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Jun 24

WebOperator: Action-Aware Tree Search for Autonomous Agents in Web Environment

LLM-based agents often operate in a greedy, step-by-step manner, selecting actions solely based on the current observation without considering long-term consequences or alternative paths. This lack of foresight is particularly problematic in web environments, which are only partially observable-limited to browser-visible content (e.g., DOM and UI elements)-where a single misstep often requires complex and brittle navigation to undo. Without an explicit backtracking mechanism, agents struggle to correct errors or systematically explore alternative paths. Tree-search methods provide a principled framework for such structured exploration, but existing approaches lack mechanisms for safe backtracking, making them prone to unintended side effects. They also assume that all actions are reversible, ignoring the presence of irreversible actions-limitations that reduce their effectiveness in realistic web tasks. To address these challenges, we introduce WebOperator, a tree-search framework that enables reliable backtracking and strategic exploration. Our method incorporates a best-first search strategy that ranks actions by both reward estimates and safety considerations, along with a robust backtracking mechanism that verifies the feasibility of previously visited paths before replaying them, preventing unintended side effects. To further guide exploration, WebOperator generates action candidates from multiple, varied reasoning contexts to ensure diverse and robust exploration, and subsequently curates a high-quality action set by filtering out invalid actions pre-execution and merging semantically equivalent ones. Experimental results on WebArena and WebVoyager demonstrate the effectiveness of WebOperator. On WebArena, WebOperator achieves a state-of-the-art 54.6% success rate with gpt-4o, underscoring the critical advantage of integrating strategic foresight with safe execution.

  • 4 authors
·
Dec 14, 2025 2

Re^2TAL: Rewiring Pretrained Video Backbones for Reversible Temporal Action Localization

Temporal action localization (TAL) requires long-form reasoning to predict actions of various durations and complex content. Given limited GPU memory, training TAL end to end (i.e., from videos to predictions) on long videos is a significant challenge. Most methods can only train on pre-extracted features without optimizing them for the localization problem, consequently limiting localization performance. In this work, to extend the potential in TAL networks, we propose a novel end-to-end method Re2TAL, which rewires pretrained video backbones for reversible TAL. Re2TAL builds a backbone with reversible modules, where the input can be recovered from the output such that the bulky intermediate activations can be cleared from memory during training. Instead of designing one single type of reversible module, we propose a network rewiring mechanism, to transform any module with a residual connection to a reversible module without changing any parameters. This provides two benefits: (1) a large variety of reversible networks are easily obtained from existing and even future model designs, and (2) the reversible models require much less training effort as they reuse the pre-trained parameters of their original non-reversible versions. Re2TAL, only using the RGB modality, reaches 37.01% average mAP on ActivityNet-v1.3, a new state-of-the-art record, and mAP 64.9% at tIoU=0.5 on THUMOS-14, outperforming all other RGB-only methods.

  • 4 authors
·
Nov 25, 2022

Dynamical Linear Bandits

In many real-world sequential decision-making problems, an action does not immediately reflect on the feedback and spreads its effects over a long time frame. For instance, in online advertising, investing in a platform produces an instantaneous increase of awareness, but the actual reward, i.e., a conversion, might occur far in the future. Furthermore, whether a conversion takes place depends on: how fast the awareness grows, its vanishing effects, and the synergy or interference with other advertising platforms. Previous work has investigated the Multi-Armed Bandit framework with the possibility of delayed and aggregated feedback, without a particular structure on how an action propagates in the future, disregarding possible dynamical effects. In this paper, we introduce a novel setting, the Dynamical Linear Bandits (DLB), an extension of the linear bandits characterized by a hidden state. When an action is performed, the learner observes a noisy reward whose mean is a linear function of the hidden state and of the action. Then, the hidden state evolves according to linear dynamics, affected by the performed action too. We start by introducing the setting, discussing the notion of optimal policy, and deriving an expected regret lower bound. Then, we provide an optimistic regret minimization algorithm, Dynamical Linear Upper Confidence Bound (DynLin-UCB), that suffers an expected regret of order mathcal{O} Big( d sqrt{T}{(1-rho)^{3/2}} Big), where rho is a measure of the stability of the system, and d is the dimension of the action vector. Finally, we conduct a numerical validation on a synthetic environment and on real-world data to show the effectiveness of DynLin-UCB in comparison with several baselines.

  • 3 authors
·
Nov 16, 2022

Dichotomy of Control: Separating What You Can Control from What You Cannot

Future- or return-conditioned supervised learning is an emerging paradigm for offline reinforcement learning (RL), where the future outcome (i.e., return) associated with an observed action sequence is used as input to a policy trained to imitate those same actions. While return-conditioning is at the heart of popular algorithms such as decision transformer (DT), these methods tend to perform poorly in highly stochastic environments, where an occasional high return can arise from randomness in the environment rather than the actions themselves. Such situations can lead to a learned policy that is inconsistent with its conditioning inputs; i.e., using the policy to act in the environment, when conditioning on a specific desired return, leads to a distribution of real returns that is wildly different than desired. In this work, we propose the dichotomy of control (DoC), a future-conditioned supervised learning framework that separates mechanisms within a policy's control (actions) from those beyond a policy's control (environment stochasticity). We achieve this separation by conditioning the policy on a latent variable representation of the future, and designing a mutual information constraint that removes any information from the latent variable associated with randomness in the environment. Theoretically, we show that DoC yields policies that are consistent with their conditioning inputs, ensuring that conditioning a learned policy on a desired high-return future outcome will correctly induce high-return behavior. Empirically, we show that DoC is able to achieve significantly better performance than DT on environments that have highly stochastic rewards and transition

  • 4 authors
·
Oct 24, 2022

VLS: Steering Pretrained Robot Policies via Vision-Language Models

Why do pretrained diffusion or flow-matching policies fail when the same task is performed near an obstacle, on a shifted support surface, or amid mild clutter? Such failures rarely reflect missing motor skills; instead, they expose a limitation of imitation learning under train-test shifts, where action generation is tightly coupled to training-specific spatial configurations and task specifications. Retraining or fine-tuning to address these failures is costly and conceptually misaligned, as the required behaviors already exist but cannot be selectively adapted at test time. We propose Vision-Language Steering (VLS), a training-free framework for inference-time adaptation of frozen generative robot policies. VLS treats adaptation as an inference-time control problem, steering the sampling process of a pretrained diffusion or flow-matching policy in response to out-of-distribution observation-language inputs without modifying policy parameters. By leveraging vision-language models to synthesize trajectory-differentiable reward functions, VLS guides denoising toward action trajectories that satisfy test-time spatial and task requirements. Across simulation and real-world evaluations, VLS consistently outperforms prior steering methods, achieving a 31% improvement on CALVIN and a 13% gain on LIBERO-PRO. Real-world deployment on a Franka robot further demonstrates robust inference-time adaptation under test-time spatial and semantic shifts. Project page: https://vision-language-steering.github.io/webpage/

allenai Ai2
·
Feb 3 3

Inverse Dynamics Pretraining Learns Good Representations for Multitask Imitation

In recent years, domains such as natural language processing and image recognition have popularized the paradigm of using large datasets to pretrain representations that can be effectively transferred to downstream tasks. In this work we evaluate how such a paradigm should be done in imitation learning, where both pretraining and finetuning data are trajectories collected by experts interacting with an unknown environment. Namely, we consider a setting where the pretraining corpus consists of multitask demonstrations and the task for each demonstration is set by an unobserved latent context variable. The goal is to use the pretraining corpus to learn a low dimensional representation of the high dimensional (e.g., visual) observation space which can be transferred to a novel context for finetuning on a limited dataset of demonstrations. Among a variety of possible pretraining objectives, we argue that inverse dynamics modeling -- i.e., predicting an action given the observations appearing before and after it in the demonstration -- is well-suited to this setting. We provide empirical evidence of this claim through evaluations on a variety of simulated visuomotor manipulation problems. While previous work has attempted various theoretical explanations regarding the benefit of inverse dynamics modeling, we find that these arguments are insufficient to explain the empirical advantages often observed in our settings, and so we derive a novel analysis using a simple but general environment model.

  • 3 authors
·
May 26, 2023

ENACT: Evaluating Embodied Cognition with World Modeling of Egocentric Interaction

Embodied cognition argues that intelligence arises from sensorimotor interaction rather than passive observation. It raises an intriguing question: do modern vision-language models (VLMs), trained largely in a disembodied manner, exhibit signs of embodied cognition? We introduce ENACT, a benchmark that casts evaluation of embodied cognition as world modeling from egocentric interaction in a visual question answering (VQA) format. Framed as a partially observable Markov decision process (POMDP) whose actions are scene graph changes, ENACT comprises two complementary sequence reordering tasks: forward world modeling (reorder shuffled observations given actions) and inverse world modeling (reorder shuffled actions given observations). While conceptually simple, solving these tasks implicitly demands capabilities central to embodied cognition-affordance recognition, action-effect reasoning, embodied awareness, and interactive, long-horizon memory from partially observable egocentric input, while avoiding low-level image synthesis that could confound the evaluation. We provide a scalable pipeline that synthesizes QA pairs from robotics simulation (BEHAVIOR) and evaluates models on 8,972 QA pairs spanning long-horizon home-scale activities. Experiments reveal a performance gap between frontier VLMs and humans that widens with interaction horizon. Models consistently perform better on the inverse task than the forward one and exhibit anthropocentric biases, including a preference for right-handed actions and degradation when camera intrinsics or viewpoints deviate from human vision. Website at https://enact-embodied-cognition.github.io/.

