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Nov 12

UniviewVLA: A Unified Multiview Vision-Language-Action Model with World Modeling

Occluded tasks remain a bottleneck in robot manipulation. Existing solutions either deploy additional physical cameras requiring training-inference camera parity, or rely on explicit 3D reconstruction with high computational cost. Moreover, both approaches rely on standard agent-view and wrist-view observations, while failing to capture occlusion information and future scene evolution. To this end, we propose UniviewVLA, a unified multiview Vision-Language-Action model with world modeling, which infers multiview scene evolution for action prediction from only standard two-camera observations. We demonstrate that by leveraging generated multiview future views from the world model, UniviewVLA reveals occluded cues and models future scene evolution, improving action prediction and removing the need for extra hardware or explicit reconstruction. Besides, to accelerate inference while preserving prediction accuracy, UniviewVLA develops Motion-Informative Token Compression, which compresses each generated view from 625 to 16 tokens and reduces per-view latency from 6-7s to 0.2-0.3s. UniviewVLA also proposes training-free Action-Entropy View Selection, which dynamically identifies the most action-informative view at different inference stages. Extensive experiments show that UniviewVLA achieves 95.8% on LIBERO and 4.60 on CALVIN ABCD to D, both standard occlusion-free benchmarks. On customized occlusion-focused tasks, it improves success rate from 40.0% to 73.3%, and average real-robot success rate by 33.4 points, demonstrating stronger occlusion-focused performance without sacrificing standard occlusion-free benchmarks.

  • 10 authors
·
Jun 18

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

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

  • 11 authors
·
Feb 3

Latent World Action Model for GUI Agents

Pixel-space world models have recently emerged as a promising approach for GUI agents, predicting future screens prior to execution and subsequently re-perceiving them for action selection. However, this two-stage paradigm faces two key challenges in GUI environments: (L1) the high computational cost of pixel reconstruction and (L2) the need to reconstruct large and diverse appearance-level details beyond what is required for action selection. In practice, this screen-generation objective can induce an identity shortcut problem, where future-state prediction largely preserves the current state rather than capturing action-induced changes. In this work, we reformulate GUI world modeling by shifting the prediction target from full-screen reconstruction to action-induced future information in latent space. Concretely, we leverage a large multimodal model as the latent world model, whose shared representations support two dedicated heads for both action selection and predictive transition modeling. The action head directly translates these latent representations into action selection, while the transition head captures action-conditioned future information. To mitigate the identity shortcut, we further introduce an action-aware contrastive objective that encourages the transition representations to capture discriminative action-induced changes. Extensive experiments across offline and online GUI settings show that our method achieves up to 31.9% and 40.6% relative gains in success rate over pixel-space world models, respectively, while substantially reducing inference latency by up to 98.9%. Our code is available at https://github.com/sjyu001/latent2world.

kaist-ai KAIST AI
·
Oct 8 2

SMART Frame Selection for Action Recognition

Action recognition is computationally expensive. In this paper, we address the problem of frame selection to improve the accuracy of action recognition. In particular, we show that selecting good frames helps in action recognition performance even in the trimmed videos domain. Recent work has successfully leveraged frame selection for long, untrimmed videos, where much of the content is not relevant, and easy to discard. In this work, however, we focus on the more standard short, trimmed action recognition problem. We argue that good frame selection can not only reduce the computational cost of action recognition but also increase the accuracy by getting rid of frames that are hard to classify. In contrast to previous work, we propose a method that instead of selecting frames by considering one at a time, considers them jointly. This results in a more efficient selection, where good frames are more effectively distributed over the video, like snapshots that tell a story. We call the proposed frame selection SMART and we test it in combination with different backbone architectures and on multiple benchmarks (Kinetics, Something-something, UCF101). We show that the SMART frame selection consistently improves the accuracy compared to other frame selection strategies while reducing the computational cost by a factor of 4 to 10 times. Additionally, we show that when the primary goal is recognition performance, our selection strategy can improve over recent state-of-the-art models and frame selection strategies on various benchmarks (UCF101, HMDB51, FCVID, and ActivityNet).

  • 3 authors
·
Dec 19, 2020

FrameMorrow: Future-guided Frame Selection with Prospective Tokens for Long-Horizon Video Generation

Long-horizon video generation requires models to effectively leverage an increasingly long generation history. As the generated history grows, retaining all previous content becomes increasingly expensive and redundant, making effective historical selection essential. Existing approaches often determine historical relevance based on the current content. However, information relevant to the present is not necessarily useful for future generation, while seemingly less relevant history may become important later. Our key insight is that historical information should be selected according to its relevance to future information needs. Capturing these needs does not require generating the full future; instead, a compact representation of what becomes important next is sufficient to guide historical selection. Building on this insight, we propose FrameMorrow, a prospective frame selector that predicts a small set of prospective tokens representing future information needs and uses them to identify relevant information from history. FrameMorrow selects explicit historical frames rather than model-specific internal states, enabling plug-and-play integration across diverse generators, including closed-source models, with little additional inference cost. We evaluate FrameMorrow across five benchmarks and 11 generative models spanning long-video generation, interactive generation, and action-conditioned world models. Extensive experiments demonstrate consistent improvements in long-range consistency, visual quality, and action alignment across diverse generation settings.

The Entropy Mechanism of Reinforcement Learning for Reasoning Language Models

This paper aims to overcome a major obstacle in scaling RL for reasoning with LLMs, namely the collapse of policy entropy. Such phenomenon is consistently observed across vast RL runs without entropy intervention, where the policy entropy dropped sharply at the early training stage, this diminished exploratory ability is always accompanied with the saturation of policy performance. In practice, we establish a transformation equation R=-a*e^H+b between entropy H and downstream performance R. This empirical law strongly indicates that, the policy performance is traded from policy entropy, thus bottlenecked by its exhaustion, and the ceiling is fully predictable H=0, R=-a+b. Our finding necessitates entropy management for continuous exploration toward scaling compute for RL. To this end, we investigate entropy dynamics both theoretically and empirically. Our derivation highlights that, the change in policy entropy is driven by the covariance between action probability and the change in logits, which is proportional to its advantage when using Policy Gradient-like algorithms. Empirical study shows that, the values of covariance term and entropy differences matched exactly, supporting the theoretical conclusion. Moreover, the covariance term stays mostly positive throughout training, further explaining why policy entropy would decrease monotonically. Through understanding the mechanism behind entropy dynamics, we motivate to control entropy by restricting the update of high-covariance tokens. Specifically, we propose two simple yet effective techniques, namely Clip-Cov and KL-Cov, which clip and apply KL penalty to tokens with high covariances respectively. Experiments show that these methods encourage exploration, thus helping policy escape entropy collapse and achieve better downstream performance.

  • 17 authors
·
May 28, 2025 4

Learning to Explore Hidden Kinematics for Articulated Object Manipulation

The kinematics of an articulated object is often ambiguous from vision alone. Interaction resolves the ambiguity, and active perception methods exploit this by searching for the single action that most sharpens a belief over the kinematic parameters at each step. Such greedy search cannot be extended over a horizon without forward models of the contact and inertial dynamics, which are themselves unknown. We instead amortize action selection into training. We maintain a belief distribution over joint type and parameters, initialized from a generative prior and updated by Bayesian filtering on the observed part motion. To condition the policy on this belief, we render it as a per-point articulation flow field, the motion that the current posterior predicts for every point on the object. Carrying the inductive bias of articulated motion, this representation generalizes better than a latent encoding of the belief or flow tracked from observation. We train the policy with reinforcement learning, rewarding the entropy that each interaction removes from the posterior, so that informative exploration becomes learned behavior rather than a search at every step. Our method outperforms previous approaches across door and drawer manipulation on the PartManip benchmark, and reaches 61.7% success on ArticuRiddle, a new dataset of objects whose appearance implies the wrong articulation, against 44.4% for the best previous method. Project Website: https://hiddenkinematics.github.io/

  • 4 authors
·
Sep 28

Robot Data Curation with Mutual Information Estimators

The performance of imitation learning policies often hinges on the datasets with which they are trained. Consequently, investment in data collection for robotics has grown across both industrial and academic labs. However, despite the marked increase in the quantity of demonstrations collected, little work has sought to assess the quality of said data despite mounting evidence of its importance in other areas such as vision and language. In this work, we take a critical step towards addressing the data quality in robotics. Given a dataset of demonstrations, we aim to estimate the relative quality of individual demonstrations in terms of both action diversity and predictability. To do so, we estimate the average contribution of a trajectory towards the mutual information between states and actions in the entire dataset, which captures both the entropy of the marginal action distribution and the state-conditioned action entropy. Though commonly used mutual information estimators require vast amounts of data often beyond the scale available in robotics, we introduce a novel technique based on k-nearest neighbor estimates of mutual information on top of simple VAE embeddings of states and actions. Empirically, we demonstrate that our approach is able to partition demonstration datasets by quality according to human expert scores across a diverse set of benchmarks spanning simulation and real world environments. Moreover, training policies based on data filtered by our method leads to a 5-10% improvement in RoboMimic and better performance on real ALOHA and Franka setups.

  • 10 authors
·
Apr 21, 2025

FocusVLA: Future-Intent Guided Dynamic View Routing for Vision-Language-Action Models

Vision-language-action (VLA) models have become an important paradigm for robotic manipulation by unifying visual perception, language understanding, and action generation. Since reliable manipulation requires sufficient observation of objects, end-effectors, and their spatial relationships, multi-view inputs are widely used to provide complementary spatial information. However, our experiments show that existing VLA models do not fully exploit such multi-view complementarity. The policy tends to persistently rely on the wrist view, lacking the ability to dynamically adjust global-local view dependency across manipulation stages, which limits stage adaptability and robustness. To address this issue, we propose FocusVLA, a stage-aware multi-view routing framework. FocusVLA predicts future interaction intent from historical actions and uses it to guide dynamic view routing during action generation. By adaptively coordinating global and local observations across different task stages, FocusVLA improves multi-view utilization. On RoboTwin 2.0, FocusVLA improves the average success rate over the strongest baseline π_{0.5} by 10.10 pp. In real-world evaluation, FocusVLA improves the success rate from 71.7\% to 85.0\%, achieving a 13.3\% gain over π_{0.5}. Moreover, the intent prediction and dynamic routing modules of FocusVLA can be integrated into existing VLA frameworks without modifying their core architectures.

Benchmarking and Improving GUI Agents in High-Dynamic Environments

Recent advancements in Graphical User Interface (GUI) agents have predominantly focused on training paradigms like supervised fine-tuning (SFT) and reinforcement learning (RL). However, the challenge of high-dynamic GUI environments remains largely underexplored. Existing agents typically rely on a single screenshot after each action for decision-making, leading to a partially observable (or even unobservable) Markov decision process, where the key GUI state including important information for actions is often inadequately captured. To systematically explore this challenge, we introduce DynamicGUIBench, a comprehensive online GUI benchmark spanning ten applications and diverse interaction scenarios characterized by important interface changes between actions. Furthermore, we present DynamicUI, an agent designed for dynamic interfaces, which takes screen-recording videos of the interaction process as input and consists of three components: a dynamic perceiver, a refinement strategy, and a reflection. Specifically, the dynamic perceiver clusters frames of the GUI video, generates captions for the centroids, and iteratively selects the most informative frames as the salient dynamic context. Considering that there may be inconsistencies and noise between the selected frames and the textual context of the agent, the refinement strategy employs an action-conditioned filtering to refine thoughts to mitigate thought-action inconsistency and redundancy. Based on the refined agent trajectories, the reflection module provides effective and accurate guidance for further actions. Experiments on DynamicGUIBench demonstrate that DynamicUI significantly improves the performance in dynamic GUI environments, while maintaining competitive performance on other public benchmarks.

