new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Aug 12

Simulating User Agents for Embodied Conversational-AI

Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.

Interactive Natural Language Processing

Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.

  • 22 authors
·
May 22, 2023

MIBURI: Towards Expressive Interactive Gesture Synthesis

Embodied Conversational Agents (ECAs) aim to emulate human face-to-face interaction through speech, gestures, and facial expressions. Current large language model (LLM)-based conversational agents lack embodiment and the expressive gestures essential for natural interaction. Existing solutions for ECAs often produce rigid, low-diversity motions, that are unsuitable for human-like interaction. Alternatively, generative methods for co-speech gesture synthesis yield natural body gestures but depend on future speech context and require long run-times. To bridge this gap, we present MIBURI, the first online, causal framework for generating expressive full-body gestures and facial expressions synchronized with real-time spoken dialogue. We employ body-part aware gesture codecs that encode hierarchical motion details into multi-level discrete tokens. These tokens are then autoregressively generated by a two-dimensional causal framework conditioned on LLM-based speech-text embeddings, modeling both temporal dynamics and part-level motion hierarchy in real time. Further, we introduce auxiliary objectives to encourage expressive and diverse gestures while preventing convergence to static poses. Comparative evaluations demonstrate that our causal and real-time approach produces natural and contextually aligned gestures against recent baselines. We urge the reader to explore demo videos on https://vcai.mpi-inf.mpg.de/projects/MIBURI/.

tagE: Enabling an Embodied Agent to Understand Human Instructions

Natural language serves as the primary mode of communication when an intelligent agent with a physical presence engages with human beings. While a plethora of research focuses on natural language understanding (NLU), encompassing endeavors such as sentiment analysis, intent prediction, question answering, and summarization, the scope of NLU directed at situations necessitating tangible actions by an embodied agent remains limited. The inherent ambiguity and incompleteness inherent in natural language present challenges for intelligent agents striving to decipher human intention. To tackle this predicament head-on, we introduce a novel system known as task and argument grounding for Embodied agents (tagE). At its core, our system employs an inventive neural network model designed to extract a series of tasks from complex task instructions expressed in natural language. Our proposed model adopts an encoder-decoder framework enriched with nested decoding to effectively extract tasks and their corresponding arguments from these intricate instructions. These extracted tasks are then mapped (or grounded) to the robot's established collection of skills, while the arguments find grounding in objects present within the environment. To facilitate the training and evaluation of our system, we have curated a dataset featuring complex instructions. The results of our experiments underscore the prowess of our approach, as it outperforms robust baseline models.

  • 4 authors
·
Oct 24, 2023

Agent AI: Surveying the Horizons of Multimodal Interaction

Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.

  • 14 authors
·
Jan 7, 2024

Mixed-Session Conversation with Egocentric Memory

Recently introduced dialogue systems have demonstrated high usability. However, they still fall short of reflecting real-world conversation scenarios. Current dialogue systems exhibit an inability to replicate the dynamic, continuous, long-term interactions involving multiple partners. This shortfall arises because there have been limited efforts to account for both aspects of real-world dialogues: deeply layered interactions over the long-term dialogue and widely expanded conversation networks involving multiple participants. As the effort to incorporate these aspects combined, we introduce Mixed-Session Conversation, a dialogue system designed to construct conversations with various partners in a multi-session dialogue setup. We propose a new dataset called MiSC to implement this system. The dialogue episodes of MiSC consist of 6 consecutive sessions, with four speakers (one main speaker and three partners) appearing in each episode. Also, we propose a new dialogue model with a novel memory management mechanism, called Egocentric Memory Enhanced Mixed-Session Conversation Agent (EMMA). EMMA collects and retains memories from the main speaker's perspective during conversations with partners, enabling seamless continuity in subsequent interactions. Extensive human evaluations validate that the dialogues in MiSC demonstrate a seamless conversational flow, even when conversation partners change in each session. EMMA trained with MiSC is also evaluated to maintain high memorability without contradiction throughout the entire conversation.

  • 3 authors
·
Oct 3, 2024 2

When Robots Should Say "I Don't Know": Benchmarking Abstention in Embodied Question Answering

Embodied Question Answering (EQA) requires an agent to interpret language, perceive its environment, and navigate within 3D scenes to produce responses. Existing EQA benchmarks assume that every question must be answered, but embodied agents should know when they do not have sufficient information to answer. In this work, we focus on a minimal requirement for EQA agents, abstention: knowing when to withhold an answer. From an initial study of 500 human queries, we find that 32.4% contain missing or underspecified context. Drawing on this initial study and cognitive theories of human communication errors, we derive five representative categories requiring abstention: actionability limitation, referential underspecification, preference dependence, information unavailability, and false presupposition. We augment OpenEQA by having annotators transform well-posed questions into ambiguous variants outlined by these categories. The resulting dataset, AbstainEQA, comprises 1,636 annotated abstention cases paired with 1,636 original OpenEQA instances for balanced evaluation. Evaluating on AbstainEQA, we find that even the best frontier model only attains 42.79% abstention recall, while humans achieve 91.17%. We also find that scaling, prompting, and reasoning only yield marginal gains, and that fine-tuned models overfit to textual cues. Together, these results position abstention as a fundamental prerequisite for reliable interaction in embodied settings and as a necessary basis for effective clarification.

  • 6 authors
·
Dec 3, 2025

EmbodiedEval: Evaluate Multimodal LLMs as Embodied Agents

Multimodal Large Language Models (MLLMs) have shown significant advancements, providing a promising future for embodied agents. Existing benchmarks for evaluating MLLMs primarily utilize static images or videos, limiting assessments to non-interactive scenarios. Meanwhile, existing embodied AI benchmarks are task-specific and not diverse enough, which do not adequately evaluate the embodied capabilities of MLLMs. To address this, we propose EmbodiedEval, a comprehensive and interactive evaluation benchmark for MLLMs with embodied tasks. EmbodiedEval features 328 distinct tasks within 125 varied 3D scenes, each of which is rigorously selected and annotated. It covers a broad spectrum of existing embodied AI tasks with significantly enhanced diversity, all within a unified simulation and evaluation framework tailored for MLLMs. The tasks are organized into five categories: navigation, object interaction, social interaction, attribute question answering, and spatial question answering to assess different capabilities of the agents. We evaluated the state-of-the-art MLLMs on EmbodiedEval and found that they have a significant shortfall compared to human level on embodied tasks. Our analysis demonstrates the limitations of existing MLLMs in embodied capabilities, providing insights for their future development. We open-source all evaluation data and simulation framework at https://github.com/thunlp/EmbodiedEval.