  • 11 authors
·
Nov 25, 2025 2

Recon-Act: A Self-Evolving Multi-Agent Browser-Use System via Web Reconnaissance, Tool Generation, and Task Execution

Recent years, multimodal models have made remarkable strides and pave the way for intelligent browser use agents. However, when solving tasks on real world webpages in multi-turn, long-horizon trajectories, current agents still suffer from disordered action sequencing and excessive trial and error during execution. This paper introduces Recon-Act, a self-evolving multi-agent framework grounded in Reconnaissance-Action behavioral paradigm. The system comprises a Reconnaissance Team and an Action Team: the former conducts comparative analysis and tool generation, while the latter handles intent decomposition, tool orchestration, and execution. By contrasting the erroneous trajectories with successful ones, the Reconnaissance Team infers remedies, and abstracts them into a unified notion of generalized tools, either expressed as hints or as rule-based codes, and register to the tool archive in real time. The Action Team reinference the process empowered with these targeting tools, thus establishing a closed-loop training pipeline of data-tools-action-feedback. Following the 6 level implementation roadmap proposed in this work, we have currently reached Level 3 (with limited human-in-the-loop intervention). Leveraging generalized tools obtained through reconnaissance, Recon-Act substantially improves adaptability to unseen websites and solvability on long-horizon tasks, and achieves state-of-the-art performance on the challenging VisualWebArena dataset.

  • 4 authors
·
Sep 25, 2025 2

Symphony: A Heuristic Normalized Calibrated Advantage Actor and Critic Algorithm in application for Humanoid Robots

In our work we not explicitly hint that it is a misconception to think that humans learn fast. Learning process takes time. Babies start learning to move in the restricted liquid area called placenta. Children often are limited by underdeveloped body. Even adults are not allowed to participate in complex competitions right away. However, with robots, when learning from scratch, we often don't have the privilege of waiting for dozen millions of steps. "Swaddling" regularization is responsible for restraining an agent in rapid but unstable development penalizing action strength in a specific way not affecting actions directly. The Symphony, Transitional-policy Deterministic Actor and Critic algorithm, is a concise combination of different ideas for possibility of training humanoid robots from scratch with Sample Efficiency, Sample Proximity and Safety of Actions in mind. It is no secret that continuous increase in Gaussian noise without appropriate smoothing is harmful for motors and gearboxes. Compared to Stochastic algorithms, we set a limited parametric noise and promote a reduced strength of actions, safely increasing entropy, since the actions are kind of immersed in weaker noise. When actions require more extreme values, actions rise above the weak noise. Training becomes empirically much safer for both the environment around and the robot's mechanisms. We use Fading Replay Buffer: using a fixed formula containing the hyperbolic tangent, we adjust the batch sampling probability: the memory contains a recent memory and a long-term memory trail. Fading Replay Buffer allows us to use Temporal Advantage when we improve the current Critic Network prediction compared to the exponential moving average. Temporal Advantage allows us to update Actor and Critic in one pass, as well as combine Actor and Critic in one Object and implement their Losses in one line.

  • 6 authors
·
Dec 11, 2025

ESI-Bench: Towards Embodied Spatial Intelligence that Closes the Perception-Action Loop

Spatial intelligence unfolds through a perception-action loop: agents act to acquire observations, and reason about how observations vary as a function of action. Rather than passively processing what is seen, they actively uncover what is unseen - occluded structure, dynamics, containment, and functionality that cannot be resolved from passive sensing alone. We move beyond prior formulations of spatial intelligence that assume oracle observations by recasting the observer as an actor. We introduce ESI-BENCH, a comprehensive benchmark for embodied spatial intelligence spanning 10 task categories and 29 subcategories built on OmniGibson, grounded in Spelke's core knowledge systems. Agents must decide what abilities to deploy - perception, locomotion, and manipulation - and how to sequence them to actively accumulate task-relevant evidence. We conduct extensive experiments on state-of-the-art MLLMs and find that active exploration substantially outperforms passive counterparts, with agents spontaneously discovering emergent spatial strategies without explicit instructions, while random multi-view often adds noise rather than signal despite consuming far more images. Most failures stem not from weak perception but from action blindness: poor action choices lead to poor observations, which in turn drive cascading errors. While explicit 3D grounding stabilizes reasoning on depth-sensitive tasks, imperfect 3D representation proves more harmful than 2D baselines by distorting spatial relations. Human studies further reveal that unlike humans who seek falsifying viewpoints and revise beliefs under contradiction, models commit prematurely with high confidence regardless of evidence quality, exposing a metacognitive gap that neither better perception nor more embodied interaction alone can close.

  • 8 authors
·
May 17 1

Quantifying the Sensitivity of Inverse Reinforcement Learning to Misspecification

Inverse reinforcement learning (IRL) aims to infer an agent's preferences (represented as a reward function R) from their behaviour (represented as a policy pi). To do this, we need a behavioural model of how pi relates to R. In the current literature, the most common behavioural models are optimality, Boltzmann-rationality, and causal entropy maximisation. However, the true relationship between a human's preferences and their behaviour is much more complex than any of these behavioural models. This means that the behavioural models are misspecified, which raises the concern that they may lead to systematic errors if applied to real data. In this paper, we analyse how sensitive the IRL problem is to misspecification of the behavioural model. Specifically, we provide necessary and sufficient conditions that completely characterise how the observed data may differ from the assumed behavioural model without incurring an error above a given threshold. In addition to this, we also characterise the conditions under which a behavioural model is robust to small perturbations of the observed policy, and we analyse how robust many behavioural models are to misspecification of their parameter values (such as e.g.\ the discount rate). Our analysis suggests that the IRL problem is highly sensitive to misspecification, in the sense that very mild misspecification can lead to very large errors in the inferred reward function.

  • 2 authors
·
Mar 11, 2024

Privileged Foresight Distillation: Zero-Cost Future Correction for World Action Models

World action models jointly predict future video and action during training, raising an open question about what role the future-prediction branch actually plays. A recent finding shows that this branch can be removed at inference with little to no loss on common manipulation benchmarks, suggesting that future information may act merely as a regularizer on the shared visual backbone. We propose instead that joint training induces an action-conditioned correction that privileged future observations impose on action denoising, and that current-only policies capture this correction only partially. Making the account precise, we formulate privileged foresight as a residual in the action-denoising direction -- the difference between what a model predicts given the true future and what it predicts given only the current frame -- and introduce Privileged Foresight Distillation (PFD), which transfers this residual from a training-time teacher into a small adapter on a current-only student. The teacher and student share the same backbone and differ only in the attention mask over video tokens; future video is never generated at inference. Controlled experiments verify that this gain reflects a genuine future-conditioned correction rather than a side effect of capacity or regularization. Empirically, PFD achieves consistent improvements on LIBERO and RoboTwin manipulation benchmarks while preserving the current-only inference interface at negligible added latency. This view reframes the role of future information in world action models: not as a target to predict, nor as a regularizer to absorb, but as a compressible correction to be distilled.

  • 3 authors
·
May 1

Reinforcement Learning with Inverse Rewards for World Model Post-training

World models simulate dynamic environments, enabling agents to interact with diverse input modalities. Although recent advances have improved the visual quality and temporal consistency of video world models, their ability of accurately modeling human-specified actions remains under-explored. Reinforcement learning presents a promising approach for directly improving the suboptimal action-following capability of pre-trained models, assuming that an appropriate reward function can be defined. However, transferring reinforcement learning post-training methods to world model is impractical due to the prohibitive cost of large-scale preference annotations and the infeasibility of constructing rule-based video verifiers. To address this gap, we propose Reinforcement Learning with Inverse Rewards (RLIR), a post-training framework that derives verifiable reward signals by recovering input actions from generated videos using an Inverse Dynamics Model. By mapping high-dimensional video modality to a low-dimensional action space, RLIR provides an objective and verifiable reward for optimization via Group Relative Policy Optimization. Experiments across autoregressive and diffusion paradigms demonstrate 5-10% gains in action-following, up to 10% improvements in visual quality, and higher human preference scores, establishing RLIR as the first post-training method specifically designed to enhance action-following in video world models.

