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Apr 2

Memory for Autonomous LLM Agents:Mechanisms, Evaluation, and Emerging Frontiers

Large language model (LLM) agents increasingly operate in settings where a single context window is far too small to capture what has happened, what was learned, and what should not be repeated. Memory -- the ability to persist, organize, and selectively recall information across interactions -- is what turns a stateless text generator into a genuinely adaptive agent. This survey offers a structured account of how memory is designed, implemented, and evaluated in modern LLM-based agents, covering work from 2022 through early 2026. We formalize agent memory as a write--manage--read loop tightly coupled with perception and action, then introduce a three-dimensional taxonomy spanning temporal scope, representational substrate, and control policy. Five mechanism families are examined in depth: context-resident compression, retrieval-augmented stores, reflective self-improvement, hierarchical virtual context, and policy-learned management. On the evaluation side, we trace the shift from static recall benchmarks to multi-session agentic tests that interleave memory with decision-making, analyzing four recent benchmarks that expose stubborn gaps in current systems. We also survey applications where memory is the differentiating factor -- personal assistants, coding agents, open-world games, scientific reasoning, and multi-agent teamwork -- and address the engineering realities of write-path filtering, contradiction handling, latency budgets, and privacy governance. The paper closes with open challenges: continual consolidation, causally grounded retrieval, trustworthy reflection, learned forgetting, and multimodal embodied memory.

  • 1 authors
·
Mar 8

UltraGen: High-Resolution Video Generation with Hierarchical Attention

Recent advances in video generation have made it possible to produce visually compelling videos, with wide-ranging applications in content creation, entertainment, and virtual reality. However, most existing diffusion transformer based video generation models are limited to low-resolution outputs (<=720P) due to the quadratic computational complexity of the attention mechanism with respect to the output width and height. This computational bottleneck makes native high-resolution video generation (1080P/2K/4K) impractical for both training and inference. To address this challenge, we present UltraGen, a novel video generation framework that enables i) efficient and ii) end-to-end native high-resolution video synthesis. Specifically, UltraGen features a hierarchical dual-branch attention architecture based on global-local attention decomposition, which decouples full attention into a local attention branch for high-fidelity regional content and a global attention branch for overall semantic consistency. We further propose a spatially compressed global modeling strategy to efficiently learn global dependencies, and a hierarchical cross-window local attention mechanism to reduce computational costs while enhancing information flow across different local windows. Extensive experiments demonstrate that UltraGen can effectively scale pre-trained low-resolution video models to 1080P and even 4K resolution for the first time, outperforming existing state-of-the-art methods and super-resolution based two-stage pipelines in both qualitative and quantitative evaluations.

  • 4 authors
·
Oct 21, 2025 2

HLG: Comprehensive 3D Room Construction via Hierarchical Layout Generation

Realistic 3D indoor scene generation is crucial for virtual reality, interior design, embodied intelligence, and scene understanding. While existing methods have made progress in coarse-scale furniture arrangement, they struggle to capture fine-grained object placements, limiting the realism and utility of generated environments. This gap hinders immersive virtual experiences and detailed scene comprehension for embodied AI applications. To address these issues, we propose Hierarchical Layout Generation (HLG), a novel method for fine-grained 3D scene generation. HLG is the first to adopt a coarse-to-fine hierarchical approach, refining scene layouts from large-scale furniture placement to intricate object arrangements. Specifically, our fine-grained layout alignment module constructs a hierarchical layout through vertical and horizontal decoupling, effectively decomposing complex 3D indoor scenes into multiple levels of granularity. Additionally, our trainable layout optimization network addresses placement issues, such as incorrect positioning, orientation errors, and object intersections, ensuring structurally coherent and physically plausible scene generation. We demonstrate the effectiveness of our approach through extensive experiments, showing superior performance in generating realistic indoor scenes compared to existing methods. This work advances the field of scene generation and opens new possibilities for applications requiring detailed 3D environments. We will release our code upon publication to encourage future research.

  • 5 authors
·
Aug 25, 2025

Seamless and Efficient Interactions within a Mixed-Dimensional Information Space

Mediated by today's visual displays, information space allows users to discover, access and interact with a wide range of digital and physical information. The information presented in this space may be digital, physical or a blend of both, and appear across different dimensions - such as texts, images, 3D content and physical objects embedded within real-world environment. Navigating within the information space often involves interacting with mixed-dimensional entities, visually represented in both 2D and 3D. At times, interactions also involve transitioning among entities represented in different dimensions. We introduce the concept of mixed-dimensional information space, encompassing entities represented in both 2D and 3D. Interactions within the mixed-dimensional information space should be seamless and efficient: users should be able to focus on their primary tasks without being distracted by interactions with or transitions between entities. While incorporating 3D representations into the mixed-dimensional information space offers intuitive and immersive ways to interact with complex information, it is important to address potential seams and inefficiencies that arise while interacting with both 2D and 3D entities. This dissertation introduces new interactive techniques and systems to realize seamless and efficient interactions within the mixed-dimensional information space. This dissertation introduces three interactive systems: MemoVis which aims to use emergent generative AI to help users create reference images for 3D design feedback; PaperToPlace which demonstrates how paper-based instruction documents can be transformed and spatialized into a context-aware MR experience; and VRContour which explores how contour delineation workflow can be brought into VR.

  • 1 authors
·
Jun 4, 2025

Mobile-Agent-E: Self-Evolving Mobile Assistant for Complex Tasks

Smartphones have become indispensable in modern life, yet navigating complex tasks on mobile devices often remains frustrating. Recent advancements in large multimodal model (LMM)-based mobile agents have demonstrated the ability to perceive and act in mobile environments. However, current approaches face significant limitations: they fall short in addressing real-world human needs, struggle with reasoning-intensive and long-horizon tasks, and lack mechanisms to learn and improve from prior experiences. To overcome these challenges, we introduce Mobile-Agent-E, a hierarchical multi-agent framework capable of self-evolution through past experience. By hierarchical, we mean an explicit separation of high-level planning and low-level action execution. The framework comprises a Manager, responsible for devising overall plans by breaking down complex tasks into subgoals, and four subordinate agents--Perceptor, Operator, Action Reflector, and Notetaker--which handle fine-grained visual perception, immediate action execution, error verification, and information aggregation, respectively. Mobile-Agent-E also features a novel self-evolution module which maintains a persistent long-term memory comprising Tips and Shortcuts. Tips are general guidance and lessons learned from prior tasks on how to effectively interact with the environment. Shortcuts are reusable, executable sequences of atomic operations tailored for specific subroutines. The inclusion of Tips and Shortcuts facilitates continuous refinement in performance and efficiency. Alongside this framework, we introduce Mobile-Eval-E, a new benchmark featuring complex mobile tasks requiring long-horizon, multi-app interactions. Empirical results show that Mobile-Agent-E achieves a 22% absolute improvement over previous state-of-the-art approaches across three foundation model backbones. Project page: https://x-plug.github.io/MobileAgent.

  • 8 authors
·
Jan 20, 2025 2

SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending

There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.

  • 5 authors
·
Sep 20, 2024 2

SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation

Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.