  • 8 authors
·
May 7

GAIA: Rethinking Action Quality Assessment for AI-Generated Videos

Assessing action quality is both imperative and challenging due to its significant impact on the quality of AI-generated videos, further complicated by the inherently ambiguous nature of actions within AI-generated video (AIGV). Current action quality assessment (AQA) algorithms predominantly focus on actions from real specific scenarios and are pre-trained with normative action features, thus rendering them inapplicable in AIGVs. To address these problems, we construct GAIA, a Generic AI-generated Action dataset, by conducting a large-scale subjective evaluation from a novel causal reasoning-based perspective, resulting in 971,244 ratings among 9,180 video-action pairs. Based on GAIA, we evaluate a suite of popular text-to-video (T2V) models on their ability to generate visually rational actions, revealing their pros and cons on different categories of actions. We also extend GAIA as a testbed to benchmark the AQA capacity of existing automatic evaluation methods. Results show that traditional AQA methods, action-related metrics in recent T2V benchmarks, and mainstream video quality methods perform poorly with an average SRCC of 0.454, 0.191, and 0.519, respectively, indicating a sizable gap between current models and human action perception patterns in AIGVs. Our findings underscore the significance of action quality as a unique perspective for studying AIGVs and can catalyze progress towards methods with enhanced capacities for AQA in AIGVs.

  • 10 authors
·
Jun 10, 2024

4D-VLA: Spatiotemporal Vision-Language-Action Pretraining with Cross-Scene Calibration

Leveraging diverse robotic data for pretraining remains a critical challenge. Existing methods typically model the dataset's action distribution using simple observations as inputs. However, these inputs are often incomplete, resulting in a dispersed conditional action distribution-an issue we refer to as coordinate system chaos and state chaos. This inconsistency significantly hampers pretraining efficiency. To address this, we propose 4D-VLA, a novel approach that effectively integrates 4D information into the input to mitigate these sources of chaos. Our model introduces depth and temporal information into visual features with sequential RGB-D inputs, aligning the coordinate systems of the robot and the scene. This alignment endows the model with strong spatiotemporal reasoning capabilities while minimizing training overhead. Additionally, we introduce memory bank sampling, a frame sampling strategy designed to extract informative frames from historical images, further improving effectiveness and efficiency. Experimental results demonstrate that our pretraining method and architectural components substantially enhance model performance. In both simulated and real-world experiments, our model achieves a significant increase in success rate over OpenVLA. To further assess spatial perception and generalization to novel views, we introduce MV-Bench, a multi-view simulation benchmark. Our model consistently outperforms existing methods, demonstrating stronger spatial understanding and adaptability.

  • 11 authors
·
Jun 27, 2025

ActionRoPE: action as coordinates for spatially consistent control in planar-camera game world models

Game world models have made rapid progress toward real-time interactive generation. Yet action control is still predominantly implemented as feature conditioning, leaving the model to learn from training data how each action should move the visual world. This formulation is poorly matched to a broad class of planar-camera worlds, such as top-down and isometric games. In these worlds, player motion induces a geometrically well-defined planar camera displacement. We observe that the key to spatially consistent control in such worlds is to represent the effect of each action directly in world coordinates. To this end, we introduce ActionRoPE, a parameter-free action interface that converts action-driven camera displacement into world-coordinate rotary positions. As a result, tokens corresponding to the same world location retain the same positional address across time. These world coordinates further expose a spatial asymmetry in generation: regions covered by the initial observation are geometrically known, while newly revealed regions remain to be synthesized. We therefore propose Coordinate-Conditioned Noise Scheduling (CNS), which assigns token-wise denoising schedules according to this known-new structure. It allows observed regions to stabilize earlier, while new content is generated with reference to them. Compared with four representative action-conditioning mechanisms, our approach follows the commanded motion more faithfully and reduces the revisit drift by 66% over the strongest baseline. The same interface transfers across video backbones from 1.3B to 33B parameters and to out-of-distribution scenes. Project Page: https://teawhite.cn/ActionRoPE/

  • 4 authors
·
Oct 18 3

Sparse-WAM: Accelerating World Action Models via Action-Guided Sparse Imagination

World-action models (WAMs) leverage pretrained video models to improve generalization in robot control by jointly predicting future visual states and actions. This capability comes at a substantial inference cost, as dense future-frame tokens are repeatedly processed during denoising. Prior methods address this by token pruning that prioritizes visual fidelity to reduce denoising costs in video diffusion models. However, these methods do not use action relevance to determine which future-frame tokens to retain during joint denoising in WAMs. In this paper, we propose Sparse-WAM, a training-free framework for action-guided sparse imagination that selectively processes future-frame tokens to accelerate WAM inference. We observe substantial overlap in the spatial distribution of attention from action tokens to future-frame tokens (action-to-future attention) between consecutive denoising steps, despite continued updates to the future representations. Motivated by this, we develop Action-Guided Token Selection to retain frame-specific action-relevant regions together with cross-frame context. However, a naive implementation can incur attention-scoring and token-packing overhead that offsets the computational savings from pruning. We therefore introduce Pilot, an efficient engine that reduces sparse inference overhead through lightweight scoring and cross-step reuse of token selections. On LIBERO with FastWAM-Joint and RoboLab-120 with Cosmos 3 Edge, Sparse-WAM achieves inference speedups of approximately 2.0times and 1.8times, respectively, over dense eager inference on an NVIDIA RTX 4090, while largely preserving task performance.

  • 11 authors
·
Sep 29

WorldReward: Reward Modeling for Camera-Conditioned World Models

Camera-conditioned world models generate interactive videos in which commanded actions should induce the expected scene changes while appearance, geometry, and temporal dynamics remain coherent. Existing rewards assess these requirements separately: geometry-based rewards estimate trajectory execution but cannot judge the visual quality of the executed motion, whereas image-based rewards measure frame quality without capturing action execution or temporal dynamics. We posit that a vision-language model (VLM) offers a shared reasoning space for relating actions to their visual outcomes. However, judging a complete long video against its full action sequence creates a lengthy, noisy context in which short-lived local action evidence can be missed or diluted. We present WorldReward, a VLM-based pairwise preference reward model that unifies action-consistency and visual-quality evaluation for camera-conditioned world models. WorldReward decomposes paired videos into action-aligned chunks, organizes each chunk into structured visual evidence, and aggregates chunk-level decisions by voting into separate video-level action and visual-quality preferences. To train it, we construct a large-scale reasoning-augmented preference dataset using structured judgments generated by a frontier VLM and refined through tool-based agent auditing and targeted human review. We further introduce WorldReward-Bench, a human-annotated benchmark measuring reward-model agreement with human preferences across action consistency, appearance quality, and motion quality. WorldReward achieves the highest agreement on all three dimensions, exceeding GPT-5.5 by 3.42, 1.45, and 3.56 percentage points, respectively. When used for RL post-training of HY-WorldPlay 1.5, it consistently improves both action execution and visual quality across short- to long-term horizons.

  • 16 authors
·
Sep 2 2

FlexLAM: Resolving the Bottleneck Trade-off in Latent Action Learning

Latent actions provide a compact interface between action-free video and downstream decision-making, yet existing Latent Action Models (LAMs) force every transition through a fixed-capacity bottleneck. We identify a bottleneck trade-off: overly tight codes can discard transition cues needed for action alignment, while overly loose codes preserve additional transition variation that must be resolved when alignment labels are scarce or narrowly distributed. FlexLAM replaces this fixed capacity with variable-length latent actions trained by nested dropout, yielding prefix-valid codes that capture compact transition structure first and add detail only when needed, without new architectures or losses. A single FlexLAM matches or surpasses separately trained fixed-capacity LAMs at every evaluated token budget under standard scarce-label supervision and under a low-return single-task alignment stress test, indicating that FlexLAM is not merely adjustable at inference time but learns a better latent-action interface at the same token budgets. The same model supports inference-time token-budget adjustment without retraining, and FlexLAM improves Ego4D transition reconstruction. These results suggest that variable-length latent actions are an architecture-free, drop-in upgrade to the fixed-capacity bottleneck in latent action models, latent-action world models, and video-pretrained action interfaces.

  • 4 authors
·
Jun 16

ActionCodec: What Makes for Good Action Tokenizers

Vision-Language-Action (VLA) models leveraging the native autoregressive paradigm of Vision-Language Models (VLMs) have demonstrated superior instruction-following and training efficiency. Central to this paradigm is action tokenization, yet its design has primarily focused on reconstruction fidelity, failing to address its direct impact on VLA optimization. Consequently, the fundamental question of what makes for good action tokenizers remains unanswered. In this paper, we bridge this gap by establishing design principles specifically from the perspective of VLA optimization. We identify a set of best practices based on information-theoretic insights, including maximized temporal token overlap, minimized vocabulary redundancy, enhanced multimodal mutual information, and token independence. Guided by these principles, we introduce ActionCodec, a high-performance action tokenizer that significantly enhances both training efficiency and VLA performance across diverse simulation and real-world benchmarks. Notably, on LIBERO, a SmolVLM2-2.2B fine-tuned with ActionCodec achieves a 95.5\% success rate without any robotics pre-training. With advanced architectural enhancements, this reaches 97.4\%, representing a new SOTA for VLA models without robotics pre-training. We believe our established design principles, alongside the released model, will provide a clear roadmap for the community to develop more effective action tokenizers.

  • 11 authors
·
Feb 16

CtrlWAM: Controllable World Action Models with Aligned Intent and Foresight

World action models (WAMs) jointly predict actions (intent) and visual future (foresight). Standard training adds noise to recorded actions and video simultaneously, but such training paradigms introduce a mismatch: perturbed actions imply counterfactual future visual, while the noised video remains tied to the GT recording. In low-noise regime, the scene geometry and even the dynamic behavior remain clearly visible from the noisy future frames despite the added noise. We present CtrlWAM, which executes perturbed actions in a simulator and pairs them with their noised visual consequences for joint WAM learning. To accommodate the different denoising requirements of video and actions, we introduce warped video--action noise schedules that aim to keep visual layout responsive as action predictions evolve. We further extend the action interface from ego-only control to a variable number of agent streams, allowing a unified model to represent predicted or commanded futures for multiple agents. Driving experiments show more accurate action forecasts, closer agreement between generated video and actions, and better following of supplied commands; robotics experiments show stronger motion fidelity and controllability. Matched controls support the benefit of off-path renders for command following and manipulation fidelity. Together, these findings contribute to a more controllable world action model. Project page: https://ctrl-wam.github.io/

  • 12 authors
·
Sep 30

UAOR: Uncertainty-aware Observation Reinjection for Vision-Language-Action Models

Vision-Language-Action (VLA) models leverage pretrained Vision-Language Models (VLMs) as backbones to map images and instructions to actions, demonstrating remarkable potential for generalizable robotic manipulation. To enhance performance, existing methods often incorporate extra observation cues (e.g., depth maps, point clouds) or auxiliary modules (e.g., object detectors, encoders) to enable more precise and reliable task execution, yet these typically require costly data collection and additional training. Inspired by the finding that Feed-Forward Network (FFN) in language models can act as "key-value memory", we propose Uncertainty-aware Observation Reinjection (UAOR), an effective, training-free and plug-and-play module for VLA models. Specifically, when the current language model layer exhibits high uncertainty, measured by Action Entropy, it reinjects key observation information into the next layer's Feed-Forward Network (FFN) through attention retrieval. This mechanism helps VLAs better attend to observations during inference, enabling more confident and faithful action generation. Comprehensive experiments show that our method consistently improves diverse VLA models across simulation and real-world tasks with minimal overhead. Notably, UAOR eliminates the need for additional observation cues or modules, making it a versatile and practical plug-in for existing VLA pipelines. The project page is at https://uaor.jiabingyang.cn.

  • 15 authors
·
Feb 20

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

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

AlayaLab Alaya Lab
·
Jul 29 3

ShowUI: One Vision-Language-Action Model for GUI Visual Agent

Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.

