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Oct 28

VOGUE: Guiding Exploration with Visual Uncertainty Improves Multimodal Reasoning

Reinforcement learning with verifiable rewards (RLVR) improves reasoning in large language models (LLMs) but struggles with exploration, an issue that still persists for multimodal LLMs (MLLMs). Current methods treat the visual input as a fixed, deterministic condition, overlooking a critical source of ambiguity and struggling to build policies robust to plausible visual variations. We introduce VOGUE (Visual Uncertainty Guided Exploration), a novel method that shifts exploration from the output (text) to the input (visual) space. By treating the image as a stochastic context, VOGUE quantifies the policy's sensitivity to visual perturbations using the symmetric KL divergence between a "raw" and "noisy" branch, creating a direct signal for uncertainty-aware exploration. This signal shapes the learning objective via an uncertainty-proportional bonus, which, combined with a token-entropy bonus and an annealed sampling schedule, effectively balances exploration and exploitation. Implemented within GRPO on two model scales (Qwen2.5-VL-3B/7B), VOGUE boosts pass@1 accuracy by an average of 2.6% on three visual math benchmarks and 3.7% on three general-domain reasoning benchmarks, while simultaneously increasing pass@4 performance and mitigating the exploration decay commonly observed in RL fine-tuning. Our work shows that grounding exploration in the inherent uncertainty of visual inputs is an effective strategy for improving multimodal reasoning.

tencent Tencent
·
Oct 1 2

DeltaVLM: Interactive Remote Sensing Image Change Analysis via Instruction-guided Difference Perception

Accurate interpretation of land-cover changes in multi-temporal satellite imagery is critical for real-world scenarios. However, existing methods typically provide only one-shot change masks or static captions, limiting their ability to support interactive, query-driven analysis. In this work, we introduce remote sensing image change analysis (RSICA) as a new paradigm that combines the strengths of change detection and visual question answering to enable multi-turn, instruction-guided exploration of changes in bi-temporal remote sensing images. To support this task, we construct ChangeChat-105k, a large-scale instruction-following dataset, generated through a hybrid rule-based and GPT-assisted process, covering six interaction types: change captioning, classification, quantification, localization, open-ended question answering, and multi-turn dialogues. Building on this dataset, we propose DeltaVLM, an end-to-end architecture tailored for interactive RSICA. DeltaVLM features three innovations: (1) a fine-tuned bi-temporal vision encoder to capture temporal differences; (2) a visual difference perception module with a cross-semantic relation measuring (CSRM) mechanism to interpret changes; and (3) an instruction-guided Q-former to effectively extract query-relevant difference information from visual changes, aligning them with textual instructions. We train DeltaVLM on ChangeChat-105k using a frozen large language model, adapting only the vision and alignment modules to optimize efficiency. Extensive experiments and ablation studies demonstrate that DeltaVLM achieves state-of-the-art performance on both single-turn captioning and multi-turn interactive change analysis, outperforming existing multimodal large language models and remote sensing vision-language models. Code, dataset and pre-trained weights are available at https://github.com/hanlinwu/DeltaVLM.

  • 3 authors
·
Jul 29

UI-Genie: A Self-Improving Approach for Iteratively Boosting MLLM-based Mobile GUI Agents

In this paper, we introduce UI-Genie, a self-improving framework addressing two key challenges in GUI agents: verification of trajectory outcome is challenging and high-quality training data are not scalable. These challenges are addressed by a reward model and a self-improving pipeline, respectively. The reward model, UI-Genie-RM, features an image-text interleaved architecture that efficiently pro- cesses historical context and unifies action-level and task-level rewards. To sup- port the training of UI-Genie-RM, we develop deliberately-designed data genera- tion strategies including rule-based verification, controlled trajectory corruption, and hard negative mining. To address the second challenge, a self-improvement pipeline progressively expands solvable complex GUI tasks by enhancing both the agent and reward models through reward-guided exploration and outcome verification in dynamic environments. For training the model, we generate UI- Genie-RM-517k and UI-Genie-Agent-16k, establishing the first reward-specific dataset for GUI agents while demonstrating high-quality synthetic trajectory gen- eration without manual annotation. Experimental results show that UI-Genie achieves state-of-the-art performance across multiple GUI agent benchmarks with three generations of data-model self-improvement. We open-source our complete framework implementation and generated datasets to facilitate further research in https://github.com/Euphoria16/UI-Genie.

  • 15 authors
·
May 27 1

OpenFMNav: Towards Open-Set Zero-Shot Object Navigation via Vision-Language Foundation Models

Object navigation (ObjectNav) requires an agent to navigate through unseen environments to find queried objects. Many previous methods attempted to solve this task by relying on supervised or reinforcement learning, where they are trained on limited household datasets with close-set objects. However, two key challenges are unsolved: understanding free-form natural language instructions that demand open-set objects, and generalizing to new environments in a zero-shot manner. Aiming to solve the two challenges, in this paper, we propose OpenFMNav, an Open-set Foundation Model based framework for zero-shot object Navigation. We first unleash the reasoning abilities of large language models (LLMs) to extract proposed objects from natural language instructions that meet the user's demand. We then leverage the generalizability of large vision language models (VLMs) to actively discover and detect candidate objects from the scene, building a Versatile Semantic Score Map (VSSM). Then, by conducting common sense reasoning on VSSM, our method can perform effective language-guided exploration and exploitation of the scene and finally reach the goal. By leveraging the reasoning and generalizing abilities of foundation models, our method can understand free-form human instructions and perform effective open-set zero-shot navigation in diverse environments. Extensive experiments on the HM3D ObjectNav benchmark show that our method surpasses all the strong baselines on all metrics, proving our method's effectiveness. Furthermore, we perform real robot demonstrations to validate our method's open-set-ness and generalizability to real-world environments.

  • 3 authors
·
Feb 16, 2024

MapGPT: Map-Guided Prompting for Unified Vision-and-Language Navigation

Embodied agents equipped with GPT as their brain have exhibited extraordinary thinking and decision-making abilities across various tasks. However, existing zero-shot agents for vision-and-language navigation (VLN) only prompt the GPT to handle excessive environmental information and select potential locations within localized environments, without constructing an effective ''global-view'' (e.g., a commonly-used map) for the agent to understand the overall environment. In this work, we present a novel map-guided GPT-based path-planning agent, dubbed MapGPT, for the zero-shot VLN task. Specifically, we convert a topological map constructed online into prompts to encourage map-guided global exploration, and require the agent to explicitly output and update multi-step path planning to avoid getting stuck in local exploration. Extensive experiments demonstrate that our MapGPT is effective, achieving impressive performance on both the R2R and REVERIE datasets (38.8% and 28.4% success rate, respectively) and showcasing the newly emerged global thinking and path planning capabilities of the GPT model. Unlike previous VLN agents, which require separate parameters fine-tuning or specific prompt design to accommodate various instruction styles across different datasets, our MapGPT is more unified as it can adapt to different instruction styles seamlessly, which is the first of its kind in this field.

  • 6 authors
·
Jan 14, 2024

GRAIL:Learning to Interact with Large Knowledge Graphs for Retrieval Augmented Reasoning

Large Language Models (LLMs) integrated with Retrieval-Augmented Generation (RAG) techniques have exhibited remarkable performance across a wide range of domains. However, existing RAG approaches primarily operate on unstructured data and demonstrate limited capability in handling structured knowledge such as knowledge graphs. Meanwhile, current graph retrieval methods fundamentally struggle to capture holistic graph structures while simultaneously facing precision control challenges that manifest as either critical information gaps or excessive redundant connections, collectively undermining reasoning performance. To address this challenge, we propose GRAIL: Graph-Retrieval Augmented Interactive Learning, a framework designed to interact with large-scale graphs for retrieval-augmented reasoning. Specifically, GRAIL integrates LLM-guided random exploration with path filtering to establish a data synthesis pipeline, where a fine-grained reasoning trajectory is automatically generated for each task. Based on the synthesized data, we then employ a two-stage training process to learn a policy that dynamically decides the optimal actions at each reasoning step. The overall objective of precision-conciseness balance in graph retrieval is decoupled into fine-grained process-supervised rewards to enhance data efficiency and training stability. In practical deployment, GRAIL adopts an interactive retrieval paradigm, enabling the model to autonomously explore graph paths while dynamically balancing retrieval breadth and precision. Extensive experiments have shown that GRAIL achieves an average accuracy improvement of 21.01% and F1 improvement of 22.43% on three knowledge graph question-answering datasets. Our source code and datasets is available at https://github.com/Changgeww/GRAIL.

  • 10 authors
·
Aug 7

TextBraTS: Text-Guided Volumetric Brain Tumor Segmentation with Innovative Dataset Development and Fusion Module Exploration

Deep learning has demonstrated remarkable success in medical image segmentation and computer-aided diagnosis. In particular, numerous advanced methods have achieved state-of-the-art performance in brain tumor segmentation from MRI scans. While recent studies in other medical imaging domains have revealed that integrating textual reports with visual data can enhance segmentation accuracy, the field of brain tumor analysis lacks a comprehensive dataset that combines radiological images with corresponding textual annotations. This limitation has hindered the exploration of multimodal approaches that leverage both imaging and textual data. To bridge this critical gap, we introduce the TextBraTS dataset, the first publicly available volume-level multimodal dataset that contains paired MRI volumes and rich textual annotations, derived from the widely adopted BraTS2020 benchmark. Building upon this novel dataset, we propose a novel baseline framework and sequential cross-attention method for text-guided volumetric medical image segmentation. Through extensive experiments with various text-image fusion strategies and templated text formulations, our approach demonstrates significant improvements in brain tumor segmentation accuracy, offering valuable insights into effective multimodal integration techniques. Our dataset, implementation code, and pre-trained models are publicly available at https://github.com/Jupitern52/TextBraTS.

  • 10 authors
·
Jun 20

Apollo: An Exploration of Video Understanding in Large Multimodal Models

Despite the rapid integration of video perception capabilities into Large Multimodal Models (LMMs), the underlying mechanisms driving their video understanding remain poorly understood. Consequently, many design decisions in this domain are made without proper justification or analysis. The high computational cost of training and evaluating such models, coupled with limited open research, hinders the development of video-LMMs. To address this, we present a comprehensive study that helps uncover what effectively drives video understanding in LMMs. We begin by critically examining the primary contributors to the high computational requirements associated with video-LMM research and discover Scaling Consistency, wherein design and training decisions made on smaller models and datasets (up to a critical size) effectively transfer to larger models. Leveraging these insights, we explored many video-specific aspects of video-LMMs, including video sampling, architectures, data composition, training schedules, and more. For example, we demonstrated that fps sampling during training is vastly preferable to uniform frame sampling and which vision encoders are the best for video representation. Guided by these findings, we introduce Apollo, a state-of-the-art family of LMMs that achieve superior performance across different model sizes. Our models can perceive hour-long videos efficiently, with Apollo-3B outperforming most existing 7B models with an impressive 55.1 on LongVideoBench. Apollo-7B is state-of-the-art compared to 7B LMMs with a 70.9 on MLVU, and 63.3 on Video-MME.

