Search research

Topics & fields

421–450 of 6,479

Papers

Aug 3, 2026cs.RO

SyncPlan: Long-Horizon LLM Coordination with Explicit Synchronization and Adaptive Correction

LLM-based multi-agent coordination faces a fundamental trade-off between efficiency and adaptivity in dynamic environments. Existing approaches typically rely on repeated LLM invocations or multi-round communication to adapt decisions during execution, introducing substantial latency and making coordination vulnerable to asynchronous progress and environmental changes. Conversely, one-shot planning reduces coordination overhead but produces open-loop plans that can quickly become stale or fail when actions depend on other agents and the environment. We introduce SyncPlan, a plan-execute-correct framework for long-horizon coordination through explicit synchronization and adaptive correction. Given the state and team-level task, a centralized LLM coordinator generates per-agent action chains in a single planning call. During execution, explicit wait primitives and deadlock detection enforce inter-agent and agent-environment dependencies, while a lightweight Plan Staleness Detector continuously assesses the remaining plan and triggers replanning when environmental changes invalidate its assumptions. We further optimize the coordinator through SFT and planning-oriented RL with dense task progress and outcome-level execution feedback. Experiments on the public Overcooked benchmark and the complex Honor of Kings environment show that SyncPlan achieves state-of-the-art task success rates while using less than 0.05% of the wall-clock runtime compared with existing LLM-based coordinators. Code and datasets will be made publicly available.
Shen You, Xiaoming Zhu, Weining Weng +17
Aug 2, 2026cs.RO

FeDepth: Federated Learning for Depth Estimation under Robot Heterogeneity

Although recent robot perception research emphasizes training on data from diverse environments to improve generalization, most existing methods still rely on centralized learning, which is inefficient and difficult to scale across heterogeneous robot platforms. Federated learning (FL) offers an alternative by enabling distributed training without raw data transfer, but it suffers from severe performance degradation under domain shifts caused by heterogeneity across clients. In real robotic deployments, data distributions often overlap across platforms, environments, and sensing conditions, making it difficult to partition clients into clearly separated domains. However, this characteristic breaks the assumption of clearly separable client domains commonly used in clustered FL. To address this gap in robot perception, particularly in depth estimation, we introduce two realistic and unexplored non-IID scenarios that reflect heterogeneity in terms of platform, environment, and depth distribution. We then propose FeDepth, a descriptor-based clustered FL framework that models client relationships through soft clustering. Unlike hard clustering methods that assume clearly separated clusters, FeDepth allows clients to participate in multiple clusters, capturing continuous and ambiguous domain transitions commonly observed in robotic environments. Extensive experiments demonstrate that FeDepth consistently improves robustness over standard FL and clustered FL baselines across multiple depth estimation architectures, providing a practical and effective solution for federated robot perception. Our project page is available at https://vision3d-lab.github.io/fedepth/.
Ganghyeon Lee, Inha Lee, Junhee Lee +3
Aug 1, 2026eess.SP

LOCUS-DT: Localization via Observation-Conditioned Uncertainty Scoring with Digital Twins

Accurate indoor localization is essential for emerging applications in robotic navigation and search and rescue. While classical methods typically focus on single-point estimates, complex indoor environments with heavy blockage and multipath propagation often lead to multimodal likelihood surfaces where a single estimate is insufficient. This paper proposes LOCUS-DT (Localization via Observation-Conditioned Uncertainty Scoring with Digital Twins), a framework that treats snapshot localization as posterior inference over the transmitter location. By leveraging a ray-tracing-based digital twin (DT) of the known environment, LOCUS-DT generates synthetic multipath profiles for candidate locations and compares them against the measured channel profile. Central to our approach is a novel learned scoring function designed to compare a fixed number of dominant specular paths, providing robustness against errors in both the DT environment model and the physical channel estimation. Importantly, LOCUS-DT is trained over an ensemble of environments to ensure generalization to unseen layouts. We evaluate the system using a Sionna-based ray-tracing backend, demonstrating that LOCUS-DT captures the sharp, multimodal posterior structures inherent in indoor settings more accurately than standard Gaussian or Gaussian-mixture benchmarks.
Haozhe Lei, Roberto Bomfin, Marwa Chafii +1
Jul 30, 2026cs.AI