  • 10 authors
·
Nov 29, 2024

Agentic 3D Scene Generation with Spatially Contextualized VLMs

Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.

  • 3 authors
·
May 26, 2025

VirtualEnv: A Platform for Embodied AI Research

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

  • 7 authors
·
Jan 12

LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation

3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.

  • 8 authors
·
Aug 23, 2024 2

ROCKET-1: Master Open-World Interaction with Visual-Temporal Context Prompting

Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. A key issue is the difficulty in smoothly connecting individual entities in low-level observations with abstract concepts required for planning. A common approach to address this problem is through the use of hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language and imagined observations. However, language often fails to effectively convey spatial information, while generating future images with sufficient accuracy remains challenging. To address these limitations, we propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from both past and present observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, with real-time object tracking provided by SAM-2. Our method unlocks the full potential of VLMs visual-language reasoning abilities, enabling them to solve complex creative tasks, especially those heavily reliant on spatial understanding. Experiments in Minecraft demonstrate that our approach allows agents to accomplish previously unattainable tasks, highlighting the effectiveness of visual-temporal context prompting in embodied decision-making. Codes and demos will be available on the project page: https://craftjarvis.github.io/ROCKET-1.

  • 7 authors
·
Oct 23, 2024 6

HunyuanWorld 1.0: Generating Immersive, Explorable, and Interactive 3D Worlds from Words or Pixels

Creating immersive and playable 3D worlds from texts or images remains a fundamental challenge in computer vision and graphics. Existing world generation approaches typically fall into two categories: video-based methods that offer rich diversity but lack 3D consistency and rendering efficiency, and 3D-based methods that provide geometric consistency but struggle with limited training data and memory-inefficient representations. To address these limitations, we present HunyuanWorld 1.0, a novel framework that combines the best of both worlds for generating immersive, explorable, and interactive 3D scenes from text and image conditions. Our approach features three key advantages: 1) 360{\deg} immersive experiences via panoramic world proxies; 2) mesh export capabilities for seamless compatibility with existing computer graphics pipelines; 3) disentangled object representations for augmented interactivity. The core of our framework is a semantically layered 3D mesh representation that leverages panoramic images as 360{\deg} world proxies for semantic-aware world decomposition and reconstruction, enabling the generation of diverse 3D worlds. Extensive experiments demonstrate that our method achieves state-of-the-art performance in generating coherent, explorable, and interactive 3D worlds while enabling versatile applications in virtual reality, physical simulation, game development, and interactive content creation.

  • 55 authors
·
Jul 29, 2025 7

Hierarchical Auto-Organizing System for Open-Ended Multi-Agent Navigation

Due to the dynamic and unpredictable open-world setting, navigating complex environments in Minecraft poses significant challenges for multi-agent systems. Agents must interact with the environment and coordinate their actions with other agents to achieve common objectives. However, traditional approaches often struggle to efficiently manage inter-agent communication and task distribution, crucial for effective multi-agent navigation. Furthermore, processing and integrating multi-modal information (such as visual, textual, and auditory data) is essential for agents to comprehend their goals and navigate the environment successfully and fully. To address this issue, we design the HAS framework to auto-organize groups of LLM-based agents to complete navigation tasks. In our approach, we devise a hierarchical auto-organizing navigation system, which is characterized by 1) a hierarchical system for multi-agent organization, ensuring centralized planning and decentralized execution; 2) an auto-organizing and intra-communication mechanism, enabling dynamic group adjustment under subtasks; 3) a multi-modal information platform, facilitating multi-modal perception to perform the three navigation tasks with one system. To assess organizational behavior, we design a series of navigation tasks in the Minecraft environment, which includes searching and exploring. We aim to develop embodied organizations that push the boundaries of embodied AI, moving it towards a more human-like organizational structure.

  • 7 authors
·
Mar 13, 2024

Bi-Mem: Bidirectional Construction of Hierarchical Memory for Personalized LLMs via Inductive-Reflective Agents

Constructing memory from users' long-term conversations overcomes LLMs' contextual limitations and enables personalized interactions. Recent studies focus on hierarchical memory to model users' multi-granular behavioral patterns via clustering and aggregating historical conversations. However, conversational noise and memory hallucinations can be amplified during clustering, causing locally aggregated memories to misalign with the user's global persona. To mitigate this issue, we propose Bi-Mem, an agentic framework ensuring hierarchical memory fidelity through bidirectional construction. Specifically, we deploy an inductive agent to form the hierarchical memory: it extracts factual information from raw conversations to form fact-level memory, aggregates them into thematic scenes (i.e., local scene-level memory) using graph clustering, and infers users' profiles as global persona-level memory. Simultaneously, a reflective agent is designed to calibrate local scene-level memories using global constraints derived from the persona-level memory, thereby enforcing global-local alignment. For coherent memory recall, we propose an associative retrieval mechanism: beyond initial hierarchical search, a spreading activation process allows facts to evoke contextual scenes, while scene-level matches retrieve salient supporting factual information. Empirical evaluations demonstrate that Bi-Mem achieves significant improvements in question answering performance on long-term personalized conversational tasks.

  • 7 authors
·
Jan 10

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

PromptDresser: Improving the Quality and Controllability of Virtual Try-On via Generative Textual Prompt and Prompt-aware Mask

Recent virtual try-on approaches have advanced by fine-tuning the pre-trained text-to-image diffusion models to leverage their powerful generative ability. However, the use of text prompts in virtual try-on is still underexplored. This paper tackles a text-editable virtual try-on task that changes the clothing item based on the provided clothing image while editing the wearing style (e.g., tucking style, fit) according to the text descriptions. In the text-editable virtual try-on, three key aspects exist: (i) designing rich text descriptions for paired person-clothing data to train the model, (ii) addressing the conflicts where textual information of the existing person's clothing interferes the generation of the new clothing, and (iii) adaptively adjust the inpainting mask aligned with the text descriptions, ensuring proper editing areas while preserving the original person's appearance irrelevant to the new clothing. To address these aspects, we propose PromptDresser, a text-editable virtual try-on model that leverages large multimodal model (LMM) assistance to enable high-quality and versatile manipulation based on generative text prompts. Our approach utilizes LMMs via in-context learning to generate detailed text descriptions for person and clothing images independently, including pose details and editing attributes using minimal human cost. Moreover, to ensure the editing areas, we adjust the inpainting mask depending on the text prompts adaptively. We found that our approach, utilizing detailed text prompts, not only enhances text editability but also effectively conveys clothing details that are difficult to capture through images alone, thereby enhancing image quality. Our code is available at https://github.com/rlawjdghek/PromptDresser.

