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Oct 22

FindingDory: A Benchmark to Evaluate Memory in Embodied Agents

Large vision-language models have recently demonstrated impressive performance in planning and control tasks, driving interest in their application to real-world robotics. However, deploying these models for reasoning in embodied contexts is limited by their ability to incorporate long-term experience collected across multiple days and represented by vast collections of images. Current VLMs typically struggle to process more than a few hundred images concurrently, highlighting the need for more efficient mechanisms to handle long-term memory in embodied settings. To effectively evaluate these models for long-horizon control, a benchmark must specifically target scenarios where memory is crucial for success. Existing long-video QA benchmarks overlook embodied challenges like object manipulation and navigation, which demand low-level skills and fine-grained reasoning over past interactions. Moreover, effective memory integration in embodied agents involves both recalling relevant historical information and executing actions based on that information, making it essential to study these aspects together rather than in isolation. In this work, we introduce a new benchmark for long-range embodied tasks in the Habitat simulator. This benchmark evaluates memory-based capabilities across 60 tasks requiring sustained engagement and contextual awareness in an environment. The tasks can also be procedurally extended to longer and more challenging versions, enabling scalable evaluation of memory and reasoning. We also present baselines that integrate state-of-the-art VLMs with low level navigation policies, assessing their performance on these memory-intensive tasks and highlight areas for improvement.

  • 5 authors
·
Jun 18, 2025

IndoorUAV: Benchmarking Vision-Language UAV Navigation in Continuous Indoor Environments

Vision-Language Navigation (VLN) enables agents to navigate in complex environments by following natural language instructions grounded in visual observations. Although most existing work has focused on ground-based robots or outdoor Unmanned Aerial Vehicles (UAVs), indoor UAV-based VLN remains underexplored, despite its relevance to real-world applications such as inspection, delivery, and search-and-rescue in confined spaces. To bridge this gap, we introduce IndoorUAV, a novel benchmark and method specifically tailored for VLN with indoor UAVs. We begin by curating over 1,000 diverse and structurally rich 3D indoor scenes from the Habitat simulator. Within these environments, we simulate realistic UAV flight dynamics to collect diverse 3D navigation trajectories manually, further enriched through data augmentation techniques. Furthermore, we design an automated annotation pipeline to generate natural language instructions of varying granularity for each trajectory. This process yields over 16,000 high-quality trajectories, comprising the IndoorUAV-VLN subset, which focuses on long-horizon VLN. To support short-horizon planning, we segment long trajectories into sub-trajectories by selecting semantically salient keyframes and regenerating concise instructions, forming the IndoorUAV-VLA subset. Finally, we introduce IndoorUAV-Agent, a novel navigation model designed for our benchmark, leveraging task decomposition and multimodal reasoning. We hope IndoorUAV serves as a valuable resource to advance research on vision-language embodied AI in the indoor aerial navigation domain.

  • 5 authors
·
Dec 21, 2025

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

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

  • 5 authors
·
Dec 5, 2023

Habitat-GS: A High-Fidelity Navigation Simulator with Dynamic Gaussian Splatting

Training embodied AI agents depends critically on the visual fidelity of simulation environments and the ability to model dynamic humans. Current simulators rely on mesh-based rasterization with limited visual realism, and their support for dynamic human avatars, where available, is constrained to mesh representations, hindering agent generalization to human-populated real-world scenarios. We present Habitat-GS, a navigation-centric embodied AI simulator extended from Habitat-Sim that integrates 3D Gaussian Splatting scene rendering and drivable gaussian avatars while maintaining full compatibility with the Habitat ecosystem. Our system implements a 3DGS renderer for real-time photorealistic rendering and supports scalable 3DGS asset import from diverse sources. For dynamic human modeling, we introduce a gaussian avatar module that enables each avatar to simultaneously serve as a photorealistic visual entity and an effective navigation obstacle, allowing agents to learn human-aware behaviors in realistic settings. Experiments on point-goal navigation demonstrate that agents trained on 3DGS scenes achieve stronger cross-domain generalization, with mixed-domain training being the most effective strategy. Evaluations on avatar-aware navigation further confirm that gaussian avatars enable effective human-aware navigation. Finally, performance benchmarks validate the system's scalability across varying scene complexity and avatar counts.

  • 12 authors
·
Apr 13 2

Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots

We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.

  • 23 authors
·
Oct 19, 2023 3

Habitat: A Platform for Embodied AI Research

We present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast -- when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-to-end development of embodied AI algorithms -- defining tasks (e.g., navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or 'merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works and find evidence for the opposite conclusion -- that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} x {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI.

  • 12 authors
·
Nov 24, 2019

Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI

We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.

  • 13 authors
·
Sep 16, 2021 1

HIVEX: A High-Impact Environment Suite for Multi-Agent Research (extended version)

Games have been vital test beds for the rapid development of Agent-based research. Remarkable progress has been achieved in the past, but it is unclear if the findings equip for real-world problems. While pressure grows, some of the most critical ecological challenges can find mitigation and prevention solutions through technology and its applications. Most real-world domains include multi-agent scenarios and require machine-machine and human-machine collaboration. Open-source environments have not advanced and are often toy scenarios, too abstract or not suitable for multi-agent research. By mimicking real-world problems and increasing the complexity of environments, we hope to advance state-of-the-art multi-agent research and inspire researchers to work on immediate real-world problems. Here, we present HIVEX, an environment suite to benchmark multi-agent research focusing on ecological challenges. HIVEX includes the following environments: Wind Farm Control, Wildfire Resource Management, Drone-Based Reforestation, Ocean Plastic Collection, and Aerial Wildfire Suppression. We provide environments, training examples, and baselines for the main and sub-tasks. All trained models resulting from the experiments of this work are hosted on Hugging Face. We also provide a leaderboard on Hugging Face and encourage the community to submit models trained on our environment suite.

  • 1 authors
·
Jan 7, 2025

Habitat Classification from Ground-Level Imagery Using Deep Neural Networks

Habitat assessment at local scales -- critical for enhancing biodiversity and guiding conservation priorities -- often relies on expert field survey that can be costly, motivating the exploration of AI-driven tools to automate and refine this process. While most AI-driven habitat mapping depends on remote sensing, it is often constrained by sensor availability, weather, and coarse resolution. In contrast, ground-level imagery captures essential structural and compositional cues invisible from above and remains underexplored for robust, fine-grained habitat classification. This study addresses this gap by applying state-of-the-art deep neural network architectures to ground-level habitat imagery. Leveraging data from the UK Countryside Survey covering 18 broad habitat types, we evaluate two families of models -- convolutional neural networks (CNNs) and vision transformers (ViTs) -- under both supervised and supervised contrastive learning paradigms. Our results demonstrate that ViTs consistently outperform state-of-the-art CNN baselines on key classification metrics (Top-3 accuracy = 91\%, MCC = 0.66) and offer more interpretable scene understanding tailored to ground-level images. Moreover, supervised contrastive learning significantly reduces misclassification rates among visually similar habitats (e.g., Improved vs. Neutral Grassland), driven by a more discriminative embedding space. Finally, our best model performs on par with experienced ecological experts in habitat classification from images, underscoring the promise of expert-level automated assessment. By integrating advanced AI with ecological expertise, this research establishes a scalable, cost-effective framework for ground-level habitat monitoring to accelerate biodiversity conservation and inform land-use decisions at the national scale.

  • 9 authors
·
Jul 5, 2025

SimWorld Studio: Automatic Environment Generation with Evolving Coding Agent for Embodied Agent Learning

LLM/VLM-based digital agents have advanced rapidly thanks to scalable sandboxes for coding, web navigation, and computer use, which provide rich interactive training grounds. In contrast, embodied agents still lack abundant, diverse, and automatically generated 3D environments for interactive learning. Existing embodied simulators rely on manually crafted scenes or procedural templates, while recent LLM-based 3D generation systems mainly produce static scenes rather than deployable environments with verifiable tasks and standard learning interfaces. We introduce SimWorld Studio, an open-source platform built on Unreal Engine 5 for generating evolving embodied learning environments. At its core is SimCoder, a tool/skill-augmented coding agent that writes and executes engine-level code to construct physically grounded 3D worlds from language/image instructions. SimCoder self-evolves by using verifier feedback (e.g., compilation errors, physics checks, VLM critiques) to revise environments and autonomously add reusable tools and skills to its library. Generated worlds are exported as Gym-style environments for embodied agent learning. SimWorld Studio further enables co-evolution between environment generation and embodied learning: agent performance feedback guides SimCoder to generate adaptive curricula near the learner's capability frontier, so that environments become increasingly challenging as the embodied agent improves. Three case studies on embodied navigation show that self-evolution improves generation reliability, generated environments substantially improve embodied agent performance that generalizes to unseen benchmarks, and co-evolution yields an 18-point success-rate gain over fixed-environment learning and a 40-point gain over an untrained agent.