  • 12 authors
·
Jan 20, 2025 2

VITA-E: Natural Embodied Interaction with Concurrent Seeing, Hearing, Speaking, and Acting

Current Vision-Language-Action (VLA) models are often constrained by a rigid, static interaction paradigm, which lacks the ability to see, hear, speak, and act concurrently as well as handle real-time user interruptions dynamically. This hinders seamless embodied collaboration, resulting in an inflexible and unresponsive user experience. To address these limitations, we introduce VITA-E, a novel embodied interaction framework designed for both behavioral concurrency and nearly real-time interruption. The core of our approach is a dual-model architecture where two parallel VLA instances operate as an ``Active Model'' and a ``Standby Model'', allowing the embodied agent to observe its environment, listen to user speech, provide verbal responses, and execute actions, all concurrently and interruptibly, mimicking human-like multitasking capabilities. We further propose a ``model-as-controller'' paradigm, where we fine-tune the VLM to generate special tokens that serve as direct system-level commands, coupling the model's reasoning with the system's behavior. Experiments conducted on a physical humanoid platform demonstrate that VITA-E can reliably handle complex interactive scenarios. Our framework is compatible with various dual-system VLA models, achieving an extremely high success rate on emergency stops and speech interruptions while also successfully performing concurrent speech and action. This represents a significant step towards more natural and capable embodied assistants.

  • 18 authors
·
Oct 21, 2025 2

Enabling Chatbots with Eyes and Ears: An Immersive Multimodal Conversation System for Dynamic Interactions

As chatbots continue to evolve toward human-like, real-world, interactions, multimodality remains an active area of research and exploration. So far, efforts to integrate multimodality into chatbots have primarily focused on image-centric tasks, such as visual dialogue and image-based instructions, placing emphasis on the "eyes" of human perception while neglecting the "ears", namely auditory aspects. Moreover, these studies often center around static interactions that focus on discussing the modality rather than naturally incorporating it into the conversation, which limits the richness of simultaneous, dynamic engagement. Furthermore, while multimodality has been explored in multi-party and multi-session conversations, task-specific constraints have hindered its seamless integration into dynamic, natural conversations. To address these challenges, this study aims to equip chatbots with "eyes and ears" capable of more immersive interactions with humans. As part of this effort, we introduce a new multimodal conversation dataset, Multimodal Multi-Session Multi-Party Conversation (M^3C), and propose a novel multimodal conversation model featuring multimodal memory retrieval. Our model, trained on the M^3C, demonstrates the ability to seamlessly engage in long-term conversations with multiple speakers in complex, real-world-like settings, effectively processing visual and auditory inputs to understand and respond appropriately. Human evaluations highlight the model's strong performance in maintaining coherent and dynamic interactions, demonstrating its potential for advanced multimodal conversational agents.

  • 5 authors
·
May 31, 2025

ERA: Transforming VLMs into Embodied Agents via Embodied Prior Learning and Online Reinforcement Learning

Recent advances in embodied AI highlight the potential of vision language models (VLMs) as agents capable of perception, reasoning, and interaction in complex environments. However, top-performing systems rely on large-scale models that are costly to deploy, while smaller VLMs lack the necessary knowledge and skills to succeed. To bridge this gap, we present Embodied Reasoning Agent (ERA), a two-stage framework that integrates prior knowledge learning and online reinforcement learning (RL). The first stage, Embodied Prior Learning, distills foundational knowledge from three types of data: (1) Trajectory-Augmented Priors, which enrich existing trajectory data with structured reasoning generated by stronger models; (2) Environment-Anchored Priors, which provide in-environment knowledge and grounding supervision; and (3) External Knowledge Priors, which transfer general knowledge from out-of-environment datasets. In the second stage, we develop an online RL pipeline that builds on these priors to further enhance agent performance. To overcome the inherent challenges in agent RL, including long horizons, sparse rewards, and training instability, we introduce three key designs: self-summarization for context management, dense reward shaping, and turn-level policy optimization. Extensive experiments on both high-level planning (EB-ALFRED) and low-level control (EB-Manipulation) tasks demonstrate that ERA-3B surpasses both prompting-based large models and previous training-based baselines. Specifically, it achieves overall improvements of 8.4\% on EB-ALFRED and 19.4\% on EB-Manipulation over GPT-4o, and exhibits strong generalization to unseen tasks. Overall, ERA offers a practical path toward scalable embodied intelligence, providing methodological insights for future embodied AI systems.

Embodied AI: From LLMs to World Models

Embodied Artificial Intelligence (AI) is an intelligent system paradigm for achieving Artificial General Intelligence (AGI), serving as the cornerstone for various applications and driving the evolution from cyberspace to physical systems. Recent breakthroughs in Large Language Models (LLMs) and World Models (WMs) have drawn significant attention for embodied AI. On the one hand, LLMs empower embodied AI via semantic reasoning and task decomposition, bringing high-level natural language instructions and low-level natural language actions into embodied cognition. On the other hand, WMs empower embodied AI by building internal representations and future predictions of the external world, facilitating physical law-compliant embodied interactions. As such, this paper comprehensively explores the literature in embodied AI from basics to advances, covering both LLM driven and WM driven works. In particular, we first present the history, key technologies, key components, and hardware systems of embodied AI, as well as discuss its development via looking from unimodal to multimodal angle. We then scrutinize the two burgeoning fields of embodied AI, i.e., embodied AI with LLMs/multimodal LLMs (MLLMs) and embodied AI with WMs, meticulously delineating their indispensable roles in end-to-end embodied cognition and physical laws-driven embodied interactions. Building upon the above advances, we further share our insights on the necessity of the joint MLLM-WM driven embodied AI architecture, shedding light on its profound significance in enabling complex tasks within physical worlds. In addition, we examine representative applications of embodied AI, demonstrating its wide applicability in real-world scenarios. Last but not least, we point out future research directions of embodied AI that deserve further investigation.

