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SubscribeEPFL-Smart-Kitchen-30: Densely annotated cooking dataset with 3D kinematics to challenge video and language models
Understanding behavior requires datasets that capture humans while carrying out complex tasks. The kitchen is an excellent environment for assessing human motor and cognitive function, as many complex actions are naturally exhibited in kitchens from chopping to cleaning. Here, we introduce the EPFL-Smart-Kitchen-30 dataset, collected in a noninvasive motion capture platform inside a kitchen environment. Nine static RGB-D cameras, inertial measurement units (IMUs) and one head-mounted HoloLens~2 headset were used to capture 3D hand, body, and eye movements. The EPFL-Smart-Kitchen-30 dataset is a multi-view action dataset with synchronized exocentric, egocentric, depth, IMUs, eye gaze, body and hand kinematics spanning 29.7 hours of 16 subjects cooking four different recipes. Action sequences were densely annotated with 33.78 action segments per minute. Leveraging this multi-modal dataset, we propose four benchmarks to advance behavior understanding and modeling through 1) a vision-language benchmark, 2) a semantic text-to-motion generation benchmark, 3) a multi-modal action recognition benchmark, 4) a pose-based action segmentation benchmark. We expect the EPFL-Smart-Kitchen-30 dataset to pave the way for better methods as well as insights to understand the nature of ecologically-valid human behavior. Code and data are available at https://github.com/amathislab/EPFL-Smart-Kitchen
Multimodal Subtask Graph Generation from Instructional Videos
Real-world tasks consist of multiple inter-dependent subtasks (e.g., a dirty pan needs to be washed before it can be used for cooking). In this work, we aim to model the causal dependencies between such subtasks from instructional videos describing the task. This is a challenging problem since complete information about the world is often inaccessible from videos, which demands robust learning mechanisms to understand the causal structure of events. We present Multimodal Subtask Graph Generation (MSG2), an approach that constructs a Subtask Graph defining the dependency between a task's subtasks relevant to a task from noisy web videos. Graphs generated by our multimodal approach are closer to human-annotated graphs compared to prior approaches. MSG2 further performs the downstream task of next subtask prediction 85% and 30% more accurately than recent video transformer models in the ProceL and CrossTask datasets, respectively.
CaptainCook4D: A Dataset for Understanding Errors in Procedural Activities
Following step-by-step procedures is an essential component of various activities carried out by individuals in their daily lives. These procedures serve as a guiding framework that helps to achieve goals efficiently, whether it is assembling furniture or preparing a recipe. However, the complexity and duration of procedural activities inherently increase the likelihood of making errors. Understanding such procedural activities from a sequence of frames is a challenging task that demands an accurate interpretation of visual information and the ability to reason about the structure of the activity. To this end, we collect a new egocentric 4D dataset, CaptainCook4D, comprising 384 recordings (94.5 hours) of people performing recipes in real kitchen environments. This dataset consists of two distinct types of activity: one in which participants adhere to the provided recipe instructions and another in which they deviate and induce errors. We provide 5.3K step annotations and 10K fine-grained action annotations and benchmark the dataset for the following tasks: supervised error recognition, multistep localization, and procedure learning
Modeling Others' Minds as Code
Accurate prediction of human behavior is essential for robust and safe human-AI collaboration. However, existing approaches for modeling people are often data-hungry and brittle because they either make unrealistic assumptions about rationality or are too computationally demanding to adapt rapidly. Our key insight is that many everyday social interactions may follow predictable patterns; efficient "scripts" that minimize cognitive load for actors and observers, e.g., "wait for the green light, then go." We propose modeling these routines as behavioral programs instantiated in computer code rather than policies conditioned on beliefs and desires. We introduce ROTE, a novel algorithm that leverages both large language models (LLMs) for synthesizing a hypothesis space of behavioral programs, and probabilistic inference for reasoning about uncertainty over that space. We test ROTE in a suite of gridworld tasks and a large-scale embodied household simulator. ROTE predicts human and AI behaviors from sparse observations, outperforming competitive baselines -- including behavior cloning and LLM-based methods -- by as much as 50% in terms of in-sample accuracy and out-of-sample generalization. By treating action understanding as a program synthesis problem, ROTE opens a path for AI systems to efficiently and effectively predict human behavior in the real-world.
Visual IRL for Human-Like Robotic Manipulation
We present a novel method for collaborative robots (cobots) to learn manipulation tasks and perform them in a human-like manner. Our method falls under the learn-from-observation (LfO) paradigm, where robots learn to perform tasks by observing human actions, which facilitates quicker integration into industrial settings compared to programming from scratch. We introduce Visual IRL that uses the RGB-D keypoints in each frame of the observed human task performance directly as state features, which are input to inverse reinforcement learning (IRL). The inversely learned reward function, which maps keypoints to reward values, is transferred from the human to the cobot using a novel neuro-symbolic dynamics model, which maps human kinematics to the cobot arm. This model allows similar end-effector positioning while minimizing joint adjustments, aiming to preserve the natural dynamics of human motion in robotic manipulation. In contrast with previous techniques that focus on end-effector placement only, our method maps multiple joint angles of the human arm to the corresponding cobot joints. Moreover, it uses an inverse kinematics model to then minimally adjust the joint angles, for accurate end-effector positioning. We evaluate the performance of this approach on two different realistic manipulation tasks. The first task is produce processing, which involves picking, inspecting, and placing onions based on whether they are blemished. The second task is liquid pouring, where the robot picks up bottles, pours the contents into designated containers, and disposes of the empty bottles. Our results demonstrate advances in human-like robotic manipulation, leading to more human-robot compatibility in manufacturing applications.
OAKINK2: A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion
We present OAKINK2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, OAKINK2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. OAKINK2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of OAKINK2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. OAKINK2 datasets and models are available at https://oakink.net/v2.
Cross-task weakly supervised learning from instructional videos
In this paper we investigate learning visual models for the steps of ordinary tasks using weak supervision via instructional narrations and an ordered list of steps instead of strong supervision via temporal annotations. At the heart of our approach is the observation that weakly supervised learning may be easier if a model shares components while learning different steps: `pour egg' should be trained jointly with other tasks involving `pour' and `egg'. We formalize this in a component model for recognizing steps and a weakly supervised learning framework that can learn this model under temporal constraints from narration and the list of steps. Past data does not permit systematic studying of sharing and so we also gather a new dataset, CrossTask, aimed at assessing cross-task sharing. Our experiments demonstrate that sharing across tasks improves performance, especially when done at the component level and that our component model can parse previously unseen tasks by virtue of its compositionality.
Embodied Agents Meet Personalization: Exploring Memory Utilization for Personalized Assistance
Embodied agents empowered by large language models (LLMs) have shown strong performance in household object rearrangement tasks. However, these tasks primarily focus on single-turn interactions with simplified instructions, which do not truly reflect the challenges of providing meaningful assistance to users. To provide personalized assistance, embodied agents must understand the unique semantics that users assign to the physical world (e.g., favorite cup, breakfast routine) by leveraging prior interaction history to interpret dynamic, real-world instructions. Yet, the effectiveness of embodied agents in utilizing memory for personalized assistance remains largely underexplored. To address this gap, we present MEMENTO, a personalized embodied agent evaluation framework designed to comprehensively assess memory utilization capabilities to provide personalized assistance. Our framework consists of a two-stage memory evaluation process design that enables quantifying the impact of memory utilization on task performance. This process enables the evaluation of agents' understanding of personalized knowledge in object rearrangement tasks by focusing on its role in goal interpretation: (1) the ability to identify target objects based on personal meaning (object semantics), and (2) the ability to infer object-location configurations from consistent user patterns, such as routines (user patterns). Our experiments across various LLMs reveal significant limitations in memory utilization, with even frontier models like GPT-4o experiencing a 30.5% performance drop when required to reference multiple memories, particularly in tasks involving user patterns. These findings, along with our detailed analyses and case studies, provide valuable insights for future research in developing more effective personalized embodied agents. Project website: https://connoriginal.github.io/MEMENTO
Mind Your Step (by Step): Chain-of-Thought can Reduce Performance on Tasks where Thinking Makes Humans Worse
Chain-of-thought (CoT) prompting has become a widely used strategy for working with large language and multimodal models. While CoT has been shown to improve performance across many tasks, determining the settings in which it is effective remains an ongoing effort. In particular, it is still an open question in what settings CoT systematically reduces model performance. In this paper, we seek to identify the characteristics of tasks where CoT reduces performance by drawing inspiration from cognitive psychology, looking at cases where (i) verbal thinking or deliberation hurts performance in humans, and (ii) the constraints governing human performance generalize to language models. Three such cases are implicit statistical learning, visual recognition, and classifying with patterns containing exceptions. In extensive experiments across all three settings, we find that a diverse collection of state-of-the-art models exhibit significant drop-offs in performance (e.g., up to 36.3% absolute accuracy for OpenAI o1-preview compared to GPT-4o) when using inference-time reasoning compared to zero-shot counterparts. We also identify three tasks that satisfy condition (i) but not (ii), and find that while verbal thinking reduces human performance in these tasks, CoT retains or increases model performance. Overall, our results show that while there is not an exact parallel between the cognitive processes of models and those of humans, considering cases where thinking has negative consequences for human performance can help us identify settings where it negatively impacts models. By connecting the literature on human deliberation with evaluations of CoT, we offer a new tool that can be used in understanding the impact of prompt choices and inference-time reasoning.
A Deep Learning Model of Mental Rotation Informed by Interactive VR Experiments
Mental rotation -- the ability to compare objects seen from different viewpoints -- is a fundamental example of mental simulation and spatial world modelling in humans. Here we propose a mechanistic model of human mental rotation, leveraging advances in deep, equivariant, and neuro-symbolic learning. Our model consists of three stacked components: (1) an equivariant neural encoder, taking images as input and producing 3D spatial representations of objects, (2) a neuro-symbolic object encoder, deriving symbolic descriptions of objects from these spatial representations, and (3) a neural decision agent, comparing these symbolic descriptions to prescribe rotation simulations in 3D latent space via a recurrent pathway. Our model design is guided by the abundant experimental literature on mental rotation, which we complemented with experiments in VR where participants could at times manipulate the objects to compare, providing us with additional insights into the cognitive process of mental rotation. Our model captures well the performance, response times and behavior of participants in our and others' experiments. The necessity of each model component is shown through systematic ablations. Our work adds to a recent collection of deep neural models of human spatial reasoning, further demonstrating the potency of integrating deep, equivariant, and symbolic representations to model the human mind.
Modulation of temporal decision-making in a deep reinforcement learning agent under the dual-task paradigm
This study explores the interference in temporal processing within a dual-task paradigm from an artificial intelligence (AI) perspective. In this context, the dual-task setup is implemented as a simplified version of the Overcooked environment with two variations, single task (T) and dual task (T+N). Both variations involve an embedded time production task, but the dual task (T+N) additionally involves a concurrent number comparison task. Two deep reinforcement learning (DRL) agents were separately trained for each of these tasks. These agents exhibited emergent behavior consistent with human timing research. Specifically, the dual task (T+N) agent exhibited significant overproduction of time relative to its single task (T) counterpart. This result was consistent across four target durations. Preliminary analysis of neural dynamics in the agents' LSTM layers did not reveal any clear evidence of a dedicated or intrinsic timer. Hence, further investigation is needed to better understand the underlying time-keeping mechanisms of the agents and to provide insights into the observed behavioral patterns. This study is a small step towards exploring parallels between emergent DRL behavior and behavior observed in biological systems in order to facilitate a better understanding of both.
LHManip: A Dataset for Long-Horizon Language-Grounded Manipulation Tasks in Cluttered Tabletop Environments
Instructing a robot to complete an everyday task within our homes has been a long-standing challenge for robotics. While recent progress in language-conditioned imitation learning and offline reinforcement learning has demonstrated impressive performance across a wide range of tasks, they are typically limited to short-horizon tasks -- not reflective of those a home robot would be expected to complete. While existing architectures have the potential to learn these desired behaviours, the lack of the necessary long-horizon, multi-step datasets for real robotic systems poses a significant challenge. To this end, we present the Long-Horizon Manipulation (LHManip) dataset comprising 200 episodes, demonstrating 20 different manipulation tasks via real robot teleoperation. The tasks entail multiple sub-tasks, including grasping, pushing, stacking and throwing objects in highly cluttered environments. Each task is paired with a natural language instruction and multi-camera viewpoints for point-cloud or NeRF reconstruction. In total, the dataset comprises 176,278 observation-action pairs which form part of the Open X-Embodiment dataset. The full LHManip dataset is made publicly available at https://github.com/fedeceola/LHManip.
Editing Models with Task Arithmetic
Changing how pre-trained models behave -- e.g., improving their performance on a downstream task or mitigating biases learned during pre-training -- is a common practice when developing machine learning systems. In this work, we propose a new paradigm for steering the behavior of neural networks, centered around task vectors. A task vector specifies a direction in the weight space of a pre-trained model, such that movement in that direction improves performance on the task. We build task vectors by subtracting the weights of a pre-trained model from the weights of the same model after fine-tuning on a task. We show that these task vectors can be modified and combined together through arithmetic operations such as negation and addition, and the behavior of the resulting model is steered accordingly. Negating a task vector decreases performance on the target task, with little change in model behavior on control tasks. Moreover, adding task vectors together can improve performance on multiple tasks at once. Finally, when tasks are linked by an analogy relationship of the form ``A is to B as C is to D", combining task vectors from three of the tasks can improve performance on the fourth, even when no data from the fourth task is used for training. Overall, our experiments with several models, modalities and tasks show that task arithmetic is a simple, efficient and effective way of editing models.
DualTHOR: A Dual-Arm Humanoid Simulation Platform for Contingency-Aware Planning
Developing embodied agents capable of performing complex interactive tasks in real-world scenarios remains a fundamental challenge in embodied AI. Although recent advances in simulation platforms have greatly enhanced task diversity to train embodied Vision Language Models (VLMs), most platforms rely on simplified robot morphologies and bypass the stochastic nature of low-level execution, which limits their transferability to real-world robots. To address these issues, we present a physics-based simulation platform DualTHOR for complex dual-arm humanoid robots, built upon an extended version of AI2-THOR. Our simulator includes real-world robot assets, a task suite for dual-arm collaboration, and inverse kinematics solvers for humanoid robots. We also introduce a contingency mechanism that incorporates potential failures through physics-based low-level execution, bridging the gap to real-world scenarios. Our simulator enables a more comprehensive evaluation of the robustness and generalization of VLMs in household environments. Extensive evaluations reveal that current VLMs struggle with dual-arm coordination and exhibit limited robustness in realistic environments with contingencies, highlighting the importance of using our simulator to develop more capable VLMs for embodied tasks. The code is available at https://github.com/ds199895/DualTHOR.git.