  • 4 authors
·
Dec 22, 2024

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

MultiVerse: A Multi-Turn Conversation Benchmark for Evaluating Large Vision and Language Models

Vision-and-Language Models (VLMs) have shown impressive capabilities on single-turn benchmarks, yet real-world applications often demand more intricate multi-turn dialogues. Existing multi-turn datasets (e.g, MMDU, ConvBench) only partially capture the breadth and depth of conversational scenarios encountered by users. In this work, we introduce MultiVerse, a novel multi-turn conversation benchmark featuring 647 dialogues - each averaging four turns - derived from a diverse set of 12 popular VLM evaluation benchmarks. With 484 tasks and 484 interaction goals, MultiVerse covers a wide range of topics, from factual knowledge and perception to advanced reasoning tasks such as mathematics and coding. To facilitate robust assessment, we propose a checklist-based evaluation method that leverages GPT-4o as the automated evaluator, measuring performance across 37 key aspects, including perceptual accuracy, linguistic clarity, and factual correctness. We evaluate 18 VLMs on MultiVerse, revealing that even the strongest models (e.g., GPT-4o) achieve only a 50% success rate in complex multi-turn conversations, highlighting the dataset's challenging nature. Notably, we find that providing full dialogue context significantly enhances performance for smaller or weaker models, emphasizing the importance of in-context learning. We believe MultiVerse is a landscape of evaluating multi-turn interaction abilities for VLMs.

KAIST KAIST
·
Oct 18, 2025 2

OmniHuman-1.5: Instilling an Active Mind in Avatars via Cognitive Simulation

Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm, lacking a deeper semantic understanding of emotion, intent, or context. To bridge this gap, we propose a framework designed to generate character animations that are not only physically plausible but also semantically coherent and expressive. Our model, OmniHuman-1.5, is built upon two key technical contributions. First, we leverage Multimodal Large Language Models to synthesize a structured textual representation of conditions that provides high-level semantic guidance. This guidance steers our motion generator beyond simplistic rhythmic synchronization, enabling the production of actions that are contextually and emotionally resonant. Second, to ensure the effective fusion of these multimodal inputs and mitigate inter-modality conflicts, we introduce a specialized Multimodal DiT architecture with a novel Pseudo Last Frame design. The synergy of these components allows our model to accurately interpret the joint semantics of audio, images, and text, thereby generating motions that are deeply coherent with the character, scene, and linguistic content. Extensive experiments demonstrate that our model achieves leading performance across a comprehensive set of metrics, including lip-sync accuracy, video quality, motion naturalness and semantic consistency with textual prompts. Furthermore, our approach shows remarkable extensibility to complex scenarios, such as those involving multi-person and non-human subjects. Homepage: https://omnihuman-lab.github.io/v1_5/

  • 9 authors
·
Aug 26, 2025 3

Read Anywhere Pointed: Layout-aware GUI Screen Reading with Tree-of-Lens Grounding

Graphical User Interfaces (GUIs) are central to our interaction with digital devices. Recently, growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (SPR) task. This task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the SPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed SPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: screen-point-and-read.github.io

  • 9 authors
·
Jun 27, 2024 2

Hierarchical Verbalizer for Few-Shot Hierarchical Text Classification

Due to the complex label hierarchy and intensive labeling cost in practice, the hierarchical text classification (HTC) suffers a poor performance especially when low-resource or few-shot settings are considered. Recently, there is a growing trend of applying prompts on pre-trained language models (PLMs), which has exhibited effectiveness in the few-shot flat text classification tasks. However, limited work has studied the paradigm of prompt-based learning in the HTC problem when the training data is extremely scarce. In this work, we define a path-based few-shot setting and establish a strict path-based evaluation metric to further explore few-shot HTC tasks. To address the issue, we propose the hierarchical verbalizer ("HierVerb"), a multi-verbalizer framework treating HTC as a single- or multi-label classification problem at multiple layers and learning vectors as verbalizers constrained by hierarchical structure and hierarchical contrastive learning. In this manner, HierVerb fuses label hierarchy knowledge into verbalizers and remarkably outperforms those who inject hierarchy through graph encoders, maximizing the benefits of PLMs. Extensive experiments on three popular HTC datasets under the few-shot settings demonstrate that prompt with HierVerb significantly boosts the HTC performance, meanwhile indicating an elegant way to bridge the gap between the large pre-trained model and downstream hierarchical classification tasks. Our code and few-shot dataset are publicly available at https://github.com/1KE-JI/HierVerb.

  • 4 authors
·
May 26, 2023

Don't Waste It: Guiding Generative Recommenders with Structured Human Priors via Multi-head Decoding

Optimizing recommender systems for objectives beyond accuracy, such as diversity, novelty, and personalization, is crucial for long-term user satisfaction. To this end, industrial practitioners have accumulated vast amounts of structured domain knowledge, which we term human priors (e.g., item taxonomies, temporal patterns). This knowledge is typically applied through post-hoc adjustments during ranking or post-ranking. However, this approach remains decoupled from the core model learning, which is particularly undesirable as the industry shifts to end-to-end generative recommendation foundation models. On the other hand, many methods targeting these beyond-accuracy objectives often require architecture-specific modifications and discard these valuable human priors by learning user intent in a fully unsupervised manner. Instead of discarding the human priors accumulated over years of practice, we introduce a backbone-agnostic framework that seamlessly integrates these human priors directly into the end-to-end training of generative recommenders. With lightweight, prior-conditioned adapter heads inspired by efficient LLM decoding strategies, our approach guides the model to disentangle user intent along human-understandable axes (e.g., interaction types, long- vs. short-term interests). We also introduce a hierarchical composition strategy for modeling complex interactions across different prior types. Extensive experiments on three large-scale datasets demonstrate that our method significantly enhances both accuracy and beyond-accuracy objectives. We also show that human priors allow the backbone model to more effectively leverage longer context lengths and larger model sizes.

metaresearch Meta Research
·
Nov 13, 2025 2

CubeComposer: Spatio-Temporal Autoregressive 4K 360° Video Generation from Perspective Video

Generating high-quality 360° panoramic videos from perspective input is one of the crucial applications for virtual reality (VR), whereby high-resolution videos are especially important for immersive experience. Existing methods are constrained by computational limitations of vanilla diffusion models, only supporting leq 1K resolution native generation and relying on suboptimal post super-resolution to increase resolution. We introduce CubeComposer, a novel spatio-temporal autoregressive diffusion model that natively generates 4K-resolution 360° videos. By decomposing videos into cubemap representations with six faces, CubeComposer autoregressively synthesizes content in a well-planned spatio-temporal order, reducing memory demands while enabling high-resolution output. Specifically, to address challenges in multi-dimensional autoregression, we propose: (1) a spatio-temporal autoregressive strategy that orchestrates 360° video generation across cube faces and time windows for coherent synthesis; (2) a cube face context management mechanism, equipped with a sparse context attention design to improve efficiency; and (3) continuity-aware techniques, including cube-aware positional encoding, padding, and blending to eliminate boundary seams. Extensive experiments on benchmark datasets demonstrate that CubeComposer outperforms state-of-the-art methods in native resolution and visual quality, supporting practical VR application scenarios. Project page: https://lg-li.github.io/project/cubecomposer

Hierarchical Reinforcement Learning for Modeling User Novelty-Seeking Intent in Recommender Systems

Recommending novel content, which expands user horizons by introducing them to new interests, has been shown to improve users' long-term experience on recommendation platforms chen2021values. Users however are not constantly looking to explore novel content. It is therefore crucial to understand their novelty-seeking intent and adjust the recommendation policy accordingly. Most existing literature models a user's propensity to choose novel content or to prefer a more diverse set of recommendations at individual interactions. Hierarchical structure, on the other hand, exists in a user's novelty-seeking intent, which is manifested as a static and intrinsic user preference for seeking novelty along with a dynamic session-based propensity. To this end, we propose a novel hierarchical reinforcement learning-based method to model the hierarchical user novelty-seeking intent, and to adapt the recommendation policy accordingly based on the extracted user novelty-seeking propensity. We further incorporate diversity and novelty-related measurement in the reward function of the hierarchical RL (HRL) agent to encourage user exploration chen2021values. We demonstrate the benefits of explicitly modeling hierarchical user novelty-seeking intent in recommendations through extensive experiments on simulated and real-world datasets. In particular, we demonstrate that the effectiveness of our proposed hierarchical RL-based method lies in its ability to capture such hierarchically-structured intent. As a result, the proposed HRL model achieves superior performance on several public datasets, compared with state-of-art baselines.

