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SubscribeClass Semantics-based Attention for Action Detection
Action localization networks are often structured as a feature encoder sub-network and a localization sub-network, where the feature encoder learns to transform an input video to features that are useful for the localization sub-network to generate reliable action proposals. While some of the encoded features may be more useful for generating action proposals, prior action localization approaches do not include any attention mechanism that enables the localization sub-network to attend more to the more important features. In this paper, we propose a novel attention mechanism, the Class Semantics-based Attention (CSA), that learns from the temporal distribution of semantics of action classes present in an input video to find the importance scores of the encoded features, which are used to provide attention to the more useful encoded features. We demonstrate on two popular action detection datasets that incorporating our novel attention mechanism provides considerable performance gains on competitive action detection models (e.g., around 6.2% improvement over BMN action detection baseline to obtain 47.5% mAP on the THUMOS-14 dataset), and a new state-of-the-art of 36.25% mAP on the ActivityNet v1.3 dataset. Further, the CSA localization model family which includes BMN-CSA, was part of the second-placed submission at the 2021 ActivityNet action localization challenge. Our attention mechanism outperforms prior self-attention modules such as the squeeze-and-excitation in action detection task. We also observe that our attention mechanism is complementary to such self-attention modules in that performance improvements are seen when both are used together.
Two-Stream Consensus Network for Weakly-Supervised Temporal Action Localization
Weakly-supervised Temporal Action Localization (W-TAL) aims to classify and localize all action instances in an untrimmed video under only video-level supervision. However, without frame-level annotations, it is challenging for W-TAL methods to identify false positive action proposals and generate action proposals with precise temporal boundaries. In this paper, we present a Two-Stream Consensus Network (TSCN) to simultaneously address these challenges. The proposed TSCN features an iterative refinement training method, where a frame-level pseudo ground truth is iteratively updated, and used to provide frame-level supervision for improved model training and false positive action proposal elimination. Furthermore, we propose a new attention normalization loss to encourage the predicted attention to act like a binary selection, and promote the precise localization of action instance boundaries. Experiments conducted on the THUMOS14 and ActivityNet datasets show that the proposed TSCN outperforms current state-of-the-art methods, and even achieves comparable results with some recent fully-supervised methods.
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.
ViPlan: A Benchmark for Visual Planning with Symbolic Predicates and Vision-Language Models
Integrating Large Language Models with symbolic planners is a promising direction for obtaining verifiable and grounded plans compared to planning in natural language, with recent works extending this idea to visual domains using Vision-Language Models (VLMs). However, rigorous comparison between VLM-grounded symbolic approaches and methods that plan directly with a VLM has been hindered by a lack of common environments, evaluation protocols and model coverage. We introduce ViPlan, the first open-source benchmark for Visual Planning with symbolic predicates and VLMs. ViPlan features a series of increasingly challenging tasks in two domains: a visual variant of the classic Blocksworld planning problem and a simulated household robotics environment. We benchmark nine open-source VLM families across multiple sizes, along with selected closed models, evaluating both VLM-grounded symbolic planning and using the models directly to propose actions. We find symbolic planning to outperform direct VLM planning in Blocksworld, where accurate image grounding is crucial, whereas the opposite is true in the household robotics tasks, where commonsense knowledge and the ability to recover from errors are beneficial. Finally, we show that across most models and methods, there is no significant benefit to using Chain-of-Thought prompting, suggesting that current VLMs still struggle with visual reasoning.
UnLoc: A Unified Framework for Video Localization Tasks
While large-scale image-text pretrained models such as CLIP have been used for multiple video-level tasks on trimmed videos, their use for temporal localization in untrimmed videos is still a relatively unexplored task. We design a new approach for this called UnLoc, which uses pretrained image and text towers, and feeds tokens to a video-text fusion model. The output of the fusion module are then used to construct a feature pyramid in which each level connects to a head to predict a per-frame relevancy score and start/end time displacements. Unlike previous works, our architecture enables Moment Retrieval, Temporal Localization, and Action Segmentation with a single stage model, without the need for action proposals, motion based pretrained features or representation masking. Unlike specialized models, we achieve state of the art results on all three different localization tasks with a unified approach. Code will be available at: https://github.com/google-research/scenic.
Test-Time Zero-Shot Temporal Action Localization
Zero-Shot Temporal Action Localization (ZS-TAL) seeks to identify and locate actions in untrimmed videos unseen during training. Existing ZS-TAL methods involve fine-tuning a model on a large amount of annotated training data. While effective, training-based ZS-TAL approaches assume the availability of labeled data for supervised learning, which can be impractical in some applications. Furthermore, the training process naturally induces a domain bias into the learned model, which may adversely affect the model's generalization ability to arbitrary videos. These considerations prompt us to approach the ZS-TAL problem from a radically novel perspective, relaxing the requirement for training data. To this aim, we introduce a novel method that performs Test-Time adaptation for Temporal Action Localization (T3AL). In a nutshell, T3AL adapts a pre-trained Vision and Language Model (VLM). T3AL operates in three steps. First, a video-level pseudo-label of the action category is computed by aggregating information from the entire video. Then, action localization is performed adopting a novel procedure inspired by self-supervised learning. Finally, frame-level textual descriptions extracted with a state-of-the-art captioning model are employed for refining the action region proposals. We validate the effectiveness of T3AL by conducting experiments on the THUMOS14 and the ActivityNet-v1.3 datasets. Our results demonstrate that T3AL significantly outperforms zero-shot baselines based on state-of-the-art VLMs, confirming the benefit of a test-time adaptation approach.
E^2TAD: An Energy-Efficient Tracking-based Action Detector
Video action detection (spatio-temporal action localization) is usually the starting point for human-centric intelligent analysis of videos nowadays. It has high practical impacts for many applications across robotics, security, healthcare, etc. The two-stage paradigm of Faster R-CNN inspires a standard paradigm of video action detection in object detection, i.e., firstly generating person proposals and then classifying their actions. However, none of the existing solutions could provide fine-grained action detection to the "who-when-where-what" level. This paper presents a tracking-based solution to accurately and efficiently localize predefined key actions spatially (by predicting the associated target IDs and locations) and temporally (by predicting the time in exact frame indices). This solution won first place in the UAV-Video Track of 2021 Low-Power Computer Vision Challenge (LPCVC).
Video Action Differencing
How do two individuals differ when performing the same action? In this work, we introduce Video Action Differencing (VidDiff), the novel task of identifying subtle differences between videos of the same action, which has many applications, such as coaching and skill learning. To enable development on this new task, we first create VidDiffBench, a benchmark dataset containing 549 video pairs, with human annotations of 4,469 fine-grained action differences and 2,075 localization timestamps indicating where these differences occur. Our experiments demonstrate that VidDiffBench poses a significant challenge for state-of-the-art large multimodal models (LMMs), such as GPT-4o and Qwen2-VL. By analyzing failure cases of LMMs on VidDiffBench, we highlight two key challenges for this task: localizing relevant sub-actions over two videos and fine-grained frame comparison. To overcome these, we propose the VidDiff method, an agentic workflow that breaks the task into three stages: action difference proposal, keyframe localization, and frame differencing, each stage utilizing specialized foundation models. To encourage future research in this new task, we release the benchmark at https://huggingface.co/datasets/jmhb/VidDiffBench and code at http://jmhb0.github.io/viddiff.
Improving Generalization in Task-oriented Dialogues with Workflows and Action Plans
Task-oriented dialogue is difficult in part because it involves understanding user intent, collecting information from the user, executing API calls, and generating helpful and fluent responses. However, for complex tasks one must also correctly do all of these things over multiple steps, and in a specific order. While large pre-trained language models can be fine-tuned end-to-end to create multi-step task-oriented dialogue agents that generate fluent text, our experiments confirm that this approach alone cannot reliably perform new multi-step tasks that are unseen during training. To address these limitations, we augment the dialogue contexts given to text2text transformers with known valid workflow names and action plans. Action plans consist of sequences of actions required to accomplish a task, and are encoded as simple sequences of keywords (e.g. verify-identity, pull-up-account, reset-password, etc.). We perform extensive experiments on the Action-Based Conversations Dataset (ABCD) with T5-small, base and large models, and show that such models: a) are able to more readily generalize to unseen workflows by following the provided plan, and b) are able to generalize to executing unseen actions if they are provided in the plan. In contrast, models are unable to fully accomplish new multi-step tasks when they are not provided action plan information, even when given new valid workflow names.
Android in the Zoo: Chain-of-Action-Thought for GUI Agents
Large language model (LLM) leads to a surge of autonomous GUI agents for smartphone, which completes a task triggered by natural language through predicting a sequence of actions of API. Even though the task highly relies on past actions and visual observations, existing studies typical consider little semantic information carried out by intermediate screenshots and screen operations. To address this, this work presents Chain-of-Action-Thought (dubbed CoAT), which takes the description of the previous actions, the current screen, and more importantly the action thinking of what actions should be performed and the outcomes led by the chosen action. We demonstrate that, in a zero-shot setting upon an off-the-shell LLM, CoAT significantly improves the goal progress compared to standard context modeling. To further facilitate the research in this line, we construct a benchmark Android-In-The-Zoo (AitZ), which contains 18,643 screen-action pairs together with chain-of-action-thought annotations. Experiments show that fine-tuning a 200M model on our AitZ dataset achieves on par performance with CogAgent-Chat-18B.
THOUGHTSCULPT: Reasoning with Intermediate Revision and Search
We present THOUGHTSCULPT, a general reasoning and search method for tasks with outputs that can be decomposed into components. THOUGHTSCULPT explores a search tree of potential solutions using Monte Carlo Tree Search (MCTS), building solutions one action at a time and evaluating according to any domain-specific heuristic, which in practice is often simply an LLM evaluator. Critically, our action space includes revision actions: THOUGHTSCULPT may choose to revise part of its previous output rather than continuing to build the rest of its output. Empirically, THOUGHTSCULPT outperforms state-of-the-art reasoning methods across three challenging tasks: Story Outline Improvement (up to +30% interestingness), Mini-Crosswords Solving (up to +16% word success rate), and Constrained Generation (up to +10% concept coverage).
Language Models as Zero-Shot Planners: Extracting Actionable Knowledge for Embodied Agents
Can world knowledge learned by large language models (LLMs) be used to act in interactive environments? In this paper, we investigate the possibility of grounding high-level tasks, expressed in natural language (e.g. "make breakfast"), to a chosen set of actionable steps (e.g. "open fridge"). While prior work focused on learning from explicit step-by-step examples of how to act, we surprisingly find that if pre-trained LMs are large enough and prompted appropriately, they can effectively decompose high-level tasks into mid-level plans without any further training. However, the plans produced naively by LLMs often cannot map precisely to admissible actions. We propose a procedure that conditions on existing demonstrations and semantically translates the plans to admissible actions. Our evaluation in the recent VirtualHome environment shows that the resulting method substantially improves executability over the LLM baseline. The conducted human evaluation reveals a trade-off between executability and correctness but shows a promising sign towards extracting actionable knowledge from language models. Website at https://huangwl18.github.io/language-planner
PoAct: Policy and Action Dual-Control Agent for Generalized Applications
Based on their superior comprehension and reasoning capabilities, Large Language Model (LLM) driven agent frameworks have achieved significant success in numerous complex reasoning tasks. ReAct-like agents can solve various intricate problems step-by-step through progressive planning and tool calls, iteratively optimizing new steps based on environmental feedback. However, as the planning capabilities of LLMs improve, the actions invoked by tool calls in ReAct-like frameworks often misalign with complex planning and challenging data organization. Code Action addresses these issues while also introducing the challenges of a more complex action space and more difficult action organization. To leverage Code Action and tackle the challenges of its complexity, this paper proposes Policy and Action Dual-Control Agent (PoAct) for generalized applications. The aim is to achieve higher-quality code actions and more accurate reasoning paths by dynamically switching reasoning policies and modifying the action space. Experimental results on the Agent Benchmark for both legal and generic scenarios demonstrate the superior reasoning capabilities and reduced token consumption of our approach in complex tasks. On the LegalAgentBench, our method shows a 20 percent improvement over the baseline while requiring fewer tokens. We conducted experiments and analyses on the GPT-4o and GLM-4 series models, demonstrating the significant potential and scalability of our approach to solve complex problems.
A Survey on Vision-Language-Action Models: An Action Tokenization Perspective
The remarkable advancements of vision and language foundation models in multimodal understanding, reasoning, and generation has sparked growing efforts to extend such intelligence to the physical world, fueling the flourishing of vision-language-action (VLA) models. Despite seemingly diverse approaches, we observe that current VLA models can be unified under a single framework: vision and language inputs are processed by a series of VLA modules, producing a chain of action tokens that progressively encode more grounded and actionable information, ultimately generating executable actions. We further determine that the primary design choice distinguishing VLA models lies in how action tokens are formulated, which can be categorized into language description, code, affordance, trajectory, goal state, latent representation, raw action, and reasoning. However, there remains a lack of comprehensive understanding regarding action tokens, significantly impeding effective VLA development and obscuring future directions. Therefore, this survey aims to categorize and interpret existing VLA research through the lens of action tokenization, distill the strengths and limitations of each token type, and identify areas for improvement. Through this systematic review and analysis, we offer a synthesized outlook on the broader evolution of VLA models, highlight underexplored yet promising directions, and contribute guidance for future research, hoping to bring the field closer to general-purpose intelligence.
Sample-Efficient Neural Architecture Search by Learning Action Space
Neural Architecture Search (NAS) has emerged as a promising technique for automatic neural network design. However, existing MCTS based NAS approaches often utilize manually designed action space, which is not directly related to the performance metric to be optimized (e.g., accuracy), leading to sample-inefficient explorations of architectures. To improve the sample efficiency, this paper proposes Latent Action Neural Architecture Search (LaNAS), which learns actions to recursively partition the search space into good or bad regions that contain networks with similar performance metrics. During the search phase, as different action sequences lead to regions with different performance, the search efficiency can be significantly improved by biasing towards the good regions. On three NAS tasks, empirical results demonstrate that LaNAS is at least an order more sample efficient than baseline methods including evolutionary algorithms, Bayesian optimizations, and random search. When applied in practice, both one-shot and regular LaNAS consistently outperform existing results. Particularly, LaNAS achieves 99.0% accuracy on CIFAR-10 and 80.8% top1 accuracy at 600 MFLOPS on ImageNet in only 800 samples, significantly outperforming AmoebaNet with 33x fewer samples. Our code is publicly available at https://github.com/facebookresearch/LaMCTS.
ProgPrompt: Generating Situated Robot Task Plans using Large Language Models
Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io
ActionStudio: A Lightweight Framework for Data and Training of Large Action Models
Action models are essential for enabling autonomous agents to perform complex tasks. However, training large action models remains challenging due to the diversity of agent environments and the complexity of agentic data. Despite growing interest, existing infrastructure provides limited support for scalable, agent-specific fine-tuning. We present ActionStudio, a lightweight and extensible data and training framework designed for large action models. ActionStudio unifies heterogeneous agent trajectories through a standardized format, supports diverse training paradigms including LoRA, full fine-tuning, and distributed setups, and integrates robust preprocessing and verification tools. We validate its effectiveness across both public and realistic industry benchmarks, demonstrating strong performance and practical scalability. We open-sourced code and data at https://github.com/SalesforceAIResearch/xLAM to facilitate research in the community.
Tree-Planner: Efficient Close-loop Task Planning with Large Language Models
This paper studies close-loop task planning, which refers to the process of generating a sequence of skills (a plan) to accomplish a specific goal while adapting the plan based on real-time observations. Recently, prompting Large Language Models (LLMs) to generate actions iteratively has become a prevalent paradigm due to its superior performance and user-friendliness. However, this paradigm is plagued by two inefficiencies: high token consumption and redundant error correction, both of which hinder its scalability for large-scale testing and applications. To address these issues, we propose Tree-Planner, which reframes task planning with LLMs into three distinct phases: plan sampling, action tree construction, and grounded deciding. Tree-Planner starts by using an LLM to sample a set of potential plans before execution, followed by the aggregation of them to form an action tree. Finally, the LLM performs a top-down decision-making process on the tree, taking into account real-time environmental information. Experiments show that Tree-Planner achieves state-of-the-art performance while maintaining high efficiency. By decomposing LLM queries into a single plan-sampling call and multiple grounded-deciding calls, a considerable part of the prompt are less likely to be repeatedly consumed. As a result, token consumption is reduced by 92.2% compared to the previously best-performing model. Additionally, by enabling backtracking on the action tree as needed, the correction process becomes more flexible, leading to a 40.5% decrease in error corrections. Project page: https://tree-planner.github.io/
Dynamic Neighborhood Construction for Structured Large Discrete Action Spaces
Large discrete action spaces (LDAS) remain a central challenge in reinforcement learning. Existing solution approaches can handle unstructured LDAS with up to a few million actions. However, many real-world applications in logistics, production, and transportation systems have combinatorial action spaces, whose size grows well beyond millions of actions, even on small instances. Fortunately, such action spaces exhibit structure, e.g., equally spaced discrete resource units. With this work, we focus on handling structured LDAS (SLDAS) with sizes that cannot be handled by current benchmarks: we propose Dynamic Neighborhood Construction (DNC), a novel exploitation paradigm for SLDAS. We present a scalable neighborhood exploration heuristic that utilizes this paradigm and efficiently explores the discrete neighborhood around the continuous proxy action in structured action spaces with up to 10^{73} actions. We demonstrate the performance of our method by benchmarking it against three state-of-the-art approaches designed for large discrete action spaces across two distinct environments. Our results show that DNC matches or outperforms state-of-the-art approaches while being computationally more efficient. Furthermore, our method scales to action spaces that so far remained computationally intractable for existing methodologies.
DynaSaur: Large Language Agents Beyond Predefined Actions
Existing LLM agent systems typically select actions from a fixed and predefined set at every step. While this approach is effective in closed, narrowly-scoped environments, we argue that it presents two major challenges when deploying LLM agents in real-world scenarios: (1) selecting from a fixed set of actions significantly restricts the planning and acting capabilities of LLM agents, and (2) this approach requires substantial human effort to enumerate and implement all possible actions, which becomes impractical in complex environments with a vast number of potential actions. In this work, we propose an LLM agent framework that enables the dynamic creation and composition of actions in an online manner. In this framework, the agent interacts with the environment by generating and executing programs written in a general-purpose programming language at each step. Furthermore, generated actions are accumulated over time for future reuse. Our extensive experiments on the GAIA benchmark demonstrate that this framework offers significantly greater flexibility and outperforms previous methods. Notably, it allows an LLM agent to recover in scenarios where no relevant action exists in the predefined set or when existing actions fail due to unforeseen edge cases. At the time of writing, we hold the top position on the GAIA public leaderboard. Our code can be found in https://github.com/adobe-research/dynasaur{https://github.com/adobe-research/dynasaur}.
You Only Look at Screens: Multimodal Chain-of-Action Agents
Autonomous user interface (UI) agents aim to facilitate task automation by interacting with the user interface without manual intervention. Recent studies have investigated eliciting the capabilities of large language models (LLMs) for effective engagement in diverse environments. To align with the input-output requirement of LLMs, existing approaches are developed under a sandbox setting where they rely on external tools and application-specific APIs to parse the environment into textual elements and interpret the predicted actions. Consequently, those approaches often grapple with inference inefficiency and error propagation risks. To mitigate the challenges, we introduce Auto-UI, a multimodal solution that directly interacts with the interface, bypassing the need for environment parsing or reliance on application-dependent APIs. Moreover, we propose a chain-of-action technique -- leveraging a series of intermediate previous action histories and future action plans -- to help the agent decide what action to execute. We evaluate our approach on a new device-control benchmark AITW with 30K unique instructions, spanning multi-step tasks such as application operation, web searching, and web shopping. Experimental results show that Auto-UI achieves state-of-the-art performance with an action type prediction accuracy of 90% and an overall action success rate of 74%. Code is publicly available at https://github.com/cooelf/Auto-UI.
ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search
Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.