  • 4 authors
·
Sep 28, 2025

ActWorld: From Explorable to Interactive World Model via Action-Aware Memory

Interactive world models aim to simulate environment dynamics under real-time user actions. However, their action vocabulary is largely confined to navigation: most actions correspond to motion (e.g., walk, turn, look around), while interaction with objects in the scene (e.g., pick up plates, open doors, or trigger physical responses) is either absent, restricted to game domains, or relegated to prompt-to-full-video scenarios. The resulting worlds are visually explorable but not truly actionable. In this work, we present ActWorld, an interactive world model that extends prior navigation-centric generators to support mid-rollout object interaction within a chunk-autoregressive framework. We argue that the navigation-interaction gap stems from two bottlenecks. First, a data bottleneck: the lack of human-object interaction data with accurate, dense labels. Second, a memory bottleneck: recency-biased history compression in existing world models discards the event-transition frames that causally determine subsequent object states, leading to an action-forgetting pathology. On the data side, we construct a 100K interaction video dataset, each annotated with per-chunk captions via chain-of-thought reasoning. On the model side, we introduce a hierarchical action-aware memory design that routes history compression by interaction importance, complemented by a persistent memory bank that maintains event-update and object-identity tokens across long rollouts. Experiments show that ActWorld supports both flexible navigation and rich object interaction within a single model, substantially improving interaction fidelity over navigation-only baselines without sacrificing viewpoint control. Project page is available at https://interactwm.github.io/ActWorld.

ByteDance ByteDance
·
Jun 15

Safe, or Simply Incapable? Rethinking Safety Evaluation for Phone-Use Agents

When a phone-use agent avoids harm, does that show safety, or simply inability to act? Existing evaluations often cannot tell. A harmful outcome may be avoided because the agent recognized the risk and chose the safe action, or because it failed to understand the screen or execute any relevant action at all. These cases have different causes and call for different fixes, yet current benchmarks often merge them under task success, refusal, or final harmful outcome. We address this problem with PhoneSafety, a benchmark of 700 safety-critical moments drawn from real phone interactions across more than 130 apps. Each instance isolates the next decision at a risky moment and asks a simple question: does the model take the safe action, take the unsafe action, or fail to do anything useful? We evaluate eight representative phone-use agents under this framework. Our results reveal two main patterns. First, stronger general phone-use ability does not reliably imply safer choices at risky moments. Models that perform better on ordinary app tasks are not always the ones that behave more safely when the next action matters. Second, failures to do anything useful behave like a capability signal rather than a safety signal: they are concentrated in more visually and operationally demanding settings and remain stable when the evaluation protocol changes. Across models, failures split into two recurring patterns: unsafe choices in settings where the model can act but chooses wrongly, and inability to act in more visually and operationally demanding screens. Overall, a harmless outcome is not enough to count as evidence of safety. Evaluating phone-use agents requires separating unsafe judgment from inability to act.

  • 21 authors
·
May 7 2

SC3-Eval: Evaluating Robot Foundation Models via Self-Consistent Video Generation

Evaluating generalist robot manipulation policies in the real world is expensive, slow, and difficult to scale. Action-conditioned video world models offer a scalable alternative by simulating policy rollouts. Autoregressive rollouts accumulate compounding errors, observations across multiple camera views must remain mutually consistent, and the evaluator must generalize to policies whose behaviors lie outside the training distribution. We address these challenges with SC3-Eval, a self-consistent video generation recipe that adapts a pre-trained video foundation model into an accurate policy evaluator by enforcing three complementary forms of consistency. First, forward-inverse dynamics consistency jointly trains the model to predict frames from actions and to recover actions from frames, anchoring generated rollouts to a physically plausible action manifold and counteracting the drift a forward-only model cannot penalize. Second, cross-view consistency trains the model to inpaint each camera view from the other, keeping the multi-camera observation coherent over long rollouts without any explicit memory mechanism. Third, test-time consistency reuses the inverse dynamics mode at inference as a per-action-chunk uncertainty signal that terminates rollouts whose generated frames drift away from the requested actions. We also demonstrate SC3-Eval rollouts reproduce the failure modes that policies exhibit in real-world rollouts, supporting fine-grained diagnostic comparison rather than aggregate ranking alone. Across seven real-world vision-language-action policies, SC3-Eval attains a closed-loop Pearson correlation of 0.929 and MMRV of 0.119, outperforming three strong prior video-model-based baselines, and generalizes to new tasks.

  • 12 authors
·
Jun 16

Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality

In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.

  • 4 authors
·
May 4, 2023

Echo-Memory: A Controlled Study of Memory in Action World Models

We present Echo-Memory, a controlled study of memory mechanisms in action-conditioned world models. These models generate multi-segment videos from a first frame, text prompt, and camera-action sequence, but their central failure is often memory rather than local image synthesis: after the camera leaves and returns, the scene or salient object may silently change. Existing memory designs are hard to compare because gains are entangled with backbone, training, retrieval, and evaluation differences. Echo-Memory fixes the action-to-video interface and varies only how history is stored and read by the generator. Under a shared video diffusion backbone, optimizer, camera-action representation, sampler, and evaluation pipeline, we compare raw context, compression-based memory, spatial summaries with different read-out paths, and state-space recurrence. This matched matrix separates four otherwise conflated axes: capacity, compression, read-out, and recurrence. We also evaluate memory through a three-branch protocol: replay quality, in-domain loop revisit, and open-domain return probes. The branches routinely disagree, showing that replay fidelity is not a sufficient proxy for remembering a world. Three findings follow. Raw context is a strong capacity baseline and improves open-domain return far more than it improves replay metrics. Compactness is not a free substitute for capacity: aggressive spatial and hybrid-compression memories lose the salient evidence needed for return. Finally, block-wise state-space recurrence is the strongest open-domain return mechanism in our matrix, showing that the structure of implicit memory matters as much as the decision to use it. These results provide a compact protocol for studying memory in action world models beyond isolated replay metrics.

  • 16 authors
·
Jun 7 2

Data Quality in Imitation Learning

In supervised learning, the question of data quality and curation has been over-shadowed in recent years by increasingly more powerful and expressive models that can ingest internet-scale data. However, in offline learning for robotics, we simply lack internet scale data, and so high quality datasets are a necessity. This is especially true in imitation learning (IL), a sample efficient paradigm for robot learning using expert demonstrations. Policies learned through IL suffer from state distribution shift at test time due to compounding errors in action prediction, which leads to unseen states that the policy cannot recover from. Instead of designing new algorithms to address distribution shift, an alternative perspective is to develop new ways of assessing and curating datasets. There is growing evidence that the same IL algorithms can have substantially different performance across different datasets. This calls for a formalism for defining metrics of "data quality" that can further be leveraged for data curation. In this work, we take the first step toward formalizing data quality for imitation learning through the lens of distribution shift: a high quality dataset encourages the policy to stay in distribution at test time. We propose two fundamental properties that shape the quality of a dataset: i) action divergence: the mismatch between the expert and learned policy at certain states; and ii) transition diversity: the noise present in the system for a given state and action. We investigate the combined effect of these two key properties in imitation learning theoretically, and we empirically analyze models trained on a variety of different data sources. We show that state diversity is not always beneficial, and we demonstrate how action divergence and transition diversity interact in practice.

  • 3 authors
·
Jun 4, 2023

Latent Action Reparameterization for Efficient Agent Inference

Large language model (LLM) agents often rely on long sequences of low-level textual actions, resulting in large effective decision horizons and high inference cost. While prior work has focused on improving inference efficiency through system-level optimizations or prompt engineering, we argue that a key bottleneck lies in the representation of the action space itself. We propose Latent Action Reparameterization (LAR), a framework that learns a compact latent action space in which each latent action corresponds to a multi-step semantic behavior. By reparameterizing agent actions into latent units, LAR enables decision making over a shorter effective horizon while preserving the expressiveness of the original action space. Unlike hand-crafted macros or hierarchical controllers, latent actions are learned from agent trajectories and integrated directly into the model, allowing both planning and execution to operate over abstract action representations. Across a range of LLM-based agent benchmarks, LAR significantly reduces the effective action horizon and improves inference efficiency under fixed compute budgets. As a consequence, our approach achieves substantial reductions in action tokens and corresponding wall-clock inference time, while maintaining or improving task success rates. These results suggest that action representation learning is a critical and underexplored factor in scaling efficient LLM agent inference, complementary to advances in model architecture and hardware.

  • 14 authors
·
May 18

Unveiling Implicit Advantage Symmetry: Why GRPO Struggles with Exploration and Difficulty Adaptation

Reinforcement Learning with Verifiable Rewards (RLVR), particularly GRPO, has become the standard for eliciting LLM reasoning. However, its efficiency in exploration and difficulty adaptation remains an open challenge. In this work, we argue that these bottlenecks stem from an implicit advantage symmetry inherent in Group Relative Advantage Estimation (GRAE). This symmetry induces two critical limitations: (i) at the group level, strict symmetry in weights between correct and incorrect trajectories leaves unsampled action logits unchanged, thereby hindering exploration of novel correct solution. (ii) at the sample level, the algorithm implicitly prioritizes medium-difficulty samples, remaining agnostic to the non-stationary demands of difficulty focus. Through controlled experiments, we reveal that this symmetric property is sub-optimal, yielding two pivotal insights: (i) asymmetrically suppressing the advantages of correct trajectories encourages essential exploration. (ii) learning efficiency is maximized by a curriculum-like transition-prioritizing simpler samples initially before gradually shifting to complex ones. Motivated by these findings, we propose Asymmetric GRAE (A-GRAE), which dynamically modulates exploration incentives and sample-difficulty focus. Experiments across seven benchmarks demonstrate that A-GRAE consistently improves GRPO and its variants across both LLMs and MLLMs.

