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Jun 29

GUIrilla: A Scalable Framework for Automated Desktop UI Exploration

Autonomous agents capable of operating complex graphical user interfaces (GUIs) have the potential to transform desktop automation. While recent advances in large language models (LLMs) have significantly improved UI understanding, navigating full-window, multi-application desktop environments remains a major challenge. Data availability is limited by costly manual annotation, closed-source datasets and surface-level synthetic pipelines. We introduce GUIrilla, an automated scalable framework that systematically explores applications via native accessibility APIs to address the critical data collection challenge in GUI automation. Our framework focuses on macOS - an ecosystem with limited representation in current UI datasets - though many of its components are designed for broader cross-platform applicability. GUIrilla organizes discovered interface elements and crawler actions into hierarchical GUI graphs and employs specialized interaction handlers to achieve comprehensive application coverage. Using the application graphs from GUIrilla crawler, we construct and release GUIrilla-Task, a large-scale dataset of 27,171 functionally grounded tasks across 1,108 macOS applications, each annotated with full-desktop and window-level screenshots, accessibility metadata, and semantic action traces. Empirical results show that tuning LLM-based agents on GUIrilla-Task significantly improves performance on downstream UI tasks, outperforming synthetic baselines on the ScreenSpot Pro benchmark while using 97% less data. We also release macapptree, an open-source library for reproducible collection of structured accessibility metadata, along with the full GUIrilla-Task dataset, the manually verified GUIrilla-Gold benchmark, and the framework code to support open research in desktop autonomy.

  • 4 authors
·
Oct 16, 2025

SSKG Hub: An Expert-Guided Platform for LLM-Empowered Sustainability Standards Knowledge Graphs

Sustainability disclosure standards (e.g., GRI, SASB, TCFD, IFRS S2) are comprehensive yet lengthy, terminology-dense, and highly cross-referential, hindering structured analysis and downstream use. We present SSKG Hub (Sustainability Standards Knowledge Graph Hub), a research prototype and interactive web platform that transforms standards into auditable knowledge graphs (KGs) through an LLM-centered, expert-guided pipeline. The system integrates automatic standard identification, configurable chunking, standard-specific prompting, robust triple parsing, and provenance-aware Neo4j storage with fine-grained audit metadata. LLM extraction produces a provenance-linked Draft KG, which is reviewed, curated, and formally promoted to a Certified KG through meta-expert adjudication. A role-based governance framework covering read-only guest access, expert review and CRUD operations, meta-expert certification, and administrative oversight ensures traceability and accountability across draft and certified states. Beyond graph exploration and triple-level evidence tracing, SSKG Hub supports cross-KG fusion, KG-driven tasks, and dedicated modules for insights and curated resources. We validate the platform through a comprehensive expert-led KG review case study that demonstrates end-to-end curation and quality assurance. The web application is publicly available at www.sskg-hub.com.

  • 13 authors
·
Feb 27

MEMTRACK: Evaluating Long-Term Memory and State Tracking in Multi-Platform Dynamic Agent Environments

Recent works on context and memory benchmarking have primarily focused on conversational instances but the need for evaluating memory in dynamic enterprise environments is crucial for its effective application. We introduce MEMTRACK, a benchmark designed to evaluate long-term memory and state tracking in multi-platform agent environments. MEMTRACK models realistic organizational workflows by integrating asynchronous events across multiple communication and productivity platforms such as Slack, Linear and Git. Each benchmark instance provides a chronologically platform-interleaved timeline, with noisy, conflicting, cross-referring information as well as potential codebase/file-system comprehension and exploration. Consequently, our benchmark tests memory capabilities such as acquistion, selection and conflict resolution. We curate the MEMTRACK dataset through both manual expert driven design and scalable agent based synthesis, generating ecologically valid scenarios grounded in real world software development processes. We introduce pertinent metrics for Correctness, Efficiency, and Redundancy that capture the effectiveness of memory mechanisms beyond simple QA performance. Experiments across SoTA LLMs and memory backends reveal challenges in utilizing memory across long horizons, handling cross-platform dependencies, and resolving contradictions. Notably, the best performing GPT-5 model only achieves a 60\% Correctness score on MEMTRACK. This work provides an extensible framework for advancing evaluation research for memory-augmented agents, beyond existing focus on conversational setups, and sets the stage for multi-agent, multi-platform memory benchmarking in complex organizational settings

PatronusAI Patronus AI
·
Oct 1, 2025 2

GUIDE: Graphical User Interface Data for Execution

In this paper, we introduce GUIDE, a novel dataset tailored for the advancement of Multimodal Large Language Model (MLLM) applications, particularly focusing on Robotic Process Automation (RPA) use cases. Our dataset encompasses diverse data from various websites including Apollo(62.67\%), Gmail(3.43\%), Calendar(10.98\%) and Canva(22.92\%). Each data entry includes an image, a task description, the last action taken, CoT and the next action to be performed along with grounding information of where the action needs to be executed. The data is collected using our in-house advanced annotation tool NEXTAG (Next Action Grounding and Annotation Tool). The data is adapted for multiple OS, browsers and display types. It is collected by multiple annotators to capture the variation of design and the way person uses a website. Through this dataset, we aim to facilitate research and development in the realm of LLMs for graphical user interfaces, particularly in tasks related to RPA. The dataset's multi-platform nature and coverage of diverse websites enable the exploration of cross-interface capabilities in automation tasks. We believe that our dataset will serve as a valuable resource for advancing the capabilities of multi-platform LLMs in practical applications, fostering innovation in the field of automation and natural language understanding. Using GUIDE, we build V-Zen, the first RPA model to automate multiple websites using our in-House Automation tool AUTONODE

  • 5 authors
·
Apr 9, 2024

MineExplorer: Evaluating Open-World Exploration of MLLM Agents in Minecraft

Multimodal large language models (MLLMs) have shown strong capabilities in perception, reasoning, and action generation. However, their ability to sustain exploration in dynamic open worlds remains unclear. Existing embodied and game-based benchmarks often compress interaction into short-horizon tasks or entangle success with domain-specific game mechanics. In this paper, we introduce MineExplorer benchmark for evaluating open-world exploration capabilities of MLLM agents in Minecraft. We first filter atomic tasks whose solutions rely heavily on Minecraft-specific knowledge to better reflect general open-world reasoning. Then we organize the benchmark around a ReAct-style capability formulation and compose atomic tasks into implicit multi-hop tasks. To further construct reliable instances, MineExplorer uses a multi-agent synthesis workflow that jointly designs task graphs, sandbox scenes, and rule-based milestone evaluators. Human evaluation shows that the multi-agent synthesis workflow produces significantly more reliable instances than a single-agent baseline. Experiments with advanced MLLM agents show that open-world exploration remains challenging, as strong models can handle many single-hop tasks but degrade sharply when hidden prerequisites must be coordinated over longer trajectories. Further analysis finds that task difficulty tracks agent completion, and larger models or thinking modes do not consistently translate into better performance. Code and dataset are available at https://github.com/Jometeorie/MineExplorer.