  • 4 authors
·
Jun 2, 2023

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

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

  • 9 authors
·
Jun 17, 2025 2

WorldGrow: Generating Infinite 3D World

We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.

  • 9 authors
·
Oct 24, 2025 3

Hierarchical Modeling for Medical Visual Question Answering with Cross-Attention Fusion

Medical Visual Question Answering (Med-VQA) answers clinical questions using medical images, aiding diagnosis. Designing the MedVQA system holds profound importance in assisting clinical diagnosis and enhancing diagnostic accuracy. Building upon this foundation, Hierarchical Medical VQA extends Medical VQA by organizing medical questions into a hierarchical structure and making level-specific predictions to handle fine-grained distinctions. Recently, many studies have proposed hierarchical MedVQA tasks and established datasets, However, several issues still remain: (1) imperfect hierarchical modeling leads to poor differentiation between question levels causing semantic fragmentation across hierarchies. (2) Excessive reliance on implicit learning in Transformer-based cross-modal self-attention fusion methods, which obscures crucial local semantic correlations in medical scenarios. To address these issues, this study proposes a HiCA-VQA method, including two modules: Hierarchical Prompting for fine-grained medical questions and Hierarchical Answer Decoders. The hierarchical prompting module pre-aligns hierarchical text prompts with image features to guide the model in focusing on specific image regions according to question types, while the hierarchical decoder performs separate predictions for questions at different levels to improve accuracy across granularities. The framework also incorporates a cross-attention fusion module where images serve as queries and text as key-value pairs. Experiments on the Rad-Restruct benchmark demonstrate that the HiCA-VQA framework better outperforms existing state-of-the-art methods in answering hierarchical fine-grained questions. This study provides an effective pathway for hierarchical visual question answering systems, advancing medical image understanding.

  • 4 authors
·
Apr 3, 2025

GIRAFFE: Design Choices for Extending the Context Length of Visual Language Models

Visual Language Models (VLMs) demonstrate impressive capabilities in processing multimodal inputs, yet applications such as visual agents, which require handling multiple images and high-resolution videos, demand enhanced long-range modeling. Moreover, existing open-source VLMs lack systematic exploration into extending their context length, and commercial models often provide limited details. To tackle this, we aim to establish an effective solution that enhances long context performance of VLMs while preserving their capacities in short context scenarios. Towards this goal, we make the best design choice through extensive experiment settings from data curation to context window extending and utilizing: (1) we analyze data sources and length distributions to construct ETVLM - a data recipe to balance the performance across scenarios; (2) we examine existing position extending methods, identify their limitations and propose M-RoPE++ as an enhanced approach; we also choose to solely instruction-tune the backbone with mixed-source data; (3) we discuss how to better utilize extended context windows and propose hybrid-resolution training. Built on the Qwen-VL series model, we propose Giraffe, which is effectively extended to 128K lengths. Evaluated on extensive long context VLM benchmarks such as VideoMME and Viusal Haystacks, our Giraffe achieves state-of-the-art performance among similarly sized open-source long VLMs and is competitive with commercial model GPT-4V. We will open-source the code, data, and models.

  • 4 authors
·
Dec 17, 2024

Hierarchical Contextual Grounding LVLM: Enhancing Fine-Grained Visual-Language Understanding with Robust Grounding

Large Language Models (LLMs) and Vision-Language Large Models (LVLMs) have achieved remarkable progress in natural language processing and multimodal understanding. Despite their impressive generalization capabilities, current LVLMs often exhibit insufficient robustness, proneness to hallucination, and reasoning errors in complex real-world scenarios, particularly when precise image region localization and fine-grained visual reasoning are required. To address these limitations, we propose the Hierarchical Contextual Grounding LVLM (HCG-LVLM), a novel architecture that mimics human coarse-to-fine cognitive processing. HCG-LVLM employs a two-layered approach: a Global Contextual Perception layer for initial broad understanding and a Fine-grained Local Grounding layer. The latter incorporates a Local Detail Enhancement Module to extract high-resolution features and a Semantic Consistency Validator to ensure accurate, hallucination-free visual-language alignment. Through an adaptive fusion mechanism, information from both layers is integrated for robust and precise outputs. Extensive experiments on challenging datasets, including GQA, A-OKVQA for fine-grained VQA, and RefCOCO/+/g for Referring Expression Comprehension, demonstrate that HCG-LVLM consistently outperforms state-of-the-art models such as Flamingo, BLIP-2, and MiniGPT-4. Our model achieves superior accuracy and significantly reduces hallucination, validating the effectiveness of its hierarchical design in enhancing fine-grained visual-language understanding and precise grounding capabilities.

  • 5 authors
·
Aug 23, 2025

MIBench: Evaluating LMMs on Multimodal Interaction

In different multimodal scenarios, it needs to integrate and utilize information across modalities in a specific way based on the demands of the task. Different integration ways between modalities are referred to as "multimodal interaction". How well a model handles various multimodal interactions largely characterizes its multimodal ability. In this paper, we introduce MIBench, a comprehensive benchmark designed to evaluate the multimodal interaction capabilities of Large Multimodal Models (LMMs), which formulates each instance as a (con_v , con_t, task) triplet with contexts from vision and text, necessitating that LMMs employ correct forms of multimodal interaction to effectively complete the task. MIBench assesses models from three key aspects: the ability to source information from vision-centric or text-centric cues, and the ability to generate new information from their joint synergy. Each interaction capability is evaluated hierarchically across three cognitive levels: Recognition, Understanding, and Reasoning. MIBench comprises over 10,000 vision-text context pairs spanning 32 distinct tasks. Evaluation of state-of-the-art LMMs show that: (1) LMMs' ability on multimodal interaction remains constrained, despite the scaling of model parameters and training data; (2) they are easily distracted by textual modalities when processing vision information; (3) they mostly possess a basic capacity for multimodal synergy; and (4) natively trained multimodal models show noticeable deficits in fundamental interaction ability. We expect that these observations can serve as a reference for developing LMMs with more enhanced multimodal ability in the future.