Unsupervised Perceptual Rewards for Imitation Learning
Reward function design and exploration time are arguably the biggest obstacles to the deployment of reinforcement learning (RL) agents in the real world. In many real-world tasks, designing a reward function takes considerable hand engineering and often requires additional sensors to be installed just to measure whether the task has been executed successfully. Furthermore, many interesting tasks consist of multiple implicit intermediate steps that must be executed in sequence. Even when the final outcome can be measured, it does not necessarily provide feedback on these intermediate steps. To address these issues, we propose leveraging the abstraction power of intermediate visual representations learned by deep models to quickly infer perceptual reward functions from small numbers of demonstrations. We present a method that is able to identify key intermediate steps of a task from only a handful of demonstration sequences, and automatically identify the most discriminative features for identifying these steps. This method makes use of the features in a pre-trained deep model, but does not require any explicit specification of sub-goals. The resulting reward functions can then be used by an RL agent to learn to perform the task in real-world settings. To evaluate the learned reward, we present qualitative results on two real-world tasks and a quantitative evaluation against a human-designed reward function. We also show that our method can be used to learn a real-world door opening skill using a real robot, even when the demonstration used for reward learning is provided by a human using their own hand. To our knowledge, these are the first results showing that complex robotic manipulation skills can be learned directly and without supervised labels from a video of a human performing the task. Supplementary material and data are available at https://sermanet.github.io/rewards
EchoMimicV3: 1.3B Parameters are All You Need for Unified Multi-Modal and Multi-Task Human Animation
Recent work on human animation usually incorporates large-scale video models, thereby achieving more vivid performance. However, the practical use of such methods is hindered by the slow inference speed and high computational demands. Moreover, traditional work typically employs separate models for each animation task, increasing costs in multi-task scenarios and worsening the dilemma. To address these limitations, we introduce EchoMimicV3, an efficient framework that unifies multi-task and multi-modal human animation. At the core of EchoMimicV3 lies a threefold design: a Soup-of-Tasks paradigm, a Soup-of-Modals paradigm, and a novel training and inference strategy. The Soup-of-Tasks leverages multi-task mask inputs and a counter-intuitive task allocation strategy to achieve multi-task gains without multi-model pains. Meanwhile, the Soup-of-Modals introduces a Coupled-Decoupled Multi-Modal Cross Attention module to inject multi-modal conditions, complemented by a Multi-Modal Timestep Phase-aware Dynamical Allocation mechanism to modulate multi-modal mixtures. Besides, we propose Negative Direct Preference Optimization, Phase-aware Negative Classifier-Free Guidance (CFG), and Long Video CFG, which ensure stable training and inference. Extensive experiments and analyses demonstrate that EchoMimicV3, with a minimal model size of 1.3 billion parameters, achieves competitive performance in both quantitative and qualitative evaluations. We are committed to open-sourcing our code for community use.
ReALFRED: An Embodied Instruction Following Benchmark in Photo-Realistic Environments
Simulated virtual environments have been widely used to learn robotic agents that perform daily household tasks. These environments encourage research progress by far, but often provide limited object interactability, visual appearance different from real-world environments, or relatively smaller environment sizes. This prevents the learned models in the virtual scenes from being readily deployable. To bridge the gap between these learning environments and deploying (i.e., real) environments, we propose the ReALFRED benchmark that employs real-world scenes, objects, and room layouts to learn agents to complete household tasks by understanding free-form language instructions and interacting with objects in large, multi-room and 3D-captured scenes. Specifically, we extend the ALFRED benchmark with updates for larger environmental spaces with smaller visual domain gaps. With ReALFRED, we analyze previously crafted methods for the ALFRED benchmark and observe that they consistently yield lower performance in all metrics, encouraging the community to develop methods in more realistic environments. Our code and data are publicly available.
MesaTask: Towards Task-Driven Tabletop Scene Generation via 3D Spatial Reasoning
The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming manual layout design or purely randomized layouts, which are limited in terms of plausibility or alignment with the tasks. In this paper, we formulate a novel task, namely task-oriented tabletop scene generation, which poses significant challenges due to the substantial gap between high-level task instructions and the tabletop scenes. To support research on such a challenging task, we introduce MesaTask-10K, a large-scale dataset comprising approximately 10,700 synthetic tabletop scenes with manually crafted layouts that ensure realistic layouts and intricate inter-object relations. To bridge the gap between tasks and scenes, we propose a Spatial Reasoning Chain that decomposes the generation process into object inference, spatial interrelation reasoning, and scene graph construction for the final 3D layout. We present MesaTask, an LLM-based framework that utilizes this reasoning chain and is further enhanced with DPO algorithms to generate physically plausible tabletop scenes that align well with given task descriptions. Exhaustive experiments demonstrate the superior performance of MesaTask compared to baselines in generating task-conforming tabletop scenes with realistic layouts. Project page is at https://mesatask.github.io/
LuciBot: Automated Robot Policy Learning from Generated Videos
Automatically generating training supervision for embodied tasks is crucial, as manual designing is tedious and not scalable. While prior works use large language models (LLMs) or vision-language models (VLMs) to generate rewards, these approaches are largely limited to simple tasks with well-defined rewards, such as pick-and-place. This limitation arises because LLMs struggle to interpret complex scenes compressed into text or code due to their restricted input modality, while VLM-based rewards, though better at visual perception, remain limited by their less expressive output modality. To address these challenges, we leverage the imagination capability of general-purpose video generation models. Given an initial simulation frame and a textual task description, the video generation model produces a video demonstrating task completion with correct semantics. We then extract rich supervisory signals from the generated video, including 6D object pose sequences, 2D segmentations, and estimated depth, to facilitate task learning in simulation. Our approach significantly improves supervision quality for complex embodied tasks, enabling large-scale training in simulators.
SPRINT: Scalable Policy Pre-Training via Language Instruction Relabeling
Pre-training robot policies with a rich set of skills can substantially accelerate the learning of downstream tasks. Prior works have defined pre-training tasks via natural language instructions, but doing so requires tedious human annotation of hundreds of thousands of instructions. Thus, we propose SPRINT, a scalable offline policy pre-training approach which substantially reduces the human effort needed for pre-training a diverse set of skills. Our method uses two core ideas to automatically expand a base set of pre-training tasks: instruction relabeling via large language models and cross-trajectory skill chaining through offline reinforcement learning. As a result, SPRINT pre-training equips robots with a much richer repertoire of skills. Experimental results in a household simulator and on a real robot kitchen manipulation task show that SPRINT leads to substantially faster learning of new long-horizon tasks than previous pre-training approaches. Website at https://clvrai.com/sprint.
CHART-6: Human-Centered Evaluation of Data Visualization Understanding in Vision-Language Models
Data visualizations are powerful tools for communicating patterns in quantitative data. Yet understanding any data visualization is no small feat -- succeeding requires jointly making sense of visual, numerical, and linguistic inputs arranged in a conventionalized format one has previously learned to parse. Recently developed vision-language models are, in principle, promising candidates for developing computational models of these cognitive operations. However, it is currently unclear to what degree these models emulate human behavior on tasks that involve reasoning about data visualizations. This gap reflects limitations in prior work that has evaluated data visualization understanding in artificial systems using measures that differ from those typically used to assess these abilities in humans. Here we evaluated eight vision-language models on six data visualization literacy assessments designed for humans and compared model responses to those of human participants. We found that these models performed worse than human participants on average, and this performance gap persisted even when using relatively lenient criteria to assess model performance. Moreover, while relative performance across items was somewhat correlated between models and humans, all models produced patterns of errors that were reliably distinct from those produced by human participants. Taken together, these findings suggest significant opportunities for further development of artificial systems that might serve as useful models of how humans reason about data visualizations. All code and data needed to reproduce these results are available at: https://osf.io/e25mu/?view_only=399daff5a14d4b16b09473cf19043f18.
Physical Reasoning and Object Planning for Household Embodied Agents
In this study, we explore the sophisticated domain of task planning for robust household embodied agents, with a particular emphasis on the intricate task of selecting substitute objects. We introduce the CommonSense Object Affordance Task (COAT), a novel framework designed to analyze reasoning capabilities in commonsense scenarios. This approach is centered on understanding how these agents can effectively identify and utilize alternative objects when executing household tasks, thereby offering insights into the complexities of practical decision-making in real-world environments.Drawing inspiration from human decision-making, we explore how large language models tackle this challenge through three meticulously crafted commonsense question-and-answer datasets, featuring refined rules and human annotations. Our evaluation of state-of-the-art language models on these datasets sheds light on three pivotal considerations: 1) aligning an object's inherent utility with the task at hand, 2) navigating contextual dependencies (societal norms, safety, appropriateness, and efficiency), and 3) accounting for the current physical state of the object. To maintain accessibility, we introduce five abstract variables reflecting an object's physical condition, modulated by human insights to simulate diverse household scenarios. Our contributions include insightful Object-Utility mappings addressing the first consideration and two extensive QA datasets (15k and 130k questions) probing the intricacies of contextual dependencies and object states. The datasets, along with our findings, are accessible at: https://github.com/com-phy-affordance/COAT. This research not only advances our understanding of physical commonsense reasoning in language models but also paves the way for future improvements in household agent intelligence.
On Bringing Robots Home
Throughout history, we have successfully integrated various machines into our homes. Dishwashers, laundry machines, stand mixers, and robot vacuums are a few recent examples. However, these machines excel at performing only a single task effectively. The concept of a "generalist machine" in homes - a domestic assistant that can adapt and learn from our needs, all while remaining cost-effective - has long been a goal in robotics that has been steadily pursued for decades. In this work, we initiate a large-scale effort towards this goal by introducing Dobb-E, an affordable yet versatile general-purpose system for learning robotic manipulation within household settings. Dobb-E can learn a new task with only five minutes of a user showing it how to do it, thanks to a demonstration collection tool ("The Stick") we built out of cheap parts and iPhones. We use the Stick to collect 13 hours of data in 22 homes of New York City, and train Home Pretrained Representations (HPR). Then, in a novel home environment, with five minutes of demonstrations and fifteen minutes of adapting the HPR model, we show that Dobb-E can reliably solve the task on the Stretch, a mobile robot readily available on the market. Across roughly 30 days of experimentation in homes of New York City and surrounding areas, we test our system in 10 homes, with a total of 109 tasks in different environments, and finally achieve a success rate of 81%. Beyond success percentages, our experiments reveal a plethora of unique challenges absent or ignored in lab robotics. These range from effects of strong shadows, to variable demonstration quality by non-expert users. With the hope of accelerating research on home robots, and eventually seeing robot butlers in every home, we open-source Dobb-E software stack and models, our data, and our hardware designs at https://dobb-e.com
ZeroPrompt: Scaling Prompt-Based Pretraining to 1,000 Tasks Improves Zero-Shot Generalization
We propose a multitask pretraining approach ZeroPrompt for zero-shot generalization, focusing on task scaling and zero-shot prompting. While previous models are trained on only a few dozen tasks, we scale to 1,000 tasks for the first time using real-world data. This leads to a crucial discovery that task scaling can be an efficient alternative to model scaling; i.e., the model size has little impact on performance with an extremely large number of tasks. Our results show that task scaling can substantially improve training efficiency by 30 times in FLOPs. Moreover, we present a prompting method that incorporates a genetic algorithm to automatically search for the best prompt for unseen tasks, along with a few other improvements. Empirically, ZeroPrompt substantially improves both the efficiency and the performance of zero-shot learning across a variety of academic and production datasets.
PC Agent: While You Sleep, AI Works -- A Cognitive Journey into Digital World
Imagine a world where AI can handle your work while you sleep - organizing your research materials, drafting a report, or creating a presentation you need for tomorrow. However, while current digital agents can perform simple tasks, they are far from capable of handling the complex real-world work that humans routinely perform. We present PC Agent, an AI system that demonstrates a crucial step toward this vision through human cognition transfer. Our key insight is that the path from executing simple "tasks" to handling complex "work" lies in efficiently capturing and learning from human cognitive processes during computer use. To validate this hypothesis, we introduce three key innovations: (1) PC Tracker, a lightweight infrastructure that efficiently collects high-quality human-computer interaction trajectories with complete cognitive context; (2) a two-stage cognition completion pipeline that transforms raw interaction data into rich cognitive trajectories by completing action semantics and thought processes; and (3) a multi-agent system combining a planning agent for decision-making with a grounding agent for robust visual grounding. Our preliminary experiments in PowerPoint presentation creation reveal that complex digital work capabilities can be achieved with a small amount of high-quality cognitive data - PC Agent, trained on just 133 cognitive trajectories, can handle sophisticated work scenarios involving up to 50 steps across multiple applications. This demonstrates the data efficiency of our approach, highlighting that the key to training capable digital agents lies in collecting human cognitive data. By open-sourcing our complete framework, including the data collection infrastructure and cognition completion methods, we aim to lower the barriers for the research community to develop truly capable digital agents.
Hi Robot: Open-Ended Instruction Following with Hierarchical Vision-Language-Action Models
Generalist robots that can perform a range of different tasks in open-world settings must be able to not only reason about the steps needed to accomplish their goals, but also process complex instructions, prompts, and even feedback during task execution. Intricate instructions (e.g., "Could you make me a vegetarian sandwich?" or "I don't like that one") require not just the ability to physically perform the individual steps, but the ability to situate complex commands and feedback in the physical world. In this work, we describe a system that uses vision-language models in a hierarchical structure, first reasoning over complex prompts and user feedback to deduce the most appropriate next step to fulfill the task, and then performing that step with low-level actions. In contrast to direct instruction following methods that can fulfill simple commands ("pick up the cup"), our system can reason through complex prompts and incorporate situated feedback during task execution ("that's not trash"). We evaluate our system across three robotic platforms, including single-arm, dual-arm, and dual-arm mobile robots, demonstrating its ability to handle tasks such as cleaning messy tables, making sandwiches, and grocery shopping. Videos are available at https://www.pi.website/research/hirobot
Think Before You Act: Decision Transformers with Internal Working Memory
Large language model (LLM)-based decision-making agents have shown the ability to generalize across multiple tasks. However, their performance relies on massive data and compute. We argue that this inefficiency stems from the forgetting phenomenon, in which a model memorizes its behaviors in parameters throughout training. As a result, training on a new task may deteriorate the model's performance on previous tasks. In contrast to LLMs' implicit memory mechanism, the human brain utilizes distributed memory storage, which helps manage and organize multiple skills efficiently, mitigating the forgetting phenomenon. Thus inspired, we propose an internal working memory module to store, blend, and retrieve information for different downstream tasks. Evaluation results show that the proposed method improves training efficiency and generalization in both Atari games and meta-world object manipulation tasks. Moreover, we demonstrate that memory fine-tuning further enhances the adaptability of the proposed architecture.
Cook and Clean Together: Teaching Embodied Agents for Parallel Task Execution
Task scheduling is critical for embodied AI, enabling agents to follow natural language instructions and execute actions efficiently in 3D physical worlds. However, existing datasets often simplify task planning by ignoring operations research (OR) knowledge and 3D spatial grounding. In this work, we propose Operations Research knowledge-based 3D Grounded Task Scheduling (ORS3D), a new task that requires the synergy of language understanding, 3D grounding, and efficiency optimization. Unlike prior settings, ORS3D demands that agents minimize total completion time by leveraging parallelizable subtasks, e.g., cleaning the sink while the microwave operates. To facilitate research on ORS3D, we construct ORS3D-60K, a large-scale dataset comprising 60K composite tasks across 4K real-world scenes. Furthermore, we propose GRANT, an embodied multi-modal large language model equipped with a simple yet effective scheduling token mechanism to generate efficient task schedules and grounded actions. Extensive experiments on ORS3D-60K validate the effectiveness of GRANT across language understanding, 3D grounding, and scheduling efficiency. The code is available at https://github.com/H-EmbodVis/GRANT
Inverse Dynamics Pretraining Learns Good Representations for Multitask Imitation
In recent years, domains such as natural language processing and image recognition have popularized the paradigm of using large datasets to pretrain representations that can be effectively transferred to downstream tasks. In this work we evaluate how such a paradigm should be done in imitation learning, where both pretraining and finetuning data are trajectories collected by experts interacting with an unknown environment. Namely, we consider a setting where the pretraining corpus consists of multitask demonstrations and the task for each demonstration is set by an unobserved latent context variable. The goal is to use the pretraining corpus to learn a low dimensional representation of the high dimensional (e.g., visual) observation space which can be transferred to a novel context for finetuning on a limited dataset of demonstrations. Among a variety of possible pretraining objectives, we argue that inverse dynamics modeling -- i.e., predicting an action given the observations appearing before and after it in the demonstration -- is well-suited to this setting. We provide empirical evidence of this claim through evaluations on a variety of simulated visuomotor manipulation problems. While previous work has attempted various theoretical explanations regarding the benefit of inverse dynamics modeling, we find that these arguments are insufficient to explain the empirical advantages often observed in our settings, and so we derive a novel analysis using a simple but general environment model.