  • 8 authors
·
May 9 1

A Method for Identifying Farmland System Habitat Types Based on the Dynamic-Weighted Feature Fusion Network Model

Addressing the current lack of a standardized habitat classification system for cultivated land ecosystems, incomplete coverage of habitat types, and the inability of existing models to effectively integrate semantic and texture features-resulting in insufficient segmentation accuracy and blurred boundaries for multi-scale habitats (e.g., large-scale field plots and micro-habitats)-this study developed a comprehensively annotated ultra-high-resolution remote sensing image dataset encompassing 15 categories of cultivated land system habitats. Furthermore, we propose a Dynamic-Weighted Feature Fusion Network (DWFF-Net). The encoder of this model utilizes a frozen-parameter DINOv3 to extract foundational features. By analyzing the relationships between different category images and feature maps, we introduce a data-level adaptive dynamic weighting strategy for feature fusion. The decoder incorporates a dynamic weight computation network to achieve thorough integration of multi-layer features, and a hybrid loss function is adopted to optimize model training. Experimental results on the constructed dataset demonstrate that the proposed model achieves a mean Intersection over Union (mIoU) of 0.6979 and an F1-score of 0.8049, outperforming the baseline network by 0.021 and 0.0161, respectively. Ablation studies further confirm the complementary nature of multi-layer feature fusion, which effectively improves the IoU for micro-habitat categories such as field ridges. This study establishes a habitat identification framework for cultivated land systems based on adaptive multi-layer feature fusion, enabling sub-meter precision habitat mapping at a low cost and providing robust technical support for fine-grained habitat monitoring in cultivated landscapes.

  • 5 authors
·
Nov 10, 2025

Droneulator: A Portable UAV Simulator for Agricultural Workflows with RotorPy and Godot 4

Agricultural UAV research requires simulators that integrate realistic 3D scenes, high-fidelity vehicle dynamics, and robotics middleware, while remaining practical to deploy across heterogeneous development machines. We present Droneulator, a portable UAV simulator architecture that combines RotorPy for multirotor dynamics with Godot 4 for rendering and sensor generation. Droneulator exposes both PX4-based control and a lightweight WebSocket command path, and publishes synchronised visual and state streams through a Zenoh-based ROS~2-compatible pipeline. This integration enables a single stack to support inspection-oriented data capture, ROS~2/PX4 local planning, and reinforcement learning experiments without modifying the simulator infrastructure. We present quantified validation of the current system across three agricultural UAV workflows: tree-scale image collection for 3D reconstruction with COLMAP, local planning around canopy obstacles using EGO-Planner, and closed-loop reinforcement learning through a custom Gymnasium environment. In the reported setup, the results show that the simulator can sustain low-latency sensing, support reconstruction-oriented data collection under varying capture density, execute collision-free local planning around canopy obstacles, and support stable depth-sensing-based policy training for obstacle-aware navigation. Together, these results show the potential of Droneulator for agricultural UAV inspection, planning, and learning within one deployable stack.

  • 4 authors
·
May 21

FlightForge: Advancing UAV Research with Procedural Generation of High-Fidelity Simulation and Integrated Autonomy

Robotic simulators play a crucial role in the development and testing of autonomous systems, particularly in the realm of Uncrewed Aerial Vehicles (UAV). However, existing simulators often lack high-level autonomy, hindering their immediate applicability to complex tasks such as autonomous navigation in unknown environments. This limitation stems from the challenge of integrating realistic physics, photorealistic rendering, and diverse sensor modalities into a single simulation environment. At the same time, the existing photorealistic UAV simulators use mostly hand-crafted environments with limited environment sizes, which prevents the testing of long-range missions. This restricts the usage of existing simulators to only low-level tasks such as control and collision avoidance. To this end, we propose the novel FlightForge UAV open-source simulator. FlightForge offers advanced rendering capabilities, diverse control modalities, and, foremost, procedural generation of environments. Moreover, the simulator is already integrated with a fully autonomous UAV system capable of long-range flights in cluttered unknown environments. The key innovation lies in novel procedural environment generation and seamless integration of high-level autonomy into the simulation environment. Experimental results demonstrate superior sensor rendering capability compared to existing simulators, and also the ability of autonomous navigation in almost infinite environments.

  • 7 authors
·
Feb 7, 2025

Galactic: Scaling End-to-End Reinforcement Learning for Rearrangement at 100k Steps-Per-Second

We present Galactic, a large-scale simulation and reinforcement-learning (RL) framework for robotic mobile manipulation in indoor environments. Specifically, a Fetch robot (equipped with a mobile base, 7DoF arm, RGBD camera, egomotion, and onboard sensing) is spawned in a home environment and asked to rearrange objects - by navigating to an object, picking it up, navigating to a target location, and then placing the object at the target location. Galactic is fast. In terms of simulation speed (rendering + physics), Galactic achieves over 421,000 steps-per-second (SPS) on an 8-GPU node, which is 54x faster than Habitat 2.0 (7699 SPS). More importantly, Galactic was designed to optimize the entire rendering + physics + RL interplay since any bottleneck in the interplay slows down training. In terms of simulation+RL speed (rendering + physics + inference + learning), Galactic achieves over 108,000 SPS, which 88x faster than Habitat 2.0 (1243 SPS). These massive speed-ups not only drastically cut the wall-clock training time of existing experiments, but also unlock an unprecedented scale of new experiments. First, Galactic can train a mobile pick skill to >80% accuracy in under 16 minutes, a 100x speedup compared to the over 24 hours it takes to train the same skill in Habitat 2.0. Second, we use Galactic to perform the largest-scale experiment to date for rearrangement using 5B steps of experience in 46 hours, which is equivalent to 20 years of robot experience. This scaling results in a single neural network composed of task-agnostic components achieving 85% success in GeometricGoal rearrangement, compared to 0% success reported in Habitat 2.0 for the same approach. The code is available at github.com/facebookresearch/galactic.

  • 7 authors
·
Jun 13, 2023

Masked Diffusion Language Models are Strong and Steerable Text-Based World Models for Agentic RL

Recent growth in reinforcement learning (RL) has surfaced a need for diverse, specialized training environments. Hand-curated environments with fixed task and reward difficulties become ineffective signals as model performance improves, and sparse rewards over long horizons induce mode collapse on specific workflows or tool structures. World models that simulate environment states have matched pure rollout performance, making them promising for scaling diversity on-demand. However, autoregressive (AR) world models suffer from a left-to-right bias preventing conditioning on globally interdependent state anchors such as tool schemas, prior turns, and expected outcomes. We (i) formalize text-based world modeling as a steerable transition-dynamics problem decomposed into initial state, task context, tool schemas, domain rules, and steering directives, and (ii) curate 239,403 grounded state-action trajectories spanning nine open-source environments and twelve frontier model families. We compare AR LMs and masked diffusion language models (MDLMs), showing MDLMs, via bidirectional anchor-aware denoising, achieve better coherence, groundedness, and empirically validated rollout diversity than LLMs over 4x their parameter size, at comparable inference latency. We introduce a plug-and-play GRPO training framework with deterministic state checks, and perform zero-shot transfer ablations on three OOD environments (ScienceWorld, ALFWorld, AppWorld) across three 1.2B-7B agent backbones (LFM2.5, Qwen3, Mistral), achieving up to 47% absolute gains over baselines without environment-specific fine-tuning. We further conduct behavioral analysis of failure modes under adversarial scenarios and human evaluation on realism, outcome correctness, and training utility. We open-source our work to encourage research in this direction.

PatronusAI Patronus AI
·
May 6 2

PolaRiS: Scalable Real-to-Sim Evaluations for Generalist Robot Policies

A significant challenge for robot learning research is our ability to accurately measure and compare the performance of robot policies. Benchmarking in robotics is historically challenging due to the stochasticity, reproducibility, and time-consuming nature of real-world rollouts. This challenge is exacerbated for recent generalist policies, which has to be evaluated across a wide variety of scenes and tasks. Evaluation in simulation offers a scalable complement to real world evaluations, but the visual and physical domain gap between existing simulation benchmarks and the real world has made them an unreliable signal for policy improvement. Furthermore, building realistic and diverse simulated environments has traditionally required significant human effort and expertise. To bridge the gap, we introduce Policy Evaluation and Environment Reconstruction in Simulation (PolaRiS), a scalable real-to-sim framework for high-fidelity simulated robot evaluation. PolaRiS utilizes neural reconstruction methods to turn short video scans of real-world scenes into interactive simulation environments. Additionally, we develop a simple simulation data co-training recipe that bridges remaining real-to-sim gaps and enables zero-shot evaluation in unseen simulation environments. Through extensive paired evaluations between simulation and the real world, we demonstrate that PolaRiS evaluations provide a much stronger correlation to real world generalist policy performance than existing simulated benchmarks. Its simplicity also enables rapid creation of diverse simulated environments. As such, this work takes a step towards distributed and democratized evaluation for the next generation of robotic foundation models.