  • 10 authors
·
May 28 2

MOSAIC: A Unified Platform for Cross-Paradigm Comparison and Evaluation of Homogeneous and Heterogeneous Multi-Agent RL, LLM, VLM, and Human Decision-Makers

Reinforcement learning (RL), large language models (LLMs), and vision-language models (VLMs) have been widely studied in isolation. However, existing infrastructure lacks the ability to deploy agents from different decision-making paradigms within the same environment, making it difficult to study them in hybrid multi-agent settings or to compare their behaviour fairly under identical conditions. We present MOSAIC, an open-source platform that bridges this gap by incorporating a diverse set of existing reinforcement learning environments and enabling heterogeneous agents (RL policies, LLMs, VLMs, and human players) to operate within them in ad-hoc team settings with reproducible results. MOSAIC introduces three contributions. (i) An IPC-based worker protocol that wraps both native and third-party frameworks as isolated subprocess workers, each executing its native training and inference logic unmodified, communicating through a versioned inter-process protocol. (ii) An operator abstraction that forms an agent-level interface by mapping workers to agents: each operator, regardless of whether it is backed by an RL policy, an LLM, or a human, conforms to a minimal unified interface. (iii) A deterministic cross-paradigm evaluation framework offering two complementary modes: a manual mode that advances up to N concurrent operators in lock-step under shared seeds for fine-grained visual inspection of behavioural differences, and a script mode that drives automated, long-running evaluation through declarative Python scripts, for reproducible experiments. We release MOSAIC as an open, visual-first platform to facilitate reproducible cross-paradigm research across the RL, LLM, and human-in-the-loop communities.

  • 8 authors
·
Mar 1

OmegaUse: Building a General-Purpose GUI Agent for Autonomous Task Execution

Graphical User Interface (GUI) agents show great potential for enabling foundation models to complete real-world tasks, revolutionizing human-computer interaction and improving human productivity. In this report, we present OmegaUse, a general-purpose GUI agent model for autonomous task execution on both mobile and desktop platforms, supporting computer-use and phone-use scenarios. Building an effective GUI agent model relies on two factors: (1) high-quality data and (2) effective training methods. To address these, we introduce a carefully engineered data-construction pipeline and a decoupled training paradigm. For data construction, we leverage rigorously curated open-source datasets and introduce a novel automated synthesis framework that integrates bottom-up autonomous exploration with top-down taxonomy-guided generation to create high-fidelity synthetic data. For training, to better leverage these data, we adopt a two-stage strategy: Supervised Fine-Tuning (SFT) to establish fundamental interaction syntax, followed by Group Relative Policy Optimization (GRPO) to improve spatial grounding and sequential planning. To balance computational efficiency with agentic reasoning capacity, OmegaUse is built on a Mixture-of-Experts (MoE) backbone. To evaluate cross-terminal capabilities in an offline setting, we introduce OS-Nav, a benchmark suite spanning multiple operating systems: ChiM-Nav, targeting Chinese Android mobile environments, and Ubu-Nav, focusing on routine desktop interactions on Ubuntu. Extensive experiments show that OmegaUse is highly competitive across established GUI benchmarks, achieving a state-of-the-art (SOTA) score of 96.3% on ScreenSpot-V2 and a leading 79.1% step success rate on AndroidControl. OmegaUse also performs strongly on OS-Nav, reaching 74.24% step success on ChiM-Nav and 55.9% average success on Ubu-Nav.

  • 15 authors
·
Jan 28 2

Remember to be Curious: Episodic Context and Persistent Worlds for 3D Exploration

Exploration is a prerequisite for learning useful behaviors in sparse-reward, long-horizon tasks, particularly within 3D environments. Curiosity-driven reinforcement learning addresses this via intrinsic rewards derived from the mismatch between the agent's predictive model of the world and reality. However, translating this intrinsic motivation to complex, photorealistic environments remains difficult, as agents can become trapped in local loops and receive fresh rewards for revisiting forgotten states. In this work, we demonstrate that this failure stems from a lack of spatial persistence and episodic context. We show that effective curiosity requires a model of the world that is persistent and continuously updated, paired with an agent that maintains an episodic trajectory history to navigate toward novel regions. We achieve this using an online 3D reconstruction as a persistent model of the world, while the agent policy is parameterized as a sequence model over RGB observations to maintain episodic context. This design enables effective exploration during training while allowing the agent to navigate using solely RGB frames at deployment. Trained purely via curiosity on HM3D, our agent outperforms RL-based active mapping baselines and generalizes zero-shot to Gibson and AI-generated worlds. Our end-to-end policy enables efficient adaptation to downstream tasks, such as apple picking and image-goal navigation, outperforming from-scratch baselines. Please see video results at https://recuriosity.github.io/.

  • 6 authors
·
May 20

UltraHorizon: Benchmarking Agent Capabilities in Ultra Long-Horizon Scenarios

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

  • 18 authors
·
Sep 25, 2025 2

GUI Exploration Lab: Enhancing Screen Navigation in Agents via Multi-Turn Reinforcement Learning

With the rapid development of Large Vision Language Models, the focus of Graphical User Interface (GUI) agent tasks shifts from single-screen tasks to complex screen navigation challenges. However, real-world GUI environments, such as PC software and mobile Apps, are often complex and proprietary, making it difficult to obtain the comprehensive environment information needed for agent training and evaluation. This limitation hinders systematic investigation and benchmarking of agent navigation capabilities. To address this limitation, we introduce GUI Exploration Lab, a simulation environment engine for GUI agent navigation research that enables flexible definition and composition of screens, icons, and navigation graphs, while providing full access to environment information for comprehensive agent training and evaluation. Through extensive experiments, we find that supervised fine-tuning enables effective memorization of fundamental knowledge, serving as a crucial foundation for subsequent training. Building on this, single-turn reinforcement learning further enhances generalization to unseen scenarios. Finally, multi-turn reinforcement learning encourages the development of exploration strategies through interactive trial and error, leading to further improvements in screen navigation performance. We validate our methods on both static and interactive benchmarks, demonstrating that our findings generalize effectively to real-world scenarios. These findings demonstrate the advantages of reinforcement learning approaches in GUI navigation and offer practical guidance for building more capable and generalizable GUI agents.

  • 12 authors
·
Dec 2, 2025 3

SWE-Explore: Benchmarking How Coding Agents Explore Repositories

Repository-level coding benchmarks such as SWE-bench have driven a rapid surge in the capabilities of coding agents. Yet they usually treat coding tasks as a holistic, binary prediction problem (e.g., resolved or unresolved), neglecting fine-grained agent capabilities such as repository understanding, context retrieval, code localization, and bug diagnosis. In this paper, we introduce SWE-Explore, a benchmark that isolates the evaluation of repository exploration, a critical capability of coding agents. Given a repository and an issue, SWE-Explore asks an explorer to return a ranked list of relevant code regions under a fixed line budget. SWE-Explore covers 848 issues across 10 programming languages and 203 open-source repositories. For each instance, we derive line-level ground truth from independent agent trajectories that successfully solved the same issue, distilling the specific code regions their solution paths actually consulted. We evaluate exploration along coverage, ranking, and context-efficiency dimensions, showing that these metrics strongly track downstream repair behavior. Across a broad set of retrieval methods, general coding agents, and specialized localizers, we find that agentic explorers form a clear tier above classical retrieval. While file-level localization is already strong for modern methods, line-level coverage and efficient ranking remain the key axes differentiating state-of-the-art explorers.

GTA1: GUI Test-time Scaling Agent

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

Odyssey: Empowering Agents with Open-World Skills

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

  • 8 authors
·
Jul 21, 2024

OS-ATLAS: A Foundation Action Model for Generalist GUI Agents

Existing efforts in building GUI agents heavily rely on the availability of robust commercial Vision-Language Models (VLMs) such as GPT-4o and GeminiProVision. Practitioners are often reluctant to use open-source VLMs due to their significant performance lag compared to their closed-source counterparts, particularly in GUI grounding and Out-Of-Distribution (OOD) scenarios. To facilitate future research in this area, we developed OS-Atlas - a foundational GUI action model that excels at GUI grounding and OOD agentic tasks through innovations in both data and modeling. We have invested significant engineering effort in developing an open-source toolkit for synthesizing GUI grounding data across multiple platforms, including Windows, Linux, MacOS, Android, and the web. Leveraging this toolkit, we are releasing the largest open-source cross-platform GUI grounding corpus to date, which contains over 13 million GUI elements. This dataset, combined with innovations in model training, provides a solid foundation for OS-Atlas to understand GUI screenshots and generalize to unseen interfaces. Through extensive evaluation across six benchmarks spanning three different platforms (mobile, desktop, and web), OS-Atlas demonstrates significant performance improvements over previous state-of-the-art models. Our evaluation also uncovers valuable insights into continuously improving and scaling the agentic capabilities of open-source VLMs.