Bi-VLA: Vision-Language-Action Model-Based System for Bimanual Robotic Dexterous Manipulations
This research introduces the Bi-VLA (Vision-Language-Action) model, a novel system designed for bimanual robotic dexterous manipulations that seamlessly integrate vision, language understanding, and physical action. The system's functionality was evaluated through a set of household tasks, including the preparation of a desired salad upon human request. Bi-VLA demonstrates the ability to interpret complex human instructions, perceive and understand the visual context of ingredients, and execute precise bimanual actions to assemble the requested salad. Through a series of experiments, we evaluate the system's performance in terms of accuracy, efficiency, and adaptability to various salad recipes and human preferences. Our results indicate a high success rate of 100% in generating the correct executable code by the Language module from the user-requested tasks. The Vision Module achieved a success rate of 96.06% in detecting specific ingredients and an 83.4% success rate in detecting a list of multiple ingredients.
RePo: Language Models with Context Re-Positioning
In-context learning is fundamental to modern Large Language Models (LLMs); however, prevailing architectures impose a rigid and fixed contextual structure by assigning linear or constant positional indices. Drawing on Cognitive Load Theory (CLT), we argue that this uninformative structure increases extraneous cognitive load, consuming finite working memory capacity that should be allocated to deep reasoning and attention allocation. To address this, we propose RePo, a novel mechanism that reduces extraneous load via context re-positioning. Unlike standard approaches, RePo utilizes a differentiable module, f_φ, to assign token positions that capture contextual dependencies, rather than replying on pre-defined integer range. By continually pre-training on the OLMo-2 1B backbone, we demonstrate that RePo significantly enhances performance on tasks involving noisy contexts, structured data, and longer context length, while maintaining competitive performance on general short-context tasks. Detailed analysis reveals that RePo successfully allocate higher attention to distant but relevant information, assign positions in dense and non-linear space, and capture the intrinsic structure of the input context. Our code is available at https://github.com/SakanaAI/repo.
Learning to Chain Operations by Routing Information Through a Global Workspace
We present a model inspired by the Global Workspace Theory that integrates specialized modules to perform a sequential reasoning task. A controller selectively routes information between modules through the workspace using a gating mechanism. This approach allows the model to chain operations by iteratively broadcasting information between specialized domains, mimicking System-2 reasoning. We evaluate the model's performance on a simple addition task, where two addends must be summed. The task can be solved by routing information sequentially through an Input module, an Increment module (multiple times), and finally an Output module. We consider two implementations of this system with increasing complexity. First, using hand-designed modules operating on one-hot digit representations, the controller (a LSTM recurrent network) learns to select the appropriate modules (input, increment, output) in the appropriate sequence. Second, we replace the hand-designed modules with learned representation modules for MNIST images and an increment module trained on the task objectives; here again, the controller learns the appropriate sequential module selection to solve the task. Finally, we show that the Global Workspace model, while having fewer parameters, outperforms LSTMs and Transformers when tested on unseen addition operations (both interpolations and extrapolations of addition operations seen during training). Our results highlight the potential of architectures inspired by the Global Workspace Theory to enhance deep learning's reasoning capabilities.
MOSAIC: A Modular System for Assistive and Interactive Cooking
We present MOSAIC, a modular architecture for home robots to perform complex collaborative tasks, such as cooking with everyday users. MOSAIC tightly collaborates with humans, interacts with users using natural language, coordinates multiple robots, and manages an open vocabulary of everyday objects. At its core, MOSAIC employs modularity: it leverages multiple large-scale pre-trained models for general tasks like language and image recognition, while using streamlined modules designed for task-specific control. We extensively evaluate MOSAIC on 60 end-to-end trials where two robots collaborate with a human user to cook a combination of 6 recipes. We also extensively test individual modules with 180 episodes of visuomotor picking, 60 episodes of human motion forecasting, and 46 online user evaluations of the task planner. We show that MOSAIC is able to efficiently collaborate with humans by running the overall system end-to-end with a real human user, completing 68.3% (41/60) collaborative cooking trials of 6 different recipes with a subtask completion rate of 91.6%. Finally, we discuss the limitations of the current system and exciting open challenges in this domain. The project's website is at https://portal-cornell.github.io/MOSAIC/
GenSim: Generating Robotic Simulation Tasks via Large Language Models
Collecting large amounts of real-world interaction data to train general robotic policies is often prohibitively expensive, thus motivating the use of simulation data. However, existing methods for data generation have generally focused on scene-level diversity (e.g., object instances and poses) rather than task-level diversity, due to the human effort required to come up with and verify novel tasks. This has made it challenging for policies trained on simulation data to demonstrate significant task-level generalization. In this paper, we propose to automatically generate rich simulation environments and expert demonstrations by exploiting a large language models' (LLM) grounding and coding ability. Our approach, dubbed GenSim, has two modes: goal-directed generation, wherein a target task is given to the LLM and the LLM proposes a task curriculum to solve the target task, and exploratory generation, wherein the LLM bootstraps from previous tasks and iteratively proposes novel tasks that would be helpful in solving more complex tasks. We use GPT4 to expand the existing benchmark by ten times to over 100 tasks, on which we conduct supervised finetuning and evaluate several LLMs including finetuned GPTs and Code Llama on code generation for robotic simulation tasks. Furthermore, we observe that LLMs-generated simulation programs can enhance task-level generalization significantly when used for multitask policy training. We further find that with minimal sim-to-real adaptation, the multitask policies pretrained on GPT4-generated simulation tasks exhibit stronger transfer to unseen long-horizon tasks in the real world and outperform baselines by 25%. See the project website (https://liruiw.github.io/gensim) for code, demos, and videos.
Learning Synergies between Pushing and Grasping with Self-supervised Deep Reinforcement Learning
Skilled robotic manipulation benefits from complex synergies between non-prehensile (e.g. pushing) and prehensile (e.g. grasping) actions: pushing can help rearrange cluttered objects to make space for arms and fingers; likewise, grasping can help displace objects to make pushing movements more precise and collision-free. In this work, we demonstrate that it is possible to discover and learn these synergies from scratch through model-free deep reinforcement learning. Our method involves training two fully convolutional networks that map from visual observations to actions: one infers the utility of pushes for a dense pixel-wise sampling of end effector orientations and locations, while the other does the same for grasping. Both networks are trained jointly in a Q-learning framework and are entirely self-supervised by trial and error, where rewards are provided from successful grasps. In this way, our policy learns pushing motions that enable future grasps, while learning grasps that can leverage past pushes. During picking experiments in both simulation and real-world scenarios, we find that our system quickly learns complex behaviors amid challenging cases of clutter, and achieves better grasping success rates and picking efficiencies than baseline alternatives after only a few hours of training. We further demonstrate that our method is capable of generalizing to novel objects. Qualitative results (videos), code, pre-trained models, and simulation environments are available at http://vpg.cs.princeton.edu
Three scenarios for continual learning
Standard artificial neural networks suffer from the well-known issue of catastrophic forgetting, making continual or lifelong learning difficult for machine learning. In recent years, numerous methods have been proposed for continual learning, but due to differences in evaluation protocols it is difficult to directly compare their performance. To enable more structured comparisons, we describe three continual learning scenarios based on whether at test time task identity is provided and--in case it is not--whether it must be inferred. Any sequence of well-defined tasks can be performed according to each scenario. Using the split and permuted MNIST task protocols, for each scenario we carry out an extensive comparison of recently proposed continual learning methods. We demonstrate substantial differences between the three scenarios in terms of difficulty and in terms of how efficient different methods are. In particular, when task identity must be inferred (i.e., class incremental learning), we find that regularization-based approaches (e.g., elastic weight consolidation) fail and that replaying representations of previous experiences seems required for solving this scenario.
π^{*}_{0.6}: a VLA That Learns From Experience
We study how vision-language-action (VLA) models can improve through real-world deployments via reinforcement learning (RL). We present a general-purpose method, RL with Experience and Corrections via Advantage-conditioned Policies (RECAP), that provides for RL training of VLAs via advantage conditioning. Our method incorporates heterogeneous data into the self-improvement process, including demonstrations, data from on-policy collection, and expert teleoperated interventions provided during autonomous execution. RECAP starts by pre-training a generalist VLA with offline RL, which we call π^{*}_{0.6}, that can then be specialized to attain high performance on downstream tasks through on-robot data collection. We show that the π^{*}_{0.6} model trained with the full RECAP method can fold laundry in real homes, reliably assemble boxes, and make espresso drinks using a professional espresso machine. On some of the hardest tasks, RECAP more than doubles task throughput and roughly halves the task failure rate.
Task Mode: Dynamic Filtering for Task-Specific Web Navigation using LLMs
Modern web interfaces are unnecessarily complex to use as they overwhelm users with excessive text and visuals unrelated to their current goals. This problem particularly impacts screen reader users (SRUs), who navigate content sequentially and may spend minutes traversing irrelevant elements before reaching desired information compared to vision users (VUs) who visually skim in seconds. We present Task Mode, a system that dynamically filters web content based on user-specified goals using large language models to identify and prioritize relevant elements while minimizing distractions. Our approach preserves page structure while offering multiple viewing modes tailored to different access needs. Our user study with 12 participants (6 VUs, 6 SRUs) demonstrates that our approach reduced task completion time for SRUs while maintaining performance for VUs, decreasing the completion time gap between groups from 2x to 1.2x. 11 of 12 participants wanted to use Task Mode in the future, reporting that Task Mode supported completing tasks with less effort and fewer distractions. This work demonstrates how designing new interactions simultaneously for visual and non-visual access can reduce rather than reinforce accessibility disparities in future technology created by human-computer interaction researchers and practitioners.
In-situ Value-aligned Human-Robot Interactions with Physical Constraints
Equipped with Large Language Models (LLMs), human-centered robots are now capable of performing a wide range of tasks that were previously deemed challenging or unattainable. However, merely completing tasks is insufficient for cognitive robots, who should learn and apply human preferences to future scenarios. In this work, we propose a framework that combines human preferences with physical constraints, requiring robots to complete tasks while considering both. Firstly, we developed a benchmark of everyday household activities, which are often evaluated based on specific preferences. We then introduced In-Context Learning from Human Feedback (ICLHF), where human feedback comes from direct instructions and adjustments made intentionally or unintentionally in daily life. Extensive sets of experiments, testing the ICLHF to generate task plans and balance physical constraints with preferences, have demonstrated the efficiency of our approach.
BEHAVIOR Robot Suite: Streamlining Real-World Whole-Body Manipulation for Everyday Household Activities
Real-world household tasks present significant challenges for mobile manipulation robots. An analysis of existing robotics benchmarks reveals that successful task performance hinges on three key whole-body control capabilities: bimanual coordination, stable and precise navigation, and extensive end-effector reachability. Achieving these capabilities requires careful hardware design, but the resulting system complexity further complicates visuomotor policy learning. To address these challenges, we introduce the BEHAVIOR Robot Suite (BRS), a comprehensive framework for whole-body manipulation in diverse household tasks. Built on a bimanual, wheeled robot with a 4-DoF torso, BRS integrates a cost-effective whole-body teleoperation interface for data collection and a novel algorithm for learning whole-body visuomotor policies. We evaluate BRS on five challenging household tasks that not only emphasize the three core capabilities but also introduce additional complexities, such as long-range navigation, interaction with articulated and deformable objects, and manipulation in confined spaces. We believe that BRS's integrated robotic embodiment, data collection interface, and learning framework mark a significant step toward enabling real-world whole-body manipulation for everyday household tasks. BRS is open-sourced at https://behavior-robot-suite.github.io/
ENACT: Evaluating Embodied Cognition with World Modeling of Egocentric Interaction
Embodied cognition argues that intelligence arises from sensorimotor interaction rather than passive observation. It raises an intriguing question: do modern vision-language models (VLMs), trained largely in a disembodied manner, exhibit signs of embodied cognition? We introduce ENACT, a benchmark that casts evaluation of embodied cognition as world modeling from egocentric interaction in a visual question answering (VQA) format. Framed as a partially observable Markov decision process (POMDP) whose actions are scene graph changes, ENACT comprises two complementary sequence reordering tasks: forward world modeling (reorder shuffled observations given actions) and inverse world modeling (reorder shuffled actions given observations). While conceptually simple, solving these tasks implicitly demands capabilities central to embodied cognition-affordance recognition, action-effect reasoning, embodied awareness, and interactive, long-horizon memory from partially observable egocentric input, while avoiding low-level image synthesis that could confound the evaluation. We provide a scalable pipeline that synthesizes QA pairs from robotics simulation (BEHAVIOR) and evaluates models on 8,972 QA pairs spanning long-horizon home-scale activities. Experiments reveal a performance gap between frontier VLMs and humans that widens with interaction horizon. Models consistently perform better on the inverse task than the forward one and exhibit anthropocentric biases, including a preference for right-handed actions and degradation when camera intrinsics or viewpoints deviate from human vision. Website at https://enact-embodied-cognition.github.io/.
Beyond the Imitation Game: Quantifying and extrapolating the capabilities of language models
Language models demonstrate both quantitative improvement and new qualitative capabilities with increasing scale. Despite their potentially transformative impact, these new capabilities are as yet poorly characterized. In order to inform future research, prepare for disruptive new model capabilities, and ameliorate socially harmful effects, it is vital that we understand the present and near-future capabilities and limitations of language models. To address this challenge, we introduce the Beyond the Imitation Game benchmark (BIG-bench). BIG-bench currently consists of 204 tasks, contributed by 442 authors across 132 institutions. Task topics are diverse, drawing problems from linguistics, childhood development, math, common-sense reasoning, biology, physics, social bias, software development, and beyond. BIG-bench focuses on tasks that are believed to be beyond the capabilities of current language models. We evaluate the behavior of OpenAI's GPT models, Google-internal dense transformer architectures, and Switch-style sparse transformers on BIG-bench, across model sizes spanning millions to hundreds of billions of parameters. In addition, a team of human expert raters performed all tasks in order to provide a strong baseline. Findings include: model performance and calibration both improve with scale, but are poor in absolute terms (and when compared with rater performance); performance is remarkably similar across model classes, though with benefits from sparsity; tasks that improve gradually and predictably commonly involve a large knowledge or memorization component, whereas tasks that exhibit "breakthrough" behavior at a critical scale often involve multiple steps or components, or brittle metrics; social bias typically increases with scale in settings with ambiguous context, but this can be improved with prompting.
RoboCerebra: A Large-scale Benchmark for Long-horizon Robotic Manipulation Evaluation
Recent advances in vision-language models (VLMs) have enabled instruction-conditioned robotic systems with improved generalization. However, most existing work focuses on reactive System 1 policies, underutilizing VLMs' strengths in semantic reasoning and long-horizon planning. These System 2 capabilities-characterized by deliberative, goal-directed thinking-remain under explored due to the limited temporal scale and structural complexity of current benchmarks. To address this gap, we introduce RoboCerebra, a benchmark for evaluating high-level reasoning in long-horizon robotic manipulation. RoboCerebra includes: (1) a large-scale simulation dataset with extended task horizons and diverse subtask sequences in household environments; (2) a hierarchical framework combining a high-level VLM planner with a low-level vision-language-action (VLA) controller; and (3) an evaluation protocol targeting planning, reflection, and memory through structured System 1-System 2 interaction. The dataset is constructed via a top-down pipeline, where GPT generates task instructions and decomposes them into subtask sequences. Human operators execute the subtasks in simulation, yielding high-quality trajectories with dynamic object variations. Compared to prior benchmarks, RoboCerebra features significantly longer action sequences and denser annotations. We further benchmark state-of-the-art VLMs as System 2 modules and analyze their performance across key cognitive dimensions, advancing the development of more capable and generalizable robotic planners.
EgoTV: Egocentric Task Verification from Natural Language Task Descriptions
To enable progress towards egocentric agents capable of understanding everyday tasks specified in natural language, we propose a benchmark and a synthetic dataset called Egocentric Task Verification (EgoTV). EgoTV contains multi-step tasks with multiple sub-task decompositions, state changes, object interactions, and sub-task ordering constraints, in addition to abstracted task descriptions that contain only partial details about ways to accomplish a task. We also propose a novel Neuro-Symbolic Grounding (NSG) approach to enable the causal, temporal, and compositional reasoning of such tasks. We demonstrate NSG's capability towards task tracking and verification on our EgoTV dataset and a real-world dataset derived from CrossTask (CTV). Our contributions include the release of the EgoTV and CTV datasets, and the NSG model for future research on egocentric assistive agents.