  • 12 authors
·
Dec 13, 2024 13

ODYSSEY: Open-World Quadrupeds Exploration and Manipulation for Long-Horizon Tasks

Language-guided long-horizon mobile manipulation has long been a grand challenge in embodied semantic reasoning, generalizable manipulation, and adaptive locomotion. Three fundamental limitations hinder progress: First, although large language models have improved spatial reasoning and task planning through semantic priors, existing implementations remain confined to tabletop scenarios, failing to address the constrained perception and limited actuation ranges of mobile platforms. Second, current manipulation strategies exhibit insufficient generalization when confronted with the diverse object configurations encountered in open-world environments. Third, while crucial for practical deployment, the dual requirement of maintaining high platform maneuverability alongside precise end-effector control in unstructured settings remains understudied. In this work, we present ODYSSEY, a unified mobile manipulation framework for agile quadruped robots equipped with manipulators, which seamlessly integrates high-level task planning with low-level whole-body control. To address the challenge of egocentric perception in language-conditioned tasks, we introduce a hierarchical planner powered by a vision-language model, enabling long-horizon instruction decomposition and precise action execution. At the control level, our novel whole-body policy achieves robust coordination across challenging terrains. We further present the first benchmark for long-horizon mobile manipulation, evaluating diverse indoor and outdoor scenarios. Through successful sim-to-real transfer, we demonstrate the system's generalization and robustness in real-world deployments, underscoring the practicality of legged manipulators in unstructured environments. Our work advances the feasibility of generalized robotic assistants capable of complex, dynamic tasks. Our project page: https://kaijwang.github.io/odyssey.github.io/

  • 10 authors
·
Aug 11 3

ExPO: Unlocking Hard Reasoning with Self-Explanation-Guided Reinforcement Learning

Recent advances in large language models have been driven by reinforcement learning (RL)-style post-training, which improves reasoning by optimizing model outputs based on reward or preference signals. GRPO-style approaches implement this by using self-generated samples labeled by an outcome-based verifier. However, these methods depend heavily on the model's initial ability to produce positive samples. They primarily refine what the model already knows (distribution sharpening) rather than enabling the model to solve problems where it initially fails. This limitation is especially problematic in early-stage RL training and on challenging reasoning tasks, where positive samples are unlikely to be generated. To unlock reasoning ability in such settings, the model must explore new reasoning trajectories beyond its current output distribution. Such exploration requires access to sufficiently good positive samples to guide the learning. While expert demonstrations seem like a natural solution, we find that they are often ineffective in RL post-training. Instead, we identify two key properties of effective positive samples: they should (1) be likely under the current policy, and (2) increase the model's likelihood of predicting the correct answer. Based on these insights, we propose Self-Explanation Policy Optimization (ExPO)-a simple and modular framework that generates such samples by conditioning on the ground-truth answer. ExPO enables efficient exploration and guides the model to produce reasoning trajectories more aligned with its policy than expert-written CoTs, while ensuring higher quality than its own (incorrect) samples. Experiments show that ExPO improves both learning efficiency and final performance on reasoning benchmarks, surpassing expert-demonstration-based methods in challenging settings such as MATH level-5, where the model initially struggles the most.

  • 4 authors
·
Jul 3

Inpainting-Guided Policy Optimization for Diffusion Large Language Models

Masked diffusion large language models (dLLMs) are emerging as promising alternatives to autoregressive LLMs, offering competitive performance while supporting unique generation capabilities such as inpainting. We explore how inpainting can inform RL algorithm design for dLLMs. Aligning LLMs with reinforcement learning faces an exploration challenge: sparse reward signals and sample waste when models fail to discover correct solutions. While this inefficiency affects LLMs broadly, dLLMs offer a distinctive opportunity--their inpainting ability can guide exploration. We introduce IGPO (Inpainting Guided Policy Optimization), an RL framework that strategically inserts partial ground-truth reasoning traces during online sampling. Unlike providing full solutions, inpainting steers exploration toward promising trajectory spaces while preserving self-generated reasoning, bridging supervised fine-tuning and reinforcement learning. We apply IGPO to group-based optimization methods such as GRPO, where exploration failures cause zero advantages and gradients. IGPO restores meaningful gradients while improving sample efficiency. We also propose supervised fine-tuning on synthetically rewritten concise traces that better align with dLLM generation patterns. With additional techniques including entropy-based filtering, our training recipe yields substantial gains across three mathematical benchmarks--GSM8K, Math500, and AMC--achieving new state-of-the-art results for full-attention masked dLLMs.

  • 11 authors
·
Sep 12 2

Learning Goal-Oriented Language-Guided Navigation with Self-Improving Demonstrations at Scale

Goal-oriented language-guided navigation requires robust exploration capabilities for agents to navigate to specified goals in unknown environments without step-by-step instructions. Existing methods tend to exclusively utilize shortest-path trajectories, lacking effective exploration priors for training navigation agents. To address the above challenges, we present SID, a goal-oriented language-guided navigation learning approach with Self-Improving Demonstrations. Specifically, SID learns an initial agent on the shortest-path data sampled from environments and then leverages this agent to generate novel exploration trajectories. The novel rollouts provide demonstrations with stronger exploration strategies to train a better agent, which in turn produces higher-quality agent demonstrations for the next round of training. We show that this iterative self-improving pipeline readily scales to new environments, and the resulting demonstrations can be transferred across a variety of language-guided navigation tasks, elevating the performance ceiling in diverse goal-oriented navigation tasks. Extensive experiments demonstrate that SID significantly boosts the exploration capabilities and generalization of navigation agents. The resulting agent achieves new state-of-the-art performance on goal-oriented language-guided navigation tasks, including REVERIE, SOON, notably achieving a 50.9% success rate on the unseen validation splits of SOON, surpassing the prior leading approaches by a margin of 13.9%.

OpenGVLab OpenGVLab
·
Sep 29 1

AlignGuard-LoRA: Alignment-Preserving Fine-Tuning via Fisher-Guided Decomposition and Riemannian-Geodesic Collision Regularization

Low-rank adaptation (LoRA) has become a standard tool for efficiently fine-tuning large language models (LLMs). Yet, even minor LoRA updates can induce alignment drift, weakening safety and behavioral constraints through entangled parameter changes. To address this, we propose AlignGuard-LoRA (AGL), a principled framework for preserving alignment during finetuning. AGL introduces several key components: a primary task loss for supervision, Fisher Information Matrix-based regularization to restrict updates in alignment-sensitive subspaces, and task-specific regularization to stabilize the integration of new knowledge. We further introduce collision-aware regularization, blending Riemannian overlap -- which penalizes coordinate-wise interference -- and geodesic separation -- which encourages disjoint update geometry. We curate DriftCaps, a targeted diagnostic benchmark of safe and unsafe prompts designed to quantify alignment drift and safety degradation. Empirical evaluations show that AGL mitigates alignment drift by up to 50% on safety-critical benchmarks without degrading downstream task performance. Comprehensive ablation confirms that each component contributes distinctly to preserving latent safety behaviors. Finally, we derive and validate a scaling law for catastrophic forgetting, revealing that AGL flattens post-finetuning loss escalation while preserving adaptation dynamics. AGL is a structurally grounded refinement of LoRA, ensuring alignment preservation with minimal trade-offs. To encourage further exploration and development, we open-source our implementation.

  • 4 authors
·
Aug 4 2

Token Hidden Reward: Steering Exploration-Exploitation in Group Relative Deep Reinforcement Learning

Reinforcement learning with verifiable rewards has significantly advanced the reasoning capabilities of large language models, yet how to explicitly steer training toward exploration or exploitation remains an open problem. We introduce Token Hidden Reward (THR), a token-level metric that quantifies each token's influence on the likelihood of correct responses under Group Relative Policy Optimization (GRPO). We find that training dynamics are dominated by a small subset of tokens with high absolute THR values. Most interestingly, tokens with positive THR strengthen confidence in correct outputs, thus favoring exploitation, while tokens with negative THR preserve probability mass for alternative outputs, enabling exploration. This insight suggests a natural intervention: a THR-guided reweighting algorithm that modulates GRPO's learning signals to explicitly bias training toward exploitation or exploration. We validate the efficacy of this algorithm on diverse math reasoning benchmarks. By amplifying tokens with positive THR value and weakening negative ones, our algorithm improves greedy-decoding accuracy, favoring exploitation. The reverse strategy yields consistent gains in Pass@K accuracy, favoring exploration. We further demonstrate that our algorithm integrates seamlessly with other RL objectives such as GSPO and generalizes across architectures including Llama. These findings establish THR as a principled and fine-grained mechanism for dynamically controlling exploration and exploitation in RL-tuned LLMs, providing new tools for targeted fine-tuning in reasoning-intensive applications.

  • 7 authors
·
Oct 4

UniEmoX: Cross-modal Semantic-Guided Large-Scale Pretraining for Universal Scene Emotion Perception

Visual emotion analysis holds significant research value in both computer vision and psychology. However, existing methods for visual emotion analysis suffer from limited generalizability due to the ambiguity of emotion perception and the diversity of data scenarios. To tackle this issue, we introduce UniEmoX, a cross-modal semantic-guided large-scale pretraining framework. Inspired by psychological research emphasizing the inseparability of the emotional exploration process from the interaction between individuals and their environment, UniEmoX integrates scene-centric and person-centric low-level image spatial structural information, aiming to derive more nuanced and discriminative emotional representations. By exploiting the similarity between paired and unpaired image-text samples, UniEmoX distills rich semantic knowledge from the CLIP model to enhance emotional embedding representations more effectively. To the best of our knowledge, this is the first large-scale pretraining framework that integrates psychological theories with contemporary contrastive learning and masked image modeling techniques for emotion analysis across diverse scenarios. Additionally, we develop a visual emotional dataset titled Emo8. Emo8 samples cover a range of domains, including cartoon, natural, realistic, science fiction and advertising cover styles, covering nearly all common emotional scenes. Comprehensive experiments conducted on six benchmark datasets across two downstream tasks validate the effectiveness of UniEmoX. The source code is available at https://github.com/chincharles/u-emo.

  • 3 authors
·
Sep 27, 2024

HaLo-NeRF: Learning Geometry-Guided Semantics for Exploring Unconstrained Photo Collections

Internet image collections containing photos captured by crowds of photographers show promise for enabling digital exploration of large-scale tourist landmarks. However, prior works focus primarily on geometric reconstruction and visualization, neglecting the key role of language in providing a semantic interface for navigation and fine-grained understanding. In constrained 3D domains, recent methods have leveraged vision-and-language models as a strong prior of 2D visual semantics. While these models display an excellent understanding of broad visual semantics, they struggle with unconstrained photo collections depicting such tourist landmarks, as they lack expert knowledge of the architectural domain. In this work, we present a localization system that connects neural representations of scenes depicting large-scale landmarks with text describing a semantic region within the scene, by harnessing the power of SOTA vision-and-language models with adaptations for understanding landmark scene semantics. To bolster such models with fine-grained knowledge, we leverage large-scale Internet data containing images of similar landmarks along with weakly-related textual information. Our approach is built upon the premise that images physically grounded in space can provide a powerful supervision signal for localizing new concepts, whose semantics may be unlocked from Internet textual metadata with large language models. We use correspondences between views of scenes to bootstrap spatial understanding of these semantics, providing guidance for 3D-compatible segmentation that ultimately lifts to a volumetric scene representation. Our results show that HaLo-NeRF can accurately localize a variety of semantic concepts related to architectural landmarks, surpassing the results of other 3D models as well as strong 2D segmentation baselines. Our project page is at https://tau-vailab.github.io/HaLo-NeRF/.

  • 6 authors
·
Feb 14, 2024 1

VLM-Guided Adaptive Negative Prompting for Creative Generation

Creative generation is the synthesis of new, surprising, and valuable samples that reflect user intent yet cannot be envisioned in advance. This task aims to extend human imagination, enabling the discovery of visual concepts that exist in the unexplored spaces between familiar domains. While text-to-image diffusion models excel at rendering photorealistic scenes that faithfully match user prompts, they still struggle to generate genuinely novel content. Existing approaches to enhance generative creativity either rely on interpolation of image features, which restricts exploration to predefined categories, or require time-intensive procedures such as embedding optimization or model fine-tuning. We propose VLM-Guided Adaptive Negative-Prompting, a training-free, inference-time method that promotes creative image generation while preserving the validity of the generated object. Our approach utilizes a vision-language model (VLM) that analyzes intermediate outputs of the generation process and adaptively steers it away from conventional visual concepts, encouraging the emergence of novel and surprising outputs. We evaluate creativity through both novelty and validity, using statistical metrics in the CLIP embedding space. Through extensive experiments, we show consistent gains in creative novelty with negligible computational overhead. Moreover, unlike existing methods that primarily generate single objects, our approach extends to complex scenarios, such as generating coherent sets of creative objects and preserving creativity within elaborate compositional prompts. Our method integrates seamlessly into existing diffusion pipelines, offering a practical route to producing creative outputs that venture beyond the constraints of textual descriptions.