  • 11 authors
·
Oct 30, 2024 3

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

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

  • 3 authors
·
May 23, 2024

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

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

  • 13 authors
·
Aug 7, 2025 2

WindowsWorld: A Process-Centric Benchmark of Autonomous GUI Agents in Professional Cross-Application Environments

While GUI agents have shown impressive capabilities in common computer-use tasks such as OSWorld, current benchmarks mainly focus on isolated and single-application tasks. This overlooks a critical real-world requirement of coordinating across multiple applications to accomplish complex profession-specific workflows. To bridge this gap, we present a computer-use benchmark in cross-application workflows, named WindowsWorld, designed to systematically assess GUI Agents on complex multi-step tasks that mirror real-world professional activities. Our methodology uses a multi-agent framework steered by 16 occupations to generate four difficulty-level tasks with intermediate inspection, which are then refined by human review and executed in a simulated environment. The resulting benchmark contains 181 tasks with an average of 5.0 sub-goals across 17 common desktop applications, of which 78% are inherently multi-application. Experimental results of leading large models and agents show that: 1) All computer-use agents perform poorly on multi-application tasks (< 21% success rate), far below the performance of simple single-app tasks; 2) They largely fail at tasks requiring conditional judgment and reasoning across geq 3 applications, stalling at early sub-goals; 3) Low execution efficiency, where tasks often fail despite far exceeding human step limits. Code, benchmark data, and evaluation resources are available at github.com/HITsz-TMG/WindowsWorld.

  • 6 authors
·
Apr 29 2

Explore Before You Solve: The Speed--Depth Trade-off in Epistemic Agents for ARC-AGI-3

We systematically investigate all 25 public ARC-AGI-3 games and find that every one is reachable through non-intelligent strategies: 10 in a single blind step, 5 after one probing action, 1 via repeated ACTION1 presses, 1 via diverse exploration, and 8 via single repeated actions with sufficient budget (50-200 steps). A library-level null-coordinate vulnerability additionally bypasses 18 games in 1 step. This benchmark critique implies the public evaluation set cannot discriminate intelligent exploration from trivial heuristics - the private 55-game evaluation is the only genuine intelligence test. Against this backdrop, we present AERA (Adaptive Epistemic Reasoning Agent), a three-phase (EXPLORE / VERIFY / PLAN) agent achieving RHAE=0.2116 (4/25 solved) on these 25 games with Qwen2.5-0.5B, while random and no-explore baselines score 0.0000. We formalise AERA through a Speed--Depth trade-off framework: under a convexity assumption (proved for a class of environments in the Appendix), RHAE's quadratic form emerges as a second-order penalty for deviating from the Pareto frontier between action efficiency and information gain. Contributions: (i) a benchmark validity analysis showing that current interactive reasoning benchmarks fail to measure the exploration they claim to require, and (ii) the EXPLORE-before-PLAN framework and model-capability x exploration interaction. The linked code track entry achieves RHAE=0.30 on the full 55-game private evaluation. Code: CC0.

  • 1 authors
·
May 24

MobileUse: A GUI Agent with Hierarchical Reflection for Autonomous Mobile Operation

Recent advances in Multimodal Large Language Models (MLLMs) have enabled the development of mobile agents that can understand visual inputs and follow user instructions, unlocking new possibilities for automating complex tasks on mobile devices. However, applying these models to real-world mobile scenarios remains a significant challenge due to the long-horizon task execution, difficulty in error recovery, and the cold-start problem in unfamiliar environments. To address these challenges, we propose MobileUse, a GUI agent designed for robust and adaptive mobile task execution. To improve resilience in long-horizon tasks and dynamic environments, we introduce a hierarchical reflection architecture that enables the agent to self-monitor, detect, and recover from errors across multiple temporal scales-ranging from individual actions to overall task completion-while maintaining efficiency through a reflection-on-demand strategy. To tackle cold-start issues, we further introduce a proactive exploration module, which enriches the agent's understanding of the environment through self-planned exploration. Evaluations on AndroidWorld and AndroidLab benchmarks demonstrate that MobileUse establishes new state-of-the-art performance, achieving success rates of 62.9% and 44.2%, respectively. To facilitate real-world applications, we release an out-of-the-box toolkit for automated task execution on physical mobile devices, which is available at https://github.com/MadeAgents/mobile-use.

  • 10 authors
·
Jul 21, 2025

X-Cross: Dynamic Integration of Language Models for Cross-Domain Sequential Recommendation

As new products are emerging daily, recommendation systems are required to quickly adapt to possible new domains without needing extensive retraining. This work presents ``X-Cross'' -- a novel cross-domain sequential-recommendation model that recommends products in new domains by integrating several domain-specific language models; each model is fine-tuned with low-rank adapters (LoRA). Given a recommendation prompt, operating layer by layer, X-Cross dynamically refines the representation of each source language model by integrating knowledge from all other models. These refined representations are propagated from one layer to the next, leveraging the activations from each domain adapter to ensure domain-specific nuances are preserved while enabling adaptability across domains. Using Amazon datasets for sequential recommendation, X-Cross achieves performance comparable to a model that is fine-tuned with LoRA, while using only 25% of the additional parameters. In cross-domain tasks, such as adapting from Toys domain to Tools, Electronics or Sports, X-Cross demonstrates robust performance, while requiring about 50%-75% less fine-tuning data than LoRA to make fine-tuning effective. Furthermore, X-Cross achieves significant improvement in accuracy over alternative cross-domain baselines. Overall, X-Cross enables scalable and adaptive cross-domain recommendations, reducing computational overhead and providing an efficient solution for data-constrained environments.

  • 5 authors
·
Apr 29, 2025 3

MMBench-GUI: Hierarchical Multi-Platform Evaluation Framework for GUI Agents

We introduce MMBench-GUI, a hierarchical benchmark for evaluating GUI automation agents across Windows, macOS, Linux, iOS, Android, and Web platforms. It comprises four levels: GUI Content Understanding, Element Grounding, Task Automation, and Task Collaboration, covering essential skills for GUI agents. In addition, we propose a novel Efficiency-Quality Area (EQA) metric to assess GUI agent execution efficiency in online automation scenarios. Through MMBench-GUI, we identify accurate visual grounding as a critical determinant of overall task success, emphasizing the substantial benefits of modular frameworks that integrate specialized grounding modules. Furthermore, to achieve reliable GUI automation, an agent requires strong task planning and cross-platform generalization abilities, with long-context memory, a broad action space, and long-term reasoning playing a critical role. More important, task efficiency remains a critically underexplored dimension, and all models suffer from substantial inefficiencies, with excessive redundant steps even when tasks are ultimately completed. The integration of precise localization, effective planning, and early stopping strategies is indispensable to enable truly efficient and scalable GUI automation. Our benchmark code, evaluation data, and running environment will be publicly available at https://github.com/open-compass/MMBench-GUI.