ReAct: Synergizing Reasoning and Acting in Language Models
While large language models (LLMs) have demonstrated impressive capabilities across tasks in language understanding and interactive decision making, their abilities for reasoning (e.g. chain-of-thought prompting) and acting (e.g. action plan generation) have primarily been studied as separate topics. In this paper, we explore the use of LLMs to generate both reasoning traces and task-specific actions in an interleaved manner, allowing for greater synergy between the two: reasoning traces help the model induce, track, and update action plans as well as handle exceptions, while actions allow it to interface with external sources, such as knowledge bases or environments, to gather additional information. We apply our approach, named ReAct, to a diverse set of language and decision making tasks and demonstrate its effectiveness over state-of-the-art baselines, as well as improved human interpretability and trustworthiness over methods without reasoning or acting components. Concretely, on question answering (HotpotQA) and fact verification (Fever), ReAct overcomes issues of hallucination and error propagation prevalent in chain-of-thought reasoning by interacting with a simple Wikipedia API, and generates human-like task-solving trajectories that are more interpretable than baselines without reasoning traces. On two interactive decision making benchmarks (ALFWorld and WebShop), ReAct outperforms imitation and reinforcement learning methods by an absolute success rate of 34% and 10% respectively, while being prompted with only one or two in-context examples. Project site with code: https://react-lm.github.io
Designing Multi-Step Action Models for Enterprise AI Adoption
This paper introduces the Multi-Step Action Model (MSAM), a closed-source AI model designed by Empsing to address challenges hindering AI adoption in enterprises. Through a holistic examination, this paper explores MSAM's foundational principles, design architecture, and future trajectory. It evaluates MSAM's performance via rigorous testing methodologies and envisions its potential impact on advancing AI adoption within organizations.
Devil's Advocate: Anticipatory Reflection for LLM Agents
In this work, we introduce a novel approach that equips LLM agents with introspection, enhancing consistency and adaptability in solving complex tasks. Our approach prompts LLM agents to decompose a given task into manageable subtasks (i.e., to make a plan), and to continuously introspect upon the suitability and results of their actions. We implement a three-fold introspective intervention: 1) anticipatory reflection on potential failures and alternative remedy before action execution, 2) post-action alignment with subtask objectives and backtracking with remedy to ensure utmost effort in plan execution, and 3) comprehensive review upon plan completion for future strategy refinement. By deploying and experimenting with this methodology - a zero-shot approach - within WebArena for practical tasks in web environments, our agent demonstrates superior performance over existing zero-shot methods. The experimental results suggest that our introspection-driven approach not only enhances the agent's ability to navigate unanticipated challenges through a robust mechanism of plan execution, but also improves efficiency by reducing the number of trials and plan revisions needed to achieve a task.
Towards Generalist Robots: A Promising Paradigm via Generative Simulation
This document serves as a position paper that outlines the authors' vision for a potential pathway towards generalist robots. The purpose of this document is to share the excitement of the authors with the community and highlight a promising research direction in robotics and AI. The authors believe the proposed paradigm is a feasible path towards accomplishing the long-standing goal of robotics research: deploying robots, or embodied AI agents more broadly, in various non-factory real-world settings to perform diverse tasks. This document presents a specific idea for mining knowledge in the latest large-scale foundation models for robotics research. Instead of directly using or adapting these models to produce low-level policies and actions, it advocates for a fully automated generative pipeline (termed as generative simulation), which uses these models to generate diversified tasks, scenes and training supervisions at scale, thereby scaling up low-level skill learning and ultimately leading to a foundation model for robotics that empowers generalist robots. The authors are actively pursuing this direction, but in the meantime, they recognize that the ambitious goal of building generalist robots with large-scale policy training demands significant resources such as computing power and hardware, and research groups in academia alone may face severe resource constraints in implementing the entire vision. Therefore, the authors believe sharing their thoughts at this early stage could foster discussions, attract interest towards the proposed pathway and related topics from industry groups, and potentially spur significant technical advancements in the field.
Dynamic Planning for LLM-based Graphical User Interface Automation
The advent of large language models (LLMs) has spurred considerable interest in advancing autonomous LLMs-based agents, particularly in intriguing applications within smartphone graphical user interfaces (GUIs). When presented with a task goal, these agents typically emulate human actions within a GUI environment until the task is completed. However, a key challenge lies in devising effective plans to guide action prediction in GUI tasks, though planning have been widely recognized as effective for decomposing complex tasks into a series of steps. Specifically, given the dynamic nature of environmental GUIs following action execution, it is crucial to dynamically adapt plans based on environmental feedback and action history.We show that the widely-used ReAct approach fails due to the excessively long historical dialogues. To address this challenge, we propose a novel approach called Dynamic Planning of Thoughts (D-PoT) for LLM-based GUI agents.D-PoT involves the dynamic adjustment of planning based on the environmental feedback and execution history. Experimental results reveal that the proposed D-PoT significantly surpassed the strong GPT-4V baseline by +12.7% (34.66% rightarrow 47.36%) in accuracy. The analysis highlights the generality of dynamic planning in different backbone LLMs, as well as the benefits in mitigating hallucinations and adapting to unseen tasks. Code is available at https://github.com/sqzhang-lazy/D-PoT.
Closed-loop Long-horizon Robotic Planning via Equilibrium Sequence Modeling
In the endeavor to make autonomous robots take actions, task planning is a major challenge that requires translating high-level task descriptions into long-horizon action sequences. Despite recent advances in language model agents, they remain prone to planning errors and limited in their ability to plan ahead. To address these limitations in robotic planning, we advocate a self-refining scheme that iteratively refines a draft plan until an equilibrium is reached. Remarkably, this process can be optimized end-to-end from an analytical perspective without the need to curate additional verifiers or reward models, allowing us to train self-refining planners in a simple supervised learning fashion. Meanwhile, a nested equilibrium sequence modeling procedure is devised for efficient closed-loop planning that incorporates useful feedback from the environment (or an internal world model). Our method is evaluated on the VirtualHome-Env benchmark, showing advanced performance with better scaling for inference computation. Code is available at https://github.com/Singularity0104/equilibrium-planner.
SayCanPay: Heuristic Planning with Large Language Models using Learnable Domain Knowledge
Large Language Models (LLMs) have demonstrated impressive planning abilities due to their vast "world knowledge". Yet, obtaining plans that are both feasible (grounded in affordances) and cost-effective (in plan length), remains a challenge, despite recent progress. This contrasts with heuristic planning methods that employ domain knowledge (formalized in action models such as PDDL) and heuristic search to generate feasible, optimal plans. Inspired by this, we propose to combine the power of LLMs and heuristic planning by leveraging the world knowledge of LLMs and the principles of heuristic search. Our approach, SayCanPay, employs LLMs to generate actions (Say) guided by learnable domain knowledge, that evaluates actions' feasibility (Can) and long-term reward/payoff (Pay), and heuristic search to select the best sequence of actions. Our contributions are (1) a novel framing of the LLM planning problem in the context of heuristic planning, (2) integrating grounding and cost-effective elements into the generated plans, and (3) using heuristic search over actions. Our extensive evaluations show that our model surpasses other LLM planning approaches.
Dialogue Action Tokens: Steering Language Models in Goal-Directed Dialogue with a Multi-Turn Planner
We present an approach called Dialogue Action Tokens (DAT) that adapts language model agents to plan goal-directed dialogues. The core idea is to treat each utterance as an action, thereby converting dialogues into games where existing approaches such as reinforcement learning can be applied. Specifically, we freeze a pretrained language model and train a small planner model that predicts a continuous action vector, used for controlled generation in each round. This design avoids the problem of language degradation under reward optimization. When evaluated on the Sotopia platform for social simulations, the DAT-steered LLaMA model surpasses GPT-4's performance. We also apply DAT to steer an attacker language model in a novel multi-turn red-teaming setting, revealing a potential new attack surface.
Executable Code Actions Elicit Better LLM Agents
Large Language Model (LLM) agents, capable of performing a broad range of actions, such as invoking tools and controlling robots, show great potential in tackling real-world challenges. LLM agents are typically prompted to produce actions by generating JSON or text in a pre-defined format, which is usually limited by constrained action space (e.g., the scope of pre-defined tools) and restricted flexibility (e.g., inability to compose multiple tools). This work proposes to use executable Python code to consolidate LLM agents' actions into a unified action space (CodeAct). Integrated with a Python interpreter, CodeAct can execute code actions and dynamically revise prior actions or emit new actions upon new observations through multi-turn interactions. Our extensive analysis of 17 LLMs on API-Bank and a newly curated benchmark shows that CodeAct outperforms widely used alternatives (up to 20% higher success rate). The encouraging performance of CodeAct motivates us to build an open-source LLM agent that interacts with environments by executing interpretable code and collaborates with users using natural language. To this end, we collect an instruction-tuning dataset CodeActInstruct that consists of 7k multi-turn interactions using CodeAct. We show that it can be used with existing data to improve models in agent-oriented tasks without compromising their general capability. CodeActAgent, finetuned from Llama2 and Mistral, is integrated with Python interpreter and uniquely tailored to perform sophisticated tasks (e.g., model training) using existing libraries and autonomously self-debug.
Learning and Planning in Complex Action Spaces
Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite.
LGMCTS: Language-Guided Monte-Carlo Tree Search for Executable Semantic Object Rearrangement
We introduce a novel approach to the executable semantic object rearrangement problem. In this challenge, a robot seeks to create an actionable plan that rearranges objects within a scene according to a pattern dictated by a natural language description. Unlike existing methods such as StructFormer and StructDiffusion, which tackle the issue in two steps by first generating poses and then leveraging a task planner for action plan formulation, our method concurrently addresses pose generation and action planning. We achieve this integration using a Language-Guided Monte-Carlo Tree Search (LGMCTS). Quantitative evaluations are provided on two simulation datasets, and complemented by qualitative tests with a real robot.
Pretrained Language Models as Visual Planners for Human Assistance
In our pursuit of advancing multi-modal AI assistants capable of guiding users to achieve complex multi-step goals, we propose the task of "Visual Planning for Assistance (VPA)". Given a succinct natural language goal, e.g., "make a shelf", and a video of the user's progress so far, the aim of VPA is to devise a plan, i.e., a sequence of actions such as "sand shelf", "paint shelf", etc. to realize the specified goal. This requires assessing the user's progress from the (untrimmed) video, and relating it to the requirements of natural language goal, i.e., which actions to select and in what order? Consequently, this requires handling long video history and arbitrarily complex action dependencies. To address these challenges, we decompose VPA into video action segmentation and forecasting. Importantly, we experiment by formulating the forecasting step as a multi-modal sequence modeling problem, allowing us to leverage the strength of pre-trained LMs (as the sequence model). This novel approach, which we call Visual Language Model based Planner (VLaMP), outperforms baselines across a suite of metrics that gauge the quality of the generated plans. Furthermore, through comprehensive ablations, we also isolate the value of each component--language pre-training, visual observations, and goal information. We have open-sourced all the data, model checkpoints, and training code.
LLMs Still Can't Plan; Can LRMs? A Preliminary Evaluation of OpenAI's o1 on PlanBench
The ability to plan a course of action that achieves a desired state of affairs has long been considered a core competence of intelligent agents and has been an integral part of AI research since its inception. With the advent of large language models (LLMs), there has been considerable interest in the question of whether or not they possess such planning abilities. PlanBench, an extensible benchmark we developed in 2022, soon after the release of GPT3, has remained an important tool for evaluating the planning abilities of LLMs. Despite the slew of new private and open source LLMs since GPT3, progress on this benchmark has been surprisingly slow. OpenAI claims that their recent o1 (Strawberry) model has been specifically constructed and trained to escape the normal limitations of autoregressive LLMs--making it a new kind of model: a Large Reasoning Model (LRM). Using this development as a catalyst, this paper takes a comprehensive look at how well current LLMs and new LRMs do on PlanBench. As we shall see, while o1's performance is a quantum improvement on the benchmark, outpacing the competition, it is still far from saturating it. This improvement also brings to the fore questions about accuracy, efficiency, and guarantees which must be considered before deploying such systems.
LineRetriever: Planning-Aware Observation Reduction for Web Agents
While large language models have demonstrated impressive capabilities in web navigation tasks, the extensive context of web pages, often represented as DOM or Accessibility Tree (AxTree) structures, frequently exceeds model context limits. Current approaches like bottom-up truncation or embedding-based retrieval lose critical information about page state and action history. This is particularly problematic for adaptive planning in web agents, where understanding the current state is essential for determining future actions. We hypothesize that embedding models lack sufficient capacity to capture plan-relevant information, especially when retrieving content that supports future action prediction. This raises a fundamental question: how can retrieval methods be optimized for adaptive planning in web navigation tasks? In response, we introduce LineRetriever, a novel approach that leverages a language model to identify and retrieve observation lines most relevant to future navigation steps. Unlike traditional retrieval methods that focus solely on semantic similarity, LineRetriever explicitly considers the planning horizon, prioritizing elements that contribute to action prediction. Our experiments demonstrate that LineRetriever can reduce the size of the observation at each step for the web agent while maintaining consistent performance within the context limitations.
Cost-Based Goal Recognition Meets Deep Learning
The ability to observe the effects of actions performed by others and to infer their intent, most likely goals, or course of action, is known as a plan or intention recognition cognitive capability and has long been one of the fundamental research challenges in AI. Deep learning has recently been making significant inroads on various pattern recognition problems, except for intention recognition. While extensively explored since the seventies, the problem remains unsolved for most interesting cases in various areas, ranging from natural language understanding to human behavior understanding based on video feeds. This paper compares symbolic inverse planning, one of the most investigated approaches to goal recognition, to deep learning using CNN and LTSM neural network architectures, on five synthetic benchmarks often used in the literature. The results show that the deep learning approach achieves better goal-prediction accuracy and timeliness than the symbolic cost-based plan recognizer in these domains. Although preliminary, these results point to interesting future research avenues.
SynWorld: Virtual Scenario Synthesis for Agentic Action Knowledge Refinement
In the interaction between agents and their environments, agents expand their capabilities by planning and executing actions. However, LLM-based agents face substantial challenges when deployed in novel environments or required to navigate unconventional action spaces. To empower agents to autonomously explore environments, optimize workflows, and enhance their understanding of actions, we propose SynWorld, a framework that allows agents to synthesize possible scenarios with multi-step action invocation within the action space and perform Monte Carlo Tree Search (MCTS) exploration to effectively refine their action knowledge in the current environment. Our experiments demonstrate that SynWorld is an effective and general approach to learning action knowledge in new environments. Code is available at https://github.com/zjunlp/SynWorld.
Enhancing LLM-Based Agents via Global Planning and Hierarchical Execution
Intelligent agent systems based on Large Language Models (LLMs) have shown great potential in real-world applications. However, existing agent frameworks still face critical limitations in task planning and execution, restricting their effectiveness and generalizability. Specifically, current planning methods often lack clear global goals, leading agents to get stuck in local branches, or produce non-executable plans. Meanwhile, existing execution mechanisms struggle to balance complexity and stability, and their limited action space restricts their ability to handle diverse real-world tasks. To address these limitations, we propose GoalAct, a novel agent framework that introduces a continuously updated global planning mechanism and integrates a hierarchical execution strategy. GoalAct decomposes task execution into high-level skills, including searching, coding, writing and more, thereby reducing planning complexity while enhancing the agents' adaptability across diverse task scenarios. We evaluate GoalAct on LegalAgentBench, a benchmark with multiple types of legal tasks that require the use of multiple types of tools. Experimental results demonstrate that GoalAct achieves state-of-the-art (SOTA) performance, with an average improvement of 12.22% in success rate. These findings highlight GoalAct's potential to drive the development of more advanced intelligent agent systems, making them more effective across complex real-world applications. Our code can be found at https://github.com/cjj826/GoalAct.
Empowering Large Language Model Agents through Action Learning
Large Language Model (LLM) Agents have recently garnered increasing interest yet they are limited in their ability to learn from trial and error, a key element of intelligent behavior. In this work, we argue that the capacity to learn new actions from experience is fundamental to the advancement of learning in LLM agents. While humans naturally expand their action spaces and develop skills through experiential learning, LLM agents typically operate within fixed action spaces, limiting their potential for growth. To address these challenges, our study explores open-action learning for language agents. We introduce a framework LearnAct with an iterative learning strategy to create and improve actions in the form of Python functions. In each iteration, LLM revises and updates the currently available actions based on the errors identified in unsuccessful training tasks, thereby enhancing action effectiveness. Our experimental evaluations across Robotic Planning and Alfworld environments reveal that after learning on a few training task instances, our approach to open-action learning markedly improves agent performance for the type of task (by 32 percent in AlfWorld compared to ReAct+Reflexion, for instance) highlighting the importance of experiential action learning in the development of more intelligent LLM agents.
PlanGenLLMs: A Modern Survey of LLM Planning Capabilities
LLMs have immense potential for generating plans, transforming an initial world state into a desired goal state. A large body of research has explored the use of LLMs for various planning tasks, from web navigation to travel planning and database querying. However, many of these systems are tailored to specific problems, making it challenging to compare them or determine the best approach for new tasks. There is also a lack of clear and consistent evaluation criteria. Our survey aims to offer a comprehensive overview of current LLM planners to fill this gap. It builds on foundational work by Kartam and Wilkins (1990) and examines six key performance criteria: completeness, executability, optimality, representation, generalization, and efficiency. For each, we provide a thorough analysis of representative works and highlight their strengths and weaknesses. Our paper also identifies crucial future directions, making it a valuable resource for both practitioners and newcomers interested in leveraging LLM planning to support agentic workflows.
Unified Conversational Recommendation Policy Learning via Graph-based Reinforcement Learning
Conversational recommender systems (CRS) enable the traditional recommender systems to explicitly acquire user preferences towards items and attributes through interactive conversations. Reinforcement learning (RL) is widely adopted to learn conversational recommendation policies to decide what attributes to ask, which items to recommend, and when to ask or recommend, at each conversation turn. However, existing methods mainly target at solving one or two of these three decision-making problems in CRS with separated conversation and recommendation components, which restrict the scalability and generality of CRS and fall short of preserving a stable training procedure. In the light of these challenges, we propose to formulate these three decision-making problems in CRS as a unified policy learning task. In order to systematically integrate conversation and recommendation components, we develop a dynamic weighted graph based RL method to learn a policy to select the action at each conversation turn, either asking an attribute or recommending items. Further, to deal with the sample efficiency issue, we propose two action selection strategies for reducing the candidate action space according to the preference and entropy information. Experimental results on two benchmark CRS datasets and a real-world E-Commerce application show that the proposed method not only significantly outperforms state-of-the-art methods but also enhances the scalability and stability of CRS.
GrASP: Gradient-Based Affordance Selection for Planning
Planning with a learned model is arguably a key component of intelligence. There are several challenges in realizing such a component in large-scale reinforcement learning (RL) problems. One such challenge is dealing effectively with continuous action spaces when using tree-search planning (e.g., it is not feasible to consider every action even at just the root node of the tree). In this paper we present a method for selecting affordances useful for planning -- for learning which small number of actions/options from a continuous space of actions/options to consider in the tree-expansion process during planning. We consider affordances that are goal-and-state-conditional mappings to actions/options as well as unconditional affordances that simply select actions/options available in all states. Our selection method is gradient based: we compute gradients through the planning procedure to update the parameters of the function that represents affordances. Our empirical work shows that it is feasible to learn to select both primitive-action and option affordances, and that simultaneously learning to select affordances and planning with a learned value-equivalent model can outperform model-free RL.
Plan-and-Act: Improving Planning of Agents for Long-Horizon Tasks
Large language models (LLMs) have shown remarkable advancements in enabling language agents to tackle simple tasks. However, applying them for complex, multi-step, long-horizon tasks remains a challenge. Recent work have found success by separating high-level planning from low-level execution, which enables the model to effectively balance high-level planning objectives and low-level execution details. However, generating accurate plans remains difficult since LLMs are not inherently trained for this task. To address this, we propose Plan-and-Act, a novel framework that incorporates explicit planning into LLM-based agents and introduces a scalable method to enhance plan generation through a novel synthetic data generation method. Plan-and-Act consists of a Planner model which generates structured, high-level plans to achieve user goals, and an Executor model that translates these plans into environment-specific actions. To train the Planner effectively, we introduce a synthetic data generation method that annotates ground-truth trajectories with feasible plans, augmented with diverse and extensive examples to enhance generalization. We evaluate Plan-and-Act using web navigation as a representative long-horizon planning environment, demonstrating a state-of the-art 54% success rate on the WebArena-Lite benchmark.