  • 4 authors
·
Oct 12 2

Enhancing Large Language Models with Reward-guided Tree Search for Knowledge Graph Question and Answering

Recently, large language models (LLMs) have demonstrated impressive performance in Knowledge Graph Question Answering (KGQA) tasks, which aim to find answers based on knowledge graphs (KGs) for natural language questions. Existing LLMs-based KGQA methods typically follow the Graph Retrieval-Augmented Generation (GraphRAG) paradigm, which first retrieves reasoning paths from the large KGs, and then generates the answers based on them. However, these methods emphasize the exploration of new optimal reasoning paths in KGs while ignoring the exploitation of historical reasoning paths, which may lead to sub-optimal reasoning paths. Additionally, the complex semantics contained in questions may lead to the retrieval of inaccurate reasoning paths. To address these issues, this paper proposes a novel and training-free framework for KGQA tasks called Reward-guided Tree Search on Graph (RTSoG). RTSoG decomposes an original question into a series of simpler and well-defined sub-questions to handle the complex semantics. Then, a Self-Critic Monte Carlo Tree Search (SC-MCTS) guided by a reward model is introduced to iteratively retrieve weighted reasoning paths as contextual knowledge. Finally, it stacks the weighted reasoning paths according to their weights to generate the final answers. Extensive experiments on four datasets demonstrate the effectiveness of RTSoG. Notably, it achieves 8.7\% and 7.0\% performance improvement over the state-of-the-art method on the GrailQA and the WebQSP respectively.

  • 6 authors
·
May 18

CURE: Critical-Token-Guided Re-Concatenation for Entropy-Collapse Prevention

Recent advances in Reinforcement Learning with Verified Reward (RLVR) have driven the emergence of more sophisticated cognitive behaviors in large language models (LLMs), thereby enhancing their reasoning capabilities. However, in prior RLVR pipelines, the repeated use of static initial-state sampling drawn exactly from the dataset distribution during each sampling phase produced overly deterministic, low diversity model behavior, which manifested as rapid entropy collapse and hindered sustained performance gains during prolonged training. To address this issue, we introduce CURE (Critical-token-gUided Re concatenation for Entropy-collapse prevention), a two-stage framework that balances exploration and exploitation. Specifically, in the first stage, to deliberately steer the model toward novel yet coherent contexts, we re-generate at high-entropy critical tokens and jointly optimize the original and the branched trajectories. The further comparison with vanilla DAPO shows that the regeneration process achieves a better performance on math reasoning tasks while sustaining a high-level entropy degree for exploration. In the second stage, we continue training with static initial-state sampling by DAPO, intentionally placing the model in a familiar state to gradually strengthen exploitation. Extensive experiments on Qwen-2.5-Math-7B show that, compared to other RLVR methods, CURE achieves a 5% performance gain across six math benchmarks, establishing state-of-the-art performance in both entropy and accuracy. A series of experiments further validate the effectiveness of our approach. Code is available at https://github.com/bytedance/CURE.

  • 11 authors
·
Aug 14

Don't Get Lost in the Trees: Streamlining LLM Reasoning by Overcoming Tree Search Exploration Pitfalls

Recent advancements in tree search algorithms guided by verifiers have significantly enhanced the reasoning capabilities of large language models (LLMs), but at the cost of increased computational resources. In this work, we identify two key challenges contributing to this inefficiency: over-exploration due to redundant states with semantically equivalent content, and under-exploration caused by high variance in verifier scoring leading to frequent trajectory switching. To address these issues, we propose FETCH, an efficient tree search framework, which is a flexible, plug-and-play system compatible with various tree search algorithms. Our framework mitigates over-exploration by merging semantically similar states using agglomerative clustering of text embeddings obtained from a fine-tuned SimCSE model. To tackle under-exploration, we enhance verifiers by incorporating temporal difference learning with adjusted lambda-returns during training to reduce variance, and employing a verifier ensemble to aggregate scores during inference. Experiments on GSM8K, GSM-Plus, and MATH datasets demonstrate that our methods significantly improve reasoning accuracy and computational efficiency across four different tree search algorithms, paving the way for more practical applications of LLM-based reasoning. The code is available at https://github.com/Soistesimmer/Fetch.

  • 9 authors
·
Feb 16

Brain Diffusion for Visual Exploration: Cortical Discovery using Large Scale Generative Models

A long standing goal in neuroscience has been to elucidate the functional organization of the brain. Within higher visual cortex, functional accounts have remained relatively coarse, focusing on regions of interest (ROIs) and taking the form of selectivity for broad categories such as faces, places, bodies, food, or words. Because the identification of such ROIs has typically relied on manually assembled stimulus sets consisting of isolated objects in non-ecological contexts, exploring functional organization without robust a priori hypotheses has been challenging. To overcome these limitations, we introduce a data-driven approach in which we synthesize images predicted to activate a given brain region using paired natural images and fMRI recordings, bypassing the need for category-specific stimuli. Our approach -- Brain Diffusion for Visual Exploration ("BrainDiVE") -- builds on recent generative methods by combining large-scale diffusion models with brain-guided image synthesis. Validating our method, we demonstrate the ability to synthesize preferred images with appropriate semantic specificity for well-characterized category-selective ROIs. We then show that BrainDiVE can characterize differences between ROIs selective for the same high-level category. Finally we identify novel functional subdivisions within these ROIs, validated with behavioral data. These results advance our understanding of the fine-grained functional organization of human visual cortex, and provide well-specified constraints for further examination of cortical organization using hypothesis-driven methods.

  • 4 authors
·
Jun 5, 2023

Discovering Failure Modes of Text-guided Diffusion Models via Adversarial Search

Text-guided diffusion models (TDMs) are widely applied but can fail unexpectedly. Common failures include: (i) natural-looking text prompts generating images with the wrong content, or (ii) different random samples of the latent variables that generate vastly different, and even unrelated, outputs despite being conditioned on the same text prompt. In this work, we aim to study and understand the failure modes of TDMs in more detail. To achieve this, we propose SAGE, the first adversarial search method on TDMs that systematically explores the discrete prompt space and the high-dimensional latent space, to automatically discover undesirable behaviors and failure cases in image generation. We use image classifiers as surrogate loss functions during searching, and employ human inspections to validate the identified failures. For the first time, our method enables efficient exploration of both the discrete and intricate human language space and the challenging latent space, overcoming the gradient vanishing problem. Then, we demonstrate the effectiveness of SAGE on five widely used generative models and reveal four typical failure modes: (1) We find a variety of natural text prompts that generate images failing to capture the semantics of input texts. We further discuss the underlying causes and potential solutions based on the results. (2) We find regions in the latent space that lead to distorted images independent of the text prompt, suggesting that parts of the latent space are not well-structured. (3) We also find latent samples that result in natural-looking images unrelated to the text prompt, implying a possible misalignment between the latent and prompt spaces. (4) By appending a single adversarial token embedding to any input prompts, we can generate a variety of specified target objects. Project page: https://sage-diffusion.github.io/

  • 5 authors
·
Jun 1, 2023

Exploration of Interpretability Techniques for Deep COVID-19 Classification using Chest X-ray Images

The outbreak of COVID-19 has shocked the entire world with its fairly rapid spread and has challenged different sectors. One of the most effective ways to limit its spread is the early and accurate diagnosing infected patients. Medical imaging, such as X-ray and Computed Tomography (CT), combined with the potential of Artificial Intelligence (AI), plays an essential role in supporting medical personnel in the diagnosis process. Thus, in this article five different deep learning models (ResNet18, ResNet34, InceptionV3, InceptionResNetV2 and DenseNet161) and their ensemble, using majority voting have been used to classify COVID-19, pneumoni{\ae} and healthy subjects using chest X-ray images. Multilabel classification was performed to predict multiple pathologies for each patient, if present. Firstly, the interpretability of each of the networks was thoroughly studied using local interpretability methods - occlusion, saliency, input X gradient, guided backpropagation, integrated gradients, and DeepLIFT, and using a global technique - neuron activation profiles. The mean Micro-F1 score of the models for COVID-19 classifications ranges from 0.66 to 0.875, and is 0.89 for the ensemble of the network models. The qualitative results showed that the ResNets were the most interpretable models. This research demonstrates the importance of using interpretability methods to compare different models before making a decision regarding the best performing model.

  • 13 authors
·
Jun 3, 2020

InfiGUI-G1: Advancing GUI Grounding with Adaptive Exploration Policy Optimization

The emergence of Multimodal Large Language Models (MLLMs) has propelled the development of autonomous agents that operate on Graphical User Interfaces (GUIs) using pure visual input. A fundamental challenge is robustly grounding natural language instructions. This requires a precise spatial alignment, which accurately locates the coordinates of each element, and, more critically, a correct semantic alignment, which matches the instructions to the functionally appropriate UI element. Although Reinforcement Learning with Verifiable Rewards (RLVR) has proven to be effective at improving spatial alignment for these MLLMs, we find that inefficient exploration bottlenecks semantic alignment, which prevent models from learning difficult semantic associations. To address this exploration problem, we present Adaptive Exploration Policy Optimization (AEPO), a new policy optimization framework. AEPO employs a multi-answer generation strategy to enforce broader exploration, which is then guided by a theoretically grounded Adaptive Exploration Reward (AER) function derived from first principles of efficiency eta=U/C. Our AEPO-trained models, InfiGUI-G1-3B and InfiGUI-G1-7B, establish new state-of-the-art results across multiple challenging GUI grounding benchmarks, achieving significant relative improvements of up to 9.0% against the naive RLVR baseline on benchmarks designed to test generalization and semantic understanding. Resources are available at https://github.com/InfiXAI/InfiGUI-G1.

SAGE-HLS: Syntax-Aware AST-Guided LLM for High-Level Synthesis Code Generation

In today's rapidly evolving field of electronic design automation (EDA), the complexity of hardware designs is increasing, necessitating more sophisticated automation solutions. High-level synthesis (HLS), as a pivotal solution, automates hardware designs from high-level abstractions (e.g., C/C++). However, it faces significant challenges, particularly in design space exploration and optimization. While large language models (LLMs) have shown notable capabilities in code generation, their application to HLS has been limited due to the scarcity of (publicly) available HLS code datasets. Hence, research in this domain has primarily focused on techniques such as prompt engineering and retrieval-augmented generation (RAG). To overcome this limitation, this paper introduces SAGE-HLS, the first-of-its-kind fine-tuned LLM specifically for HLS code generation. Our method includes three key advancements: (i) We implement Verilog-to-C/C++ porting, converting verified and synthesizable Verilog codes into corresponding C, creating a dataset of 16.7K HLS codes; (ii) We implement a fine-tuning strategy, which is based on instruction prompting to code generation guided by abstract syntax tree (AST); (iii) We develop a semi-automated evaluation framework using VerilogEval to assess the functionality of the generated HLS code. Our experiments show that SAGE-HLS, fined-tuned on the QwenCoder (2.5) 7B model, achieves a near 100% success rate in code synthesizability and a 75% success rate in functional correctness.

  • 5 authors
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Aug 5

Structured Prompting and Feedback-Guided Reasoning with LLMs for Data Interpretation

Large language models (LLMs) have demonstrated remarkable capabilities in natural language understanding and task generalization. However, their application to structured data analysis remains fragile due to inconsistencies in schema interpretation, misalignment between user intent and model output, and limited mechanisms for self-correction when failures occur. This paper introduces the STROT Framework (Structured Task Reasoning and Output Transformation), a method for structured prompting and feedback-driven transformation logic generation aimed at improving the reliability and semantic alignment of LLM-based analytical workflows. STROT begins with lightweight schema introspection and sample-based field classification, enabling dynamic context construction that captures both the structure and statistical profile of the input data. This contextual information is embedded in structured prompts that guide the model toward generating task-specific, interpretable outputs. To address common failure modes in complex queries, STROT incorporates a refinement mechanism in which the model iteratively revises its outputs based on execution feedback and validation signals. Unlike conventional approaches that rely on static prompts or single-shot inference, STROT treats the LLM as a reasoning agent embedded within a controlled analysis loop -- capable of adjusting its output trajectory through planning and correction. The result is a robust and reproducible framework for reasoning over structured data with LLMs, applicable to diverse data exploration and analysis tasks where interpretability, stability, and correctness are essential.