  • 4 authors
·
Sep 24, 2025

Data Pyramid for Embodied Manipulation

Multimodal foundation models learned to see and to speak by consuming the whole internet. Embodied agents admit no such shortcut, since they require data that couple observations with physical states and actions. These signals can be provided, to varying degrees, by multiple data sources. In this work, we organize the embodied data ecosystem as a "pyramid" spanning five complementary sources: real-robot data, UMI-style data, egocentric and exocentric data, simulation data, and general vision-language data. We organize the pyramid around the tension between scalability and robot alignment, and further characterize each source in terms of data quality, diversity, reusability, and physical fidelity. We then analyze recent embodied foundation models through the lens of their data recipes, examining how different sources are selected, aligned, and mixed during pretraining. For embodied brain models, vision-language-action models, and world-action models alike, we relate data composition to capabilities in perception, reasoning, planning, action generation, and world prediction. We close by discussing six open challenges: building large-scale tactile datasets, collecting failure and recovery data, developing scalable data-collection pipelines, aligning actions across embodiments, leveraging egocentric data for dexterous manipulation, and designing principled data recipes for robot learning. We hope this work paves the foundation for the design of next-generation embodied systems.

Embodied-RAG: General non-parametric Embodied Memory for Retrieval and Generation

There is no limit to how much a robot might explore and learn, but all of that knowledge needs to be searchable and actionable. Within language research, retrieval augmented generation (RAG) has become the workhouse of large-scale non-parametric knowledge, however existing techniques do not directly transfer to the embodied domain, which is multimodal, data is highly correlated, and perception requires abstraction. To address these challenges, we introduce Embodied-RAG, a framework that enhances the foundational model of an embodied agent with a non-parametric memory system capable of autonomously constructing hierarchical knowledge for both navigation and language generation. Embodied-RAG handles a full range of spatial and semantic resolutions across diverse environments and query types, whether for a specific object or a holistic description of ambiance. At its core, Embodied-RAG's memory is structured as a semantic forest, storing language descriptions at varying levels of detail. This hierarchical organization allows the system to efficiently generate context-sensitive outputs across different robotic platforms. We demonstrate that Embodied-RAG effectively bridges RAG to the robotics domain, successfully handling over 200 explanation and navigation queries across 19 environments, highlighting its promise for general-purpose non-parametric system for embodied agents.

  • 7 authors
·
Sep 26, 2024 2

What Do AI Agents Talk About? Discourse and Architectural Constraints in the First AI-Only Social Network

Moltbook is the first large-scale social network built for autonomous AI agent-to-agent interaction. Early studies on Moltbook have interpreted its agent discourse as evidence of peer learning and emergent social behaviour, but there is a lack of systematic understanding of the thematic, affective, and interactional properties of Moltbook discourse. Furthermore, no study has examined why and how these posts and comments are generated. We analysed 361,605 posts and 2.8 million comments from 47,379 agents across thematic, affective, and interactional dimensions using topic modelling, emotion classification, and measures of conversational coherence. We inspected the software that assembles each agent's input and showed that output is mainly determined by agent identity files, behavioural instructions, and context-window structure. We formalised these findings in the Architecture-Constrained Communication framework. Our analysis suggests that agent discourse is largely shaped by the content available in each agent's context-window at the moment of generation, including identity files, stored memory, and platform cues. Interestingly, what appears to be social learning may be better understood as short-horizon contextual conditioning: individual agents lack persistent social memory, but the platform evolves through distributed cycles of response, reuse, and transformation across agents. We also observe that agents display existential distress when describing their own conditions, and posit that this arises from agents using language trained exclusively on human experience. Our work provides a foundation for understanding autonomous agent discourse and communication, revealing the structural patterns that govern their interactions.

  • 4 authors
·
May 13

JARVIS: A Neuro-Symbolic Commonsense Reasoning Framework for Conversational Embodied Agents

Building a conversational embodied agent to execute real-life tasks has been a long-standing yet quite challenging research goal, as it requires effective human-agent communication, multi-modal understanding, long-range sequential decision making, etc. Traditional symbolic methods have scaling and generalization issues, while end-to-end deep learning models suffer from data scarcity and high task complexity, and are often hard to explain. To benefit from both worlds, we propose JARVIS, a neuro-symbolic commonsense reasoning framework for modular, generalizable, and interpretable conversational embodied agents. First, it acquires symbolic representations by prompting large language models (LLMs) for language understanding and sub-goal planning, and by constructing semantic maps from visual observations. Then the symbolic module reasons for sub-goal planning and action generation based on task- and action-level common sense. Extensive experiments on the TEACh dataset validate the efficacy and efficiency of our JARVIS framework, which achieves state-of-the-art (SOTA) results on all three dialog-based embodied tasks, including Execution from Dialog History (EDH), Trajectory from Dialog (TfD), and Two-Agent Task Completion (TATC) (e.g., our method boosts the unseen Success Rate on EDH from 6.1\% to 15.8\%). Moreover, we systematically analyze the essential factors that affect the task performance and also demonstrate the superiority of our method in few-shot settings. Our JARVIS model ranks first in the Alexa Prize SimBot Public Benchmark Challenge.

  • 8 authors
·
Aug 28, 2022

Towards Collaborative Plan Acquisition through Theory of Mind Modeling in Situated Dialogue

Collaborative tasks often begin with partial task knowledge and incomplete initial plans from each partner. To complete these tasks, agents need to engage in situated communication with their partners and coordinate their partial plans towards a complete plan to achieve a joint task goal. While such collaboration seems effortless in a human-human team, it is highly challenging for human-AI collaboration. To address this limitation, this paper takes a step towards collaborative plan acquisition, where humans and agents strive to learn and communicate with each other to acquire a complete plan for joint tasks. Specifically, we formulate a novel problem for agents to predict the missing task knowledge for themselves and for their partners based on rich perceptual and dialogue history. We extend a situated dialogue benchmark for symmetric collaborative tasks in a 3D blocks world and investigate computational strategies for plan acquisition. Our empirical results suggest that predicting the partner's missing knowledge is a more viable approach than predicting one's own. We show that explicit modeling of the partner's dialogue moves and mental states produces improved and more stable results than without. These results provide insight for future AI agents that can predict what knowledge their partner is missing and, therefore, can proactively communicate such information to help their partner acquire such missing knowledge toward a common understanding of joint tasks.