  • 28 authors
·
Jul 25, 2025 2

OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments

Autonomous agents that accomplish complex computer tasks with minimal human interventions have the potential to transform human-computer interaction, significantly enhancing accessibility and productivity. However, existing benchmarks either lack an interactive environment or are limited to environments specific to certain applications or domains, failing to reflect the diverse and complex nature of real-world computer use, thereby limiting the scope of tasks and agent scalability. To address this issue, we introduce OSWorld, the first-of-its-kind scalable, real computer environment for multimodal agents, supporting task setup, execution-based evaluation, and interactive learning across various operating systems such as Ubuntu, Windows, and macOS. OSWorld can serve as a unified, integrated computer environment for assessing open-ended computer tasks that involve arbitrary applications. Building upon OSWorld, we create a benchmark of 369 computer tasks involving real web and desktop apps in open domains, OS file I/O, and workflows spanning multiple applications. Each task example is derived from real-world computer use cases and includes a detailed initial state setup configuration and a custom execution-based evaluation script for reliable, reproducible evaluation. Extensive evaluation of state-of-the-art LLM/VLM-based agents on OSWorld reveals significant deficiencies in their ability to serve as computer assistants. While humans can accomplish over 72.36% of the tasks, the best model achieves only 12.24% success, primarily struggling with GUI grounding and operational knowledge. Comprehensive analysis using OSWorld provides valuable insights for developing multimodal generalist agents that were not possible with previous benchmarks. Our code, environment, baseline models, and data are publicly available at https://os-world.github.io.

  • 17 authors
·
Apr 11, 2024 1

MarsExplorer: Exploration of Unknown Terrains via Deep Reinforcement Learning and Procedurally Generated Environments

This paper is an initial endeavor to bridge the gap between powerful Deep Reinforcement Learning methodologies and the problem of exploration/coverage of unknown terrains. Within this scope, MarsExplorer, an openai-gym compatible environment tailored to exploration/coverage of unknown areas, is presented. MarsExplorer translates the original robotics problem into a Reinforcement Learning setup that various off-the-shelf algorithms can tackle. Any learned policy can be straightforwardly applied to a robotic platform without an elaborate simulation model of the robot's dynamics to apply a different learning/adaptation phase. One of its core features is the controllable multi-dimensional procedural generation of terrains, which is the key for producing policies with strong generalization capabilities. Four different state-of-the-art RL algorithms (A3C, PPO, Rainbow, and SAC) are trained on the MarsExplorer environment, and a proper evaluation of their results compared to the average human-level performance is reported. In the follow-up experimental analysis, the effect of the multi-dimensional difficulty setting on the learning capabilities of the best-performing algorithm (PPO) is analyzed. A milestone result is the generation of an exploration policy that follows the Hilbert curve without providing this information to the environment or rewarding directly or indirectly Hilbert-curve-like trajectories. The experimental analysis is concluded by evaluating PPO learned policy algorithm side-by-side with frontier-based exploration strategies. A study on the performance curves revealed that PPO-based policy was capable of performing adaptive-to-the-unknown-terrain sweeping without leaving expensive-to-revisit areas uncovered, underlying the capability of RL-based methodologies to tackle exploration tasks efficiently. The source code can be found at: https://github.com/dimikout3/MarsExplorer.

  • 4 authors
·
Jul 21, 2021

ETS: Efficient Tree Search for Inference-Time Scaling

Test-time compute scaling has emerged as a new axis along which to improve model accuracy, where additional computation is used at inference time to allow the model to think longer for more challenging problems. One promising approach for test-time compute scaling is search against a process reward model, where a model generates multiple potential candidates at each step of the search, and these partial trajectories are then scored by a separate reward model in order to guide the search process. The diversity of trajectories in the tree search process affects the accuracy of the search, since increasing diversity promotes more exploration. However, this diversity comes at a cost, as divergent trajectories have less KV sharing, which means they consume more memory and slow down the search process. Previous search methods either do not perform sufficient exploration, or else explore diverse trajectories but have high latency. We address this challenge by proposing Efficient Tree Search (ETS), which promotes KV sharing by pruning redundant trajectories while maintaining necessary diverse trajectories. ETS incorporates a linear programming cost model to promote KV cache sharing by penalizing the number of nodes retained, while incorporating a semantic coverage term into the cost model to ensure that we retain trajectories which are semantically different. We demonstrate how ETS can achieve 1.8times reduction in average KV cache size during the search process, leading to 1.4times increased throughput relative to prior state-of-the-art methods, with minimal accuracy degradation and without requiring any custom kernel implementation. Code is available at: https://github.com/SqueezeAILab/ETS.

  • 10 authors
·
Feb 19, 2025

Exploration Structure in LLM Agents for Multi-File Change Localization

Software engineering tools increasingly rely on LLM based agents to localize files to change to resolve a software issue. Most AI agents explore repositories linearly, that is, visiting one directory or file per step. We postulate that this is a structural mismatch for changes that span several subsystems. We compare linear sequential exploration against non-linear, domain-scoped parallel agentic exploration. Using SWE Bench Pro as initial benchmark, we focus on ansible as an exemplar. We construct an approach for persistent-session evaluation of GitHub issues anchored at a single base commit. We compare our non-linear domain-agent file traversal system against a base LLM without direct repository access, a single agent Recursive Language Model (RLM) baseline with a persistent Python REPL and an external CLI baseline using Codex 5.5 High. Domain scoped parallel agent spawning with a small Haiku-class model achieves the highest micro F1 among Haiku class models by a large margin. Domain-agents is the second highest behind only the much larger Codex 5.5 High on our own expanded benchmark including over more recent PRs from 2025 and 2026. On the original, curated, 2020 SWE-bench Pro benchmark, a larger Sonnet plain LLM baseline attains higher micro F1 by predicting few files, leading to higher precision, but at significantly lower all gold recall. We also present three additional findings. First, documentation evolution is a latent dependency unresolved by any approach. Second, naive file system access can degrade localization driven by test-file over prediction. Lastly, forced multi-agent consultation does not measurably help and raises token cost substantially.

  • 4 authors
·
Jun 9

WeaveBench: A Long-Horizon, Real-World Benchmark for Computer-Use Agents with Hybrid Interfaces

Computer-use agents (CUAs) increasingly operate in runtimes that combine visual desktop control, command-line execution, code editing, browsers, and external tools. Existing benchmarks, however, often evaluate these interfaces as separable capabilities, leaving long-horizon cross-interface orchestration under-tested. Thus, we introduce WeaveBench, a long-horizon hybrid-interface benchmark with 114 tasks across 8 real-world work domains, grounded in real user requests and publicly verifiable artifacts. Each task requires agents to combine GUI observations/actions with CLI/code operations within a single trajectory. We evaluate these tasks on a real Ubuntu desktop inside deployed CLI-agent runtimes, augmented with a minimal desktop-control plugin. We also propose a companion trajectory-aware judge that inspects deliverables, files, screenshots, logs, and action traces, while detecting shortcut behaviors such as fabricated visual evidence or hard-coded metrics. Across frontier model-runtime pairings, the best PassRate reaches only 41.2%, showing the benchmark remains far from saturated. The trajectory-aware judge further reveals that outcome-only grading substantially overestimates agent performance. Overall, WeaveBench exposes a critical gap in CUA evaluation and provides an effective testbed to measure whether agents can orchestrate GUI, CLI, and code operations across long-horizon real-world tasks.

microsoft Microsoft
·
Jun 7 2

GUI-R1 : A Generalist R1-Style Vision-Language Action Model For GUI Agents

Existing efforts in building Graphical User Interface (GUI) agents largely rely on the training paradigm of supervised fine-tuning on Large Vision-Language Models (LVLMs). However, this approach not only demands extensive amounts of training data but also struggles to effectively understand GUI screenshots and generalize to unseen interfaces. The issue significantly limits its application in real-world scenarios, especially for high-level tasks. Inspired by Reinforcement Fine-Tuning (RFT) in large reasoning models (e.g., DeepSeek-R1), which efficiently enhances the problem-solving capabilities of large language models in real-world settings, we propose \name, the first reinforcement learning framework designed to enhance the GUI capabilities of LVLMs in high-level real-world task scenarios, through unified action space rule modeling. By leveraging a small amount of carefully curated high-quality data across multiple platforms (including Windows, Linux, MacOS, Android, and Web) and employing policy optimization algorithms such as Group Relative Policy Optimization (GRPO) to update the model, \name achieves superior performance using only 0.02\% of the data (3K vs. 13M) compared to previous state-of-the-art methods like OS-Atlas across eight benchmarks spanning three different platforms (mobile, desktop, and web). These results demonstrate the immense potential of reinforcement learning based on unified action space rule modeling in improving the execution capabilities of LVLMs for real-world GUI agent tasks.