SAPIEN: A SimulAted Part-based Interactive ENvironment
Building home assistant robots has long been a pursuit for vision and robotics researchers. To achieve this task, a simulated environment with physically realistic simulation, sufficient articulated objects, and transferability to the real robot is indispensable. Existing environments achieve these requirements for robotics simulation with different levels of simplification and focus. We take one step further in constructing an environment that supports household tasks for training robot learning algorithm. Our work, SAPIEN, is a realistic and physics-rich simulated environment that hosts a large-scale set for articulated objects. Our SAPIEN enables various robotic vision and interaction tasks that require detailed part-level understanding.We evaluate state-of-the-art vision algorithms for part detection and motion attribute recognition as well as demonstrate robotic interaction tasks using heuristic approaches and reinforcement learning algorithms. We hope that our SAPIEN can open a lot of research directions yet to be explored, including learning cognition through interaction, part motion discovery, and construction of robotics-ready simulated game environment.
Circuit Component Reuse Across Tasks in Transformer Language Models
Recent work in mechanistic interpretability has shown that behaviors in language models can be successfully reverse-engineered through circuit analysis. A common criticism, however, is that each circuit is task-specific, and thus such analysis cannot contribute to understanding the models at a higher level. In this work, we present evidence that insights (both low-level findings about specific heads and higher-level findings about general algorithms) can indeed generalize across tasks. Specifically, we study the circuit discovered in Wang et al. (2022) for the Indirect Object Identification (IOI) task and 1.) show that it reproduces on a larger GPT2 model, and 2.) that it is mostly reused to solve a seemingly different task: Colored Objects (Ippolito & Callison-Burch, 2023). We provide evidence that the process underlying both tasks is functionally very similar, and contains about a 78% overlap in in-circuit attention heads. We further present a proof-of-concept intervention experiment, in which we adjust four attention heads in middle layers in order to 'repair' the Colored Objects circuit and make it behave like the IOI circuit. In doing so, we boost accuracy from 49.6% to 93.7% on the Colored Objects task and explain most sources of error. The intervention affects downstream attention heads in specific ways predicted by their interactions in the IOI circuit, indicating that this subcircuit behavior is invariant to the different task inputs. Overall, our results provide evidence that it may yet be possible to explain large language models' behavior in terms of a relatively small number of interpretable task-general algorithmic building blocks and computational components.
BEHAVIOR-1K: A Human-Centered, Embodied AI Benchmark with 1,000 Everyday Activities and Realistic Simulation
We present BEHAVIOR-1K, a comprehensive simulation benchmark for human-centered robotics. BEHAVIOR-1K includes two components, guided and motivated by the results of an extensive survey on "what do you want robots to do for you?". The first is the definition of 1,000 everyday activities, grounded in 50 scenes (houses, gardens, restaurants, offices, etc.) with more than 9,000 objects annotated with rich physical and semantic properties. The second is OMNIGIBSON, a novel simulation environment that supports these activities via realistic physics simulation and rendering of rigid bodies, deformable bodies, and liquids. Our experiments indicate that the activities in BEHAVIOR-1K are long-horizon and dependent on complex manipulation skills, both of which remain a challenge for even state-of-the-art robot learning solutions. To calibrate the simulation-to-reality gap of BEHAVIOR-1K, we provide an initial study on transferring solutions learned with a mobile manipulator in a simulated apartment to its real-world counterpart. We hope that BEHAVIOR-1K's human-grounded nature, diversity, and realism make it valuable for embodied AI and robot learning research. Project website: https://behavior.stanford.edu.
See the Glass Half Full: Reasoning about Liquid Containers, their Volume and Content
Humans have rich understanding of liquid containers and their contents; for example, we can effortlessly pour water from a pitcher to a cup. Doing so requires estimating the volume of the cup, approximating the amount of water in the pitcher, and predicting the behavior of water when we tilt the pitcher. Very little attention in computer vision has been made to liquids and their containers. In this paper, we study liquid containers and their contents, and propose methods to estimate the volume of containers, approximate the amount of liquid in them, and perform comparative volume estimations all from a single RGB image. Furthermore, we show the results of the proposed model for predicting the behavior of liquids inside containers when one tilts the containers. We also introduce a new dataset of Containers Of liQuid contEnt (COQE) that contains more than 5,000 images of 10,000 liquid containers in context labelled with volume, amount of content, bounding box annotation, and corresponding similar 3D CAD models.
MultiTab: A Scalable Foundation for Multitask Learning on Tabular Data
Tabular data is the most abundant data type in the world, powering systems in finance, healthcare, e-commerce, and beyond. As tabular datasets grow and span multiple related targets, there is an increasing need to exploit shared task information for improved multitask generalization. Multitask learning (MTL) has emerged as a powerful way to improve generalization and efficiency, yet most existing work focuses narrowly on large-scale recommendation systems, leaving its potential in broader tabular domains largely underexplored. Also, existing MTL approaches for tabular data predominantly rely on multi-layer perceptron-based backbones, which struggle to capture complex feature interactions and often fail to scale when data is abundant, a limitation that transformer architectures have overcome in other domains. Motivated by this, we introduce MultiTab-Net, the first multitask transformer architecture specifically designed for large tabular data. MultiTab-Net employs a novel multitask masked-attention mechanism that dynamically models feature-feature dependencies while mitigating task competition. Through extensive experiments, we show that MultiTab-Net consistently achieves higher multitask gain than existing MTL architectures and single-task transformers across diverse domains including large-scale recommendation data, census-like socioeconomic data, and physics datasets, spanning a wide range of task counts, task types, and feature modalities. In addition, we contribute MultiTab-Bench, a generalized multitask synthetic dataset generator that enables systematic evaluation of multitask dynamics by tuning task count, task correlations, and relative task complexity. Our code is publicly available at https://github.com/Armanfard-Lab/MultiTab.
TimeArena: Shaping Efficient Multitasking Language Agents in a Time-Aware Simulation
Despite remarkable advancements in emulating human-like behavior through Large Language Models (LLMs), current textual simulations do not adequately address the notion of time. To this end, we introduce TimeArena, a novel textual simulated environment that incorporates complex temporal dynamics and constraints that better reflect real-life planning scenarios. In TimeArena, agents are asked to complete multiple tasks as soon as possible, allowing for parallel processing to save time. We implement the dependency between actions, the time duration for each action, and the occupancy of the agent and the objects in the environment. TimeArena grounds to 30 real-world tasks in cooking, household activities, and laboratory work. We conduct extensive experiments with various state-of-the-art LLMs using TimeArena. Our findings reveal that even the most powerful models, e.g., GPT-4, still lag behind humans in effective multitasking, underscoring the need for enhanced temporal awareness in the development of language agents.
Talking Heads: Understanding Inter-layer Communication in Transformer Language Models
Although it is known that transformer language models (LMs) pass features from early layers to later layers, it is not well understood how this information is represented and routed by the model. By analyzing particular mechanism LMs use to accomplish this, we find that it is also used to recall items from a list, and show that this mechanism can explain an otherwise arbitrary-seeming sensitivity of the model to the order of items in the prompt. Specifically, we find that models write into low-rank subspaces of the residual stream to represent features which are then read out by specific later layers, forming low-rank communication channels between layers. By decomposing attention head weight matrices with the Singular Value Decomposition (SVD), we find that previously described interactions between heads separated by one or more layers can be predicted via analysis of their weight matrices. We show that it is possible to manipulate the internal model representations as well as edit model weights based on the mechanism we discover in order to significantly improve performance on our synthetic Laundry List task, which requires recall from a list, often improving task accuracy by over 20%. Our analysis reveals a surprisingly intricate interpretable structure learned from language model pretraining, and helps us understand why sophisticated LMs sometimes fail in simple domains, facilitating future analysis of more complex behaviors.
Neuralizer: General Neuroimage Analysis without Re-Training
Neuroimage processing tasks like segmentation, reconstruction, and registration are central to the study of neuroscience. Robust deep learning strategies and architectures used to solve these tasks are often similar. Yet, when presented with a new task or a dataset with different visual characteristics, practitioners most often need to train a new model, or fine-tune an existing one. This is a time-consuming process that poses a substantial barrier for the thousands of neuroscientists and clinical researchers who often lack the resources or machine-learning expertise to train deep learning models. In practice, this leads to a lack of adoption of deep learning, and neuroscience tools being dominated by classical frameworks. We introduce Neuralizer, a single model that generalizes to previously unseen neuroimaging tasks and modalities without the need for re-training or fine-tuning. Tasks do not have to be known a priori, and generalization happens in a single forward pass during inference. The model can solve processing tasks across multiple image modalities, acquisition methods, and datasets, and generalize to tasks and modalities it has not been trained on. Our experiments on coronal slices show that when few annotated subjects are available, our multi-task network outperforms task-specific baselines without training on the task.
Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VR
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities. However, the relationship between cognitive activities, physical activities, and familiar feelings of cybersickness is not well understood and thus can be unpredictable for developers. Researchers have previously provided labeled datasets for predicting cybersickness while users are stationary, but there have been few labeled datasets on cybersickness while users are physically walking. Thus, from 39 participants, we collected head orientation, head position, eye tracking, images, physiological readings from external sensors, and the self-reported cybersickness severity, physical load, and mental load in VR. Throughout the data collection, participants navigated mazes via real walking and performed tasks challenging their attention and working memory. To demonstrate the dataset's utility, we conducted a case study of training classifiers in which we achieved 95% accuracy for cybersickness severity classification. The noteworthy performance of the straightforward classifiers makes this dataset ideal for future researchers to develop cybersickness detection and reduction models. To better understand the features that helped with classification, we performed SHAP(SHapley Additive exPlanations) analysis, highlighting the importance of eye tracking and physiological measures for cybersickness prediction while walking. This open dataset can allow future researchers to study the connection between cybersickness and cognitive loads and develop prediction models. This dataset will empower future VR developers to design efficient and effective Virtual Environments by improving cognitive load management and minimizing cybersickness.
Reasoning or Reciting? Exploring the Capabilities and Limitations of Language Models Through Counterfactual Tasks
The impressive performance of recent language models across a wide range of tasks suggests that they possess a degree of abstract reasoning skills. Are these skills general and transferable, or specialized to specific tasks seen during pretraining? To disentangle these effects, we propose an evaluation framework based on "counterfactual" task variants that deviate from the default assumptions underlying standard tasks. Across a suite of 11 tasks, we observe nontrivial performance on the counterfactual variants, but nevertheless find that performance substantially and consistently degrades compared to the default conditions. This suggests that while current LMs may possess abstract task-solving skills to a degree, they often also rely on narrow, non-transferable procedures for task-solving. These results motivate a more careful interpretation of language model performance that teases apart these aspects of behavior.
SimBench: Benchmarking the Ability of Large Language Models to Simulate Human Behaviors
Large language model (LLM) simulations of human behavior have the potential to revolutionize the social and behavioral sciences, if and only if they faithfully reflect real human behaviors. Current evaluations are fragmented, based on bespoke tasks and metrics, creating a patchwork of incomparable results. To address this, we introduce SimBench, the first large-scale, standardized benchmark for a robust, reproducible science of LLM simulation. By unifying 20 diverse datasets covering tasks from moral decision-making to economic choice across a large global participant pool, SimBench provides the necessary foundation to ask fundamental questions about when, how, and why LLM simulations succeed or fail. We show that, while even the best LLMs today have limited simulation ability (score: 40.80/100), performance scales log-linearly with model size. Simulation performance is not improved by increased inference-time compute. We demonstrate an alignment-simulation trade-off: instruction-tuning improves performance on low-entropy (consensus) questions but degrades it on high-entropy (diverse) ones. Models particularly struggle when simulating specific demographic groups. Finally, we demonstrate that simulation ability correlates most strongly with deep, knowledge-intensive reasoning (MMLU-Pro, r=0.939). By making progress measurable, we aim to accelerate the development of more faithful LLM simulators.
Preliminary Explorations with GPT-4o(mni) Native Image Generation
Recently, the visual generation ability by GPT-4o(mni) has been unlocked by OpenAI. It demonstrates a very remarkable generation capability with excellent multimodal condition understanding and varied task instructions. In this paper, we aim to explore the capabilities of GPT-4o across various tasks. Inspired by previous study, we constructed a task taxonomy along with a carefully curated set of test samples to conduct a comprehensive qualitative test. Benefiting from GPT-4o's powerful multimodal comprehension, its image-generation process demonstrates abilities surpassing those of traditional image-generation tasks. Thus, regarding the dimensions of model capabilities, we evaluate its performance across six task categories: traditional image generation tasks, discriminative tasks, knowledge-based generation, commonsense-based generation, spatially-aware image generation, and temporally-aware image generation. These tasks not only assess the quality and conditional alignment of the model's outputs but also probe deeper into GPT-4o's understanding of real-world concepts. Our results reveal that GPT-4o performs impressively well in general-purpose synthesis tasks, showing strong capabilities in text-to-image generation, visual stylization, and low-level image processing. However, significant limitations remain in its ability to perform precise spatial reasoning, instruction-grounded generation, and consistent temporal prediction. Furthermore, when faced with knowledge-intensive or domain-specific scenarios, such as scientific illustrations or mathematical plots, the model often exhibits hallucinations, factual errors, or structural inconsistencies. These findings suggest that while GPT-4o marks a substantial advancement in unified multimodal generation, there is still a long way to go before it can be reliably applied to professional or safety-critical domains.
RL Zero: Zero-Shot Language to Behaviors without any Supervision
Rewards remain an uninterpretable way to specify tasks for Reinforcement Learning, as humans are often unable to predict the optimal behavior of any given reward function, leading to poor reward design and reward hacking. Language presents an appealing way to communicate intent to agents and bypass reward design, but prior efforts to do so have been limited by costly and unscalable labeling efforts. In this work, we propose a method for a completely unsupervised alternative to grounding language instructions in a zero-shot manner to obtain policies. We present a solution that takes the form of imagine, project, and imitate: The agent imagines the observation sequence corresponding to the language description of a task, projects the imagined sequence to our target domain, and grounds it to a policy. Video-language models allow us to imagine task descriptions that leverage knowledge of tasks learned from internet-scale video-text mappings. The challenge remains to ground these generations to a policy. In this work, we show that we can achieve a zero-shot language-to-behavior policy by first grounding the imagined sequences in real observations of an unsupervised RL agent and using a closed-form solution to imitation learning that allows the RL agent to mimic the grounded observations. Our method, RLZero, is the first to our knowledge to show zero-shot language to behavior generation abilities without any supervision on a variety of tasks on simulated domains. We further show that RLZero can also generate policies zero-shot from cross-embodied videos such as those scraped from YouTube.
Decoding the Enigma: Benchmarking Humans and AIs on the Many Facets of Working Memory
Working memory (WM), a fundamental cognitive process facilitating the temporary storage, integration, manipulation, and retrieval of information, plays a vital role in reasoning and decision-making tasks. Robust benchmark datasets that capture the multifaceted nature of WM are crucial for the effective development and evaluation of AI WM models. Here, we introduce a comprehensive Working Memory (WorM) benchmark dataset for this purpose. WorM comprises 10 tasks and a total of 1 million trials, assessing 4 functionalities, 3 domains, and 11 behavioral and neural characteristics of WM. We jointly trained and tested state-of-the-art recurrent neural networks and transformers on all these tasks. We also include human behavioral benchmarks as an upper bound for comparison. Our results suggest that AI models replicate some characteristics of WM in the brain, most notably primacy and recency effects, and neural clusters and correlates specialized for different domains and functionalities of WM. In the experiments, we also reveal some limitations in existing models to approximate human behavior. This dataset serves as a valuable resource for communities in cognitive psychology, neuroscience, and AI, offering a standardized framework to compare and enhance WM models, investigate WM's neural underpinnings, and develop WM models with human-like capabilities. Our source code and data are available at https://github.com/ZhangLab-DeepNeuroCogLab/WorM.