  • 1 authors
·
May 2

CodeTree: Agent-guided Tree Search for Code Generation with Large Language Models

Pre-trained on massive amounts of code and text data, large language models (LLMs) have demonstrated remarkable achievements in performing code generation tasks. With additional execution-based feedback, these models can act as agents with capabilities to self-refine and improve generated code autonomously. However, on challenging coding tasks with extremely large search space, current agentic approaches still struggle with multi-stage planning, generating, and debugging. To address this problem, we propose CodeTree, a framework for LLM agents to efficiently explore the search space in different stages of the code generation process. Specifically, we adopted a unified tree structure to explicitly explore different coding strategies, generate corresponding coding solutions, and subsequently refine the solutions. In each stage, critical decision-making (ranking, termination, expanding) of the exploration process is guided by both the environmental execution-based feedback and LLM-agent-generated feedback. We comprehensively evaluated CodeTree on 7 code generation benchmarks and demonstrated the significant performance gains of CodeTree against strong baselines. Using GPT-4o as the base model, we consistently achieved top results of 95.1 on HumanEval, 98.7 on MBPP, and 43.0 on CodeContests. On the challenging SWEBench benchmark, our approach led to significant performance gains.

  • 6 authors
·
Nov 6, 2024

TruthPrInt: Mitigating LVLM Object Hallucination Via Latent Truthful-Guided Pre-Intervention

Object Hallucination (OH) has been acknowledged as one of the major trustworthy challenges in Large Vision-Language Models (LVLMs). Recent advancements in Large Language Models (LLMs) indicate that internal states, such as hidden states, encode the "overall truthfulness" of generated responses. However, it remains under-explored how internal states in LVLMs function and whether they could serve as "per-token" hallucination indicators, which is essential for mitigating OH. In this paper, we first conduct an in-depth exploration of LVLM internal states in relation to OH issues and discover that (1) LVLM internal states are high-specificity per-token indicators of hallucination behaviors. Moreover, (2) different LVLMs encode universal patterns of hallucinations in common latent subspaces, indicating that there exist "generic truthful directions" shared by various LVLMs. Based on these discoveries, we propose Truthful-Guided Pre-Intervention (TruthPrInt) that first learns the truthful direction of LVLM decoding and then applies truthful-guided inference-time intervention during LVLM decoding. We further propose ComnHallu to enhance both cross-LVLM and cross-data hallucination detection transferability by constructing and aligning hallucination latent subspaces. We evaluate TruthPrInt in extensive experimental settings, including in-domain and out-of-domain scenarios, over popular LVLMs and OH benchmarks. Experimental results indicate that TruthPrInt significantly outperforms state-of-the-art methods. Codes will be available at https://github.com/jinhaoduan/TruthPrInt.

  • 9 authors
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Mar 13 2

EVOLvE: Evaluating and Optimizing LLMs For Exploration

Despite their success in many domains, large language models (LLMs) remain under-studied in scenarios requiring optimal decision-making under uncertainty. This is crucial as many real-world applications, ranging from personalized recommendations to healthcare interventions, demand that LLMs not only predict but also actively learn to make optimal decisions through exploration. In this work, we measure LLMs' (in)ability to make optimal decisions in bandits, a state-less reinforcement learning setting relevant to many applications. We develop a comprehensive suite of environments, including both context-free and contextual bandits with varying task difficulties, to benchmark LLMs' performance. Motivated by the existence of optimal exploration algorithms, we propose efficient ways to integrate this algorithmic knowledge into LLMs: by providing explicit algorithm-guided support during inference; and through algorithm distillation via in-context demonstrations and fine-tuning, using synthetic data generated from these algorithms. Impressively, these techniques allow us to achieve superior exploration performance with smaller models, surpassing larger models on various tasks. We conducted an extensive ablation study to shed light on various factors, such as task difficulty and data representation, that influence the efficiency of LLM exploration. Additionally, we conduct a rigorous analysis of the LLM's exploration efficiency using the concept of regret, linking its ability to explore to the model size and underlying algorithm.

  • 7 authors
·
Oct 8, 2024

PepTune: De Novo Generation of Therapeutic Peptides with Multi-Objective-Guided Discrete Diffusion

Peptide therapeutics, a major class of medicines, have achieved remarkable success across diseases such as diabetes and cancer, with landmark examples such as GLP-1 receptor agonists revolutionizing the treatment of type-2 diabetes and obesity. Despite their success, designing peptides that satisfy multiple conflicting objectives, such as target binding affinity, solubility, and membrane permeability, remains a major challenge. Classical drug development and structure-based design are ineffective for such tasks, as they fail to optimize global functional properties critical for therapeutic efficacy. Existing generative frameworks are largely limited to continuous spaces, unconditioned outputs, or single-objective guidance, making them unsuitable for discrete sequence optimization across multiple properties. To address this, we present PepTune, a multi-objective discrete diffusion model for the simultaneous generation and optimization of therapeutic peptide SMILES. Built on the Masked Discrete Language Model (MDLM) framework, PepTune ensures valid peptide structures with state-dependent masking schedules and penalty-based objectives. To guide the diffusion process, we propose a Monte Carlo Tree Search (MCTS)-based strategy that balances exploration and exploitation to iteratively refine Pareto-optimal sequences. MCTS integrates classifier-based rewards with search-tree expansion, overcoming gradient estimation challenges and data sparsity inherent to discrete spaces. Using PepTune, we generate diverse, chemically-modified peptides optimized for multiple therapeutic properties, including target binding affinity, membrane permeability, solubility, hemolysis, and non-fouling characteristics on various disease-relevant targets. In total, our results demonstrate that MCTS-guided discrete diffusion is a powerful and modular approach for multi-objective sequence design in discrete state spaces.

  • 3 authors
·
Dec 23, 2024 2

Can We Further Elicit Reasoning in LLMs? Critic-Guided Planning with Retrieval-Augmentation for Solving Challenging Tasks

State-of-the-art large language models (LLMs) exhibit impressive problem-solving capabilities but may struggle with complex reasoning and factual correctness. Existing methods harness the strengths of chain-of-thought and retrieval-augmented generation (RAG) to decompose a complex problem into simpler steps and apply retrieval to improve factual correctness. These methods work well on straightforward reasoning tasks but often falter on challenging tasks such as competitive programming and mathematics, due to frequent reasoning errors and irrelevant knowledge retrieval. To address this, we introduce Critic-guided planning with Retrieval-augmentation, CR-Planner, a novel framework that leverages fine-tuned critic models to guide both reasoning and retrieval processes through planning. CR-Planner solves a problem by iteratively selecting and executing sub-goals. Initially, it identifies the most promising sub-goal from reasoning, query generation, and retrieval, guided by rewards given by a critic model named sub-goal critic. It then executes this sub-goal through sampling and selecting the optimal output based on evaluations from another critic model named execution critic. This iterative process, informed by retrieved information and critic models, enables CR-Planner to effectively navigate the solution space towards the final answer. We employ Monte Carlo Tree Search to collect the data for training the critic models, allowing for a systematic exploration of action sequences and their long-term impacts. We validate CR-Planner on challenging domain-knowledge-intensive and reasoning-heavy tasks, including competitive programming, theorem-driven math reasoning, and complex domain retrieval problems. Our experiments demonstrate that CR-Planner significantly outperforms baselines, highlighting its effectiveness in addressing challenging problems by improving both reasoning and retrieval.

  • 6 authors
·
Oct 2, 2024

Learning Like Humans: Advancing LLM Reasoning Capabilities via Adaptive Difficulty Curriculum Learning and Expert-Guided Self-Reformulation

Despite impressive progress in areas like mathematical reasoning, large language models still face significant challenges in consistently solving complex problems. Drawing inspiration from key human learning strategies, we propose two novel strategies to enhance the capability of large language models to solve these complex problems. First, Adaptive Difficulty Curriculum Learning (ADCL) is a novel curriculum learning strategy that tackles the Difficulty Shift phenomenon (i.e., a model's perception of problem difficulty dynamically changes during training) by periodically re-estimating difficulty within upcoming data batches to maintain alignment with the model's evolving capabilities. Second, Expert-Guided Self-Reformulation (EGSR) is a novel reinforcement learning strategy that bridges the gap between imitation learning and pure exploration by guiding models to reformulate expert solutions within their own conceptual framework, rather than relying on direct imitation, fostering deeper understanding and knowledge assimilation. Extensive experiments on challenging mathematical reasoning benchmarks, using Qwen2.5-7B as the base model, demonstrate that these human-inspired strategies synergistically and significantly enhance performance. Notably, their combined application improves performance over the standard Zero-RL baseline by 10% on the AIME24 benchmark and 16.6% on AIME25.

  • 5 authors
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May 13

GHPO: Adaptive Guidance for Stable and Efficient LLM Reinforcement Learning

Reinforcement Learning with Verifiable Rewards (RLVR) has recently emerged as a powerful paradigm for facilitating the self-improvement of large language models (LLMs), particularly in the domain of complex reasoning tasks. However, prevailing on-policy RL methods often contend with significant training instability and inefficiency. This is primarily due to a capacity-difficulty mismatch, where the complexity of training data frequently outpaces the model's current capabilities, leading to critically sparse reward signals and stalled learning progress. This challenge is particularly acute for smaller, more resource-efficient LLMs. To overcome this, we introduce the Guided Hybrid Policy Optimization (GHPO), a novel difficulty-aware reinforcement learning framework. GHPO dynamically calibrates task difficulty by employing adaptive prompt refinement to provide targeted guidance. This unique approach adaptively balances direct imitation learning for problems currently beyond the model's reach with exploration-based reinforcement learning for more manageable tasks, effectively creating a smooth and optimized learning curriculum. Extensive experiments demonstrate that GHPO achieves an average performance gain of approximately 5% across six challenging mathematics benchmarks, consistently outperforming strong on-policy reinforcement learning and curriculum learning baselines. Further analysis confirms that our framework significantly enhances both training stability and final reasoning performance, thus offering a scalable and efficient solution for developing powerful and robust reasoning models.

  • 10 authors
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Jul 14

Critique-GRPO: Advancing LLM Reasoning with Natural Language and Numerical Feedback

Recent advances in reinforcement learning (RL) with numerical feedback, such as scalar rewards, have significantly enhanced the complex reasoning capabilities of large language models (LLMs). Despite this success, we identify three key challenges encountered by RL with solely numerical feedback: performance plateaus, limited effectiveness of self-reflection, and persistent failures. We then demonstrate that RL-finetuned models, even after exhibiting performance plateaus, can generate correct refinements on persistently failed problems by leveraging natural language feedback in the form of critiques. Building on this insight, we propose Critique-GRPO, an online RL framework that integrates both natural language and numerical feedback for effective policy optimization. Critique-GRPO enables LLMs to learn from initial responses and critique-guided refinements simultaneously while maintaining exploration. Extensive experiments using Qwen2.5-7B-Base and Qwen3-8B-Base show that Critique-GRPO consistently outperforms supervised learning-based and RL-based fine-tuning approaches across eight challenging mathematical, STEM, and general reasoning tasks, improving average pass@1 scores by approximately 4.5% and 5%, respectively. Notably, Critique-GRPO surpasses a strong baseline that incorporates expert demonstrations within online RL. Further analysis reveals two critical insights about policy exploration: (1) higher entropy does not always guarantee efficient learning from exploration, and (2) longer responses do not necessarily lead to more effective exploration.

