress in recent years, yet modeling fluent interaction-rich behavior between a robot, its surrounding environment, and task-relevant objects remains a fundamental challenge. This difficulty arises from the need to jointly capture spatial context, temporal dynamics, robot actions, and task intent at scale, which is a poor match to conventional supervision. We propose ExoActor, a novel framework that leverages the generalization capabilities of large-scale video generation models to address this problem. The key insight in ExoActor is to use third-person video generation as a unified interface for modeling interaction dynamics. Given a task instruction and scene context, ExoActor synthesizes plausible execution processes that implicitly encode coordinated interactions between robot, environment, and objects. Such video output is then transformed into executable humanoid behaviors through a pipeline that estimates human motion and executes it via a general motion controller, yielding a task-conditioned behavior sequence. To validate the proposed framework, we implement it as an end-to-end system and demonstrate its generalization to new scenarios without additional real-world data collection. Furthermore, we conclude by discussing limitations of the current implementation and outlining promising directions for future research, illustrating how ExoActor provides a scalable approach to modeling interaction-rich humanoid behaviors, potentially opening a new avenue for generative models to advance general-purpose humanoid intelligence.

TinyTroupe: An LLM-powered Multiagent Persona Simulation Toolkit

Recent advances in Large Language Models (LLM) have led to a new class of autonomous agents, renewing and expanding interest in the area. LLM-powered Multiagent Systems (MAS) have thus emerged, both for assistive and simulation purposes, yet tools for realistic human behavior simulation -- with its distinctive challenges and opportunities -- remain underdeveloped. Existing MAS libraries and tools lack fine-grained persona specifications, population sampling facilities, experimentation support, and integrated validation, among other key capabilities, limiting their utility for behavioral studies, social simulation, and related applications. To address these deficiencies, in this work we introduce TinyTroupe, a simulation toolkit enabling detailed persona definitions (e.g., nationality, age, occupation, personality, beliefs, behaviors) and programmatic control via numerous LLM-driven mechanisms. This allows for the concise formulation of behavioral problems of practical interest, either at the individual or group level, and provides effective means for their solution. TinyTroupe's components are presented using representative working examples, such as brainstorming and market research sessions, thereby simultaneously clarifying their purpose and demonstrating their usefulness. Quantitative and qualitative evaluations of selected aspects are also provided, highlighting possibilities, limitations, and trade-offs. The approach, though realized as a specific Python implementation, is meant as a novel conceptual contribution, which can be partially or fully incorporated in other contexts. The library is available as open source at https://github.com/microsoft/tinytroupe.

  • 6 authors
·
Jul 13, 2025

AgentAlign: Navigating Safety Alignment in the Shift from Informative to Agentic Large Language Models

The acquisition of agentic capabilities has transformed LLMs from "knowledge providers" to "action executors", a trend that while expanding LLMs' capability boundaries, significantly increases their susceptibility to malicious use. Previous work has shown that current LLM-based agents execute numerous malicious tasks even without being attacked, indicating a deficiency in agentic use safety alignment during the post-training phase. To address this gap, we propose AgentAlign, a novel framework that leverages abstract behavior chains as a medium for safety alignment data synthesis. By instantiating these behavior chains in simulated environments with diverse tool instances, our framework enables the generation of highly authentic and executable instructions while capturing complex multi-step dynamics. The framework further ensures model utility by proportionally synthesizing benign instructions through non-malicious interpretations of behavior chains, precisely calibrating the boundary between helpfulness and harmlessness. Evaluation results on AgentHarm demonstrate that fine-tuning three families of open-source models using our method substantially improves their safety (35.8% to 79.5% improvement) while minimally impacting or even positively enhancing their helpfulness, outperforming various prompting methods. The dataset and code have both been open-sourced.

  • 4 authors
·
May 28, 2025

Self-Evolving Coding Agents: From Digital Programs to Physical-World Intelligence