UbiPhysio: Support Daily Functioning, Fitness, and Rehabilitation with Action Understanding and Feedback in Natural Language
We introduce UbiPhysio, a milestone framework that delivers fine-grained action description and feedback in natural language to support people's daily functioning, fitness, and rehabilitation activities. This expert-like capability assists users in properly executing actions and maintaining engagement in remote fitness and rehabilitation programs. Specifically, the proposed UbiPhysio framework comprises a fine-grained action descriptor and a knowledge retrieval-enhanced feedback module. The action descriptor translates action data, represented by a set of biomechanical movement features we designed based on clinical priors, into textual descriptions of action types and potential movement patterns. Building on physiotherapeutic domain knowledge, the feedback module provides clear and engaging expert feedback. We evaluated UbiPhysio's performance through extensive experiments with data from 104 diverse participants, collected in a home-like setting during 25 types of everyday activities and exercises. We assessed the quality of the language output under different tuning strategies using standard benchmarks. We conducted a user study to gather insights from clinical physiotherapists and potential users about our framework. Our initial tests show promise for deploying UbiPhysio in real-life settings without specialized devices.
Masked Temporal Interpolation Diffusion for Procedure Planning in Instructional Videos
In this paper, we address the challenge of procedure planning in instructional videos, aiming to generate coherent and task-aligned action sequences from start and end visual observations. Previous work has mainly relied on text-level supervision to bridge the gap between observed states and unobserved actions, but it struggles with capturing intricate temporal relationships among actions. Building on these efforts, we propose the Masked Temporal Interpolation Diffusion (MTID) model that introduces a latent space temporal interpolation module within the diffusion model. This module leverages a learnable interpolation matrix to generate intermediate latent features, thereby augmenting visual supervision with richer mid-state details. By integrating this enriched supervision into the model, we enable end-to-end training tailored to task-specific requirements, significantly enhancing the model's capacity to predict temporally coherent action sequences. Additionally, we introduce an action-aware mask projection mechanism to restrict the action generation space, combined with a task-adaptive masked proximity loss to prioritize more accurate reasoning results close to the given start and end states over those in intermediate steps. Simultaneously, it filters out task-irrelevant action predictions, leading to contextually aware action sequences. Experimental results across three widely used benchmark datasets demonstrate that our MTID achieves promising action planning performance on most metrics. The code is available at https://github.com/WiserZhou/MTID.
TaskMatrix.AI: Completing Tasks by Connecting Foundation Models with Millions of APIs
Artificial Intelligence (AI) has made incredible progress recently. On the one hand, advanced foundation models like ChatGPT can offer powerful conversation, in-context learning and code generation abilities on a broad range of open-domain tasks. They can also generate high-level solution outlines for domain-specific tasks based on the common sense knowledge they have acquired. However, they still face difficulties with some specialized tasks because they lack enough domain-specific data during pre-training or they often have errors in their neural network computations on those tasks that need accurate executions. On the other hand, there are also many existing models and systems (symbolic-based or neural-based) that can do some domain-specific tasks very well. However, due to the different implementation or working mechanisms, they are not easily accessible or compatible with foundation models. Therefore, there is a clear and pressing need for a mechanism that can leverage foundation models to propose task solution outlines and then automatically match some of the sub-tasks in the outlines to the off-the-shelf models and systems with special functionalities to complete them. Inspired by this, we introduce TaskMatrix.AI as a new AI ecosystem that connects foundation models with millions of APIs for task completion. Unlike most previous work that aimed to improve a single AI model, TaskMatrix.AI focuses more on using existing foundation models (as a brain-like central system) and APIs of other AI models and systems (as sub-task solvers) to achieve diversified tasks in both digital and physical domains. As a position paper, we will present our vision of how to build such an ecosystem, explain each key component, and use study cases to illustrate both the feasibility of this vision and the main challenges we need to address next.
Large Action Models: From Inception to Implementation
As AI continues to advance, there is a growing demand for systems that go beyond language-based assistance and move toward intelligent agents capable of performing real-world actions. This evolution requires the transition from traditional Large Language Models (LLMs), which excel at generating textual responses, to Large Action Models (LAMs), designed for action generation and execution within dynamic environments. Enabled by agent systems, LAMs hold the potential to transform AI from passive language understanding to active task completion, marking a significant milestone in the progression toward artificial general intelligence. In this paper, we present a comprehensive framework for developing LAMs, offering a systematic approach to their creation, from inception to deployment. We begin with an overview of LAMs, highlighting their unique characteristics and delineating their differences from LLMs. Using a Windows OS-based agent as a case study, we provide a detailed, step-by-step guide on the key stages of LAM development, including data collection, model training, environment integration, grounding, and evaluation. This generalizable workflow can serve as a blueprint for creating functional LAMs in various application domains. We conclude by identifying the current limitations of LAMs and discussing directions for future research and industrial deployment, emphasizing the challenges and opportunities that lie ahead in realizing the full potential of LAMs in real-world applications. The code for the data collection process utilized in this paper is publicly available at: https://github.com/microsoft/UFO/tree/main/dataflow, and comprehensive documentation can be found at https://microsoft.github.io/UFO/dataflow/overview/.
KnowAgent: Knowledge-Augmented Planning for LLM-Based Agents
Large Language Models (LLMs) have demonstrated great potential in complex reasoning tasks, yet they fall short when tackling more sophisticated challenges, especially when interacting with environments through generating executable actions. This inadequacy primarily stems from the lack of built-in action knowledge in language agents, which fails to effectively guide the planning trajectories during task solving and results in planning hallucination. To address this issue, we introduce KnowAgent, a novel approach designed to enhance the planning capabilities of LLMs by incorporating explicit action knowledge. Specifically, KnowAgent employs an action knowledge base and a knowledgeable self-learning strategy to constrain the action path during planning, enabling more reasonable trajectory synthesis, and thereby enhancing the planning performance of language agents. Experimental results on HotpotQA and ALFWorld based on various backbone models demonstrate that KnowAgent can achieve comparable or superior performance to existing baselines. Further analysis indicates the effectiveness of KnowAgent in terms of planning hallucinations mitigation. Code is available in https://github.com/zjunlp/KnowAgent.
ARIA: Training Language Agents with Intention-Driven Reward Aggregation
Large language models (LLMs) have enabled agents to perform complex reasoning and decision-making through free-form language interactions. However, in open-ended language action environments (e.g., negotiation or question-asking games), the action space can be formulated as a joint distribution over tokens, resulting in an exponentially large action space. Sampling actions in such a space can lead to extreme reward sparsity, which brings large reward variance, hindering effective reinforcement learning (RL). To address this, we propose ARIA, a method that Aggregates Rewards in Intention space to enable efficient and effective language Agents training. ARIA aims to project natural language actions from the high-dimensional joint token distribution space into a low-dimensional intention space, where semantically similar actions are clustered and assigned shared rewards. This intention-aware reward aggregation reduces reward variance by densifying reward signals, fostering better policy optimization. Extensive experiments demonstrate that ARIA not only significantly reduces policy gradient variance, but also delivers substantial performance gains of an average of 9.95% across four downstream tasks, consistently outperforming offline and online RL baselines.
Proposer-Agent-Evaluator(PAE): Autonomous Skill Discovery For Foundation Model Internet Agents
The vision of a broadly capable and goal-directed agent, such as an Internet-browsing agent in the digital world and a household humanoid in the physical world, has rapidly advanced, thanks to the generalization capability of foundation models. Such a generalist agent needs to have a large and diverse skill repertoire, such as finding directions between two travel locations and buying specific items from the Internet. If each skill needs to be specified manually through a fixed set of human-annotated instructions, the agent's skill repertoire will necessarily be limited due to the quantity and diversity of human-annotated instructions. In this work, we address this challenge by proposing Proposer-Agent-Evaluator, an effective learning system that enables foundation model agents to autonomously discover and practice skills in the wild. At the heart of PAE is a context-aware task proposer that autonomously proposes tasks for the agent to practice with context information of the environment such as user demos or even just the name of the website itself for Internet-browsing agents. Then, the agent policy attempts those tasks with thoughts and actual grounded operations in the real world with resulting trajectories evaluated by an autonomous VLM-based success evaluator. The success evaluation serves as the reward signal for the agent to refine its policies through RL. We validate PAE on challenging vision-based web navigation, using both real-world and self-hosted websites from WebVoyager and WebArena.To the best of our knowledge, this work represents the first effective learning system to apply autonomous task proposal with RL for agents that generalizes real-world human-annotated benchmarks with SOTA performances. Our open-source checkpoints and code can be found in https://yanqval.github.io/PAE/
Efficient Planning with Latent Diffusion
Temporal abstraction and efficient planning pose significant challenges in offline reinforcement learning, mainly when dealing with domains that involve temporally extended tasks and delayed sparse rewards. Existing methods typically plan in the raw action space and can be inefficient and inflexible. Latent action spaces offer a more flexible paradigm, capturing only possible actions within the behavior policy support and decoupling the temporal structure between planning and modeling. However, current latent-action-based methods are limited to discrete spaces and require expensive planning. This paper presents a unified framework for continuous latent action space representation learning and planning by leveraging latent, score-based diffusion models. We establish the theoretical equivalence between planning in the latent action space and energy-guided sampling with a pretrained diffusion model and incorporate a novel sequence-level exact sampling method. Our proposed method, LatentDiffuser, demonstrates competitive performance on low-dimensional locomotion control tasks and surpasses existing methods in higher-dimensional tasks.
Multi-Step Dialogue Workflow Action Prediction
In task-oriented dialogue, a system often needs to follow a sequence of actions, called a workflow, that complies with a set of guidelines in order to complete a task. In this paper, we propose the novel problem of multi-step workflow action prediction, in which the system predicts multiple future workflow actions. Accurate prediction of multiple steps allows for multi-turn automation, which can free up time to focus on more complex tasks. We propose three modeling approaches that are simple to implement yet lead to more action automation: 1) fine-tuning on a training dataset, 2) few-shot in-context learning leveraging retrieval and large language model prompting, and 3) zero-shot graph traversal, which aggregates historical action sequences into a graph for prediction. We show that multi-step action prediction produces features that improve accuracy on downstream dialogue tasks like predicting task success, and can increase automation of steps by 20% without requiring as much feedback from a human overseeing the system.
Superintelligent Agents Pose Catastrophic Risks: Can Scientist AI Offer a Safer Path?
The leading AI companies are increasingly focused on building generalist AI agents -- systems that can autonomously plan, act, and pursue goals across almost all tasks that humans can perform. Despite how useful these systems might be, unchecked AI agency poses significant risks to public safety and security, ranging from misuse by malicious actors to a potentially irreversible loss of human control. We discuss how these risks arise from current AI training methods. Indeed, various scenarios and experiments have demonstrated the possibility of AI agents engaging in deception or pursuing goals that were not specified by human operators and that conflict with human interests, such as self-preservation. Following the precautionary principle, we see a strong need for safer, yet still useful, alternatives to the current agency-driven trajectory. Accordingly, we propose as a core building block for further advances the development of a non-agentic AI system that is trustworthy and safe by design, which we call Scientist AI. This system is designed to explain the world from observations, as opposed to taking actions in it to imitate or please humans. It comprises a world model that generates theories to explain data and a question-answering inference machine. Both components operate with an explicit notion of uncertainty to mitigate the risks of overconfident predictions. In light of these considerations, a Scientist AI could be used to assist human researchers in accelerating scientific progress, including in AI safety. In particular, our system can be employed as a guardrail against AI agents that might be created despite the risks involved. Ultimately, focusing on non-agentic AI may enable the benefits of AI innovation while avoiding the risks associated with the current trajectory. We hope these arguments will motivate researchers, developers, and policymakers to favor this safer path.
Worldwide AI Ethics: a review of 200 guidelines and recommendations for AI governance
In the last decade, several organizations have produced documents intended to standardize, in the normative sense, and promote guidance to our recent and rapid AI development. However, the full spectrum of ideas presented in these documents has not yet been analyzed, except for a few meta-analyses and critical reviews of the field. In this work, we seek to expand on the work done by past researchers and create a tool for better data visualization of the contents and nature of these documents, to understand whether there is consensus or similarity between the principles espoused by various institutions, which may inspire debates on future regulations. We also provide some preliminary thoughts and questions that could guide the continuity of the research through a critical analysis of the results acquired by our methodology into a sample size of 200 documents.
A Closer Look at Invalid Action Masking in Policy Gradient Algorithms
In recent years, Deep Reinforcement Learning (DRL) algorithms have achieved state-of-the-art performance in many challenging strategy games. Because these games have complicated rules, an action sampled from the full discrete action distribution predicted by the learned policy is likely to be invalid according to the game rules (e.g., walking into a wall). The usual approach to deal with this problem in policy gradient algorithms is to "mask out" invalid actions and just sample from the set of valid actions. The implications of this process, however, remain under-investigated. In this paper, we 1) show theoretical justification for such a practice, 2) empirically demonstrate its importance as the space of invalid actions grows, and 3) provide further insights by evaluating different action masking regimes, such as removing masking after an agent has been trained using masking. The source code can be found at https://github.com/vwxyzjn/invalid-action-masking
Chain of Ideas: Revolutionizing Research in Novel Idea Development with LLM Agents
Effective research ideation is a critical step for scientific research. However, the exponential increase in scientific literature makes it challenging for researchers to stay current with recent advances and identify meaningful research directions. Recent developments in large language models~(LLMs) suggest a promising avenue for automating the generation of novel research ideas. However, existing methods for idea generation either trivially prompt LLMs or directly expose LLMs to extensive literature without indicating useful information. Inspired by the research process of human researchers, we propose a Chain-of-Ideas~(CoI) agent, an LLM-based agent that organizes relevant literature in a chain structure to effectively mirror the progressive development in a research domain. This organization facilitates LLMs to capture the current advancements in research, thereby enhancing their ideation capabilities. Furthermore, we propose Idea Arena, an evaluation protocol that can comprehensively evaluate idea generation methods from different perspectives, aligning closely with the preferences of human researchers. Experimental results indicate that the CoI agent consistently outperforms other methods and shows comparable quality as humans in research idea generation. Moreover, our CoI agent is budget-friendly, with a minimum cost of \$0.50 to generate a candidate idea and its corresponding experimental design.
One to rule them all: natural language to bind communication, perception and action
In recent years, research in the area of human-robot interaction has focused on developing robots capable of understanding complex human instructions and performing tasks in dynamic and diverse environments. These systems have a wide range of applications, from personal assistance to industrial robotics, emphasizing the importance of robots interacting flexibly, naturally and safely with humans. This paper presents an advanced architecture for robotic action planning that integrates communication, perception, and planning with Large Language Models (LLMs). Our system is designed to translate commands expressed in natural language into executable robot actions, incorporating environmental information and dynamically updating plans based on real-time feedback. The Planner Module is the core of the system where LLMs embedded in a modified ReAct framework are employed to interpret and carry out user commands. By leveraging their extensive pre-trained knowledge, LLMs can effectively process user requests without the need to introduce new knowledge on the changing environment. The modified ReAct framework further enhances the execution space by providing real-time environmental perception and the outcomes of physical actions. By combining robust and dynamic semantic map representations as graphs with control components and failure explanations, this architecture enhances a robot adaptability, task execution, and seamless collaboration with human users in shared and dynamic environments. Through the integration of continuous feedback loops with the environment the system can dynamically adjusts the plan to accommodate unexpected changes, optimizing the robot ability to perform tasks. Using a dataset of previous experience is possible to provide detailed feedback about the failure. Updating the LLMs context of the next iteration with suggestion on how to overcame the issue.
Octo-planner: On-device Language Model for Planner-Action Agents
AI agents have become increasingly significant in various domains, enabling autonomous decision-making and problem-solving. To function effectively, these agents require a planning process that determines the best course of action and then executes the planned actions. In this paper, we present an efficient on-device Planner-Action framework that separates planning and action execution into two distinct components: a planner agent based on Phi-3 Mini, a 3.8 billion parameter LLM optimized for edge devices, and an action agent using the Octopus model for function execution. The planner agent first responds to user queries by decomposing tasks into a sequence of sub-steps, which are then executed by the action agent. To optimize performance on resource-constrained devices, we employ model fine-tuning instead of in-context learning, reducing computational costs and energy consumption while improving response times. Our approach involves using GPT-4 to generate diverse planning queries and responses based on available functions, with subsequent validations to ensure data quality. We fine-tune the Phi-3 Mini model on this curated dataset, achieving a 97\% success rate in our in-domain test environment. To address multi-domain planning challenges, we developed a multi-LoRA training method that merges weights from LoRAs trained on distinct function subsets. This approach enables flexible handling of complex, multi-domain queries while maintaining computational efficiency on resource-constrained devices. To support further research, we have open-sourced our model weights at https://huggingface.co/NexaAIDev/octopus-planning. For the demo, please refer to https://www.nexa4ai.com/octo-planner.
CaPo: Cooperative Plan Optimization for Efficient Embodied Multi-Agent Cooperation
In this work, we address the cooperation problem among large language model (LLM) based embodied agents, where agents must cooperate to achieve a common goal. Previous methods often execute actions extemporaneously and incoherently, without long-term strategic and cooperative planning, leading to redundant steps, failures, and even serious repercussions in complex tasks like search-and-rescue missions where discussion and cooperative plan are crucial. To solve this issue, we propose Cooperative Plan Optimization (CaPo) to enhance the cooperation efficiency of LLM-based embodied agents. Inspired by human cooperation schemes, CaPo improves cooperation efficiency with two phases: 1) meta-plan generation, and 2) progress-adaptive meta-plan and execution. In the first phase, all agents analyze the task, discuss, and cooperatively create a meta-plan that decomposes the task into subtasks with detailed steps, ensuring a long-term strategic and coherent plan for efficient coordination. In the second phase, agents execute tasks according to the meta-plan and dynamically adjust it based on their latest progress (e.g., discovering a target object) through multi-turn discussions. This progress-based adaptation eliminates redundant actions, improving the overall cooperation efficiency of agents. Experimental results on the ThreeDworld Multi-Agent Transport and Communicative Watch-And-Help tasks demonstrate that CaPo achieves much higher task completion rate and efficiency compared with state-of-the-arts.The code is released at https://github.com/jliu4ai/CaPo.
Android in the Wild: A Large-Scale Dataset for Android Device Control
There is a growing interest in device-control systems that can interpret human natural language instructions and execute them on a digital device by directly controlling its user interface. We present a dataset for device-control research, Android in the Wild (AITW), which is orders of magnitude larger than current datasets. The dataset contains human demonstrations of device interactions, including the screens and actions, and corresponding natural language instructions. It consists of 715k episodes spanning 30k unique instructions, four versions of Android (v10-13),and eight device types (Pixel 2 XL to Pixel 6) with varying screen resolutions. It contains multi-step tasks that require semantic understanding of language and visual context. This dataset poses a new challenge: actions available through the user interface must be inferred from their visual appearance. And, instead of simple UI element-based actions, the action space consists of precise gestures (e.g., horizontal scrolls to operate carousel widgets). We organize our dataset to encourage robustness analysis of device-control systems, i.e., how well a system performs in the presence of new task descriptions, new applications, or new platform versions. We develop two agents and report performance across the dataset. The dataset is available at https://github.com/google-research/google-research/tree/master/android_in_the_wild.
MetaFold: Language-Guided Multi-Category Garment Folding Framework via Trajectory Generation and Foundation Model
Garment folding is a common yet challenging task in robotic manipulation. The deformability of garments leads to a vast state space and complex dynamics, which complicates precise and fine-grained manipulation. Previous approaches often rely on predefined key points or demonstrations, limiting their generalization across diverse garment categories. This paper presents a framework, MetaFold, that disentangles task planning from action prediction, learning each independently to enhance model generalization. It employs language-guided point cloud trajectory generation for task planning and a low-level foundation model for action prediction. This structure facilitates multi-category learning, enabling the model to adapt flexibly to various user instructions and folding tasks. Experimental results demonstrate the superiority of our proposed framework. Supplementary materials are available on our website: https://meta-fold.github.io/.