  • 8 authors
·
Mar 12

MedSPOT: A Workflow-Aware Sequential Grounding Benchmark for Clinical GUI

Despite the rapid progress of Multimodal Large Language Models (MLLMs), their ability to perform reliable visual grounding in high-stakes clinical software environments remains underexplored. Existing GUI benchmarks largely focus on isolated, single-step grounding queries, overlooking the sequential, workflow-driven reasoning required in real-world medical interfaces, where tasks evolve across independent steps and dynamic interface states. We introduce MedSPOT, a workflow-aware sequential grounding benchmark for clinical GUI environments. Unlike prior benchmarks that treat grounding as a standalone prediction task, MedSPOT models procedural interaction as a sequence of structured spatial decisions. The benchmark comprises 216 task-driven videos with 597 annotated keyframes, in which each task consists of 2 to 3 interdependent grounding steps within realistic medical workflows. This design captures interface hierarchies, contextual dependencies, and fine-grained spatial precision under evolving conditions. To evaluate procedural robustness, we propose a strict sequential evaluation protocol that terminates task assessment upon the first incorrect grounding prediction, explicitly measuring error propagation in multi-step workflows. We further introduce a comprehensive failure taxonomy, including edge bias, small-target errors, no prediction, near miss, far miss, and toolbar confusion, to enable systematic diagnosis of model behavior in clinical GUI settings. By shifting evaluation from isolated grounding to workflow-aware sequential reasoning, MedSPOT establishes a realistic and safety-critical benchmark for assessing multimodal models in medical software environments. Code and data are available at: https://github.com/Tajamul21/MedSPOT.

  • 5 authors
·
Mar 20

SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control

Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.

  • 6 authors
·
Dec 20, 2024

OmniBooth: Learning Latent Control for Image Synthesis with Multi-modal Instruction

We present OmniBooth, an image generation framework that enables spatial control with instance-level multi-modal customization. For all instances, the multimodal instruction can be described through text prompts or image references. Given a set of user-defined masks and associated text or image guidance, our objective is to generate an image, where multiple objects are positioned at specified coordinates and their attributes are precisely aligned with the corresponding guidance. This approach significantly expands the scope of text-to-image generation, and elevates it to a more versatile and practical dimension in controllability. In this paper, our core contribution lies in the proposed latent control signals, a high-dimensional spatial feature that provides a unified representation to integrate the spatial, textual, and image conditions seamlessly. The text condition extends ControlNet to provide instance-level open-vocabulary generation. The image condition further enables fine-grained control with personalized identity. In practice, our method empowers users with more flexibility in controllable generation, as users can choose multi-modal conditions from text or images as needed. Furthermore, thorough experiments demonstrate our enhanced performance in image synthesis fidelity and alignment across different tasks and datasets. Project page: https://len-li.github.io/omnibooth-web/

  • 9 authors
·
Oct 7, 2024 2

Beyond Pixels: Introducing Geometric-Semantic World Priors for Video-based Embodied Models via Spatio-temporal Alignment

Achieving human-like reasoning in deep learning models for complex tasks in unknown environments remains a critical challenge in embodied intelligence. While advanced vision-language models (VLMs) excel in static scene understanding, their limitations in spatio-temporal reasoning and adaptation to dynamic, open-set tasks like task-oriented navigation and embodied question answering (EQA) persist due to inadequate modeling of fine-grained spatio-temporal cues and physical world comprehension. To address this, we propose VEME, a novel cross-modal alignment method that enhances generalization in unseen scenes by learning an ego-centric, experience-centered world model. Our framework integrates three key components: (1) a cross-modal alignment framework bridging objects, spatial representations, and visual semantics with spatio-temporal cues to enhance VLM in-context learning; (2) a dynamic, implicit cognitive map activated by world embedding to enable task-relevant geometric-semantic memory recall; and (3) an instruction-based navigation and reasoning framework leveraging embodied priors for long-term planning and efficient exploration. By embedding geometry-aware spatio-temporal episodic experiences, our method significantly improves reasoning and planning in dynamic environments. Experimental results on VSI-Bench and VLN-CE demonstrate 1%-3% accuracy and exploration efficiency improvement compared to traditional approaches.

  • 6 authors
·
Aug 29, 2025

Imaginative World Modeling with Scene Graphs for Embodied Agent Navigation

Semantic navigation requires an agent to navigate toward a specified target in an unseen environment. Employing an imaginative navigation strategy that predicts future scenes before taking action, can empower the agent to find target faster. Inspired by this idea, we propose SGImagineNav, a novel imaginative navigation framework that leverages symbolic world modeling to proactively build a global environmental representation. SGImagineNav maintains an evolving hierarchical scene graphs and uses large language models to predict and explore unseen parts of the environment. While existing methods solely relying on past observations, this imaginative scene graph provides richer semantic context, enabling the agent to proactively estimate target locations. Building upon this, SGImagineNav adopts an adaptive navigation strategy that exploits semantic shortcuts when promising and explores unknown areas otherwise to gather additional context. This strategy continuously expands the known environment and accumulates valuable semantic contexts, ultimately guiding the agent toward the target. SGImagineNav is evaluated in both real-world scenarios and simulation benchmarks. SGImagineNav consistently outperforms previous methods, improving success rate to 65.4 and 66.8 on HM3D and HSSD, and demonstrating cross-floor and cross-room navigation in real-world environments, underscoring its effectiveness and generalizability.

  • 8 authors
·
Aug 9, 2025

LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18

  • 10 authors
·
Sep 5, 2025 3

AnimeGamer: Infinite Anime Life Simulation with Next Game State Prediction

Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to immerse themselves in the dynamic anime world as their favorite characters for life simulation through language instructions. Such games are defined as infinite game since they eliminate predetermined boundaries and fixed gameplay rules, where players can interact with the game world through open-ended language and experience ever-evolving storylines and environments. Recently, a pioneering approach for infinite anime life simulation employs large language models (LLMs) to translate multi-turn text dialogues into language instructions for image generation. However, it neglects historical visual context, leading to inconsistent gameplay. Furthermore, it only generates static images, failing to incorporate the dynamics necessary for an engaging gaming experience. In this work, we propose AnimeGamer, which is built upon Multimodal Large Language Models (MLLMs) to generate each game state, including dynamic animation shots that depict character movements and updates to character states, as illustrated in Figure 1. We introduce novel action-aware multimodal representations to represent animation shots, which can be decoded into high-quality video clips using a video diffusion model. By taking historical animation shot representations as context and predicting subsequent representations, AnimeGamer can generate games with contextual consistency and satisfactory dynamics. Extensive evaluations using both automated metrics and human evaluations demonstrate that AnimeGamer outperforms existing methods in various aspects of the gaming experience. Codes and checkpoints are available at https://github.com/TencentARC/AnimeGamer.