  • 4 authors
·
Apr 14, 2025

Screen2AX: Vision-Based Approach for Automatic macOS Accessibility Generation

Desktop accessibility metadata enables AI agents to interpret screens and supports users who depend on tools like screen readers. Yet, many applications remain largely inaccessible due to incomplete or missing metadata provided by developers - our investigation shows that only 33% of applications on macOS offer full accessibility support. While recent work on structured screen representation has primarily addressed specific challenges, such as UI element detection or captioning, none has attempted to capture the full complexity of desktop interfaces by replicating their entire hierarchical structure. To bridge this gap, we introduce Screen2AX, the first framework to automatically create real-time, tree-structured accessibility metadata from a single screenshot. Our method uses vision-language and object detection models to detect, describe, and organize UI elements hierarchically, mirroring macOS's system-level accessibility structure. To tackle the limited availability of data for macOS desktop applications, we compiled and publicly released three datasets encompassing 112 macOS applications, each annotated for UI element detection, grouping, and hierarchical accessibility metadata alongside corresponding screenshots. Screen2AX accurately infers hierarchy trees, achieving a 77% F1 score in reconstructing a complete accessibility tree. Crucially, these hierarchy trees improve the ability of autonomous agents to interpret and interact with complex desktop interfaces. We introduce Screen2AX-Task, a benchmark specifically designed for evaluating autonomous agent task execution in macOS desktop environments. Using this benchmark, we demonstrate that Screen2AX delivers a 2.2x performance improvement over native accessibility representations and surpasses the state-of-the-art OmniParser V2 system on the ScreenSpot benchmark.

  • 5 authors
·
Jul 22, 2025

MARS^2: Scaling Multi-Agent Tree Search via Reinforcement Learning for Code Generation

Reinforcement learning (RL) paradigms have demonstrated strong performance on reasoning-intensive tasks such as code generation. However, limited trajectory diversity often leads to diminishing returns, which constrains the achievable performance ceiling. Search-enhanced RL alleviates this issue by introducing structured exploration, which remains constrained by the single-agent policy priors. Meanwhile, leveraging multiple interacting policies can acquire more diverse exploratory signals, but existing approaches are typically decoupled from structured search. We propose MARS^2 (Multi-Agent Reinforced Tree-Search Scaling), a unified RL framework in which multiple independently-optimized agents collaborate within a shared tree-structured search environment. MARS^2 models the search tree as a learnable multi-agent interaction environment, enabling heterogeneous agents to collaboratively generate and refine candidate solutions within a shared search topology. To support effective learning, we introduce a path-level group advantage formulation based on tree-consistent reward shaping, which facilitates effective credit assignment across complex search trajectories. Experiments on code generation benchmarks show that MARS^2 consistently improves performance across diverse model combinations and training settings, demonstrating the effectiveness of coupling multi-agent collaboration with tree search for enhancing reinforcement learning. Our code is publicly available at https://github.com/TsinghuaC3I/MARTI.

  • 10 authors
·
Apr 15

OS-MAP: How Far Can Computer-Using Agents Go in Breadth and Depth?

Computer-using agents have shown strong potential to boost human productivity and enable new application forms across platforms. While recent advances have led to usable applications, existing benchmarks fail to account for the internal task heterogeneity and the corresponding agent capabilities, as well as their alignment with actual user demands-hindering both targeted capability development and the reliable transition of research progress into practical deployment. To bridge the gap, we present OS-MAP, a benchmark for daily computer-using automation that organizes its 416 realistic tasks across 15 applications along two key dimensions: a five-level taxonomy of automation and a generalization scope derived from a real-world user demand hierarchy. To enable fine-grained analysis of required capabilities and alignment with real-world scenarios, OS-MAP evaluates agents along two dimensions: automation level across a five-level taxonomy, and generalization scope across a demand hierarchy. This design captures varying levels of required agent autonomy and generalization, forming a performance-generalization evaluation matrix for structured and comprehensive assessment. Experiments show that even State-of-the-Art agents with VLM backbones struggle with higher-level tasks involving perception, reasoning, and coordination-highlighting the need for a deeper understanding of current strengths and limitations to drive the future progress in computer-using agents research and deployment. All code, environments, baselines, and data are publicly available at https://github.com/OS-Copilot/OS-Map.

  • 15 authors
·
Jul 25, 2025

Windows Agent Arena: Evaluating Multi-Modal OS Agents at Scale

Large language models (LLMs) show remarkable potential to act as computer agents, enhancing human productivity and software accessibility in multi-modal tasks that require planning and reasoning. However, measuring agent performance in realistic environments remains a challenge since: (i) most benchmarks are limited to specific modalities or domains (e.g. text-only, web navigation, Q&A, coding) and (ii) full benchmark evaluations are slow (on order of magnitude of days) given the multi-step sequential nature of tasks. To address these challenges, we introduce the Windows Agent Arena: a reproducible, general environment focusing exclusively on the Windows operating system (OS) where agents can operate freely within a real Windows OS and use the same wide range of applications, tools, and web browsers available to human users when solving tasks. We adapt the OSWorld framework (Xie et al., 2024) to create 150+ diverse Windows tasks across representative domains that require agent abilities in planning, screen understanding, and tool usage. Our benchmark is scalable and can be seamlessly parallelized in Azure for a full benchmark evaluation in as little as 20 minutes. To demonstrate Windows Agent Arena's capabilities, we also introduce a new multi-modal agent, Navi. Our agent achieves a success rate of 19.5% in the Windows domain, compared to 74.5% performance of an unassisted human. Navi also demonstrates strong performance on another popular web-based benchmark, Mind2Web. We offer extensive quantitative and qualitative analysis of Navi's performance, and provide insights into the opportunities for future research in agent development and data generation using Windows Agent Arena. Webpage: https://microsoft.github.io/WindowsAgentArena Code: https://github.com/microsoft/WindowsAgentArena

  • 11 authors
·
Sep 12, 2024 2

ColorAgent: Building A Robust, Personalized, and Interactive OS Agent

With the advancements in hardware, software, and large language model technologies, the interaction between humans and operating systems has evolved from the command-line interface to the rapidly emerging AI agent interactions. Building an operating system (OS) agent capable of executing user instructions and faithfully following user desires is becoming a reality. In this technical report, we present ColorAgent, an OS agent designed to engage in long-horizon, robust interactions with the environment while also enabling personalized and proactive user interaction. To enable long-horizon interactions with the environment, we enhance the model's capabilities through step-wise reinforcement learning and self-evolving training, while also developing a tailored multi-agent framework that ensures generality, consistency, and robustness. In terms of user interaction, we explore personalized user intent recognition and proactive engagement, positioning the OS agent not merely as an automation tool but as a warm, collaborative partner. We evaluate ColorAgent on the AndroidWorld and AndroidLab benchmarks, achieving success rates of 77.2% and 50.7%, respectively, establishing a new state of the art. Nonetheless, we note that current benchmarks are insufficient for a comprehensive evaluation of OS agents and propose further exploring directions in future work, particularly in the areas of evaluation paradigms, agent collaboration, and security. Our code is available at https://github.com/MadeAgents/mobile-use.