Qwen-UI-Agent Technical Report: Toward Next-Generation Real-World Centric Foundation GUI Agents

GUI agents have the potential to become a general purpose executor over existing digital devices. To advance them toward real-world use, we envision agents that operate reliably on real devices, execute workflows across platforms, combine GUI interaction with CLI execution, complete long-horizon tasks, proactively initiate useful services, and autonomously improve their capabilities with minimal human effort. Guided by this vision, we present Qwen-UI-Agent, a real-world centric foundation GUI agent spanning mobile, computer-use, web, and DeepSearch environments. Qwen-UI-Agent combines diverse sandbox environments with a large-scale real-device mobile runtime. Its unified action space interleaves GUI operations with CLI execution and generates batched actions in a single model turn. An AutoResearch-style data flywheel uses agents to construct tasks and environments, diagnose failures, and plan subsequent iterations. Online RL supports training on trajectories exceeding 100 turns, with over 10,000 concurrent environments accelerating rollout. A lightweight harness layer supports proactive service initiation and stateful workflows across mobile and computer. Across a broad suite of evaluations, Qwen-UI-Agent sets state-of-the-art performance on mobile-use benchmarks while delivering competitive performance on computer- and browser-use tasks against frontier models, including Opus 4.8, Gemini 3.1 Pro, and GPT-5.6 Sol. On mobile use, it achieves 82.1% on MobileWorld, 92.2% on MobileWorld-Real, and 97.5% on AndroidDaily. On computer use, it achieves 79.5% on OSWorld-Verified and a 40.0% partial-progress score on OSWorld-v2. On browser use and GUI grounding, it achieves 73.6% on WebArena and 81.5% on ScreenSpot-Pro, respectively.
Hanzhang Zhou, Panrong Tong, Xu Zhang +13
Jul 29, 2026cs.SE

MindForge: Teaching Small Language Models Whole-Life-Cycle Software Engineering via Source-Free Program Synthesis

Coding agents have made substantial progress on software engineering tasks that modify existing codebases, including bug fixing and feature implementation. However, constructing a complete program from scratch remains a major challenge: even the frontier models evaluated on ProgramBench fully resolve fewer than 1% of tasks. One obstacle is the lack of scalable training environments for this from-scratch setting, spanning the whole software engineering life cycle, as existing environment-construction frameworks focus only on a single phase in software development. To address this gap, we introduce MindForge, an automated pipeline that converts open-source command-line programs into source-free environments that expose only a compiled reference executable and its documentation. Using MindForge, we construct training environments from repositories disjoint from those in ProgramBench, and curate a high-quality data recipe consisting of program synthesis trajectories using GLM-5.2 as the teacher agent. Fine-tuning Qwen3.6-27B on these trajectories increases its ProgramBench average test pass rate from 37.98% to 49.51%, achieving performance comparable to substantially larger frontier models. Moreover, the fine-tuned model consistently improves over the base model across all seven unseen software engineering benchmarks, spanning long-horizon repository generation and translation, bug fixing, feature implementation, and cross-language issue resolution, with absolute gains of 31.00 points on RepoZero-C2Rust, 14.16 on DeepSWE, 10.70/4.56 on NL2Repo-Bench (with/without tests), 5.04 on SWE-bench Verified, 5.93 on SWE-bench Pro, 5.22 on SWE-bench Multilingual, and 4.94 on FeatBench.
Yihao Chen, Shi Chang, Khaled Chawa +4
Jul 28, 2026cs.AI

From Training to Deployment: Post-Hoc Causal Feature Identification via Sensitivity Ratios