  • 14 authors
·
Dec 18, 2025

RecreationWorld: Scalable and Verifiable Environments for Hybrid Computer-Use Agents

Computer-use agents (CUAs) have advanced along two separate lines: graphical interaction and software development through code and the command line. Real digital work requires both, interleaved rather than stacked end to end. We study hybrid CUAs that autonomously decide when to explore an interface, implement software, and run and visually verify their artifacts. We introduce RecreationWorld, a five-platform framework built around recreation: given a running reference, an agent must discover its behavior and build a faithful implementation with no prescribed workflow. RecreationWorld provides reproducible environments on Ubuntu, macOS, Windows, Android, and Web, plus a unified harness with native GUI control and coding tools. The running reference serves as an oracle for hidden behavioral tests, providing execution-grounded rewards. We scale trajectory generation with high-quality open-source applications. Models trained on these trajectories improve across five out-of-distribution coding and hybrid computer-use benchmarks and more frequently verify their rendered outputs, providing evidence of transfer beyond recreation. For held-out evaluation, we introduce RecreationBench, comprising 250 diverse tasks across domains and platforms. Reference-grounded programmatic and visual assertions cover action-conditioned outcomes at multiple interaction depths; each is validated on the reference and by human reviewers before the suite is frozen for automatic scoring. GPT-6 Astra leads at 58.1% overall, but passes all programmatic tests on just 2.8% of tasks. Agents reproduce static interface structure more reliably than interactions and computed outputs, while generated applications remain smaller and more monolithic than their references. We release the benchmark, environments, and test suites.

Qwen Qwen
·
Sep 17 3

EMOS: Embodiment-aware Heterogeneous Multi-robot Operating System with LLM Agents

Heterogeneous multi-robot systems (HMRS) have emerged as a powerful approach for tackling complex tasks that single robots cannot manage alone. Current large-language-model-based multi-agent systems (LLM-based MAS) have shown success in areas like software development and operating systems, but applying these systems to robot control presents unique challenges. In particular, the capabilities of each agent in a multi-robot system are inherently tied to the physical composition of the robots, rather than predefined roles. To address this issue, we introduce a novel multi-agent framework designed to enable effective collaboration among heterogeneous robots with varying embodiments and capabilities, along with a new benchmark named Habitat-MAS. One of our key designs is Robot Resume: Instead of adopting human-designed role play, we propose a self-prompted approach, where agents comprehend robot URDF files and call robot kinematics tools to generate descriptions of their physics capabilities to guide their behavior in task planning and action execution. The Habitat-MAS benchmark is designed to assess how a multi-agent framework handles tasks that require embodiment-aware reasoning, which includes 1) manipulation, 2) perception, 3) navigation, and 4) comprehensive multi-floor object rearrangement. The experimental results indicate that the robot's resume and the hierarchical design of our multi-agent system are essential for the effective operation of the heterogeneous multi-robot system within this intricate problem context.

  • 10 authors
·
Feb 16, 2025

GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning

Embodied AI research is undergoing a shift toward vision-centric perceptual paradigms. While massively parallel simulators have catalyzed breakthroughs in proprioception-based locomotion, their potential remains largely untapped for vision-informed tasks due to the prohibitive computational overhead of large-scale photorealistic rendering. Furthermore, the creation of simulation-ready 3D assets heavily relies on labor-intensive manual modeling, while the significant sim-to-real physical gap hinders the transfer of contact-rich manipulation policies. To address these bottlenecks, we propose GS-Playground, a multi-modal simulation framework designed to accelerate end-to-end perceptual learning. We develop a novel high-performance parallel physics engine, specifically designed to integrate with a batch 3D Gaussian Splatting (3DGS) rendering pipeline to ensure high-fidelity synchronization. Our system achieves a breakthrough throughput of 10^4 FPS at 640x480 resolution, significantly lowering the barrier for large-scale visual RL. Additionally, we introduce an automated Real2Sim workflow that reconstructs photorealistic, physically consistent, and memory-efficient environments, streamlining the generation of complex simulation-ready scenes. Extensive experiments on locomotion, navigation, and manipulation demonstrate that GS-Playground effectively bridges the perceptual and physical gaps across diverse embodied tasks. Project homepage: https://gsplayground.github.io.

  • 42 authors
·
Apr 27

Generative Zoo

The model-based estimation of 3D animal pose and shape from images enables computational modeling of animal behavior. Training models for this purpose requires large amounts of labeled image data with precise pose and shape annotations. However, capturing such data requires the use of multi-view or marker-based motion-capture systems, which are impractical to adapt to wild animals in situ and impossible to scale across a comprehensive set of animal species. Some have attempted to address the challenge of procuring training data by pseudo-labeling individual real-world images through manual 2D annotation, followed by 3D-parameter optimization to those labels. While this approach may produce silhouette-aligned samples, the obtained pose and shape parameters are often implausible due to the ill-posed nature of the monocular fitting problem. Sidestepping real-world ambiguity, others have designed complex synthetic-data-generation pipelines leveraging video-game engines and collections of artist-designed 3D assets. Such engines yield perfect ground-truth annotations but are often lacking in visual realism and require considerable manual effort to adapt to new species or environments. Motivated by these shortcomings, we propose an alternative approach to synthetic-data generation: rendering with a conditional image-generation model. We introduce a pipeline that samples a diverse set of poses and shapes for a variety of mammalian quadrupeds and generates realistic images with corresponding ground-truth pose and shape parameters. To demonstrate the scalability of our approach, we introduce GenZoo, a synthetic dataset containing one million images of distinct subjects. We train a 3D pose and shape regressor on GenZoo, which achieves state-of-the-art performance on a real-world animal pose and shape estimation benchmark, despite being trained solely on synthetic data. https://genzoo.is.tue.mpg.de

  • 7 authors
·
Dec 10, 2024

EvoWorld: Evolving Panoramic World Generation with Explicit 3D Memory

Humans possess a remarkable ability to mentally explore and replay 3D environments they have previously experienced. Inspired by this mental process, we present EvoWorld: a world model that bridges panoramic video generation with evolving 3D memory to enable spatially consistent long-horizon exploration. Given a single panoramic image as input, EvoWorld first generates future video frames by leveraging a video generator with fine-grained view control, then evolves the scene's 3D reconstruction using a feedforward plug-and-play transformer, and finally synthesizes futures by conditioning on geometric reprojections from this evolving explicit 3D memory. Unlike prior state-of-the-arts that synthesize videos only, our key insight lies in exploiting this evolving 3D reconstruction as explicit spatial guidance for the video generation process, projecting the reconstructed geometry onto target viewpoints to provide rich spatial cues that significantly enhance both visual realism and geometric consistency. To evaluate long-range exploration capabilities, we introduce the first comprehensive benchmark spanning synthetic outdoor environments, Habitat indoor scenes, and challenging real-world scenarios, with particular emphasis on loop-closure detection and spatial coherence over extended trajectories. Extensive experiments demonstrate that our evolving 3D memory substantially improves visual fidelity and maintains spatial scene coherence compared to existing approaches, representing a significant advance toward long-horizon spatially consistent world modeling.

  • 11 authors
·
Oct 1, 2025

Verifiable Hidden Dynamics Play: Generating Agentic RL Environments from Solved Mechanisms

Language-model agents increasingly face long-horizon tasks with evolving state, interdependent decisions, and delayed outcomes. Scaling their training requires diverse agentic environments, dependable outcome signals, and low extension cost. Existing generation pipelines commonly construct an environment before defining its outcome rule or annotating its trajectories, leaving dynamics and evaluation to be aligned post hoc. VHD-Play reverses this dependency by sampling and solving a mathematical model before a corpus-grounded setter renders its decision process as stateful tools. The executable dynamics and trajectory-scoring reference are inherited from the same solved model. The pipeline produces 3,300 diverse agentic environments at a cost of a few cents each. Training Qwen3.6-35B-A3B on three families raises its mean agentic score from 0.204 to 0.815 in a five-family diagnostic. Gains also appear on held-out instances from all three training families and eight unseen mechanism families, then extend beyond the generated substrate to external benchmarks for general function calling, travel planning, and 365-day e-commerce. On E-Commerce Bench, the trained checkpoint completes every run without bankruptcy and exceeds Qwen3.7-Max. We compare written-out problems with stateful versions that reveal or hide their parameters. The comparison shows that most of the learnable gap lies in stateful interaction rather than underlying problem solving. A frozen 35B setter realizes larger environments, and scale-matched training retains gains as mechanism size and horizon grow, indicating the potential for an evolving training substrate.