AI Chains: Transparent and Controllable Human-AI Interaction by Chaining Large Language Model Prompts
Although large language models (LLMs) have demonstrated impressive potential on simple tasks, their breadth of scope, lack of transparency, and insufficient controllability can make them less effective when assisting humans on more complex tasks. In response, we introduce the concept of Chaining LLM steps together, where the output of one step becomes the input for the next, thus aggregating the gains per step. We first define a set of LLM primitive operations useful for Chain construction, then present an interactive system where users can modify these Chains, along with their intermediate results, in a modular way. In a 20-person user study, we found that Chaining not only improved the quality of task outcomes, but also significantly enhanced system transparency, controllability, and sense of collaboration. Additionally, we saw that users developed new ways of interacting with LLMs through Chains: they leveraged sub-tasks to calibrate model expectations, compared and contrasted alternative strategies by observing parallel downstream effects, and debugged unexpected model outputs by "unit-testing" sub-components of a Chain. In two case studies, we further explore how LLM Chains may be used in future applications
Can Language Models Learn to Skip Steps?
Trained on vast corpora of human language, language models demonstrate emergent human-like reasoning abilities. Yet they are still far from true intelligence, which opens up intriguing opportunities to explore the parallels of humans and model behaviors. In this work, we study the ability to skip steps in reasoning - a hallmark of human expertise developed through practice. Unlike humans, who may skip steps to enhance efficiency or to reduce cognitive load, models do not inherently possess such motivations to minimize reasoning steps. To address this, we introduce a controlled framework that stimulates step-skipping behavior by iteratively refining models to generate shorter and accurate reasoning paths. Empirical results indicate that models can develop the step skipping ability under our guidance. Moreover, after fine-tuning on expanded datasets that include both complete and skipped reasoning sequences, the models can not only resolve tasks with increased efficiency without sacrificing accuracy, but also exhibit comparable and even enhanced generalization capabilities in out-of-domain scenarios. Our work presents the first exploration into human-like step-skipping ability and provides fresh perspectives on how such cognitive abilities can benefit AI models.
Towards Understanding the Cognitive Habits of Large Reasoning Models
Large Reasoning Models (LRMs), which autonomously produce a reasoning Chain of Thought (CoT) before producing final responses, offer a promising approach to interpreting and monitoring model behaviors. Inspired by the observation that certain CoT patterns -- e.g., ``Wait, did I miss anything?'' -- consistently emerge across tasks, we explore whether LRMs exhibit human-like cognitive habits. Building on Habits of Mind, a well-established framework of cognitive habits associated with successful human problem-solving, we introduce CogTest, a principled benchmark designed to evaluate LRMs' cognitive habits. CogTest includes 16 cognitive habits, each instantiated with 25 diverse tasks, and employs an evidence-first extraction method to ensure reliable habit identification. With CogTest, we conduct a comprehensive evaluation of 16 widely used LLMs (13 LRMs and 3 non-reasoning ones). Our findings reveal that LRMs, unlike conventional LLMs, not only exhibit human-like habits but also adaptively deploy them according to different tasks. Finer-grained analyses further uncover patterns of similarity and difference in LRMs' cognitive habit profiles, particularly certain inter-family similarity (e.g., Qwen-3 models and DeepSeek-R1). Extending the study to safety-related tasks, we observe that certain habits, such as Taking Responsible Risks, are strongly associated with the generation of harmful responses. These findings suggest that studying persistent behavioral patterns in LRMs' CoTs is a valuable step toward deeper understanding of LLM misbehavior. The code is available at: https://github.com/jianshuod/CogTest.
Grounded Language Learning Fast and Slow
Recent work has shown that large text-based neural language models, trained with conventional supervised learning objectives, acquire a surprising propensity for few- and one-shot learning. Here, we show that an embodied agent situated in a simulated 3D world, and endowed with a novel dual-coding external memory, can exhibit similar one-shot word learning when trained with conventional reinforcement learning algorithms. After a single introduction to a novel object via continuous visual perception and a language prompt ("This is a dax"), the agent can re-identify the object and manipulate it as instructed ("Put the dax on the bed"). In doing so, it seamlessly integrates short-term, within-episode knowledge of the appropriate referent for the word "dax" with long-term lexical and motor knowledge acquired across episodes (i.e. "bed" and "putting"). We find that, under certain training conditions and with a particular memory writing mechanism, the agent's one-shot word-object binding generalizes to novel exemplars within the same ShapeNet category, and is effective in settings with unfamiliar numbers of objects. We further show how dual-coding memory can be exploited as a signal for intrinsic motivation, stimulating the agent to seek names for objects that may be useful for later executing instructions. Together, the results demonstrate that deep neural networks can exploit meta-learning, episodic memory and an explicitly multi-modal environment to account for 'fast-mapping', a fundamental pillar of human cognitive development and a potentially transformative capacity for agents that interact with human users.
Towards Robust and Efficient Continual Language Learning
As the application space of language models continues to evolve, a natural question to ask is how we can quickly adapt models to new tasks. We approach this classic question from a continual learning perspective, in which we aim to continue fine-tuning models trained on past tasks on new tasks, with the goal of "transferring" relevant knowledge. However, this strategy also runs the risk of doing more harm than good, i.e., negative transfer. In this paper, we construct a new benchmark of task sequences that target different possible transfer scenarios one might face, such as a sequence of tasks with high potential of positive transfer, high potential for negative transfer, no expected effect, or a mixture of each. An ideal learner should be able to maximally exploit information from all tasks that have any potential for positive transfer, while also avoiding the negative effects of any distracting tasks that may confuse it. We then propose a simple, yet effective, learner that satisfies many of our desiderata simply by leveraging a selective strategy for initializing new models from past task checkpoints. Still, limitations remain, and we hope this benchmark can help the community to further build and analyze such learners.
SwitchVLA: Execution-Aware Task Switching for Vision-Language-Action Models
Robots deployed in dynamic environments must be able to not only follow diverse language instructions but flexibly adapt when user intent changes mid-execution. While recent Vision-Language-Action (VLA) models have advanced multi-task learning and instruction following, they typically assume static task intent, failing to respond when new instructions arrive during ongoing execution. This limitation hinders natural and robust interaction in dynamic settings, such as retail or household environments, where real-time intent changes are common. We propose SwitchVLA, a unified, execution-aware framework that enables smooth and reactive task switching without external planners or additional switch-specific data. We model task switching as a behavior modulation problem conditioned on execution state and instruction context. Expert demonstrations are segmented into temporally grounded contact phases, allowing the policy to infer task progress and adjust its behavior accordingly. A multi-behavior conditional policy is then trained to generate flexible action chunks under varying behavior modes through conditioned trajectory modeling. Experiments in both simulation and real-world robotic manipulation demonstrate that SwitchVLA enables robust instruction adherence, fluid task switching, and strong generalization-outperforming prior VLA baselines in both task success rate and interaction naturalness.
Real-Time Execution of Action Chunking Flow Policies
Modern AI systems, especially those interacting with the physical world, increasingly require real-time performance. However, the high latency of state-of-the-art generalist models, including recent vision-language action models (VLAs), poses a significant challenge. While action chunking has enabled temporal consistency in high-frequency control tasks, it does not fully address the latency problem, leading to pauses or out-of-distribution jerky movements at chunk boundaries. This paper presents a novel inference-time algorithm that enables smooth asynchronous execution of action chunking policies. Our method, real-time chunking (RTC), is applicable to any diffusion- or flow-based VLA out of the box with no re-training. It generates the next action chunk while executing the current one, "freezing" actions guaranteed to execute and "inpainting" the rest. To test RTC, we introduce a new benchmark of 12 highly dynamic tasks in the Kinetix simulator, as well as evaluate 6 challenging real-world bimanual manipulation tasks. Results demonstrate that RTC is fast, performant, and uniquely robust to inference delay, significantly improving task throughput and enabling high success rates in precise tasks x2013 such as lighting a match x2013 even in the presence of significant latency. See https://pi.website/research/real_time_chunking for videos.
StressPrompt: Does Stress Impact Large Language Models and Human Performance Similarly?
Human beings often experience stress, which can significantly influence their performance. This study explores whether Large Language Models (LLMs) exhibit stress responses similar to those of humans and whether their performance fluctuates under different stress-inducing prompts. To investigate this, we developed a novel set of prompts, termed StressPrompt, designed to induce varying levels of stress. These prompts were derived from established psychological frameworks and carefully calibrated based on ratings from human participants. We then applied these prompts to several LLMs to assess their responses across a range of tasks, including instruction-following, complex reasoning, and emotional intelligence. The findings suggest that LLMs, like humans, perform optimally under moderate stress, consistent with the Yerkes-Dodson law. Notably, their performance declines under both low and high-stress conditions. Our analysis further revealed that these StressPrompts significantly alter the internal states of LLMs, leading to changes in their neural representations that mirror human responses to stress. This research provides critical insights into the operational robustness and flexibility of LLMs, demonstrating the importance of designing AI systems capable of maintaining high performance in real-world scenarios where stress is prevalent, such as in customer service, healthcare, and emergency response contexts. Moreover, this study contributes to the broader AI research community by offering a new perspective on how LLMs handle different scenarios and their similarities to human cognition.
Catastrophic Interference is Mitigated in Naturalistic Power-Law Learning Environments
Neural networks often suffer from catastrophic interference (CI): performance on previously learned tasks drops off significantly when learning a new task. This contrasts strongly with humans, who can sequentially learn new tasks without appreciably forgetting previous tasks. Prior work has explored various techniques for mitigating CI such as regularization, rehearsal, generative replay, and distillation methods. The current work takes a different approach, one guided by cognitive science research showing that in naturalistic environments, the probability of encountering a task decreases as a power-law of the time since it was last performed. We argue that a realistic evaluation of techniques for the mitigation of CI should be performed in simulated naturalistic learning environments. Thus, we evaluate the extent of mitigation of CI when training simple rehearsal-based methods in power-law environments similar to the ones humans face. Our work explores this novel rehearsal-based approach for a domain-incremental task: learning permutations in the MNIST task. We compare our rehearsal environment with other baselines to show its efficacy in promoting continual learning. Additionally, we investigate whether this environment shows forward facilitation, i.e., faster learning of later tasks. Next, we explore the robustness of our learning environment to the number of tasks, model size, and amount of data rehearsed after each task. Notably, our results show that the performance is comparable or superior to that of models trained using popular regularization methods and also to rehearsals in non-power-law environments. The benefits of this training paradigm include simplicity and the lack of a need for extra neural circuitry. In addition, because our method is orthogonal to other methods, future research can combine training in power-law environments with other continual learning mechanisms.
Benchmarking the Sim-to-Real Gap in Cloth Manipulation
Realistic physics engines play a crucial role for learning to manipulate deformable objects such as garments in simulation. By doing so, researchers can circumvent challenges such as sensing the deformation of the object in the realworld. In spite of the extensive use of simulations for this task, few works have evaluated the reality gap between deformable object simulators and real-world data. We present a benchmark dataset to evaluate the sim-to-real gap in cloth manipulation. The dataset is collected by performing a dynamic as well as a quasi-static cloth manipulation task involving contact with a rigid table. We use the dataset to evaluate the reality gap, computational time, and simulation stability of four popular deformable object simulators: MuJoCo, Bullet, Flex, and SOFA. Additionally, we discuss the benefits and drawbacks of each simulator. The benchmark dataset is open-source. Supplementary material, videos, and code, can be found at https://sites.google.com/view/cloth-sim2real-benchmark.
WebChoreArena: Evaluating Web Browsing Agents on Realistic Tedious Web Tasks
Powered by a large language model (LLM), a web browsing agent operates web browsers in a human-like manner and offers a highly transparent path toward automating a wide range of everyday tasks. As web agents become increasingly capable and demonstrate proficiency in general browsing tasks, a critical question emerges: Can they go beyond general browsing to robustly handle tasks that are tedious and complex, or chores that humans often avoid doing themselves? In this paper, we introduce WebChoreArena, a new fully reproducible benchmark comprising 532 carefully curated tasks designed to extend the scope of WebArena beyond general browsing to more labor-intensive and tedious tasks. WebChoreArena systematically integrates three key challenges: (i) Massive Memory tasks requiring accurate retrieval of large amounts of information in the observations, (ii) Calculation tasks demanding precise mathematical reasoning, and (iii) Long-Term Memory tasks necessitating long-term memory across multiple webpages. Built on top of the fully reproducible and widely adopted four WebArena simulation environments, WebChoreArena ensures strict reproducibility and enables fair, direct comparisons with the established WebArena benchmark, offering key insights into agent progress. Our experimental results demonstrate that as LLMs evolve, represented by GPT-4o, Claude 3.7 Sonnet, and Gemini 2.5 Pro, significant improvements in performance are observed on WebChoreArena. These findings suggest that WebChoreArena is well-suited to measure the advancement of state-of-the-art LLMs with greater clarity. Nevertheless, the results also indicate that even with Gemini 2.5 Pro, there remains substantial room for improvement compared to WebArena, highlighting the increased challenges posed by WebChoreArena.
Explanatory Instructions: Towards Unified Vision Tasks Understanding and Zero-shot Generalization
Computer Vision (CV) has yet to fully achieve the zero-shot task generalization observed in Natural Language Processing (NLP), despite following many of the milestones established in NLP, such as large transformer models, extensive pre-training, and the auto-regression paradigm, among others. In this paper, we explore the idea that CV adopts discrete and terminological task definitions (\eg, ``image segmentation''), which may be a key barrier to zero-shot task generalization. Our hypothesis is that without truly understanding previously-seen tasks--due to these terminological definitions--deep models struggle to generalize to novel tasks. To verify this, we introduce Explanatory Instructions, which provide an intuitive way to define CV task objectives through detailed linguistic transformations from input images to outputs. We create a large-scale dataset comprising 12 million ``image input to explanatory instruction to output'' triplets, and train an auto-regressive-based vision-language model (AR-based VLM) that takes both images and explanatory instructions as input. By learning to follow these instructions, the AR-based VLM achieves instruction-level zero-shot capabilities for previously-seen tasks and demonstrates strong zero-shot generalization for unseen CV tasks. Code and dataset will be openly available on our GitHub repository.
FluidLab: A Differentiable Environment for Benchmarking Complex Fluid Manipulation
Humans manipulate various kinds of fluids in their everyday life: creating latte art, scooping floating objects from water, rolling an ice cream cone, etc. Using robots to augment or replace human labors in these daily settings remain as a challenging task due to the multifaceted complexities of fluids. Previous research in robotic fluid manipulation mostly consider fluids governed by an ideal, Newtonian model in simple task settings (e.g., pouring). However, the vast majority of real-world fluid systems manifest their complexities in terms of the fluid's complex material behaviors and multi-component interactions, both of which were well beyond the scope of the current literature. To evaluate robot learning algorithms on understanding and interacting with such complex fluid systems, a comprehensive virtual platform with versatile simulation capabilities and well-established tasks is needed. In this work, we introduce FluidLab, a simulation environment with a diverse set of manipulation tasks involving complex fluid dynamics. These tasks address interactions between solid and fluid as well as among multiple fluids. At the heart of our platform is a fully differentiable physics simulator, FluidEngine, providing GPU-accelerated simulations and gradient calculations for various material types and their couplings. We identify several challenges for fluid manipulation learning by evaluating a set of reinforcement learning and trajectory optimization methods on our platform. To address these challenges, we propose several domain-specific optimization schemes coupled with differentiable physics, which are empirically shown to be effective in tackling optimization problems featured by fluid system's non-convex and non-smooth properties. Furthermore, we demonstrate reasonable sim-to-real transfer by deploying optimized trajectories in real-world settings.
Pre-Trained Large Language Models for Industrial Control
For industrial control, developing high-performance controllers with few samples and low technical debt is appealing. Foundation models, possessing rich prior knowledge obtained from pre-training with Internet-scale corpus, have the potential to be a good controller with proper prompts. In this paper, we take HVAC (Heating, Ventilation, and Air Conditioning) building control as an example to examine the ability of GPT-4 (one of the first-tier foundation models) as the controller. To control HVAC, we wrap the task as a language game by providing text including a short description for the task, several selected demonstrations, and the current observation to GPT-4 on each step and execute the actions responded by GPT-4. We conduct series of experiments to answer the following questions: 1)~How well can GPT-4 control HVAC? 2)~How well can GPT-4 generalize to different scenarios for HVAC control? 3) How different parts of the text context affect the performance? In general, we found GPT-4 achieves the performance comparable to RL methods with few samples and low technical debt, indicating the potential of directly applying foundation models to industrial control tasks.