TreePO: Bridging the Gap of Policy Optimization and Efficacy and Inference Efficiency with Heuristic Tree-based Modeling

Recent advancements in aligning large language models via reinforcement learning have achieved remarkable gains in solving complex reasoning problems, but at the cost of expensive on-policy rollouts and limited exploration of diverse reasoning paths. In this work, we introduce TreePO, involving a self-guided rollout algorithm that views sequence generation as a tree-structured searching process. Composed of dynamic tree sampling policy and fixed-length segment decoding, TreePO leverages local uncertainty to warrant additional branches. By amortizing computation across common prefixes and pruning low-value paths early, TreePO essentially reduces the per-update compute burden while preserving or enhancing exploration diversity. Key contributions include: (1) a segment-wise sampling algorithm that alleviates the KV cache burden through contiguous segments and spawns new branches along with an early-stop mechanism; (2) a tree-based segment-level advantage estimation that considers both global and local proximal policy optimization. and (3) analysis on the effectiveness of probability and quality-driven dynamic divergence and fallback strategy. We empirically validate the performance gain of TreePO on a set reasoning benchmarks and the efficiency saving of GPU hours from 22\% up to 43\% of the sampling design for the trained models, meanwhile showing up to 40\% reduction at trajectory-level and 35\% at token-level sampling compute for the existing models. While offering a free lunch of inference efficiency, TreePO reveals a practical path toward scaling RL-based post-training with fewer samples and less compute. Home page locates at https://m-a-p.ai/TreePO.

  • 17 authors
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Aug 24 3

GenEx: Generating an Explorable World

Understanding, navigating, and exploring the 3D physical real world has long been a central challenge in the development of artificial intelligence. In this work, we take a step toward this goal by introducing GenEx, a system capable of planning complex embodied world exploration, guided by its generative imagination that forms priors (expectations) about the surrounding environments. GenEx generates an entire 3D-consistent imaginative environment from as little as a single RGB image, bringing it to life through panoramic video streams. Leveraging scalable 3D world data curated from Unreal Engine, our generative model is rounded in the physical world. It captures a continuous 360-degree environment with little effort, offering a boundless landscape for AI agents to explore and interact with. GenEx achieves high-quality world generation, robust loop consistency over long trajectories, and demonstrates strong 3D capabilities such as consistency and active 3D mapping. Powered by generative imagination of the world, GPT-assisted agents are equipped to perform complex embodied tasks, including both goal-agnostic exploration and goal-driven navigation. These agents utilize predictive expectation regarding unseen parts of the physical world to refine their beliefs, simulate different outcomes based on potential decisions, and make more informed choices. In summary, we demonstrate that GenEx provides a transformative platform for advancing embodied AI in imaginative spaces and brings potential for extending these capabilities to real-world exploration.

  • 11 authors
·
Dec 12, 2024 2

A Vision-Language-Action-Critic Model for Robotic Real-World Reinforcement Learning

Robotic real-world reinforcement learning (RL) with vision-language-action (VLA) models is bottlenecked by sparse, handcrafted rewards and inefficient exploration. We introduce VLAC, a general process reward model built upon InternVL and trained on large scale heterogeneous datasets. Given pairwise observations and a language goal, it outputs dense progress delta and done signal, eliminating task-specific reward engineering, and supports one-shot in-context transfer to unseen tasks and environments. VLAC is trained on vision-language datasets to strengthen perception, dialogic and reasoning capabilities, together with robot and human trajectories data that ground action generation and progress estimation, and additionally strengthened to reject irrelevant prompts as well as detect regression or stagnation by constructing large numbers of negative and semantically mismatched samples. With prompt control, a single VLAC model alternately generating reward and action tokens, unifying critic and policy. Deployed inside an asynchronous real-world RL loop, we layer a graded human-in-the-loop protocol (offline demonstration replay, return and explore, human guided explore) that accelerates exploration and stabilizes early learning. Across four distinct real-world manipulation tasks, VLAC lifts success rates from about 30\% to about 90\% within 200 real-world interaction episodes; incorporating human-in-the-loop interventions yields a further 50% improvement in sample efficiency and achieves up to 100% final success.

World-Env: Leveraging World Model as a Virtual Environment for VLA Post-Training

Vision-Language-Action (VLA) models trained via imitation learning suffer from significant performance degradation in data-scarce scenarios due to their reliance on large-scale demonstration datasets. Although reinforcement learning (RL)-based post-training has proven effective in addressing data scarcity, its application to VLA models is hindered by the non-resettable nature of real-world environments. This limitation is particularly critical in high-risk domains such as industrial automation, where interactions often induce state changes that are costly or infeasible to revert. Furthermore, existing VLA approaches lack a reliable mechanism for detecting task completion, leading to redundant actions that reduce overall task success rates. To address these challenges, we propose World-Env, an RL-based post-training framework that replaces physical interaction with a low-cost, world model-based virtual simulator. World-Env consists of two key components: (1) a video-based world simulator that generates temporally consistent future visual observations, and (2) a vision-language model (VLM)-guided instant reflector that provides continuous reward signals and predicts action termination. This simulated environment enables VLA models to safely explore and generalize beyond their initial imitation learning distribution. Our method achieves notable performance gains with as few as five expert demonstrations per task. Experiments on complex robotic manipulation tasks demonstrate that World-Env effectively overcomes the data inefficiency, safety constraints, and inefficient execution of conventional VLA models that rely on real-world interaction, offering a practical and scalable solution for post-training in resource-constrained settings.

  • 8 authors
·
Sep 29

Causal Information Prioritization for Efficient Reinforcement Learning

Current Reinforcement Learning (RL) methods often suffer from sample-inefficiency, resulting from blind exploration strategies that neglect causal relationships among states, actions, and rewards. Although recent causal approaches aim to address this problem, they lack grounded modeling of reward-guided causal understanding of states and actions for goal-orientation, thus impairing learning efficiency. To tackle this issue, we propose a novel method named Causal Information Prioritization (CIP) that improves sample efficiency by leveraging factored MDPs to infer causal relationships between different dimensions of states and actions with respect to rewards, enabling the prioritization of causal information. Specifically, CIP identifies and leverages causal relationships between states and rewards to execute counterfactual data augmentation to prioritize high-impact state features under the causal understanding of the environments. Moreover, CIP integrates a causality-aware empowerment learning objective, which significantly enhances the agent's execution of reward-guided actions for more efficient exploration in complex environments. To fully assess the effectiveness of CIP, we conduct extensive experiments across 39 tasks in 5 diverse continuous control environments, encompassing both locomotion and manipulation skills learning with pixel-based and sparse reward settings. Experimental results demonstrate that CIP consistently outperforms existing RL methods across a wide range of scenarios.

  • 5 authors
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Feb 14

QwenLong-L1: Towards Long-Context Large Reasoning Models with Reinforcement Learning

Recent large reasoning models (LRMs) have demonstrated strong reasoning capabilities through reinforcement learning (RL). These improvements have primarily been observed within the short-context reasoning tasks. In contrast, extending LRMs to effectively process and reason on long-context inputs via RL remains a critical unsolved challenge. To bridge this gap, we first formalize the paradigm of long-context reasoning RL, and identify key challenges in suboptimal training efficiency and unstable optimization process. To address these issues, we propose QwenLong-L1, a framework that adapts short-context LRMs to long-context scenarios via progressive context scaling. Specifically, we utilize a warm-up supervised fine-tuning (SFT) stage to establish a robust initial policy, followed by a curriculum-guided phased RL technique to stabilize the policy evolution, and enhanced with a difficulty-aware retrospective sampling strategy to incentivize the policy exploration. Experiments on seven long-context document question-answering benchmarks demonstrate that QwenLong-L1-32B outperforms flagship LRMs like OpenAI-o3-mini and Qwen3-235B-A22B, achieving performance on par with Claude-3.7-Sonnet-Thinking, demonstrating leading performance among state-of-the-art LRMs. This work advances the development of practical long-context LRMs capable of robust reasoning across information-intensive environments.

  • 10 authors
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May 23 3

SwiReasoning: Switch-Thinking in Latent and Explicit for Pareto-Superior Reasoning LLMs

Recent work shows that, beyond discrete reasoning through explicit chain-of-thought steps, which are limited by the boundaries of natural languages, large language models (LLMs) can also reason continuously in latent space, allowing richer information per step and thereby improving token efficiency. Despite this promise, latent reasoning still faces two challenges, especially in training-free settings: 1) purely latent reasoning broadens the search distribution by maintaining multiple implicit paths, which diffuses probability mass, introduces noise, and impedes convergence to a single high-confidence solution, thereby hurting accuracy; and 2) overthinking persists even without explicit text, wasting tokens and degrading efficiency. To address these issues, we introduce SwiReasoning, a training-free framework for LLM reasoning which features two key innovations: 1) SwiReasoning dynamically switches between explicit and latent reasoning, guided by block-wise confidence estimated from entropy trends in next-token distributions, to balance exploration and exploitation and promote timely convergence. 2) By limiting the maximum number of thinking-block switches, SwiReasoning curbs overthinking and improves token efficiency across varying problem difficulties. On widely used mathematics and STEM benchmarks, SwiReasoning consistently improves average accuracy by 1.5%-2.8% across reasoning LLMs of different model families and scales. Furthermore, under constrained budgets, SwiReasoning improves average token efficiency by 56%-79%, with larger gains as budgets tighten.

microsoft Microsoft
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Oct 6 2

Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models

Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.

  • 3 authors
·
May 23, 2024

Discovering and Exploiting Sparse Rewards in a Learned Behavior Space

Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.

  • 4 authors
·
Nov 2, 2021

Learning in Sparse Rewards settings through Quality-Diversity algorithms

In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.

  • 1 authors
·
Mar 2, 2022

Representation-Based Exploration for Language Models: From Test-Time to Post-Training

Reinforcement learning (RL) promises to expand the capabilities of language models, but it is unclear if current RL techniques promote the discovery of novel behaviors, or simply sharpen those already present in the base model. In this paper, we investigate the value of deliberate exploration -- explicitly incentivizing the model to discover novel and diverse behaviors -- and aim to understand how the knowledge in pre-trained models can guide this search. Our main finding is that exploration with a simple, principled, representation-based bonus derived from the pre-trained language model's hidden states significantly improves diversity and pass@k rates -- both for post-training, and in a novel inference-time scaling setting we introduce. For inference-time, exploration with representation-based diversity improves efficiency, consistently improving pass@k rates across a variety of models and reasoning tasks. For example, for Qwen-2.5-14b-Instruct we obtain over 50% improvement in verifier efficiency on almost all tasks. For post-training, we show that integrating this exploration strategy into an RL pipeline improves reasoning performance over that of the initial model and over standard RL post-training. For example, on AIME 2024, our post-trained Qwen-2.5-7b-Instruct's pass@80 matches the pass@256 of GRPO on the same model, demonstrating a 3x improvement in test-time sample efficiency. Overall, our findings suggest that deliberate exploration -- with the right notion of diversity -- is a practical path toward discovery of new behaviors beyond sharpening.

  • 4 authors
·
Oct 13

Navigation with Large Language Models: Semantic Guesswork as a Heuristic for Planning

Navigation in unfamiliar environments presents a major challenge for robots: while mapping and planning techniques can be used to build up a representation of the world, quickly discovering a path to a desired goal in unfamiliar settings with such methods often requires lengthy mapping and exploration. Humans can rapidly navigate new environments, particularly indoor environments that are laid out logically, by leveraging semantics -- e.g., a kitchen often adjoins a living room, an exit sign indicates the way out, and so forth. Language models can provide robots with such knowledge, but directly using language models to instruct a robot how to reach some destination can also be impractical: while language models might produce a narrative about how to reach some goal, because they are not grounded in real-world observations, this narrative might be arbitrarily wrong. Therefore, in this paper we study how the ``semantic guesswork'' produced by language models can be utilized as a guiding heuristic for planning algorithms. Our method, Language Frontier Guide (LFG), uses the language model to bias exploration of novel real-world environments by incorporating the semantic knowledge stored in language models as a search heuristic for planning with either topological or metric maps. We evaluate LFG in challenging real-world environments and simulated benchmarks, outperforming uninformed exploration and other ways of using language models.

  • 6 authors
·
Oct 16, 2023 1

Go-Explore: a New Approach for Hard-Exploration Problems

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).