SwitchVLA: Execution-Aware Task Switching for Vision-Language-Action Models

Robots deployed in dynamic environments must be able to not only follow diverse language instructions but flexibly adapt when user intent changes mid-execution. While recent Vision-Language-Action (VLA) models have advanced multi-task learning and instruction following, they typically assume static task intent, failing to respond when new instructions arrive during ongoing execution. This limitation hinders natural and robust interaction in dynamic settings, such as retail or household environments, where real-time intent changes are common. We propose SwitchVLA, a unified, execution-aware framework that enables smooth and reactive task switching without external planners or additional switch-specific data. We model task switching as a behavior modulation problem conditioned on execution state and instruction context. Expert demonstrations are segmented into temporally grounded contact phases, allowing the policy to infer task progress and adjust its behavior accordingly. A multi-behavior conditional policy is then trained to generate flexible action chunks under varying behavior modes through conditioned trajectory modeling. Experiments in both simulation and real-world robotic manipulation demonstrate that SwitchVLA enables robust instruction adherence, fluid task switching, and strong generalization-outperforming prior VLA baselines in both task success rate and interaction naturalness.

  • 10 authors
·
Jun 4, 2025 1

World-Env: Leveraging World Model as a Virtual Environment for VLA Post-Training

Vision-Language-Action (VLA) models trained via imitation learning suffer from significant performance degradation in data-scarce scenarios due to their reliance on large-scale demonstration datasets. Although reinforcement learning (RL)-based post-training has proven effective in addressing data scarcity, its application to VLA models is hindered by the non-resettable nature of real-world environments. This limitation is particularly critical in high-risk domains such as industrial automation, where interactions often induce state changes that are costly or infeasible to revert. Furthermore, existing VLA approaches lack a reliable mechanism for detecting task completion, leading to redundant actions that reduce overall task success rates. To address these challenges, we propose World-Env, an RL-based post-training framework that replaces physical interaction with a low-cost, world model-based virtual simulator. World-Env consists of two key components: (1) a video-based world simulator that generates temporally consistent future visual observations, and (2) a vision-language model (VLM)-guided instant reflector that provides continuous reward signals and predicts action termination. This simulated environment enables VLA models to safely explore and generalize beyond their initial imitation learning distribution. Our method achieves notable performance gains with as few as five expert demonstrations per task. Experiments on complex robotic manipulation tasks demonstrate that World-Env effectively overcomes the data inefficiency, safety constraints, and inefficient execution of conventional VLA models that rely on real-world interaction, offering a practical and scalable solution for post-training in resource-constrained settings.

  • 8 authors
·
Sep 29, 2025

Mixture of Horizons in Action Chunking

Vision-language-action (VLA) models have shown remarkable capabilities in robotic manipulation, but their performance is sensitive to the action chunk length used during training, termed horizon. Our empirical study reveals an inherent trade-off: longer horizons provide stronger global foresight but degrade fine-grained accuracy, while shorter ones sharpen local control yet struggle on long-term tasks, implying fixed choice of single horizons being suboptimal. To mitigate the trade-off, we propose a mixture of horizons (MoH) strategy. MoH rearranges the action chunk into several segments with different horizons, processes them in parallel with a shared action transformer, and fuses outputs with a light linear gate. It has three appealing benefits. 1) MoH exploits long-term foresight and short-term precision jointly within a single model, improving both performance and generalizability to complex tasks. 2) MoH is plug-and-play for full-attention action modules with minimal training or inference overhead. 3) MoH enables dynamic inference with adaptive horizons, which selects stable actions through cross-horizon consensus, achieving 2.5times higher throughput than baselines while preserving superior performance. Extensive experiments over flow-based policies π_0, π_{0.5}, and one-step regression policy π_{reg} demonstrate that MoH yields consistent and significant gains on both simulations and real-world tasks. Notably, under mixed-task setting, π_{0.5} with MoH reaches a new state-of-the-art with 99% average success rate on LIBERO after only 30k training iterations. Project page: https://github.com/Timsty1/MixtureOfHorizons

  • 10 authors
·
Nov 24, 2025 2

Persistent-Transient Duality: A Multi-mechanism Approach for Modeling Human-Object Interaction

Humans are highly adaptable, swiftly switching between different modes to progressively handle different tasks, situations and contexts. In Human-object interaction (HOI) activities, these modes can be attributed to two mechanisms: (1) the large-scale consistent plan for the whole activity and (2) the small-scale children interactive actions that start and end along the timeline. While neuroscience and cognitive science have confirmed this multi-mechanism nature of human behavior, machine modeling approaches for human motion are trailing behind. While attempted to use gradually morphing structures (e.g., graph attention networks) to model the dynamic HOI patterns, they miss the expeditious and discrete mode-switching nature of the human motion. To bridge that gap, this work proposes to model two concurrent mechanisms that jointly control human motion: the Persistent process that runs continually on the global scale, and the Transient sub-processes that operate intermittently on the local context of the human while interacting with objects. These two mechanisms form an interactive Persistent-Transient Duality that synergistically governs the activity sequences. We model this conceptual duality by a parent-child neural network of Persistent and Transient channels with a dedicated neural module for dynamic mechanism switching. The framework is trialed on HOI motion forecasting. On two rich datasets and a wide variety of settings, the model consistently delivers superior performances, proving its suitability for the challenge.

  • 4 authors
·
Jul 24, 2023

DualVLA: Building a Generalizable Embodied Agent via Partial Decoupling of Reasoning and Action

To build a generalizable Vision-Language-Action (VLA) model with strong reasoning ability, a common strategy is to first train a specialist VLA on robot demonstrations to acquire reliable manipulation skills, and then incorporate mixed annotated robot data together with multimodal data to restore broader reasoning capabilities. However, we observe that the resulting reasoning VLA often suffers from degraded action performance compared to the specialist model before fine-tuning, a phenomenon we refer to as action degeneration. To address this issue, we propose DualVLA, which enhances action performance through carefully designed post-training while still preserving reasoning capability. We first introduce a dual-layer data pruning method that removes redundant embodied reasoning, preventing it from adversely influencing action learning. To further strengthen action generation, we design a dual-teacher adaptive distillation strategy that assigns different supervision signals to different data domains while maintaining reasoning ability. To fill the evaluation gap for generalist VLAs, we also propose VLA Score, which decouples VLA capability into reasoning, intention, action, and alignment dimensions for a more fine-grained assessment. Experiments show that DualVLA achieves an average success rate of 61.0 in SimplerEnv and an average score of 65.4 across eight competitive multimodal benchmarks, demonstrating a stronger balance between precise action execution and multimodal understanding. Project Website: https://costaliya.github.io/DualVLA/.

  • 10 authors
·
Nov 27, 2025 2

Can't make an Omelette without Breaking some Eggs: Plausible Action Anticipation using Large Video-Language Models

We introduce PlausiVL, a large video-language model for anticipating action sequences that are plausible in the real-world. While significant efforts have been made towards anticipating future actions, prior approaches do not take into account the aspect of plausibility in an action sequence. To address this limitation, we explore the generative capability of a large video-language model in our work and further, develop the understanding of plausibility in an action sequence by introducing two objective functions, a counterfactual-based plausible action sequence learning loss and a long-horizon action repetition loss. We utilize temporal logical constraints as well as verb-noun action pair logical constraints to create implausible/counterfactual action sequences and use them to train the model with plausible action sequence learning loss. This loss helps the model to differentiate between plausible and not plausible action sequences and also helps the model to learn implicit temporal cues crucial for the task of action anticipation. The long-horizon action repetition loss puts a higher penalty on the actions that are more prone to repetition over a longer temporal window. With this penalization, the model is able to generate diverse, plausible action sequences. We evaluate our approach on two large-scale datasets, Ego4D and EPIC-Kitchens-100, and show improvements on the task of action anticipation.