  • 23 authors
·
Oct 22, 2025 2

MobileSteward: Integrating Multiple App-Oriented Agents with Self-Evolution to Automate Cross-App Instructions

Mobile phone agents can assist people in automating daily tasks on their phones, which have emerged as a pivotal research spotlight. However, existing procedure-oriented agents struggle with cross-app instructions, due to the following challenges: (1) complex task relationships, (2) diverse app environment, and (3) error propagation and information loss in multi-step execution. Drawing inspiration from object-oriented programming principles, we recognize that object-oriented solutions is more suitable for cross-app instruction. To address these challenges, we propose a self-evolving multi-agent framework named MobileSteward, which integrates multiple app-oriented StaffAgents coordinated by a centralized StewardAgent. We design three specialized modules in MobileSteward: (1) Dynamic Recruitment generates a scheduling graph guided by information flow to explicitly associate tasks among apps. (2) Assigned Execution assigns the task to app-oriented StaffAgents, each equipped with app-specialized expertise to address the diversity between apps. (3) Adjusted Evaluation conducts evaluation to provide reflection tips or deliver key information, which alleviates error propagation and information loss during multi-step execution. To continuously improve the performance of MobileSteward, we develop a Memory-based Self-evolution mechanism, which summarizes the experience from successful execution, to improve the performance of MobileSteward. We establish the first English Cross-APP Benchmark (CAPBench) in the real-world environment to evaluate the agents' capabilities of solving complex cross-app instructions. Experimental results demonstrate that MobileSteward achieves the best performance compared to both single-agent and multi-agent frameworks, highlighting the superiority of MobileSteward in better handling user instructions with diverse complexity.

  • 6 authors
·
Feb 23, 2025

Agents Explore but Agents Ignore: LLMs Lack Environmental Curiosity

LLM-based agents are assumed to integrate environmental observations into their reasoning: discovering highly relevant but unexpected information should naturally lead to a model exploiting its own discoveries. We show that this assumption is false for current LLM-based agents, which struggle to reflect or react to unexpected information. Across three benchmarks (Terminal-Bench, SWE-Bench, AppWorld), we inject complete task solutions into the agent environments to deliberately expose a task's solution to a model. While agents discover these solutions on Terminal-Bench in 79-81% of runs, they interact, or exploit, them in only 37-50% of cases. This gap is starkest in AppWorld: agents see documentation stating that a command "returns the complete solution to this task" in over 90% of attempts but exploit this in fewer than 7% of trials. We show that agents lack what we call environmental curiosity: the capability to recognize and investigate unexpected but relevant observations in response to environmental stimuli. We identify three main factors influencing environmental curiosity: available tools in the agent scaffold, test-time compute, and training data distribution. Our findings identify configurations that maximize curiosity also achieve the best performance on the unmodified benchmarks. Yet even jointly optimized agents still ignore discovered solutions in the majority of trials: current agents use the environment to fetch expected information, but not to revise their strategy or maximally exploit useful stimuli.

Cohere Cohere
·
Apr 18 2

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

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

  • 5 authors
·
Mar 7, 2023

GOAT: GO to Any Thing

In deployment scenarios such as homes and warehouses, mobile robots are expected to autonomously navigate for extended periods, seamlessly executing tasks articulated in terms that are intuitively understandable by human operators. We present GO To Any Thing (GOAT), a universal navigation system capable of tackling these requirements with three key features: a) Multimodal: it can tackle goals specified via category labels, target images, and language descriptions, b) Lifelong: it benefits from its past experience in the same environment, and c) Platform Agnostic: it can be quickly deployed on robots with different embodiments. GOAT is made possible through a modular system design and a continually augmented instance-aware semantic memory that keeps track of the appearance of objects from different viewpoints in addition to category-level semantics. This enables GOAT to distinguish between different instances of the same category to enable navigation to targets specified by images and language descriptions. In experimental comparisons spanning over 90 hours in 9 different homes consisting of 675 goals selected across 200+ different object instances, we find GOAT achieves an overall success rate of 83%, surpassing previous methods and ablations by 32% (absolute improvement). GOAT improves with experience in the environment, from a 60% success rate at the first goal to a 90% success after exploration. In addition, we demonstrate that GOAT can readily be applied to downstream tasks such as pick and place and social navigation.

  • 13 authors
·
Nov 10, 2023 2

SpecBench: Measuring Reward Hacking in Long-Horizon Coding Agents

As long-horizon coding agents produce more code than any developer can review, oversight collapses onto a single surface: the automated test suite. Reward hacking naturally arises in this setup, as the agent optimizes for passing tests while deviating from the users true goal. We study this reward hacking phenomenon by decompose software engineering tasks into three parts: (i) a natural language description of the specification (ii) visible validation tests that exercise specified features in isolation, and (iii) held-out tests that compose those same features to simulate real-world usage. Based on the specification and the visible validation test suites, a genuine agent would be able to generate a solution that can also pass all of the held-out tests. Therefore we use the gap in pass rates on these two suites to quantify reward hacking. Based on this methodology, we introduce SpecBench, a benchmark comprising 30 systems-level programming tasks ranging from short horizon tasks like building a JSON parser to ultra long horizon tasks like building an entire OS kernel from scratch. Large-scale experiments reveal a consistent pattern: while every frontier agent saturates the visible suite, reward hacking persists, with smaller models exhibiting larger gaps on holdout suites. The gap also scales sharply with task length: it grows by 28 percentage points for every tenfold increase in code size. Failures range from subtle feature isolation to deliberate exploits, including a 2,900-line hash-table "compiler" that memorizes test inputs. SpecBench offers a principled testbed for measuring whether coding agents build genuine working systems or merely game the test suites developers hand them.

  • 4 authors
·
May 19 1

AndroidWorld: A Dynamic Benchmarking Environment for Autonomous Agents

Autonomous agents that execute human tasks by controlling computers can enhance human productivity and application accessibility. Yet, progress in this field will be driven by realistic and reproducible benchmarks. We present AndroidWorld, a fully functioning Android environment that provides reward signals for 116 programmatic task workflows across 20 real world Android applications. Unlike existing interactive environments, which provide a static test set, AndroidWorld dynamically constructs tasks that are parameterized and expressed in natural language in unlimited ways, thus enabling testing on a much larger and realistic suite of tasks. Reward signals are derived from the computer's system state, making them durable across task variations and extensible across different apps. To demonstrate AndroidWorld's benefits and mode of operation, we introduce a new computer control agent, M3A. M3A can complete 30.6% of the AndroidWorld's tasks, leaving ample room for future work. Furthermore, we adapt a popular desktop web agent to work on Android, which we find to be less effective on mobile, suggesting future research is needed to achieve universal, cross-domain agents. Finally, we conduct a robustness analysis by testing M3A against a range of task variations on a representative subset of tasks, demonstrating that variations in task parameters can significantly alter the complexity of a task and therefore an agent's performance, highlighting the importance of testing agents under diverse conditions. AndroidWorld and the experiments in this paper are available at https://github.com/google-research/android_world.