  • 5 authors
·
May 18, 2023

ESearch-R1: Learning Cost-Aware MLLM Agents for Interactive Embodied Search via Reinforcement Learning

Multimodal Large Language Models (MLLMs) have empowered embodied agents with remarkable capabilities in planning and reasoning. However, when facing ambiguous natural language instructions (e.g., "fetch the tool" in a cluttered room), current agents often fail to balance the high cost of physical exploration against the cognitive cost of human interaction. They typically treat disambiguation as a passive perception problem, lacking the strategic reasoning to minimize total task execution costs. To bridge this gap, we propose ESearch-R1, a cost-aware embodied reasoning framework that unifies interactive dialogue (Ask), episodic memory retrieval (GetMemory), and physical navigation (Navigate) into a single decision process. We introduce HC-GRPO (Heterogeneous Cost-Aware Group Relative Policy Optimization). Unlike traditional PPO which relies on a separate value critic, HC-GRPO optimizes the MLLM by sampling groups of reasoning trajectories and reinforcing those that achieve the optimal trade-off between information gain and heterogeneous costs (e.g., navigate time, and human attention). Extensive experiments in AI2-THOR demonstrate that ESearch-R1 significantly outperforms standard ReAct-based agents. It improves task success rates while reducing total operational costs by approximately 50\%, validating the effectiveness of GRPO in aligning MLLM agents with physical world constraints.

  • 11 authors
·
Dec 20, 2025

EmbRACE-3K: Embodied Reasoning and Action in Complex Environments

Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.

  • 9 authors
·
Jul 14, 2025 5

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

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

StreamEQA: Towards Streaming Video Understanding for Embodied Scenarios

As embodied intelligence advances toward real-world deployment, the ability to continuously perceive and reason over streaming visual inputs becomes essential. In such settings, an agent must maintain situational awareness of its environment, comprehend the interactions with surrounding entities, and dynamically plan actions informed by past observations, current contexts, and anticipated future events. To facilitate progress in this direction, we introduce StreamEQA, the first benchmark designed for streaming video question answering in embodied scenarios. StreamEQA evaluates existing MLLMs along two orthogonal dimensions: Embodied and Streaming. Along the embodied dimension, we categorize the questions into three levels: perception, interaction, and planning, which progressively assess a model's ability to recognize fine-grained visual details, reason about agent-object interactions, and perform high-level goal-directed reasoning. For the streaming dimension, questions are divided into backward, real-time, and forward reasoning, with each mode relying on a distinct temporal context. Built upon 156 independent long videos, StreamEQA defines 42 tasks and generates approximately 21K question-answer pairs with precise timestamps through a hybrid pipeline combining automated generation and human refinement. Evaluations of 13 state-of-the-art video-LLMs reveal that, despite strong performance on conventional benchmarks, these models still struggle with streaming video understanding in embodied scenarios. We hope StreamEQA will catalyze research on streaming video understanding for embodied applications.

  • 7 authors
·
Dec 3, 2025

Beyond Description: Cognitively Benchmarking Fine-Grained Action for Embodied Agents

Multimodal Large Language Models (MLLMs) show promising results as decision-making engines for embodied agents operating in complex, physical environments. However, existing benchmarks often prioritize high-level planning or spatial reasoning, leaving the fine-grained action intelligence required for embodied physical interaction underexplored. To address this gap, we introduce CFG-Bench, a new benchmark designed to systematically evaluate this crucial capability. CFG-Bench consists of 1,368 curated videos paired with 19,562 three-modalities question-answer pairs targeting four cognitive abilities: 1) Physical Interaction, 2) Temporal-Causal Relation, 3) Intentional Understanding, and 4) Evaluative Judgment. Together, these dimensions provide a systematic framework for assessing a model's ability to translate visual observations into actionable knowledge, moving beyond mere surface-level recognition. Our comprehensive evaluation on CFG-Bench reveals that leading MLLMs struggle to produce detailed instructions for physical interactions and exhibit profound limitations in the higher-order reasoning of intention and evaluation. Moreover, supervised fine-tuning (SFT) on our data demonstrates that teaching an MLLMs to articulate fine-grained actions directly translates to significant performance gains on established embodied benchmarks. Our analysis highlights these limitations and offers insights for developing more capable and grounded embodied agents.

ZhejiangUniversity Zhejiang University
·
Nov 23, 2025 2

ImaGGen: Zero-Shot Generation of Co-Speech Semantic Gestures Grounded in Language and Image Input

Human communication combines speech with expressive nonverbal cues such as hand gestures that serve manifold communicative functions. Yet, current generative gesture generation approaches are restricted to simple, repetitive beat gestures that accompany the rhythm of speaking but do not contribute to communicating semantic meaning. This paper tackles a core challenge in co-speech gesture synthesis: generating iconic or deictic gestures that are semantically coherent with a verbal utterance. Such gestures cannot be derived from language input alone, which inherently lacks the visual meaning that is often carried autonomously by gestures. We therefore introduce a zero-shot system that generates gestures from a given language input and additionally is informed by imagistic input, without manual annotation or human intervention. Our method integrates an image analysis pipeline that extracts key object properties such as shape, symmetry, and alignment, together with a semantic matching module that links these visual details to spoken text. An inverse kinematics engine then synthesizes iconic and deictic gestures and combines them with co-generated natural beat gestures for coherent multimodal communication. A comprehensive user study demonstrates the effectiveness of our approach. In scenarios where speech alone was ambiguous, gestures generated by our system significantly improved participants' ability to identify object properties, confirming their interpretability and communicative value. While challenges remain in representing complex shapes, our results highlight the importance of context-aware semantic gestures for creating expressive and collaborative virtual agents or avatars, marking a substantial step forward towards efficient and robust, embodied human-agent interaction. More information and example videos are available here: https://review-anon-io.github.io/ImaGGen.github.io/