Qwen Qwen
·
Sep 22 1

LychSim: A Controllable and Interactive Simulation Framework for Vision Research

While self-supervised pretraining has reduced vision systems' reliance on synthetic data, simulation remains an indispensable tool for closed-loop optimization and rigorous out-of-distribution (OOD) evaluation. However, modern simulation platforms often present steep technical barriers, requiring extensive expertise in computer graphics and game development. In this work, we present LychSim, a highly controllable and interactive simulation framework built upon Unreal Engine 5 to bridge this gap. LychSim is built around three key designs: (1) a streamlined Python API that abstracts away underlying engine complexities; (2) a procedural data pipeline capable of generating diverse, high-fidelity environments with varying out-of-distribution (OOD) visual challenges, paired with rich 2D and 3D ground truths; and (3) a native integration of the Model Context Protocol (MCP) that transforms the simulator into a dynamic, closed-loop playground for reasoning agentic LLMs. We further annotate scene-level procedural rules and object-level pose alignments to enable semantically aligned 3D ground truths and automated scene modification. We demonstrate LychSim's capability across multiple downstream applications, including serving as a synthetic data engine, powering reinforcement learning-based adversarial examiners, and facilitating interactive, language-driven scene layout generation. To benefit the broader vision community, LychSim will be made publicly available, including full source code and various data annotations.

One Life to Learn: Inferring Symbolic World Models for Stochastic Environments from Unguided Exploration

Symbolic world modeling requires inferring and representing an environment's transitional dynamics as an executable program. Prior work has focused on largely deterministic environments with abundant interaction data, simple mechanics, and human guidance. We address a more realistic and challenging setting, learning in a complex, stochastic environment where the agent has only "one life" to explore a hostile environment without human guidance. We introduce OneLife, a framework that models world dynamics through conditionally-activated programmatic laws within a probabilistic programming framework. Each law operates through a precondition-effect structure, activating in relevant world states. This creates a dynamic computation graph that routes inference and optimization only through relevant laws, avoiding scaling challenges when all laws contribute to predictions about a complex, hierarchical state, and enabling the learning of stochastic dynamics even with sparse rule activation. To evaluate our approach under these demanding constraints, we introduce a new evaluation protocol that measures (a) state ranking, the ability to distinguish plausible future states from implausible ones, and (b) state fidelity, the ability to generate future states that closely resemble reality. We develop and evaluate our framework on Crafter-OO, our reimplementation of the Crafter environment that exposes a structured, object-oriented symbolic state and a pure transition function that operates on that state alone. OneLife can successfully learn key environment dynamics from minimal, unguided interaction, outperforming a strong baseline on 16 out of 23 scenarios tested. We also test OneLife's planning ability, with simulated rollouts successfully identifying superior strategies. Our work establishes a foundation for autonomously constructing programmatic world models of unknown, complex environments.

  • 5 authors
·
Oct 13, 2025 2

Echoverse: Deep, Evolving Environments for Training Computer-Use Agents at Scale

Computer-use agents learn from what their actions change, so training one needs applications it can act on, break and reset. The applications that matter most are login-gated and stateful, so synthetic environments stand in for them. Recent pipelines generate such environments in bulk, which moves the bottleneck from how many exist to what is inside each one. The returns, we find, come from three properties: how much behavioural depth an environment carries, whether it targets the interaction an agent actually fails, and whether it improves alongside the model. We present Echoverse, which compiles specifications into stateful applications whose tasks are graded against the application's own database, and a co-evolution loop that reads every graded rollout twice: as repairs to the environment, its tasks and its verifier, and as training signal for the model. Trained on twelve such environments, a 9B model improves from 36.5% to 67.1% across fourteen evaluation splits, within fourteen points of the much larger frontier model that taught it. We examine each property in turn. On the same domains, shallow environments push live-site accuracy below the base model (80.0 to 75.0) while deep ones raise it (80.0 to 85.0 and 48.0 to 65.0); drilling one interface control across many renderings transfers to held-out widget families and to the open web; and repairing a single environment lifts the model trained on it from 16.2% to 38.5%. The same worlds serve as reinforcement-learning environments, where a reward combining the grounded verifier with a dense per-step judge raises held-out score from 58.8% to 68.0%. We release four environments as a benchmark, with their applications, seed data and grounded graders. Code: https://aka.ms/echoverse

ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies

Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.

  • 9 authors
·
Jun 17, 2025 2

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

  • 18 authors
·
Jul 27, 2021

Agentic World Modeling: Foundations, Capabilities, Laws, and Beyond

As AI systems move from generating text to accomplishing goals through sustained interaction, the ability to model environment dynamics becomes a central bottleneck. Agents that manipulate objects, navigate software, coordinate with others, or design experiments require predictive environment models, yet the term world model carries different meanings across research communities. We introduce a "levels x laws" taxonomy organized along two axes. The first defines three capability levels: L1 Predictor, which learns one-step local transition operators; L2 Simulator, which composes them into multi-step, action-conditioned rollouts that respect domain laws; and L3 Evolver, which autonomously revises its own model when predictions fail against new evidence. The second identifies four governing-law regimes: physical, digital, social, and scientific. These regimes determine what constraints a world model must satisfy and where it is most likely to fail. Using this framework, we synthesize over 400 works and summarize more than 100 representative systems spanning model-based reinforcement learning, video generation, web and GUI agents, multi-agent social simulation, and AI-driven scientific discovery. We analyze methods, failure modes, and evaluation practices across level-regime pairs, propose decision-centric evaluation principles and a minimal reproducible evaluation package, and outline architectural guidance, open problems, and governance challenges. The resulting roadmap connects previously isolated communities and charts a path from passive next-step prediction toward world models that can simulate, and ultimately reshape, the environments in which agents operate.

  • 42 authors
·
Apr 23 5

StyledStreets: Multi-style Street Simulator with Spatial and Temporal Consistency

Urban scene reconstruction requires modeling both static infrastructure and dynamic elements while supporting diverse environmental conditions. We present StyledStreets, a multi-style street simulator that achieves instruction-driven scene editing with guaranteed spatial and temporal consistency. Building on a state-of-the-art Gaussian Splatting framework for street scenarios enhanced by our proposed pose optimization and multi-view training, our method enables photorealistic style transfers across seasons, weather conditions, and camera setups through three key innovations: First, a hybrid embedding scheme disentangles persistent scene geometry from transient style attributes, allowing realistic environmental edits while preserving structural integrity. Second, uncertainty-aware rendering mitigates supervision noise from diffusion priors, enabling robust training across extreme style variations. Third, a unified parametric model prevents geometric drift through regularized updates, maintaining multi-view consistency across seven vehicle-mounted cameras. Our framework preserves the original scene's motion patterns and geometric relationships. Qualitative results demonstrate plausible transitions between diverse conditions (snow, sandstorm, night), while quantitative evaluations show state-of-the-art geometric accuracy under style transfers. The approach establishes new capabilities for urban simulation, with applications in autonomous vehicle testing and augmented reality systems requiring reliable environmental consistency. Codes will be publicly available upon publication.

  • 7 authors
·
Mar 26, 2025

AgentGarten: Code Worlds for Evolving Agents

Interactive virtual worlds allow agents to learn through exploration and interaction. What agents can learn is bounded by the environments they practice in, which must be faithful, with consistent state, rules, and dynamics, and realistic, with observations that follow the real-world visual distributions. Achieving both across diverse worlds remains a bottleneck. We introduce AgentGarten, a framework that couples simulators and game engines with a shared neural renderer to build real-time interactive environments. Its simulation backends maintain persistent world state and execute program-defined interaction rules, while the renderer generates visual observations from structured conditions exported through a common interface. To build the neural renderer, we adapt a pretrained video model to geometry conditions, distill it with our proposed Adversarial Forcing, and optimize inference for real-time interaction. Adversarial Forcing makes history prefilling differentiable through exact replay, so that losses on later predictions update how the renderer encodes prior observations, and adds real-data adversarial supervision to improve its visual quality. In AgentGarten, agents perceive the world through visual observations, interact with it in real time, and improve by distilling each round of experience into playbooks that subsequent agents inherit and refine. Our empirical study demonstrates a substantial gain in learning efficiency, with agents learning from just 4 rounds compared with millions for a conventional reinforcement learning counterpart. As new worlds can be written as code and rendered through the same interface, environments can scale in both number and difficulty alongside their agents, a step toward agents that keep evolving through interactive experience.