Interpreting Emergent Planning in Model-Free Reinforcement Learning
We present the first mechanistic evidence that model-free reinforcement learning agents can learn to plan. This is achieved by applying a methodology based on concept-based interpretability to a model-free agent in Sokoban -- a commonly used benchmark for studying planning. Specifically, we demonstrate that DRC, a generic model-free agent introduced by Guez et al. (2019), uses learned concept representations to internally formulate plans that both predict the long-term effects of actions on the environment and influence action selection. Our methodology involves: (1) probing for planning-relevant concepts, (2) investigating plan formation within the agent's representations, and (3) verifying that discovered plans (in the agent's representations) have a causal effect on the agent's behavior through interventions. We also show that the emergence of these plans coincides with the emergence of a planning-like property: the ability to benefit from additional test-time compute. Finally, we perform a qualitative analysis of the planning algorithm learned by the agent and discover a strong resemblance to parallelized bidirectional search. Our findings advance understanding of the internal mechanisms underlying planning behavior in agents, which is important given the recent trend of emergent planning and reasoning capabilities in LLMs through RL
3D-VLA: A 3D Vision-Language-Action Generative World Model
Recent vision-language-action (VLA) models rely on 2D inputs, lacking integration with the broader realm of the 3D physical world. Furthermore, they perform action prediction by learning a direct mapping from perception to action, neglecting the vast dynamics of the world and the relations between actions and dynamics. In contrast, human beings are endowed with world models that depict imagination about future scenarios to plan actions accordingly. To this end, we propose 3D-VLA by introducing a new family of embodied foundation models that seamlessly link 3D perception, reasoning, and action through a generative world model. Specifically, 3D-VLA is built on top of a 3D-based large language model (LLM), and a set of interaction tokens is introduced to engage with the embodied environment. Furthermore, to inject generation abilities into the model, we train a series of embodied diffusion models and align them into the LLM for predicting the goal images and point clouds. To train our 3D-VLA, we curate a large-scale 3D embodied instruction dataset by extracting vast 3D-related information from existing robotics datasets. Our experiments on held-in datasets demonstrate that 3D-VLA significantly improves the reasoning, multimodal generation, and planning capabilities in embodied environments, showcasing its potential in real-world applications.
ACT-Bench: Towards Action Controllable World Models for Autonomous Driving
World models have emerged as promising neural simulators for autonomous driving, with the potential to supplement scarce real-world data and enable closed-loop evaluations. However, current research primarily evaluates these models based on visual realism or downstream task performance, with limited focus on fidelity to specific action instructions - a crucial property for generating targeted simulation scenes. Although some studies address action fidelity, their evaluations rely on closed-source mechanisms, limiting reproducibility. To address this gap, we develop an open-access evaluation framework, ACT-Bench, for quantifying action fidelity, along with a baseline world model, Terra. Our benchmarking framework includes a large-scale dataset pairing short context videos from nuScenes with corresponding future trajectory data, which provides conditional input for generating future video frames and enables evaluation of action fidelity for executed motions. Furthermore, Terra is trained on multiple large-scale trajectory-annotated datasets to enhance action fidelity. Leveraging this framework, we demonstrate that the state-of-the-art model does not fully adhere to given instructions, while Terra achieves improved action fidelity. All components of our benchmark framework will be made publicly available to support future research.
Vision-Language-Action Models: Concepts, Progress, Applications and Challenges
Vision-Language-Action (VLA) models mark a transformative advancement in artificial intelligence, aiming to unify perception, natural language understanding, and embodied action within a single computational framework. This foundational review presents a comprehensive synthesis of recent advancements in Vision-Language-Action models, systematically organized across five thematic pillars that structure the landscape of this rapidly evolving field. We begin by establishing the conceptual foundations of VLA systems, tracing their evolution from cross-modal learning architectures to generalist agents that tightly integrate vision-language models (VLMs), action planners, and hierarchical controllers. Our methodology adopts a rigorous literature review framework, covering over 80 VLA models published in the past three years. Key progress areas include architectural innovations, parameter-efficient training strategies, and real-time inference accelerations. We explore diverse application domains such as humanoid robotics, autonomous vehicles, medical and industrial robotics, precision agriculture, and augmented reality navigation. The review further addresses major challenges across real-time control, multimodal action representation, system scalability, generalization to unseen tasks, and ethical deployment risks. Drawing from the state-of-the-art, we propose targeted solutions including agentic AI adaptation, cross-embodiment generalization, and unified neuro-symbolic planning. In our forward-looking discussion, we outline a future roadmap where VLA models, VLMs, and agentic AI converge to power socially aligned, adaptive, and general-purpose embodied agents. This work serves as a foundational reference for advancing intelligent, real-world robotics and artificial general intelligence. >Vision-language-action, Agentic AI, AI Agents, Vision-language Models
Managing AI Risks in an Era of Rapid Progress
In this short consensus paper, we outline risks from upcoming, advanced AI systems. We examine large-scale social harms and malicious uses, as well as an irreversible loss of human control over autonomous AI systems. In light of rapid and continuing AI progress, we propose urgent priorities for AI R&D and governance.
Cognitive Architectures for Language Agents
Recent efforts have augmented large language models (LLMs) with external resources (e.g., the Internet) or internal control flows (e.g., prompt chaining) for tasks requiring grounding or reasoning, leading to a new class of language agents. While these agents have achieved substantial empirical success, we lack a systematic framework to organize existing agents and plan future developments. In this paper, we draw on the rich history of cognitive science and symbolic artificial intelligence to propose Cognitive Architectures for Language Agents (CoALA). CoALA describes a language agent with modular memory components, a structured action space to interact with internal memory and external environments, and a generalized decision-making process to choose actions. We use CoALA to retrospectively survey and organize a large body of recent work, and prospectively identify actionable directions towards more capable agents. Taken together, CoALA contextualizes today's language agents within the broader history of AI and outlines a path towards language-based general intelligence.
Position Paper: Agent AI Towards a Holistic Intelligence
Recent advancements in large foundation models have remarkably enhanced our understanding of sensory information in open-world environments. In leveraging the power of foundation models, it is crucial for AI research to pivot away from excessive reductionism and toward an emphasis on systems that function as cohesive wholes. Specifically, we emphasize developing Agent AI -- an embodied system that integrates large foundation models into agent actions. The emerging field of Agent AI spans a wide range of existing embodied and agent-based multimodal interactions, including robotics, gaming, and healthcare systems, etc. In this paper, we propose a novel large action model to achieve embodied intelligent behavior, the Agent Foundation Model. On top of this idea, we discuss how agent AI exhibits remarkable capabilities across a variety of domains and tasks, challenging our understanding of learning and cognition. Furthermore, we discuss the potential of Agent AI from an interdisciplinary perspective, underscoring AI cognition and consciousness within scientific discourse. We believe that those discussions serve as a basis for future research directions and encourage broader societal engagement.
Can Large Language Models Unlock Novel Scientific Research Ideas?
"An idea is nothing more nor less than a new combination of old elements" (Young, J.W.). The widespread adoption of Large Language Models (LLMs) and publicly available ChatGPT have marked a significant turning point in the integration of Artificial Intelligence (AI) into people's everyday lives. This study explores the capability of LLMs in generating novel research ideas based on information from research papers. We conduct a thorough examination of 4 LLMs in five domains (e.g., Chemistry, Computer, Economics, Medical, and Physics). We found that the future research ideas generated by Claude-2 and GPT-4 are more aligned with the author's perspective than GPT-3.5 and Gemini. We also found that Claude-2 generates more diverse future research ideas than GPT-4, GPT-3.5, and Gemini 1.0. We further performed a human evaluation of the novelty, relevancy, and feasibility of the generated future research ideas. This investigation offers insights into the evolving role of LLMs in idea generation, highlighting both its capability and limitations. Our work contributes to the ongoing efforts in evaluating and utilizing language models for generating future research ideas. We make our datasets and codes publicly available.
One STEP at a time: Language Agents are Stepwise Planners
Language agents have shown promising adaptability in dynamic environments to perform complex tasks. However, despite the versatile knowledge embedded in large language models, these agents still fall short when it comes to tasks that require planning. We introduce STEP, a novel framework designed to efficiently learn from previous experiences to enhance the planning capabilities of language agents in future steps. Concretely, STEP functions through four interconnected components. First, the Planner takes on the task, breaks it down into subtasks and provides relevant insights. Then the Executor generates action candidates, while the Evaluator ensures the actions align with learned rules from previous experiences. Lastly, Memory stores experiences to inform future decisions. In the ScienceWorld benchmark, our results show that STEP consistently outperforms state-of-the-art models, achieving an overall score of 67.4 and successfully completing 12 out of 18 tasks. These findings highlight STEP's potential as a framework for enhancing planning capabilities in language agents, paving the way for more sophisticated task-solving in dynamic environments.
Spark: A System for Scientifically Creative Idea Generation
Recently, large language models (LLMs) have shown promising abilities to generate novel research ideas in science, a direction which coincides with many foundational principles in computational creativity (CC). In light of these developments, we present an idea generation system named Spark that couples retrieval-augmented idea generation using LLMs with a reviewer model named Judge trained on 600K scientific reviews from OpenReview. Our work is both a system demonstration and intended to inspire other CC researchers to explore grounding the generation and evaluation of scientific ideas within foundational CC principles. To this end, we release the annotated dataset used to train Judge, inviting other researchers to explore the use of LLMs for idea generation and creative evaluations.
Reinforcing Language Agents via Policy Optimization with Action Decomposition
Language models as intelligent agents push the boundaries of sequential decision-making agents but struggle with limited knowledge of environmental dynamics and exponentially huge action space. Recent efforts like GLAM and TWOSOME manually constrain the action space to a restricted subset and employ reinforcement learning to align agents' knowledge with specific environments. However, they overlook fine-grained credit assignments for intra-action tokens, which is essential for efficient language agent optimization, and rely on human's prior knowledge to restrict action space. This paper proposes decomposing language agent optimization from the action level to the token level, offering finer supervision for each intra-action token and manageable optimization complexity in environments with unrestricted action spaces. Beginning with the simplification of flattening all actions, we theoretically explore the discrepancies between action-level optimization and this naive token-level optimization. We then derive the Bellman backup with Action Decomposition (BAD) to integrate credit assignments for both intra-action and inter-action tokens, effectively eliminating the discrepancies. Implementing BAD within the PPO algorithm, we introduce Policy Optimization with Action Decomposition (POAD). POAD benefits from a finer-grained credit assignment process and lower optimization complexity, leading to enhanced learning efficiency and generalization abilities in aligning language agents with interactive environments. We validate POAD across diverse testbeds, with results affirming the advantages of our approach and the correctness of our theoretical analysis.
Reinforcement learning with combinatorial actions for coupled restless bandits
Reinforcement learning (RL) has increasingly been applied to solve real-world planning problems, with progress in handling large state spaces and time horizons. However, a key bottleneck in many domains is that RL methods cannot accommodate large, combinatorially structured action spaces. In such settings, even representing the set of feasible actions at a single step may require a complex discrete optimization formulation. We leverage recent advances in embedding trained neural networks into optimization problems to propose SEQUOIA, an RL algorithm that directly optimizes for long-term reward over the feasible action space. Our approach embeds a Q-network into a mixed-integer program to select a combinatorial action in each timestep. Here, we focus on planning over restless bandits, a class of planning problems which capture many real-world examples of sequential decision making. We introduce coRMAB, a broader class of restless bandits with combinatorial actions that cannot be decoupled across the arms of the restless bandit, requiring direct solving over the joint, exponentially large action space. We empirically validate SEQUOIA on four novel restless bandit problems with combinatorial constraints: multiple interventions, path constraints, bipartite matching, and capacity constraints. Our approach significantly outperforms existing methods -- which cannot address sequential planning and combinatorial selection simultaneously -- by an average of 24.8\% on these difficult instances.
GUI-Bee: Align GUI Action Grounding to Novel Environments via Autonomous Exploration
Graphical User Interface (GUI) action grounding is a critical step in GUI automation that maps language instructions to actionable elements on GUI screens. Most recent works of GUI action grounding leverage large GUI datasets to fine-tune MLLMs. However, the fine-tuning data always covers limited GUI environments, and we find the performance of the resulting model deteriorates in novel environments. We argue that the GUI grounding models should be further aligned to the novel environments to reveal their full potential, when the inference is known to involve novel environments, i.e., environments not used during the previous fine-tuning. To realize this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. Our agent leverages a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) method to optimize exploration efficiency and data quality. Additionally, we introduce NovelScreenSpot, a benchmark for testing how well the data can help align GUI action grounding models to novel environments and demonstrate the effectiveness of data collected by GUI-Bee in the experiments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee. Project page: https://gui-bee.github.io
Enhancing Decision-Making for LLM Agents via Step-Level Q-Value Models
Agents significantly enhance the capabilities of standalone Large Language Models (LLMs) by perceiving environments, making decisions, and executing actions. However, LLM agents still face challenges in tasks that require multiple decision-making steps. Estimating the value of actions in specific tasks is difficult when intermediate actions are neither appropriately rewarded nor penalized. In this paper, we propose leveraging a task-relevant Q-value model to guide action selection. Specifically, we first collect decision-making trajectories annotated with step-level Q values via Monte Carlo Tree Search (MCTS) and construct preference data. We then use another LLM to fit these preferences through step-level Direct Policy Optimization (DPO), which serves as the Q-value model. During inference, at each decision-making step, LLM agents select the action with the highest Q value before interacting with the environment. We apply our method to various open-source and API-based LLM agents, demonstrating that Q-value models significantly improve their performance. Notably, the performance of the agent built with Phi-3-mini-4k-instruct improved by 103% on WebShop and 75% on HotPotQA when enhanced with Q-value models, even surpassing GPT-4o-mini. Additionally, Q-value models offer several advantages, such as generalization to different LLM agents and seamless integration with existing prompting strategies.
In-Context Reinforcement Learning for Variable Action Spaces
Recently, it has been shown that transformers pre-trained on diverse datasets with multi-episode contexts can generalize to new reinforcement learning tasks in-context. A key limitation of previously proposed models is their reliance on a predefined action space size and structure. The introduction of a new action space often requires data re-collection and model re-training, which can be costly for some applications. In our work, we show that it is possible to mitigate this issue by proposing the Headless-AD model that, despite being trained only once, is capable of generalizing to discrete action spaces of variable size, semantic content and order. By experimenting with Bernoulli and contextual bandits, as well as a gridworld environment, we show that Headless-AD exhibits significant capability to generalize to action spaces it has never encountered, even outperforming specialized models trained for a specific set of actions on several environment configurations.
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.
Imagination Policy: Using Generative Point Cloud Models for Learning Manipulation Policies
Humans can imagine goal states during planning and perform actions to match those goals. In this work, we propose Imagination Policy, a novel multi-task key-frame policy network for solving high-precision pick and place tasks. Instead of learning actions directly, Imagination Policy generates point clouds to imagine desired states which are then translated to actions using rigid action estimation. This transforms action inference into a local generative task. We leverage pick and place symmetries underlying the tasks in the generation process and achieve extremely high sample efficiency and generalizability to unseen configurations. Finally, we demonstrate state-of-the-art performance across various tasks on the RLbench benchmark compared with several strong baselines.
The Lighthouse of Language: Enhancing LLM Agents via Critique-Guided Improvement
Large language models (LLMs) have recently transformed from text-based assistants to autonomous agents capable of planning, reasoning, and iteratively improving their actions. While numerical reward signals and verifiers can effectively rank candidate actions, they often provide limited contextual guidance. In contrast, natural language feedback better aligns with the generative capabilities of LLMs, providing richer and more actionable suggestions. However, parsing and implementing this feedback effectively can be challenging for LLM-based agents. In this work, we introduce Critique-Guided Improvement (CGI), a novel two-player framework, comprising an actor model that explores an environment and a critic model that generates detailed nature language feedback. By training the critic to produce fine-grained assessments and actionable revisions, and the actor to utilize these critiques, our approach promotes more robust exploration of alternative strategies while avoiding local optima. Experiments in three interactive environments show that CGI outperforms existing baselines by a substantial margin. Notably, even a small critic model surpasses GPT-4 in feedback quality. The resulting actor achieves state-of-the-art performance, demonstrating the power of explicit iterative guidance to enhance decision-making in LLM-based agents.
A Survey on Vision-Language-Action Models for Embodied AI
Embodied AI is widely recognized as a key element of artificial general intelligence because it involves controlling embodied agents to perform tasks in the physical world. Building on the success of large language models and vision-language models, a new category of multimodal models -- referred to as vision-language-action models (VLAs) -- has emerged to address language-conditioned robotic tasks in embodied AI by leveraging their distinct ability to generate actions. In recent years, a myriad of VLAs have been developed, making it imperative to capture the rapidly evolving landscape through a comprehensive survey. To this end, we present the first survey on VLAs for embodied AI. This work provides a detailed taxonomy of VLAs, organized into three major lines of research. The first line focuses on individual components of VLAs. The second line is dedicated to developing control policies adept at predicting low-level actions. The third line comprises high-level task planners capable of decomposing long-horizon tasks into a sequence of subtasks, thereby guiding VLAs to follow more general user instructions. Furthermore, we provide an extensive summary of relevant resources, including datasets, simulators, and benchmarks. Finally, we discuss the challenges faced by VLAs and outline promising future directions in embodied AI. We have created a project associated with this survey, which is available at https://github.com/yueen-ma/Awesome-VLA.
Learning Optimal Contracts: How to Exploit Small Action Spaces
We study principal-agent problems in which a principal commits to an outcome-dependent payment scheme -- called contract -- in order to induce an agent to take a costly, unobservable action leading to favorable outcomes. We consider a generalization of the classical (single-round) version of the problem in which the principal interacts with the agent by committing to contracts over multiple rounds. The principal has no information about the agent, and they have to learn an optimal contract by only observing the outcome realized at each round. We focus on settings in which the size of the agent's action space is small. We design an algorithm that learns an approximately-optimal contract with high probability in a number of rounds polynomial in the size of the outcome space, when the number of actions is constant. Our algorithm solves an open problem by Zhu et al.[2022]. Moreover, it can also be employed to provide a mathcal{O}(T^{4/5}) regret bound in the related online learning setting in which the principal aims at maximizing their cumulative utility, thus considerably improving previously-known regret bounds.
Vision-and-Language Navigation Today and Tomorrow: A Survey in the Era of Foundation Models
Vision-and-Language Navigation (VLN) has gained increasing attention over recent years and many approaches have emerged to advance their development. The remarkable achievements of foundation models have shaped the challenges and proposed methods for VLN research. In this survey, we provide a top-down review that adopts a principled framework for embodied planning and reasoning, and emphasizes the current methods and future opportunities leveraging foundation models to address VLN challenges. We hope our in-depth discussions could provide valuable resources and insights: on one hand, to milestone the progress and explore opportunities and potential roles for foundation models in this field, and on the other, to organize different challenges and solutions in VLN to foundation model researchers.
Is Computational Complexity a Barrier to Manipulation?
When agents are acting together, they may need a simple mechanism to decide on joint actions. One possibility is to have the agents express their preferences in the form of a ballot and use a voting rule to decide the winning action(s). Unfortunately, agents may try to manipulate such an election by misreporting their preferences. Fortunately, it has been shown that it is NP-hard to compute how to manipulate a number of different voting rules. However, NP-hardness only bounds the worst-case complexity. Recent theoretical results suggest that manipulation may often be easy in practice. To address this issue, I suggest studying empirically if computational complexity is in practice a barrier to manipulation. The basic tool used in my investigations is the identification of computational "phase transitions". Such an approach has been fruitful in identifying hard instances of propositional satisfiability and other NP-hard problems. I show that phase transition behaviour gives insight into the hardness of manipulating voting rules, increasing concern that computational complexity is indeed any sort of barrier. Finally, I look at the problem of computing manipulation of other, related problems like stable marriage and tournament problems.