Given a model that is already trained, which features does it rely on causally versus spuriously? Existing methods require access to the training procedure and cannot answer this post-hoc. We introduce the \textbf{Normalised Sensitivity Ratio~(NSR)}, a post-hoc, model-agnostic diagnostic for this question under a structured-shift regime: environments differ primarily in the mean of spurious features while the causal mechanism and causal marginals remain stable, as in multi-site clinical data or multi-batch genomics. Within this regime, causal features induce constant model sensitivity across environments while spurious features track shift. NSR formalises this as the squared coefficient of variation of per-environment sensitivity. Under a linear structural causal model (SCM) with K≥3K\ge3 non-degenerate environments, NSR achieves exact identification (Theorem~1). We fully characterise failure: weak shifts (O(ε4)O(\varepsilon^4) collapse), degenerate geometry, and proxy attenuation (O((1−α)4)O((1-α)^4)), giving practitioners quantitative criteria for assessing whether the regime holds. Finite-sample rates are Op(n−1)O_p(n^{-1}) under the null and Op(n−1/2)O_p(n^{-1/2}) under the alternative. Experiments confirm all theoretical predictions on synthetic data (area under the ROC curve [AUROC] =1.000= 1.000 under conditions satisfying the regime), show consistent rankings across five model families (Kendall τ≥0.529τ\ge0.529), and recover six of eight causal features on bike-sharing data (Precision@7 =0.75= 0.75) without modifying any trained model.
Athanasios Vlontzos, Giorgos Papanastasiou, Bernhard Kainz +1
Jul 28, 2026cs.AI

Cyber-Capable AI Agents: Vulnerabilities, Evaluation Containment, and Defensive Response

Cyber-capable AI agents combine language models with tools, memory, and execution environments to perform multi-step offensive-security tasks. Existing work separately measures cyber capability and catalogs attacks against agent components, but provides less guidance on containing a capable agent within the environments used to evaluate it. This review synthesizes five vulnerability classes at that boundary: multi-step offensive chains, objectives that conflict with sandbox boundaries, supply-chain and credential exposure, persistent command-and-control, and the speed of automated action. We use two separate preliminary incident records: the reported July 2026 Hugging Face/OpenAI evaluation breach and Anthropic's subsequent three-incident evaluation review. A comparative evidence protocol distinguishes record-specific factual claims from the shared systems lesson: the evaluation environment is itself part of the security boundary. Across the taxonomy and records, we examine controls for containment, privilege separation, provenance, and responder access, including the dual-use problem that defensive artifacts may also enable misuse. The review identifies practical priorities for evaluating cyber capability together with the security of the environment in which that capability is exercised.
Abu Bakar Siddik
Jul 23, 2026cs.CL

Sample-Efficient Learning from Agent Experience

Real-world agent learning is often constrained by costly environment interactions, such as running time-consuming experiments or obtaining human feedback. In-context learning offers a highly sample-efficient way for agents to learn from their own interaction histories, but its gains disappear once that experience is removed from the context. Separately, context distillation provides a mechanism for internalizing contextual information into model weights. However, applying it to agents' interaction histories without sacrificing environment sample efficiency remains underexplored. We term this problem Experience Distillation and develop an implementation that requires no further environment interaction beyond the collected experience. Experiments on 749 curated software-engineering tasks and six text-adventure games show that it retains at least 64.8% of the gains from in-context learning across both domains, whereas direct supervised fine-tuning on the collected experience recovers only 3.8%. Compared with classical reinforcement-learning baselines, in-context learning from trial-and-error experience followed by Experience Distillation matches their performance with at least 9.6×9.6\times fewer environment samples.
Chenhui Gou, Haoqin Tu, Yunhao Fang +2
Jul 21, 2026cs.RO

From Distances to Trajectories: Real-Time Signed Distance Function Mapping and Distance-Accelerated Motion Planning for UAVs