  • 5 authors
·
Apr 1, 2025 2

The Impact of Element Ordering on LM Agent Performance

There has been a surge of interest in language model agents that can navigate virtual environments such as the web or desktop. To navigate such environments, agents benefit from information on the various elements (e.g., buttons, text, or images) present. It remains unclear which element attributes have the greatest impact on agent performance, especially in environments that only provide a graphical representation (i.e., pixels). Here we find that the ordering in which elements are presented to the language model is surprisingly impactful--randomizing element ordering in a webpage degrades agent performance comparably to removing all visible text from an agent's state representation. While a webpage provides a hierarchical ordering of elements, there is no such ordering when parsing elements directly from pixels. Moreover, as tasks become more challenging and models more sophisticated, our experiments suggest that the impact of ordering increases. Finding an effective ordering is non-trivial. We investigate the impact of various element ordering methods in web and desktop environments. We find that dimensionality reduction provides a viable ordering for pixel-only environments. We train a UI element detection model to derive elements from pixels and apply our findings to an agent benchmark--OmniACT--where we only have access to pixels. Our method completes more than two times as many tasks on average relative to the previous state-of-the-art.

  • 3 authors
·
Sep 18, 2024

Do We Really Need a Complex Agent System? Distill Embodied Agent into a Single Model

With the power of large language models (LLMs), open-ended embodied agents can flexibly understand human instructions, generate interpretable guidance strategies, and output executable actions. Nowadays, Multi-modal Language Models~(MLMs) integrate multi-modal signals into LLMs, further bringing richer perception to entity agents and allowing embodied agents to perceive world-understanding tasks more delicately. However, existing works: 1) operate independently by agents, each containing multiple LLMs, from perception to action, resulting in gaps between complex tasks and execution; 2) train MLMs on static data, struggling with dynamics in open-ended scenarios; 3) input prior knowledge directly as prompts, suppressing application flexibility. We propose STEVE-2, a hierarchical knowledge distillation framework for open-ended embodied tasks, characterized by 1) a hierarchical system for multi-granular task division, 2) a mirrored distillation method for parallel simulation data, and 3) an extra expert model for bringing additional knowledge into parallel simulation. After distillation, embodied agents can complete complex, open-ended tasks without additional expert guidance, utilizing the performance and knowledge of a versatile MLM. Extensive evaluations on navigation and creation tasks highlight the superior performance of STEVE-2 in open-ended tasks, with 1.4 times - 7.3 times in performance.

  • 9 authors
·
Apr 6, 2024

Multi-modal and Multi-scale Spatial Environment Understanding for Immersive Visual Text-to-Speech

Visual Text-to-Speech (VTTS) aims to take the environmental image as the prompt to synthesize the reverberant speech for the spoken content. The challenge of this task lies in understanding the spatial environment from the image. Many attempts have been made to extract global spatial visual information from the RGB space of an spatial image. However, local and depth image information are crucial for understanding the spatial environment, which previous works have ignored. To address the issues, we propose a novel multi-modal and multi-scale spatial environment understanding scheme to achieve immersive VTTS, termed M2SE-VTTS. The multi-modal aims to take both the RGB and Depth spaces of the spatial image to learn more comprehensive spatial information, and the multi-scale seeks to model the local and global spatial knowledge simultaneously. Specifically, we first split the RGB and Depth images into patches and adopt the Gemini-generated environment captions to guide the local spatial understanding. After that, the multi-modal and multi-scale features are integrated by the local-aware global spatial understanding. In this way, M2SE-VTTS effectively models the interactions between local and global spatial contexts in the multi-modal spatial environment. Objective and subjective evaluations suggest that our model outperforms the advanced baselines in environmental speech generation. The code and audio samples are available at: https://github.com/AI-S2-Lab/M2SE-VTTS.

  • 4 authors
·
Dec 15, 2024

Navigating the Digital World as Humans Do: Universal Visual Grounding for GUI Agents

Multimodal large language models (MLLMs) are transforming the capabilities of graphical user interface (GUI) agents, facilitating their transition from controlled simulations to complex, real-world applications across various platforms. However, the effectiveness of these agents hinges on the robustness of their grounding capability. Current GUI agents predominantly utilize text-based representations such as HTML or accessibility trees, which, despite their utility, often introduce noise, incompleteness, and increased computational overhead. In this paper, we advocate a human-like embodiment for GUI agents that perceive the environment entirely visually and directly take pixel-level operations on the GUI. The key is visual grounding models that can accurately map diverse referring expressions of GUI elements to their coordinates on the GUI across different platforms. We show that a simple recipe, which includes web-based synthetic data and slight adaptation of the LLaVA architecture, is surprisingly effective for training such visual grounding models. We collect the largest dataset for GUI visual grounding so far, containing 10M GUI elements and their referring expressions over 1.3M screenshots, and use it to train UGround, a strong universal visual grounding model for GUI agents. Empirical results on six benchmarks spanning three categories (grounding, offline agent, and online agent) show that 1) UGround substantially outperforms existing visual grounding models for GUI agents, by up to 20% absolute, and 2) agents with UGround outperform state-of-the-art agents, despite the fact that existing agents use additional text-based input while ours only uses visual perception. These results provide strong support for the feasibility and promises of GUI agents that navigate the digital world as humans do.

  • 8 authors
·
Oct 7, 2024 2

Agentic Artificial Intelligence (AI): Architectures, Taxonomies, and Evaluation of Large Language Model Agents

Artificial Intelligence is moving from models that only generate text to Agentic AI, where systems behave as autonomous entities that can perceive, reason, plan, and act. Large Language Models (LLMs) are no longer used only as passive knowledge engines but as cognitive controllers that combine memory, tool use, and feedback from their environment to pursue extended goals. This shift already supports the automation of complex workflows in software engineering, scientific discovery, and web navigation, yet the variety of emerging designs, from simple single loop agents to hierarchical multi agent systems, makes the landscape hard to navigate. In this paper, we investigate architectures and propose a unified taxonomy that breaks agents into Perception, Brain, Planning, Action, Tool Use, and Collaboration. We use this lens to describe the move from linear reasoning procedures to native inference time reasoning models, and the transition from fixed API calls to open standards like the Model Context Protocol (MCP) and Native Computer Use. We also group the environments in which these agents operate, including digital operating systems, embodied robotics, and other specialized domains, and we review current evaluation practices. Finally, we highlight open challenges, such as hallucination in action, infinite loops, and prompt injection, and outline future research directions toward more robust and reliable autonomous systems.

  • 3 authors
·
Jan 18

AgentSwift: Efficient LLM Agent Design via Value-guided Hierarchical Search

Large language model (LLM) agents have demonstrated strong capabilities across diverse domains. However, designing high-performing agentic systems remains challenging. Existing agent search methods suffer from three major limitations: (1) an emphasis on optimizing agentic workflows while under-utilizing proven human-designed components such as memory, planning, and tool use; (2) high evaluation costs, as each newly generated agent must be fully evaluated on benchmarks; and (3) inefficient search in large search space. In this work, we introduce a comprehensive framework to address these challenges. First, We propose a hierarchical search space that jointly models agentic workflow and composable functional components, enabling richer agentic system designs. Building on this structured design space, we introduce a predictive value model that estimates agent performance given agentic system and task description, allowing for efficient, low-cost evaluation during the search process. Finally, we present a hierarchical Monte Carlo Tree Search (MCTS) strategy informed by uncertainty to guide the search. Experiments on seven benchmarks, covering embodied, math, web, tool, and game, show that our method achieves an average performance gain of 8.34\% over state-of-the-art baselines and exhibits faster search progress with steeper improvement trajectories. Code repo is available at https://github.com/Ericccc02/AgentSwift.