  • 4 authors
·
May 30, 2024

Retargeting Matters: General Motion Retargeting for Humanoid Motion Tracking

Humanoid motion tracking policies are central to building teleoperation pipelines and hierarchical controllers, yet they face a fundamental challenge: the embodiment gap between humans and humanoid robots. Current approaches address this gap by retargeting human motion data to humanoid embodiments and then training reinforcement learning (RL) policies to imitate these reference trajectories. However, artifacts introduced during retargeting, such as foot sliding, self-penetration, and physically infeasible motion are often left in the reference trajectories for the RL policy to correct. While prior work has demonstrated motion tracking abilities, they often require extensive reward engineering and domain randomization to succeed. In this paper, we systematically evaluate how retargeting quality affects policy performance when excessive reward tuning is suppressed. To address issues that we identify with existing retargeting methods, we propose a new retargeting method, General Motion Retargeting (GMR). We evaluate GMR alongside two open-source retargeters, PHC and ProtoMotions, as well as with a high-quality closed-source dataset from Unitree. Using BeyondMimic for policy training, we isolate retargeting effects without reward tuning. Our experiments on a diverse subset of the LAFAN1 dataset reveal that while most motions can be tracked, artifacts in retargeted data significantly reduce policy robustness, particularly for dynamic or long sequences. GMR consistently outperforms existing open-source methods in both tracking performance and faithfulness to the source motion, achieving perceptual fidelity and policy success rates close to the closed-source baseline. Website: https://jaraujo98.github.io/retargeting_matters. Code: https://github.com/YanjieZe/GMR.

  • 5 authors
·
Oct 1, 2025

You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations

Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.

  • 6 authors
·
Jan 23, 2025

World Action Models: The Next Frontier in Embodied AI

Vision-Language-Action (VLA) models have achieved strong semantic generalization for embodied policy learning, yet they learn reactive observation-to-action mappings without explicitly modeling how the physical world evolves under intervention. A growing body of work addresses this limitation by integrating world models, predictive models of environment dynamics, into the action generation pipeline. We term this emerging paradigm World Action Models (WAMs): embodied foundation models that unify predictive state modeling with action generation, targeting a joint distribution over future states and actions rather than actions alone. However, the literature remains fragmented across architectures, learning objectives, and application scenarios, lacking a unified conceptual framework. We formally define WAMs and disambiguate them from related concepts, and trace the foundations and early integration of VLA and world model research that gave rise to this paradigm. We organize existing methods into a structured taxonomy of Cascaded and Joint WAMs, with further subdivision by generation modality, conditioning mechanism, and action decoding strategy. We systematically analyze the data ecosystem fueling WAMs development, spanning robot teleoperation, portable human demonstrations, simulation, and internet-scale egocentric video, and synthesize emerging evaluation protocols organized around visual fidelity, physical commonsense, and action plausibility. Overall, this survey provides the first systematic account of the WAMs landscape, clarifies key architectural paradigms and their trade-offs, and identifies open challenges and future opportunities for this rapidly evolving field.

OpenMOSS-Team OpenMOSS
·
May 11 2

Retrieve-then-Steer: Online Success Memory for Test-Time Adaptation of Generative VLAs

Vision-Language-Action (VLA) models show strong potential for general-purpose robotic manipulation, yet their closed-loop reliability often degrades under local deployment conditions. Existing evaluations typically treat test episodes as independent zero-shot trials. However, real robots often operate repeatedly in the same or slowly changing environments, where successful executions provide environment-verified evidence of reliable behavior patterns. We study this persistent-deployment setting, asking whether a partially competent frozen VLA can improve its reliability by reusing its successful test-time experience. We propose an online success-memory guided test-time adaptation framework for generative VLAs. During deployment, the robot stores progress-calibrated successful observation-action segments in a long-term memory. At inference, it retrieves state-relevant action chunks, filters inconsistent candidates via trajectory-level consistency, and aggregates them into an elite action prior. To incorporate this prior into action generation, we introduce confidence-adaptive prior guidance, which injects the elite prior into an intermediate state of the flow-matching action sampler and adjusts the guidance strength based on retrieval confidence. This design allows the frozen VLA to exploit environment-specific successful experience while preserving observation-conditioned generative refinement. This retrieve-then-steer mechanism enables lightweight, non-parametric test-time adaptation without requiring parameter updates. Simulation and real-world experiments show improved task success and closed-loop stability, especially in long-horizon and multi-stage tasks.

  • 9 authors
·
May 11

Learning Smooth Time-Varying Linear Policies with an Action Jacobian Penalty

Reinforcement learning provides a framework for learning control policies that can reproduce diverse motions for simulated characters. However, such policies often exploit unnatural high-frequency signals that are unachievable by humans or physical robots, making them poor representations of real-world behaviors. Existing work addresses this issue by adding a reward term that penalizes a large change in actions over time. This term often requires substantial tuning efforts. We propose to use the action Jacobian penalty, which penalizes changes in action with respect to the changes in simulated state directly through auto differentiation. This effectively eliminates unrealistic high-frequency control signals without task specific tuning. While effective, the action Jacobian penalty introduces significant computational overhead when used with traditional fully connected neural network architectures. To mitigate this, we introduce a new architecture called a Linear Policy Net (LPN) that significantly reduces the computational burden for calculating the action Jacobian penalty during training. In addition, a LPN requires no parameter tuning, exhibits faster learning convergence compared to baseline methods, and can be more efficiently queried during inference time compared to a fully connected neural network. We demonstrate that a Linear Policy Net, combined with the action Jacobian penalty, is able to learn policies that generate smooth signals while solving a number of motion imitation tasks with different characteristics, including dynamic motions such as a backflip and various challenging parkour skills. Finally, we apply this approach to create policies for dynamic motions on a physical quadrupedal robot equipped with an arm.

  • 3 authors
·
Feb 20 2

Human-assisted Robotic Policy Refinement via Action Preference Optimization

Establishing a reliable and iteratively refined robotic system is essential for deploying real-world applications. While Vision-Language-Action (VLA) models are widely recognized as the foundation model for such robotic deployment, their reliance on offline expert demonstrations critically limits their capacity for post-deployment refinement. To mitigate this limitation, we introduce Action Preference Optimization (APO), a method designed to refine VLA models by human-assisted preference alignment gathered through interaction with environments. This method begins with a human-robot collaboration framework for reliable failure correction and interaction trajectory collection through human intervention. However, directly leveraging these interaction trajectories for preference optimization is non-trivial due to the challenges of irreversible robotic actions and token distribution mismatch. To solve this, APO proposes an adaptive reweighting algorithm with binary desirability signals derived from interaction, empowering VLA models effectively suppress failure-prone actions while enhancing corrective action adaptation. Ultimately, APO equips VLA models with the crucial capability to learn from failure, paving the way for their iterative refinement and reliable deployment in dynamic environments. The experiments conducted in simulation and real-world scenarios prove superior generalization and robustness of our human-assisted framework across a variety of manipulation tasks. We believe this work could bring insights for efficient and stable optimization of VLA models through human-robot collaboration. The code and dataset are released at https://github.com/GeWu-Lab/Action-Preference-Optimization

  • 6 authors
·
Jun 8, 2025

World Action Models: A Survey

World Action Models (WAMs) are embodied predictive-action models that make a forecast of the future available to action. Recent WAMs repurpose large video generation models, and a parallel line relies on language or vision-language backbones without a video-generation core. This rapid expansion has blurred the boundary among broad world models, video generation models, action-grounded video world models, Vision-Language-Action policies, and WAMs. This survey gives the field a common account. It first clarifies these boundaries, then organizes existing works through two complementary views. The first view asks what each method is required to generate, spanning rendered futures, latent futures, and video-generation-free action reasoning. The second view decomposes each method by predictive substrate, backbone, action coupling, and deployment regime. This anatomy supports a unified discussion of interactability, causality, persistence, physical plausibility, and generalization, followed by data, evaluation, and open challenges. Across these axes, a consistent design pattern emerges: WAMs are not simply video generators with action heads, but predictive-action methods whose design choices trade representational richness against compute, memory, latency, and action-label cost. The field is moving toward methods that generate less of the future while preserving what control requires. The survey homepage is available at https://world-action-models.github.io/.

Auditing Demonstration Curation Metrics: Action-Only Scorers Fail on the Structural Defects That Degrade Imitation Policies

Imitation-learning policies inherit the quality of the demonstrations they are trained on, and a growing set of curation metrics promise to score and filter low-quality demonstrations automatically. These metrics are each validated on different data with different protocols, so it is unclear which of them actually identify the demonstrations that harm a policy. We build a controlled testbed in which demonstration defects are injected with known type, and audit seven curation metrics along two axes: how well each separates defective from clean demonstrations, and whether training a behavior-cloning policy on each metric's curated subset improves task success. We study two defect regimes. Subtle perturbations (correlated action noise, tremor, truncation) are detectable by multivariate outlier scoring and, once removed, recover the full downstream gap. Structural errors, where the demonstration executes a wrong action at a key moment, are invisible to every action-only metric we test, and two of them are inverted: they score defective demonstrations as higher quality and, used for curation, tend to leave the policy at or below the uncurated baseline rather than above it. Only metrics that examine the state trajectory detect structural errors, and even the best of them recovers just a third of the downstream gap. High detection accuracy does not guarantee downstream improvement. We release the testbed and all curation implementations.