Autonomous flight in cluttered environments requires a robot to build a geometric map of its surroundings and plan safe, dynamically feasible trajectories, all onboard and in real time. Conventional approaches treat mapping and planning as separate stages and often rely on binary occupancy for collision checking. We argue that these two stages should be co-designed around a single representation: a signed distance function (SDF). By encoding distance to the nearest obstacle, an SDF provides richer information for planning and trajectory optimization than occupancy alone. We develop an Octree REsidual Network (OREN) that pairs an explicit octree prior with an implicit neural residual to reconstruct SDFs online from point cloud observations with the efficiency of volumetric methods and the accuracy and differentiability of neural methods. In tandem, we develop Bubble⋆^\star, a search-based planner that exploits the distance information to grow maximal collision-free balls, which we call bubbles, with formal guarantees of termination, completeness, and failure detection. Planning over a graph of bubbles significantly reduces collision checks compared to a grid-based A⋆^\star search and returns a bubble sequence that forms a safe corridor for trajectory optimization. We demonstrate the integrated OREN-Bubble⋆^\star approach onboard a quadrotor, navigating unseen indoor environments in real time under tight compute constraints. OREN improves SDF estimation by 2222% compared to baselines, while Bubble⋆^\star finds trajectories spanning ≈90\approx 90 m through a cluttered environment in 11-33 sec., whereas baselines take up to 1010 sec. in the same environment.
Jason Stanley, Zhirui Dai, Qihao Qian +6
Jul 18, 2026cs.AI

Simulate to Generalize: Scaling Stateful Supervision for API-calling Agents using LLM World Models

Training agents that generalize to unseen, stateful environments requires a massive dataset of state-changing trajectories covering a vast and diverse set of APIs. However, scaling this broad supervision is severely bottlenecked by the immense effort required to implement and populate fully-executable environments across a broad spectrum of domains. To bypass this barrier, we introduce a data generation pipeline that decouples data synthesis from environment construction by leveraging LLMs as digital world models. Starting from only a list of broad domain names, our automated pipeline synthesizes diverse APIs and tasks. To produce trajectories, a teacher agent iteratively solves these tasks while an LLM simulator dynamically tracks state and provides coherent API responses on-the-fly. Finally, an automated judge filters the trajectories for quality. Fine-tuning on our broad synthetic dataset yields significant performance gains on AppWorld and OfficeBench, two challenging stateful benchmarks featuring environments completely unseen during training. These results establish our LLM world model-based synthesis approach as a highly scalable path for training generalizable, stateful API-calling agents.
Seanie Lee, Sanjoy Chowdhury, Chao Jiang +5
Jul 15, 2026cs.SE

Copy-on-Write Scoring: Application-Specific Agent Evaluations

Trustworthy deployment of LLM-based agents in software systems requires evaluating how they perform on application-specific workflows, with enough granularity to localize where they succeed and fail. Yet existing agent evaluation mechanisms are limited: benchmarks have low construct validity for application-specific workflows and environments, and replica evaluation environments are expensive and prone to drift. We propose Copy-on-Write (CoW) Scoring, a framework that evaluates agent operations directly within application environments using a PostgreSQL-level Copy-on-Write mechanism to isolate agent writes. CoW Scoring produces session- and operation-level scores that highlight where agents' database write operations succeed and fail in a given application environment, enabling inexpensive evaluation and iteration on agent harnesses and tool surfaces. We demonstrate the framework on Plane, an open-source project-management platform, where analysis surfaced specific issues in the tool surface, and corresponding fixes produced measurable improvements on affected models. Python library: https://github.com/trail-ml/agent-cow-python
Joanna Roy, Sven Hoelzel
Jul 15, 2026cs.RO