  • 8 authors
·
Jun 6, 2025

HMT: Hierarchical Memory Transformer for Long Context Language Processing

Transformer-based large language models (LLM) have been widely used in language processing applications. However, most of them restrict the context window that permits the model to attend to every token in the inputs. Previous works in recurrent models can memorize past tokens to enable unlimited context and maintain effectiveness. However, they have "flat" memory architectures, which have limitations in selecting and filtering information. Since humans are good at learning and self-adjustment, we speculate that imitating brain memory hierarchy is beneficial for model memorization. We propose the Hierarchical Memory Transformer (HMT), a novel framework that enables and improves models' long-context processing ability by imitating human memorization behavior. Leveraging memory-augmented segment-level recurrence, we organize the memory hierarchy by preserving tokens from early input token segments, passing memory embeddings along the sequence, and recalling relevant information from history. Evaluating general language modeling (Wikitext-103, PG-19) and question-answering tasks (PubMedQA), we show that HMT steadily improves the long-context processing ability of context-constrained and long-context models. With an additional 0.5% - 2% of parameters, HMT can easily plug in and augment future LLMs to handle long context effectively. Our code is open-sourced on Github: https://github.com/OswaldHe/HMT-pytorch.

  • 5 authors
·
May 9, 2024

VideoAtlas: Navigating Long-Form Video in Logarithmic Compute

Extending language models to video introduces two challenges: representation, where existing methods rely on lossy approximations, and long-context, where caption- or agent-based pipelines collapse video into text and lose visual fidelity. To overcome this, we introduce VideoAtlas, a task-agnostic environment to represent video as a hierarchical grid that is simultaneously lossless, navigable, scalable, caption- and preprocessing-free. An overview of the video is available at a glance, and any region can be recursively zoomed into, with the same visual representation used uniformly for the video, intermediate investigations, and the agent's memory, eliminating lossy text conversion end-to-end. This hierarchical structure ensures access depth grows only logarithmically with video length. For long-context, Recursive Language Models (RLMs) recently offered a powerful solution for long text, but extending them to visual domain requires a structured environment to recurse into, which VideoAtlas provides. VideoAtlas as a Markov Decision Process unlocks Video-RLM: a parallel Master-Worker architecture where a Master coordinates global exploration while Workers concurrently drill into assigned regions to accumulate lossless visual evidence. We demonstrate three key findings: (1)~logarithmic compute growth with video duration, further amplified by a 30-60\% multimodal cache hit rate arising from the grid's structural reuse. (2)~environment budgeting, where bounding the maximum exploration depth provides a principled compute-accuracy hyperparameter. (3)~emergent adaptive compute allocation that scales with question granularity. When scaling from 1-hour to 10-hour benchmarks, Video-RLM remains the most duration-robust method with minimal accuracy degradation, demonstrating that structured environment navigation is a viable and scalable paradigm for video understanding.

When LLMs step into the 3D World: A Survey and Meta-Analysis of 3D Tasks via Multi-modal Large Language Models

As large language models (LLMs) evolve, their integration with 3D spatial data (3D-LLMs) has seen rapid progress, offering unprecedented capabilities for understanding and interacting with physical spaces. This survey provides a comprehensive overview of the methodologies enabling LLMs to process, understand, and generate 3D data. Highlighting the unique advantages of LLMs, such as in-context learning, step-by-step reasoning, open-vocabulary capabilities, and extensive world knowledge, we underscore their potential to significantly advance spatial comprehension and interaction within embodied Artificial Intelligence (AI) systems. Our investigation spans various 3D data representations, from point clouds to Neural Radiance Fields (NeRFs). It examines their integration with LLMs for tasks such as 3D scene understanding, captioning, question-answering, and dialogue, as well as LLM-based agents for spatial reasoning, planning, and navigation. The paper also includes a brief review of other methods that integrate 3D and language. The meta-analysis presented in this paper reveals significant progress yet underscores the necessity for novel approaches to harness the full potential of 3D-LLMs. Hence, with this paper, we aim to chart a course for future research that explores and expands the capabilities of 3D-LLMs in understanding and interacting with the complex 3D world. To support this survey, we have established a project page where papers related to our topic are organized and listed: https://github.com/ActiveVisionLab/Awesome-LLM-3D.

  • 17 authors
·
May 16, 2024

SpatialTree: How Spatial Abilities Branch Out in MLLMs

Cognitive science suggests that spatial ability develops progressively-from perception to reasoning and interaction. Yet in multimodal LLMs (MLLMs), this hierarchy remains poorly understood, as most studies focus on a narrow set of tasks. We introduce SpatialTree, a cognitive-science-inspired hierarchy that organizes spatial abilities into four levels: low-level perception (L1), mental mapping (L2), simulation (L3), and agentic competence (L4). Based on this taxonomy, we construct the first capability-centric hierarchical benchmark, thoroughly evaluating mainstream MLLMs across 27 sub-abilities. The evaluation results reveal a clear structure: L1 skills are largely orthogonal, whereas higher-level skills are strongly correlated, indicating increasing interdependency. Through targeted supervised fine-tuning, we uncover a surprising transfer dynamic-negative transfer within L1, but strong cross-level transfer from low- to high-level abilities with notable synergy. Finally, we explore how to improve the entire hierarchy. We find that naive RL that encourages extensive "thinking" is unreliable: it helps complex reasoning but hurts intuitive perception. We propose a simple auto-think strategy that suppresses unnecessary deliberation, enabling RL to consistently improve performance across all levels. By building SpatialTree, we provide a proof-of-concept framework for understanding and systematically scaling spatial abilities in MLLMs.

ByteDance-Seed ByteDance Seed
·
Dec 23, 2025 3

Higher-Order Binding of Language Model Virtual Personas: a Study on Approximating Political Partisan Misperceptions

Large language models (LLMs) are increasingly capable of simulating human behavior, offering cost-effective ways to estimate user responses during the early phases of survey design. While previous studies have examined whether models can reflect individual opinions or attitudes, we argue that a higher-order binding of virtual personas requires successfully approximating not only the opinions of a user as an identified member of a group, but also the nuanced ways in which that user perceives and evaluates those outside the group. In particular, faithfully simulating how humans perceive different social groups is critical for applying LLMs to various political science studies, including timely topics on polarization dynamics, inter-group conflict, and democratic backsliding. To this end, we propose a novel methodology for constructing virtual personas with synthetic user ``backstories" generated as extended, multi-turn interview transcripts. Our generated backstories are longer, rich in detail, and consistent in authentically describing a singular individual, compared to previous methods. We show that virtual personas conditioned on our backstories closely replicate human response distributions (up to an 87\% improvement as measured by Wasserstein Distance) and produce effect sizes that closely match those observed in the original studies. Altogether, our work extends the applicability of LLMs beyond estimating individual self-opinions, enabling their use in a broader range of human studies.