  • 5 authors
·
Jan 30, 2019

Meta-Explore: Exploratory Hierarchical Vision-and-Language Navigation Using Scene Object Spectrum Grounding

The main challenge in vision-and-language navigation (VLN) is how to understand natural-language instructions in an unseen environment. The main limitation of conventional VLN algorithms is that if an action is mistaken, the agent fails to follow the instructions or explores unnecessary regions, leading the agent to an irrecoverable path. To tackle this problem, we propose Meta-Explore, a hierarchical navigation method deploying an exploitation policy to correct misled recent actions. We show that an exploitation policy, which moves the agent toward a well-chosen local goal among unvisited but observable states, outperforms a method which moves the agent to a previously visited state. We also highlight the demand for imagining regretful explorations with semantically meaningful clues. The key to our approach is understanding the object placements around the agent in spectral-domain. Specifically, we present a novel visual representation, called scene object spectrum (SOS), which performs category-wise 2D Fourier transform of detected objects. Combining exploitation policy and SOS features, the agent can correct its path by choosing a promising local goal. We evaluate our method in three VLN benchmarks: R2R, SOON, and REVERIE. Meta-Explore outperforms other baselines and shows significant generalization performance. In addition, local goal search using the proposed spectral-domain SOS features significantly improves the success rate by 17.1% and SPL by 20.6% for the SOON benchmark.

  • 5 authors
·
Mar 7, 2023

Exploitation Is All You Need... for Exploration

Ensuring sufficient exploration is a central challenge when training meta-reinforcement learning (meta-RL) agents to solve novel environments. Conventional solutions to the exploration-exploitation dilemma inject explicit incentives such as randomization, uncertainty bonuses, or intrinsic rewards to encourage exploration. In this work, we hypothesize that an agent trained solely to maximize a greedy (exploitation-only) objective can nonetheless exhibit emergent exploratory behavior, provided three conditions are met: (1) Recurring Environmental Structure, where the environment features repeatable regularities that allow past experience to inform future choices; (2) Agent Memory, enabling the agent to retain and utilize historical interaction data; and (3) Long-Horizon Credit Assignment, where learning propagates returns over a time frame sufficient for the delayed benefits of exploration to inform current decisions. Through experiments in stochastic multi-armed bandits and temporally extended gridworlds, we observe that, when both structure and memory are present, a policy trained on a strictly greedy objective exhibits information-seeking exploratory behavior. We further demonstrate, through controlled ablations, that emergent exploration vanishes if either environmental structure or agent memory is absent (Conditions 1 & 2). Surprisingly, removing long-horizon credit assignment (Condition 3) does not always prevent emergent exploration-a result we attribute to the pseudo-Thompson Sampling effect. These findings suggest that, under the right prerequisites, exploration and exploitation need not be treated as orthogonal objectives but can emerge from a unified reward-maximization process.

More Than One Teacher: Adaptive Multi-Guidance Policy Optimization for Diverse Exploration

Reinforcement Learning with Verifiable Rewards (RLVR) is a promising paradigm for enhancing the reasoning ability in Large Language Models (LLMs). However, prevailing methods primarily rely on self-exploration or a single off-policy teacher to elicit long chain-of-thought (LongCoT) reasoning, which may introduce intrinsic model biases and restrict exploration, ultimately limiting reasoning diversity and performance. Drawing inspiration from multi-teacher strategies in knowledge distillation, we introduce Adaptive Multi-Guidance Policy Optimization (AMPO), a novel framework that adaptively leverages guidance from multiple proficient teacher models, but only when the on-policy model fails to generate correct solutions. This "guidance-on-demand" approach expands exploration while preserving the value of self-discovery. Moreover, AMPO incorporates a comprehension-based selection mechanism, prompting the student to learn from the reasoning paths that it is most likely to comprehend, thus balancing broad exploration with effective exploitation. Extensive experiments show AMPO substantially outperforms a strong baseline (GRPO), with a 4.3% improvement on mathematical reasoning tasks and 12.2% on out-of-distribution tasks, while significantly boosting Pass@k performance and enabling more diverse exploration. Notably, using four peer-sized teachers, our method achieves comparable results to approaches that leverage a single, more powerful teacher (e.g., DeepSeek-R1) with more data. These results demonstrate a more efficient and scalable path to superior reasoning and generalizability. Our code is available at https://github.com/SII-Enigma/AMPO.

  • 8 authors
·
Oct 2

Let it Calm: Exploratory Annealed Decoding for Verifiable Reinforcement Learning

Reinforcement learning with verifiable rewards (RLVR) is a powerful paradigm for enhancing the reasoning capabilities of large language models (LLMs), yet its success hinges on effective exploration. An ideal exploration strategy must navigate two fundamental challenges: it must preserve sample quality while also ensuring training stability. While standard fixed-temperature sampling is simple, it struggles to balance these competing demands, as high temperatures degrade sample quality and low temperatures limit discovery. In this work, we propose a simpler and more effective strategy, Exploratory Annealed Decoding (EAD), grounded in the insight that exploration is most impactful on early tokens which define a sequence's semantic direction. EAD implements an intuitive **explore-at-the-beginning, exploit-at-the-end** strategy by annealing the sampling temperature from high to low during generation. This dynamic schedule encourages meaningful, high-level diversity at the start, then gradually lowers the temperature to preserve sample quality and keep the sampling distribution close to the target policy, which is essential for stable training. We demonstrate that EAD is a lightweight, plug-and-play method that significantly improves sample efficiency, consistently outperforming fixed-temperature sampling across various RLVR algorithms and model sizes. Our work suggests that aligning exploration with the natural dynamics of sequential generation offers a robust path to improving LLM reasoning.

CAMEL: Continuous Action Masking Enabled by Large Language Models for Reinforcement Learning

Reinforcement learning (RL) in continuous action spaces encounters persistent challenges, such as inefficient exploration and convergence to suboptimal solutions. To address these limitations, we propose CAMEL, a novel framework integrating LLM-generated suboptimal policies into the RL training pipeline. CAMEL leverages dynamic action masking and an adaptive epsilon-masking mechanism to guide exploration during early training stages while gradually enabling agents to optimize policies independently. At the core of CAMEL lies the integration of Python-executable suboptimal policies generated by LLMs based on environment descriptions and task objectives. Although simplistic and hard-coded, these policies offer valuable initial guidance for RL agents. To effectively utilize these priors, CAMEL employs masking-aware optimization to dynamically constrain the action space based on LLM outputs. Additionally, epsilon-masking gradually reduces reliance on LLM-generated guidance, enabling agents to transition from constrained exploration to autonomous policy refinement. Experimental validation on Gymnasium MuJoCo environments demonstrates the effectiveness of CAMEL. In Hopper-v4 and Ant-v4, LLM-generated policies significantly improve sample efficiency, achieving performance comparable to or surpassing expert masking baselines. For Walker2d-v4, where LLMs struggle to accurately model bipedal gait dynamics, CAMEL maintains robust RL performance without notable degradation, highlighting the framework's adaptability across diverse tasks. While CAMEL shows promise in enhancing sample efficiency and mitigating convergence challenges, these issues remain open for further research. Future work aims to generalize CAMEL to multimodal LLMs for broader observation-action spaces and automate policy evaluation, reducing human intervention and enhancing scalability in RL training pipelines.

  • 4 authors
·
Feb 17

Harnessing Density Ratios for Online Reinforcement Learning

The theories of offline and online reinforcement learning, despite having evolved in parallel, have begun to show signs of the possibility for a unification, with algorithms and analysis techniques for one setting often having natural counterparts in the other. However, the notion of density ratio modeling, an emerging paradigm in offline RL, has been largely absent from online RL, perhaps for good reason: the very existence and boundedness of density ratios relies on access to an exploratory dataset with good coverage, but the core challenge in online RL is to collect such a dataset without having one to start. In this work we show -- perhaps surprisingly -- that density ratio-based algorithms have online counterparts. Assuming only the existence of an exploratory distribution with good coverage, a structural condition known as coverability (Xie et al., 2023), we give a new algorithm (GLOW) that uses density ratio realizability and value function realizability to perform sample-efficient online exploration. GLOW addresses unbounded density ratios via careful use of truncation, and combines this with optimism to guide exploration. GLOW is computationally inefficient; we complement it with a more efficient counterpart, HyGLOW, for the Hybrid RL setting (Song et al., 2022) wherein online RL is augmented with additional offline data. HyGLOW is derived as a special case of a more general meta-algorithm that provides a provable black-box reduction from hybrid RL to offline RL, which may be of independent interest.

  • 5 authors
·
Jan 17, 2024

Crossing the Human-Robot Embodiment Gap with Sim-to-Real RL using One Human Demonstration

Teaching robots dexterous manipulation skills often requires collecting hundreds of demonstrations using wearables or teleoperation, a process that is challenging to scale. Videos of human-object interactions are easier to collect and scale, but leveraging them directly for robot learning is difficult due to the lack of explicit action labels from videos and morphological differences between robot and human hands. We propose Human2Sim2Robot, a novel real-to-sim-to-real framework for training dexterous manipulation policies using only one RGB-D video of a human demonstrating a task. Our method utilizes reinforcement learning (RL) in simulation to cross the human-robot embodiment gap without relying on wearables, teleoperation, or large-scale data collection typically necessary for imitation learning methods. From the demonstration, we extract two task-specific components: (1) the object pose trajectory to define an object-centric, embodiment-agnostic reward function, and (2) the pre-manipulation hand pose to initialize and guide exploration during RL training. We found that these two components are highly effective for learning the desired task, eliminating the need for task-specific reward shaping and tuning. We demonstrate that Human2Sim2Robot outperforms object-aware open-loop trajectory replay by 55% and imitation learning with data augmentation by 68% across grasping, non-prehensile manipulation, and multi-step tasks. Project Site: https://human2sim2robot.github.io

  • 4 authors
·
Apr 16

Probabilistic Artificial Intelligence

Artificial intelligence commonly refers to the science and engineering of artificial systems that can carry out tasks generally associated with requiring aspects of human intelligence, such as playing games, translating languages, and driving cars. In recent years, there have been exciting advances in learning-based, data-driven approaches towards AI, and machine learning and deep learning have enabled computer systems to perceive the world in unprecedented ways. Reinforcement learning has enabled breakthroughs in complex games such as Go and challenging robotics tasks such as quadrupedal locomotion. A key aspect of intelligence is to not only make predictions, but reason about the uncertainty in these predictions, and to consider this uncertainty when making decisions. This is what this manuscript on "Probabilistic Artificial Intelligence" is about. The first part covers probabilistic approaches to machine learning. We discuss the differentiation between "epistemic" uncertainty due to lack of data and "aleatoric" uncertainty, which is irreducible and stems, e.g., from noisy observations and outcomes. We discuss concrete approaches towards probabilistic inference and modern approaches to efficient approximate inference. The second part of the manuscript is about taking uncertainty into account in sequential decision tasks. We consider active learning and Bayesian optimization -- approaches that collect data by proposing experiments that are informative for reducing the epistemic uncertainty. We then consider reinforcement learning and modern deep RL approaches that use neural network function approximation. We close by discussing modern approaches in model-based RL, which harness epistemic and aleatoric uncertainty to guide exploration, while also reasoning about safety.

  • 2 authors
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Feb 7

ActiveVLN: Towards Active Exploration via Multi-Turn RL in Vision-and-Language Navigation

The Vision-and-Language Navigation (VLN) task requires an agent to follow natural language instructions and navigate through complex environments. Existing MLLM-based VLN methods primarily rely on imitation learning (IL) and often use DAgger for post-training to mitigate covariate shift. While effective, these approaches incur substantial data collection and training costs. Reinforcement learning (RL) offers a promising alternative. However, prior VLN RL methods lack dynamic interaction with the environment and depend on expert trajectories for reward shaping, rather than engaging in open-ended active exploration. This restricts the agent's ability to discover diverse and plausible navigation routes. To address these limitations, we propose ActiveVLN, a VLN framework that explicitly enables active exploration through multi-turn RL. In the first stage, a small fraction of expert trajectories is used for IL to bootstrap the agent. In the second stage, the agent iteratively predicts and executes actions, automatically collects diverse trajectories, and optimizes multiple rollouts via the GRPO objective. To further improve RL efficiency, we introduce a dynamic early-stopping strategy to prune long-tail or likely failed trajectories, along with additional engineering optimizations. Experiments show that ActiveVLN achieves the largest performance gains over IL baselines compared to both DAgger-based and prior RL-based post-training methods, while reaching competitive performance with state-of-the-art approaches despite using a smaller model. Code and data will be released soon.