SimpleToM: Exposing the Gap between Explicit ToM Inference and Implicit ToM Application in LLMs
While prior work has explored whether large language models (LLMs) possess a "theory of mind" (ToM) - the ability to attribute mental states to oneself and others - there has been little work testing whether LLMs can implicitly apply such knowledge to predict behavior, or to judge whether an observed behavior is rational. Such skills are critical for appropriate interaction in social environments. We create a new dataset, SimpleTom, containing concise, diverse stories (e.g., "The can of Pringles has moldy chips in it. Mary picks up the can in the supermarket and walks to the cashier."), each with three questions that test different degrees of ToM reasoning, asking models to predict (a) mental state ("Is Mary aware of the mold?"), (b) behavior ("Will Mary pay for the chips or report the mold?"), and (c) judgment ("Mary paid for the chips. Was that reasonable?"). To our knowledge, SimpleToM is the first dataset to systematically explore downstream reasoning requiring knowledge of mental states in realistic scenarios. Our experimental results are intriguing: While most models can reliably predict mental state on our dataset (a), they often fail to correctly predict the behavior (b), and fare even worse at judging whether given behaviors are reasonable (c), despite being correctly aware of the protagonist's mental state should make such secondary predictions obvious. We further show that we can help models do better at (b) and (c) via interventions such as reminding the model of its earlier mental state answer and mental-state-specific chain-of-thought prompting, raising the action prediction accuracies (e.g., from 49.5% to 93.5% for GPT-4o) and judgment accuracies (e.g., from 15.3% to 94.7% in GPT-4o). While this shows that models can be coaxed to perform well, it requires task-specific interventions, and the natural model performances remain low, a cautionary tale for LLM deployment.
Unfolding Spatial Cognition: Evaluating Multimodal Models on Visual Simulations
Spatial cognition is essential for human intelligence, enabling problem-solving through visual simulations rather than solely relying on verbal reasoning. However, existing AI benchmarks primarily assess verbal reasoning, neglecting the complexities of non-verbal, multi-step visual simulation. We introduce STARE(Spatial Transformations and Reasoning Evaluation), a benchmark designed to rigorously evaluate multimodal large language models on tasks better solved through multi-step visual simulation. STARE features 4K tasks spanning foundational geometric transformations (2D and 3D), integrated spatial reasoning (cube net folding and tangram puzzles), and real-world spatial reasoning (perspective and temporal reasoning), reflecting practical cognitive challenges like object assembly, mechanical diagram interpretation, and everyday spatial navigation. Our evaluations show that models excel at reasoning over simpler 2D transformations, but perform close to random chance on more complex tasks like 3D cube net folding and tangram puzzles that require multi-step visual simulations. Humans achieve near-perfect accuracy but take considerable time (up to 28.9s) on complex tasks, significantly speeding up (down by 7.5 seconds on average) with intermediate visual simulations. In contrast, models exhibit inconsistent performance gains from visual simulations, improving on most tasks but declining in specific cases like tangram puzzles (GPT-4o, o1) and cube net folding (Claude-3.5, Gemini-2.0 Flash), indicating that models may not know how to effectively leverage intermediate visual information.
SimpleRL-Zoo: Investigating and Taming Zero Reinforcement Learning for Open Base Models in the Wild
DeepSeek-R1 has shown that long chain-of-thought (CoT) reasoning can naturally emerge through a simple reinforcement learning (RL) framework with rule-based rewards, where the training may directly start from the base models-a paradigm referred to as zero RL training. Most recent efforts to reproduce zero RL training have primarily focused on the Qwen2.5 model series, which may not be representative as we find the base models already exhibit strong instruction-following and self-reflection abilities. In this work, we investigate zero RL training across 10 diverse base models, spanning different families and sizes including LLama3-8B, Mistral-7B/24B, DeepSeek-Math-7B, Qwen2.5-math-7B, and all Qwen2.5 models from 0.5B to 32B. Leveraging several key design strategies-such as adjusting format reward and controlling query difficulty-we achieve substantial improvements in both reasoning accuracy and response length across most settings. However, by carefully monitoring the training dynamics, we observe that different base models exhibit distinct patterns during training. For instance, the increased response length does not always correlate with the emergence of certain cognitive behaviors such as verification (i.e., the "aha moment"). Notably, we observe the "aha moment" for the first time in small models not from the Qwen family. We share the key designs that enable successful zero RL training, along with our findings and practices. To facilitate further research, we open-source the code, models, and analysis tools.
Task Vectors are Cross-Modal
We investigate the internal representations of vision-and-language models (VLMs) and how they encode task representations. We consider tasks specified through examples or instructions, using either text or image inputs. Surprisingly, we find that conceptually similar tasks are mapped to similar task vector representations, regardless of how they are specified. Our findings suggest that to output answers, tokens in VLMs undergo three distinct phases: input, task, and answer, a process which is consistent across different modalities and specifications. The task vectors we identify in VLMs are general enough to be derived in one modality (e.g., text) and transferred to another (e.g., image). Additionally, we find that ensembling exemplar and instruction based task vectors produce better task representations. Taken together, these insights shed light on the underlying mechanisms of VLMs, particularly their ability to represent tasks in a shared manner across different modalities and task specifications. Project page: https://task-vectors-are-cross-modal.github.io.
Turning large language models into cognitive models
Large language models are powerful systems that excel at many tasks, ranging from translation to mathematical reasoning. Yet, at the same time, these models often show unhuman-like characteristics. In the present paper, we address this gap and ask whether large language models can be turned into cognitive models. We find that -- after finetuning them on data from psychological experiments -- these models offer accurate representations of human behavior, even outperforming traditional cognitive models in two decision-making domains. In addition, we show that their representations contain the information necessary to model behavior on the level of individual subjects. Finally, we demonstrate that finetuning on multiple tasks enables large language models to predict human behavior in a previously unseen task. Taken together, these results suggest that large, pre-trained models can be adapted to become generalist cognitive models, thereby opening up new research directions that could transform cognitive psychology and the behavioral sciences as a whole.
P-RAG: Progressive Retrieval Augmented Generation For Planning on Embodied Everyday Task
Embodied Everyday Task is a popular task in the embodied AI community, requiring agents to make a sequence of actions based on natural language instructions and visual observations. Traditional learning-based approaches face two challenges. Firstly, natural language instructions often lack explicit task planning. Secondly, extensive training is required to equip models with knowledge of the task environment. Previous works based on Large Language Model (LLM) either suffer from poor performance due to the lack of task-specific knowledge or rely on ground truth as few-shot samples. To address the above limitations, we propose a novel approach called Progressive Retrieval Augmented Generation (P-RAG), which not only effectively leverages the powerful language processing capabilities of LLMs but also progressively accumulates task-specific knowledge without ground-truth. Compared to the conventional RAG methods, which retrieve relevant information from the database in a one-shot manner to assist generation, P-RAG introduces an iterative approach to progressively update the database. In each iteration, P-RAG retrieves the latest database and obtains historical information from the previous interaction as experiential references for the current interaction. Moreover, we also introduce a more granular retrieval scheme that not only retrieves similar tasks but also incorporates retrieval of similar situations to provide more valuable reference experiences. Extensive experiments reveal that P-RAG achieves competitive results without utilizing ground truth and can even further improve performance through self-iterations.
Mobile ALOHA: Learning Bimanual Mobile Manipulation with Low-Cost Whole-Body Teleoperation
Imitation learning from human demonstrations has shown impressive performance in robotics. However, most results focus on table-top manipulation, lacking the mobility and dexterity necessary for generally useful tasks. In this work, we develop a system for imitating mobile manipulation tasks that are bimanual and require whole-body control. We first present Mobile ALOHA, a low-cost and whole-body teleoperation system for data collection. It augments the ALOHA system with a mobile base, and a whole-body teleoperation interface. Using data collected with Mobile ALOHA, we then perform supervised behavior cloning and find that co-training with existing static ALOHA datasets boosts performance on mobile manipulation tasks. With 50 demonstrations for each task, co-training can increase success rates by up to 90%, allowing Mobile ALOHA to autonomously complete complex mobile manipulation tasks such as sauteing and serving a piece of shrimp, opening a two-door wall cabinet to store heavy cooking pots, calling and entering an elevator, and lightly rinsing a used pan using a kitchen faucet. Project website: https://mobile-aloha.github.io
FreeAskWorld: An Interactive and Closed-Loop Simulator for Human-Centric Embodied AI
As embodied intelligence emerges as a core frontier in artificial intelligence research, simulation platforms must evolve beyond low-level physical interactions to capture complex, human-centered social behaviors. We introduce FreeAskWorld, an interactive simulation framework that integrates large language models (LLMs) for high-level behavior planning and semantically grounded interaction, informed by theories of intention and social cognition. Our framework supports scalable, realistic human-agent simulations and includes a modular data generation pipeline tailored for diverse embodied tasks.To validate the framework, we extend the classic Vision-and-Language Navigation (VLN) task into a interaction enriched Direction Inquiry setting, wherein agents can actively seek and interpret navigational guidance. We present and publicly release FreeAskWorld, a large-scale benchmark dataset comprising reconstructed environments, six diverse task types, 16 core object categories, 63,429 annotated sample frames, and more than 17 hours of interaction data to support training and evaluation of embodied AI systems. We benchmark VLN models, and human participants under both open-loop and closed-loop settings. Experimental results demonstrate that models fine-tuned on FreeAskWorld outperform their original counterparts, achieving enhanced semantic understanding and interaction competency. These findings underscore the efficacy of socially grounded simulation frameworks in advancing embodied AI systems toward sophisticated high-level planning and more naturalistic human-agent interaction. Importantly, our work underscores that interaction itself serves as an additional information modality.
A Notion of Complexity for Theory of Mind via Discrete World Models
Theory of Mind (ToM) can be used to assess the capabilities of Large Language Models (LLMs) in complex scenarios where social reasoning is required. While the research community has proposed many ToM benchmarks, their hardness varies greatly, and their complexity is not well defined. This work proposes a framework inspired by cognitive load theory to measure the complexity of ToM tasks. We quantify a problem's complexity as the number of states necessary to solve it correctly. Our complexity measure also accounts for spurious states of a ToM problem designed to make it apparently harder. We use our method to assess the complexity of five widely adopted ToM benchmarks. On top of this framework, we design a prompting technique that augments the information available to a model with a description of how the environment changes with the agents' interactions. We name this technique Discrete World Models (DWM) and show how it elicits superior performance on ToM tasks.
Think Twice: Perspective-Taking Improves Large Language Models' Theory-of-Mind Capabilities
Human interactions are deeply rooted in the interplay of thoughts, beliefs, and desires made possible by Theory of Mind (ToM): our cognitive ability to understand the mental states of ourselves and others. Although ToM may come naturally to us, emulating it presents a challenge to even the most advanced Large Language Models (LLMs). Recent improvements to LLMs' reasoning capabilities from simple yet effective prompting techniques such as Chain-of-Thought have seen limited applicability to ToM. In this paper, we turn to the prominent cognitive science theory "Simulation Theory" to bridge this gap. We introduce SimToM, a novel two-stage prompting framework inspired by Simulation Theory's notion of perspective-taking. To implement this idea on current ToM benchmarks, SimToM first filters context based on what the character in question knows before answering a question about their mental state. Our approach, which requires no additional training and minimal prompt-tuning, shows substantial improvement over existing methods, and our analysis reveals the importance of perspective-taking to Theory-of-Mind capabilities. Our findings suggest perspective-taking as a promising direction for future research into improving LLMs' ToM capabilities.
ViSTa Dataset: Do vision-language models understand sequential tasks?
Using vision-language models (VLMs) as reward models in reinforcement learning holds promise for reducing costs and improving safety. So far, VLM reward models have only been used for goal-oriented tasks, where the agent must reach a particular final outcome. We explore VLMs' potential to supervise tasks that cannot be scored by the final state alone. To this end, we introduce ViSTa, a dataset for evaluating Vision-based understanding of Sequential Tasks. ViSTa comprises over 4,000 videos with step-by-step descriptions in virtual home, Minecraft, and real-world environments. Its novel hierarchical structure -- basic single-step tasks composed into more and more complex sequential tasks -- allows a fine-grained understanding of how well VLMs can judge tasks with varying complexity. To illustrate this, we use ViSTa to evaluate state-of-the-art VLMs, including CLIP, ViCLIP, and GPT-4o. We find that, while they are all good at object recognition, they fail to understand sequential tasks, with only GPT-4o achieving non-trivial performance.
Exploring the Evolution of Physics Cognition in Video Generation: A Survey
Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention - generated content often violates the fundamental laws of physics, falling into the dilemma of ''visual realism but physical absurdity". Researchers began to increasingly recognize the importance of physical fidelity in video generation and attempted to integrate heuristic physical cognition such as motion representations and physical knowledge into generative systems to simulate real-world dynamic scenarios. Considering the lack of a systematic overview in this field, this survey aims to provide a comprehensive summary of architecture designs and their applications to fill this gap. Specifically, we discuss and organize the evolutionary process of physical cognition in video generation from a cognitive science perspective, while proposing a three-tier taxonomy: 1) basic schema perception for generation, 2) passive cognition of physical knowledge for generation, and 3) active cognition for world simulation, encompassing state-of-the-art methods, classical paradigms, and benchmarks. Subsequently, we emphasize the inherent key challenges in this domain and delineate potential pathways for future research, contributing to advancing the frontiers of discussion in both academia and industry. Through structured review and interdisciplinary analysis, this survey aims to provide directional guidance for developing interpretable, controllable, and physically consistent video generation paradigms, thereby propelling generative models from the stage of ''visual mimicry'' towards a new phase of ''human-like physical comprehension''.
Safe Deep RL in 3D Environments using Human Feedback
Agents should avoid unsafe behaviour during both training and deployment. This typically requires a simulator and a procedural specification of unsafe behaviour. Unfortunately, a simulator is not always available, and procedurally specifying constraints can be difficult or impossible for many real-world tasks. A recently introduced technique, ReQueST, aims to solve this problem by learning a neural simulator of the environment from safe human trajectories, then using the learned simulator to efficiently learn a reward model from human feedback. However, it is yet unknown whether this approach is feasible in complex 3D environments with feedback obtained from real humans - whether sufficient pixel-based neural simulator quality can be achieved, and whether the human data requirements are viable in terms of both quantity and quality. In this paper we answer this question in the affirmative, using ReQueST to train an agent to perform a 3D first-person object collection task using data entirely from human contractors. We show that the resulting agent exhibits an order of magnitude reduction in unsafe behaviour compared to standard reinforcement learning.
RVT-2: Learning Precise Manipulation from Few Demonstrations
In this work, we study how to build a robotic system that can solve multiple 3D manipulation tasks given language instructions. To be useful in industrial and household domains, such a system should be capable of learning new tasks with few demonstrations and solving them precisely. Prior works, like PerAct and RVT, have studied this problem, however, they often struggle with tasks requiring high precision. We study how to make them more effective, precise, and fast. Using a combination of architectural and system-level improvements, we propose RVT-2, a multitask 3D manipulation model that is 6X faster in training and 2X faster in inference than its predecessor RVT. RVT-2 achieves a new state-of-the-art on RLBench, improving the success rate from 65% to 82%. RVT-2 is also effective in the real world, where it can learn tasks requiring high precision, like picking up and inserting plugs, with just 10 demonstrations. Visual results, code, and trained model are provided at: https://robotic-view-transformer-2.github.io/.