  • 9 authors
·
Nov 26, 2024 3

Verifier-free Test-Time Sampling for Vision Language Action Models

Vision-Language-Action models (VLAs) have demonstrated remarkable performance in robot control. However, they remain fundamentally limited in tasks that require high precision due to their single-inference paradigm. While test-time scaling approaches using external verifiers have shown promise, they require additional training and fail to generalize to unseen conditions. We propose Masking Distribution Guided Selection (MG-Select), a novel test-time scaling framework for VLAs that leverages the model's internal properties without requiring additional training or external modules. Our approach utilizes KL divergence from a reference action token distribution as a confidence metric for selecting the optimal action from multiple candidates. We introduce a reference distribution generated by the same VLA but with randomly masked states and language conditions as inputs, ensuring maximum uncertainty while remaining aligned with the target task distribution. Additionally, we propose a joint training strategy that enables the model to learn both conditional and unconditional distributions by applying dropout to state and language conditions, thereby further improving the quality of the reference distribution. Our experiments demonstrate that MG-Select achieves significant performance improvements, including a 28%/35% improvement in real-world in-distribution/out-of-distribution tasks, along with a 168% relative gain on RoboCasa pick-and-place tasks trained with 30 demonstrations.

kaist-ai KAIST AI
·
Oct 7, 2025 3

GTA1: GUI Test-time Scaling Agent

Graphical user interface (GUI) agents autonomously operate across platforms (e.g., Linux) to complete tasks by interacting with visual elements. Specifically, a user instruction is decomposed into a sequence of action proposals, each corresponding to an interaction with the GUI. After each action, the agent observes the updated GUI environment to plan the next step. However, two main challenges arise: i) resolving ambiguity in task planning (i.e., the action proposal sequence), where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, i.e., precisely interacting with visual targets. This paper investigates the two aforementioned challenges with our GUI Test-time Scaling Agent, namely GTA1. First, to select the most appropriate action proposal, we introduce a test-time scaling method. At each step, we sample multiple candidate action proposals and leverage a judge model to evaluate and select the most suitable one. It trades off computation for better decision quality by concurrent sampling, shortening task execution steps, and improving overall performance. Second, we propose a model that achieves improved accuracy when grounding the selected action proposal to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates visual grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, our method establishes state-of-the-art performance across diverse benchmarks. For example, GTA1-7B achieves 50.1%, 92.4%, and 67.7% accuracies on Screenspot-Pro, Screenspot-V2, and OSWorld-G, respectively. When paired with a planner applying our test-time scaling strategy, it exhibits state-of-the-art agentic performance (e.g., 45.2% task success rate on OSWorld). We open-source our code and models here.

When Does Multi-Agent Collaboration Help? An Entropy Perspective

Multi-agent systems (MAS) have emerged as a prominent paradigm for leveraging large language models (LLMs) to tackle complex tasks. However, the mechanisms governing the effectiveness of MAS built upon publicly available LLMs, specifically the underlying rationales for their success or failure, remain largely unexplored. In this paper, we revisit MAS through the perspective of entropy, considering both intra- and inter-agent dynamics by investigating entropy transitions during problem-solving across various topologies, six reasoning benchmarks, and two agentic tasks. By analyzing 245 features spanning token-, agent-, and round-level entropy, we counterintuitively find that a single agent outperforms MAS in approximately 43.3\% of cases, and that entropy dynamics are largely determined during the first round of interaction. Furthermore, we provide three key observations: 1) Certainty Preference: peak entropy directly harms and stable entropy directly benefits MAS correctness; 2) Base Entropy: base models with lower entropy during problem-solving causally drive MAS performance; and 3) Task Awareness: entropy dynamics of MAS play varying roles across different tasks. Building on these insights, we introduce a simple yet effective algorithm, the Entropy Judger, to select solutions from MAS's pass@k results, leading to consistent accuracy improvements across all MAS configurations and tasks. Our source code is available at https://github.com/AgenticFinLab/multiagent-entropy{this https URL}.

  • 3 authors
·
Jun 3

Dream4ACT: A Shared Visual Action Interface for Multi-Embodiment Video-Action Modeling

Video generation models (VGMs) offer strong spatiotemporal priors for embodied observation--action modeling. However, joint-space action vectors lack explicit image-space structure and vary in dimensionality and semantics across embodiments, making it challenging to directly leverage the rich spatiotemporal priors of VGMs. End-effector visualizations provide an alternative but do not specify the full articulated configuration needed for robot execution. We present Dream4ACT, a world model built for joint video-action modeling across embodiments. To unify action representations across embodiments, we introduce a shared visual action interface, called action views, which render target joint configurations from four prescribed virtual cameras using URDF-based forward kinematics. This shared visual representation preserves embodiment-specific articulated geometry while allowing observation and action sequences to share a video autoencoder and diffusion transformer. Through masked flow-matching, our model supports forward dynamics, inverse dynamics, and joint observation--action generation within a single jointly trained model by varying which future sequences are corrupted. To recover executable action sequences from predicted action views, we propose a training-free, URDF-constrained multiview recovery mechanism, without a learned embodiment-specific decoder. Dream4ACT achieves an average success rate of 88.98\% on RoboTwin~2.0 and an overall score of 65.66 on TriWorldBench, supporting effective closed-loop manipulation and competitive action-conditioned multiview prediction through the visual action interface.

  • 9 authors
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Sep 29 2

UniMPA: A Unified Memory-Prediction-Action Model via Action-Grounded Transition Modeling

Recent advances in Vision-Language-Action (VLA) models have improved robotic manipulation, yet observation-to-action learning remains limited by a fundamental transition realizability gap, manifested in three tightly coupled problems: (i) Transition ambiguity. Visually similar current observations may correspond to different manipulation phases and imply different subsequent transitions. (ii) Prediction--execution mismatch. A visually plausible predicted future observation does not necessarily correspond to a physically realizable transition. (iii) Experience--realization mismatch. A historically executable action pattern may not necessarily realize the intended transition in the current scene and therefore requires context-aware adaptation. Accordingly, we propose UniMPA, a Unified Memory-Prediction-Action model that addresses these problems through a shared action-grounded transition interface. (i) UniMPA introduces Persistent-Selective Future Prediction to resolve transition ambiguity by modeling the intended future state evolution. A persistent latent stream continuously tracks task-level progress, while a transition-critical pixel stream selectively resolves fine-grained interaction changes through memory-grounded prediction. (ii) To assess the physical executability of the anticipated transition, the predicted transition queries a temporal Visual-Action Memory Bank. The bank retrieves historically realized visual-action experience, grounding future prediction in executable evidence. (iii) To adapt executable experience to the current scene, an Action-Visual Memory Bank retrieves visually grounded action prototypes from historical action evolution. Prototype-Biased Flow then shifts the flow source toward a historically supported action manifold for context-aware refinement.

  • 6 authors
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Sep 9

World Action Models: A Survey

World Action Models (WAMs) are embodied predictive-action models that make a forecast of the future available to action. Recent WAMs repurpose large video generation models, and a parallel line relies on language or vision-language backbones without a video-generation core. This rapid expansion has blurred the boundary among broad world models, video generation models, action-grounded video world models, Vision-Language-Action policies, and WAMs. This survey gives the field a common account. It first clarifies these boundaries, then organizes existing works through two complementary views. The first view asks what each method is required to generate, spanning rendered futures, latent futures, and video-generation-free action reasoning. The second view decomposes each method by predictive substrate, backbone, action coupling, and deployment regime. This anatomy supports a unified discussion of interactability, causality, persistence, physical plausibility, and generalization, followed by data, evaluation, and open challenges. Across these axes, a consistent design pattern emerges: WAMs are not simply video generators with action heads, but predictive-action methods whose design choices trade representational richness against compute, memory, latency, and action-label cost. The field is moving toward methods that generate less of the future while preserving what control requires. The survey homepage is available at https://world-action-models.github.io/.

Infinite-World: Scaling Interactive World Models to 1000-Frame Horizons via Pose-Free Hierarchical Memory

We propose Infinite-World, a robust interactive world model capable of maintaining coherent visual memory over 1000+ frames in complex real-world environments. While existing world models can be efficiently optimized on synthetic data with perfect ground-truth, they lack an effective training paradigm for real-world videos due to noisy pose estimations and the scarcity of viewpoint revisits. To bridge this gap, we first introduce a Hierarchical Pose-free Memory Compressor (HPMC) that recursively distills historical latents into a fixed-budget representation. By jointly optimizing the compressor with the generative backbone, HPMC enables the model to autonomously anchor generations in the distant past with bounded computational cost, eliminating the need for explicit geometric priors. Second, we propose an Uncertainty-aware Action Labeling module that discretizes continuous motion into a tri-state logic. This strategy maximizes the utilization of raw video data while shielding the deterministic action space from being corrupted by noisy trajectories, ensuring robust action-response learning. Furthermore, guided by insights from a pilot toy study, we employ a Revisit-Dense Finetuning Strategy using a compact, 30-minute dataset to efficiently activate the model's long-range loop-closure capabilities. Extensive experiments, including objective metrics and user studies, demonstrate that Infinite-World achieves superior performance in visual quality, action controllability, and spatial consistency.

MeiGen-AI MeiGen-AI
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Feb 2 3

Divide-and-Remember: Recursive Action-Relevant Memory for Long-Horizon VLA Policies

Vision-language-action (VLA) models struggle on history-dependent manipulation tasks, where the current observation alone does not determine the action, and the policy needs a memory of the history. Existing memory methods decide what to remember by design, for example, keeping frames with large pixel changes, and show inconsistent gains across tasks. We view what to remember as an optimisation problem. From the POMDP formulation of imitation learning, we show that the optimal memory maximises the conditional mutual information I(a_t; m_t mid o_t) between the action and the memory given the current observation. Intuitively, this means preserving the action-relevant information in the history that is not already contained in the current observation. Based on our analysis, we propose Divide-and-Remember (D&R), a recursive memory method that learns a memory function m_t = M(h_t) and scales to long contexts while staying compute-light. It involves two strategies: (1) the selection over the full history is divided recursively into subproblems of top-K selection over 2K tokens, so that fixed-size, lightweight selectors learned end-to-end support an unbounded history; (2) all recursion blocks share one selector, which captures the selection rule common to every block and keeps the method efficient. On RoboMME, a benchmark of 16 long-horizon manipulation tasks that require remembering when, where, what, and how to act, D&R achieves a state-of-the-art average success rate with consistent gains across all four suites under a budget of only 64 tokens; real-robot experiments show the same gain. Code, checkpoints and more results are at https://dnr-memory.github.io/

  • 6 authors
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Sep 30

On the Entropy Dynamics in Reinforcement Fine-Tuning of Large Language Models

Entropy serves as a critical metric for measuring the diversity of outputs generated by large language models (LLMs), providing valuable insights into their exploration capabilities. While recent studies increasingly focus on monitoring and adjusting entropy to better balance exploration and exploitation in reinforcement fine-tuning (RFT), a principled understanding of entropy dynamics during this process is yet to be thoroughly investigated. In this paper, we establish a theoretical framework for analyzing the entropy dynamics during the RFT process, which begins with a discriminant expression that quantifies entropy change under a single logit update. This foundation enables the derivation of a first-order expression for entropy change, which can be further extended to the update formula of Group Relative Policy Optimization (GRPO). The corollaries and insights drawn from the theoretical analysis inspire the design of entropy control methods, and also offer a unified lens for interpreting various entropy-based methods in existing studies. We provide empirical evidence to support the main conclusions of our analysis and demonstrate the effectiveness of the derived entropy-discriminator clipping methods. This study yields novel insights into RFT training dynamics, providing theoretical support and practical strategies for optimizing the exploration-exploitation balance during LLM fine-tuning.