  • 6 authors
·
Apr 15, 2025

Hierarchical Prompting Taxonomy: A Universal Evaluation Framework for Large Language Models

Assessing the effectiveness of large language models (LLMs) in addressing diverse tasks is essential for comprehending their strengths and weaknesses. Conventional evaluation techniques typically apply a single prompting strategy uniformly across datasets, not considering the varying degrees of task complexity. We introduce the Hierarchical Prompting Taxonomy (HPT), a taxonomy that employs a Hierarchical Prompt Framework (HPF) composed of five unique prompting strategies, arranged from the simplest to the most complex, to assess LLMs more precisely and to offer a clearer perspective. This taxonomy assigns a score, called the Hierarchical Prompting Score (HP-Score), to datasets as well as LLMs based on the rules of the taxonomy, providing a nuanced understanding of their ability to solve diverse tasks and offering a universal measure of task complexity. Additionally, we introduce the Adaptive Hierarchical Prompt framework, which automates the selection of appropriate prompting strategies for each task. This study compares manual and adaptive hierarchical prompt frameworks using four instruction-tuned LLMs, namely Llama 3 8B, Phi 3 3.8B, Mistral 7B, and Gemma 7B, across four datasets: BoolQ, CommonSenseQA (CSQA), IWSLT-2017 en-fr (IWSLT), and SamSum. Experiments demonstrate the effectiveness of HPT, providing a reliable way to compare different tasks and LLM capabilities. This paper leads to the development of a universal evaluation metric that can be used to evaluate both the complexity of the datasets and the capabilities of LLMs. The implementation of both manual HPF and adaptive HPF is publicly available.

  • 5 authors
·
Jun 18, 2024 1

Hyperbolic Large Language Models

Large language models (LLMs) have achieved remarkable success and demonstrated superior performance across various tasks, including natural language processing (NLP), weather forecasting, biological protein folding, text generation, and solving mathematical problems. However, many real-world data exhibit highly non-Euclidean latent hierarchical anatomy, such as protein networks, transportation networks, financial networks, brain networks, and linguistic structures or syntactic trees in natural languages. Effectively learning intrinsic semantic entailment and hierarchical relationships from these raw, unstructured input data using LLMs remains an underexplored area. Due to its effectiveness in modeling tree-like hierarchical structures, hyperbolic geometry -- a non-Euclidean space -- has rapidly gained popularity as an expressive latent representation space for complex data modeling across domains such as graphs, images, languages, and multi-modal data. Here, we provide a comprehensive and contextual exposition of recent advancements in LLMs that leverage hyperbolic geometry as a representation space to enhance semantic representation learning and multi-scale reasoning. Specifically, the paper presents a taxonomy of the principal techniques of Hyperbolic LLMs (HypLLMs) in terms of four main categories: (1) hyperbolic LLMs through exp/log maps; (2) hyperbolic fine-tuned models; (3) fully hyperbolic LLMs, and (4) hyperbolic state-space models. We also explore crucial potential applications and outline future research directions. A repository of key papers, models, datasets, and code implementations is available at https://github.com/sarangp2402/Hyperbolic-LLM-Models/tree/main.

  • 5 authors
·
Sep 6, 2025

Efficient and robust approximate nearest neighbor search using Hierarchical Navigable Small World graphs

We present a new approach for the approximate K-nearest neighbor search based on navigable small world graphs with controllable hierarchy (Hierarchical NSW, HNSW). The proposed solution is fully graph-based, without any need for additional search structures, which are typically used at the coarse search stage of the most proximity graph techniques. Hierarchical NSW incrementally builds a multi-layer structure consisting from hierarchical set of proximity graphs (layers) for nested subsets of the stored elements. The maximum layer in which an element is present is selected randomly with an exponentially decaying probability distribution. This allows producing graphs similar to the previously studied Navigable Small World (NSW) structures while additionally having the links separated by their characteristic distance scales. Starting search from the upper layer together with utilizing the scale separation boosts the performance compared to NSW and allows a logarithmic complexity scaling. Additional employment of a heuristic for selecting proximity graph neighbors significantly increases performance at high recall and in case of highly clustered data. Performance evaluation has demonstrated that the proposed general metric space search index is able to strongly outperform previous opensource state-of-the-art vector-only approaches. Similarity of the algorithm to the skip list structure allows straightforward balanced distributed implementation.

  • 2 authors
·
Mar 30, 2016

HEMM: Holistic Evaluation of Multimodal Foundation Models

Multimodal foundation models that can holistically process text alongside images, video, audio, and other sensory modalities are increasingly used in a variety of real-world applications. However, it is challenging to characterize and study progress in multimodal foundation models, given the range of possible modeling decisions, tasks, and domains. In this paper, we introduce Holistic Evaluation of Multimodal Models (HEMM) to systematically evaluate the capabilities of multimodal foundation models across a set of 3 dimensions: basic skills, information flow, and real-world use cases. Basic multimodal skills are internal abilities required to solve problems, such as learning interactions across modalities, fine-grained alignment, multi-step reasoning, and the ability to handle external knowledge. Information flow studies how multimodal content changes during a task through querying, translation, editing, and fusion. Use cases span domain-specific challenges introduced in real-world multimedia, affective computing, natural sciences, healthcare, and human-computer interaction applications. Through comprehensive experiments across the 30 tasks in HEMM, we (1) identify key dataset dimensions (e.g., basic skills, information flows, and use cases) that pose challenges to today's models, and (2) distill performance trends regarding how different modeling dimensions (e.g., scale, pre-training data, multimodal alignment, pre-training, and instruction tuning objectives) influence performance. Our conclusions regarding challenging multimodal interactions, use cases, and tasks requiring reasoning and external knowledge, the benefits of data and model scale, and the impacts of instruction tuning yield actionable insights for future work in multimodal foundation models.

  • 7 authors
·
Jul 3, 2024 1

OmniDPO: A Preference Optimization Framework to Address Omni-Modal Hallucination

Recently, Omni-modal large language models (OLLMs) have sparked a new wave of research, achieving impressive results in tasks such as audio-video understanding and real-time environment perception. However, hallucination issues still persist. Similar to the bimodal setting, the priors from the text modality tend to dominate, leading OLLMs to rely more heavily on textual cues while neglecting visual and audio information. In addition, fully multimodal scenarios introduce new challenges. Most existing models align visual or auditory modalities with text independently during training, while ignoring the intrinsic correlations between video and its corresponding audio. This oversight results in hallucinations when reasoning requires interpreting hidden audio cues embedded in video content. To address these challenges, we propose OmniDPO, a preference-alignment framework designed to mitigate hallucinations in OLLMs. Specifically, OmniDPO incorporates two strategies: (1) constructing text-preference sample pairs to enhance the model's understanding of audio-video interactions; and (2) constructing multimodal-preference sample pairs to strengthen the model's attention to visual and auditory information. By tackling both challenges, OmniDPO effectively improves multimodal grounding and reduces hallucination. Experiments conducted on two OLLMs demonstrate that OmniDPO not only effectively mitigates multimodal hallucinations but also significantly enhances the models' reasoning capabilities across modalities. All code and datasets will be released upon paper acceptance.

  • 9 authors
·
Aug 31, 2025