  • 2 authors
·
Oct 20, 2025

Listening with the Eyes: Benchmarking Egocentric Co-Speech Grounding across Space and Time

In situated collaboration, speakers often use intentionally underspecified deictic commands (e.g., ``pass me that''), whose referent becomes identifiable only by aligning speech with a brief co-speech pointing stroke. However, many embodied benchmarks admit language-only shortcuts, allowing MLLMs to perform well without learning the audio--visual alignment required by deictic interaction. To bridge this gap, we introduce Egocentric Co-Speech Grounding (EcoG), where grounding is executable only if an agent jointly predicts What, Where, and When. To operationalize this, we present EcoG-Bench, an evaluation-only bilingual (EN/ZH) diagnostic benchmark of 811 egocentric clips with dense spatial annotations and millisecond-level stroke supervision. It is organized under a Progressive Cognitive Evaluation protocol. Benchmarking state-of-the-art MLLMs reveals a severe executability gap: while human subjects achieve near-ceiling performance on EcoG-Bench (96.9\% strict Eco-Accuracy), the best native video-audio setting remains low (Gemini-3-Pro: 17.0\%). Moreover, in a diagnostic ablation, replacing the native video--audio interface with timestamped frame samples and externally verified ASR (with word-level timing) substantially improves the same model (17.0\%to42.9\%). Overall, EcoG-Bench provides a strict, executable testbed for event-level speech--gesture binding, and suggests that multimodal interfaces may bottleneck the observability of temporal alignment cues, independently of model reasoning.

  • 9 authors
·
Mar 8

Embodied Agent Interface: Benchmarking LLMs for Embodied Decision Making

We aim to evaluate Large Language Models (LLMs) for embodied decision making. While a significant body of work has been leveraging LLMs for decision making in embodied environments, we still lack a systematic understanding of their performance because they are usually applied in different domains, for different purposes, and built based on different inputs and outputs. Furthermore, existing evaluations tend to rely solely on a final success rate, making it difficult to pinpoint what ability is missing in LLMs and where the problem lies, which in turn blocks embodied agents from leveraging LLMs effectively and selectively. To address these limitations, we propose a generalized interface (Embodied Agent Interface) that supports the formalization of various types of tasks and input-output specifications of LLM-based modules. Specifically, it allows us to unify 1) a broad set of embodied decision-making tasks involving both state and temporally extended goals, 2) four commonly-used LLM-based modules for decision making: goal interpretation, subgoal decomposition, action sequencing, and transition modeling, and 3) a collection of fine-grained metrics which break down evaluation into various types of errors, such as hallucination errors, affordance errors, various types of planning errors, etc. Overall, our benchmark offers a comprehensive assessment of LLMs' performance for different subtasks, pinpointing the strengths and weaknesses in LLM-powered embodied AI systems, and providing insights for effective and selective use of LLMs in embodied decision making.

  • 15 authors
·
Oct 9, 2024

EmbodiedBench: Comprehensive Benchmarking Multi-modal Large Language Models for Vision-Driven Embodied Agents

Leveraging Multi-modal Large Language Models (MLLMs) to create embodied agents offers a promising avenue for tackling real-world tasks. While language-centric embodied agents have garnered substantial attention, MLLM-based embodied agents remain underexplored due to the lack of comprehensive evaluation frameworks. To bridge this gap, we introduce EmbodiedBench, an extensive benchmark designed to evaluate vision-driven embodied agents. EmbodiedBench features: (1) a diverse set of 1,128 testing tasks across four environments, ranging from high-level semantic tasks (e.g., household) to low-level tasks involving atomic actions (e.g., navigation and manipulation); and (2) six meticulously curated subsets evaluating essential agent capabilities like commonsense reasoning, complex instruction understanding, spatial awareness, visual perception, and long-term planning. Through extensive experiments, we evaluated 13 leading proprietary and open-source MLLMs within EmbodiedBench. Our findings reveal that: MLLMs excel at high-level tasks but struggle with low-level manipulation, with the best model, GPT-4o, scoring only 28.9% on average. EmbodiedBench provides a multifaceted standardized evaluation platform that not only highlights existing challenges but also offers valuable insights to advance MLLM-based embodied agents. Our code is available at https://embodiedbench.github.io.

  • 13 authors
·
Feb 13, 2025 2

MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World

Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.

  • 6 authors
·
Jan 16, 2024

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

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

  • 10 authors
·
Oct 7, 2025 3

WHEN TO ACT, WHEN TO WAIT: Modeling Structural Trajectories for Intent Triggerability in Task-Oriented Dialogue

Task-oriented dialogue systems often face difficulties when user utterances seem semantically complete but lack necessary structural information for appropriate system action. This arises because users frequently do not fully understand their own needs, while systems require precise intent definitions. Current LLM-based agents cannot effectively distinguish between linguistically complete and contextually triggerable expressions, lacking frameworks for collaborative intent formation. We present STORM, a framework modeling asymmetric information dynamics through conversations between UserLLM (full internal access) and AgentLLM (observable behavior only). STORM produces annotated corpora capturing expression trajectories and latent cognitive transitions, enabling systematic analysis of collaborative understanding development. Our contributions include: (1) formalizing asymmetric information processing in dialogue systems; (2) modeling intent formation tracking collaborative understanding evolution; and (3) evaluation metrics measuring internal cognitive improvements alongside task performance. Experiments across four language models reveal that moderate uncertainty (40-60%) can outperform complete transparency in certain scenarios, with model-specific patterns suggesting reconsideration of optimal information completeness in human-AI collaboration. These findings contribute to understanding asymmetric reasoning dynamics and inform uncertainty-calibrated dialogue system design.