  • 7 authors
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Feb 3 7

Probing Spatial State Representations in Visual Foundation Models

An observer sees only part of the surrounding world, yet must keep track of what lies beyond the current view. Spatial perception therefore involves more than recognizing individual images: it calls for a persistent spatial state that is updated under self-motion and used to guide action. Do visual foundation models provide representations that support such a state? We study this question through four levels of spatial capability---spatial structure, object persistence, predictive spatial update, and actionability---using frozen-feature probes on ten representations under streaming egocentric observations of static indoor environments. The resulting capability profiles vary across tasks, network layers, and prefix lengths: strong readout of the visible scene does not ensure accurate object persistence or future-feature retrieval. Matched controls separate readout accuracy from reliance on visual history and motion. Native future prediction retains recoverable spatial structure, but a spatial reader trained on real features does not transfer to predicted features unchanged. Finally, goal-dependent candidate selection does not establish reliable continuous action utility: predicted actions respond to goal changes, yet supplying the correct goal does not reliably improve progress. Across the four levels, object persistence and actionability build on camera-pose readout, whereas feature prediction builds on visible-scene readout. Together, these findings motivate evaluating spatial representations not only by what can be decoded from them, but by whether that information is maintained beyond observation, updated predictively, and used for goal-directed action.

mmlab-ntu MMLab@NTU
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Oct 29 2

LALM: Long-Term Action Anticipation with Language Models

Understanding human activity is a crucial yet intricate task in egocentric vision, a field that focuses on capturing visual perspectives from the camera wearer's viewpoint. While traditional methods heavily rely on representation learning trained on extensive video data, there exists a significant limitation: obtaining effective video representations proves challenging due to the inherent complexity and variability in human activities.Furthermore, exclusive dependence on video-based learning may constrain a model's capability to generalize across long-tail classes and out-of-distribution scenarios. In this study, we introduce a novel approach for long-term action anticipation using language models (LALM), adept at addressing the complex challenges of long-term activity understanding without the need for extensive training. Our method incorporates an action recognition model to track previous action sequences and a vision-language model to articulate relevant environmental details. By leveraging the context provided by these past events, we devise a prompting strategy for action anticipation using large language models (LLMs). Moreover, we implement Maximal Marginal Relevance for example selection to facilitate in-context learning of the LLMs. Our experimental results demonstrate that LALM surpasses the state-of-the-art methods in the task of long-term action anticipation on the Ego4D benchmark. We further validate LALM on two additional benchmarks, affirming its capacity for generalization across intricate activities with different sets of taxonomies. These are achieved without specific fine-tuning.

  • 6 authors
·
Nov 28, 2023

INFOrmation Prioritization through EmPOWERment in Visual Model-Based RL

Model-based reinforcement learning (RL) algorithms designed for handling complex visual observations typically learn some sort of latent state representation, either explicitly or implicitly. Standard methods of this sort do not distinguish between functionally relevant aspects of the state and irrelevant distractors, instead aiming to represent all available information equally. We propose a modified objective for model-based RL that, in combination with mutual information maximization, allows us to learn representations and dynamics for visual model-based RL without reconstruction in a way that explicitly prioritizes functionally relevant factors. The key principle behind our design is to integrate a term inspired by variational empowerment into a state-space model based on mutual information. This term prioritizes information that is correlated with action, thus ensuring that functionally relevant factors are captured first. Furthermore, the same empowerment term also promotes faster exploration during the RL process, especially for sparse-reward tasks where the reward signal is insufficient to drive exploration in the early stages of learning. We evaluate the approach on a suite of vision-based robot control tasks with natural video backgrounds, and show that the proposed prioritized information objective outperforms state-of-the-art model based RL approaches with higher sample efficiency and episodic returns. https://sites.google.com/view/information-empowerment

  • 4 authors
·
Apr 18, 2022

FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios

Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/

  • 5 authors
·
May 6, 2025 1

Symbiotic Attention with Privileged Information for Egocentric Action Recognition

Egocentric video recognition is a natural testbed for diverse interaction reasoning. Due to the large action vocabulary in egocentric video datasets, recent studies usually utilize a two-branch structure for action recognition, ie, one branch for verb classification and the other branch for noun classification. However, correlation studies between the verb and the noun branches have been largely ignored. Besides, the two branches fail to exploit local features due to the absence of a position-aware attention mechanism. In this paper, we propose a novel Symbiotic Attention framework leveraging Privileged information (SAP) for egocentric video recognition. Finer position-aware object detection features can facilitate the understanding of actor's interaction with the object. We introduce these features in action recognition and regard them as privileged information. Our framework enables mutual communication among the verb branch, the noun branch, and the privileged information. This communication process not only injects local details into global features but also exploits implicit guidance about the spatio-temporal position of an on-going action. We introduce novel symbiotic attention (SA) to enable effective communication. It first normalizes the detection guided features on one branch to underline the action-relevant information from the other branch. SA adaptively enhances the interactions among the three sources. To further catalyze this communication, spatial relations are uncovered for the selection of most action-relevant information. It identifies the most valuable and discriminative feature for classification. We validate the effectiveness of our SAP quantitatively and qualitatively. Notably, it achieves the state-of-the-art on two large-scale egocentric video datasets.

  • 4 authors
·
Feb 7, 2020

Generative Actor-Critic with Soft Bridge Policies

Expressive generative policies such as diffusion and flow models are appealing for MaxEnt online reinforcement learning because of their ability to model multimodal and highly non-Gaussian action distributions. However, training effective soft generative policies faces two obstacles that often arise together. First, marginal action densities are often unavailable, so existing methods typically rely on entropy bounds, heuristic proxies or approximations. Second, iterative shared-parameter samplers raise inference cost and require backpropagation through time over repeated network evaluations, increasing memory cost and destabilizing policy optimization. These obstacles motivate us to seek a generative policy that exposes a tractable MaxEnt objective while requiring only a single sampled actor forward pass for action generation. To this end, we propose soft generative actor-critic (SoftGAC), whose actor defines a stochastic bridge from a fixed base latent to a terminal action latent in pre-tanh space. This structured bridge allows us to lift the MaxEnt objective as an analytically tractable path-wise relative-entropy objective against a high-entropy reference process. In practical finite-step implementation, this relative entropy reduces exactly to sampled transition control energy and thus provides principled soft regularization. Moreover, we keep the single-pass actor lightweight by using small step-specific bridge transitions, each evaluated only once per sampled action, while maintaining a parameter budget comparable to strong actor baselines. Extensive experiments on challenging continuous-control benchmarks show that SoftGAC attains higher or competitive returns than strong generative policy baselines, including diffusion and flow-matching policies, while staying in the low-latency regime of one-pass actors and showing considerable improvements in the compute-return tradeoff.

  • 5 authors
·
May 8

BayesianVLA: Bayesian Decomposition of Vision Language Action Models via Latent Action Queries

Vision-Language-Action (VLA) models have shown promise in robot manipulation but often struggle to generalize to new instructions or complex multi-task scenarios. We identify a critical pathology in current training paradigms where goal-driven data collection creates a dataset bias. In such datasets, language instructions are highly predictable from visual observations alone, causing the conditional mutual information between instructions and actions to vanish, a phenomenon we term Information Collapse. Consequently, models degenerate into vision-only policies that ignore language constraints and fail in out-of-distribution (OOD) settings. To address this, we propose BayesianVLA, a novel framework that enforces instruction following via Bayesian decomposition. By introducing learnable Latent Action Queries, we construct a dual-branch architecture to estimate both a vision-only prior p(a mid v) and a language-conditioned posterior π(a mid v, ell). We then optimize the policy to maximize the conditional Pointwise Mutual Information (PMI) between actions and instructions. This objective effectively penalizes the vision shortcut and rewards actions that explicitly explain the language command. Without requiring new data, BayesianVLA significantly improves generalization. Extensive experiments across on SimplerEnv and RoboCasa demonstrate substantial gains, including an 11.3% improvement on the challenging OOD SimplerEnv benchmark, validating the ability of our approach to robustly ground language in action.

DreamWAM: Beyond RGB Future Prediction for World Action Models

World Action Models (WAMs) learn action-relevant representations by predicting how the observed world will evolve. Most existing WAMs define this future in RGB space, where task-relevant state transitions are entangled with nuisance variations in texture, illumination, background, and viewpoint. We argue that WAMs should explicitly predict action-relevant future state rather than relying on RGB prediction alone. We introduce DreamWAM, which reformulates future prediction as structured world modeling beyond RGB, representing future states through complementary views of appearance, motion, geometry, and semantics. During training, DreamWAM combines joint latent denoising of RGB and motion with lightweight gated residual branches for geometry and semantics. Shared attention between VideoDiT and ActionDiT allows the action branch to learn from these future-state predictions, while all beyond-RGB supervision branches are disabled at inference and deployment remains RGB-only. Across both no-rollout and joint video-action inference, DreamWAM consistently improves the matched RGB-only baselines on LIBERO, from 97.30\% to 98.40\% and from 98.00\% to 98.90\%, respectively. The gains become larger under unseen LIBERO-Plus perturbations, from 51.36\% to 63.44\% and from 69.16\% to 75.47\%. The same robustness extends to real-world manipulation, where DreamWAM attains an average success rate of 74.4\% across unseen changes in lighting, background, and object layout, compared with 55.6\% for Fast-WAM-Joint. These results show that robust world-action learning depends not only on predicting the future, but on representing it in a form that matters for action. The code and models are publicly released at https://github.com/hustvl/DreamWAM.

  • 9 authors
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Aug 4

EgoAdapt: A multi-stream evaluation study of adaptation to real-world egocentric user video

In egocentric action recognition a single population model is typically trained and subsequently embodied on a head-mounted device, such as an augmented reality headset. While this model remains static for new users and environments, we introduce an adaptive paradigm of two phases, where after pretraining a population model, the model adapts on-device and online to the user's experience. This setting is highly challenging due to the change from population to user domain and the distribution shifts in the user's data stream. Coping with the latter in-stream distribution shifts is the focus of continual learning, where progress has been rooted in controlled benchmarks but challenges faced in real-world applications often remain unaddressed. We introduce EgoAdapt, a benchmark for real-world egocentric action recognition that facilitates our two-phased adaptive paradigm, and real-world challenges naturally occur in the egocentric video streams from Ego4d, such as long-tailed action distributions and large-scale classification over 2740 actions. We introduce an evaluation framework that directly exploits the user's data stream with new metrics to measure the adaptation gain over the population model, online generalization, and hindsight performance. In contrast to single-stream evaluation in existing works, our framework proposes a meta-evaluation that aggregates the results from 50 independent user streams. We provide an extensive empirical study for finetuning and experience replay.

  • 6 authors
·
Jul 10, 2023

NEV-NCD: Negative Learning, Entropy, and Variance regularization based novel action categories discovery

Novel Categories Discovery (NCD) facilitates learning from a partially annotated label space and enables deep learning (DL) models to operate in an open-world setting by identifying and differentiating instances of novel classes based on the labeled data notions. One of the primary assumptions of NCD is that the novel label space is perfectly disjoint and can be equipartitioned, but it is rarely realized by most NCD approaches in practice. To better align with this assumption, we propose a novel single-stage joint optimization-based NCD method, Negative learning, Entropy, and Variance regularization NCD (NEV-NCD). We demonstrate the efficacy of NEV-NCD in previously unexplored NCD applications of video action recognition (VAR) with the public UCF101 dataset and a curated in-house partial action-space annotated multi-view video dataset. We perform a thorough ablation study by varying the composition of final joint loss and associated hyper-parameters. During our experiments with UCF101 and multi-view action dataset, NEV-NCD achieves ~ 83% classification accuracy in test instances of labeled data. NEV-NCD achieves ~ 70% clustering accuracy over unlabeled data outperforming both naive baselines (by ~ 40%) and state-of-the-art pseudo-labeling-based approaches (by ~ 3.5%) over both datasets. Further, we propose to incorporate optional view-invariant feature learning with the multiview dataset to identify novel categories from novel viewpoints. Our additional view-invariance constraint improves the discriminative accuracy for both known and unknown categories by ~ 10% for novel viewpoints.