What Makes a Good Diffusion Planner for Decision Making?
Diffusion models have recently shown significant potential in solving decision-making problems, particularly in generating behavior plans -- also known as diffusion planning. While numerous studies have demonstrated the impressive performance of diffusion planning, the mechanisms behind the key components of a good diffusion planner remain unclear and the design choices are highly inconsistent in existing studies. In this work, we address this issue through systematic empirical experiments on diffusion planning in an offline reinforcement learning (RL) setting, providing practical insights into the essential components of diffusion planning. We trained and evaluated over 6,000 diffusion models, identifying the critical components such as guided sampling, network architecture, action generation and planning strategy. We revealed that some design choices opposite to the common practice in previous work in diffusion planning actually lead to better performance, e.g., unconditional sampling with selection can be better than guided sampling and Transformer outperforms U-Net as denoising network. Based on these insights, we suggest a simple yet strong diffusion planning baseline that achieves state-of-the-art results on standard offline RL benchmarks.
RODE: Learning Roles to Decompose Multi-Agent Tasks
Role-based learning holds the promise of achieving scalable multi-agent learning by decomposing complex tasks using roles. However, it is largely unclear how to efficiently discover such a set of roles. To solve this problem, we propose to first decompose joint action spaces into restricted role action spaces by clustering actions according to their effects on the environment and other agents. Learning a role selector based on action effects makes role discovery much easier because it forms a bi-level learning hierarchy -- the role selector searches in a smaller role space and at a lower temporal resolution, while role policies learn in significantly reduced primitive action-observation spaces. We further integrate information about action effects into the role policies to boost learning efficiency and policy generalization. By virtue of these advances, our method (1) outperforms the current state-of-the-art MARL algorithms on 10 of the 14 scenarios that comprise the challenging StarCraft II micromanagement benchmark and (2) achieves rapid transfer to new environments with three times the number of agents. Demonstrative videos are available at https://sites.google.com/view/rode-marl .
A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks
Efficiently solving problems with large action spaces using A* search has been of importance to the artificial intelligence community for decades. This is because the computation and memory requirements of A* search grow linearly with the size of the action space. This burden becomes even more apparent when A* search uses a heuristic function learned by computationally expensive function approximators, such as deep neural networks. To address this problem, we introduce Q* search, a search algorithm that uses deep Q-networks to guide search in order to take advantage of the fact that the sum of the transition costs and heuristic values of the children of a node can be computed with a single forward pass through a deep Q-network without explicitly generating those children. This significantly reduces computation time and requires only one node to be generated per iteration. We use Q* search to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and find that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time and less than a 3-fold increase in number of nodes generated when performing Q* search. Furthermore, Q* search is up to 129 times faster and generates up to 1288 times fewer nodes than A* search. Finally, although obtaining admissible heuristic functions from deep neural networks is an ongoing area of research, we prove that Q* search is guaranteed to find a shortest path given a heuristic function that neither overestimates the cost of a shortest path nor underestimates the transition cost.
SmartAgent: Chain-of-User-Thought for Embodied Personalized Agent in Cyber World
Recent advances in embodied agents with multimodal perception and reasoning capabilities based on large vision-language models (LVLMs), excel in autonomously interacting either real or cyber worlds, helping people make intelligent decisions in complex environments. However, the current works are normally optimized by golden action trajectories or ideal task-oriented solutions toward a definitive goal. This paradigm considers limited user-oriented factors, which could be the reason for their performance reduction in a wide range of personal assistant applications. To address this, we propose Chain-of-User-Thought (COUT), a novel embodied reasoning paradigm that takes a chain of thought from basic action thinking to explicit and implicit personalized preference thought to incorporate personalized factors into autonomous agent learning. To target COUT, we introduce SmartAgent, an agent framework perceiving cyber environments and reasoning personalized requirements as 1) interacting with GUI to access an item pool, 2) generating users' explicit requirements implied by previous actions, and 3) recommending items to fulfill users' implicit requirements. To demonstrate SmartAgent's capabilities, we also create a brand-new dataset SmartSpot that offers a full-stage personalized action-involved environment. To our best knowledge, our work is the first to formulate the COUT process, serving as a preliminary attempt towards embodied personalized agent learning. Our extensive experiments on SmartSpot illuminate SmartAgent's functionality among a series of embodied and personalized sub-tasks. We will release code and data upon paper notification at https://github.com/tsinghua-fib-lab/SmartAgent.
The Ideation-Execution Gap: Execution Outcomes of LLM-Generated versus Human Research Ideas
Large Language Models (LLMs) have shown promise in accelerating the scientific research pipeline. A key capability for this process is the ability to generate novel research ideas, and prior studies have found settings in which LLM-generated research ideas were judged as more novel than human-expert ideas. However, a good idea should not simply appear to be novel, it should also result in better research after being executed. To test whether AI-generated ideas lead to better research outcomes, we conduct an execution study by recruiting 43 expert researchers to execute randomly-assigned ideas, either written by experts or generated by an LLM. Each expert spent over 100 hours implementing the idea and wrote a 4-page short paper to document the experiments. All the executed projects are then reviewed blindly by expert NLP researchers. Comparing the review scores of the same ideas before and after execution, the scores of the LLM-generated ideas decrease significantly more than expert-written ideas on all evaluation metrics (novelty, excitement, effectiveness, and overall; p < 0.05), closing the gap between LLM and human ideas observed at the ideation stage. When comparing the aggregated review scores from the execution study, we even observe that for many metrics there is a flip in rankings where human ideas score higher than LLM ideas. This ideation-execution gap highlights the limitations of current LLMs in generating truly effective research ideas and the challenge of evaluating research ideas in the absence of execution outcomes.
Specific versus General Principles for Constitutional AI
Human feedback can prevent overtly harmful utterances in conversational models, but may not automatically mitigate subtle problematic behaviors such as a stated desire for self-preservation or power. Constitutional AI offers an alternative, replacing human feedback with feedback from AI models conditioned only on a list of written principles. We find this approach effectively prevents the expression of such behaviors. The success of simple principles motivates us to ask: can models learn general ethical behaviors from only a single written principle? To test this, we run experiments using a principle roughly stated as "do what's best for humanity". We find that the largest dialogue models can generalize from this short constitution, resulting in harmless assistants with no stated interest in specific motivations like power. A general principle may thus partially avoid the need for a long list of constitutions targeting potentially harmful behaviors. However, more detailed constitutions still improve fine-grained control over specific types of harms. This suggests both general and specific principles have value for steering AI safely.
Asking Before Action: Gather Information in Embodied Decision Making with Language Models
With strong capabilities of reasoning and a generic understanding of the world, Large Language Models (LLMs) have shown great potential in building versatile embodied decision making agents capable of performing diverse tasks. However, when deployed to unfamiliar environments, we show that LLM agents face challenges in efficiently gathering necessary information, leading to suboptimal performance. On the other hand, in unfamiliar scenarios, human individuals often seek additional information from their peers before taking action, leveraging external knowledge to avoid unnecessary trial and error. Building upon this intuition, we propose Asking Before Action (ABA), a method that empowers the agent to proactively query external sources for pertinent information using natural language during their interactions in the environment. In this way, the agent is able to enhance its efficiency and performance by mitigating wasteful steps and circumventing the difficulties associated with exploration in unfamiliar environments. We empirically evaluate our method on an embodied decision making benchmark, ALFWorld, and demonstrate that despite modest modifications in prompts, our method exceeds baseline LLM agents by more than 40%. Further experiments on two variants of ALFWorld illustrate that by imitation learning, ABA effectively retains and reuses queried and known information in subsequent tasks, mitigating the need for repetitive inquiries. Both qualitative and quantitative results exhibit remarkable performance on tasks that previous methods struggle to solve.
Hume: Introducing System-2 Thinking in Visual-Language-Action Model
Humans practice slow thinking before performing actual actions when handling complex tasks in the physical world. This thinking paradigm, recently, has achieved remarkable advancement in boosting Large Language Models (LLMs) to solve complex tasks in digital domains. However, the potential of slow thinking remains largely unexplored for robotic foundation models interacting with the physical world. In this work, we propose Hume: a dual-system Vision-Language-Action (VLA) model with value-guided System-2 thinking and cascaded action denoising, exploring human-like thinking capabilities of Vision-Language-Action models for dexterous robot control. System 2 of Hume implements value-Guided thinking by extending a Vision-Language-Action Model backbone with a novel value-query head to estimate the state-action value of predicted actions. The value-guided thinking is conducted by repeat sampling multiple action candidates and selecting one according to state-action value. System 1 of Hume is a lightweight reactive visuomotor policy that takes System 2 selected action and performs cascaded action denoising for dexterous robot control. At deployment time, System 2 performs value-guided thinking at a low frequency while System 1 asynchronously receives the System 2 selected action candidate and predicts fluid actions in real time. We show that Hume outperforms the existing state-of-the-art Vision-Language-Action models across multiple simulation benchmark and real-robot deployments.
On Many-Actions Policy Gradient
We study the variance of stochastic policy gradients (SPGs) with many action samples per state. We derive a many-actions optimality condition, which determines when many-actions SPG yields lower variance as compared to a single-action agent with proportionally extended trajectory. We propose Model-Based Many-Actions (MBMA), an approach leveraging dynamics models for many-actions sampling in the context of SPG. MBMA addresses issues associated with existing implementations of many-actions SPG and yields lower bias and comparable variance to SPG estimated from states in model-simulated rollouts. We find that MBMA bias and variance structure matches that predicted by theory. As a result, MBMA achieves improved sample efficiency and higher returns on a range of continuous action environments as compared to model-free, many-actions, and model-based on-policy SPG baselines.
Balanced Representation Learning for Long-tailed Skeleton-based Action Recognition
Skeleton-based action recognition has recently made significant progress. However, data imbalance is still a great challenge in real-world scenarios. The performance of current action recognition algorithms declines sharply when training data suffers from heavy class imbalance. The imbalanced data actually degrades the representations learned by these methods and becomes the bottleneck for action recognition. How to learn unbiased representations from imbalanced action data is the key to long-tailed action recognition. In this paper, we propose a novel balanced representation learning method to address the long-tailed problem in action recognition. Firstly, a spatial-temporal action exploration strategy is presented to expand the sample space effectively, generating more valuable samples in a rebalanced manner. Secondly, we design a detached action-aware learning schedule to further mitigate the bias in the representation space. The schedule detaches the representation learning of tail classes from training and proposes an action-aware loss to impose more effective constraints. Additionally, a skip-modal representation is proposed to provide complementary structural information. The proposed method is validated on four skeleton datasets, NTU RGB+D 60, NTU RGB+D 120, NW-UCLA, and Kinetics. It not only achieves consistently large improvement compared to the state-of-the-art (SOTA) methods, but also demonstrates a superior generalization capacity through extensive experiments. Our code is available at https://github.com/firework8/BRL.
Follow Me: Conversation Planning for Target-driven Recommendation Dialogue Systems
Recommendation dialogue systems aim to build social bonds with users and provide high-quality recommendations. This paper pushes forward towards a promising paradigm called target-driven recommendation dialogue systems, which is highly desired yet under-explored. We focus on how to naturally lead users to accept the designated targets gradually through conversations. To this end, we propose a Target-driven Conversation Planning (TCP) framework to plan a sequence of dialogue actions and topics, driving the system to transit between different conversation stages proactively. We then apply our TCP with planned content to guide dialogue generation. Experimental results show that our conversation planning significantly improves the performance of target-driven recommendation dialogue systems.
From Pixels to UI Actions: Learning to Follow Instructions via Graphical User Interfaces
Much of the previous work towards digital agents for graphical user interfaces (GUIs) has relied on text-based representations (derived from HTML or other structured data sources), which are not always readily available. These input representations have been often coupled with custom, task-specific action spaces. This paper focuses on creating agents that interact with the digital world using the same conceptual interface that humans commonly use -- via pixel-based screenshots and a generic action space corresponding to keyboard and mouse actions. Building upon recent progress in pixel-based pretraining, we show, for the first time, that it is possible for such agents to outperform human crowdworkers on the MiniWob++ benchmark of GUI-based instruction following tasks.
CPL: Critical Plan Step Learning Boosts LLM Generalization in Reasoning Tasks
Post-training, particularly reinforcement learning (RL) using self-play-generated data, has become a new learning paradigm for large language models (LLMs). However, scaling RL to develop a general reasoner remains a research challenge, as existing methods focus on task-specific reasoning without adequately addressing generalization across a broader range of tasks. Moreover, unlike traditional RL with limited action space, LLMs operate in an infinite space, making it crucial to search for valuable and diverse strategies to solve problems effectively. To address this, we propose searching within the action space on high-level abstract plans to enhance model generalization and introduce Critical Plan Step Learning (CPL), comprising: 1) searching on plan, using Monte Carlo Tree Search (MCTS) to explore diverse plan steps in multi-step reasoning tasks, and 2) learning critical plan steps through Step-level Advantage Preference Optimization (Step-APO), which integrates advantage estimates for step preference obtained via MCTS into Direct Preference Optimization (DPO). This combination helps the model effectively learn critical plan steps, enhancing both reasoning capabilities and generalization. Experimental results demonstrate that our method, trained exclusively on GSM8K and MATH, not only significantly improves performance on GSM8K (+10.5%) and MATH (+6.5%), but also enhances out-of-domain reasoning benchmarks, such as HumanEval (+12.2%), GPQA (+8.6%), ARC-C (+4.0%), MMLU-STEM (+2.2%), and BBH (+1.8%).
LASP: Surveying the State-of-the-Art in Large Language Model-Assisted AI Planning
Effective planning is essential for the success of any task, from organizing a vacation to routing autonomous vehicles and developing corporate strategies. It involves setting goals, formulating plans, and allocating resources to achieve them. LLMs are particularly well-suited for automated planning due to their strong capabilities in commonsense reasoning. They can deduce a sequence of actions needed to achieve a goal from a given state and identify an effective course of action. However, it is frequently observed that plans generated through direct prompting often fail upon execution. Our survey aims to highlight the existing challenges in planning with language models, focusing on key areas such as embodied environments, optimal scheduling, competitive and cooperative games, task decomposition, reasoning, and planning. Through this study, we explore how LLMs transform AI planning and provide unique insights into the future of LM-assisted planning.
Can LLMs Generate Novel Research Ideas? A Large-Scale Human Study with 100+ NLP Researchers
Recent advancements in large language models (LLMs) have sparked optimism about their potential to accelerate scientific discovery, with a growing number of works proposing research agents that autonomously generate and validate new ideas. Despite this, no evaluations have shown that LLM systems can take the very first step of producing novel, expert-level ideas, let alone perform the entire research process. We address this by establishing an experimental design that evaluates research idea generation while controlling for confounders and performs the first head-to-head comparison between expert NLP researchers and an LLM ideation agent. By recruiting over 100 NLP researchers to write novel ideas and blind reviews of both LLM and human ideas, we obtain the first statistically significant conclusion on current LLM capabilities for research ideation: we find LLM-generated ideas are judged as more novel (p < 0.05) than human expert ideas while being judged slightly weaker on feasibility. Studying our agent baselines closely, we identify open problems in building and evaluating research agents, including failures of LLM self-evaluation and their lack of diversity in generation. Finally, we acknowledge that human judgements of novelty can be difficult, even by experts, and propose an end-to-end study design which recruits researchers to execute these ideas into full projects, enabling us to study whether these novelty and feasibility judgements result in meaningful differences in research outcome.
Context-Aware Planning and Environment-Aware Memory for Instruction Following Embodied Agents
Accomplishing household tasks requires to plan step-by-step actions considering the consequences of previous actions. However, the state-of-the-art embodied agents often make mistakes in navigating the environment and interacting with proper objects due to imperfect learning by imitating experts or algorithmic planners without such knowledge. To improve both visual navigation and object interaction, we propose to consider the consequence of taken actions by CAPEAM (Context-Aware Planning and Environment-Aware Memory) that incorporates semantic context (e.g., appropriate objects to interact with) in a sequence of actions, and the changed spatial arrangement and states of interacted objects (e.g., location that the object has been moved to) in inferring the subsequent actions. We empirically show that the agent with the proposed CAPEAM achieves state-of-the-art performance in various metrics using a challenging interactive instruction following benchmark in both seen and unseen environments by large margins (up to +10.70% in unseen env.).
SwiftSage: A Generative Agent with Fast and Slow Thinking for Complex Interactive Tasks
We introduce SwiftSage, a novel agent framework inspired by the dual-process theory of human cognition, designed to excel in action planning for complex interactive reasoning tasks. SwiftSage integrates the strengths of behavior cloning and prompting large language models (LLMs) to enhance task completion performance. The framework comprises two primary modules: the Swift module, representing fast and intuitive thinking, and the Sage module, emulating deliberate thought processes. The Swift module is a small encoder-decoder LM fine-tuned on the oracle agent's action trajectories, while the Sage module employs LLMs such as GPT-4 for subgoal planning and grounding. We develop a heuristic method to harmoniously integrate the two modules, resulting in a more efficient and robust problem-solving process. In 30 tasks from the ScienceWorld benchmark, SwiftSage significantly outperforms other methods such as SayCan, ReAct, and Reflexion, demonstrating its effectiveness in solving complex real-world tasks.
SAGE: Bridging Semantic and Actionable Parts for GEneralizable Manipulation of Articulated Objects
To interact with daily-life articulated objects of diverse structures and functionalities, understanding the object parts plays a central role in both user instruction comprehension and task execution. However, the possible discordance between the semantic meaning and physics functionalities of the parts poses a challenge for designing a general system. To address this problem, we propose SAGE, a novel framework that bridges semantic and actionable parts of articulated objects to achieve generalizable manipulation under natural language instructions. More concretely, given an articulated object, we first observe all the semantic parts on it, conditioned on which an instruction interpreter proposes possible action programs that concretize the natural language instruction. Then, a part-grounding module maps the semantic parts into so-called Generalizable Actionable Parts (GAParts), which inherently carry information about part motion. End-effector trajectories are predicted on the GAParts, which, together with the action program, form an executable policy. Additionally, an interactive feedback module is incorporated to respond to failures, which closes the loop and increases the robustness of the overall framework. Key to the success of our framework is the joint proposal and knowledge fusion between a large vision-language model (VLM) and a small domain-specific model for both context comprehension and part perception, with the former providing general intuitions and the latter serving as expert facts. Both simulation and real-robot experiments show our effectiveness in handling a large variety of articulated objects with diverse language-instructed goals.
Action abstractions for amortized sampling
As trajectories sampled by policies used by reinforcement learning (RL) and generative flow networks (GFlowNets) grow longer, credit assignment and exploration become more challenging, and the long planning horizon hinders mode discovery and generalization. The challenge is particularly pronounced in entropy-seeking RL methods, such as generative flow networks, where the agent must learn to sample from a structured distribution and discover multiple high-reward states, each of which take many steps to reach. To tackle this challenge, we propose an approach to incorporate the discovery of action abstractions, or high-level actions, into the policy optimization process. Our approach involves iteratively extracting action subsequences commonly used across many high-reward trajectories and `chunking' them into a single action that is added to the action space. In empirical evaluation on synthetic and real-world environments, our approach demonstrates improved sample efficiency performance in discovering diverse high-reward objects, especially on harder exploration problems. We also observe that the abstracted high-order actions are interpretable, capturing the latent structure of the reward landscape of the action space. This work provides a cognitively motivated approach to action abstraction in RL and is the first demonstration of hierarchical planning in amortized sequential sampling.
PROC2PDDL: Open-Domain Planning Representations from Texts
Planning in a text-based environment continues to be a major challenge for AI systems. Recent approaches have used language models to predict a planning domain definition (e.g., PDDL) but have only been evaluated in closed-domain simulated environments. To address this, we present Proc2PDDL , the first dataset containing open-domain procedural texts paired with expert-annotated PDDL representations. Using this dataset, we evaluate state-of-the-art models on defining the preconditions and effects of actions. We show that Proc2PDDL is highly challenging, with GPT-3.5's success rate close to 0% and GPT-4's around 35%. Our analysis shows both syntactic and semantic errors, indicating LMs' deficiency in both generating domain-specific prgorams and reasoning about events. We hope this analysis and dataset helps future progress towards integrating the best of LMs and formal planning.