  • 7 authors
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Sep 15

TopoNav: Topological Navigation for Efficient Exploration in Sparse Reward Environments

Autonomous robots exploring unknown areas face a significant challenge -- navigating effectively without prior maps and with limited external feedback. This challenge intensifies in sparse reward environments, where traditional exploration techniques often fail. In this paper, we introduce TopoNav, a novel framework that empowers robots to overcome these constraints and achieve efficient, adaptable, and goal-oriented exploration. TopoNav's fundamental building blocks are active topological mapping, intrinsic reward mechanisms, and hierarchical objective prioritization. Throughout its exploration, TopoNav constructs a dynamic topological map that captures key locations and pathways. It utilizes intrinsic rewards to guide the robot towards designated sub-goals within this map, fostering structured exploration even in sparse reward settings. To ensure efficient navigation, TopoNav employs the Hierarchical Objective-Driven Active Topologies framework, enabling the robot to prioritize immediate tasks like obstacle avoidance while maintaining focus on the overall goal. We demonstrate TopoNav's effectiveness in simulated environments that replicate real-world conditions. Our results reveal significant improvements in exploration efficiency, navigational accuracy, and adaptability to unforeseen obstacles, showcasing its potential to revolutionize autonomous exploration in a wide range of applications, including search and rescue, environmental monitoring, and planetary exploration.

  • 6 authors
·
Feb 6, 2024

Embodied Instruction Following in Unknown Environments

Enabling embodied agents to complete complex human instructions from natural language is crucial to autonomous systems in household services. Conventional methods can only accomplish human instructions in the known environment where all interactive objects are provided to the embodied agent, and directly deploying the existing approaches for the unknown environment usually generates infeasible plans that manipulate non-existing objects. On the contrary, we propose an embodied instruction following (EIF) method for complex tasks in the unknown environment, where the agent efficiently explores the unknown environment to generate feasible plans with existing objects to accomplish abstract instructions. Specifically, we build a hierarchical embodied instruction following framework including the high-level task planner and the low-level exploration controller with multimodal large language models. We then construct a semantic representation map of the scene with dynamic region attention to demonstrate the known visual clues, where the goal of task planning and scene exploration is aligned for human instruction. For the task planner, we generate the feasible step-by-step plans for human goal accomplishment according to the task completion process and the known visual clues. For the exploration controller, the optimal navigation or object interaction policy is predicted based on the generated step-wise plans and the known visual clues. The experimental results demonstrate that our method can achieve 45.09% success rate in 204 complex human instructions such as making breakfast and tidying rooms in large house-level scenes. Code and supplementary are available at https://gary3410.github.io/eif_unknown.

  • 8 authors
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Jun 17, 2024

VLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation

Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM's zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real-world deployment can be viewed at naoki.io/vlfm.

  • 5 authors
·
Dec 5, 2023

ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search

Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.

  • 8 authors
·
Oct 19, 2023 1

Darwin Godel Machine: Open-Ended Evolution of Self-Improving Agents

Today's AI systems have human-designed, fixed architectures and cannot autonomously and continuously improve themselves. The advance of AI could itself be automated. If done safely, that would accelerate AI development and allow us to reap its benefits much sooner. Meta-learning can automate the discovery of novel algorithms, but is limited by first-order improvements and the human design of a suitable search space. The G\"odel machine proposed a theoretical alternative: a self-improving AI that repeatedly modifies itself in a provably beneficial manner. Unfortunately, proving that most changes are net beneficial is impossible in practice. We introduce the Darwin G\"odel Machine (DGM), a self-improving system that iteratively modifies its own code (thereby also improving its ability to modify its own codebase) and empirically validates each change using coding benchmarks. Inspired by Darwinian evolution and open-endedness research, the DGM maintains an archive of generated coding agents. It grows the archive by sampling an agent from it and using a foundation model to create a new, interesting, version of the sampled agent. This open-ended exploration forms a growing tree of diverse, high-quality agents and allows the parallel exploration of many different paths through the search space. Empirically, the DGM automatically improves its coding capabilities (e.g., better code editing tools, long-context window management, peer-review mechanisms), increasing performance on SWE-bench from 20.0% to 50.0%, and on Polyglot from 14.2% to 30.7%. Furthermore, the DGM significantly outperforms baselines without self-improvement or open-ended exploration. All experiments were done with safety precautions (e.g., sandboxing, human oversight). The DGM is a significant step toward self-improving AI, capable of gathering its own stepping stones along paths that unfold into endless innovation.

  • 5 authors
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May 28 3

Adaptive Guidance Accelerates Reinforcement Learning of Reasoning Models

We study the process through which reasoning models trained with reinforcement learning on verifiable rewards (RLVR) can learn to solve new problems. We find that RLVR drives performance in two main ways: (1) by compressing pass@k into pass@1 and (2) via "capability gain" in which models learn to solve new problems that they previously could not solve even at high k. We find that while capability gain exists across model scales, learning to solve new problems is primarily driven through self-distillation. We demonstrate these findings across model scales ranging from 0.5B to 72B parameters on >500,000 reasoning problems with prompts and verifiable final answers across math, science, and code domains. We further show that we can significantly improve pass@k rates by leveraging natural language guidance for the model to consider within context while still requiring the model to derive a solution chain from scratch. Based of these insights, we derive Guide -- a new class of online training algorithms. Guide adaptively incorporates hints into the model's context on problems for which all rollouts were initially incorrect and adjusts the importance sampling ratio for the "off-policy" trajectories in order to optimize the policy for contexts in which the hints are no longer present. We describe variants of Guide for GRPO and PPO and empirically show that Guide-GRPO on 7B and 32B parameter models improves generalization over its vanilla counterpart with up to 4% macro-average improvement across math benchmarks. We include careful ablations to analyze Guide's components and theoretically analyze Guide's learning efficiency.

  • 6 authors
·
Jun 16

Knapsack RL: Unlocking Exploration of LLMs via Optimizing Budget Allocation

Large Language Models (LLMs) can self-improve through reinforcement learning, where they generate trajectories to explore and discover better solutions. However, this exploration process is computationally expensive, often forcing current methods to assign limited exploration budgets to each task. This uniform allocation creates problematic edge cases: easy tasks consistently succeed while difficult tasks consistently fail, both producing zero gradients during training updates for the widely used Group Relative Policy Optimization (GRPO). We address this problem from the lens of exploration budget allocation. Viewing each task's exploration as an "item" with a distinct "value" and "cost", we establish a connection to the classical knapsack problem. This formulation allows us to derive an optimal assignment rule that adaptively distributes resources based on the model's current learning status. When applied to GRPO, our method increases the effective ratio of non-zero policy gradients by 20-40% during training. Acting as a computational "free lunch", our approach could reallocate exploration budgets from tasks where learning is saturated to those where it is most impactful. This enables significantly larger budgets (e.g., 93 rollouts) for especially challenging problems, which would be computationally prohibitive under a uniform allocation. These improvements translate to meaningful gains on mathematical reasoning benchmarks, with average improvements of 2-4 points and peak gains of 9 points on specific tasks. Notably, achieving comparable performance with traditional homogeneous allocation would require about 2x the computational resources.

Manipulate-to-Navigate: Reinforcement Learning with Visual Affordances and Manipulability Priors

Mobile manipulation in dynamic environments is challenging due to movable obstacles blocking the robot's path. Traditional methods, which treat navigation and manipulation as separate tasks, often fail in such 'manipulate-to-navigate' scenarios, as obstacles must be removed before navigation. In these cases, active interaction with the environment is required to clear obstacles while ensuring sufficient space for movement. To address the manipulate-to-navigate problem, we propose a reinforcement learning-based approach for learning manipulation actions that facilitate subsequent navigation. Our method combines manipulability priors to focus the robot on high manipulability body positions with affordance maps for selecting high-quality manipulation actions. By focusing on feasible and meaningful actions, our approach reduces unnecessary exploration and allows the robot to learn manipulation strategies more effectively. We present two new manipulate-to-navigate simulation tasks called Reach and Door with the Boston Dynamics Spot robot. The first task tests whether the robot can select a good hand position in the target area such that the robot base can move effectively forward while keeping the end effector position fixed. The second task requires the robot to move a door aside in order to clear the navigation path. Both of these tasks need first manipulation and then navigating the base forward. Results show that our method allows a robot to effectively interact with and traverse dynamic environments. Finally, we transfer the learned policy to a real Boston Dynamics Spot robot, which successfully performs the Reach task.

  • 2 authors
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Aug 18

A^2Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models

We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.

  • 8 authors
·
Aug 15, 2023

Mobility VLA: Multimodal Instruction Navigation with Long-Context VLMs and Topological Graphs

An elusive goal in navigation research is to build an intelligent agent that can understand multimodal instructions including natural language and image, and perform useful navigation. To achieve this, we study a widely useful category of navigation tasks we call Multimodal Instruction Navigation with demonstration Tours (MINT), in which the environment prior is provided through a previously recorded demonstration video. Recent advances in Vision Language Models (VLMs) have shown a promising path in achieving this goal as it demonstrates capabilities in perceiving and reasoning about multimodal inputs. However, VLMs are typically trained to predict textual output and it is an open research question about how to best utilize them in navigation. To solve MINT, we present Mobility VLA, a hierarchical Vision-Language-Action (VLA) navigation policy that combines the environment understanding and common sense reasoning power of long-context VLMs and a robust low-level navigation policy based on topological graphs. The high-level policy consists of a long-context VLM that takes the demonstration tour video and the multimodal user instruction as input to find the goal frame in the tour video. Next, a low-level policy uses the goal frame and an offline constructed topological graph to generate robot actions at every timestep. We evaluated Mobility VLA in a 836m^2 real world environment and show that Mobility VLA has a high end-to-end success rates on previously unsolved multimodal instructions such as "Where should I return this?" while holding a plastic bin.

  • 22 authors
·
Jul 10, 2024 2

SPINE: Online Semantic Planning for Missions with Incomplete Natural Language Specifications in Unstructured Environments

As robots become increasingly capable, users will want to describe high-level missions and have robots infer the relevant details. because pre-built maps are difficult to obtain in many realistic settings, accomplishing such missions will require the robot to map and plan online. while many semantic planning methods operate online, they are typically designed for well specified missions such as object search or exploration. recently, large language models (LLMs) have demonstrated powerful contextual reasoning abilities over a range of robotic tasks described in natural language. however, existing LLM-enabled planners typically do not consider online planning or complex missions; rather, relevant subtasks and semantics are provided by a pre-built map or a user. we address these limitations via spine, an online planner for missions with incomplete mission specifications provided in natural language. the planner uses an LLM to reason about subtasks implied by the mission specification and then realizes these subtasks in a receding horizon framework. tasks are automatically validated for safety and refined online with new map observations. we evaluate spine in simulation and real-world settings with missions that require multiple steps of semantic reasoning and exploration in cluttered outdoor environments of over 20,000m^2. compared to baselines that use existing LLM-enabled planning approaches, our method is over twice as efficient in terms of time and distance, requires less user interactions, and does not require a full map. Additional resources are provided at: https://zacravichandran.github.io/SPINE.