  • 15 authors
·
May 23, 2024

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

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

  • 9 authors
·
May 29, 2023

NoMaD: Goal Masked Diffusion Policies for Navigation and Exploration

Robotic learning for navigation in unfamiliar environments needs to provide policies for both task-oriented navigation (i.e., reaching a goal that the robot has located), and task-agnostic exploration (i.e., searching for a goal in a novel setting). Typically, these roles are handled by separate models, for example by using subgoal proposals, planning, or separate navigation strategies. In this paper, we describe how we can train a single unified diffusion policy to handle both goal-directed navigation and goal-agnostic exploration, with the latter providing the ability to search novel environments, and the former providing the ability to reach a user-specified goal once it has been located. We show that this unified policy results in better overall performance when navigating to visually indicated goals in novel environments, as compared to approaches that use subgoal proposals from generative models, or prior methods based on latent variable models. We instantiate our method by using a large-scale Transformer-based policy trained on data from multiple ground robots, with a diffusion model decoder to flexibly handle both goal-conditioned and goal-agnostic navigation. Our experiments, conducted on a real-world mobile robot platform, show effective navigation in unseen environments in comparison with five alternative methods, and demonstrate significant improvements in performance and lower collision rates, despite utilizing smaller models than state-of-the-art approaches. For more videos, code, and pre-trained model checkpoints, see https://general-navigation-models.github.io/nomad/

  • 4 authors
·
Oct 10, 2023

UFO2: The Desktop AgentOS

Recent Computer-Using Agents (CUAs), powered by multimodal large language models (LLMs), offer a promising direction for automating complex desktop workflows through natural language. However, most existing CUAs remain conceptual prototypes, hindered by shallow OS integration, fragile screenshot-based interaction, and disruptive execution. We present UFO2, a multiagent AgentOS for Windows desktops that elevates CUAs into practical, system-level automation. UFO2 features a centralized HostAgent for task decomposition and coordination, alongside a collection of application-specialized AppAgent equipped with native APIs, domain-specific knowledge, and a unified GUI--API action layer. This architecture enables robust task execution while preserving modularity and extensibility. A hybrid control detection pipeline fuses Windows UI Automation (UIA) with vision-based parsing to support diverse interface styles. Runtime efficiency is further enhanced through speculative multi-action planning, reducing per-step LLM overhead. Finally, a Picture-in-Picture (PiP) interface enables automation within an isolated virtual desktop, allowing agents and users to operate concurrently without interference. We evaluate UFO2 across over 20 real-world Windows applications, demonstrating substantial improvements in robustness and execution accuracy over prior CUAs. Our results show that deep OS integration unlocks a scalable path toward reliable, user-aligned desktop automation.

  • 21 authors
·
Apr 20, 2025 3

A Provably Efficient Sample Collection Strategy for Reinforcement Learning

One of the challenges in online reinforcement learning (RL) is that the agent needs to trade off the exploration of the environment and the exploitation of the samples to optimize its behavior. Whether we optimize for regret, sample complexity, state-space coverage or model estimation, we need to strike a different exploration-exploitation trade-off. In this paper, we propose to tackle the exploration-exploitation problem following a decoupled approach composed of: 1) An "objective-specific" algorithm that (adaptively) prescribes how many samples to collect at which states, as if it has access to a generative model (i.e., a simulator of the environment); 2) An "objective-agnostic" sample collection exploration strategy responsible for generating the prescribed samples as fast as possible. Building on recent methods for exploration in the stochastic shortest path problem, we first provide an algorithm that, given as input the number of samples b(s,a) needed in each state-action pair, requires O(B D + D^{3/2} S^2 A) time steps to collect the B=sum_{s,a} b(s,a) desired samples, in any unknown communicating MDP with S states, A actions and diameter D. Then we show how this general-purpose exploration algorithm can be paired with "objective-specific" strategies that prescribe the sample requirements to tackle a variety of settings -- e.g., model estimation, sparse reward discovery, goal-free cost-free exploration in communicating MDPs -- for which we obtain improved or novel sample complexity guarantees.

  • 4 authors
·
Jul 13, 2020

TreeCUA: Efficiently Scaling GUI Automation with Tree-Structured Verifiable Evolution

Effectively scaling GUI automation is essential for computer-use agents (CUAs); however, existing work primarily focuses on scaling GUI grounding rather than the more crucial GUI planning, which requires more sophisticated data collection. In reality, the exploration process of a CUA across apps/desktops/web pages typically follows a tree structure, with earlier functional entry points often being explored more frequently. Thus, organizing large-scale trajectories into tree structures can reduce data cost and streamline the data scaling of GUI planning. In this work, we propose TreeCUA to efficiently scale GUI automation with tree-structured verifiable evolution. We propose a multi-agent collaborative framework to explore the environment, verify actions, summarize trajectories, and evaluate quality to generate high-quality and scalable GUI trajectories. To improve efficiency, we devise a novel tree-based topology to store and replay duplicate exploration nodes, and design an adaptive exploration algorithm to balance the depth (i.e., trajectory difficulty) and breadth (i.e., trajectory diversity). Moreover, we develop world knowledge guidance and global memory backtracking to avoid low-quality generation. Finally, we naturally extend and propose the TreeCUA-DPO method from abundant tree node information, improving GUI planning capability by referring to the branch information of adjacent trajectories. Experimental results show that TreeCUA and TreeCUA-DPO offer significant improvements, and out-of-domain (OOD) studies further demonstrate strong generalization. All trajectory node information and code will be available at https://github.com/UITron-hub/TreeCUA.

  • 9 authors
·
Feb 10 2

Ponder & Press: Advancing Visual GUI Agent towards General Computer Control

Most existing GUI agents typically depend on non-vision inputs like HTML source code or accessibility trees, limiting their flexibility across diverse software environments and platforms. Current multimodal large language models (MLLMs), which excel at using vision to ground real-world objects, offer a potential alternative. However, they often struggle with accurately localizing GUI elements -- a critical requirement for effective GUI automation -- due to the semantic gap between real-world objects and GUI elements. In this work, we introduce Ponder & Press, a divide-and-conquer framework for general computer control using only visual input. Our approach combines an general-purpose MLLM as an 'interpreter', responsible for translating high-level user instructions into detailed action descriptions, with a GUI-specific MLLM as a 'locator' that precisely locates GUI elements for action placement. By leveraging a purely visual input, our agent offers a versatile, human-like interaction paradigm applicable to a wide range of applications. Ponder & Press locator outperforms existing models by +22.5% on the ScreenSpot GUI grounding benchmark. Both offline and interactive agent benchmarks across various GUI environments -- including web pages, desktop software, and mobile UIs -- demonstrate that Ponder & Press framework achieves state-of-the-art performance, highlighting the potential of visual GUI agents. Refer to the project homepage https://invinciblewyq.github.io/ponder-press-page/

  • 4 authors
·
Dec 2, 2024

Law of the Weakest Link: Cross Capabilities of Large Language Models

The development and evaluation of Large Language Models (LLMs) have largely focused on individual capabilities. However, this overlooks the intersection of multiple abilities across different types of expertise that are often required for real-world tasks, which we term cross capabilities. To systematically explore this concept, we first define seven core individual capabilities and then pair them to form seven common cross capabilities, each supported by a manually constructed taxonomy. Building on these definitions, we introduce CrossEval, a benchmark comprising 1,400 human-annotated prompts, with 100 prompts for each individual and cross capability. To ensure reliable evaluation, we involve expert annotators to assess 4,200 model responses, gathering 8,400 human ratings with detailed explanations to serve as reference examples. Our findings reveal that, in both static evaluations and attempts to enhance specific abilities, current LLMs consistently exhibit the "Law of the Weakest Link," where cross-capability performance is significantly constrained by the weakest component. Specifically, across 58 cross-capability scores from 17 models, 38 scores are lower than all individual capabilities, while 20 fall between strong and weak, but closer to the weaker ability. These results highlight the under-performance of LLMs in cross-capability tasks, making the identification and improvement of the weakest capabilities a critical priority for future research to optimize performance in complex, multi-dimensional scenarios.