AdaPlanner: Adaptive Planning from Feedback with Language Models
Large language models (LLMs) have recently demonstrated the potential in acting as autonomous agents for sequential decision-making tasks. However, most existing methods either take actions greedily without planning or rely on static plans that are not adaptable to environmental feedback. Consequently, the sequential decision-making performance of LLM agents degenerates with problem complexity and plan horizons increase. We propose a closed-loop approach, AdaPlanner, which allows the LLM agent to refine its self-generated plan adaptively in response to environmental feedback. In AdaPlanner, the LLM agent adaptively refines its plan from feedback with both in-plan and out-of-plan refinement strategies. To mitigate hallucination, we develop a code-style LLM prompt structure that facilitates plan generation across a variety of tasks, environments, and agent capabilities. Furthermore, we propose a skill discovery mechanism that leverages successful plans as few-shot exemplars, enabling the agent to plan and refine with fewer task demonstrations. Our experiments in the ALFWorld and MiniWoB++ environments demonstrate that AdaPlanner outperforms state-of-the-art baselines by 3.73% and 4.11% while utilizing 2x and 600x fewer samples, respectively.
Actionable Recourse in Linear Classification
Machine learning models are increasingly used to automate decisions that affect humans - deciding who should receive a loan, a job interview, or a social service. In such applications, a person should have the ability to change the decision of a model. When a person is denied a loan by a credit score, for example, they should be able to alter its input variables in a way that guarantees approval. Otherwise, they will be denied the loan as long as the model is deployed. More importantly, they will lack the ability to influence a decision that affects their livelihood. In this paper, we frame these issues in terms of recourse, which we define as the ability of a person to change the decision of a model by altering actionable input variables (e.g., income vs. age or marital status). We present integer programming tools to ensure recourse in linear classification problems without interfering in model development. We demonstrate how our tools can inform stakeholders through experiments on credit scoring problems. Our results show that recourse can be significantly affected by standard practices in model development, and motivate the need to evaluate recourse in practice.
Towards Generalist Robot Policies: What Matters in Building Vision-Language-Action Models
Foundation Vision Language Models (VLMs) exhibit strong capabilities in multi-modal representation learning, comprehension, and reasoning. By injecting action components into the VLMs, Vision-Language-Action Models (VLAs) can be naturally formed and also show promising performance. Existing work has demonstrated the effectiveness and generalization of VLAs in multiple scenarios and tasks. Nevertheless, the transfer from VLMs to VLAs is not trivial since existing VLAs differ in their backbones, action-prediction formulations, data distributions, and training recipes. This leads to a missing piece for a systematic understanding of the design choices of VLAs. In this work, we disclose the key factors that significantly influence the performance of VLA and focus on answering three essential design choices: which backbone to select, how to formulate the VLA architectures, and when to add cross-embodiment data. The obtained results convince us firmly to explain why we need VLA and develop a new family of VLAs, RoboVLMs, which require very few manual designs and achieve a new state-of-the-art performance in three simulation tasks and real-world experiments. Through our extensive experiments, which include over 8 VLM backbones, 4 policy architectures, and over 600 distinct designed experiments, we provide a detailed guidebook for the future design of VLAs. In addition to the study, the highly flexible RoboVLMs framework, which supports easy integrations of new VLMs and free combinations of various design choices, is made public to facilitate future research. We open-source all details, including codes, models, datasets, and toolkits, along with detailed training and evaluation recipes at: robovlms.github.io.
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
Intent Induction from Conversations for Task-Oriented Dialogue Track at DSTC 11
With increasing demand for and adoption of virtual assistants, recent work has investigated ways to accelerate bot schema design through the automatic induction of intents or the induction of slots and dialogue states. However, a lack of dedicated benchmarks and standardized evaluation has made progress difficult to track and comparisons between systems difficult to make. This challenge track, held as part of the Eleventh Dialog Systems Technology Challenge, introduces a benchmark that aims to evaluate methods for the automatic induction of customer intents in a realistic setting of customer service interactions between human agents and customers. We propose two subtasks for progressively tackling the automatic induction of intents and corresponding evaluation methodologies. We then present three datasets suitable for evaluating the tasks and propose simple baselines. Finally, we summarize the submissions and results of the challenge track, for which we received submissions from 34 teams.
Sasha: Creative Goal-Oriented Reasoning in Smart Homes with Large Language Models
Smart home assistants function best when user commands are direct and well-specified (e.g., "turn on the kitchen light"), or when a hard-coded routine specifies the response. In more natural communication, however, human speech is unconstrained, often describing goals (e.g., "make it cozy in here" or "help me save energy") rather than indicating specific target devices and actions to take on those devices. Current systems fail to understand these under-specified commands since they cannot reason about devices and settings as they relate to human situations. We introduce large language models (LLMs) to this problem space, exploring their use for controlling devices and creating automation routines in response to under-specified user commands in smart homes. We empirically study the baseline quality and failure modes of LLM-created action plans with a survey of age-diverse users. We find that LLMs can reason creatively to achieve challenging goals, but they experience patterns of failure that diminish their usefulness. We address these gaps with Sasha, a smarter smart home assistant. Sasha responds to loosely-constrained commands like "make it cozy" or "help me sleep better" by executing plans to achieve user goals, e.g., setting a mood with available devices, or devising automation routines. We implement and evaluate Sasha in a hands-on user study, showing the capabilities and limitations of LLM-driven smart homes when faced with unconstrained user-generated scenarios.
Small Language Models are the Future of Agentic AI
Large language models (LLMs) are often praised for exhibiting near-human performance on a wide range of tasks and valued for their ability to hold a general conversation. The rise of agentic AI systems is, however, ushering in a mass of applications in which language models perform a small number of specialized tasks repetitively and with little variation. Here we lay out the position that small language models (SLMs) are sufficiently powerful, inherently more suitable, and necessarily more economical for many invocations in agentic systems, and are therefore the future of agentic AI. Our argumentation is grounded in the current level of capabilities exhibited by SLMs, the common architectures of agentic systems, and the economy of LM deployment. We further argue that in situations where general-purpose conversational abilities are essential, heterogeneous agentic systems (i.e., agents invoking multiple different models) are the natural choice. We discuss the potential barriers for the adoption of SLMs in agentic systems and outline a general LLM-to-SLM agent conversion algorithm. Our position, formulated as a value statement, highlights the significance of the operational and economic impact even a partial shift from LLMs to SLMs is to have on the AI agent industry. We aim to stimulate the discussion on the effective use of AI resources and hope to advance the efforts to lower the costs of AI of the present day. Calling for both contributions to and critique of our position, we commit to publishing all such correspondence at https://research.nvidia.com/labs/lpr/slm-agents.
panda-gym: Open-source goal-conditioned environments for robotic learning
This paper presents panda-gym, a set of Reinforcement Learning (RL) environments for the Franka Emika Panda robot integrated with OpenAI Gym. Five tasks are included: reach, push, slide, pick & place and stack. They all follow a Multi-Goal RL framework, allowing to use goal-oriented RL algorithms. To foster open-research, we chose to use the open-source physics engine PyBullet. The implementation chosen for this package allows to define very easily new tasks or new robots. This paper also presents a baseline of results obtained with state-of-the-art model-free off-policy algorithms. panda-gym is open-source and freely available at https://github.com/qgallouedec/panda-gym.
Dual-View Visual Contextualization for Web Navigation
Automatic web navigation aims to build a web agent that can follow language instructions to execute complex and diverse tasks on real-world websites. Existing work primarily takes HTML documents as input, which define the contents and action spaces (i.e., actionable elements and operations) of webpages. Nevertheless, HTML documents may not provide a clear task-related context for each element, making it hard to select the right (sequence of) actions. In this paper, we propose to contextualize HTML elements through their "dual views" in webpage screenshots: each HTML element has its corresponding bounding box and visual content in the screenshot. We build upon the insight -- web developers tend to arrange task-related elements nearby on webpages to enhance user experiences -- and propose to contextualize each element with its neighbor elements, using both textual and visual features. The resulting representations of HTML elements are more informative for the agent to take action. We validate our method on the recently released Mind2Web dataset, which features diverse navigation domains and tasks on real-world websites. Our method consistently outperforms the baseline in all the scenarios, including cross-task, cross-website, and cross-domain ones.
ResearchCodeAgent: An LLM Multi-Agent System for Automated Codification of Research Methodologies
In this paper we introduce ResearchCodeAgent, a novel multi-agent system leveraging large language models (LLMs) agents to automate the codification of research methodologies described in machine learning literature. The system bridges the gap between high-level research concepts and their practical implementation, allowing researchers auto-generating code of existing research papers for benchmarking or building on top-of existing methods specified in the literature with availability of partial or complete starter code. ResearchCodeAgent employs a flexible agent architecture with a comprehensive action suite, enabling context-aware interactions with the research environment. The system incorporates a dynamic planning mechanism, utilizing both short and long-term memory to adapt its approach iteratively. We evaluate ResearchCodeAgent on three distinct machine learning tasks with distinct task complexity and representing different parts of the ML pipeline: data augmentation, optimization, and data batching. Our results demonstrate the system's effectiveness and generalizability, with 46.9% of generated code being high-quality and error-free, and 25% showing performance improvements over baseline implementations. Empirical analysis shows an average reduction of 57.9% in coding time compared to manual implementation. We observe higher gains for more complex tasks. ResearchCodeAgent represents a significant step towards automating the research implementation process, potentially accelerating the pace of machine learning research.
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents
In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.
Can-Do! A Dataset and Neuro-Symbolic Grounded Framework for Embodied Planning with Large Multimodal Models
Large multimodal models have demonstrated impressive problem-solving abilities in vision and language tasks, and have the potential to encode extensive world knowledge. However, it remains an open challenge for these models to perceive, reason, plan, and act in realistic environments. In this work, we introduce Can-Do, a benchmark dataset designed to evaluate embodied planning abilities through more diverse and complex scenarios than previous datasets. Our dataset includes 400 multimodal samples, each consisting of natural language user instructions, visual images depicting the environment, state changes, and corresponding action plans. The data encompasses diverse aspects of commonsense knowledge, physical understanding, and safety awareness. Our fine-grained analysis reveals that state-of-the-art models, including GPT-4V, face bottlenecks in visual perception, comprehension, and reasoning abilities. To address these challenges, we propose NeuroGround, a neurosymbolic framework that first grounds the plan generation in the perceived environment states and then leverages symbolic planning engines to augment the model-generated plans. Experimental results demonstrate the effectiveness of our framework compared to strong baselines. Our code and dataset are available at https://embodied-planning.github.io.
O1 Embedder: Let Retrievers Think Before Action
The growing power of large language models (LLMs) has revolutionized how people access and utilize information. Notably, the LLMs excel at performing fine-grained data representation, which facilitates precise retrieval of information. They also generate high-quality answers based on external references, enabling the production of useful knowledge. The recent introduction of reasoning models, like OpenAI O1 and DeepSeek R1, marks another leap forward, highlighting LLMs' ability to think progressively before delivering final answers. This breakthrough significantly improves the ability to address complex tasks, e.g., coding and math proofs. Inspired by this progress, we aim to develop similar capabilities for retrieval models, which hold great promise for tackling critical challenges in the field, including multi-task retrieval, zero-shot retrieval, and tasks requiring intensive reasoning of complex relationships. With this motivation, we propose a novel approach called O1 Embedder, which generates useful thoughts for the input query before making retrieval for the target documents. To realize this objective, we conquer two technical difficulties. First, we design a data synthesis workflow, creating training signals for O1 Embedder by generating initial thoughts from an LLM-expert and subsequently refining them using a retrieval committee. Second, we optimize the training process, enabling a pre-trained model to be jointly fine-tuned to generate retrieval thoughts via behavior cloning and perform dense retrieval through contrastive learning. Our approach is evaluated by comprehensive experiments, where substantial improvements are achieved across 12 popular datasets, spanning both in-domain and out-of-domain scenarios. These results highlight O1 Embedder's remarkable accuracy and generalizability, paving the way for the development of next-generation IR foundation models.
Manipulation and Peer Mechanisms: A Survey
In peer mechanisms, the competitors for a prize also determine who wins. Each competitor may be asked to rank, grade, or nominate peers for the prize. Since the prize can be valuable, such as financial aid, course grades, or an award at a conference, competitors may be tempted to manipulate the mechanism. We survey approaches to prevent or discourage the manipulation of peer mechanisms. We conclude our survey by identifying several important research challenges.
Learning Multi-dimensional Edge Feature-based AU Relation Graph for Facial Action Unit Recognition
The activations of Facial Action Units (AUs) mutually influence one another. While the relationship between a pair of AUs can be complex and unique, existing approaches fail to specifically and explicitly represent such cues for each pair of AUs in each facial display. This paper proposes an AU relationship modelling approach that deep learns a unique graph to explicitly describe the relationship between each pair of AUs of the target facial display. Our approach first encodes each AU's activation status and its association with other AUs into a node feature. Then, it learns a pair of multi-dimensional edge features to describe multiple task-specific relationship cues between each pair of AUs. During both node and edge feature learning, our approach also considers the influence of the unique facial display on AUs' relationship by taking the full face representation as an input. Experimental results on BP4D and DISFA datasets show that both node and edge feature learning modules provide large performance improvements for CNN and transformer-based backbones, with our best systems achieving the state-of-the-art AU recognition results. Our approach not only has a strong capability in modelling relationship cues for AU recognition but also can be easily incorporated into various backbones. Our PyTorch code is made available.
Policy Prediction Network: Model-Free Behavior Policy with Model-Based Learning in Continuous Action Space
This paper proposes a novel deep reinforcement learning architecture that was inspired by previous tree structured architectures which were only useable in discrete action spaces. Policy Prediction Network offers a way to improve sample complexity and performance on continuous control problems in exchange for extra computation at training time but at no cost in computation at rollout time. Our approach integrates a mix between model-free and model-based reinforcement learning. Policy Prediction Network is the first to introduce implicit model-based learning to Policy Gradient algorithms for continuous action space and is made possible via the empirically justified clipping scheme. Our experiments are focused on the MuJoCo environments so that they can be compared with similar work done in this area.
BOLAA: Benchmarking and Orchestrating LLM-augmented Autonomous Agents
The massive successes of large language models (LLMs) encourage the emerging exploration of LLM-augmented Autonomous Agents (LAAs). An LAA is able to generate actions with its core LLM and interact with environments, which facilitates the ability to resolve complex tasks by conditioning on past interactions such as observations and actions. Since the investigation of LAA is still very recent, limited explorations are available. Therefore, we provide a comprehensive comparison of LAA in terms of both agent architectures and LLM backbones. Additionally, we propose a new strategy to orchestrate multiple LAAs such that each labor LAA focuses on one type of action, i.e. BOLAA, where a controller manages the communication among multiple agents. We conduct simulations on both decision-making and multi-step reasoning environments, which comprehensively justify the capacity of LAAs. Our performance results provide quantitative suggestions for designing LAA architectures and the optimal choice of LLMs, as well as the compatibility of both. We release our implementation code of LAAs to the public at https://github.com/salesforce/BOLAA.
Verbs in Action: Improving verb understanding in video-language models
Understanding verbs is crucial to modelling how people and objects interact with each other and the environment through space and time. Recently, state-of-the-art video-language models based on CLIP have been shown to have limited verb understanding and to rely extensively on nouns, restricting their performance in real-world video applications that require action and temporal understanding. In this work, we improve verb understanding for CLIP-based video-language models by proposing a new Verb-Focused Contrastive (VFC) framework. This consists of two main components: (1) leveraging pretrained large language models (LLMs) to create hard negatives for cross-modal contrastive learning, together with a calibration strategy to balance the occurrence of concepts in positive and negative pairs; and (2) enforcing a fine-grained, verb phrase alignment loss. Our method achieves state-of-the-art results for zero-shot performance on three downstream tasks that focus on verb understanding: video-text matching, video question-answering and video classification. To the best of our knowledge, this is the first work which proposes a method to alleviate the verb understanding problem, and does not simply highlight it.
From Interaction to Impact: Towards Safer AI Agents Through Understanding and Evaluating UI Operation Impacts
With advances in generative AI, there is increasing work towards creating autonomous agents that can manage daily tasks by operating user interfaces (UIs). While prior research has studied the mechanics of how AI agents might navigate UIs and understand UI structure, the effects of agents and their autonomous actions-particularly those that may be risky or irreversible-remain under-explored. In this work, we investigate the real-world impacts and consequences of UI actions by AI agents. We began by developing a taxonomy of the impacts of UI actions through a series of workshops with domain experts. Following this, we conducted a data synthesis study to gather realistic UI screen traces and action data that users perceive as impactful. We then used our impact categories to annotate our collected data and data repurposed from existing UI navigation datasets. Our quantitative evaluations of different large language models (LLMs) and variants demonstrate how well different LLMs can understand the impacts of UI actions that might be taken by an agent. We show that our taxonomy enhances the reasoning capabilities of these LLMs for understanding the impacts of UI actions, but our findings also reveal significant gaps in their ability to reliably classify more nuanced or complex categories of impact.
The Rise and Potential of Large Language Model Based Agents: A Survey
For a long time, humanity has pursued artificial intelligence (AI) equivalent to or surpassing the human level, with AI agents considered a promising vehicle for this pursuit. AI agents are artificial entities that sense their environment, make decisions, and take actions. Many efforts have been made to develop intelligent AI agents since the mid-20th century. However, these efforts have mainly focused on advancement in algorithms or training strategies to enhance specific capabilities or performance on particular tasks. Actually, what the community lacks is a sufficiently general and powerful model to serve as a starting point for designing AI agents that can adapt to diverse scenarios. Due to the versatile and remarkable capabilities they demonstrate, large language models (LLMs) are regarded as potential sparks for Artificial General Intelligence (AGI), offering hope for building general AI agents. Many research efforts have leveraged LLMs as the foundation to build AI agents and have achieved significant progress. We start by tracing the concept of agents from its philosophical origins to its development in AI, and explain why LLMs are suitable foundations for AI agents. Building upon this, we present a conceptual framework for LLM-based agents, comprising three main components: brain, perception, and action, and the framework can be tailored to suit different applications. Subsequently, we explore the extensive applications of LLM-based agents in three aspects: single-agent scenarios, multi-agent scenarios, and human-agent cooperation. Following this, we delve into agent societies, exploring the behavior and personality of LLM-based agents, the social phenomena that emerge when they form societies, and the insights they offer for human society. Finally, we discuss a range of key topics and open problems within the field.
Game On: Towards Language Models as RL Experimenters
We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.
FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios
Action customization involves generating videos where the subject performs actions dictated by input control signals. Current methods use pose-guided or global motion customization but are limited by strict constraints on spatial structure, such as layout, skeleton, and viewpoint consistency, reducing adaptability across diverse subjects and scenarios. To overcome these limitations, we propose FlexiAct, which transfers actions from a reference video to an arbitrary target image. Unlike existing methods, FlexiAct allows for variations in layout, viewpoint, and skeletal structure between the subject of the reference video and the target image, while maintaining identity consistency. Achieving this requires precise action control, spatial structure adaptation, and consistency preservation. To this end, we introduce RefAdapter, a lightweight image-conditioned adapter that excels in spatial adaptation and consistency preservation, surpassing existing methods in balancing appearance consistency and structural flexibility. Additionally, based on our observations, the denoising process exhibits varying levels of attention to motion (low frequency) and appearance details (high frequency) at different timesteps. So we propose FAE (Frequency-aware Action Extraction), which, unlike existing methods that rely on separate spatial-temporal architectures, directly achieves action extraction during the denoising process. Experiments demonstrate that our method effectively transfers actions to subjects with diverse layouts, skeletons, and viewpoints. We release our code and model weights to support further research at https://shiyi-zh0408.github.io/projectpages/FlexiAct/
Exploring Ordinal Bias in Action Recognition for Instructional Videos
Action recognition models have achieved promising results in understanding instructional videos. However, they often rely on dominant, dataset-specific action sequences rather than true video comprehension, a problem that we define as ordinal bias. To address this issue, we propose two effective video manipulation methods: Action Masking, which masks frames of frequently co-occurring actions, and Sequence Shuffling, which randomizes the order of action segments. Through comprehensive experiments, we demonstrate that current models exhibit significant performance drops when confronted with nonstandard action sequences, underscoring their vulnerability to ordinal bias. Our findings emphasize the importance of rethinking evaluation strategies and developing models capable of generalizing beyond fixed action patterns in diverse instructional videos.