  • 7 authors
·
Apr 14, 2023

Rethinking Entropy Regularization in Large Reasoning Models

Reinforcement learning with verifiable rewards (RLVR) has shown great promise in enhancing the reasoning abilities of large reasoning models (LRMs). However, it suffers from a critical issue: entropy collapse and premature convergence. Naive entropy regularization, a common approach for encouraging exploration in the traditional RL literature, fails to address this problem in the context of LRM. Our analysis reveals that this failure stems from the vast action space and long trajectories in LRMs, which easily trigger a global entropy explosion as the model indiscriminately explores all possible actions and states. To address this, we propose SIREN (SelectIve entRopy rEgularizatioN), a method that confines exploration to a meaningful subset of actions and states. SIREN achieves this through a two-step entropy masking mechanism, consisting of a top-p mask and a peak-entropy mask. In addition, regularization is transformed into a self-anchored form to stabilize training. Across five mathematical benchmarks, SIREN attains superior average performance over previous entropy-related RLVR approaches, exemplified by a +6.6 maj@k improvement on AIME24/25 with Qwen2.5-Math-7B. Further analysis confirms that SIREN promotes greater response diversity and maintains entropy at an appropriate level, which helps to preserve the validation pass@k throughout training. This effectively mitigates the premature convergence problem common in RLVR for LRM.

  • 6 authors
·
Sep 29, 2025

PRISM: PRior-guided Imagination Sampling in world Models

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

Vision-Language-Action or World-Action? Just Action Models

The vision-language-action (VLA) and world-action model (WAM) communities debate whether control policies should inherit pretrained knowledge from vision-language models or from visual generators. The debate, however, bundles three separable choices: backbone initialization, the objective applied to future observations, and whether the machinery for that future loss is kept at inference. A gap between a VLA and a WAM therefore cannot simply be attributed to any one of them. We show that decoupling these choices yields a common framework for both families, which we term Just Action Model (JAM): a pretrained visual backbone with an action expert, trained with an action loss and a foresight loss. The foresight loss trains current-observation features to predict frozen encodings of the recorded future through a prediction head discarded after training, so no visual generation is involved in either training or inference, and the backbone can be chosen freely. We first compare objectives within fixed policy architectures, then evaluate the foresight recipe across backbone families. The resulting JAM policies outperform their matched FastWAM and ImageWAM counterparts on LIBERO and LIBERO-Plus, and achieve similar or slightly higher success rates on RoboTwin. Compared with FastWAM, JAM improves the success rates from 97.0%/55.3%/91.2% to 98.2%/64.5%/91.4%, respectively. With cached foresight targets, JAM reduces estimated online training FLOPs per sample per update by 73% relative to FastWAM. Our results show that future supervision improves control without visual generation or additional inference machinery, and strong foresight performance is attainable with either generator-initialized or vision-language backbones. Project Page: https://y0uroy.github.io/JAM

  • 4 authors
·
Oct 26 2

World-in-Context: Interactive Video World Modeling with In-Context Conditioning

Interactive video world models require coordinated control over viewing perspectives, character actions, and camera motion. Existing methods typically leave view modes implicit in text captions, conflate action with camera motion, and inject controls through fragmented architectural pathways that capture interdependencies only indirectly. In this work, we present World-in-Context, an interactive world modeling framework powered by In-Context Conditioning (ICC). Rather than relying on specialized conditioning pathways, World-in-Context unifies view, action, and camera controls into explicit tokens contextualized directly within a shared self-attention space. Our formulation reveals that (i) explicit view tokens disentangle conflicting dynamics and unlock emergent view switching from single-view data, while (ii) action and camera inputs play complementary roles in governing local responsiveness and global stability. To preserve temporal continuity across execution intervals, we further introduce Interaction-Transport RoPE (IT-RoPE), parameterizing temporal attention with accumulated control transitions. On WBench, World-in-Context-5B achieves navigation performance on par with 22B EchoWM (81.5 vs. 81.6) and attains a 93.8% perspective-switching success rate, substantially outperforming existing 5B baselines (18.8%). Controlled analyses further demonstrate compounding advantages of World-in-Context under richer conditioning mixtures, favorable data efficiency, and natural applicability to causal rollouts.

AlibabaTongyiLab TongyiLab
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Oct 22 2

Not All Features Are Created Equal: A Mechanistic Study of Vision-Language-Action Models

A fine-tuned Vision-Language-Action (VLA) policy can easily place the alphabet soup in the basket on command, just as it saw during fine-tuning. However, if the basket is shifted five centimeters to the left, it drops the soup off the table. We developed an interpretability pipeline to investigate what such a policy is computing. Injecting task A's activations into the action expert while the policy looks at task B's scene makes pi0.5 execute task A's motor trajectory in 99.6\% of episodes (n{=}1{,}968). The injected program is bound to absolute workspace coordinates and ignores the visible scene, which provides a mechanistic account of the perturbation brittleness that concurrent benchmarks report. The binding holds on a physical UR10e: directed replay redirects the commanded task in 26/26 rollouts in one direction and 18/26 in the other, with no-injection and random-direction controls at the floor, and once the source object is moved 10--15\,cm the arm grasps and releases at the recorded coordinates in 50/50 trials, picking up the wrong block when one sits there and closing on empty air when none does. Applying the same interventions to six VLAs on LIBERO, MetaWorld, SimplerEnv, and ALOHA over 420{,}000+ rollouts yields three further findings: every architecture encodes the instruction, and four of the five weight it below vision whenever the scene alone identifies the goal; under the standard replacement write-back the SAE pooling that preserves behavior is architecture-specific (pi0.5 per-token, SmolVLA indifferent), and goal selection and motor generation separate into VLM and expert pathways wherever the two are distinguishable. We release Action Atlas (https://action-atlas.com), an interactive platform covering all 520+ trained SAEs, 79 identified concepts, and the scored UR10e rollouts. Code: https://github.com/CWRU-AISM/action-atlas

  • 3 authors
·
Oct 19 2

ActiveVLA: Injecting Active Perception into Vision-Language-Action Models for Precise 3D Robotic Manipulation

Recent advances in robot manipulation have leveraged pre-trained vision-language models (VLMs) and explored integrating 3D spatial signals into these models for effective action prediction, giving rise to the promising vision-language-action (VLA) paradigm. However, most existing approaches overlook the importance of active perception: they typically rely on static, wrist-mounted cameras that provide an end-effector-centric viewpoint. As a result, these models are unable to adaptively select optimal viewpoints or resolutions during task execution, which significantly limits their performance in long-horizon tasks and fine-grained manipulation scenarios. To address these limitations, we propose ActiveVLA, a novel vision-language-action framework that empowers robots with active perception capabilities for high-precision, fine-grained manipulation. ActiveVLA adopts a coarse-to-fine paradigm, dividing the process into two stages: (1) Critical region localization. ActiveVLA projects 3D inputs onto multi-view 2D projections, identifies critical 3D regions, and supports dynamic spatial awareness. (2) Active perception optimization. Drawing on the localized critical regions, ActiveVLA uses an active view selection strategy to choose optimal viewpoints. These viewpoints aim to maximize amodal relevance and diversity while minimizing occlusions. Additionally, ActiveVLA applies a 3D zoom-in to improve resolution in key areas. Together, these steps enable finer-grained active perception for precise manipulation. Extensive experiments demonstrate that ActiveVLA achieves precise 3D manipulation and outperforms state-of-the-art baselines on three simulation benchmarks. Moreover, ActiveVLA transfers seamlessly to real-world scenarios, enabling robots to learn high-precision tasks in complex environments.

  • 5 authors
·
Jan 13

Mixture of Horizons in Action Chunking

Vision-language-action (VLA) models have shown remarkable capabilities in robotic manipulation, but their performance is sensitive to the action chunk length used during training, termed horizon. Our empirical study reveals an inherent trade-off: longer horizons provide stronger global foresight but degrade fine-grained accuracy, while shorter ones sharpen local control yet struggle on long-term tasks, implying fixed choice of single horizons being suboptimal. To mitigate the trade-off, we propose a mixture of horizons (MoH) strategy. MoH rearranges the action chunk into several segments with different horizons, processes them in parallel with a shared action transformer, and fuses outputs with a light linear gate. It has three appealing benefits. 1) MoH exploits long-term foresight and short-term precision jointly within a single model, improving both performance and generalizability to complex tasks. 2) MoH is plug-and-play for full-attention action modules with minimal training or inference overhead. 3) MoH enables dynamic inference with adaptive horizons, which selects stable actions through cross-horizon consensus, achieving 2.5times higher throughput than baselines while preserving superior performance. Extensive experiments over flow-based policies π_0, π_{0.5}, and one-step regression policy π_{reg} demonstrate that MoH yields consistent and significant gains on both simulations and real-world tasks. Notably, under mixed-task setting, π_{0.5} with MoH reaches a new state-of-the-art with 99% average success rate on LIBERO after only 30k training iterations. Project page: https://github.com/Timsty1/MixtureOfHorizons

  • 10 authors
·
Nov 24, 2025 2

Privileged Foresight Distillation: Zero-Cost Future Correction for World Action Models

World action models jointly predict future video and action during training, raising an open question about what role the future-prediction branch actually plays. A recent finding shows that this branch can be removed at inference with little to no loss on common manipulation benchmarks, suggesting that future information may act merely as a regularizer on the shared visual backbone. We propose instead that joint training induces an action-conditioned correction that privileged future observations impose on action denoising, and that current-only policies capture this correction only partially. Making the account precise, we formulate privileged foresight as a residual in the action-denoising direction -- the difference between what a model predicts given the true future and what it predicts given only the current frame -- and introduce Privileged Foresight Distillation (PFD), which transfers this residual from a training-time teacher into a small adapter on a current-only student. The teacher and student share the same backbone and differ only in the attention mask over video tokens; future video is never generated at inference. Controlled experiments verify that this gain reflects a genuine future-conditioned correction rather than a side effect of capacity or regularization. Empirically, PFD achieves consistent improvements on LIBERO and RoboTwin manipulation benchmarks while preserving the current-only inference interface at negligible added latency. This view reframes the role of future information in world action models: not as a target to predict, nor as a regularizer to absorb, but as a compressible correction to be distilled.

  • 3 authors
·
May 1

Look Before Acting: Enhancing Vision Foundation Representations for Vision-Language-Action Models

Vision-Language-Action (VLA) models have recently emerged as a promising paradigm for robotic manipulation, in which reliable action prediction critically depends on accurately interpreting and integrating visual observations conditioned on language instructions. Although recent works have sought to enhance the visual capabilities of VLA models, most approaches treat the LLM backbone as a black box, providing limited insight into how visual information is grounded into action generation. Therefore, we perform a systematic analysis of multiple VLA models across different action-generation paradigms and observe that sensitivity to visual tokens progressively decreases in deeper layers during action generation. Motivated by this observation, we propose DeepVision-VLA, built on a Vision-Language Mixture-of-Transformers (VL-MoT) framework. This framework enables shared attention between the vision foundation model and the VLA backbone, injecting multi-level visual features from the vision expert into deeper layers of the VLA backbone to enhance visual representations for precise and complex manipulation. In addition, we introduce Action-Guided Visual Pruning (AGVP), which leverages shallow-layer attention to prune irrelevant visual tokens while preserving task-relevant ones, reinforcing critical visual cues for manipulation with minimal computational overhead. DeepVision-VLA outperforms prior state-of-the-art methods by 9.0\% and 7.5\% on simulated and real-world tasks, respectively, providing new insights for the design of visually enhanced VLA models.