Task-oriented Sequential Grounding in 3D Scenes
Grounding natural language in physical 3D environments is essential for the advancement of embodied artificial intelligence. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented grounding necessary for practical applications. In this work, we propose a new task: Task-oriented Sequential Grounding in 3D scenes, wherein an agent must follow detailed step-by-step instructions to complete daily activities by locating a sequence of target objects in indoor scenes. To facilitate this task, we introduce SG3D, a large-scale dataset containing 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed using a combination of RGB-D scans from various 3D scene datasets and an automated task generation pipeline, followed by human verification for quality assurance. We adapted three state-of-the-art 3D visual grounding models to the sequential grounding task and evaluated their performance on SG3D. Our results reveal that while these models perform well on traditional benchmarks, they face significant challenges with task-oriented sequential grounding, underscoring the need for further research in this area.
ImagineBench: Evaluating Reinforcement Learning with Large Language Model Rollouts
A central challenge in reinforcement learning (RL) is its dependence on extensive real-world interaction data to learn task-specific policies. While recent work demonstrates that large language models (LLMs) can mitigate this limitation by generating synthetic experience (noted as imaginary rollouts) for mastering novel tasks, progress in this emerging field is hindered due to the lack of a standard benchmark. To bridge this gap, we introduce ImagineBench, the first comprehensive benchmark for evaluating offline RL algorithms that leverage both real rollouts and LLM-imaginary rollouts. The key features of ImagineBench include: (1) datasets comprising environment-collected and LLM-imaginary rollouts; (2) diverse domains of environments covering locomotion, robotic manipulation, and navigation tasks; and (3) natural language task instructions with varying complexity levels to facilitate language-conditioned policy learning. Through systematic evaluation of state-of-the-art offline RL algorithms, we observe that simply applying existing offline RL algorithms leads to suboptimal performance on unseen tasks, achieving 35.44% success rate in hard tasks in contrast to 64.37% of method training on real rollouts for hard tasks. This result highlights the need for algorithm advancements to better leverage LLM-imaginary rollouts. Additionally, we identify key opportunities for future research: including better utilization of imaginary rollouts, fast online adaptation and continual learning, and extension to multi-modal tasks. Our code is publicly available at https://github.com/LAMDA-RL/ImagineBench.
Unified Work Embeddings: Contrastive Learning of a Bidirectional Multi-task Ranker
Workforce transformation across diverse industries has driven an increased demand for specialized natural language processing capabilities. Nevertheless, tasks derived from work-related contexts inherently reflect real-world complexities, characterized by long-tailed distributions, extreme multi-label target spaces, and scarce data availability. The rise of generalist embedding models prompts the question of their performance in the work domain, especially as progress in the field has focused mainly on individual tasks. To this end, we introduce WorkBench, the first unified evaluation suite spanning six work-related tasks formulated explicitly as ranking problems, establishing a common ground for multi-task progress. Based on this benchmark, we find significant positive cross-task transfer, and use this insight to compose task-specific bipartite graphs from real-world data, synthetically enriched through grounding. This leads to Unified Work Embeddings (UWE), a task-agnostic bi-encoder that exploits our training-data structure with a many-to-many InfoNCE objective, and leverages token-level embeddings with task-agnostic soft late interaction. UWE demonstrates zero-shot ranking performance on unseen target spaces in the work domain, enables low-latency inference by caching the task target space embeddings, and shows significant gains in macro-averaged MAP and RP@10 over generalist embedding models.
Openpi Comet: Competition Solution For 2025 BEHAVIOR Challenge
The 2025 BEHAVIOR Challenge is designed to rigorously track progress toward solving long-horizon tasks by physical agents in simulated environments. BEHAVIOR-1K focuses on everyday household tasks that people most want robots to assist with and these tasks introduce long-horizon mobile manipulation challenges in realistic settings, bridging the gap between current research and real-world, human-centric applications. This report presents our solution to the 2025 BEHAVIOR Challenge in a very close 2nd place and substantially outperforms the rest of the submissions. Building on π_{0.5}, we focus on systematically building our solution by studying the effects of training techniques and data. Through careful ablations, we show the scaling power in pre-training and post-training phases for competitive performance. We summarize our practical lessons and design recommendations that we hope will provide actionable insights for the broader embodied AI community when adapting powerful foundation models to complex embodied scenarios.
Inverse Scaling in Test-Time Compute
We construct evaluation tasks where extending the reasoning length of Large Reasoning Models (LRMs) deteriorates performance, exhibiting an inverse scaling relationship between test-time compute and accuracy. Our evaluation tasks span four categories: simple counting tasks with distractors, regression tasks with spurious features, deduction tasks with constraint tracking, and advanced AI risks. We identify five distinct failure modes when models reason for longer: 1) Claude models become increasingly distracted by irrelevant information; 2) OpenAI o-series models resist distractors but overfit to problem framings; 3) models shift from reasonable priors to spurious correlations; 4) all models show difficulties in maintaining focus on complex deductive tasks; and 5) extended reasoning may amplify concerning behaviors, with Claude Sonnet 4 showing increased expressions of self-preservation. These findings suggest that while test-time compute scaling remains promising for improving model capabilities, it may inadvertently reinforce problematic reasoning patterns. Our results demonstrate the importance of evaluating models across diverse reasoning lengths to identify and address these failure modes in LRMs.
Visual Instruction Tuning towards General-Purpose Multimodal Model: A Survey
Traditional computer vision generally solves each single task independently by a dedicated model with the task instruction implicitly designed in the model architecture, arising two limitations: (1) it leads to task-specific models, which require multiple models for different tasks and restrict the potential synergies from diverse tasks; (2) it leads to a pre-defined and fixed model interface that has limited interactivity and adaptability in following user' task instructions. To address them, Visual Instruction Tuning (VIT) has been intensively studied recently, which finetunes a large vision model with language as task instructions, aiming to learn from a wide range of vision tasks described by language instructions a general-purpose multimodal model that can follow arbitrary instructions and thus solve arbitrary tasks specified by the user. This work aims to provide a systematic review of visual instruction tuning, covering (1) the background that presents computer vision task paradigms and the development of VIT; (2) the foundations of VIT that introduce commonly used network architectures, visual instruction tuning frameworks and objectives, and evaluation setups and tasks; (3) the commonly used datasets in visual instruction tuning and evaluation; (4) the review of existing VIT methods that categorizes them with a taxonomy according to both the studied vision task and the method design and highlights the major contributions, strengths, and shortcomings of them; (5) the comparison and discussion of VIT methods over various instruction-following benchmarks; (6) several challenges, open directions and possible future works in visual instruction tuning research.
Mastering Memory Tasks with World Models
Current model-based reinforcement learning (MBRL) agents struggle with long-term dependencies. This limits their ability to effectively solve tasks involving extended time gaps between actions and outcomes, or tasks demanding the recalling of distant observations to inform current actions. To improve temporal coherence, we integrate a new family of state space models (SSMs) in world models of MBRL agents to present a new method, Recall to Imagine (R2I). This integration aims to enhance both long-term memory and long-horizon credit assignment. Through a diverse set of illustrative tasks, we systematically demonstrate that R2I not only establishes a new state-of-the-art for challenging memory and credit assignment RL tasks, such as BSuite and POPGym, but also showcases superhuman performance in the complex memory domain of Memory Maze. At the same time, it upholds comparable performance in classic RL tasks, such as Atari and DMC, suggesting the generality of our method. We also show that R2I is faster than the state-of-the-art MBRL method, DreamerV3, resulting in faster wall-time convergence.
ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks
We present ALFRED (Action Learning From Realistic Environments and Directives), a benchmark for learning a mapping from natural language instructions and egocentric vision to sequences of actions for household tasks. ALFRED includes long, compositional tasks with non-reversible state changes to shrink the gap between research benchmarks and real-world applications. ALFRED consists of expert demonstrations in interactive visual environments for 25k natural language directives. These directives contain both high-level goals like "Rinse off a mug and place it in the coffee maker." and low-level language instructions like "Walk to the coffee maker on the right." ALFRED tasks are more complex in terms of sequence length, action space, and language than existing vision-and-language task datasets. We show that a baseline model based on recent embodied vision-and-language tasks performs poorly on ALFRED, suggesting that there is significant room for developing innovative grounded visual language understanding models with this benchmark.
TEACh: Task-driven Embodied Agents that Chat
Robots operating in human spaces must be able to engage in natural language interaction with people, both understanding and executing instructions, and using conversation to resolve ambiguity and recover from mistakes. To study this, we introduce TEACh, a dataset of over 3,000 human--human, interactive dialogues to complete household tasks in simulation. A Commander with access to oracle information about a task communicates in natural language with a Follower. The Follower navigates through and interacts with the environment to complete tasks varying in complexity from "Make Coffee" to "Prepare Breakfast", asking questions and getting additional information from the Commander. We propose three benchmarks using TEACh to study embodied intelligence challenges, and we evaluate initial models' abilities in dialogue understanding, language grounding, and task execution.
Roll the dice & look before you leap: Going beyond the creative limits of next-token prediction
We design a suite of minimal algorithmic tasks that are a loose abstraction of open-ended real-world tasks. This allows us to cleanly and controllably quantify the creative limits of the present-day language model. Much like real-world tasks that require a creative, far-sighted leap of thought, our tasks require an implicit, open-ended stochastic planning step that either (a) discovers new connections in an abstract knowledge graph (like in wordplay, drawing analogies, or research) or (b) constructs new patterns (like in designing math problems or new proteins). In these tasks, we empirically and conceptually argue how next-token learning is myopic and memorizes excessively; comparatively, multi-token approaches, namely teacherless training and diffusion models, excel in producing diverse and original output. Secondly, in our tasks, we find that to elicit randomness from the Transformer without hurting coherence, it is better to inject noise right at the input layer (via a method we dub hash-conditioning) rather than defer to temperature sampling from the output layer. Thus, our work offers a principled, minimal test-bed for analyzing open-ended creative skills, and offers new arguments for going beyond next-token learning and softmax-based sampling. We make part of the code available under https://github.com/chenwu98/algorithmic-creativity
Language-Conditioned Robotic Manipulation with Fast and Slow Thinking
The language-conditioned robotic manipulation aims to transfer natural language instructions into executable actions, from simple pick-and-place to tasks requiring intent recognition and visual reasoning. Inspired by the dual process theory in cognitive science, which suggests two parallel systems of fast and slow thinking in human decision-making, we introduce Robotics with Fast and Slow Thinking (RFST), a framework that mimics human cognitive architecture to classify tasks and makes decisions on two systems based on instruction types. Our RFST consists of two key components: 1) an instruction discriminator to determine which system should be activated based on the current user instruction, and 2) a slow-thinking system that is comprised of a fine-tuned vision language model aligned with the policy networks, which allows the robot to recognize user intention or perform reasoning tasks. To assess our methodology, we built a dataset featuring real-world trajectories, capturing actions ranging from spontaneous impulses to tasks requiring deliberate contemplation. Our results, both in simulation and real-world scenarios, confirm that our approach adeptly manages intricate tasks that demand intent recognition and reasoning. The project is available at https://jlm-z.github.io/RSFT/
Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots
We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.
Selective Visual Representations Improve Convergence and Generalization for Embodied AI
Embodied AI models often employ off the shelf vision backbones like CLIP to encode their visual observations. Although such general purpose representations encode rich syntactic and semantic information about the scene, much of this information is often irrelevant to the specific task at hand. This introduces noise within the learning process and distracts the agent's focus from task-relevant visual cues. Inspired by selective attention in humans-the process through which people filter their perception based on their experiences, knowledge, and the task at hand-we introduce a parameter-efficient approach to filter visual stimuli for embodied AI. Our approach induces a task-conditioned bottleneck using a small learnable codebook module. This codebook is trained jointly to optimize task reward and acts as a task-conditioned selective filter over the visual observation. Our experiments showcase state-of-the-art performance for object goal navigation and object displacement across 5 benchmarks, ProcTHOR, ArchitecTHOR, RoboTHOR, AI2-iTHOR, and ManipulaTHOR. The filtered representations produced by the codebook are also able generalize better and converge faster when adapted to other simulation environments such as Habitat. Our qualitative analyses show that agents explore their environments more effectively and their representations retain task-relevant information like target object recognition while ignoring superfluous information about other objects. Code and pretrained models are available at our project website: https://embodied-codebook.github.io.
From Zero to Hero: Examining the Power of Symbolic Tasks in Instruction Tuning
Fine-tuning language models on tasks with instructions has demonstrated potential in facilitating zero-shot generalization to unseen tasks. In this paper, we introduce a straightforward yet effective method for enhancing instruction tuning by employing symbolic tasks. Compared to crowdsourced human tasks or model-generated tasks, symbolic tasks present a unique advantage as they can be easily generated in vast quantities, theoretically providing an infinite supply of high-quality training instances. To explore the potential of symbolic tasks, we carry out an extensive case study on the representative symbolic task of SQL execution. Empirical results on various benchmarks validate that the integration of SQL execution leads to significant improvements in zero-shot scenarios, particularly in table reasoning. Notably, our 3B model surpasses both the 175B GPT-3 and ChatGPT in zero-shot table reasoning across four benchmarks. Furthermore, experimental results on BBH (27 tasks) and MMLU (57 tasks) reveal that language models can be enhanced through symbolic tasks without compromising their generality. We hope that our paper serves as a catalyst, inspiring increased efforts to incorporate symbolic tasks in instruction tuning.
Smart Help: Strategic Opponent Modeling for Proactive and Adaptive Robot Assistance in Households
Despite the significant demand for assistive technology among vulnerable groups (e.g., the elderly, children, and the disabled) in daily tasks, research into advanced AI-driven assistive solutions that genuinely accommodate their diverse needs remains sparse. Traditional human-machine interaction tasks often require machines to simply help without nuanced consideration of human abilities and feelings, such as their opportunity for practice and learning, sense of self-improvement, and self-esteem. Addressing this gap, we define a pivotal and novel challenge Smart Help, which aims to provide proactive yet adaptive support to human agents with diverse disabilities and dynamic goals in various tasks and environments. To establish this challenge, we leverage AI2-THOR to build a new interactive 3D realistic household environment for the Smart Help task. We introduce an innovative opponent modeling module that provides a nuanced understanding of the main agent's capabilities and goals, in order to optimize the assisting agent's helping policy. Rigorous experiments validate the efficacy of our model components and show the superiority of our holistic approach against established baselines. Our findings illustrate the potential of AI-imbued assistive robots in improving the well-being of vulnerable groups.