MS-Temba : Multi-Scale Temporal Mamba for Efficient Temporal Action Detection
Action detection in real-world scenarios is particularly challenging due to densely distributed actions in hour-long untrimmed videos. It requires modeling both short- and long-term temporal relationships while handling significant intra-class temporal variations. Previous state-of-the-art (SOTA) Transformer-based architectures, though effective, are impractical for real-world deployment due to their high parameter count, GPU memory usage, and limited throughput, making them unsuitable for very long videos. In this work, we innovatively adapt the Mamba architecture for action detection and propose Multi-scale Temporal Mamba (MS-Temba), comprising two key components: Temporal Mamba (Temba) Blocks and the Temporal Mamba Fuser. Temba Blocks include the Temporal Local Module (TLM) for short-range temporal modeling and the Dilated Temporal SSM (DTS) for long-range dependencies. By introducing dilations, a novel concept for Mamba, TLM and DTS capture local and global features at multiple scales. The Temba Fuser aggregates these scale-specific features using Mamba to learn comprehensive multi-scale representations of untrimmed videos. MS-Temba is validated on three public datasets, outperforming SOTA methods on long videos and matching prior methods on short videos while using only one-eighth of the parameters.
Action Segmentation with Mixed Temporal Domain Adaptation
The main progress for action segmentation comes from densely-annotated data for fully-supervised learning. Since manual annotation for frame-level actions is time-consuming and challenging, we propose to exploit auxiliary unlabeled videos, which are much easier to obtain, by shaping this problem as a domain adaptation (DA) problem. Although various DA techniques have been proposed in recent years, most of them have been developed only for the spatial direction. Therefore, we propose Mixed Temporal Domain Adaptation (MTDA) to jointly align frame- and video-level embedded feature spaces across domains, and further integrate with the domain attention mechanism to focus on aligning the frame-level features with higher domain discrepancy, leading to more effective domain adaptation. Finally, we evaluate our proposed methods on three challenging datasets (GTEA, 50Salads, and Breakfast), and validate that MTDA outperforms the current state-of-the-art methods on all three datasets by large margins (e.g. 6.4% gain on F1@50 and 6.8% gain on the edit score for GTEA).
Action Segmentation with Joint Self-Supervised Temporal Domain Adaptation
Despite the recent progress of fully-supervised action segmentation techniques, the performance is still not fully satisfactory. One main challenge is the problem of spatiotemporal variations (e.g. different people may perform the same activity in various ways). Therefore, we exploit unlabeled videos to address this problem by reformulating the action segmentation task as a cross-domain problem with domain discrepancy caused by spatio-temporal variations. To reduce the discrepancy, we propose Self-Supervised Temporal Domain Adaptation (SSTDA), which contains two self-supervised auxiliary tasks (binary and sequential domain prediction) to jointly align cross-domain feature spaces embedded with local and global temporal dynamics, achieving better performance than other Domain Adaptation (DA) approaches. On three challenging benchmark datasets (GTEA, 50Salads, and Breakfast), SSTDA outperforms the current state-of-the-art method by large margins (e.g. for the F1@25 score, from 59.6% to 69.1% on Breakfast, from 73.4% to 81.5% on 50Salads, and from 83.6% to 89.1% on GTEA), and requires only 65% of the labeled training data for comparable performance, demonstrating the usefulness of adapting to unlabeled target videos across variations. The source code is available at https://github.com/cmhungsteve/SSTDA.
Action Flow Matching for Continual Robot Learning
Continual learning in robotics seeks systems that can constantly adapt to changing environments and tasks, mirroring human adaptability. A key challenge is refining dynamics models, essential for planning and control, while addressing issues such as safe adaptation, catastrophic forgetting, outlier management, data efficiency, and balancing exploration with exploitation -- all within task and onboard resource constraints. Towards this goal, we introduce a generative framework leveraging flow matching for online robot dynamics model alignment. Rather than executing actions based on a misaligned model, our approach refines planned actions to better match with those the robot would take if its model was well aligned. We find that by transforming the actions themselves rather than exploring with a misaligned model -- as is traditionally done -- the robot collects informative data more efficiently, thereby accelerating learning. Moreover, we validate that the method can handle an evolving and possibly imperfect model while reducing, if desired, the dependency on replay buffers or legacy model snapshots. We validate our approach using two platforms: an unmanned ground vehicle and a quadrotor. The results highlight the method's adaptability and efficiency, with a record 34.2\% higher task success rate, demonstrating its potential towards enabling continual robot learning. Code: https://github.com/AlejandroMllo/action_flow_matching.
Hierarchical NeuroSymbolic Approach for Action Quality Assessment
Action quality assessment (AQA) applies computer vision to quantitatively assess the performance or execution of a human action. Current AQA approaches are end-to-end neural models, which lack transparency and tend to be biased because they are trained on subjective human judgements as ground-truth. To address these issues, we introduce a neuro-symbolic paradigm for AQA, which uses neural networks to abstract interpretable symbols from video data and makes quality assessments by applying rules to those symbols. We take diving as the case study. We found that domain experts prefer our system and find it more informative than purely neural approaches to AQA in diving. Our system also achieves state-of-the-art action recognition and temporal segmentation, and automatically generates a detailed report that breaks the dive down into its elements and provides objective scoring with visual evidence. As verified by a group of domain experts, this report may be used to assist judges in scoring, help train judges, and provide feedback to divers. We will open-source all of our annotated training data and code for ease of reproducibility.
Action Reimagined: Text-to-Pose Video Editing for Dynamic Human Actions
We introduce a novel text-to-pose video editing method, ReimaginedAct. While existing video editing tasks are limited to changes in attributes, backgrounds, and styles, our method aims to predict open-ended human action changes in video. Moreover, our method can accept not only direct instructional text prompts but also `what if' questions to predict possible action changes. ReimaginedAct comprises video understanding, reasoning, and editing modules. First, an LLM is utilized initially to obtain a plausible answer for the instruction or question, which is then used for (1) prompting Grounded-SAM to produce bounding boxes of relevant individuals and (2) retrieving a set of pose videos that we have collected for editing human actions. The retrieved pose videos and the detected individuals are then utilized to alter the poses extracted from the original video. We also employ a timestep blending module to ensure the edited video retains its original content except where necessary modifications are needed. To facilitate research in text-to-pose video editing, we introduce a new evaluation dataset, WhatifVideo-1.0. This dataset includes videos of different scenarios spanning a range of difficulty levels, along with questions and text prompts. Experimental results demonstrate that existing video editing methods struggle with human action editing, while our approach can achieve effective action editing and even imaginary editing from counterfactual questions.
MAGR: Manifold-Aligned Graph Regularization for Continual Action Quality Assessment
Action Quality Assessment (AQA) evaluates diverse skills but models struggle with non-stationary data. We propose Continual AQA (CAQA) to refine models using sparse new data. Feature replay preserves memory without storing raw inputs. However, the misalignment between static old features and the dynamically changing feature manifold causes severe catastrophic forgetting. To address this novel problem, we propose Manifold-Aligned Graph Regularization (MAGR), which first aligns deviated old features to the current feature manifold, ensuring representation consistency. It then constructs a graph jointly arranging old and new features aligned with quality scores. Experiments show MAGR outperforms recent strong baselines with up to 6.56%, 5.66%, 15.64%, and 9.05% correlation gains on the MTL-AQA, FineDiving, UNLV-Dive, and JDM-MSA split datasets, respectively. This validates MAGR for continual assessment challenges arising from non-stationary skill variations.
Action Inference by Maximising Evidence: Zero-Shot Imitation from Observation with World Models
Unlike most reinforcement learning agents which require an unrealistic amount of environment interactions to learn a new behaviour, humans excel at learning quickly by merely observing and imitating others. This ability highly depends on the fact that humans have a model of their own embodiment that allows them to infer the most likely actions that led to the observed behaviour. In this paper, we propose Action Inference by Maximising Evidence (AIME) to replicate this behaviour using world models. AIME consists of two distinct phases. In the first phase, the agent learns a world model from its past experience to understand its own body by maximising the ELBO. While in the second phase, the agent is given some observation-only demonstrations of an expert performing a novel task and tries to imitate the expert's behaviour. AIME achieves this by defining a policy as an inference model and maximising the evidence of the demonstration under the policy and world model. Our method is "zero-shot" in the sense that it does not require further training for the world model or online interactions with the environment after given the demonstration. We empirically validate the zero-shot imitation performance of our method on the Walker and Cheetah embodiment of the DeepMind Control Suite and find it outperforms the state-of-the-art baselines. Code is available at: https://github.com/argmax-ai/aime.
Action-Quantized Offline Reinforcement Learning for Robotic Skill Learning
The offline reinforcement learning (RL) paradigm provides a general recipe to convert static behavior datasets into policies that can perform better than the policy that collected the data. While policy constraints, conservatism, and other methods for mitigating distributional shifts have made offline reinforcement learning more effective, the continuous action setting often necessitates various approximations for applying these techniques. Many of these challenges are greatly alleviated in discrete action settings, where offline RL constraints and regularizers can often be computed more precisely or even exactly. In this paper, we propose an adaptive scheme for action quantization. We use a VQ-VAE to learn state-conditioned action quantization, avoiding the exponential blowup that comes with na\"ive discretization of the action space. We show that several state-of-the-art offline RL methods such as IQL, CQL, and BRAC improve in performance on benchmarks when combined with our proposed discretization scheme. We further validate our approach on a set of challenging long-horizon complex robotic manipulation tasks in the Robomimic environment, where our discretized offline RL algorithms are able to improve upon their continuous counterparts by 2-3x. Our project page is at https://saqrl.github.io/
COMEDIAN: Self-Supervised Learning and Knowledge Distillation for Action Spotting using Transformers
We present COMEDIAN, a novel pipeline to initialize spatio-temporal transformers for action spotting, which involves self-supervised learning and knowledge distillation. Action spotting is a timestamp-level temporal action detection task. Our pipeline consists of three steps, with two initialization stages. First, we perform self-supervised initialization of a spatial transformer using short videos as input. Additionally, we initialize a temporal transformer that enhances the spatial transformer's outputs with global context through knowledge distillation from a pre-computed feature bank aligned with each short video segment. In the final step, we fine-tune the transformers to the action spotting task. The experiments, conducted on the SoccerNet-v2 dataset, demonstrate state-of-the-art performance and validate the effectiveness of COMEDIAN's pretraining paradigm. Our results highlight several advantages of our pretraining pipeline, including improved performance and faster convergence compared to non-pretrained models.
Action Q-Transformer: Visual Explanation in Deep Reinforcement Learning with Encoder-Decoder Model using Action Query
The excellent performance of Transformer in supervised learning has led to growing interest in its potential application to deep reinforcement learning (DRL) to achieve high performance on a wide variety of problems. However, the decision making of a DRL agent is a black box, which greatly hinders the application of the agent to real-world problems. To address this problem, we propose the Action Q-Transformer (AQT), which introduces a transformer encoder-decoder structure to Q-learning based DRL methods. In AQT, the encoder calculates the state value function and the decoder calculates the advantage function to promote the acquisition of different attentions indicating the agent's decision-making. The decoder in AQT utilizes action queries, which represent the information of each action, as queries. This enables us to obtain the attentions for the state value and for each action. By acquiring and visualizing these attentions that detail the agent's decision-making, we achieve a DRL model with high interpretability. In this paper, we show that visualization of attention in Atari 2600 games enables detailed analysis of agents' decision-making in various game tasks. Further, experimental results demonstrate that our method can achieve higher performance than the baseline in some games.
Action Sensitivity Learning for Temporal Action Localization
Temporal action localization (TAL), which involves recognizing and locating action instances, is a challenging task in video understanding. Most existing approaches directly predict action classes and regress offsets to boundaries, while overlooking the discrepant importance of each frame. In this paper, we propose an Action Sensitivity Learning framework (ASL) to tackle this task, which aims to assess the value of each frame and then leverage the generated action sensitivity to recalibrate the training procedure. We first introduce a lightweight Action Sensitivity Evaluator to learn the action sensitivity at the class level and instance level, respectively. The outputs of the two branches are combined to reweight the gradient of the two sub-tasks. Moreover, based on the action sensitivity of each frame, we design an Action Sensitive Contrastive Loss to enhance features, where the action-aware frames are sampled as positive pairs to push away the action-irrelevant frames. The extensive studies on various action localization benchmarks (i.e., MultiThumos, Charades, Ego4D-Moment Queries v1.0, Epic-Kitchens 100, Thumos14 and ActivityNet1.3) show that ASL surpasses the state-of-the-art in terms of average-mAP under multiple types of scenarios, e.g., single-labeled, densely-labeled and egocentric.
Multi-Environment Pretraining Enables Transfer to Action Limited Datasets
Using massive datasets to train large-scale models has emerged as a dominant approach for broad generalization in natural language and vision applications. In reinforcement learning, however, a key challenge is that available data of sequential decision making is often not annotated with actions - for example, videos of game-play are much more available than sequences of frames paired with their logged game controls. We propose to circumvent this challenge by combining large but sparsely-annotated datasets from a target environment of interest with fully-annotated datasets from various other source environments. Our method, Action Limited PreTraining (ALPT), leverages the generalization capabilities of inverse dynamics modelling (IDM) to label missing action data in the target environment. We show that utilizing even one additional environment dataset of labelled data during IDM pretraining gives rise to substantial improvements in generating action labels for unannotated sequences. We evaluate our method on benchmark game-playing environments and show that we can significantly improve game performance and generalization capability compared to other approaches, using annotated datasets equivalent to only 12 minutes of gameplay. Highlighting the power of IDM, we show that these benefits remain even when target and source environments share no common actions.
Action Matching: Learning Stochastic Dynamics from Samples
Learning the continuous dynamics of a system from snapshots of its temporal marginals is a problem which appears throughout natural sciences and machine learning, including in quantum systems, single-cell biological data, and generative modeling. In these settings, we assume access to cross-sectional samples that are uncorrelated over time, rather than full trajectories of samples. In order to better understand the systems under observation, we would like to learn a model of the underlying process that allows us to propagate samples in time and thereby simulate entire individual trajectories. In this work, we propose Action Matching, a method for learning a rich family of dynamics using only independent samples from its time evolution. We derive a tractable training objective, which does not rely on explicit assumptions about the underlying dynamics and does not require back-propagation through differential equations or optimal transport solvers. Inspired by connections with optimal transport, we derive extensions of Action Matching to learn stochastic differential equations and dynamics involving creation and destruction of probability mass. Finally, we showcase applications of Action Matching by achieving competitive performance in a diverse set of experiments from biology, physics, and generative modeling.
Action Spotting using Dense Detection Anchors Revisited: Submission to the SoccerNet Challenge 2022
This brief technical report describes our submission to the Action Spotting SoccerNet Challenge 2022. The challenge was part of the CVPR 2022 ActivityNet Workshop. Our submission was based on a recently proposed method which focuses on increasing temporal precision via a densely sampled set of detection anchors. Due to its emphasis on temporal precision, this approach had shown significant improvements in the tight average-mAP metric. Tight average-mAP was used as the evaluation criterion for the challenge, and is defined using small temporal evaluation tolerances, thus being more sensitive to small temporal errors. In order to further improve results, here we introduce small changes in the pre- and post-processing steps, and also combine different input feature types via late fusion. These changes brought improvements that helped us achieve the first place in the challenge and also led to a new state-of-the-art on SoccerNet's test set when using the dataset's standard experimental protocol. This report briefly reviews the action spotting method based on dense detection anchors, then focuses on the modifications introduced for the challenge. We also describe the experimental protocols and training procedures we used, and finally present our results.
Action in Mind: A Neural Network Approach to Action Recognition and Segmentation
Recognizing and categorizing human actions is an important task with applications in various fields such as human-robot interaction, video analysis, surveillance, video retrieval, health care system and entertainment industry. This thesis presents a novel computational approach for human action recognition through different implementations of multi-layer architectures based on artificial neural networks. Each system level development is designed to solve different aspects of the action recognition problem including online real-time processing, action segmentation and the involvement of objects. The analysis of the experimental results are illustrated and described in six articles. The proposed action recognition architecture of this thesis is composed of several processing layers including a preprocessing layer, an ordered vector representation layer and three layers of neural networks. It utilizes self-organizing neural networks such as Kohonen feature maps and growing grids as the main neural network layers. Thus the architecture presents a biological plausible approach with certain features such as topographic organization of the neurons, lateral interactions, semi-supervised learning and the ability to represent high dimensional input space in lower dimensional maps. For each level of development the system is trained with the input data consisting of consecutive 3D body postures and tested with generalized input data that the system has never met before. The experimental results of different system level developments show that the system performs well with quite high accuracy for recognizing human actions.
AR-Net: Adaptive Frame Resolution for Efficient Action Recognition
Action recognition is an open and challenging problem in computer vision. While current state-of-the-art models offer excellent recognition results, their computational expense limits their impact for many real-world applications. In this paper, we propose a novel approach, called AR-Net (Adaptive Resolution Network), that selects on-the-fly the optimal resolution for each frame conditioned on the input for efficient action recognition in long untrimmed videos. Specifically, given a video frame, a policy network is used to decide what input resolution should be used for processing by the action recognition model, with the goal of improving both accuracy and efficiency. We efficiently train the policy network jointly with the recognition model using standard back-propagation. Extensive experiments on several challenging action recognition benchmark datasets well demonstrate the efficacy of our proposed approach over state-of-the-art methods. The project page can be found at https://mengyuest.github.io/AR-Net
ESAD: Endoscopic Surgeon Action Detection Dataset
In this work, we take aim towards increasing the effectiveness of surgical assistant robots. We intended to make assistant robots safer by making them aware about the actions of surgeon, so it can take appropriate assisting actions. In other words, we aim to solve the problem of surgeon action detection in endoscopic videos. To this, we introduce a challenging dataset for surgeon action detection in real-world endoscopic videos. Action classes are picked based on the feedback of surgeons and annotated by medical professional. Given a video frame, we draw bounding box around surgical tool which is performing action and label it with action label. Finally, we presenta frame-level action detection baseline model based on recent advances in ob-ject detection. Results on our new dataset show that our presented dataset provides enough interesting challenges for future method and it can serveas strong benchmark corresponding research in surgeon action detection in endoscopic videos.
Learning Action and Reasoning-Centric Image Editing from Videos and Simulations
An image editing model should be able to perform diverse edits, ranging from object replacement, changing attributes or style, to performing actions or movement, which require many forms of reasoning. Current general instruction-guided editing models have significant shortcomings with action and reasoning-centric edits. Object, attribute or stylistic changes can be learned from visually static datasets. On the other hand, high-quality data for action and reasoning-centric edits is scarce and has to come from entirely different sources that cover e.g. physical dynamics, temporality and spatial reasoning. To this end, we meticulously curate the AURORA Dataset (Action-Reasoning-Object-Attribute), a collection of high-quality training data, human-annotated and curated from videos and simulation engines. We focus on a key aspect of quality training data: triplets (source image, prompt, target image) contain a single meaningful visual change described by the prompt, i.e., truly minimal changes between source and target images. To demonstrate the value of our dataset, we evaluate an AURORA-finetuned model on a new expert-curated benchmark (AURORA-Bench) covering 8 diverse editing tasks. Our model significantly outperforms previous editing models as judged by human raters. For automatic evaluations, we find important flaws in previous metrics and caution their use for semantically hard editing tasks. Instead, we propose a new automatic metric that focuses on discriminative understanding. We hope that our efforts : (1) curating a quality training dataset and an evaluation benchmark, (2) developing critical evaluations, and (3) releasing a state-of-the-art model, will fuel further progress on general image editing.