RoboFollow: Unveiling the Instruction Following Mirage in Embodied Agents

Modern embodied agents achieve impressive success rates, yet their actual instruction-following ability is far weaker than these numbers suggest. We trace this illusion to a structural property we term low scene entropy: when a visual scene admits only one valid task, language becomes redundant and a policy can score highly while barely using it. We introduce RoboFollow, a diagnostic benchmark with three principles: (1) High Scene Entropy: each training scene supports multiple kinematically distinct task branches, making vision alone insufficient and forcing reliance on language. (2) Hierarchical Diagnostic Protocol: a four-level protocol (L0--L3) progressively perturbs visual layout and semantics, probing whether equivalent instructions yield consistent behavior and distinct ones yield discriminable behavior across spatial relations, attributes, trajectory constraints, and logic. (3) Confound-Controlled Diagnosis: we simplify interaction objects, restrict actions to the trained repertoire and report stage-wise Intent and Execution scores, isolating comprehension from motor execution. Evaluation of nine VLA and WAM policies shows that strong L0 performance, where attained, does not reliably transfer to L1--L3 under our fine-tuning setup. Representative mitigations, including stronger VLM backbones, QA co-training, LangForce, and Classifier-Free Guidance, all fail to close this gap. RoboFollow exposes genuine instruction following as a critical, overlooked bottleneck. Code and dataset are available at https://github.com/AutoLab-SAI-SJTU/RoboFollow and https://huggingface.co/datasets/AutoLab-SJTU/robofollow-data.

AutoLab-SJTU AutoLab
·
Sep 21 3

CronusVLA: Transferring Latent Motion Across Time for Multi-Frame Prediction in Manipulation

Recent vision-language-action (VLA) models built on pretrained vision-language models (VLMs) have demonstrated strong generalization across manipulation tasks. However, they remain constrained by a single-frame observation paradigm and cannot fully benefit from the motion information offered by aggregated multi-frame historical observations, as the large vision-language backbone introduces substantial computational cost and inference latency. We propose CronusVLA, a unified framework that extends single-frame VLA models to the multi-frame paradigm through an efficient post-training stage. CronusVLA comprises three key components: (1) single-frame pretraining on large-scale embodied datasets with autoregressive action tokens prediction, which establishes an embodied vision-language foundation; (2) multi-frame encoding, adapting the prediction of vision-language backbones from discrete action tokens to motion features during post-training, and aggregating motion features from historical frames into a feature chunking; (3) cross-frame decoding, which maps the feature chunking to accurate actions via a shared decoder with cross-attention. By reducing redundant token computation and caching past motion features, CronusVLA achieves efficient inference. As an application of motion features, we further propose an action adaptation mechanism based on feature-action retrieval to improve model performance during finetuning. CronusVLA achieves state-of-the-art performance on SimplerEnv with 70.9% success rate, and 12.7% improvement over OpenVLA on LIBERO. Real-world Franka experiments also show the strong performance and robustness.

  • 11 authors
·
Jun 24, 2025

Predictive Inverse Dynamics Models are Scalable Learners for Robotic Manipulation

Current efforts to learn scalable policies in robotic manipulation primarily fall into two categories: one focuses on "action," which involves behavior cloning from extensive collections of robotic data, while the other emphasizes "vision," enhancing model generalization by pre-training representations or generative models, also referred to as world models, using large-scale visual datasets. This paper presents an end-to-end paradigm that predicts actions using inverse dynamics models conditioned on the robot's forecasted visual states, named Predictive Inverse Dynamics Models (PIDM). By closing the loop between vision and action, the end-to-end PIDM can be a better scalable action learner. In practice, we use Transformers to process both visual states and actions, naming the model Seer. It is initially pre-trained on large-scale robotic datasets, such as DROID, and can be adapted to realworld scenarios with a little fine-tuning data. Thanks to large-scale, end-to-end training and the synergy between vision and action, Seer significantly outperforms previous methods across both simulation and real-world experiments. It achieves improvements of 13% on the LIBERO-LONG benchmark, 21% on CALVIN ABC-D, and 43% in real-world tasks. Notably, Seer sets a new state-of-the-art on CALVIN ABC-D benchmark, achieving an average length of 4.28, and exhibits superior generalization for novel objects, lighting conditions, and environments under high-intensity disturbances on real-world scenarios. Code and models are publicly available at https://github.com/OpenRobotLab/Seer/.

  • 7 authors
·
Dec 19, 2024 1

Don't Throw Away the Tail: Action Upcycling for Policy Acceleration

Modern robot policies predict a chunk of future actions from a single observation, execute only a prefix, and discard the rest before replanning. Choosing the length of this prefix, the execution horizon, poses a trade-off between reactivity and efficiency. A short horizon keeps the policy reactive to the environment, but requires frequent policy calls. Recent test-time methods adaptively select the horizon for each chunk, but they either read model internals, where the signal must be chosen for each architecture, or draw extra samples, which adds cost. We propose Action Upcycling, a training-free algorithm that reuses actions the policy would otherwise discard, without accessing model internals or drawing extra samples. We find that discarded actions stay close to their replanned versions as long as the action velocity remains smooth. Action Upcycling therefore extends the execution horizon up to the point where the velocity begins to fluctuate. Extensive experiments on simulated and real-world manipulation tasks show that Action Upcycling reduces policy calls by 1.2-1.7x with no loss in success rate, across multiple Vision-Language-Action Models (VLAs) and even a World Action Model (WAM). It applies to any chunked policy at negligible cost and is orthogonal to other policy acceleration methods such as few-step sampling and streaming action decoding, opening a new axis for policy acceleration.

  • 8 authors
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Sep 28

Bootstrapping World Models from Dynamics Models in Multimodal Foundation Models

To what extent do vision-and-language foundation models possess a realistic world model (observation times action rightarrow observation) and a dynamics model (observation times observation rightarrow action), when actions are expressed through language? While open-source foundation models struggle with both, we find that fine-tuning them to acquire a dynamics model through supervision is significantly easier than acquiring a world model. In turn, dynamics models can be used to bootstrap world models through two main strategies: 1) weakly supervised learning from synthetic data and 2) inference time verification. Firstly, the dynamics model can annotate actions for unlabelled pairs of video frame observations to expand the training data. We further propose a new objective, where image tokens in observation pairs are weighted by their importance, as predicted by a recognition model. Secondly, the dynamics models can assign rewards to multiple samples of the world model to score them, effectively guiding search at inference time. We evaluate the world models resulting from both strategies through the task of action-centric image editing on Aurora-Bench. Our best model achieves a performance competitive with state-of-the-art image editing models, improving on them by a margin of 15% on real-world subsets according to GPT4o-as-judge, and achieving the best average human evaluation across all subsets of Aurora-Bench.

  • 5 authors
·
Jun 6, 2025 2

A Renaissance of Explicit Motion Information Mining from Transformers for Action Recognition

Recently, action recognition has been dominated by transformer-based methods, thanks to their spatiotemporal contextual aggregation capacities. However, despite the significant progress achieved on scene-related datasets, they do not perform well on motion-sensitive datasets due to the lack of elaborate motion modeling designs. Meanwhile, we observe that the widely-used cost volume in traditional action recognition is highly similar to the affinity matrix defined in self-attention, but equipped with powerful motion modeling capacities. In light of this, we propose to integrate those effective motion modeling properties into the existing transformer in a unified and neat way, with the proposal of the Explicit Motion Information Mining module (EMIM). In EMIM, we propose to construct the desirable affinity matrix in a cost volume style, where the set of key candidate tokens is sampled from the query-based neighboring area in the next frame in a sliding-window manner. Then, the constructed affinity matrix is used to aggregate contextual information for appearance modeling and is converted into motion features for motion modeling as well. We validate the motion modeling capacities of our method on four widely-used datasets, and our method performs better than existing state-of-the-art approaches, especially on motion-sensitive datasets, i.e., Something-Something V1 & V2.

  • 7 authors
·
Oct 21, 2025

ActWorld: From Explorable to Interactive World Model via Action-Aware Memory

Interactive world models aim to simulate environment dynamics under real-time user actions. However, their action vocabulary is largely confined to navigation: most actions correspond to motion (e.g., walk, turn, look around), while interaction with objects in the scene (e.g., pick up plates, open doors, or trigger physical responses) is either absent, restricted to game domains, or relegated to prompt-to-full-video scenarios. The resulting worlds are visually explorable but not truly actionable. In this work, we present ActWorld, an interactive world model that extends prior navigation-centric generators to support mid-rollout object interaction within a chunk-autoregressive framework. We argue that the navigation-interaction gap stems from two bottlenecks. First, a data bottleneck: the lack of human-object interaction data with accurate, dense labels. Second, a memory bottleneck: recency-biased history compression in existing world models discards the event-transition frames that causally determine subsequent object states, leading to an action-forgetting pathology. On the data side, we construct a 100K interaction video dataset, each annotated with per-chunk captions via chain-of-thought reasoning. On the model side, we introduce a hierarchical action-aware memory design that routes history compression by interaction importance, complemented by a persistent memory bank that maintains event-update and object-identity tokens across long rollouts. Experiments show that ActWorld supports both flexible navigation and rich object interaction within a single model, substantially improving interaction fidelity over navigation-only baselines without sacrificing viewpoint control. Project page is available at https://interactwm.github.io/ActWorld.

ByteDance ByteDance
·
Jun 15

Vision-Language Models Are Joint Denoisers in Robotic Action Generation

Diffusion-based vision-language-action (VLA) models cascade pretrained vision-language models (VLMs) with diffusion action experts, but typically restrict the VLM to providing static conditioning. This separation limits how much pretrained perception and reasoning can guide action generation, especially in out-of-distribution settings. We introduce JADE, a Joint Action DEnoiser that enables the VLM and action expert to jointly refine actions. Our key insight is that structured action latents allow the VLM to read the current noisy action together with visual observations and language instructions. At every denoising step, the VLM contextualizes the noisy action and guides the action expert through gated cross-attention, so that its guidance evolves with the action being generated. We further supervise the VLM to recover clean action latents from noisy ones, which gives it a direct action-learning signal and couples perception with control. Additionally, joint denoising enables JADE to generate actions with fewer sampling steps, helping offset the additional cost of VLM participation. An adaptive step-size schedule further balances task performance and inference latency. On RoboDojo, JADE achieves an average success rate of 12.67%, the highest among the evaluated π_{0.5}-based methods, and is competitive with recent VLA and WAM foundation models pretrained at scale. It also improves performance on RoboTwin 2.0 and raises the average success rate across four real-world bimanual tasks by 20.8 percentage points compared with π_{0.5}.

  • 8 authors
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Oct 31

LIFT: Layout-In-Future Video Generation under Large Viewpoint Change via On-Policy Self-Distillation

We introduce LIFT, a unified image-to-video generation framework that complements camera control with Layout-In-FuTure control, enabling users to specify what should appear in a future view and where it should appear. This addresses a practical need in controllable video generation: given an initial image, users often care not only about how the camera moves, but also about what the scene should look like at key future moments, especially the final frame. Existing camera controls specify viewpoint trajectories, while text prompts provide only coarse semantic guidance; neither precisely determines the content and spatial layout of future views. This limitation becomes particularly pronounced under large viewpoint changes, where the camera reveals regions that are not visible in the first frame. LIFT therefore uses the last-frame layout as an explicit control signal for the desired future scene. Since learning from such sparse layout guidance is substantially more challenging than conditioning on dense per-frame layouts, we introduce on-policy self-distillation (OPSD) to transfer the control capability of a dense-layout teacher to a last-frame-layout student. We further curate LIFT-Vista, a dataset featuring large viewpoint changes with camera and temporally consistent layout annotations. Experiments show that LIFT improves video quality, future-layout controllability, and camera controllability over other methods.