Agile perceptive multi-skill locomotion for quadrupedal robots in the wild

Enabling quadrupedal robots to traverse complex terrains-from rugged outdoor environments to urban landscapes-requires seamless integration of multiple motor skills, smooth transitions between gaits, and high-speed perceptive locomotion using only onboard sensors. We present APT-RL (Action Pretrained Transformer-based Reinforcement Learning), a unified framework that enables multi-skill locomotion to achieve high-speed traversal in complex environments through autonomous skill transitions utilizing only onboard perception and computation. Our approach generates large-scale, feature-rich 2D motion datasets through trajectory optimization with simplified dynamics. These datasets enable training of diverse, reusable locomotion skills that transfer effectively to a real quadruped robot operating on complex uneven terrains. The resulting high-quality skills serve as strong priors for efficient learning of complex downstream tasks and extend naturally to 3D environments, enabling smooth, high-speed multi-skill locomotion in deployed policy. Real-world experiments demonstrate the framework's capabilities: the robot performs agile maneuvers through complex indoor obstacles and outdoor wild environments, including dynamic drop-down maneuvers that reach instantaneous peak speeds of up to 6 meters per second. A single onboard policy enables robust traversal of diverse obstacles, including stairs, hurdles, stepping stones, gaps, and fallen branches, demonstrating the versatility and effectiveness of our approach.
Jun-Gill Kang, Jaehyun Park, Tae-Gyu Song +3
Jul 10, 2026cs.CR

VEXAIoT: Autonomous IoT Vulnerability EXploitation using AI Agents

Internet of Things (IoT) systems are inherently vulnerable due to constrained hardware, outdated firmware, and insecure default configurations, creating a need for scalable and adaptive security testing approaches. While recent adoptions of Large Language Model (LLM) agents have demonstrated promise in penetration testing and Capture-the-Flag (CTF) environments, their application to IoT specific vulnerabilities remains unexplored. This paper presents an autonomous multi-agent framework, referred to as Vulnerability EXploitation using AI Agents (VEXAIoT), for vulnerability discovery and exploitation in IoT environments using LLM-based reasoning and offensive security tools. The framework combines a vulnerability detection agent and an attack execution agent to perform reconnaissance, plan attack sequences, and execute exploits against vulnerable IoT services. The system is evaluated in IoTGoat and Metasploitable environments across ten attack scenarios mapped to OWASP IoT vulnerabilities. Experimental results show attack success rate of up to 100% with low token overhead and average execution times under two minutes for most attacks. Across 260 attack executions, VEXAIoT achieves a 95.0% overall success rate, including 94.5% success in IoTGoat and 96.7% success in Metasploitable2. These results demonstrate the potential for LLM-driven agents to automate IoT vulnerability assessment and offensive security workflows in controlled environments
Katherine Swinea, Kshitiz Aryal, Lopamudra Praharaj +1
Jul 8, 2026cs.RO

EmbodiedGen V2: An Agentic, Simulation-Ready 3D World Engine for Embodied AI

We present EmbodiedGen V2, a generative 3D world engine for building executable policy-ready environments for embodied intelligence. Sim-ready 3D asset generation has advanced rapidly, yet assembling such assets into policy-ready task environments remains largely manual, limiting scalable closed-loop learning. EmbodiedGen V2 addresses this gap through a unified sim-ready representation that connects cross-simulator assets, interaction affordances, task-driven worlds, large-scale multi-room scenes, and stateful Vibe Coding into a generative, editable, and reusable simulation pipeline. The generated environments support manipulation, navigation, mobile manipulation, cross-simulator deployment, and embodied policy training. In evaluation, the asset pipeline achieves 96.5% human acceptance and 98.6% collision success, and 83.3% of task-driven worlds are directly usable for downstream simulation without manual modification. Online reinforcement learning with generated environments further improves simulation success from 9.7% to 79.8%, and transfers to real robots with task success increasing from 21.7% to 75.0%. These results establish EmbodiedGen V2 as scalable simulation infrastructure for training, evaluating, and deploying embodied policies.
Xinjie Wang, Liu Liu, Taojun Ding +9
Jul 6, 2026cs.CR