DexNDM: Closing the Reality Gap for Dexterous In-Hand Rotation via Joint-Wise Neural Dynamics Model
Achieving generalized in-hand object rotation remains a significant challenge in robotics, largely due to the difficulty of transferring policies from simulation to the real world. The complex, contact-rich dynamics of dexterous manipulation create a "reality gap" that has limited prior work to constrained scenarios involving simple geometries, limited object sizes and aspect ratios, constrained wrist poses, or customized hands. We address this sim-to-real challenge with a novel framework that enables a single policy, trained in simulation, to generalize to a wide variety of objects and conditions in the real world. The core of our method is a joint-wise dynamics model that learns to bridge the reality gap by effectively fitting limited amount of real-world collected data and then adapting the sim policy's actions accordingly. The model is highly data-efficient and generalizable across different whole-hand interaction distributions by factorizing dynamics across joints, compressing system-wide influences into low-dimensional variables, and learning each joint's evolution from its own dynamic profile, implicitly capturing these net effects. We pair this with a fully autonomous data collection strategy that gathers diverse, real-world interaction data with minimal human intervention. Our complete pipeline demonstrates unprecedented generality: a single policy successfully rotates challenging objects with complex shapes (e.g., animals), high aspect ratios (up to 5.33), and small sizes, all while handling diverse wrist orientations and rotation axes. Comprehensive real-world evaluations and a teleoperation application for complex tasks validate the effectiveness and robustness of our approach. Website: https://meowuu7.github.io/DexNDM/
MemoryVLA: Perceptual-Cognitive Memory in Vision-Language-Action Models for Robotic Manipulation
Temporal context is essential for robotic manipulation because such tasks are inherently non-Markovian, yet mainstream VLA models typically overlook it and struggle with long-horizon, temporally dependent tasks. Cognitive science suggests that humans rely on working memory to buffer short-lived representations for immediate control, while the hippocampal system preserves verbatim episodic details and semantic gist of past experience for long-term memory. Inspired by these mechanisms, we propose MemoryVLA, a Cognition-Memory-Action framework for long-horizon robotic manipulation. A pretrained VLM encodes the observation into perceptual and cognitive tokens that form working memory, while a Perceptual-Cognitive Memory Bank stores low-level details and high-level semantics consolidated from it. Working memory retrieves decision-relevant entries from the bank, adaptively fuses them with current tokens, and updates the bank by merging redundancies. Using these tokens, a memory-conditioned diffusion action expert yields temporally aware action sequences. We evaluate MemoryVLA on 150+ simulation and real-world tasks across three robots. On SimplerEnv-Bridge, Fractal, and LIBERO-5 suites, it achieves 71.9%, 72.7%, and 96.5% success rates, respectively, all outperforming state-of-the-art baselines CogACT and pi-0, with a notable +14.6 gain on Bridge. On 12 real-world tasks spanning general skills and long-horizon temporal dependencies, MemoryVLA achieves 84.0% success rate, with long-horizon tasks showing a +26 improvement over state-of-the-art baseline. Project Page: https://shihao1895.github.io/MemoryVLA
Task Singular Vectors: Reducing Task Interference in Model Merging
Task Arithmetic has emerged as a simple yet effective method to merge models without additional training. However, by treating entire networks as flat parameter vectors, it overlooks key structural information and is susceptible to task interference. In this paper, we study task vectors at the layer level, focusing on task layer matrices and their singular value decomposition. In particular, we concentrate on the resulting singular vectors, which we refer to as Task Singular Vectors (TSV). Recognizing that layer task matrices are often low-rank, we propose TSV-Compress (TSV-C), a simple procedure that compresses them to 10% of their original size while retaining 99% of accuracy. We further leverage this low-rank space to define a new measure of task interference based on the interaction of singular vectors from different tasks. Building on these findings, we introduce TSV-Merge (TSV-M), a novel model merging approach that combines compression with interference reduction, significantly outperforming existing methods.
Training Object Detectors on Synthetic Images Containing Reflecting Materials
One of the grand challenges of deep learning is the requirement to obtain large labeled training data sets. While synthesized data sets can be used to overcome this challenge, it is important that these data sets close the reality gap, i.e., a model trained on synthetic image data is able to generalize to real images. Whereas, the reality gap can be considered bridged in several application scenarios, training on synthesized images containing reflecting materials requires further research. Since the appearance of objects with reflecting materials is dominated by the surrounding environment, this interaction needs to be considered during training data generation. Therefore, within this paper we examine the effect of reflecting materials in the context of synthetic image generation for training object detectors. We investigate the influence of rendering approach used for image synthesis, the effect of domain randomization, as well as the amount of used training data. To be able to compare our results to the state-of-the-art, we focus on indoor scenes as they have been investigated extensively. Within this scenario, bathroom furniture is a natural choice for objects with reflecting materials, for which we report our findings on real and synthetic testing data.
Eliciting and Understanding Cross-Task Skills with Task-Level Mixture-of-Experts
Recent works suggest that transformer models are capable of multi-tasking on diverse NLP tasks and adapting to new tasks efficiently. However, the potential of these multi-task models may be limited as they use the same set of parameters for all tasks. In contrast, humans tackle tasks in a more flexible way, by making proper presumptions on what skills and knowledge are relevant and executing only the necessary computations. Inspired by this, we propose to use task-level mixture-of-expert models, which has a collection of transformer layers (i.e., experts) and a router component that chooses from these experts dynamically and flexibly. We find that these models help improve the average performance gain (ARG) metric by 2.6% when adapting to unseen tasks in the few-shot setting and by 5.6% in the zero-shot generalization setting. Further, we show that the learned routing decisions partly rediscover human categorization of NLP tasks -- certain experts are strongly associated with extractive tasks, some with classification tasks, and some with tasks requiring world knowledge.
Learning Task Representations from In-Context Learning
Large language models (LLMs) have demonstrated remarkable proficiency in in-context learning (ICL), where models adapt to new tasks through example-based prompts without requiring parameter updates. However, understanding how tasks are internally encoded and generalized remains a challenge. To address some of the empirical and technical gaps in the literature, we introduce an automated formulation for encoding task information in ICL prompts as a function of attention heads within the transformer architecture. This approach computes a single task vector as a weighted sum of attention heads, with the weights optimized causally via gradient descent. Our findings show that existing methods fail to generalize effectively to modalities beyond text. In response, we also design a benchmark to evaluate whether a task vector can preserve task fidelity in functional regression tasks. The proposed method successfully extracts task-specific information from in-context demonstrations and excels in both text and regression tasks, demonstrating its generalizability across modalities. Moreover, ablation studies show that our method's effectiveness stems from aligning the distribution of the last hidden state with that of an optimally performing in-context-learned model.
On the Effectiveness of Retrieval, Alignment, and Replay in Manipulation
Imitation learning with visual observations is notoriously inefficient when addressed with end-to-end behavioural cloning methods. In this paper, we explore an alternative paradigm which decomposes reasoning into three phases. First, a retrieval phase, which informs the robot what it can do with an object. Second, an alignment phase, which informs the robot where to interact with the object. And third, a replay phase, which informs the robot how to interact with the object. Through a series of real-world experiments on everyday tasks, such as grasping, pouring, and inserting objects, we show that this decomposition brings unprecedented learning efficiency, and effective inter- and intra-class generalisation. Videos are available at https://www.robot-learning.uk/retrieval-alignment-replay.
BEDI: A Comprehensive Benchmark for Evaluating Embodied Agents on UAVs
With the rapid advancement of low-altitude remote sensing and Vision-Language Models (VLMs), Embodied Agents based on Unmanned Aerial Vehicles (UAVs) have shown significant potential in autonomous tasks. However, current evaluation methods for UAV-Embodied Agents (UAV-EAs) remain constrained by the lack of standardized benchmarks, diverse testing scenarios and open system interfaces. To address these challenges, we propose BEDI (Benchmark for Embodied Drone Intelligence), a systematic and standardized benchmark designed for evaluating UAV-EAs. Specifically, we introduce a novel Dynamic Chain-of-Embodied-Task paradigm based on the perception-decision-action loop, which decomposes complex UAV tasks into standardized, measurable subtasks. Building on this paradigm, we design a unified evaluation framework encompassing five core sub-skills: semantic perception, spatial perception, motion control, tool utilization, and task planning. Furthermore, we construct a hybrid testing platform that integrates static real-world environments with dynamic virtual scenarios, enabling comprehensive performance assessment of UAV-EAs across varied contexts. The platform also offers open and standardized interfaces, allowing researchers to customize tasks and extend scenarios, thereby enhancing flexibility and scalability in the evaluation process. Finally, through empirical evaluations of several state-of-the-art (SOTA) VLMs, we reveal their limitations in embodied UAV tasks, underscoring the critical role of the BEDI benchmark in advancing embodied intelligence research and model optimization. By filling the gap in systematic and standardized evaluation within this field, BEDI facilitates objective model comparison and lays a robust foundation for future development in this field. Our benchmark will be released at https://github.com/lostwolves/BEDI .
Sasha: Creative Goal-Oriented Reasoning in Smart Homes with Large Language Models
Smart home assistants function best when user commands are direct and well-specified (e.g., "turn on the kitchen light"), or when a hard-coded routine specifies the response. In more natural communication, however, human speech is unconstrained, often describing goals (e.g., "make it cozy in here" or "help me save energy") rather than indicating specific target devices and actions to take on those devices. Current systems fail to understand these under-specified commands since they cannot reason about devices and settings as they relate to human situations. We introduce large language models (LLMs) to this problem space, exploring their use for controlling devices and creating automation routines in response to under-specified user commands in smart homes. We empirically study the baseline quality and failure modes of LLM-created action plans with a survey of age-diverse users. We find that LLMs can reason creatively to achieve challenging goals, but they experience patterns of failure that diminish their usefulness. We address these gaps with Sasha, a smarter smart home assistant. Sasha responds to loosely-constrained commands like "make it cozy" or "help me sleep better" by executing plans to achieve user goals, e.g., setting a mood with available devices, or devising automation routines. We implement and evaluate Sasha in a hands-on user study, showing the capabilities and limitations of LLM-driven smart homes when faced with unconstrained user-generated scenarios.
Divergence-Based Domain Transferability for Zero-Shot Classification
Transferring learned patterns from pretrained neural language models has been shown to significantly improve effectiveness across a variety of language-based tasks, meanwhile further tuning on intermediate tasks has been demonstrated to provide additional performance benefits, provided the intermediate task is sufficiently related to the target task. However, how to identify related tasks is an open problem, and brute-force searching effective task combinations is prohibitively expensive. Hence, the question arises, are we able to improve the effectiveness and efficiency of tasks with no training examples through selective fine-tuning? In this paper, we explore statistical measures that approximate the divergence between domain representations as a means to estimate whether tuning using one task pair will exhibit performance benefits over tuning another. This estimation can then be used to reduce the number of task pairs that need to be tested by eliminating pairs that are unlikely to provide benefits. Through experimentation over 58 tasks and over 6,600 task pair combinations, we demonstrate that statistical measures can distinguish effective task pairs, and the resulting estimates can reduce end-to-end runtime by up to 40%.
Implicit Chain of Thought Reasoning via Knowledge Distillation
To augment language models with the ability to reason, researchers usually prompt or finetune them to produce chain of thought reasoning steps before producing the final answer. However, although people use natural language to reason effectively, it may be that LMs could reason more effectively with some intermediate computation that is not in natural language. In this work, we explore an alternative reasoning approach: instead of explicitly producing the chain of thought reasoning steps, we use the language model's internal hidden states to perform implicit reasoning. The implicit reasoning steps are distilled from a teacher model trained on explicit chain-of-thought reasoning, and instead of doing reasoning "horizontally" by producing intermediate words one-by-one, we distill it such that the reasoning happens "vertically" among the hidden states in different layers. We conduct experiments on a multi-digit multiplication task and a grade school math problem dataset and find that this approach enables solving tasks previously not solvable without explicit chain-of-thought, at a speed comparable to no chain-of-thought.
Probing Mechanical Reasoning in Large Vision Language Models
Mechanical reasoning is a hallmark of human intelligence, defined by its ubiquitous yet irreplaceable role in human activities ranging from routine tasks to civil engineering. Embedding machines with mechanical reasoning is therefore an important step towards building human-level artificial intelligence. Here, we leveraged 155 cognitive experiments to test the understanding of system stability, gears and pulley systems, leverage principle, inertia and motion, and fluid mechanics in 26 Vision Language Models (VLMs). Results indicate that VLMs consistently perform worse than humans on all domains, while demonstrate significant difficulty in reasoning about gear systems and fluid mechanics. Notably, their performance on these tasks do not improve as number of parameters increase, suggesting that current attention-based architecture may fail to grasp certain underlying mechanisms required for mechanical reasoning, particularly those pertaining to mental simulations.
CogGPT: Unleashing the Power of Cognitive Dynamics on Large Language Models
Cognitive dynamics are pivotal to advance human understanding of the world. Recent advancements in large language models (LLMs) reveal their potential for cognitive simulation. However, these LLM-based cognitive studies primarily focus on static modeling, overlooking the dynamic nature of cognition. To bridge this gap, we propose the concept of the cognitive dynamics of LLMs and present a corresponding task with the inspiration of longitudinal studies. Towards the task, we develop CogBench, a novel benchmark to assess the cognitive dynamics of LLMs and validate it through participant surveys. We also design two evaluation metrics for CogBench, including Authenticity and Rationality. Recognizing the inherent static nature of LLMs, we introduce CogGPT for the task, which features an innovative iterative cognitive mechanism aimed at enhancing lifelong cognitive dynamics. Empirical results demonstrate the superiority of CogGPT over existing methods, particularly in its ability to facilitate role-specific cognitive dynamics under continuous information flows.
50 Ways to Bake a Cookie: Mapping the Landscape of Procedural Texts
The web is full of guidance on a wide variety of tasks, from changing the oil in your car to baking an apple pie. However, as content is created independently, a single task could have thousands of corresponding procedural texts. This makes it difficult for users to view the bigger picture and understand the multiple ways the task could be accomplished. In this work we propose an unsupervised learning approach for summarizing multiple procedural texts into an intuitive graph representation, allowing users to easily explore commonalities and differences. We demonstrate our approach on recipes, a prominent example of procedural texts. User studies show that our representation is intuitive and coherent and that it has the potential to help users with several sensemaking tasks, including adapting recipes for a novice cook and finding creative ways to spice up a dish.
ParaHome: Parameterizing Everyday Home Activities Towards 3D Generative Modeling of Human-Object Interactions
To enable machines to learn how humans interact with the physical world in our daily activities, it is crucial to provide rich data that encompasses the 3D motion of humans as well as the motion of objects in a learnable 3D representation. Ideally, this data should be collected in a natural setup, capturing the authentic dynamic 3D signals during human-object interactions. To address this challenge, we introduce the ParaHome system, designed to capture and parameterize dynamic 3D movements of humans and objects within a common home environment. Our system consists of a multi-view setup with 70 synchronized RGB cameras, as well as wearable motion capture devices equipped with an IMU-based body suit and hand motion capture gloves. By leveraging the ParaHome system, we collect a novel large-scale dataset of human-object interaction. Notably, our dataset offers key advancement over existing datasets in three main aspects: (1) capturing 3D body and dexterous hand manipulation motion alongside 3D object movement within a contextual home environment during natural activities; (2) encompassing human interaction with multiple objects in various episodic scenarios with corresponding descriptions in texts; (3) including articulated objects with multiple parts expressed with parameterized articulations. Building upon our dataset, we introduce new research tasks aimed at building a generative model for learning and synthesizing human-object interactions in a real-world room setting.
Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction
Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.
IF2Net: Innately Forgetting-Free Networks for Continual Learning
Continual learning can incrementally absorb new concepts without interfering with previously learned knowledge. Motivated by the characteristics of neural networks, in which information is stored in weights on connections, we investigated how to design an Innately Forgetting-Free Network (IF2Net) for continual learning context. This study proposed a straightforward yet effective learning paradigm by ingeniously keeping the weights relative to each seen task untouched before and after learning a new task. We first presented the novel representation-level learning on task sequences with random weights. This technique refers to tweaking the drifted representations caused by randomization back to their separate task-optimal working states, but the involved weights are frozen and reused (opposite to well-known layer-wise updates of weights). Then, sequential decision-making without forgetting can be achieved by projecting the output weight updates into the parsimonious orthogonal space, making the adaptations not disturb old knowledge while maintaining model plasticity. IF2Net allows a single network to inherently learn unlimited mapping rules without telling task identities at test time by integrating the respective strengths of randomization and orthogonalization. We validated the effectiveness of our approach in the extensive theoretical analysis and empirical study.
Eliciting Compatible Demonstrations for Multi-Human Imitation Learning
Imitation learning from human-provided demonstrations is a strong approach for learning policies for robot manipulation. While the ideal dataset for imitation learning is homogenous and low-variance -- reflecting a single, optimal method for performing a task -- natural human behavior has a great deal of heterogeneity, with several optimal ways to demonstrate a task. This multimodality is inconsequential to human users, with task variations manifesting as subconscious choices; for example, reaching down, then across to grasp an object, versus reaching across, then down. Yet, this mismatch presents a problem for interactive imitation learning, where sequences of users improve on a policy by iteratively collecting new, possibly conflicting demonstrations. To combat this problem of demonstrator incompatibility, this work designs an approach for 1) measuring the compatibility of a new demonstration given a base policy, and 2) actively eliciting more compatible demonstrations from new users. Across two simulation tasks requiring long-horizon, dexterous manipulation and a real-world "food plating" task with a Franka Emika Panda arm, we show that we can both identify incompatible demonstrations via post-hoc filtering, and apply our compatibility measure to actively elicit compatible demonstrations from new users, leading to improved task success rates across simulated and real environments.