MirroS-Lab MirroS
·
Oct 7 4

GASE: Gaussian Splatting-Based Automated System for Reconstructing Embodied-Simulation Environments

Training embodied agents in the real world requires skilled operators and expensive hardware. Simulation environments offer a compelling alternative by enabling large-scale, cost-effective data augmentation. Consequently, rapidly constructing high-fidelity simulation scenes with a minimal sim-to-real gap has become a critical objective in robot learning. While reconstruction-based methods provide superior visual quality, current workflows are hindered by inefficient data acquisition and subpar foreground object extraction. We thus propose GASE, a highly automated system for simulation scene construction. GASE leverages multi-view video streams from panoramic camera arrays to enable rapid environment scanning. To ensure high-quality asset generation, our pipeline introduces a camera-pose-based strategy that robustly extracts objects across frames in the 2D domain, followed by high-fidelity scene inpainting. Foreground objects and the static background are then reconstructed independently and seamlessly imported into physics simulators for policy training. Extensive experiments demonstrate that GASE outperforms existing 3D Gaussian-based methods in segmentation accuracy by over 10\% while achieving state-of-the-art inpainting quality. Furthermore, real-robot deployments across manipulation and navigation tasks maintains a performance gap of less than 10\% compared to policies trained purely on real-world data. These results confirm that GASE provides an efficient and highly effective solution for bridging the sim-to-real gap. Code will be released.

  • 11 authors
·
Jun 15

BioAnalyst: A Foundation Model for Biodiversity

The accelerating loss of biodiversity presents critical challenges for ecological research and conservation strategies. The preservation of biodiversity is paramount for maintaining ecological balance and ensuring the sustainability of ecosystems. However, biodiversity faces numerous threats, including habitat loss, climate change, and the proliferation of invasive species. Addressing these and other ecology-related challenges, both at local and global scales, requires comprehensive monitoring, predictive and conservation planning capabilities. Artificial Intelligence (AI) Foundation Models (FMs) have gained significant momentum in numerous scientific domains by leveraging vast datasets to learn general-purpose representations adaptable to various downstream tasks. This paradigm holds immense promise for biodiversity conservation. In response, we introduce BioAnalyst, the first Foundation Model tailored for biodiversity analysis and conservation planning. BioAnalyst employs a transformer-based architecture, pre-trained on extensive multi-modal datasets encompassing species occurrence records, remote sensing indicators, climate and environmental variables. BioAnalyst is designed for adaptability, allowing for fine-tuning of a range of downstream tasks, such as species distribution modelling, habitat suitability assessments, invasive species detection, and population trend forecasting. We evaluate the model's performance on two downstream use cases, demonstrating its generalisability compared to existing methods, particularly in data-scarce scenarios for two distinct use-cases, establishing a new accuracy baseline for ecological forecasting. By openly releasing BioAnalyst and its fine-tuning workflows to the scientific community, we aim to foster collaborative efforts in biodiversity modelling and advance AI-driven solutions to pressing ecological challenges.

  • 7 authors
·
Jul 11, 2025

SimuWoB: Simulating Real-World Mobile Apps for Fast and Faithful GUI Agent Benchmarking

Mobile GUI agents powered by large language models have progressed rapidly, creating urgent needs for realistic and comprehensive evaluation. Existing benchmarks prioritize reproducibility but are often limited to open-source apps or file-operation tasks for the difficulty of constructing rewards on real applications, leaving a gap between benchmark settings and real-world usage. Moreover, most benchmarks focus on basic grounding and navigation, with limited coverage of complex, long-horizon interactions. To address these limitations, we introduce SimuWoB, a fully synthetic benchmark for mobile GUI agents with 120 challenging tasks spanning diverse types and difficulty levels. We build a robust virtual environment generation framework that synthesizes high-fidelity tasks and environments, and automatically provides valid rewards for each task. Each environment is deployed as a backend-free webpage accessible via URL, enabling efficient and reproducible evaluation. We conduct comprehensive experiments on several state-of-the-art mobile GUI agents. The average success rate is only 27.92%, dropping to 17.82% on long-horizon tasks, which reveals substantial weaknesses in current agents under complex scenarios. Evaluation result comparison with real-world sample tasks demonstrate that agent assessments based on our synthetic environment generalize well. We further provide diagnostic insights across key capability dimensions and discuss implications for future mobile GUI agent development.

SimWorld: An Open-ended Realistic Simulator for Autonomous Agents in Physical and Social Worlds

While LLM/VLM-powered AI agents have advanced rapidly in math, coding, and computer use, their applications in complex physical and social environments remain challenging. Building agents that can survive and thrive in the real world (for example, by autonomously earning income or running a business) requires massive-scale interaction, reasoning, training, and evaluation across diverse embodied scenarios. However, existing world simulators for such development fall short: they often rely on limited hand-crafted environments, simulate simplified game-like physics and social rules, and lack native support for LLM/VLM agents. We introduce SimWorld, a new simulator built on Unreal Engine 5, designed for developing and evaluating LLM/VLM agents in rich, real-world-like settings. SimWorld offers three core capabilities: (1) realistic, open-ended world simulation, including accurate physical and social dynamics and language-driven procedural environment generation; (2) a rich interface for LLM/VLM agents, with multimodal world inputs and open-vocabulary actions at varying levels of abstraction; and (3) diverse and extensible physical and social reasoning scenarios that are easily customizable by users. We demonstrate SimWorld by deploying frontier LLM agents (e.g., GPT-4o, Gemini-2.5-Flash, Claude-3.5, and DeepSeek-Prover-V2) on long-horizon multi-agent delivery tasks involving strategic cooperation and competition. The results reveal distinct reasoning patterns and limitations across models. We open-source SimWorld and hope it becomes a foundational platform for advancing real-world agent intelligence across disciplines: https://simworld.org.

SimWorld-AI SimWorld
·
Nov 30, 2025 3

Gym-Anything: Turn any Software into an Agent Environment

Computer-use agents hold the promise of assisting in a wide range of digital economic activities. However, current research has largely focused on short-horizon tasks over a limited set of software with limited economic value, such as basic e-commerce and OS-configuration tasks. A key reason is that creating environments for complex software requires significant time and human effort, and therefore does not scale. To address this, we introduce Gym-Anything, a framework for converting any software into an interactive computer-use environment. We frame environment creation itself as a multi-agent task: a coding agent writes setup scripts, downloads real-world data, and configures the software, while producing evidence of correct setup. An independent audit agent then verifies evidence for the environment setup against a quality checklist. Using a taxonomy of economically valuable occupations grounded in U.S. GDP data, we apply this pipeline to 200 software applications with broad occupational coverage. The result is CUA-World, a collection of over 10K long-horizon tasks spanning domains from medical science and astronomy to engineering and enterprise systems, each configured with realistic data along with train and test splits. CUA-World also includes CUA-World-Long, a challenging long-horizon benchmark with tasks often requiring over 500 steps, far exceeding existing benchmarks. Distilling successful trajectories from the training split into a 2B vision-language model outperforms models 2times its size. We also apply the same auditing principle at test time: a separate VLM reviews completed trajectories and provides feedback on what remains, improving Gemini-3-Flash on CUA-World-Long from 11.5% to 14.0%. We release all code, infrastructure, and benchmark data to facilitate future research in realistic computer-use agents.

  • 3 authors
·
Apr 6

AgentSociety: Large-Scale Simulation of LLM-Driven Generative Agents Advances Understanding of Human Behaviors and Society

Understanding human behavior and society is a central focus in social sciences, with the rise of generative social science marking a significant paradigmatic shift. By leveraging bottom-up simulations, it replaces costly and logistically challenging traditional experiments with scalable, replicable, and systematic computational approaches for studying complex social dynamics. Recent advances in large language models (LLMs) have further transformed this research paradigm, enabling the creation of human-like generative social agents and realistic simulacra of society. In this paper, we propose AgentSociety, a large-scale social simulator that integrates LLM-driven agents, a realistic societal environment, and a powerful large-scale simulation engine. Based on the proposed simulator, we generate social lives for over 10k agents, simulating their 5 million interactions both among agents and between agents and their environment. Furthermore, we explore the potential of AgentSociety as a testbed for computational social experiments, focusing on four key social issues: polarization, the spread of inflammatory messages, the effects of universal basic income policies, and the impact of external shocks such as hurricanes. These four issues serve as valuable cases for assessing AgentSociety's support for typical research methods -- such as surveys, interviews, and interventions -- as well as for investigating the patterns, causes, and underlying mechanisms of social issues. The alignment between AgentSociety's outcomes and real-world experimental results not only demonstrates its ability to capture human behaviors and their underlying mechanisms, but also underscores its potential as an important platform for social scientists and policymakers.