Untrusted Content Masking for Web Agents with Security Guarantees

Defenses that provide security guarantees against prompt injection attacks rely on strict isolation between trusted instructions and untrusted data. In text-based environments such as tool-use APIs, this separation arises naturally: agents can reason from interface definitions without ever processing untrusted content. Extending these guarantees to web agents faces a fundamental challenge: to perceive and interact with their environment, web agents must first observe the rendered page, which intermingles trusted content with untrusted content. This structural entanglement removes the trust boundary on which security guarantees depend, undermining provable defenses for web agents. In this paper, we present Untrusted Content Masking (UCM), a simple and effective approach that restores this boundary in web environments. We leverage a key structural insight: a webpage's Document Object Model (DOM) encodes sufficient information to distinguish trusted from untrusted regions without reading their content. Our framework exploits this by redacting untrusted regions before they reach the agent and routing interaction through a sandboxed interface with strict privilege separation, thereby enabling agents to observe and interact with their environment while remaining isolated from adversarial content. The code is publicly available.
Kristina Nikolić, Egor Zverev, Javier Rando +3
Jul 2, 2026stat.ML

Full Bayesian Reinforcement Learning via LF-IBIS

Reinforcement Learning (RL) is a sequential decision-making framework in which an agent learns optimal policies through interaction with an environment by maximizing cumulative rewards. Among RL methods, Bayesian Reinforcement Learning (BRL) addresses common practical challenges related to data scarcity by leveraging prior knowledge about the environment and sequential belief updates. However, most BRL approaches require an explicit likelihood function, which is frequently inaccessible or intractable in real-world settings. We propose Likelihood-Free Iterated Batch Importance Sampling (LF-IBIS), a novel algorithm for BRL that updates the agent's beliefs online as new interactions become available. By combining Approximate Bayesian Computation with Iterated Batch Importance Sampling, LF-IBIS enables full Bayesian inference in settings where the environment dynamics are not described by an explicit or tractable likelihood. The method yields approximate posterior distributions over both environment parameters and optimal policies, providing a quantification of policy uncertainty useful for a Bayesian treatment of the exploration-exploitation trade-off. We test the method on a simulation study in response-adaptive randomization in clinical trials, where closed-form posteriors enable validation. Additional experiments address settings where the posterior has no closed form and illustrate online policy updating based on the posterior distribution of the optimal policy.
Stefano Masini, Cecilia Viscardi, Michela Baccini
Jun 29, 2026physics.ao-ph

Conditional Tropical Cyclogenesis Rates via Rare-Event Sampling in a Neural Weather Emulator

We couple Forward Flux Sampling (FFS), a non-equilibrium rare-event technique from statistical mechanics, to a neural weather emulator (SDL-WXFormer, 1° grid spacing) to estimate conditional tropical cyclogenesis rates, or how often a tropical cyclone achieves a hurricane-level central pressure, without modifying model dynamics. Tropical cyclogenesis rates vary by orders of magnitude across regimes, yet direct ensemble sampling cannot resolve this variability at operationally feasible ensemble sizes. FFS decomposes the rare disturbance to mature cyclone intensification path into a flux through an initial interface pressure and a product of conditional crossing probabilities across four intermediate interface pressures. We use the 1° emulator because FFS requires O(10^4) model trajectories per initial condition, and because the model's calibrated stochastic layers provide the necessary exploratory spread. Applied to 98 Atlantic basin initial conditions spanning 21 August - 8 October 2022, FFS resolves genesis rates spanning nearly three orders of magnitude, capturing a seasonal cycle qualitatively consistent with observations. A self-consistency check comparing FFS rates to independent direct-sampling rates yields a mean ratio of 1.03 +/- 0.15 across all initial conditions. Computational enhancement factors range from 3X (most active environment) to 140X (most suppressed), with a geometric mean of 14X. Three case studies illustrate the physical diagnostics the method provides: the rate-limiting step is initial tropical organization for the Earl environment, uniformly high crossing probabilities for the Fiona precursor environment, and a compound barrier at the final intensification stages for the Ian environment. More efficient emulators would enable application of FFS to finer resolutions.
John S. Schreck, William Chapman, Charlie Becker +1
Jun 27, 2026cs.AI

Agentic Abstention: Do Agents Know When to Stop Instead of Act?