ACWM-Phys: Investigating Generalized Physical Interaction in Action-Conditioned Video World Models

Action-conditioned world models (ACWMs) have shown strong promise for video prediction and decision-making. However, existing benchmarks are largely restricted to egocentric navigation or narrow, task-specific robotics datasets, offering only limited coverage of the rich physical interactions required for generalized world understanding. We introduce ACWM-Phys, a new benchmark for evaluating action-conditioned prediction under diverse physical dynamics in a clean, controllable simulation environment with a carefully designed action space. ACWM-Phys contains training and evaluation data spanning rigid-body dynamics, kinematics, deformable-object interactions, and particle dynamics. To evaluate both interpolation and generalization, we design in-distribution and out-of-distribution protocols with controlled shifts in interaction patterns or scene configurations. By building the benchmark in a fully controllable simulator, ACWM-Phys enables precise data collection, reproducible evaluation, and systematic analysis of model capabilities for physically grounded world modeling. Through systematic experiments on ACWM-DiT, we find that OoD generalization depends not only on the physical regime but also on effective task complexity: models generalize well on visually simple, low-dimensional interactions with clear geometric structure, but suffer larger drops on deformable contacts, high-dimensional control, and complex articulated motion. This suggests that the model still relies heavily on visual appearance patterns instead of fully learning the underlying physics. Ablations show that cross-attention improves high-dimensional action conditioning, causal VAEs outperform frame-wise encoders, and larger action spaces are harder to model but can improve generalization by providing richer control signals. These findings guide the design of physically grounded world models.

  • 7 authors
·
May 8

Learning Skills from Historical Action Trajectories: Action Experience Dictionary for World Action Models

World Action Models (WAMs) couple visual dynamics prediction with action generation, yet they do not explicitly support the reuse of action experience across manipulation tasks. Furthermore, existing WAMs struggle to capture underlying cross-task semantic relationships that could guide target action prediction, as redundant background elements interfere with the extraction of key visual information. To address these challenges, we develop a novel Action Experience Dictionary (AED) that encodes historical physical action trajectories into shared action embeddings to support skill reuse and model cross-task relationships. Specifically, we first aggregate historical actions to align with visual observations and retrieve action embeddings from the AED using a pretrained action tokenizer. Subsequently, we visually condition the pooled embeddings through cross-attention and prepend them to noisy action tokens, providing interaction context and action intent for prediction. To model action-related motion and reduce reliance on irrelevant background cues, we introduce a motion-aware transition loss that supervises visual feature change prediction over random temporal intervals. Experiments on simulation benchmarks and in real-world cross-embodiment settings verify the effectiveness of our AED. The anonymous project website is available at https://github.com/JiahuaDong/AED{AED}.

  • 12 authors
·
Sep 29

From Pixels to Actions - Towards Native Vision-Language-Action Policies

Vision-language-action models are typically built on a simple premise: perception is first compressed by visual encoders, and action reasoning begins only afterwards. Yet manipulation often hinges on precisely the visual signals most vulnerable to this abstraction, e.g., local geometry, boundaries, depth, and subtle state changes. This raises a fundamental question: should action policies inherit a fixed visual endpoint, or directly access evolving visual computation? We introduce NEO-VLA, a structurally encoder-free vision-language-action framework. Images are tokenized by lightweight patch convolutional layers and evolve jointly with language throughout the backbone, allowing a flow-matching action expert to draw from instruction-conditioned visual representations at different depths. This simple change reveals a consistent pattern. Native architectures outperform encoder-based counterparts under controlled comparisons; full fine-tuning reduces but does not erase the gap, and additional scale alone cannot recover it. More strikingly, layer-wise probing shows that the action-critical signals often peak well before the final visual representation. Across diverse manipulation settings and distribution shifts, NEO-VLA consequently achieves stronger and more robust control. Together, these results suggest that embodied control benefits from access to visual representations across the computational hierarchy, rather than a fixed encoder output.

mmlab-ntu MMLab@NTU
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Nov 4 2

TFP: Temporally Conditioned Memory-Fusion Policies for Visuomotor Learning

Vision--Language--Action (VLA) policies such as π_{0.5} and OpenVLA perform well on many manipulation tasks, but they are often reactive: the next action is predicted from the current observation, instruction, and proprioceptive state. This assumption breaks down in stage-dependent manipulation, where visually similar states may require different actions depending on latent task progress and previous interaction outcomes. We argue that such tasks require not only memory, but dynamics-aware belief updates: the policy should preserve task progress during stable or occluded phases and revise its belief near contact, release, or subgoal transitions. We introduce Temporally Conditioned Memory-Fusion Policies (TFP), a lightweight memory-action framework for VLA backbones. TFP maintains an episode-local task-progress belief with Liquid Time-Constant dynamics and injects the updated belief directly into the flow-matching action decoder through adaptive modulation. This lets temporally accumulated context shape the generated action chunk, rather than serving only as passive history context. With a 3.3B-parameter model, TFP improves the average success rate from \(96.9\%\) to \(98.75\%\) on LIBERO and from \(91.4\%\) to \(93.77\%\) on LIBERO-plus. On the memory-focused MIKASA ShellGameTouch diagnostic, TFP achieves success up to \(75.0\%\). Mechanistic analyses show that write-gain changes near manipulation events are about \(6\times\) larger than far non-event phases, and hidden-state interventions show that the belief causally modulates generated action chunks. These results suggest that compact, event-sensitive memory dynamics can improve VLA policies under occlusion, visual perturbation, and stage-dependent task structure.

  • 9 authors
·
Jul 8

Unified Diffusion VLA: Vision-Language-Action Model via Joint Discrete Denoising Diffusion Process

Vision-language-action (VLA) models aim to understand natural language instructions and visual observations and to execute corresponding actions as an embodied agent. Recent work integrates future images into the understanding-acting loop, yielding unified VLAs that jointly understand, generate, and act -- reading text and images and producing future images and actions. However, these models either rely on external experts for modality unification or treat image generation and action prediction as separate processes, limiting the benefits of direct synergy between these tasks. Our core philosophy is to optimize generation and action jointly through a synchronous denoising process, where the iterative refinement enables actions to evolve from initialization, under constant and sufficient visual guidance. We ground this philosophy in our proposed Unified Diffusion VLA and Joint Discrete Denoising Diffusion Process (JD3P), which is a joint diffusion process that integrates multiple modalities into a single denoising trajectory to serve as the key mechanism enabling understanding, generation, and acting to be intrinsically synergistic. Our model and theory are built on a unified tokenized space of all modalities and a hybrid attention mechanism. We further propose a two-stage training pipeline and several inference-time techniques that optimize performance and efficiency. Our approach achieves state-of-the-art performance on benchmarks such as CALVIN, LIBERO, and SimplerEnv with 4times faster inference than autoregressive methods, and we demonstrate its effectiveness through in-depth analysis and real-world evaluations. Our project page is available at https://irpn-eai.github.io/UD-VLA.github.io/.

HKUSTGZ HKUSTGZ
·
Nov 3, 2025 1

TOAST: Stochastic Robot Action Tokenization for Autoregressive Vision-Language-Action Models

Autoregressive Vision-Language-Action models often represent continuous robot actions as discrete token sequences, enabling action prediction with standard next-token objectives. FAST has substantially improved this representation by compactly encoding action containing diverse temporal frequencies into relatively few tokens. However, while such compression reduces the number of action tokens required for autoregressive prediction, it does not necessarily improve the efficiency of policy learning from limited demonstrations. In particular, FAST typically assigns a single deterministic tokenization to each quantized action sequence, although multiple token sequences can represent and decode to the same robot motion. We investigate whether exploiting this representational redundancy can improve policy learning. In this paper, we propose TOkenization of Action sequences with STochastic sampling (TOAST), a stochastic action tokenization method that samples alternative tokenizations of the same quantized action sequence during policy training. This diversifies the discrete supervision while preserving the underlying robot action and requires no additional demonstrations. Experiments on LIBERO show that TOAST consistently improves over its deterministic counterpart, with the improvement increasing as training data decreases, achieving a 6.8 point gain in success rate when only 1/16 of training data is available. Across four real-robot manipulation tasks, TOAST further improves mean success rate by 15.8 points over the deterministic counterpart. These results demonstrate the effectiveness of stochastic action tokenization for autoregressive robot policy learning, particularly when training data are limited.

  • 8 authors
·
Sep 30

Thinking with Cameras: Active Visual Reasoning via Dynamic Viewpoint Control for Surveillance Video Understanding

Large vision-language models (LVLMs) have recently achieved remarkable progress in general-purpose video understanding. However, their application to real-world surveillance remains challenging due to the lack of large-scale domain-specific datasets and the limitation of passive observation from fixed viewpoints. In surveillance scenarios, critical visual evidence can be easily missed when targets are distant, small, occluded, or move beyond the current camera view. In this work, we introduce CamVLM, a new framework for Thinking with Cameras, which enables LVLMs to actively acquire visual evidence in real-world surveillance by continuously controlling camera viewpoints. We first construct CCTV-Anomaly, a large-scale surveillance video understanding dataset containing 14,133 videos across 10 anomaly categories, with detailed captions and event annotations. We further formulate viewpoint control as an active visual perception problem and build CamTrack-53K, an object-centric viewpoint trajectory dataset for learning camera actions. Moreover, we propose a reinforcement learning based viewpoint policy optimization framework, which models camera control as a sequential decision-making process and learns long-horizon observation strategies beyond supervised trajectory imitation. Extensive experiments demonstrate that CamVLM achieves state-of-the-art performance under both passive observation and dynamic viewpoint settings, validating the effectiveness of active camera-based reasoning for surveillance video understanding. Our datasets, model, and code will be available at https://github.com/xiaozhang79/CamVLM.

  • 6 authors
·
Sep 24

Mixture of Frames Policy: Multi-Frame Action Denoising for Bimanual Mobile Manipulation

Robotic manipulation is inherently multi-frame: local actions may be simple in an end-effector frame, while transport, upright-object handling, and whole-body coordination are better represented in a base-aligned frame. However, modern diffusion-based visuomotor policies typically commit to a single predefined action frame, forcing one denoiser to model action distributions that are often unnecessarily complex in that frame. We propose Mixture of Frames Policy (MoF), a diffusion policy that performs synchronized action denoising across multiple coordinate frames. MoF maintains a single canonical diffusion state, re-expresses it in several task-relevant frames, applies frame-specialized denoisers, and fuses their noise predictions back in the canonical frame. To make this possible for intermediate noisy diffusion states, we introduce a column-based 6D rotation representation within an SE(3) action parameterization that supports exact, differentiable frame transformations without requiring noisy rotations to lie on the SO(3) manifold. Across nine simulated bimanual manipulation tasks, we show that the best action frame is task-dependent and that MoF improves over oracle frame selection and standard Mixture-of-Experts (MoE) baselines. We further evaluate MoF on two real-world bimanual mobile manipulation tasks, demonstrating that it outperforms all constituent single-frame baselines. Project homepage: https://mofpo.github.io

  • 6 authors
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Jul 12

3D-R1: Enhancing Reasoning in 3D VLMs for Unified Scene Understanding

Large vision-language models (VLMs) have made significant strides in 2D visual understanding tasks, sparking interest in extending these capabilities to 3D scene understanding. However, current 3D VLMs often struggle with robust reasoning and generalization due to limitations in high-quality spatial data and the static nature of viewpoint assumptions. To address these challenges, we propose 3D-R1, a foundation model that enhances the reasoning capabilities of 3D VLMs. Specifically, we first construct a high-quality synthetic dataset with CoT, named Scene-30K, leveraging existing 3D-VL datasets and a data engine based on Gemini 2.5 Pro. It serves as cold-start initialization data for 3D-R1. Moreover, we leverage RLHF policy such as GRPO in the reinforcement learning training process to enhance reasoning capabilities and introduce three reward functions: a perception reward, a semantic similarity reward and a format reward to maintain detection accuracy and answer semantic precision. Furthermore, we introduce a dynamic view selection strategy that adaptively chooses the most informative perspectives for 3D scene understanding. Extensive experiments demonstrate that 3D-R1 delivers an average improvement of 10% across various 3D scene benchmarks, highlighting its effectiveness in enhancing reasoning and generalization in 3D scene understanding. Code: https://github.com/AIGeeksGroup/3D-R1. Website: https://aigeeksgroup.github.io/3D-R1.