  • 16 authors
·
Feb 12, 2025

VirtualEnv: A Platform for Embodied AI Research

As large language models (LLMs) continue to improve in reasoning and decision-making, there is a growing need for realistic and interactive environments where their abilities can be rigorously evaluated. We present VirtualEnv, a next-generation simulation platform built on Unreal Engine 5 that enables fine-grained benchmarking of LLMs in embodied and interactive scenarios. VirtualEnv supports rich agent-environment interactions, including object manipulation, navigation, and adaptive multi-agent collaboration, as well as game-inspired mechanics like escape rooms and procedurally generated environments. We provide a user-friendly API built on top of Unreal Engine, allowing researchers to deploy and control LLM-driven agents using natural language instructions. We integrate large-scale LLMs and vision-language models (VLMs), such as GPT-based models, to generate novel environments and structured tasks from multimodal inputs. Our experiments benchmark the performance of several popular LLMs across tasks of increasing complexity, analyzing differences in adaptability, planning, and multi-agent coordination. We also describe our methodology for procedural task generation, task validation, and real-time environment control. VirtualEnv is released as an open-source platform, we aim to advance research at the intersection of AI and gaming, enable standardized evaluation of LLMs in embodied AI settings, and pave the way for future developments in immersive simulations and interactive entertainment.

  • 7 authors
·
Jan 12 1

Sim2Rec: A Simulator-based Decision-making Approach to Optimize Real-World Long-term User Engagement in Sequential Recommender Systems

Long-term user engagement (LTE) optimization in sequential recommender systems (SRS) is shown to be suited by reinforcement learning (RL) which finds a policy to maximize long-term rewards. Meanwhile, RL has its shortcomings, particularly requiring a large number of online samples for exploration, which is risky in real-world applications. One of the appealing ways to avoid the risk is to build a simulator and learn the optimal recommendation policy in the simulator. In LTE optimization, the simulator is to simulate multiple users' daily feedback for given recommendations. However, building a user simulator with no reality-gap, i.e., can predict user's feedback exactly, is unrealistic because the users' reaction patterns are complex and historical logs for each user are limited, which might mislead the simulator-based recommendation policy. In this paper, we present a practical simulator-based recommender policy training approach, Simulation-to-Recommendation (Sim2Rec) to handle the reality-gap problem for LTE optimization. Specifically, Sim2Rec introduces a simulator set to generate various possibilities of user behavior patterns, then trains an environment-parameter extractor to recognize users' behavior patterns in the simulators. Finally, a context-aware policy is trained to make the optimal decisions on all of the variants of the users based on the inferred environment-parameters. The policy is transferable to unseen environments (e.g., the real world) directly as it has learned to recognize all various user behavior patterns and to make the correct decisions based on the inferred environment-parameters. Experiments are conducted in synthetic environments and a real-world large-scale ride-hailing platform, DidiChuxing. The results show that Sim2Rec achieves significant performance improvement, and produces robust recommendations in unseen environments.

  • 8 authors
·
May 3, 2023

MolmoSpaces: A Large-Scale Open Ecosystem for Robot Navigation and Manipulation

Deploying robots at scale demands robustness to the long tail of everyday situations. The countless variations in scene layout, object geometry, and task specifications that characterize real environments are vast and underrepresented in existing robot benchmarks. Measuring this level of generalization requires infrastructure at a scale and diversity that physical evaluation alone cannot provide. We introduce MolmoSpaces, a fully open ecosystem to support large-scale benchmarking of robot policies. MolmoSpaces consists of over 230k diverse indoor environments, ranging from handcrafted household scenes to procedurally generated multiroom houses, populated with 130k richly annotated object assets, including 48k manipulable objects with 42M stable grasps. Crucially, these environments are simulator-agnostic, supporting popular options such as MuJoCo, Isaac, and ManiSkill. The ecosystem supports the full spectrum of embodied tasks: static and mobile manipulation, navigation, and multiroom long-horizon tasks requiring coordinated perception, planning, and interaction across entire indoor environments. We also design MolmoSpaces-Bench, a benchmark suite of 8 tasks in which robots interact with our diverse scenes and richly annotated objects. Our experiments show MolmoSpaces-Bench exhibits strong sim-to-real correlation (R = 0.96, ho = 0.98), confirm newer and stronger zero-shot policies outperform earlier versions in our benchmarks, and identify key sensitivities to prompt phrasing, initial joint positions, and camera occlusion. Through MolmoSpaces and its open-source assets and tooling, we provide a foundation for scalable data generation, policy training, and benchmark creation for robot learning research.

ai21labs AI21
·
Feb 11 1

RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning

Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.

  • 37 authors
·
Apr 26, 2025 2

From Traces to Agentic Worlds: Agentic Language World Models for Interactive Environment Simulation

Realistic environment replicas are increasingly valuable for training and evaluating LLM agents, yet the original systems may be inaccessible or impractical to reproduce. We explore agentic language world modeling: rather than rebuilding an executable environment, a world model agent serves as the environment for a task agent and supports faithful and stateful simulation. We instantiate this paradigm with Trace2Env, a learning-free framework for settings where the original system is unavailable but historical interaction traces remain accessible. Trace2Env reconstructs these traces into a reusable environment worldbook containing environment schemas, grounded evidence, and induced behavioral knowledge. At runtime, the world model agent actively consults the worldbook together with persistent episodic state to infer each action's observation and lasting state effects. Across nine environments, Trace2Env improves both next-observation fidelity and long-horizon interaction consistency over conventional prompt-based LWMs. In multi-turn interaction, task agent actions generated against Trace2Env remain valid more often when replayed in the real environment, indicating that its simulated dynamics better preserve the consequences of earlier actions across successive turns. These results establish agentic language world modeling as an alternative direction for building realistic environment replicas without reconstructing the original executable system.

David vs. Goliath: A comparative study of different-sized LLMs for code generation in the domain of automotive scenario generation

Scenario simulation is central to testing autonomous driving systems. Scenic, a domain-specific language (DSL) for CARLA, enables precise and reproducible scenarios, but NL-to-Scenic generation with large language models (LLMs) suffers from scarce data, limited reproducibility, and inconsistent metrics. We introduce NL2Scenic, an open dataset and framework with 146 NL/Scenic pairs, a difficulty-stratified 30-case test split, an Example Retriever, and 14 prompting variants (ZS, FS, CoT, SP, MoT). We evaluate 13 models: four proprietary (GPT-4o, GPT-5, Claude-Sonnet-4, Gemini-2.5-pro) and nine open-source code models (Qwen2.5Coder 0.5B-32B; CodeLlama 7B/13B/34B), using text metrics (BLEU, ChrF, EDIT-SIM, CrystalBLEU) and execution metrics (compilation and generation), and compare them with an expert study (n=11). EDIT-SIM correlates best with human judgments; we also propose EDIT-COMP (F1 of EDIT-SIM and compilation) as a robust dataset-level proxy that improves ranking fidelity. GPT-4o performs best overall, while Qwen2.5Coder-14B reaches about 88 percent of its expert score on local hardware. Retrieval-augmented prompting, Few-Shot with Example Retriever (FSER), consistently boosts smaller models, and scaling shows diminishing returns beyond mid-size, with Qwen2.5Coder outperforming CodeLlama at comparable scales. NL2Scenic and EDIT-COMP offer a standardized, reproducible basis for evaluating Scenic code generation and indicate that mid-size open-source models are practical, cost-effective options for autonomous-driving scenario programming.

  • 6 authors
·
Oct 14, 2025

SPADE: Self-Play in Adaptive Synthetic Executable Environments

Continuous self-improvement requires an ever-expanding pool of self-generated, diverse, adaptive goals. For language agents, existing training environment pools (hand-curated, statically synthesized, or frozen-verifier) keep the goal distribution fixed as the learner scales. We introduce SPADE (Self-Play in Adaptive Synthetic Executable Environments), a self-play RL framework in which a single LLM plays two roles: an Environment Designer that writes complete, long-horizon training environments as executable code with an OpenAI Gym-style reset()/step() interface, and a Reasoning Agent that learns to act in them. Each is a stateful, multi-turn environment (state transitions, reward functions, and verification code), so one interface spans reasoning problems and multi-step agentic tool use. The Reasoning Agent's regret is estimated using the gap between its reward with and without privileged hints; in optimizing this regret signal the Environment Designer learns to target environments at the edge of the agent's capabilities while keeping them feasible. Through extensive experimentation, we find several components critical to success: grounding the Environment Designer on documents sampled from a large pretraining corpus, and giving it an accumulated environment memory. Scaling to 30B-parameter models, SPADE improves over the strongest fixed-environment baseline by +5.3 on average across eight held-out math, science, code, and reasoning benchmarks, and lifts the tool-use setting by +5.7 on BFCL-v4 multi-turn and +13.9 on ACEBench-Agent; on the games setting, the margin over the strongest baseline grows with model scale. By making environment design itself a learnable component, SPADE takes a concrete step toward open-ended self-improvement.

spade-rl spade-rl
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Aug 18 3

Learning to Fly -- a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control

Robotic simulators are crucial for academic research and education as well as the development of safety-critical applications. Reinforcement learning environments -- simple simulations coupled with a problem specification in the form of a reward function -- are also important to standardize the development (and benchmarking) of learning algorithms. Yet, full-scale simulators typically lack portability and parallelizability. Vice versa, many reinforcement learning environments trade-off realism for high sample throughputs in toy-like problems. While public data sets have greatly benefited deep learning and computer vision, we still lack the software tools to simultaneously develop -- and fairly compare -- control theory and reinforcement learning approaches. In this paper, we propose an open-source OpenAI Gym-like environment for multiple quadcopters based on the Bullet physics engine. Its multi-agent and vision based reinforcement learning interfaces, as well as the support of realistic collisions and aerodynamic effects, make it, to the best of our knowledge, a first of its kind. We demonstrate its use through several examples, either for control (trajectory tracking with PID control, multi-robot flight with downwash, etc.) or reinforcement learning (single and multi-agent stabilization tasks), hoping to inspire future research that combines control theory and machine learning.