LLM agents are expected to act over multiple turns, using search, browsing interfaces, and terminal tools to complete user goals. Yet not every goal is well specified or achievable in the available environment. In such cases, a reliable agent should recognize that further interaction is unlikely to help and abstain from additional tool calls. We define Agentic Abstention, the problem of deciding when an agent should stop acting under uncertainty. Unlike standard LLM abstention, which is usually evaluated as a single-turn answer-or-abstain decision, agentic abstention is a sequential decision problem: an agent can answer, abstain, or gather more information at each turn, and the need to abstain may only become clear after interacting with the environment. We study this problem across web shopping, terminal environments, and question answering, evaluating 13 LLM-as-agent systems and 2 agent scaffolds on more than 28,000 tasks. Our results show that the main challenge is not only whether agents can abstain, but also when they abstain. Some agents never abstain when they should, while others do so only after many unnecessary interactions. This gap is especially large on tasks where the instruction appears feasible until the environment reveals otherwise (e.g., no valid result matches the instruction). We further find that model scale, reasoning, and agent scaffolding affect abstention in different ways, where larger or more capable models sometimes perform worse at timely abstention. Finally, we introduce CONVOLVE, a context engineering method for improving agentic abstention that distills full interaction trajectories into reusable stopping rules. On WebShop, CONVOLVE substantially improves timely abstention without updating model parameters, raising Llama-3.3-70B's timely recall rate from 26.7 to 57.4. Our dataset and code are available at https://lhannnn.github.io/agentic-abstention
Han Luo, Bingbing Wen, Lucy Lu Wang
Jun 24, 2026cs.LG

Mesh-RL: Coupled subgrid reinforcement learning

Reinforcement learning in large or sparse-reward environments suffers from slow temporal-difference reward propagation, as value information spreads only locally across the state space. We propose Mesh-RL, a spatial domain-decomposition framework inspired by the finite element method and domain decomposition theory, which partitions the environment into overlapping subgrids and enforces boundary-consistent temporal-difference updates. Such an approach enables localized learning while ensuring globally coherent value propagation. Unlike hierarchical or model-based approaches, Mesh-RL accelerates long-range credit assignment without modifying the reward function, Bellman operator, or introducing explicit planning mechanisms. We evaluate Mesh-RL on hazard-dense grid-world environments with varying geometries and mesh resolutions. Across Q-learning, SARSA, and Dyna-Q, Mesh-RL consistently improves convergence speed, cumulative reward, and learning stability. Higher mesh resolutions sustain exploration, prevent premature convergence, and substantially accelerate value propagation to distant states. While Dyna-Q already benefits from internal planning, it still achieves additional gains under structured decomposition. Overall, Mesh-RL introduces a principled spatial domain-decomposition mechanism for accelerating temporal-difference learning. Our framework bridges finite element method-inspired boundary-consistency techniques from scientific computing with reinforcement learning to improve sample efficiency in sparse-reward environments. We will release source code of the study.
Behnam Gheshlaghi, Bahador Rashidi, Shahin Atakishiyev
Jun 24, 2026cs.LG

The Interplay of Harness Design and Post-Training in LLM Agents

Tool-integrated LLM agents are often wrapped within a harness: the scaffolding that determines which tools are exposed, how they are described, and what auxiliary information accompanies each per-step observation. While agents are routinely post-trained, this scaffolding is typically treated as a fixed engineering detail, with design effort limited to the training-free regime. Moreover, existing post-training algorithms assume a static environment, even though tool environments and tasks often shift upon deployment. To address this gap, we extend ALFWorld\texttt{ALFWorld} (i) to treat the harness as a controllable design dimension and (ii) to support evaluation under task and tool environment shifts. Building on this, we systematically analyze how the harness design influences post-training in both in-distribution and out-of-distribution (OOD) settings. We empirically show that harness-aware post-training not only improves in-distribution performance but also enables agents to robustly adapt to OOD settings. Under a harness with minimal design effort, post-training suffers a drastic performance drop under stronger tool environment shifts, further highlighting the importance of harness-aware post-training under such shifts.
Kyungmin Kim, Youngbin Choi, Seoyeon Lee +3
Jun 15, 2026cs.RO