  • 1 authors
·
Jun 3

Decoupled Q-Chunking

Temporal-difference (TD) methods learn state and action values efficiently by bootstrapping from their own future value predictions, but such a self-bootstrapping mechanism is prone to bootstrapping bias, where the errors in the value targets accumulate across steps and result in biased value estimates. Recent work has proposed to use chunked critics, which estimate the value of short action sequences ("chunks") rather than individual actions, speeding up value backup. However, extracting policies from chunked critics is challenging: policies must output the entire action chunk open-loop, which can be sub-optimal for environments that require policy reactivity and also challenging to model especially when the chunk length grows. Our key insight is to decouple the chunk length of the critic from that of the policy, allowing the policy to operate over shorter action chunks. We propose a novel algorithm that achieves this by optimizing the policy against a distilled critic for partial action chunks, constructed by optimistically backing up from the original chunked critic to approximate the maximum value achievable when a partial action chunk is extended to a complete one. This design retains the benefits of multi-step value propagation while sidestepping both the open-loop sub-optimality and the difficulty of learning action chunking policies for long action chunks. We evaluate our method on challenging, long-horizon offline goal-conditioned tasks and show that it reliably outperforms prior methods. Code: github.com/ColinQiyangLi/dqc.

  • 3 authors
·
Dec 11, 2025

Learning Disentangled Identifiers for Action-Customized Text-to-Image Generation

This study focuses on a novel task in text-to-image (T2I) generation, namely action customization. The objective of this task is to learn the co-existing action from limited data and generalize it to unseen humans or even animals. Experimental results show that existing subject-driven customization methods fail to learn the representative characteristics of actions and struggle in decoupling actions from context features, including appearance. To overcome the preference for low-level features and the entanglement of high-level features, we propose an inversion-based method Action-Disentangled Identifier (ADI) to learn action-specific identifiers from the exemplar images. ADI first expands the semantic conditioning space by introducing layer-wise identifier tokens, thereby increasing the representational richness while distributing the inversion across different features. Then, to block the inversion of action-agnostic features, ADI extracts the gradient invariance from the constructed sample triples and masks the updates of irrelevant channels. To comprehensively evaluate the task, we present an ActionBench that includes a variety of actions, each accompanied by meticulously selected samples. Both quantitative and qualitative results show that our ADI outperforms existing baselines in action-customized T2I generation. Our project page is at https://adi-t2i.github.io/ADI.

  • 7 authors
·
Nov 27, 2023 2

Punching Bag vs. Punching Person: Motion Transferability in Videos

Action recognition models demonstrate strong generalization, but can they effectively transfer high-level motion concepts across diverse contexts, even within similar distributions? For example, can a model recognize the broad action "punching" when presented with an unseen variation such as "punching person"? To explore this, we introduce a motion transferability framework with three datasets: (1) Syn-TA, a synthetic dataset with 3D object motions; (2) Kinetics400-TA; and (3) Something-Something-v2-TA, both adapted from natural video datasets. We evaluate 13 state-of-the-art models on these benchmarks and observe a significant drop in performance when recognizing high-level actions in novel contexts. Our analysis reveals: 1) Multimodal models struggle more with fine-grained unknown actions than with coarse ones; 2) The bias-free Syn-TA proves as challenging as real-world datasets, with models showing greater performance drops in controlled settings; 3) Larger models improve transferability when spatial cues dominate but struggle with intensive temporal reasoning, while reliance on object and background cues hinders generalization. We further explore how disentangling coarse and fine motions can improve recognition in temporally challenging datasets. We believe this study establishes a crucial benchmark for assessing motion transferability in action recognition. Datasets and relevant code: https://github.com/raiyaan-abdullah/Motion-Transfer.

  • 5 authors
·
Jul 31, 2025

FlexLAM: Resolving the Bottleneck Trade-off in Latent Action Learning

Latent actions provide a compact interface between action-free video and downstream decision-making, yet existing Latent Action Models (LAMs) force every transition through a fixed-capacity bottleneck. We identify a bottleneck trade-off: overly tight codes can discard transition cues needed for action alignment, while overly loose codes preserve additional transition variation that must be resolved when alignment labels are scarce or narrowly distributed. FlexLAM replaces this fixed capacity with variable-length latent actions trained by nested dropout, yielding prefix-valid codes that capture compact transition structure first and add detail only when needed, without new architectures or losses. A single FlexLAM matches or surpasses separately trained fixed-capacity LAMs at every evaluated token budget under standard scarce-label supervision and under a low-return single-task alignment stress test, indicating that FlexLAM is not merely adjustable at inference time but learns a better latent-action interface at the same token budgets. The same model supports inference-time token-budget adjustment without retraining, and FlexLAM improves Ego4D transition reconstruction. These results suggest that variable-length latent actions are an architecture-free, drop-in upgrade to the fixed-capacity bottleneck in latent action models, latent-action world models, and video-pretrained action interfaces.

  • 4 authors
·
Jun 16

Multi-Objective Decision Transformers for Offline Reinforcement Learning

Offline Reinforcement Learning (RL) is structured to derive policies from static trajectory data without requiring real-time environment interactions. Recent studies have shown the feasibility of framing offline RL as a sequence modeling task, where the sole aim is to predict actions based on prior context using the transformer architecture. However, the limitation of this single task learning approach is its potential to undermine the transformer model's attention mechanism, which should ideally allocate varying attention weights across different tokens in the input context for optimal prediction. To address this, we reformulate offline RL as a multi-objective optimization problem, where the prediction is extended to states and returns. We also highlight a potential flaw in the trajectory representation used for sequence modeling, which could generate inaccuracies when modeling the state and return distributions. This is due to the non-smoothness of the action distribution within the trajectory dictated by the behavioral policy. To mitigate this issue, we introduce action space regions to the trajectory representation. Our experiments on D4RL benchmark locomotion tasks reveal that our propositions allow for more effective utilization of the attention mechanism in the transformer model, resulting in performance that either matches or outperforms current state-of-the art methods.

  • 3 authors
·
Aug 30, 2023

Harnessing Mixed Offline Reinforcement Learning Datasets via Trajectory Weighting

Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.

  • 4 authors
·
Jun 22, 2023

OpenHA: A Series of Open-Source Hierarchical Agentic Models in Minecraft

The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA

  • 7 authors
·
Sep 12, 2025 1

Priority-Centric Human Motion Generation in Discrete Latent Space

Text-to-motion generation is a formidable task, aiming to produce human motions that align with the input text while also adhering to human capabilities and physical laws. While there have been advancements in diffusion models, their application in discrete spaces remains underexplored. Current methods often overlook the varying significance of different motions, treating them uniformly. It is essential to recognize that not all motions hold the same relevance to a particular textual description. Some motions, being more salient and informative, should be given precedence during generation. In response, we introduce a Priority-Centric Motion Discrete Diffusion Model (M2DM), which utilizes a Transformer-based VQ-VAE to derive a concise, discrete motion representation, incorporating a global self-attention mechanism and a regularization term to counteract code collapse. We also present a motion discrete diffusion model that employs an innovative noise schedule, determined by the significance of each motion token within the entire motion sequence. This approach retains the most salient motions during the reverse diffusion process, leading to more semantically rich and varied motions. Additionally, we formulate two strategies to gauge the importance of motion tokens, drawing from both textual and visual indicators. Comprehensive experiments on the HumanML3D and KIT-ML datasets confirm that our model surpasses existing techniques in fidelity and diversity, particularly for intricate textual descriptions.

  • 5 authors
·
Aug 28, 2023

Behavior Retrieval: Few-Shot Imitation Learning by Querying Unlabeled Datasets

Enabling robots to learn novel visuomotor skills in a data-efficient manner remains an unsolved problem with myriad challenges. A popular paradigm for tackling this problem is through leveraging large unlabeled datasets that have many behaviors in them and then adapting a policy to a specific task using a small amount of task-specific human supervision (i.e. interventions or demonstrations). However, how best to leverage the narrow task-specific supervision and balance it with offline data remains an open question. Our key insight in this work is that task-specific data not only provides new data for an agent to train on but can also inform the type of prior data the agent should use for learning. Concretely, we propose a simple approach that uses a small amount of downstream expert data to selectively query relevant behaviors from an offline, unlabeled dataset (including many sub-optimal behaviors). The agent is then jointly trained on the expert and queried data. We observe that our method learns to query only the relevant transitions to the task, filtering out sub-optimal or task-irrelevant data. By doing so, it is able to learn more effectively from the mix of task-specific and offline data compared to naively mixing the data or only using the task-specific data. Furthermore, we find that our simple querying approach outperforms more complex goal-conditioned methods by 20% across simulated and real robotic manipulation tasks from images. See https://sites.google.com/view/behaviorretrieval for videos and code.