  • 5 authors
·
Oct 3, 2024

DrM: Mastering Visual Reinforcement Learning through Dormant Ratio Minimization

Visual reinforcement learning (RL) has shown promise in continuous control tasks. Despite its progress, current algorithms are still unsatisfactory in virtually every aspect of the performance such as sample efficiency, asymptotic performance, and their robustness to the choice of random seeds. In this paper, we identify a major shortcoming in existing visual RL methods that is the agents often exhibit sustained inactivity during early training, thereby limiting their ability to explore effectively. Expanding upon this crucial observation, we additionally unveil a significant correlation between the agents' inclination towards motorically inactive exploration and the absence of neuronal activity within their policy networks. To quantify this inactivity, we adopt dormant ratio as a metric to measure inactivity in the RL agent's network. Empirically, we also recognize that the dormant ratio can act as a standalone indicator of an agent's activity level, regardless of the received reward signals. Leveraging the aforementioned insights, we introduce DrM, a method that uses three core mechanisms to guide agents' exploration-exploitation trade-offs by actively minimizing the dormant ratio. Experiments demonstrate that DrM achieves significant improvements in sample efficiency and asymptotic performance with no broken seeds (76 seeds in total) across three continuous control benchmark environments, including DeepMind Control Suite, MetaWorld, and Adroit. Most importantly, DrM is the first model-free algorithm that consistently solves tasks in both the Dog and Manipulator domains from the DeepMind Control Suite as well as three dexterous hand manipulation tasks without demonstrations in Adroit, all based on pixel observations.

  • 15 authors
·
Oct 30, 2023

Explore until Confident: Efficient Exploration for Embodied Question Answering

We consider the problem of Embodied Question Answering (EQA), which refers to settings where an embodied agent such as a robot needs to actively explore an environment to gather information until it is confident about the answer to a question. In this work, we leverage the strong semantic reasoning capabilities of large vision-language models (VLMs) to efficiently explore and answer such questions. However, there are two main challenges when using VLMs in EQA: they do not have an internal memory for mapping the scene to be able to plan how to explore over time, and their confidence can be miscalibrated and can cause the robot to prematurely stop exploration or over-explore. We propose a method that first builds a semantic map of the scene based on depth information and via visual prompting of a VLM - leveraging its vast knowledge of relevant regions of the scene for exploration. Next, we use conformal prediction to calibrate the VLM's question answering confidence, allowing the robot to know when to stop exploration - leading to a more calibrated and efficient exploration strategy. To test our framework in simulation, we also contribute a new EQA dataset with diverse, realistic human-robot scenarios and scenes built upon the Habitat-Matterport 3D Research Dataset (HM3D). Both simulated and real robot experiments show our proposed approach improves the performance and efficiency over baselines that do no leverage VLM for exploration or do not calibrate its confidence. Webpage with experiment videos and code: https://explore-eqa.github.io/

  • 6 authors
·
Mar 23, 2024

MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation

Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.

  • 4 authors
·
Sep 25, 2023

Curiosity-driven Red-teaming for Large Language Models

Large language models (LLMs) hold great potential for many natural language applications but risk generating incorrect or toxic content. To probe when an LLM generates unwanted content, the current paradigm is to recruit a red team of human testers to design input prompts (i.e., test cases) that elicit undesirable responses from LLMs. However, relying solely on human testers is expensive and time-consuming. Recent works automate red teaming by training a separate red team LLM with reinforcement learning (RL) to generate test cases that maximize the chance of eliciting undesirable responses from the target LLM. However, current RL methods are only able to generate a small number of effective test cases resulting in a low coverage of the span of prompts that elicit undesirable responses from the target LLM. To overcome this limitation, we draw a connection between the problem of increasing the coverage of generated test cases and the well-studied approach of curiosity-driven exploration that optimizes for novelty. Our method of curiosity-driven red teaming (CRT) achieves greater coverage of test cases while mantaining or increasing their effectiveness compared to existing methods. Our method, CRT successfully provokes toxic responses from LLaMA2 model that has been heavily fine-tuned using human preferences to avoid toxic outputs. Code is available at https://github.com/Improbable-AI/curiosity_redteam

  • 8 authors
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Feb 29, 2024

One Objective to Rule Them All: A Maximization Objective Fusing Estimation and Planning for Exploration

In online reinforcement learning (online RL), balancing exploration and exploitation is crucial for finding an optimal policy in a sample-efficient way. To achieve this, existing sample-efficient online RL algorithms typically consist of three components: estimation, planning, and exploration. However, in order to cope with general function approximators, most of them involve impractical algorithmic components to incentivize exploration, such as optimization within data-dependent level-sets or complicated sampling procedures. To address this challenge, we propose an easy-to-implement RL framework called Maximize to Explore (MEX), which only needs to optimize unconstrainedly a single objective that integrates the estimation and planning components while balancing exploration and exploitation automatically. Theoretically, we prove that MEX achieves a sublinear regret with general function approximations for Markov decision processes (MDP) and is further extendable to two-player zero-sum Markov games (MG). Meanwhile, we adapt deep RL baselines to design practical versions of MEX, in both model-free and model-based manners, which can outperform baselines by a stable margin in various MuJoCo environments with sparse rewards. Compared with existing sample-efficient online RL algorithms with general function approximations, MEX achieves similar sample efficiency while enjoying a lower computational cost and is more compatible with modern deep RL methods.

  • 9 authors
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May 29, 2023

Enter the Mind Palace: Reasoning and Planning for Long-term Active Embodied Question Answering

As robots become increasingly capable of operating over extended periods -- spanning days, weeks, and even months -- they are expected to accumulate knowledge of their environments and leverage this experience to assist humans more effectively. This paper studies the problem of Long-term Active Embodied Question Answering (LA-EQA), a new task in which a robot must both recall past experiences and actively explore its environment to answer complex, temporally-grounded questions. Unlike traditional EQA settings, which typically focus either on understanding the present environment alone or on recalling a single past observation, LA-EQA challenges an agent to reason over past, present, and possible future states, deciding when to explore, when to consult its memory, and when to stop gathering observations and provide a final answer. Standard EQA approaches based on large models struggle in this setting due to limited context windows, absence of persistent memory, and an inability to combine memory recall with active exploration. To address this, we propose a structured memory system for robots, inspired by the mind palace method from cognitive science. Our method encodes episodic experiences as scene-graph-based world instances, forming a reasoning and planning algorithm that enables targeted memory retrieval and guided navigation. To balance the exploration-recall trade-off, we introduce value-of-information-based stopping criteria that determines when the agent has gathered sufficient information. We evaluate our method on real-world experiments and introduce a new benchmark that spans popular simulation environments and actual industrial sites. Our approach significantly outperforms state-of-the-art baselines, yielding substantial gains in both answer accuracy and exploration efficiency.

  • 13 authors
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Jul 17

KwaiAgents: Generalized Information-seeking Agent System with Large Language Models

Driven by curiosity, humans have continually sought to explore and understand the world around them, leading to the invention of various tools to satiate this inquisitiveness. Despite not having the capacity to process and memorize vast amounts of information in their brains, humans excel in critical thinking, planning, reflection, and harnessing available tools to interact with and interpret the world, enabling them to find answers efficiently. The recent advancements in large language models (LLMs) suggest that machines might also possess the aforementioned human-like capabilities, allowing them to exhibit powerful abilities even with a constrained parameter count. In this paper, we introduce KwaiAgents, a generalized information-seeking agent system based on LLMs. Within KwaiAgents, we propose an agent system that employs LLMs as its cognitive core, which is capable of understanding a user's query, behavior guidelines, and referencing external documents. The agent can also update and retrieve information from its internal memory, plan and execute actions using a time-aware search-browse toolkit, and ultimately provide a comprehensive response. We further investigate the system's performance when powered by LLMs less advanced than GPT-4, and introduce the Meta-Agent Tuning (MAT) framework, designed to ensure even an open-sourced 7B or 13B model performs well among many agent systems. We exploit both benchmark and human evaluations to systematically validate these capabilities. Extensive experiments show the superiority of our agent system compared to other autonomous agents and highlight the enhanced generalized agent-abilities of our fine-tuned LLMs.

  • 8 authors
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Dec 8, 2023

Odyssey: Empowering Agents with Open-World Skills

Recent studies have delved into constructing generalist agents for open-world embodied environments like Minecraft. Despite the encouraging results, existing efforts mainly focus on solving basic programmatic tasks, e.g., material collection and tool-crafting following the Minecraft tech-tree, treating the ObtainDiamond task as the ultimate goal. This limitation stems from the narrowly defined set of actions available to agents, requiring them to learn effective long-horizon strategies from scratch. Consequently, discovering diverse gameplay opportunities in the open world becomes challenging. In this work, we introduce ODYSSEY, a new framework that empowers Large Language Model (LLM)-based agents with open-world skills to explore the vast Minecraft world. ODYSSEY comprises three key parts: (1) An interactive agent with an open-world skill library that consists of 40 primitive skills and 183 compositional skills. (2) A fine-tuned LLaMA-3 model trained on a large question-answering dataset with 390k+ instruction entries derived from the Minecraft Wiki. (3) A new open-world benchmark includes thousands of long-term planning tasks, tens of dynamic-immediate planning tasks, and one autonomous exploration task. Extensive experiments demonstrate that the proposed ODYSSEY framework can effectively evaluate the planning and exploration capabilities of agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.

  • 8 authors
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Jul 21, 2024

UltraHorizon: Benchmarking Agent Capabilities in Ultra Long-Horizon Scenarios

Autonomous agents have recently achieved remarkable progress across diverse domains, yet most evaluations focus on short-horizon, fully observable tasks. In contrast, many critical real-world tasks, such as large-scale software development, commercial investment, and scientific discovery, unfold in long-horizon and partially observable scenarios where success hinges on sustained reasoning, planning, memory management, and tool use. Existing benchmarks rarely capture these long-horizon challenges, leaving a gap in systematic evaluation. To bridge this gap, we introduce UltraHorizon a novel benchmark that measures the foundational capabilities essential for complex real-world challenges. We use exploration as a unifying task across three distinct environments to validate these core competencies. Agents are designed in long-horizon discovery tasks where they must iteratively uncover hidden rules through sustained reasoning, planning, memory and tools management, and interaction with environments. Under the heaviest scale setting, trajectories average 200k+ tokens and 400+ tool calls, whereas in standard configurations they still exceed 35k tokens and involve more than 60 tool calls on average. Our extensive experiments reveal that LLM-agents consistently underperform in these settings, whereas human participants achieve higher scores, underscoring a persistent gap in agents' long-horizon abilities. We also observe that simple scaling fails in our task. To better illustrate the failure of agents, we conduct an in-depth analysis of collected trajectories. We identify eight types of errors and attribute them to two primary causes: in-context locking and functional fundamental capability gaps. https://github.com/StarDewXXX/UltraHorizon{Our code will be available here.}

VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation

Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.

  • 6 authors
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Nov 18, 2024

Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents

In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.

  • 5 authors
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Feb 3, 2023

Learn the Ropes, Then Trust the Wins: Self-imitation with Progressive Exploration for Agentic Reinforcement Learning

Reinforcement learning (RL) is the dominant paradigm for sharpening strategic tool use capabilities of LLMs on long-horizon, sparsely-rewarded agent tasks, yet it faces a fundamental challenge of exploration-exploitation trade-off. Existing studies stimulate exploration through the lens of policy entropy, but such mechanical entropy maximization is prone to RL training instability due to the multi-turn distribution shifting. In this paper, we target the progressive exploration-exploitation balance under the guidance of the agent own experiences without succumbing to either entropy collapsing or runaway divergence. We propose SPEAR, a curriculum-based self-imitation learning (SIL) recipe for training agentic LLMs. It extends the vanilla SIL framework, where a replay buffer stores self-generated promising trajectories for off-policy update, by gradually steering the policy evolution within a well-balanced range of entropy across stages. Specifically, our approach incorporates a curriculum to manage the exploration process, utilizing intrinsic rewards to foster skill-level exploration and facilitating action-level exploration through SIL. At first, the auxiliary tool call reward plays a critical role in the accumulation of tool-use skills, enabling broad exposure to the unfamiliar distributions of the environment feedback with an upward entropy trend. As training progresses, self-imitation gets strengthened to exploit existing successful patterns from replayed experiences for comparative action-level exploration, accelerating solution iteration without unbounded entropy growth. To further stabilize training, we recalibrate the advantages of experiences in the replay buffer to address the potential policy drift. Reugularizations such as the clipping of tokens with high covariance between probability and advantage are introduced to the trajectory-level entropy control to curb over-confidence.

tencent Tencent
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Sep 26 4