  • 6 authors
·
Mar 2, 2021 1

BioCLIP 2: Emergent Properties from Scaling Hierarchical Contrastive Learning

Foundation models trained at scale exhibit remarkable emergent behaviors, learning new capabilities beyond their initial training objectives. We find such emergent behaviors in biological vision models via large-scale contrastive vision-language training. To achieve this, we first curate TreeOfLife-200M, comprising 214 million images of living organisms, the largest and most diverse biological organism image dataset to date. We then train BioCLIP 2 on TreeOfLife-200M to distinguish different species. Despite the narrow training objective, BioCLIP 2 yields extraordinary accuracy when applied to various biological visual tasks such as habitat classification and trait prediction. We identify emergent properties in the learned embedding space of BioCLIP 2. At the inter-species level, the embedding distribution of different species aligns closely with functional and ecological meanings (e.g., beak sizes and habitats). At the intra-species level, instead of being diminished, the intra-species variations (e.g., life stages and sexes) are preserved and better separated in subspaces orthogonal to inter-species distinctions. We provide formal proof and analyses to explain why hierarchical supervision and contrastive objectives encourage these emergent properties. Crucially, our results reveal that these properties become increasingly significant with larger-scale training data, leading to a biologically meaningful embedding space.

imageomics HDR Imageomics Institute
·
May 29, 2025

WeatherEdit: Controllable Weather Editing with 4D Gaussian Field

In this work, we present WeatherEdit, a novel weather editing pipeline for generating realistic weather effects with controllable types and severity in 3D scenes. Our approach is structured into two key components: weather background editing and weather particle construction. For weather background editing, we introduce an all-in-one adapter that integrates multiple weather styles into a single pretrained diffusion model, enabling the generation of diverse weather effects in 2D image backgrounds. During inference, we design a Temporal-View (TV-) attention mechanism that follows a specific order to aggregate temporal and spatial information, ensuring consistent editing across multi-frame and multi-view images. To construct the weather particles, we first reconstruct a 3D scene using the edited images and then introduce a dynamic 4D Gaussian field to generate snowflakes, raindrops and fog in the scene. The attributes and dynamics of these particles are precisely controlled through physical-based modelling and simulation, ensuring realistic weather representation and flexible severity adjustments. Finally, we integrate the 4D Gaussian field with the 3D scene to render consistent and highly realistic weather effects. Experiments on multiple driving datasets demonstrate that WeatherEdit can generate diverse weather effects with controllable condition severity, highlighting its potential for autonomous driving simulation in adverse weather. See project page: https://jumponthemoon.github.io/w-edit

  • 4 authors
·
May 26, 2025

ThousandWorlds: A benchmark for climate emulation of potentially habitable exoplanets

The search for life beyond Earth will depend on detecting faint signatures in the atmospheres of potentially habitable exoplanets. Interpreting those signatures requires understanding the host planet's climate: the same molecule may signal life on one planet and abiotic chemistry on another. Global climate models (GCMs) provide this understanding, but individual runs can require up to millions of core-hours and substantial domain expert time. Machine-learning emulators could remove this bottleneck, but progress has been limited by the absence of a curated, multi-model exoclimate dataset. We introduce ThousandWorlds, an ML-ready benchmark for exoclimate emulation and for the broader regime of low-data, multi-simulator, parameter-to-field regression. The dataset contains approximately 1800 simulations from five GCMs, mapping eight planet parameters to 3D atmospheric fields including temperature, humidity, winds, clouds, and radiation. Three nested subsets define progressively harder challenges: single-simulator regression, multi-simulator regression with complete observations, and multi-simulator regression with structured missingness. We propose two evaluation protocols: one for ranking methods, and one that measures performance relative to the disagreement between GCMs themselves. We evaluate seven baselines spanning simple methods, deep learning, and Gaussian processes. GP-based methods perform best, suggesting that ThousandWorlds exposes a regime where off-the-shelf deep learning does not yet succeed. Data: https://doi.org/10.57967/hf/8695. Code: https://github.com/edstevenson/ThousandWorlds.

  • 7 authors
·
Jun 15

CARLA2Real: a tool for reducing the sim2real gap in CARLA simulator

Simulators are indispensable for research in autonomous systems such as self-driving cars, autonomous robots and drones. Despite significant progress in various simulation aspects, such as graphical realism, an evident gap persists between the virtual and real-world environments. Since the ultimate goal is to deploy the autonomous systems in the real world, closing the sim2real gap is of utmost importance. In this paper, we employ a state-of-the-art approach to enhance the photorealism of simulated data, aligning them with the visual characteristics of real-world datasets. Based on this, we developed CARLA2Real, an easy-to-use, publicly available tool (plug-in) for the widely used and open-source CARLA simulator. This tool enhances the output of CARLA in near real-time, achieving a frame rate of 13 FPS, translating it to the visual style and realism of real-world datasets such as Cityscapes, KITTI, and Mapillary Vistas. By employing the proposed tool, we generated synthetic datasets from both the simulator and the enhancement model outputs, including their corresponding ground truth annotations for tasks related to autonomous driving. Then, we performed a number of experiments to evaluate the impact of the proposed approach on feature extraction and semantic segmentation methods when trained on the enhanced synthetic data. The results demonstrate that the sim2real gap is significant and can indeed be reduced by the introduced approach.

  • 2 authors
·
Oct 23, 2024

Scaling Storm-Resolving Atmospheric AI Simulation to the Entire Planet

Kilometer-scale convection shapes precipitation extremes, tropical organization, and cloud feedbacks, but most global atmospheric models approximate these processes at 25-100 km resolution. Global storm-resolving physics models resolve convective systems explicitly, but at a cost -- roughly one MWh per simulated day on exascale supercomputers -- that limits long-duration simulation. We introduce STRATA (Storm-resolving Tile-based autoRegressive Atmosphere Transformer Architecture), the first autoregressive AI emulator for global storm-resolving atmospheric dynamics. STRATA is trained on the highest-resolution atmospheric dataset yet used for global AI emulation: 17 days of SCREAM physics-model output at 4.9-km resolution (~25 million grid cells) sampled every 10 minutes. Our central premise is that on 10-minute timescales atmospheric dynamics are predominantly local, so training on small spatial tiles trades scarce global temporal samples for abundant local spatial samples and enables global rollout via overlapping-tile blending. STRATA combines 3D patch embedding and local 3D neighborhood attention, a novel Stereographic Rotary Position Embedding (StereoRoPE) for grid-invariant encoding, and a pixel-space de-aliasing decoder that suppresses patch-scale rollout artifacts. An iso-FLOP scaling study reveals that km-scale emulation requires ~10x more FLOPs per grid point than coarse-resolution AI weather models, consistent with the higher information density of convective-scale dynamics. Trained on only 17 days of data, STRATA produces stable 24-hour global rollouts with realistic km-scale dynamics across diverse regimes, though large-scale biases develop with lead time. It achieves 48 simulation days per megawatt-hour -- about 50 times better energy efficiency than the SCREAM physics model -- and 741 simulated days per wall-clock day at 512 H100 GPUs. Code and dataset are publicly available.

  • 12 authors
·
Jun 29

Dropout's Dream Land: Generalization from Learned Simulators to Reality

A World Model is a generative model used to simulate an environment. World Models have proven capable of learning spatial and temporal representations of Reinforcement Learning environments. In some cases, a World Model offers an agent the opportunity to learn entirely inside of its own dream environment. In this work we explore improving the generalization capabilities from dream environments to real environments (Dream2Real). We present a general approach to improve a controller's ability to transfer from a neural network dream environment to reality at little additional cost. These improvements are gained by drawing on inspiration from Domain Randomization, where the basic idea is to randomize as much of a simulator as possible without fundamentally changing the task at hand. Generally, Domain Randomization assumes access to a pre-built simulator with configurable parameters but oftentimes this is not available. By training the World Model using dropout, the dream environment is capable of creating a nearly infinite number of different dream environments. Previous use cases of dropout either do not use dropout at inference time or averages the predictions generated by multiple sampled masks (Monte-Carlo Dropout). Dropout's Dream Land leverages each unique mask to create a diverse set of dream environments. Our experimental results show that Dropout's Dream Land is an effective technique to bridge the reality gap between dream environments and reality. Furthermore, we additionally perform an extensive set of ablation studies.