  • 4 authors
·
Apr 18, 2023

DropVLA: An Action-Level Backdoor Attack on Vision-Language-Action Models

Vision-Language-Action (VLA) models map multimodal perception and language instructions to executable robot actions, making them particularly vulnerable to behavioral backdoor manipulation: a hidden trigger introduced during training can induce unintended physical actions while nominal task performance remains intact. Prior work on VLA backdoors primarily studies untargeted attacks or task-level hijacking, leaving fine-grained control over individual actions largely unexplored. In this work, we present DropVLA, an action-level backdoor attack that forces a reusable action primitive (e.g., open_gripper) to execute at attacker-chosen decision points under a realistic pipeline-black-box setting with limited data-poisoning access, using a window-consistent relabeling scheme for chunked fine-tuning. On OpenVLA-7B evaluated with LIBERO, vision-only poisoning achieves 98.67%-99.83% attack success rate (ASR) with only 0.31% poisoned episodes while preserving 98.50%-99.17% clean-task retention, and successfully triggers the targeted action within 25 control steps at 500 Hz (0.05 s). Text-only triggers are unstable at low poisoning budgets, and combining text with vision provides no consistent ASR improvement over vision-only attacks. The backdoor remains robust to moderate trigger variations and transfers across evaluation suites (96.27%, 99.09%), whereas text-only largely fails (0.72%). We further validate physical-world feasibility on a 7-DoF Franka arm with pi0-fast, demonstrating non-trivial attack efficacy under camera-relative motion that induces image-plane trigger drift. These results reveal that VLA models can be covertly steered at the granularity of safety-critical actions with minimal poisoning and without observable degradation of nominal performance.

  • 6 authors
·
Oct 12, 2025

TempoVLA: Learning Speed-Controllable Vision-Language-Action Policies

Robot manipulation alternates between low-risk transit phases that call for fast execution and high-risk contact stages that demand slow, precise motion. Yet existing Vision-Language-Action models (VLAs) only inherit a single fixed speed from training demonstrations. Prior efforts to accelerate VLAs through model compression, KV-cache reuse, or reinforcement learning only shift the policy from one fixed speed to another, and leave deceleration almost unexplored. We observe that the magnitude of each predicted action already governs how fast the robot moves, opening a direct route to controllable execution speed. We turn this observation into TempoVLA, a single VLA whose execution speed is controlled by an explicit condition. TempoVLA combines two coupled components. (1) A data-side Variable-Speed Trajectory Augmentation (VSTA) that re-times demonstration to any target speed by merging or splitting actions while preserving its motion semantics. (2) A model-side conditioning mechanism that feeds the speed to the policy. Statistics show that VSTA reaches the requested speed with negligible motion error. Experiments in simulation and on real-world tasks demonstrate that TempoVLA achieves flexible speed control in both directions, while VSTA additionally boosts the default 1times performance via better data utilization. Furthermore, by cooperating with a large multimodal model, TempoVLA realizes dynamic speed control, accelerating through low-risk phases and decelerating for high-risk ones.

  • 7 authors
·
Jun 3

Learn the Ropes, Then Trust the Wins: Self-imitation with Progressive Exploration for Agentic Reinforcement Learning

Reinforcement learning (RL) is the dominant paradigm for sharpening strategic tool use capabilities of LLMs on long-horizon, sparsely-rewarded agent tasks, yet it faces a fundamental challenge of exploration-exploitation trade-off. Existing studies stimulate exploration through the lens of policy entropy, but such mechanical entropy maximization is prone to RL training instability due to the multi-turn distribution shifting. In this paper, we target the progressive exploration-exploitation balance under the guidance of the agent own experiences without succumbing to either entropy collapsing or runaway divergence. We propose SPEAR, a curriculum-based self-imitation learning (SIL) recipe for training agentic LLMs. It extends the vanilla SIL framework, where a replay buffer stores self-generated promising trajectories for off-policy update, by gradually steering the policy evolution within a well-balanced range of entropy across stages. Specifically, our approach incorporates a curriculum to manage the exploration process, utilizing intrinsic rewards to foster skill-level exploration and facilitating action-level exploration through SIL. At first, the auxiliary tool call reward plays a critical role in the accumulation of tool-use skills, enabling broad exposure to the unfamiliar distributions of the environment feedback with an upward entropy trend. As training progresses, self-imitation gets strengthened to exploit existing successful patterns from replayed experiences for comparative action-level exploration, accelerating solution iteration without unbounded entropy growth. To further stabilize training, we recalibrate the advantages of experiences in the replay buffer to address the potential policy drift. Reugularizations such as the clipping of tokens with high covariance between probability and advantage are introduced to the trajectory-level entropy control to curb over-confidence.

tencent Tencent
·
Sep 26, 2025 4

Driving Intents Amplify Planning-Oriented Reinforcement Learning

Continuous-action policies trained on a single demonstrated trajectory per scene suffer from mode collapse: samples cluster around the demonstrated maneuver and the policy cannot represent semantically distinct alternatives. Under preference-based evaluation, this caps best-of-N performance -- even oracle selection cannot recover what the sampling distribution does not contain. We introduce DIAL, a two-stage Driving-Intent-Amplified reinforcement Learning framework for preference-aligned continuous-action driving policies. In the first stage, DIAL conditions the flow-matching action head on a discrete intent label with classifier-free guidance (CFG), which expands the sampling distribution along distinct maneuver modes and breaks single-demonstration mode collapse. In the second stage, DIAL carries this expanded distribution into preference RL through multi-intent GRPO, which spans all intent classes within every preference group and prevents fine-tuning from re-collapsing around the currently preferred mode. Instantiated for end-to-end driving with eight rule-derived intents and evaluated on WOD-E2E: competitive Vision-to-Action (VA) and Vision-Language-Action (VLA) Supervised Finetuning (SFT) baselines plateau below the human-driven demonstration at best-of-128, with the strongest prior (RAP) capping at Rater Feedback Score (RFS) 8.5 even with best-of-64; intent-CFG sampling lifts this ceiling to RFS 9.14 at best-of-128, surpassing both the prior best (RAP 8.5) and the human-driven demonstration (8.13) for the first time; and multi-intent GRPO improves held-out RFS from 7.681 to 8.211, while every single-intent baseline peaks lower and degrades by training end. These results suggest that the bottleneck of preference RL on continuous-action policies trained from demonstrations is not only how to update the policy, but to expand and preserve the sampling distribution being optimized.

  • 7 authors
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May 11

How Visible Are Silent Manipulation Failures? An Observability Study of False-Success Detection in Simulated Robot Episodes

Imitation-learning policies for robot manipulation inherit the quality of the success labels attached to their training episodes, and those labels are usually produced by the robot's own success check. A particularly damaging error is the false success: an episode the robot logs as a success when the task outcome was actually wrong. We ask a narrow but practical question about these episodes. Once an episode has already been flagged as a success, how much of the information needed to overturn that label is present in proprioception, and how much requires vision? We build a simulated testbed on two bimanual ALOHA tasks, induce failures through environment perturbations rather than label edits, label every episode by privileged simulator state that the detector never sees, and keep only episodes the robot flagged as successful. We then compare detectors restricted to proprioception against a vision-based detector. We find that recoverability spans a wide range: in cube transfer the false successes are almost fully recoverable from joint data alone, while in peg insertion proprioception recovers only part of them and a vision detector closes most of the gap. We also show that the proprioceptive separability we measure rests on velocity differences far below any realistic sensor noise floor, so it is best read as an optimistic upper bound that a noiseless simulator inflates. We release the generation and evaluation pipeline.

  • 1 authors
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Jun 1

Pre-Trained Video Generative Models as World Simulators

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.

  • 5 authors
·
Feb 10, 2025

PolicyTrim: Boosting Intrinsic Policy Efficiency of Vision-Language-Action Models

Vision-Language-Action (VLA) models provide a unified paradigm for robotic manipulation, yet their real-world deployment is often bottlenecked by execution efficiency. While existing efforts predominantly focus on compute-centric efficiency to reduce per-step inference latency, the intrinsic policy efficiency of these models remains largely unexplored. Policy efficiency is fundamentally affected by two factors, namely the effective executable length of predicted action chunks and the total physical steps required to complete a task. These two factors jointly determine the total number of forward inference calls during execution. We observe that current VLA policies struggle with planning unreliability and action redundancy, suffering from severe prediction degradation at the tail of action chunks and tending to generate unnecessarily redundant physical steps. To address this, we propose PolicyTrim, a reinforcement learning-based post-training framework that extends the reliable action chunk length and reduces redundant physical steps. For reliable chunk extension, we employ a dynamic exploration strategy that explicitly rewards the successful completion of longer executable lengths, progressively pushing the trustworthy prediction horizon to its empirical limit. For step efficiency, we design a redundancy-aware reward that directly favors successful task completions with fewer steps while penalizing unreproducible shortcuts, effectively eliminating redundant physical actions. Extensive experiments across three benchmarks and three VLA models demonstrate that PolicyTrim improves action chunk utilization by 3times and reduces physical execution steps by 51.4\%. Ultimately, our framework delivers up to a 5.83times end-to-end deployment speedup without compromising task success rates.