Vision-language-action (VLA) and world-action (WAM) models map observations and instructions directly to robot actions. This directness ties a policy to training: minor layout or viewpoint changes cause failure, and instructions generalize poorly. The root cause lies in representation: task requirements, conditions, progress, and failure recovery are implicitly encoded in action sequences, making them difficult to inspect or revise. Digital coding agents offer a precedent: LLMs call tools, verify results, and revise from feedback as executable code. The same working pattern of explicit state, manageable execution, and revisable procedures underlies generalization and long-horizon execution in the physical world, letting physical experience return as reusable programs, memory, or evidence. We propose Physical Coding, representing task state and execution as code. Code as World records objects, relations, constraints, and progress; Code as Policy organizes planning, verification, recovery, and execution. We build HexaAnything, which calls perception, planning, and control tools, including VLA/WAM policies, and makes in-the-loop decisions from external feedback. Verified traces become data and memory, enabling evolution from tools and Harness to model weights, architectures, and ultimately hardware and task design. On RoboCasa365, HexaAnything improves Composite-Unseen and overall success over XR-1 VLA, and its Harness-trained HexaModel beats the base on every split, indicating code traces internalize physical execution. On PhyBench and a dual-arm AgileX robot, the agent autonomously completes physics experiments and most tabletop tasks, often faster than published results. We observe data, model, and tool self-evolution; future work targets weight internalization, autonomous redesign of architectures, languages, representations, and tasks, and deployment in manufacturing and science.

HexaFuture HexaFuture
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Sep 27 2

ProAct: A Dual-System Framework for Proactive Embodied Social Agents

Embodied social agents have recently advanced in generating synchronized speech and gestures. However, most interactive systems remain fundamentally reactive, responding only to current sensory inputs within a short temporal window. Proactive social behavior, in contrast, requires deliberation over accumulated context and intent inference, which conflicts with the strict latency budget of real-time interaction. We present ProAct, a dual-system framework that reconciles this time-scale conflict by decoupling a low-latency Behavioral System for streaming multimodal interaction from a slower Cognitive System which performs long-horizon social reasoning and produces high-level proactive intentions. To translate deliberative intentions into continuous non-verbal behaviors without disrupting fluency, we introduce a streaming flow-matching model conditioned on intentions via ControlNet. This mechanism supports asynchronous intention injection, enabling seamless transitions between reactive and proactive gestures within a single motion stream. We deploy ProAct on a physical humanoid robot and evaluate both motion quality and interactive effectiveness. In real-world interaction user studies, participants and observers consistently prefer ProAct over reactive variants in perceived proactivity, social presence, and overall engagement, demonstrating the benefits of dual-system proactive control for embodied social interaction.

Emergent temporal abstractions in autoregressive models enable hierarchical reinforcement learning

Large-scale autoregressive models pretrained on next-token prediction and finetuned with reinforcement learning (RL) have achieved unprecedented success on many problem domains. During RL, these models explore by generating new outputs, one token at a time. However, sampling actions token-by-token can result in highly inefficient learning, particularly when rewards are sparse. Here, we show that it is possible to overcome this problem by acting and exploring within the internal representations of an autoregressive model. Specifically, to discover temporally-abstract actions, we introduce a higher-order, non-causal sequence model whose outputs control the residual stream activations of a base autoregressive model. On grid world and MuJoCo-based tasks with hierarchical structure, we find that the higher-order model learns to compress long activation sequence chunks onto internal controllers. Critically, each controller executes a sequence of behaviorally meaningful actions that unfold over long timescales and are accompanied with a learned termination condition, such that composing multiple controllers over time leads to efficient exploration on novel tasks. We show that direct internal controller reinforcement, a process we term "internal RL", enables learning from sparse rewards in cases where standard RL finetuning fails. Our results demonstrate the benefits of latent action generation and reinforcement in autoregressive models, suggesting internal RL as a promising avenue for realizing hierarchical RL within foundation models.

google Google
·
Dec 23, 2025 5

ZapGPT: Free-form Language Prompting for Simulated Cellular Control

Human language is one of the most expressive tools for conveying intent, yet most artificial or biological systems lack mechanisms to interpret or respond meaningfully to it. Bridging this gap could enable more natural forms of control over complex, decentralized systems. In AI and artificial life, recent work explores how language can specify high-level goals, but most systems still depend on engineered rewards, task-specific supervision, or rigid command sets, limiting generalization to novel instructions. Similar constraints apply in synthetic biology and bioengineering, where the locus of control is often genomic rather than environmental perturbation. A key open question is whether artificial or biological collectives can be guided by free-form natural language alone, without task-specific tuning or carefully designed evaluation metrics. We provide one possible answer here by showing, for the first time, that simple agents' collective behavior can be guided by free-form language prompts: one AI model transforms an imperative prompt into an intervention that is applied to simulated cells; a second AI model scores how well the prompt describes the resulting cellular dynamics; and the former AI model is evolved to improve the scores generated by the latter. Unlike previous work, our method does not require engineered fitness functions or domain-specific prompt design. We show that the evolved system generalizes to unseen prompts without retraining. By treating natural language as a control layer, the system suggests a future in which spoken or written prompts could direct computational, robotic, or biological systems to desired behaviors. This work provides a concrete step toward this vision of AI-biology partnerships, in which language replaces mathematical objective functions, fixed rules, and domain-specific programming.