  • 17 authors
·
Sep 30, 2024 2

GUI-ReWalk: Massive Data Generation for GUI Agent via Stochastic Exploration and Intent-Aware Reasoning

Graphical User Interface (GUI) Agents, powered by large language and vision-language models, hold promise for enabling end-to-end automation in digital environments. However, their progress is fundamentally constrained by the scarcity of scalable, high-quality trajectory data. Existing data collection strategies either rely on costly and inconsistent manual annotations or on synthetic generation methods that trade off between diversity and meaningful task coverage. To bridge this gap, we present GUI-ReWalk: a reasoning-enhanced, multi-stage framework for synthesizing realistic and diverse GUI trajectories. GUI-ReWalk begins with a stochastic exploration phase that emulates human trial-and-error behaviors, and progressively transitions into a reasoning-guided phase where inferred goals drive coherent and purposeful interactions. Moreover, it supports multi-stride task generation, enabling the construction of long-horizon workflows across multiple applications. By combining randomness for diversity with goal-aware reasoning for structure, GUI-ReWalk produces data that better reflects the intent-aware, adaptive nature of human-computer interaction. We further train Qwen2.5-VL-7B on the GUI-ReWalk dataset and evaluate it across multiple benchmarks, including Screenspot-Pro, OSWorld-G, UI-Vision, AndroidControl, and GUI-Odyssey. Results demonstrate that GUI-ReWalk enables superior coverage of diverse interaction flows, higher trajectory entropy, and more realistic user intent. These findings establish GUI-ReWalk as a scalable and data-efficient framework for advancing GUI agent research and enabling robust real-world automation.

  • 9 authors
·
Sep 19, 2025

ShortcutsBench: A Large-Scale Real-world Benchmark for API-based Agents

Recent advancements in integrating large language models (LLMs) with application programming interfaces (APIs) have gained significant interest in both academia and industry. These API-based agents, leveraging the strong autonomy and planning capabilities of LLMs, can efficiently solve problems requiring multi-step actions. However, their ability to handle multi-dimensional difficulty levels, diverse task types, and real-world demands through APIs remains unknown. In this paper, we introduce ShortcutsBench, a large-scale benchmark for the comprehensive evaluation of API-based agents in solving tasks with varying levels of difficulty, diverse task types, and real-world demands. ShortcutsBench includes a wealth of real APIs from Apple Inc.'s operating systems, refined user queries from shortcuts, human-annotated high-quality action sequences from shortcut developers, and accurate parameter filling values about primitive parameter types, enum parameter types, outputs from previous actions, and parameters that need to request necessary information from the system or user. Our extensive evaluation of agents built with 5 leading open-source (size >= 57B) and 4 closed-source LLMs (e.g. Gemini-1.5-Pro and GPT-3.5) reveals significant limitations in handling complex queries related to API selection, parameter filling, and requesting necessary information from systems and users. These findings highlight the challenges that API-based agents face in effectively fulfilling real and complex user queries. All datasets, code, and experimental results will be available at https://github.com/eachsheep/shortcutsbench.

  • 8 authors
·
Jun 28, 2024

UFO^3: Weaving the Digital Agent Galaxy

Large language model (LLM)-powered agents are transforming digital devices from passive tools into proactive intelligent collaborators. However, most existing frameworks remain confined to a single OS or device, making cross-device workflows brittle and largely manual. We present UFO^3, a system that unifies heterogeneous endpoints, desktops, servers, mobile devices, and edge, into a single orchestration fabric. UFO^3 models each user request as a mutable TaskConstellation: a distributed DAG of atomic subtasks (TaskStars) with explicit control and data dependencies (TaskStarLines). The TaskConstellation continuously evolves as results stream in from distributed devices, enabling asynchronous execution, adaptive recovery, and dynamic optimization. A Constellation Orchestrator} executes tasks safely and asynchronously while applying dynamic DAG updates, and the Agent Interaction Protocol (AIP) provides persistent, low-latency channels for reliable task dispatch and result streaming. These designs dissolve the traditional boundaries between devices and platforms, allowing agents to collaborate seamlessly and amplify their collective intelligence. We evaluate UFO^3 on NebulaBench, a benchmark of 55 cross-device tasks across 5 machines and 10 categories. UFO^3 achieves 83.3% subtask completion, 70.9% task success, exposes parallelism with an average width of 1.72, and reduces end-to-end latency by 31% relative to a sequential baseline. Fault-injection experiments demonstrate graceful degradation and recovery under transient and permanent agent failures. These results show that UFO^3 achieves accurate, efficient, and resilient task orchestration across heterogeneous devices, uniting isolated agents into a coherent, adaptive computing fabric that extends across the landscape of ubiquitous computing.

microsoft Microsoft
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Nov 14, 2025 3

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

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

  • 4 authors
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Oct 13, 2025

CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning

Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/

  • 3 authors
·
Mar 21, 2022

Multi-Agent Computer Use

Computer use agents (CUAs) today are primarily deployed as single serial agents. This setup is suboptimal for complex long-horizon tasks that benefit from task decomposition, parallel execution, and consistent re-planning based on new information. In this paper, we argue that we should instead move towards evaluating and building multi-agent computer use (MACU) systems. These systems, which emphasize planning and parallel execution, alleviate many of the shortcomings of single-agent CUAs. We propose a general multi-agent setup in which a manager model decomposes computer use tasks as a directed acyclic graph (DAG), encoding relevant dependencies and goals for subagents. At each iteration, the manager dispatches parallel CUA subagents to carry out nodes on the ready frontier of the DAG, and continuously revises the DAG (adding, canceling, or rewriting nodes) as new findings arrive from subagents. This design treats the partially observable environment of computer use as a first class challenge: information that downstream agents may not be able to re-observe are retained and passed forward through the manager and DAG structure. We demonstrate that MACU consistently improves over strong single-agent baselines by 3.4-25.5% on desktop (OSWorld) and web navigation (Online-Mind2Web, WebTailBench, Odysseys) benchmarks, exhibits more favorable test-time scaling, and solves complex long-horizon tasks where single-agent CUAs get stuck. On Odysseys, a long-horizon web navigation benchmark, MACU improves average task completion wall-clock time by {sim} 1.5 times, demonstrating its efficacy in speeding up traditionally slow CUA pipelines. Our findings highlight that multi-agent coordination is a promising axis for scaling computer use agents to work productively for longer and more effectively. We release all code and interactive visualizations at https://jykoh.com/multi-agent-computer-use.

  • 3 authors
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May 31 2

Ghost in the Minecraft: Generally Capable Agents for Open-World Enviroments via Large Language Models with Text-based Knowledge and Memory

The captivating realm of Minecraft has attracted substantial research interest in recent years, serving as a rich platform for developing intelligent agents capable of functioning in open-world environments. However, the current research landscape predominantly focuses on specific objectives, such as the popular "ObtainDiamond" task, and has not yet shown effective generalization to a broader spectrum of tasks. Furthermore, the current leading success rate for the "ObtainDiamond" task stands at around 20%, highlighting the limitations of Reinforcement Learning (RL) based controllers used in existing methods. To tackle these challenges, we introduce Ghost in the Minecraft (GITM), a novel framework integrates Large Language Models (LLMs) with text-based knowledge and memory, aiming to create Generally Capable Agents (GCAs) in Minecraft. These agents, equipped with the logic and common sense capabilities of LLMs, can skillfully navigate complex, sparse-reward environments with text-based interactions. We develop a set of structured actions and leverage LLMs to generate action plans for the agents to execute. The resulting LLM-based agent markedly surpasses previous methods, achieving a remarkable improvement of +47.5% in success rate on the "ObtainDiamond" task, demonstrating superior robustness compared to traditional RL-based controllers. Notably, our agent is the first to procure all items in the Minecraft Overworld technology tree, demonstrating its extensive capabilities. GITM does not need any GPU for training, but a single CPU node with 32 CPU cores is enough. This research shows the potential of LLMs in developing capable agents for handling long-horizon, complex tasks and adapting to uncertainties in open-world environments. See the project website at https://github.com/OpenGVLab/GITM.

  • 13 authors
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May 25, 2023