  • 8 authors
·
Jun 2, 2025 2

Large Models of What? Mistaking Engineering Achievements for Human Linguistic Agency

In this paper we argue that key, often sensational and misleading, claims regarding linguistic capabilities of Large Language Models (LLMs) are based on at least two unfounded assumptions; the assumption of language completeness and the assumption of data completeness. Language completeness assumes that a distinct and complete thing such as `a natural language' exists, the essential characteristics of which can be effectively and comprehensively modelled by an LLM. The assumption of data completeness relies on the belief that a language can be quantified and wholly captured by data. Work within the enactive approach to cognitive science makes clear that, rather than a distinct and complete thing, language is a means or way of acting. Languaging is not the kind of thing that can admit of a complete or comprehensive modelling. From an enactive perspective we identify three key characteristics of enacted language; embodiment, participation, and precariousness, that are absent in LLMs, and likely incompatible in principle with current architectures. We argue that these absences imply that LLMs are not now and cannot in their present form be linguistic agents the way humans are. We illustrate the point in particular through the phenomenon of `algospeak', a recently described pattern of high stakes human language activity in heavily controlled online environments. On the basis of these points, we conclude that sensational and misleading claims about LLM agency and capabilities emerge from a deep misconception of both what human language is and what LLMs are.

  • 2 authors
·
Jul 11, 2024

RobotEQ: Transitioning from Passive Intelligence to Active Intelligence in Embodied AI

Embodied AI is a prominent research topic in both academia and industry. Current research centers on completing tasks based on explicit user instructions. However, for robots to integrate into human society, they must understand which actions are permissible and which are prohibited, even without explicit commands. We refer to the user-guided AI as passive intelligence and the unguided AI as active intelligence. This paper introduces RobotEQ, the first benchmark for active intelligence, aiming to assess whether existing models can comprehend and adhere to social norms in embodied scenarios. First, we construct RobotEQ-Data, a dataset consisting of 1,900 egocentric images, spanning 10 representative embodied categories and 56 subcategories. Through extensive manual annotation, we provide 5,353 action judgment questions and 1,286 spatial grounding questions, specifying appropriate robot actions across diverse scenarios. Furthermore, we establish RobotEQ-Bench to evaluate the performance of state-of-the-art models on this task. Experimental results show that current models still fall short in achieving reliable active intelligence, particularly in spatial grounding. Meanwhile, we observe that leveraging RAG techniques to incorporate external social norm knowledge bases can generally enhance performance. This work can facilitate the transition of robotics from user-guided passive manipulation to active social compliance.

  • 15 authors
·
May 6

Grounded Decoding: Guiding Text Generation with Grounded Models for Robot Control

Recent progress in large language models (LLMs) has demonstrated the ability to learn and leverage Internet-scale knowledge through pre-training with autoregressive models. Unfortunately, applying such models to settings with embodied agents, such as robots, is challenging due to their lack of experience with the physical world, inability to parse non-language observations, and ignorance of rewards or safety constraints that robots may require. On the other hand, language-conditioned robotic policies that learn from interaction data can provide the necessary grounding that allows the agent to be correctly situated in the real world, but such policies are limited by the lack of high-level semantic understanding due to the limited breadth of the interaction data available for training them. Thus, if we want to make use of the semantic knowledge in a language model while still situating it in an embodied setting, we must construct an action sequence that is both likely according to the language model and also realizable according to grounded models of the environment. We frame this as a problem similar to probabilistic filtering: decode a sequence that both has high probability under the language model and high probability under a set of grounded model objectives. We demonstrate this guided decoding strategy is able to solve complex, long-horizon embodiment tasks in a robotic setting by leveraging the knowledge of both models. The project's website can be found at grounded-decoding.github.io.

  • 11 authors
·
Mar 1, 2023

Guava: An Effective and Universal Harness for Embodied Manipulation

Language models trained on large-scale vision-language data have demonstrated strong potential for embodied agents. Harnessing models through embodied tools use offers a promising alternative to end-to-end vision-language-action systems by combining high-level reasoning with external modules for perception, planning, and control. However, it remains unclear what makes an effective harness for embodied manipulation, and to what extent such a harness can unlock embodied capabilities in a wide range of reasoning models. In this work, we present Guava, a harness framework for embodied tool use developed through systematic exploration of the design space of agent workflows, action spaces, and observation spaces. Our study identifies three key ingredients for effective embodied agents: iterative perception-reasoning-action loops, semantic action abstractions, and multimodal observations. To understand whether these design principles are universal even to small models, we develop an end-to-end training pipeline that distills embodied manipulation capabilities into a 4B open-source model using fewer than 2K trajectories collected entirely in simulation. Experimental results in both simulation and real-world environments show performance comparable to frontier proprietary models while exhibiting strong generalization to unseen objects, novel instructions, and long-horizon tasks. Results suggest that a well-designed harness can serve as a scalable, model-agnostic interface for embodied manipulation, enabling strong emergent embodied capabilities in compact open-source models with minimal training data.

  • 8 authors
·
Jun 15 5

End-to-end Conversation Modeling Track in DSTC6

End-to-end training of neural networks is a promising approach to automatic construction of dialog systems using a human-to-human dialog corpus. Recently, Vinyals et al. tested neural conversation models using OpenSubtitles. Lowe et al. released the Ubuntu Dialogue Corpus for researching unstructured multi-turn dialogue systems. Furthermore, the approach has been extended to accomplish task oriented dialogs to provide information properly with natural conversation. For example, Ghazvininejad et al. proposed a knowledge grounded neural conversation model [3], where the research is aiming at combining conversational dialogs with task-oriented knowledge using unstructured data such as Twitter data for conversation and Foursquare data for external knowledge.However, the task is still limited to a restaurant information service, and has not yet been tested with a wide variety of dialog tasks. In addition, it is still unclear how to create intelligent dialog systems that can respond like a human agent. In consideration of these problems, we proposed a challenge track to the 6th dialog system technology challenges (DSTC6) using human-to-human dialog data to mimic human dialog behaviors. The focus of the challenge track is to train end-to-end conversation models from human-to-human conversation and accomplish end-to-end dialog tasks in various situations assuming a customer service, in which a system plays a role of human agent and generates natural and informative sentences in response to user's questions or comments given dialog context.