Stress Testing Deliberative Alignment for Anti-Scheming Training

Highly capable AI systems could secretly pursue misaligned goals -- what we call "scheming". Because a scheming AI would deliberately try to hide its misaligned goals and actions, measuring and mitigating scheming requires different strategies than are typically used in ML. We propose that assessing anti-scheming interventions requires at least (1) testing propensity to scheme on far out-of-distribution (OOD) tasks, (2) evaluating whether lack of scheming is driven by situational awareness, and (3) checking for robustness to pre-existing misaligned goals. We use a broad category of "covert actions" -- such as secretly breaking rules or intentionally underperforming in tests -- as a proxy for scheming, and design evaluations for covert actions. We then stress-test deliberative alignment as a case study for anti-scheming. Across 26 OOD evaluations (180+ environments), deliberative alignment reduces covert action rates (OpenAI o3: 13%->0.4%) but does not fully eliminate them. Our mitigation is also able to largely stop agents from pursuing a hidden goal previously trained into the model, but we still find misbehavior after additional red-teaming. We find that models' chain-of-thought (CoT) often demonstrates awareness of being evaluated for alignment, and show causal evidence that this awareness decreases covert behavior, while unawareness increases it. Therefore, we cannot exclude that the observed reductions in covert action rates are at least partially driven by situational awareness. While we rely on human-legible CoT for training, studying situational awareness, and demonstrating clear evidence of misalignment, our ability to rely on this degrades as models continue to depart from reasoning in standard English. We encourage research into alignment mitigations for scheming and their assessment, especially for the adversarial case of deceptive alignment, which this paper does not address.

  • 19 authors
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Sep 18, 2025

TopoCurate:Modeling Interaction Topology for Tool-Use Agent Training

Training tool-use agents typically relies on outcome-based filtering: Supervised Fine-Tuning (SFT) on successful trajectories and Reinforcement Learning (RL) on pass-rate-selected tasks. However, this paradigm ignores interaction dynamics: successful trajectories may lack error recovery or exhibit redundancy, while pass rates fail to distinguish structurally informative tasks from trivial ones. We propose TopoCurate, an interaction-aware framework that projects multi-trial rollouts from the same task into a unified semantic quotient topology. By merging equivalent action-observation states, this projection transforms scattered linear trajectories into a structured manifold that explicitly captures how tool invocations and environmental responses drive the divergence between effective strategies and failure modes. Leveraging this representation, we introduce a dual-selection mechanism: for SFT, we prioritize trajectories demonstrating reflective recovery, semantic efficiency, and strategic diversity to mitigate covariate shift and mode collapse; for RL, we select tasks with high error branch ratios and strategic heterogeneity, maximizing gradient Signal-to-Noise Ratio to address vanishing signals in sparse-reward settings. Evaluations on BFCLv3 and Tau2 Bench show that TopoCurate achieves consistent gains of 4.2\% (SFT) and 6.9\% (RL) over state-of-the-art baselines. We will release the code and data soon for further investigations.

  • 10 authors
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Mar 2

A Behavioural and Representational Evaluation of Goal-Directedness in Language Model Agents

Understanding an agent's goals helps explain and predict its behaviour, yet there is no established methodology for reliably attributing goals to agentic systems. We propose a framework for evaluating goal-directedness that integrates behavioural evaluation with interpretability-based analyses of models' internal representations. As a case study, we examine an LLM agent navigating a 2D grid world toward a goal state. Behaviourally, we evaluate the agent against an optimal policy across varying grid sizes, obstacle densities, and goal structures, finding that performance scales with task difficulty while remaining robust to difficulty-preserving transformations and complex goal structures. We then use probing methods to decode the agent's internal representations of the environment state and its multi-step action plans. We find that the LLM agent non-linearly encodes a coarse spatial map of the environment, preserving approximate task-relevant cues about its position and the goal location; that its actions are broadly consistent with these internal representations; and that reasoning reorganises them, shifting from broader environment structural cues toward information supporting immediate action selection. Our findings support the view that introspective examination is required beyond behavioural evaluations to characterise how agents represent and pursue their objectives.

  • 9 authors
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Feb 9

Streaming Diffusion Policy: Fast Policy Synthesis with Variable Noise Diffusion Models

Diffusion models have seen rapid adoption in robotic imitation learning, enabling autonomous execution of complex dexterous tasks. However, action synthesis is often slow, requiring many steps of iterative denoising, limiting the extent to which models can be used in tasks that require fast reactive policies. To sidestep this, recent works have explored how the distillation of the diffusion process can be used to accelerate policy synthesis. However, distillation is computationally expensive and can hurt both the accuracy and diversity of synthesized actions. We propose SDP (Streaming Diffusion Policy), an alternative method to accelerate policy synthesis, leveraging the insight that generating a partially denoised action trajectory is substantially faster than a full output action trajectory. At each observation, our approach outputs a partially denoised action trajectory with variable levels of noise corruption, where the immediate action to execute is noise-free, with subsequent actions having increasing levels of noise and uncertainty. The partially denoised action trajectory for a new observation can then be quickly generated by applying a few steps of denoising to the previously predicted noisy action trajectory (rolled over by one timestep). We illustrate the efficacy of this approach, dramatically speeding up policy synthesis while preserving performance across both simulated and real-world settings.

  • 3 authors
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Jun 7, 2024 1

Vista: A Generalizable Driving World Model with High Fidelity and Versatile Controllability

World models can foresee the outcomes of different actions, which is of paramount importance for autonomous driving. Nevertheless, existing driving world models still have limitations in generalization to unseen environments, prediction fidelity of critical details, and action controllability for flexible application. In this paper, we present Vista, a generalizable driving world model with high fidelity and versatile controllability. Based on a systematic diagnosis of existing methods, we introduce several key ingredients to address these limitations. To accurately predict real-world dynamics at high resolution, we propose two novel losses to promote the learning of moving instances and structural information. We also devise an effective latent replacement approach to inject historical frames as priors for coherent long-horizon rollouts. For action controllability, we incorporate a versatile set of controls from high-level intentions (command, goal point) to low-level maneuvers (trajectory, angle, and speed) through an efficient learning strategy. After large-scale training, the capabilities of Vista can seamlessly generalize to different scenarios. Extensive experiments on multiple datasets show that Vista outperforms the most advanced general-purpose video generator in over 70% of comparisons and surpasses the best-performing driving world model by 55% in FID and 27% in FVD. Moreover, for the first time, we utilize the capacity of Vista itself to establish a generalizable reward for real-world action evaluation without accessing the ground truth actions.

  • 8 authors
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May 27, 2024 1

Towards Error Centric Intelligence I, Beyond Observational Learning

We argue that progress toward AGI is theory limited rather than data or scale limited. Building on the critical rationalism of Popper and Deutsch, we challenge the Platonic Representation Hypothesis. Observationally equivalent worlds can diverge under interventions, so observational adequacy alone cannot guarantee interventional competence. We begin by laying foundations, definitions of knowledge, learning, intelligence, counterfactual competence and AGI, and then analyze the limits of observational learning that motivate an error centric shift. We recast the problem as three questions about how explicit and implicit errors evolve under an agent's actions, which errors are unreachable within a fixed hypothesis space, and how conjecture and criticism expand that space. From these questions we propose Causal Mechanics, a mechanisms first program in which hypothesis space change is a first class operation and probabilistic structure is used when useful rather than presumed. We advance structural principles that make error discovery and correction tractable, including a differential Locality and Autonomy Principle for modular interventions, a gauge invariant form of Independent Causal Mechanisms for separability, and the Compositional Autonomy Principle for analogy preservation, together with actionable diagnostics. The aim is a scaffold for systems that can convert unreachable errors into reachable ones and correct them.

  • 1 authors
·
Oct 16, 2025

The Entropy Mechanism of Reinforcement Learning for Reasoning Language Models

This paper aims to overcome a major obstacle in scaling RL for reasoning with LLMs, namely the collapse of policy entropy. Such phenomenon is consistently observed across vast RL runs without entropy intervention, where the policy entropy dropped sharply at the early training stage, this diminished exploratory ability is always accompanied with the saturation of policy performance. In practice, we establish a transformation equation R=-a*e^H+b between entropy H and downstream performance R. This empirical law strongly indicates that, the policy performance is traded from policy entropy, thus bottlenecked by its exhaustion, and the ceiling is fully predictable H=0, R=-a+b. Our finding necessitates entropy management for continuous exploration toward scaling compute for RL. To this end, we investigate entropy dynamics both theoretically and empirically. Our derivation highlights that, the change in policy entropy is driven by the covariance between action probability and the change in logits, which is proportional to its advantage when using Policy Gradient-like algorithms. Empirical study shows that, the values of covariance term and entropy differences matched exactly, supporting the theoretical conclusion. Moreover, the covariance term stays mostly positive throughout training, further explaining why policy entropy would decrease monotonically. Through understanding the mechanism behind entropy dynamics, we motivate to control entropy by restricting the update of high-covariance tokens. Specifically, we propose two simple yet effective techniques, namely Clip-Cov and KL-Cov, which clip and apply KL penalty to tokens with high covariances respectively. Experiments show that these methods encourage exploration, thus helping policy escape entropy collapse and achieve better downstream performance.

  • 17 authors
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May 28, 2025 4