  • 2 authors
·
Sep 16, 2021

SimSkill: A Self-Evolving LLM Agent for Skill and Knowledge Accumulation in Traffic Simulation

Cumulative culture enables humans to preserve, reuse, and extend knowledge and skills across experiences and generations. Inspired by this principle, we introduce SimSkill, a self-evolving agent built around the Simulation of Urban MObility (SUMO) traffic simulator. SimSkill continually identifies capability gaps, generates and solves environment-grounded tasks, verifies solutions through an action--critic loop, and consolidates experience into episodic, procedural, and semantic memory. Through autonomous exploration, it builds a library of reusable skills and knowledge spanning major stages of the traffic-simulation workflow. We evaluate SimSkill on two held-out benchmarks across three backbone LLMs, with each result independently verified. It improves verified success by up to 25 percentage points, and ablations show complementary contributions from procedural and semantic memory. Its benefits remain backbone- and budget-dependent, as memory does not improve every model or uniformly reduce inference cost. More broadly, SimSkill illustrates a natural-language-centered design paradigm for LLM-based agent systems. Its high-level control logic, operating principles, and accumulated knowledge are expressed in natural language, while an LLM integrates them with executable tools and code to realize precise and reproducible execution. All code and experimental data are publicly available at https://github.com/qiliuchn/SimSkill-V1.

  • 5 authors
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Sep 10

Training Agents Inside of Scalable World Models

World models learn general knowledge from videos and simulate experience for training behaviors in imagination, offering a path towards intelligent agents. However, previous world models have been unable to accurately predict object interactions in complex environments. We introduce Dreamer 4, a scalable agent that learns to solve control tasks by reinforcement learning inside of a fast and accurate world model. In the complex video game Minecraft, the world model accurately predicts object interactions and game mechanics, outperforming previous world models by a large margin. The world model achieves real-time interactive inference on a single GPU through a shortcut forcing objective and an efficient transformer architecture. Moreover, the world model learns general action conditioning from only a small amount of data, allowing it to extract the majority of its knowledge from diverse unlabeled videos. We propose the challenge of obtaining diamonds in Minecraft from only offline data, aligning with practical applications such as robotics where learning from environment interaction can be unsafe and slow. This task requires choosing sequences of over 20,000 mouse and keyboard actions from raw pixels. By learning behaviors in imagination, Dreamer 4 is the first agent to obtain diamonds in Minecraft purely from offline data, without environment interaction. Our work provides a scalable recipe for imagination training, marking a step towards intelligent agents.

  • 3 authors
·
Sep 29, 2025

Simple but Effective: CLIP Embeddings for Embodied AI

Contrastive language image pretraining (CLIP) encoders have been shown to be beneficial for a range of visual tasks from classification and detection to captioning and image manipulation. We investigate the effectiveness of CLIP visual backbones for Embodied AI tasks. We build incredibly simple baselines, named EmbCLIP, with no task specific architectures, inductive biases (such as the use of semantic maps), auxiliary tasks during training, or depth maps -- yet we find that our improved baselines perform very well across a range of tasks and simulators. EmbCLIP tops the RoboTHOR ObjectNav leaderboard by a huge margin of 20 pts (Success Rate). It tops the iTHOR 1-Phase Rearrangement leaderboard, beating the next best submission, which employs Active Neural Mapping, and more than doubling the % Fixed Strict metric (0.08 to 0.17). It also beats the winners of the 2021 Habitat ObjectNav Challenge, which employ auxiliary tasks, depth maps, and human demonstrations, and those of the 2019 Habitat PointNav Challenge. We evaluate the ability of CLIP's visual representations at capturing semantic information about input observations -- primitives that are useful for navigation-heavy embodied tasks -- and find that CLIP's representations encode these primitives more effectively than ImageNet-pretrained backbones. Finally, we extend one of our baselines, producing an agent capable of zero-shot object navigation that can navigate to objects that were not used as targets during training. Our code and models are available at https://github.com/allenai/embodied-clip

  • 4 authors
·
Nov 18, 2021

ClawEnvKit: Automatic Environment Generation for Claw-Like Agents

Constructing environments for training and evaluating claw-like agents remains a manual, human-intensive process that does not scale. We argue that what is needed is not just a dataset, but an automated pipeline capable of generating diverse, verified environments on demand. To this end, we introduce ClawEnvKit, an autonomous generation pipeline that instantiates this formalism from natural language descriptions. The pipeline comprises three modules: (1) a parser that extracts structured generation parameters from natural language input; (2) a generator that produces the task specification, tool interface, and scoring configuration; and (3) a validator that enforces feasibility, diversity, structural validity, and internal consistency across the generated environments. Using ClawEnvKit, we construct Auto-ClawEval, the first large-scale benchmark for claw-like agents, comprising 1,040 environments across 24 categories. Empirically, Auto-ClawEval matches or exceeds human-curated environments on coherence and clarity at 13,800x lower cost. Evaluated across 4 model families and 8 agent harness frameworks, we find that harness engineering boosts performance by up to 15.7 percentage points over a bare ReAct baseline, completion remains the primary axis of variation with no model saturating the benchmark, and automated generation enables evaluation at a scale previously infeasible. Beyond static benchmarking, ClawEnvKit enables live evaluation: users describe a desired capability in natural language and obtain a verified environment on demand, turning evaluation into a continuous, user-driven process. The same mechanism serves as an on-demand training environment generator, producing task distributions that adapt to an agent's current weaknesses rather than being bounded by existing user logs.

umd-zhou-lab Tianyi Lab
·
Apr 19 2

MuJoCo-Drones-Gym: A GPU-Accelerated Multi-Drone Simulator for Control and Reinforcement Learning

Robotic simulators are a cornerstone of modern research in aerial robotics, serving both as a vehicle for the development of new control algorithms and as the data source for training reinforcement learning (RL) policies. Yet, existing quadcopter learning environments often face a trade-off between physical fidelity, multi-agent support, and the throughput required by modern deep RL pipelines. In this paper, we present MuJoCo-Drones-Gym, an open-source Gymnasium-compatible multi-drone environment built on top of the MuJoCo physics engine. MuJoCo-Drones-Gym supports an arbitrary number of Bitcraze Crazyflie 2.x nano-quadcopters and exposes a modular API for selecting (i)~the physics model (rigid-body MuJoCo, explicit Python dynamics, or any subset of ground effect, blade drag, and inter-drone downwash), (ii)~the action interface (per-motor RPMs, collective normalized thrust, velocity setpoints, or PID waypoint commands), and (iii)~the observation space (kinematic state vectors, RGB / depth / segmentation cameras, or neighbourhood adjacency information). A PettingZoo ParallelEnv wrapper enables drop-in multi-agent reinforcement learning, while a suite of seven task environments, hover, velocity tracking, multi-drone hover, waypoint navigation, formation flight, gate racing, and a generic multi-agent template, demonstrates the breadth of the interface. We describe the environment design, the underlying physics and quadcopter dynamics, and illustrate its use through control and learning examples that mirror those of the closely related gym-pybullet-drones project, while taking advantage of MuJoCo's improved contact handling, rendering, and parallelizability.

VegSim: A Geospatial World Model for Scenario-Conditioned Vegetation Simulation

Vegetation monitoring under climate stress requires answering not only how it will evolve given the expected weather, but how it would respond to alternative meteorological conditions. Forecasting models return the expected vegetation state for the observed weather and cannot answer these scenario-conditioned questions, because future weather is fixed to the recorded trajectory. We present VegSim, a geospatial world model for scenario-conditioned vegetation simulation. VegSim infers a latent vegetation state from sparse satellite-derived NDVI histories, past meteorological covariates, and static spatial context, propagates it forward under future weather forcing through recurrent latent dynamics, and decodes predictive NDVI quantiles at each lead time. Because future forcing enters as a controllable input, the same trained model supports probabilistic forecasting under observed weather and conditional simulation under user-defined meteorological forcing, without supervision on scenario responses. We evaluate VegSim on GreenEarthNet across in-distribution data and spatial, temporal, and joint spatial-temporal shift, where it achieves strong point and probabilistic accuracy against time series and Earth observation forecasting baselines while using a compact architecture. We then simulate vegetation responses across Europe under four meteorological scenarios, and in a France summer 2022 case study, obtaining spatially coherent patterns consistent with known sensitivity to temperature and precipitation. The code is available at https://github.com/arco-group/vegsim.

  • 4 authors
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Jun 19