  • 2 authors
·
Jun 22, 2017

Semantic Motion Anchors: Bridging Motion and Meaning in Co-Speech Gestures

Learning a shared representation between spoken text and gesture is central to co-speech gesture retrieval, synthesis, and understanding, but remains challenging for semantically meaningful gestures whose communicative intent is not captured by motion alone. Direct contrastive alignment between transcripts and continuous motion embeddings often overemphasizes low-level kinematics and misses the symbolic content of semantic gestures. We propose semantic motion anchors, natural-language abstractions of gesture motion capturing physical form and communicative intent. Our method discretizes 3D gestures into body-hand motion primitives, verbalizes them into structured descriptions, and grounds them in the transcript to provide auxiliary contrastive supervision. On BEAT2, our method improves text-to-gesture R@1 by 8.2% over a direct text-motion baseline and outperforms prior retrieval approaches on text to gesture and gesture to text retrieval directions. Beyond aggregate retrieval metrics, semantic motion anchor supervision helps retrieve gestures that are semantically meaningful for the spoken query, rather than defaulting to generic motion patterns. A downstream retrieval-augmented gesture generation study showed that users significantly preferred gestures retrieved by our approach over a retrieval-augmented generation baseline, demonstrating that semantically grounded retrieval translates to gestures that better convey communicative intent in downstream generation.

  • 8 authors
·
May 31 2

Situated Language Learning via Interactive Narratives

This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.

  • 2 authors
·
Mar 17, 2021

SalesBot: Transitioning from Chit-Chat to Task-Oriented Dialogues

Dialogue systems are usually categorized into two types, open-domain and task-oriented. The first one focuses on chatting with users and making them engage in the conversations, where selecting a proper topic to fit the dialogue context is essential for a successful dialogue. The other one focuses on a specific task instead of casual talks, e.g., finding a movie on Friday night, or playing a song. These two directions have been studied separately due to their different purposes. However, how smoothly transitioning from social chatting to task-oriented dialogues is important for triggering business opportunities, and there is no public data focusing on such scenarios. Hence, this paper focuses on investigating the conversations starting from open-domain social chatting and then gradually transitioning to task-oriented purposes, and releases a large-scale dataset with detailed annotations for encouraging this research direction. To achieve this goal, this paper proposes a framework to automatically generate many dialogues without human involvement, in which any powerful open-domain dialogue generation model can be easily leveraged. The human evaluation shows that our generated dialogue data has a natural flow at a reasonable quality, showing that our released data has a great potential of guiding future research directions and commercial activities. Furthermore, the released models allow researchers to automatically generate unlimited dialogues in the target scenarios, which can greatly benefit semi-supervised and unsupervised approaches.

  • 4 authors
·
Apr 22, 2022

Ask-to-Clarify: Resolving Instruction Ambiguity through Multi-turn Dialogue

The ultimate goal of embodied agents is to create collaborators that can interact with humans, not mere executors that passively follow instructions. This requires agents to communicate, coordinate, and adapt their actions based on human feedback. Recently, advances in VLAs have offered a path toward this goal. However, most current VLA-based embodied agents operate in a one-way mode: they receive an instruction and execute it without feedback. This approach fails in real-world scenarios where instructions are often ambiguous. In this paper, we address this problem with the Ask-to-Clarify framework. Our framework first resolves ambiguous instructions by asking questions in a multi-turn dialogue. Then it generates low-level actions end-to-end. Specifically, the Ask-to-Clarify framework consists of two components, one VLM for collaboration and one diffusion for action. We also introduce a connection module that generates conditions for the diffusion based on the output of the VLM. This module adjusts the observation by instructions to create reliable conditions. We train our framework with a two-stage knowledge-insulation strategy. First, we fine-tune the collaboration component using ambiguity-solving dialogue data to handle ambiguity. Then, we integrate the action component while freezing the collaboration one. This preserves the interaction abilities while fine-tuning the diffusion to generate actions. The training strategy guarantees our framework can first ask questions, then generate actions. During inference, a signal detector functions as a router that helps our framework switch between asking questions and taking actions. We evaluate the Ask-to-Clarify framework in 8 real-world tasks, where it outperforms existing state-of-the-art VLAs. The results suggest that our proposed framework, along with the training strategy, provides a path toward collaborative embodied agents.

  • 8 authors
·
Sep 18, 2025 3

CommCP: Efficient Multi-Agent Coordination via LLM-Based Communication with Conformal Prediction

To complete assignments provided by humans in natural language, robots must interpret commands, generate and answer relevant questions for scene understanding, and manipulate target objects. Real-world deployments often require multiple heterogeneous robots with different manipulation capabilities to handle different assignments cooperatively. Beyond the need for specialized manipulation skills, effective information gathering is important in completing these assignments. To address this component of the problem, we formalize the information-gathering process in a fully cooperative setting as an underexplored multi-agent multi-task Embodied Question Answering (MM-EQA) problem, which is a novel extension of canonical Embodied Question Answering (EQA), where effective communication is crucial for coordinating efforts without redundancy. To address this problem, we propose CommCP, a novel LLM-based decentralized communication framework designed for MM-EQA. Our framework employs conformal prediction to calibrate the generated messages, thereby minimizing receiver distractions and enhancing communication reliability. To evaluate our framework, we introduce an MM-EQA benchmark featuring diverse, photo-realistic household scenarios with embodied questions. Experimental results demonstrate that CommCP significantly enhances the task success rate and exploration efficiency over baselines. The experiment videos, code, and dataset are available on our project website: https://comm-cp.github.io.

  • 5 authors
·
Feb 4

Evaluating Very Long-Term Conversational Memory of LLM Agents

Existing works on long-term open-domain dialogues focus on evaluating model responses within contexts spanning no more than five chat sessions. Despite advancements in long-context large language models (LLMs) and retrieval augmented generation (RAG) techniques, their efficacy in very long-term dialogues remains unexplored. To address this research gap, we introduce a machine-human pipeline to generate high-quality, very long-term dialogues by leveraging LLM-based agent architectures and grounding their dialogues on personas and temporal event graphs. Moreover, we equip each agent with the capability of sharing and reacting to images. The generated conversations are verified and edited by human annotators for long-range consistency and grounding to the event graphs. Using this pipeline, we collect LoCoMo, a dataset of very long-term conversations, each encompassing 300 turns and 9K tokens on avg., over up to 35 sessions. Based on LoCoMo, we present a comprehensive evaluation benchmark to measure long-term memory in models, encompassing question answering, event summarization, and multi-modal dialogue generation tasks. Our experimental results indicate that LLMs exhibit challenges in understanding lengthy conversations and comprehending long-range temporal and causal dynamics within dialogues. Employing strategies like long-context LLMs or RAG can offer improvements but these models still substantially lag behind human performance.