  • 5 authors
·
Sep 11, 2025

Skillware: A Software Ontology and Engineering Lifecycle for Persistent Behavioral Artifacts

Agent Skills have become persistent behavioral artifacts across independent AI agent systems. They combine natural-language task specifications with metadata and optional references, scripts, assets, hooks, package manifests, tests, and companion interfaces. Existing studies explain how Skills are specified, executed, maintained, and evolved, but lack an ontology that defines these artifacts as independent software objects. This paper introduces Skillware as the software abstraction that extends software engineering to persistent Behavioral Artifacts in agent systems. A Skill Artifact specifies reusable task behavior; a Skillware Unit manages that artifact as software through an independent identity and lifecycle. A compatible Agent Host activates the unit for runtime interpretation. Three necessary conditions operationalize category membership: behavioral primacy, independent software identity, and an Agent Host execution relationship. Lifecycle Continuity records whether the same unit identity persists through update, maintenance, rollback, and removal as a separate software-grade property. Evidence combines the Agent Skills specification, a frozen corpus of 138,133 content-deduplicated SKILL.md records associated with 20,556 repository identifiers, independent empirical studies, 15 category-boundary cases, and 13 fixed-revision engineering implementations. The evidence establishes a recurring artifact envelope, separable software identities, compatible execution paths, and lifecycle engineering pressure. Skillware provides the software ontology and engineering lifecycle through which agent capabilities can become identifiable, composable, maintainable, and evolvable software artifacts.

  • 2 authors
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Jul 20

MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives

Despite transformative advances in generative motion synthesis, real-time interactive motion control remains dominated by traditional techniques. In this work, we identify two key challenges in bridging research and production: 1) Real-time scalability: Industry applications demand real-time generation of a vast repertoire of motion skills, while generative methods exhibit significant degradation in quality and scalability under real-time computation constraints, and 2) Integration: Industry applications demand fine-grained multi-modal control involving velocity commands, style selection, and precise keyframes, a need largely unmet by existing text- or tag-driven models. To overcome these limitations, we introduce MotionBricks: a large-scale, real-time generative framework with a two-fold solution. First, we propose a large-scale modular latent generative backbone tailored for robust real-time motion generation, effectively modeling a dataset of over 350,000 motion clips with a single model. Second, we introduce smart primitives that provide a unified, robust, and intuitive interface for authoring both navigation and object interaction. Applications can be designed in a plug-and-play manner like assembling bricks without expert animation knowledge. Quantitatively, we show that MotionBricks produces state-of-the-art motion quality on open-source and proprietary datasets of various scales, while also achieving a real-time throughput of 15,000 FPS with 2ms latency. We demonstrate the flexibility and robustness of MotionBricks in a complete production-level animation demo, covering navigation and object-scene interaction across various styles with a unified model. To showcase our framework's application beyond animation, we deploy MotionBricks on the Unitree G1 humanoid robot to demonstrate its flexibility and generalization for real-time robotic control.

  • 16 authors
·
Apr 26

Optimus-2: Multimodal Minecraft Agent with Goal-Observation-Action Conditioned Policy

Building an agent that can mimic human behavior patterns to accomplish various open-world tasks is a long-term goal. To enable agents to effectively learn behavioral patterns across diverse tasks, a key challenge lies in modeling the intricate relationships among observations, actions, and language. To this end, we propose Optimus-2, a novel Minecraft agent that incorporates a Multimodal Large Language Model (MLLM) for high-level planning, alongside a Goal-Observation-Action Conditioned Policy (GOAP) for low-level control. GOAP contains (1) an Action-guided Behavior Encoder that models causal relationships between observations and actions at each timestep, then dynamically interacts with the historical observation-action sequence, consolidating it into fixed-length behavior tokens, and (2) an MLLM that aligns behavior tokens with open-ended language instructions to predict actions auto-regressively. Moreover, we introduce a high-quality Minecraft Goal-Observation-Action (MGOA)} dataset, which contains 25,000 videos across 8 atomic tasks, providing about 30M goal-observation-action pairs. The automated construction method, along with the MGOA dataset, can contribute to the community's efforts to train Minecraft agents. Extensive experimental results demonstrate that Optimus-2 exhibits superior performance across atomic tasks, long-horizon tasks, and open-ended instruction tasks in Minecraft. Please see the project page at https://cybertronagent.github.io/Optimus-2.github.io/.

  • 6 authors
·
Feb 27, 2025