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Newest paperOctober 23New papers arrive from arXiv through the day
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All 113.1K papersThis article argues that instruction-fine-tuned language models should be understood as implementing a genre, what is proposed as the instructional-conversational genre. This genre is an amalgamation of discursive language from prior conversations between generative models and humans recursively run through these massive neural networks. It is instantiated in applications through instruction fine-tuning, the inclusion of a pretext known as a system prompt, and the formalization of inputs in mark-up languages characterized by the use of special tokens and role assignment in turntaking structures.
SceneBloom: Agentic Indoor Environment Generation with Realistic and Diverse Layouts for Embodied Learning
Training generalizable embodied agents requires realistic, varied, and simulation-ready indoor environments. Language-guided methods support semantic planning and object-level reasoning, but precise spatial grounding remains difficult. Visual generative models offer rich priors over plausible arrangements, yet their outputs require geometric reasoning to become physically valid 3D scenes. We introduce SceneBloom, an agentic framework that combines visual layout sampling with contract-guided 3D compilation. A hierarchical sampler uses diffusion priors to generate furniture arrangements within functional zones. A compiler then uses relations extracted from each proposal to guide geometric fitting and local pose correction. Across five room types, SceneBloom attains the highest visual quality and physical stability among the compared methods and is the only method with no detected mesh collisions and out-of-bounds objects. Its layouts are also closer to the distribution of real rooms than those of all compared baselines. Object navigation policies trained in these realistic scenes achieve a higher success rate in held-out real scans than those trained on an equal number of real training scans. Code is available at https://github.com/Tinaliu0123/scenebloom.
UniAction: Unified Action Conditioning for World Models
Actions that condition world models are highly heterogeneous, and thus existing action-conditioned world models are typically built for individual action types, fragmenting already limited action-annotated data across separate models. We introduce UniAction, a unified action-conditioning framework that represents any action as a sparse set of action elements, each with a discrete semantic identity and a continuous spatiotemporal grounding coordinate. By mapping these coordinates directly into the pretrained video model's native positional space, UniAction allows heterogeneous actions to condition a shared world model within the same spatiotemporal structure. We further introduce cardinality-calibrated attention to address the bias from differing action representation granularities. We evaluate UniAction on four representative action forms: force, camera control, hand pose, and robot pose. UniAction outperforms conditioning alternatives in action following, and a single jointly trained model surpasses the action-specific experts, showing that heterogeneous action data benefit from unified model and joint training.
FlexGlue: Sparse-to-Dense Feature Matching and Visual Disambiguation
To estimate correspondences across images, existing approaches match either sparse interest points, which is highly efficient but limited by repeatability, or dense pixel grids, which is robust but expensive. Furthermore, these approaches are trained with only matching pairs and thus often fail to reject unrelated pairs that exhibit visual symmetries, which is equally important in applications like Structure-from-Motion (SfM). We bridge these gaps by introducing FlexGlue, a neural network for asymmetric sparse-to-dense matching and disambiguation. Given two images and coordinates of points in the first image, FlexGlue estimates the coordinates of the corresponding points in the second image while simultaneously rejecting the pair if non-matching. By searching for a limited set of correspondences among dense pixels, our approach is both fast and effective at both matching and disambiguation: it combines the sub-pixel accuracy of dense matching with the speed of sparse matching, while rejecting incorrect pairs with high precision. Experiments on multiple datasets show that FlexGlue pushes the Pareto frontier in relative pose estimation and significantly outperforms existing approaches for SfM and visual localization. FlexGlue is publicly available at https://github.com/cvg/flexglue .
RobustRLlib: A Unified Library and Benchmark for Robust Reinforcement Learning Algorithms
Robust reinforcement learning (RL) is critical for reliable real-world deployment, where policies may fail under diverse shifts and disruptions. Existing robust RL algorithms offer a rich set of mechanisms and principles, yet two major barriers limit their broader potential: limited algorithm reusability and an unclear empirical capability boundary. We introduce RobustRLlib, an algorithm-centric library and benchmark that addresses both challenges. It integrates 17 representative robust online, offline, and safe RL algorithms under a unified interface for substantially improved reusability, together with an enhanced evaluation platform spanning diverse real-world shifts and advanced humanoid and vision-language-action tasks. Systematic evaluation over 273 perturbation configurations provides an up-to-date capability map of current robust RL algorithms, revealing where they remain effective and where substantial robustness gaps persist. As an open-source, user-friendly platform, RobustRLlib offers a reproducible and extensible codebase for applying existing methods to new problems and developing new robust RL algorithms.
DexPort: A Hand-Held Skill Interface for Dexterous Hand Data Collection
Collecting high-quality demonstrations remains a central bottleneck for learning dexterous manipulation. Teleoperation records executable robot actions, but it requires a complete robot setup and places the burden of coordinating many finger joints on the operator. Human demonstrations are easier to collect, but their motions must be estimated and retargeted to the robot, and they do not directly provide robot actions. In this paper, we introduce DexPort, a portable data-collection interface for high-DoF robot hands. It uses the same hand hardware for collection and deployment, avoiding a hand embodiment gap, and records both commanded joint targets and measured joint states. Our key observation is that a small set of skills can support a wide range of dexterous tasks. During collection, the operator moves the hand-held interface to specify the robot wrist motion and selects or adjusts skills that coordinate the finger motion. This removes the need to control each joint independently while retaining behaviors such as precise grasping and in-hand manipulation. We collect demonstrations across several real-world tasks and in unstructured environments without a robot arm. We then use behavior cloning to train visuomotor policies directly on the recorded wrist motions and hand commands, without skill labels. We evaluate across 4 tasks: pick-and-place with diverse objects, screwing with in-hand tool use, drawer stowage which requires simultaneous grasp and pulling, and a bimanual scanning task. We collect over 2,500 demonstrations with our portable device, in both laboratory and in-the-wild settings. Across our tasks, we see an improvement from 11% to 64% when using recorded robot commands instead of states, and an improvement from 36% to 78% for task success when using in-the-wild data.
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