PekingUniversity Peking University
·
Jul 31, 2025 2

Human-assisted Robotic Policy Refinement via Action Preference Optimization

Establishing a reliable and iteratively refined robotic system is essential for deploying real-world applications. While Vision-Language-Action (VLA) models are widely recognized as the foundation model for such robotic deployment, their reliance on offline expert demonstrations critically limits their capacity for post-deployment refinement. To mitigate this limitation, we introduce Action Preference Optimization (APO), a method designed to refine VLA models by human-assisted preference alignment gathered through interaction with environments. This method begins with a human-robot collaboration framework for reliable failure correction and interaction trajectory collection through human intervention. However, directly leveraging these interaction trajectories for preference optimization is non-trivial due to the challenges of irreversible robotic actions and token distribution mismatch. To solve this, APO proposes an adaptive reweighting algorithm with binary desirability signals derived from interaction, empowering VLA models effectively suppress failure-prone actions while enhancing corrective action adaptation. Ultimately, APO equips VLA models with the crucial capability to learn from failure, paving the way for their iterative refinement and reliable deployment in dynamic environments. The experiments conducted in simulation and real-world scenarios prove superior generalization and robustness of our human-assisted framework across a variety of manipulation tasks. We believe this work could bring insights for efficient and stable optimization of VLA models through human-robot collaboration. The code and dataset are released at https://github.com/GeWu-Lab/Action-Preference-Optimization

  • 6 authors
·
Jun 8, 2025

DreamX: Video Diffusion Model is a Universal Latent Action Learner

Learning a universal action representation from video requires modeling dynamics that are consistent across different executions of the same action yet invariant to changes in embodiment and appearance. Existing latent action models infer actions from visual transitions, but their representations often entangle the underlying action with irrelevant visual variations, limiting transfer across embodiments. We introduce DreamX, which repurposes a pretrained video diffusion model as a universal latent action learner. Our approach extracts compact latent actions from the video model's rich spatiotemporal features, compressing each latent video frame by 300times (1{,200 rightarrow 4} tokens). In addition, by leveraging the video model's generative prior, these latent actions capture action-relevant dynamics disentangled from visual appearance. The resulting latent space serves as a shared action interface across embodiments (human and robot), environments, and action parameterizations. On LARY-Bench, DreamX achieves state-of-the-art performance among latent action models. Moreover, actions encoded in one setting remain effective in another: the latent space supports any-to-any video transfer and zero-shot action transfer across diverse embodiments and environments. Furthermore, this shared interface also enables policy learning in a compact latent action space, reducing the computational cost of video-diffusion-based policies.

kaist-ai KAIST AI
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Nov 2 2

A Survey on Vision-Language-Action Models: An Action Tokenization Perspective

The remarkable advancements of vision and language foundation models in multimodal understanding, reasoning, and generation has sparked growing efforts to extend such intelligence to the physical world, fueling the flourishing of vision-language-action (VLA) models. Despite seemingly diverse approaches, we observe that current VLA models can be unified under a single framework: vision and language inputs are processed by a series of VLA modules, producing a chain of action tokens that progressively encode more grounded and actionable information, ultimately generating executable actions. We further determine that the primary design choice distinguishing VLA models lies in how action tokens are formulated, which can be categorized into language description, code, affordance, trajectory, goal state, latent representation, raw action, and reasoning. However, there remains a lack of comprehensive understanding regarding action tokens, significantly impeding effective VLA development and obscuring future directions. Therefore, this survey aims to categorize and interpret existing VLA research through the lens of action tokenization, distill the strengths and limitations of each token type, and identify areas for improvement. Through this systematic review and analysis, we offer a synthesized outlook on the broader evolution of VLA models, highlight underexplored yet promising directions, and contribute guidance for future research, hoping to bring the field closer to general-purpose intelligence.

  • 14 authors
·
Jul 2, 2025 1

ActionVOS: Actions as Prompts for Video Object Segmentation

Delving into the realm of egocentric vision, the advancement of referring video object segmentation (RVOS) stands as pivotal in understanding human activities. However, existing RVOS task primarily relies on static attributes such as object names to segment target objects, posing challenges in distinguishing target objects from background objects and in identifying objects undergoing state changes. To address these problems, this work proposes a novel action-aware RVOS setting called ActionVOS, aiming at segmenting only active objects in egocentric videos using human actions as a key language prompt. This is because human actions precisely describe the behavior of humans, thereby helping to identify the objects truly involved in the interaction and to understand possible state changes. We also build a method tailored to work under this specific setting. Specifically, we develop an action-aware labeling module with an efficient action-guided focal loss. Such designs enable ActionVOS model to prioritize active objects with existing readily-available annotations. Experimental results on VISOR dataset reveal that ActionVOS significantly reduces the mis-segmentation of inactive objects, confirming that actions help the ActionVOS model understand objects' involvement. Further evaluations on VOST and VSCOS datasets show that the novel ActionVOS setting enhances segmentation performance when encountering challenging circumstances involving object state changes. We will make our implementation available at https://github.com/ut-vision/ActionVOS.

  • 5 authors
·
Jul 10, 2024

CoV: Chain-of-View Prompting for Spatial Reasoning

Embodied question answering (EQA) in 3D environments often requires collecting context that is distributed across multiple viewpoints and partially occluded. However, most recent vision--language models (VLMs) are constrained to a fixed and finite set of input views, which limits their ability to acquire question-relevant context at inference time and hinders complex spatial reasoning. We propose Chain-of-View (CoV) prompting, a training-free, test-time reasoning framework that transforms a VLM into an active viewpoint reasoner through a coarse-to-fine exploration process. CoV first employs a View Selection agent to filter redundant frames and identify question-aligned anchor views. It then performs fine-grained view adjustment by interleaving iterative reasoning with discrete camera actions, obtaining new observations from the underlying 3D scene representation until sufficient context is gathered or a step budget is reached. We evaluate CoV on OpenEQA across four mainstream VLMs and obtain an average +11.56\% improvement in LLM-Match, with a maximum gain of +13.62\% on Qwen3-VL-Flash. CoV further exhibits test-time scaling: increasing the minimum action budget yields an additional +2.51\% average improvement, peaking at +3.73\% on Gemini-2.5-Flash. On ScanQA and SQA3D, CoV delivers strong performance (e.g., 116 CIDEr / 31.9 EM@1 on ScanQA and 51.1 EM@1 on SQA3D). Overall, these results suggest that question-aligned view selection coupled with open-view search is an effective, model-agnostic strategy for improving spatial reasoning in 3D EQA without additional training.

ziplab ZIP Lab
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Jan 8 3

ARES: Multimodal Adaptive Reasoning via Difficulty-Aware Token-Level Entropy Shaping

Recent advances in multimodal large reasoning models (MLRMs) have substantially improved their ability to solve complex textual and visual tasks. However, these models tend to overthink on simple problems, producing unnecessarily lengthy reasoning traces, while under-exploring on challenging ones, leading to missed solutions. To address this imbalance, we propose ARES, a unified open-source framework for adaptive reasoning that dynamically allocates exploration effort based on task difficulty. Our approach is motivated by two key empirical findings: (i) while single-token entropy is noisy, high window-entropy (HWE) tokens (token-level entropies averaged under a sliding window) can reliably capture reasoning-critical moments; and (ii) reducing HWE usage benefits easy problems, while increasing it is essential for solving hard ones. Building on these insights, ARES introduces a two-stage training pipeline. In the Adaptive Cold-Start stage, we curate multimodal and textual data paired with reasoning traces of length proportional to problem difficulty, equipping the model with initial difficulty awareness. In the second stage, we develop Adaptive Entropy Policy Optimization (AEPO), which uses HWE tokens as exploration triggers to decide when to explore, and a hierarchical entropy reward with dynamic KL control to decide how much to explore. Extensive experiments demonstrate that ARES achieves superior performance and reasoning efficiency across diverse mathematical, logical, and multimodal benchmarks, while closing the gap to leading commercial systems under significantly lower inference costs.

  • 10 authors
·
Oct 9, 2025 2

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

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

  • 2 authors
·
Sep 20, 2023

Learning Where to Look: Observation Policy Optimization for Thinking with Images

Complex visual question answering often requires vision-language models to think with images, i.e., actively acquire local visual evidence by zooming into informative regions of high-resolution images. Our error analysis shows that many failures in this setting originate from incorrect observation actions, where the model fails to localize key regions or obtain crops that contain sufficient evidence for answering. We further observe that bounding-box tokens exhibit substantially higher generation entropy than ordinary language tokens, indicating high uncertainty when the model decides where to look. However, existing reinforcement learning methods based on final-answer rewards provide only trajectory-level feedback, making it difficult to assign precise credit to the observation actions. We propose Observation Policy Optimization (OPO), an RL algorithm for optimizing observation actions in tool-augmented thinking with images. OPO consists of two core modules. First, Uncertainty-Guided Observation Branching (UOB) treats each image zoom-in tool call as an observation event and selectively branches at high-uncertainty, low-redundancy events during rollout, enabling efficient exploration of alternative cropping decisions and their resulting visual evidence. Second, Evidence-Localized Advantage Attribution (ELAA) compares sibling branches using local evidence-sufficiency rewards and assigns credit only to the corresponding observation-action tokens. By decoupling observation-action optimization from trajectory-level outcome supervision, OPO improves visual evidence acquisition and further enhances visual reasoning performance. Experiments show that OPO consistently improves Qwen3-VL models across scales and achieves competitive performance against larger models and tool-augmented baselines. Code is publicly available.

  • 8 authors
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Nov 2

Learning Latent Action World Models In The Wild

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

  • 6 authors
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Jan 8

SAGE: Synchronized Action-Gaze Recognition and Anticipation for Human Behavior Understanding

Human object interaction (HOI), gaze pattern, and their anticipation are intricately linked, providing valuable insights into cognitive processes, intentions, and behavior. However, most existing models handle gaze and actions separately, missing both their interdependence and the advantages of a unified solution. This paper presents a novel unified framework, SAGE (Synchronized Action-GazE), which integrates simultaneous recognition and anticipation of both HOI and human gaze into a single unified end-to-end trainable model. Our approach leverages a transformer-based architecture and incorporates gaze data into spatiotemporal attention mechanisms to simultaneously predict current and future human actions and gaze behavior. We explore this bidirectional relationship between gaze and actions under different scenarios, whether requiring a close-up, detailed view (egocentric) or a wider, more contextual view (exocentric), making our framework versatile for various applications. Additionally, due to lack of datasets for comprehensive analysis of both HOI and gaze in exocentric videos, we establish a new benchmark Exo-Cook to facilitate further research in this domain. Experiments on three benchmark datasets: VidHOI, EGTEA Gaze+, and Exo-Cook show that jointly modeling gaze and actions across current and future frames achieves consistently strong results, often surpassing specialized state-of-the-art models tailored to individual tasks. By unifying actions and attention in a comprehensive way, our work lays the groundwork for more intuitive human-machine interaction.

  • 2 authors
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Jul 3

STATe-of-Thoughts: Structured Action Templates for Tree-of-Thoughts

Inference-Time-Compute (ITC) methods like Best-of-N and Tree-of-Thoughts are meant to produce output candidates that are both high-quality and diverse, but their use of high-temperature sampling often fails to achieve meaningful output diversity. Moreover, existing ITC methods offer limited control over how to perform reasoning, which in turn limits their explainability. We present STATe-of-Thoughts (STATe), an interpretable ITC method that searches over high-level reasoning patterns. STATe replaces stochastic sampling with discrete and interpretable textual interventions: a controller selects actions encoding high-level reasoning choices, a generator produces reasoning steps conditioned on those choices, and an evaluator scores candidates to guide search. This structured approach yields three main advantages. First, action-guided textual interventions produce greater response diversity than temperature-based sampling. Second, in a case study on argument generation, STATe's explicit action sequences capture interpretable features that are highly predictive of output quality. Third, estimating the association between performance and action choices allows us to identify promising yet unexplored regions of the action space and steer generation directly toward them. Together, these results establish STATe as a practical framework for generating high-quality, diverse, and interpretable text. Our framework is available at https://github.com/zbambergerNLP/state-of-thoughts.

  • 6 authors
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Feb 15 3