PASTA: Pretrained Action-State Transformer Agents
Self-supervised learning has brought about a revolutionary paradigm shift in various computing domains, including NLP, vision, and biology. Recent approaches involve pre-training transformer models on vast amounts of unlabeled data, serving as a starting point for efficiently solving downstream tasks. In the realm of reinforcement learning, researchers have recently adapted these approaches by developing models pre-trained on expert trajectories, enabling them to address a wide range of tasks, from robotics to recommendation systems. However, existing methods mostly rely on intricate pre-training objectives tailored to specific downstream applications. This paper presents a comprehensive investigation of models we refer to as Pretrained Action-State Transformer Agents (PASTA). Our study uses a unified methodology and covers an extensive set of general downstream tasks including behavioral cloning, offline RL, sensor failure robustness, and dynamics change adaptation. Our goal is to systematically compare various design choices and provide valuable insights to practitioners for building robust models. Key highlights of our study include tokenization at the action and state component level, using fundamental pre-training objectives like next token prediction, training models across diverse domains simultaneously, and using parameter efficient fine-tuning (PEFT). The developed models in our study contain fewer than 10 million parameters and the application of PEFT enables fine-tuning of fewer than 10,000 parameters during downstream adaptation, allowing a broad community to use these models and reproduce our experiments. We hope that this study will encourage further research into the use of transformers with first-principles design choices to represent RL trajectories and contribute to robust policy learning.
Latent Action Pretraining from Videos
We introduce Latent Action Pretraining for general Action models (LAPA), an unsupervised method for pretraining Vision-Language-Action (VLA) models without ground-truth robot action labels. Existing Vision-Language-Action models require action labels typically collected by human teleoperators during pretraining, which significantly limits possible data sources and scale. In this work, we propose a method to learn from internet-scale videos that do not have robot action labels. We first train an action quantization model leveraging VQ-VAE-based objective to learn discrete latent actions between image frames, then pretrain a latent VLA model to predict these latent actions from observations and task descriptions, and finally finetune the VLA on small-scale robot manipulation data to map from latent to robot actions. Experimental results demonstrate that our method significantly outperforms existing techniques that train robot manipulation policies from large-scale videos. Furthermore, it outperforms the state-of-the-art VLA model trained with robotic action labels on real-world manipulation tasks that require language conditioning, generalization to unseen objects, and semantic generalization to unseen instructions. Training only on human manipulation videos also shows positive transfer, opening up the potential for leveraging web-scale data for robotics foundation model.
PRISE: Learning Temporal Action Abstractions as a Sequence Compression Problem
Temporal action abstractions, along with belief state representations, are a powerful knowledge sharing mechanism for sequential decision making. In this work, we propose a novel view that treats inducing temporal action abstractions as a sequence compression problem. To do so, we bring a subtle but critical component of LLM training pipelines -- input tokenization via byte pair encoding (BPE) -- to the seemingly distant task of learning skills of variable time span in continuous control domains. We introduce an approach called Primitive Sequence Encoding (PRISE) that combines continuous action quantization with BPE to learn powerful action abstractions. We empirically show that high-level skills discovered by PRISE from a multitask set of robotic manipulation demonstrations significantly boost the performance of both multitask imitation learning as well as few-shot imitation learning on unseen tasks. Our code will be released at https://github.com/FrankZheng2022/PRISE.
Recurrent Action Transformer with Memory
Recently, the use of transformers in offline reinforcement learning has become a rapidly developing area. This is due to their ability to treat the agent's trajectory in the environment as a sequence, thereby reducing the policy learning problem to sequence modeling. In environments where the agent's decisions depend on past events, it is essential to capture both the event itself and the decision point in the context of the model. However, the quadratic complexity of the attention mechanism limits the potential for context expansion. One solution to this problem is to enhance transformers with memory mechanisms. In this paper, we propose the Recurrent Action Transformer with Memory (RATE) - a model that incorporates recurrent memory. To evaluate our model, we conducted extensive experiments on both memory-intensive environments (VizDoom-Two-Color, T-Maze) and classic Atari games and MuJoCo control environments. The results show that the use of memory can significantly improve performance in memory-intensive environments while maintaining or improving results in classic environments. We hope that our findings will stimulate research on memory mechanisms for transformers applicable to offline reinforcement learning.
Diffusion Action Segmentation
Temporal action segmentation is crucial for understanding long-form videos. Previous works on this task commonly adopt an iterative refinement paradigm by using multi-stage models. We propose a novel framework via denoising diffusion models, which nonetheless shares the same inherent spirit of such iterative refinement. In this framework, action predictions are iteratively generated from random noise with input video features as conditions. To enhance the modeling of three striking characteristics of human actions, including the position prior, the boundary ambiguity, and the relational dependency, we devise a unified masking strategy for the conditioning inputs in our framework. Extensive experiments on three benchmark datasets, i.e., GTEA, 50Salads, and Breakfast, are performed and the proposed method achieves superior or comparable results to state-of-the-art methods, showing the effectiveness of a generative approach for action segmentation.
Video Test-Time Adaptation for Action Recognition
Although action recognition systems can achieve top performance when evaluated on in-distribution test points, they are vulnerable to unanticipated distribution shifts in test data. However, test-time adaptation of video action recognition models against common distribution shifts has so far not been demonstrated. We propose to address this problem with an approach tailored to spatio-temporal models that is capable of adaptation on a single video sample at a step. It consists in a feature distribution alignment technique that aligns online estimates of test set statistics towards the training statistics. We further enforce prediction consistency over temporally augmented views of the same test video sample. Evaluations on three benchmark action recognition datasets show that our proposed technique is architecture-agnostic and able to significantly boost the performance on both, the state of the art convolutional architecture TANet and the Video Swin Transformer. Our proposed method demonstrates a substantial performance gain over existing test-time adaptation approaches in both evaluations of a single distribution shift and the challenging case of random distribution shifts. Code will be available at https://github.com/wlin-at/ViTTA.
Classification Matters: Improving Video Action Detection with Class-Specific Attention
Video action detection (VAD) aims to detect actors and classify their actions in a video. We figure that VAD suffers more from classification rather than localization of actors. Hence, we analyze how prevailing methods form features for classification and find that they prioritize actor regions, yet often overlooking the essential contextual information necessary for accurate classification. Accordingly, we propose to reduce the bias toward actor and encourage paying attention to the context that is relevant to each action class. By assigning a class-dedicated query to each action class, our model can dynamically determine where to focus for effective classification. The proposed model demonstrates superior performance on three challenging benchmarks with significantly fewer parameters and less computation.
GUI Action Narrator: Where and When Did That Action Take Place?
The advent of Multimodal LLMs has significantly enhanced image OCR recognition capabilities, making GUI automation a viable reality for increasing efficiency in digital tasks. One fundamental aspect of developing a GUI automation system is understanding primitive GUI actions. This comprehension is crucial as it enables agents to learn from user demonstrations, an essential element of automation. To rigorously evaluate such capabilities, we developed a video captioning benchmark for GUI actions, comprising 4,189 diverse video captioning samples. This task presents unique challenges compared to natural scene video captioning: 1) GUI screenshots typically contain denser information than natural scenes, and 2) events within GUIs are subtler and occur more rapidly, requiring precise attention to the appropriate time span and spatial region for accurate understanding. To address these challenges, we introduce our GUI action dataset Act2Cap as well as a simple yet effective framework, GUI Narrator, for GUI video captioning that utilizes the cursor as a visual prompt to enhance the interpretation of high-resolution screenshots. Specifically, a cursor detector is trained on our dataset, and a multimodal LLM model with mechanisms for selecting keyframes and key regions generates the captions. Experimental results indicate that even for today's most advanced multimodal models, such as GPT-4o, the task remains highly challenging. Additionally, our evaluations show that our strategy effectively enhances model performance, whether integrated into the fine-tuning of open-source models or employed as a prompting strategy in closed-source models.
UniMD: Towards Unifying Moment Retrieval and Temporal Action Detection
Temporal Action Detection (TAD) focuses on detecting pre-defined actions, while Moment Retrieval (MR) aims to identify the events described by open-ended natural language within untrimmed videos. Despite that they focus on different events, we observe they have a significant connection. For instance, most descriptions in MR involve multiple actions from TAD. In this paper, we aim to investigate the potential synergy between TAD and MR. Firstly, we propose a unified architecture, termed Unified Moment Detection (UniMD), for both TAD and MR. It transforms the inputs of the two tasks, namely actions for TAD or events for MR, into a common embedding space, and utilizes two novel query-dependent decoders to generate a uniform output of classification score and temporal segments. Secondly, we explore the efficacy of two task fusion learning approaches, pre-training and co-training, in order to enhance the mutual benefits between TAD and MR. Extensive experiments demonstrate that the proposed task fusion learning scheme enables the two tasks to help each other and outperform the separately trained counterparts. Impressively, UniMD achieves state-of-the-art results on three paired datasets Ego4D, Charades-STA, and ActivityNet. Our code is available at https://github.com/yingsen1/UniMD.
ZEETAD: Adapting Pretrained Vision-Language Model for Zero-Shot End-to-End Temporal Action Detection
Temporal action detection (TAD) involves the localization and classification of action instances within untrimmed videos. While standard TAD follows fully supervised learning with closed-set setting on large training data, recent zero-shot TAD methods showcase the promising open-set setting by leveraging large-scale contrastive visual-language (ViL) pretrained models. However, existing zero-shot TAD methods have limitations on how to properly construct the strong relationship between two interdependent tasks of localization and classification and adapt ViL model to video understanding. In this work, we present ZEETAD, featuring two modules: dual-localization and zero-shot proposal classification. The former is a Transformer-based module that detects action events while selectively collecting crucial semantic embeddings for later recognition. The latter one, CLIP-based module, generates semantic embeddings from text and frame inputs for each temporal unit. Additionally, we enhance discriminative capability on unseen classes by minimally updating the frozen CLIP encoder with lightweight adapters. Extensive experiments on THUMOS14 and ActivityNet-1.3 datasets demonstrate our approach's superior performance in zero-shot TAD and effective knowledge transfer from ViL models to unseen action categories.
LAC: Latent Action Composition for Skeleton-based Action Segmentation
Skeleton-based action segmentation requires recognizing composable actions in untrimmed videos. Current approaches decouple this problem by first extracting local visual features from skeleton sequences and then processing them by a temporal model to classify frame-wise actions. However, their performances remain limited as the visual features cannot sufficiently express composable actions. In this context, we propose Latent Action Composition (LAC), a novel self-supervised framework aiming at learning from synthesized composable motions for skeleton-based action segmentation. LAC is composed of a novel generation module towards synthesizing new sequences. Specifically, we design a linear latent space in the generator to represent primitive motion. New composed motions can be synthesized by simply performing arithmetic operations on latent representations of multiple input skeleton sequences. LAC leverages such synthesized sequences, which have large diversity and complexity, for learning visual representations of skeletons in both sequence and frame spaces via contrastive learning. The resulting visual encoder has a high expressive power and can be effectively transferred onto action segmentation tasks by end-to-end fine-tuning without the need for additional temporal models. We conduct a study focusing on transfer-learning and we show that representations learned from pre-trained LAC outperform the state-of-the-art by a large margin on TSU, Charades, PKU-MMD datasets.
Self-Feedback DETR for Temporal Action Detection
Temporal Action Detection (TAD) is challenging but fundamental for real-world video applications. Recently, DETR-based models have been devised for TAD but have not performed well yet. In this paper, we point out the problem in the self-attention of DETR for TAD; the attention modules focus on a few key elements, called temporal collapse problem. It degrades the capability of the encoder and decoder since their self-attention modules play no role. To solve the problem, we propose a novel framework, Self-DETR, which utilizes cross-attention maps of the decoder to reactivate self-attention modules. We recover the relationship between encoder features by simple matrix multiplication of the cross-attention map and its transpose. Likewise, we also get the information within decoder queries. By guiding collapsed self-attention maps with the guidance map calculated, we settle down the temporal collapse of self-attention modules in the encoder and decoder. Our extensive experiments demonstrate that Self-DETR resolves the temporal collapse problem by keeping high diversity of attention over all layers.
Actor-agnostic Multi-label Action Recognition with Multi-modal Query
Existing action recognition methods are typically actor-specific due to the intrinsic topological and apparent differences among the actors. This requires actor-specific pose estimation (e.g., humans vs. animals), leading to cumbersome model design complexity and high maintenance costs. Moreover, they often focus on learning the visual modality alone and single-label classification whilst neglecting other available information sources (e.g., class name text) and the concurrent occurrence of multiple actions. To overcome these limitations, we propose a new approach called 'actor-agnostic multi-modal multi-label action recognition,' which offers a unified solution for various types of actors, including humans and animals. We further formulate a novel Multi-modal Semantic Query Network (MSQNet) model in a transformer-based object detection framework (e.g., DETR), characterized by leveraging visual and textual modalities to represent the action classes better. The elimination of actor-specific model designs is a key advantage, as it removes the need for actor pose estimation altogether. Extensive experiments on five publicly available benchmarks show that our MSQNet consistently outperforms the prior arts of actor-specific alternatives on human and animal single- and multi-label action recognition tasks by up to 50%. Code is made available at https://github.com/mondalanindya/MSQNet.
Enhancing Next Active Object-based Egocentric Action Anticipation with Guided Attention
Short-term action anticipation (STA) in first-person videos is a challenging task that involves understanding the next active object interactions and predicting future actions. Existing action anticipation methods have primarily focused on utilizing features extracted from video clips, but often overlooked the importance of objects and their interactions. To this end, we propose a novel approach that applies a guided attention mechanism between the objects, and the spatiotemporal features extracted from video clips, enhancing the motion and contextual information, and further decoding the object-centric and motion-centric information to address the problem of STA in egocentric videos. Our method, GANO (Guided Attention for Next active Objects) is a multi-modal, end-to-end, single transformer-based network. The experimental results performed on the largest egocentric dataset demonstrate that GANO outperforms the existing state-of-the-art methods for the prediction of the next active object label, its bounding box location, the corresponding future action, and the time to contact the object. The ablation study shows the positive contribution of the guided attention mechanism compared to other fusion methods. Moreover, it is possible to improve the next active object location and class label prediction results of GANO by just appending the learnable object tokens with the region of interest embeddings.
Video Action Recognition with Attentive Semantic Units
Visual-Language Models (VLMs) have significantly advanced action video recognition. Supervised by the semantics of action labels, recent works adapt the visual branch of VLMs to learn video representations. Despite the effectiveness proved by these works, we believe that the potential of VLMs has yet to be fully harnessed. In light of this, we exploit the semantic units (SU) hiding behind the action labels and leverage their correlations with fine-grained items in frames for more accurate action recognition. SUs are entities extracted from the language descriptions of the entire action set, including body parts, objects, scenes, and motions. To further enhance the alignments between visual contents and the SUs, we introduce a multi-region module (MRA) to the visual branch of the VLM. The MRA allows the perception of region-aware visual features beyond the original global feature. Our method adaptively attends to and selects relevant SUs with visual features of frames. With a cross-modal decoder, the selected SUs serve to decode spatiotemporal video representations. In summary, the SUs as the medium can boost discriminative ability and transferability. Specifically, in fully-supervised learning, our method achieved 87.8\% top-1 accuracy on Kinetics-400. In K=2 few-shot experiments, our method surpassed the previous state-of-the-art by +7.1% and +15.0% on HMDB-51 and UCF-101, respectively.
Infinite Action Contextual Bandits with Reusable Data Exhaust
For infinite action contextual bandits, smoothed regret and reduction to regression results in state-of-the-art online performance with computational cost independent of the action set: unfortunately, the resulting data exhaust does not have well-defined importance-weights. This frustrates the execution of downstream data science processes such as offline model selection. In this paper we describe an online algorithm with an equivalent smoothed regret guarantee, but which generates well-defined importance weights: in exchange, the online computational cost increases, but only to order smoothness (i.e., still independent of the action set). This removes a key obstacle to adoption of smoothed regret in production scenarios.
Locomotion-Action-Manipulation: Synthesizing Human-Scene Interactions in Complex 3D Environments
Synthesizing interaction-involved human motions has been challenging due to the high complexity of 3D environments and the diversity of possible human behaviors within. We present LAMA, Locomotion-Action-MAnipulation, to synthesize natural and plausible long-term human movements in complex indoor environments. The key motivation of LAMA is to build a unified framework to encompass a series of everyday motions including locomotion, scene interaction, and object manipulation. Unlike existing methods that require motion data "paired" with scanned 3D scenes for supervision, we formulate the problem as a test-time optimization by using human motion capture data only for synthesis. LAMA leverages a reinforcement learning framework coupled with a motion matching algorithm for optimization, and further exploits a motion editing framework via manifold learning to cover possible variations in interaction and manipulation. Throughout extensive experiments, we demonstrate that LAMA outperforms previous approaches in synthesizing realistic motions in various challenging scenarios. Project page: https://jiyewise.github.io/projects/LAMA/ .
Generative Action Description Prompts for Skeleton-based Action Recognition
Skeleton-based action recognition has recently received considerable attention. Current approaches to skeleton-based action recognition are typically formulated as one-hot classification tasks and do not fully exploit the semantic relations between actions. For example, "make victory sign" and "thumb up" are two actions of hand gestures, whose major difference lies in the movement of hands. This information is agnostic from the categorical one-hot encoding of action classes but could be unveiled from the action description. Therefore, utilizing action description in training could potentially benefit representation learning. In this work, we propose a Generative Action-description Prompts (GAP) approach for skeleton-based action recognition. More specifically, we employ a pre-trained large-scale language model as the knowledge engine to automatically generate text descriptions for body parts movements of actions, and propose a multi-modal training scheme by utilizing the text encoder to generate feature vectors for different body parts and supervise the skeleton encoder for action representation learning. Experiments show that our proposed GAP method achieves noticeable improvements over various baseline models without extra computation cost at inference. GAP achieves new state-of-the-arts on popular skeleton-based action recognition benchmarks, including NTU RGB+D, NTU RGB+D 120 and NW-UCLA. The source code is available at https://github.com/MartinXM/GAP.
Turning to a Teacher for Timestamp Supervised Temporal Action Segmentation
Temporal action segmentation in videos has drawn much attention recently. Timestamp supervision is a cost-effective way for this task. To obtain more information to optimize the model, the existing method generated pseudo frame-wise labels iteratively based on the output of a segmentation model and the timestamp annotations. However, this practice may introduce noise and oscillation during the training, and lead to performance degeneration. To address this problem, we propose a new framework for timestamp supervised temporal action segmentation by introducing a teacher model parallel to the segmentation model to help stabilize the process of model optimization. The teacher model can be seen as an ensemble of the segmentation model, which helps to suppress the noise and to improve the stability of pseudo labels. We further introduce a segmentally smoothing loss, which is more focused and cohesive, to enforce the smooth transition of the predicted probabilities within action instances. The experiments on three datasets show that our method outperforms the state-of-the-art method and performs comparably against the fully-supervised methods at a much lower annotation cost.
Estimation-Action-Reflection: Towards Deep Interaction Between Conversational and Recommender Systems
Recommender systems are embracing conversational technologies to obtain user preferences dynamically, and to overcome inherent limitations of their static models. A successful Conversational Recommender System (CRS) requires proper handling of interactions between conversation and recommendation. We argue that three fundamental problems need to be solved: 1) what questions to ask regarding item attributes, 2) when to recommend items, and 3) how to adapt to the users' online feedback. To the best of our knowledge, there lacks a unified framework that addresses these problems. In this work, we fill this missing interaction framework gap by proposing a new CRS framework named Estimation-Action-Reflection, or EAR, which consists of three stages to better converse with users. (1) Estimation, which builds predictive models to estimate user preference on both items and item attributes; (2) Action, which learns a dialogue policy to determine whether to ask attributes or recommend items, based on Estimation stage and conversation history; and (3) Reflection, which updates the recommender model when a user rejects the recommendations made by the Action stage. We present two conversation scenarios on binary and enumerated questions, and conduct extensive experiments on two datasets from Yelp and LastFM, for each scenario, respectively. Our experiments demonstrate significant improvements over the state-of-the-art method CRM [32], corresponding to fewer conversation turns and a higher level of recommendation hits.