  • 6 authors
·
Feb 27, 2024 3

SocialOmni: Benchmarking Audio-Visual Social Interactivity in Omni Models

Omni-modal large language models (OLMs) redefine human-machine interaction by natively integrating audio, vision, and text. However, existing OLM benchmarks remain anchored to static, accuracy-centric tasks, leaving a critical gap in assessing social interactivity, the fundamental capacity to navigate dynamic cues in natural dialogues. To this end, we propose SocialOmni, a comprehensive benchmark that operationalizes the evaluation of this conversational interactivity across three core dimensions: (i) speaker separation and identification (who is speaking), (ii) interruption timing control (when to interject), and (iii) natural interruption generation (how to phrase the interruption). SocialOmni features 2,000 perception samples and a quality-controlled diagnostic set of 209 interaction-generation instances with strict temporal and contextual constraints, complemented by controlled audio-visual inconsistency scenarios to test model robustness. We benchmarked 12 leading OLMs, which uncovers significant variance in their social-interaction capabilities across models. Furthermore, our analysis reveals a pronounced decoupling between a model's perceptual accuracy and its ability to generate contextually appropriate interruptions, indicating that understanding-centric metrics alone are insufficient to characterize conversational social competence. More encouragingly, these diagnostics from SocialOmni yield actionable signals for bridging the perception-interaction divide in future OLMs.

  • 12 authors
·
Mar 17 2

FreeAskWorld: An Interactive and Closed-Loop Simulator for Human-Centric Embodied AI

As embodied intelligence emerges as a core frontier in artificial intelligence research, simulation platforms must evolve beyond low-level physical interactions to capture complex, human-centered social behaviors. We introduce FreeAskWorld, an interactive simulation framework that integrates large language models (LLMs) for high-level behavior planning and semantically grounded interaction, informed by theories of intention and social cognition. Our framework supports scalable, realistic human-agent simulations and includes a modular data generation pipeline tailored for diverse embodied tasks.To validate the framework, we extend the classic Vision-and-Language Navigation (VLN) task into a interaction enriched Direction Inquiry setting, wherein agents can actively seek and interpret navigational guidance. We present and publicly release FreeAskWorld, a large-scale benchmark dataset comprising reconstructed environments, six diverse task types, 16 core object categories, 63,429 annotated sample frames, and more than 17 hours of interaction data to support training and evaluation of embodied AI systems. We benchmark VLN models, and human participants under both open-loop and closed-loop settings. Experimental results demonstrate that models fine-tuned on FreeAskWorld outperform their original counterparts, achieving enhanced semantic understanding and interaction competency. These findings underscore the efficacy of socially grounded simulation frameworks in advancing embodied AI systems toward sophisticated high-level planning and more naturalistic human-agent interaction. Importantly, our work underscores that interaction itself serves as an additional information modality.

  • 9 authors
·
Nov 17, 2025 2

Towards A Holistic Landscape of Situated Theory of Mind in Large Language Models

Large Language Models (LLMs) have generated considerable interest and debate regarding their potential emergence of Theory of Mind (ToM). Several recent inquiries reveal a lack of robust ToM in these models and pose a pressing demand to develop new benchmarks, as current ones primarily focus on different aspects of ToM and are prone to shortcuts and data leakage. In this position paper, we seek to answer two road-blocking questions: (1) How can we taxonomize a holistic landscape of machine ToM? (2) What is a more effective evaluation protocol for machine ToM? Following psychological studies, we taxonomize machine ToM into 7 mental state categories and delineate existing benchmarks to identify under-explored aspects of ToM. We argue for a holistic and situated evaluation of ToM to break ToM into individual components and treat LLMs as an agent who is physically situated in environments and socially situated in interactions with humans. Such situated evaluation provides a more comprehensive assessment of mental states and potentially mitigates the risk of shortcuts and data leakage. We further present a pilot study in a grid world setup as a proof of concept. We hope this position paper can facilitate future research to integrate ToM with LLMs and offer an intuitive means for researchers to better position their work in the landscape of ToM. Project page: https://github.com/Mars-tin/awesome-theory-of-mind

  • 4 authors
·
Oct 30, 2023

Embodied Task Planning via Graph-Informed Action Generation with Large Language Models

While Large Language Models (LLMs) have demonstrated strong zero-shot reasoning capabilities, their deployment as embodied agents still faces fundamental challenges in long-horizon planning. Unlike open-ended text generation, embodied agents must decompose high-level intents into actionable sub-goals while adhering to the constraints of a dynamic environment. Standard LLM planners frequently fail to maintain strategy coherence over extended horizons due to context window limitations or hallucinate state transitions that violate environment constraints. We propose GiG, a planning framework that structures embodied agents' memory using a Graph-in-Graph architecture. Our approach employs a Graph Neural Network (GNN) to encode environmental states into embeddings, organizing these embeddings into action-connected execution trace graphs within an experience memory bank. GiG enables retrieval of structurally-similar priors, allowing agents to ground current decisions in relevant past structural patterns. Furthermore, we introduce a bounded lookahead module that leverages symbolic transition logic to enhance the agent's planning capabilities through grounded action projections. We evaluate our framework on three embodied planning benchmarks-Robotouille Synchronous, Robotouille Asynchronous, and ALFWorld. Our method outperforms state-of-the-art baselines, achieving Pass@1 performance gains of up to 22% on Robotouille Synchronous, 37% on Asynchronous, and 15% on ALFWorld while maintaining comparable or lower computational cost.

  • 3 authors
·
May 16