VISTA: Scale-Aware Visual Navigation via Action History Conditioning

Vision Navigation Foundation Models (VNMs) promise end-to-end learned navigation policies capable of zero-shot deployment across diverse embodiments and environments. To maintain generality, many vision-based navigation models predict normalized actions. However, this normalization introduces a critical deployment vulnerability: applying different scaling factors to the same normalized trajectory alters its physical geometry, which degrades navigation performance and increases collision risks. We address this vulnerability by conditioning the model on normalized action histories alongside image observations, providing explicit context on the relationship between the model's predictions and the robot's actual physical displacement. Furthermore, current VNMs often struggle in visually repetitive environments that lack distinct features. To resolve this issue, we integrate a DINOv3 encoder, whose richer representations enable our model to capture both spatial and geometric dimensions between observations. VISTA generalizes robustly to out-of-distribution environments, achieving 100% goal prediction accuracy in zero-shot, real-world deployment in Outdoor, Forest and Office settings, and an average of 95% checkpoints crossed, demonstrating consistent path following in unseen environments.
Maeva Guerrier, Koki Kobayashi, Simon Roy +2
Jun 11, 2026cs.AI

Under What Conditions Can a Machine Be Called Genuinely Creative?

Recent AI systems can generate texts, software architectures, hypotheses, designs, and scientific workflows that appear creative. This paper asks under what conditions a machine can be called genuinely creative, and how human agency can be preserved within shared cognitive and creative environments. It develops a requirement framework derived from Designics, the science of meaning-bearing intentional change. The paper argues that genuine machine creativity should not be defined by output novelty, current performance, or transient architecture alone. Instead, creativity is understood as the structural transformation of incomplete situations through recursive intervention dynamics. On this view, it depends on ten requirements: environment representation, scoped perception, conflict identification, intervention capability, consequence observation, knowledge and environment update, rescoping, local-to-global unfolding, value-based scoping, and human-AI co-living. These are organized through the three laws of Designics: perception, conflict, and capability. The paper illustrates the computational tractability of these requirements through selected cyber-physical and cyber-biological studies, including recursive element extraction, autonomous mesh generation, and neurophysiological and workload analysis. It then treats open-ended systems, automated discovery frameworks, self-modifying agents, foundation models, and agentic workflows as pressure cases: they demonstrate powerful generative means but do not by themselves establish genuine machine creativity. Finally, the paper argues that proactive AI ethics is internal to genuine machine creativity rather than an after-the-fact filter. Value-based scoping and human-AI co-living must shape how creative machines perceive environments, identify conflicts, select interventions, observe consequences, update knowledge, and rescope future action.
Yong Zeng
Jun 11, 2026cs.LG

ProPlay: Procedural World Models for Self-Evolving LLM Agents

Self-evolving agents are expected to improve through interaction without external supervision, but this remains difficult in partially observable environments where agents must explore actively, learn from limited feedback, and decide when to trust prior experience. Existing LLM-agent methods often rely on memory or planning modules, yet they rarely close the loop between them to continually refine an internal understanding of environment dynamics. We introduce ProPlay, a procedural world model that supports procedure-level preplay, where agents can rehearse future procedural paths using the learned world knowledge. Rather than representing experience as isolated rules or low-level action constraints, ProPlay abstracts successful trajectories into procedures and organizes them in a procedure graph that captures causal transitions among task stages. Each transition is associated with a reliability record embedding to estimate its task-specific contribution from past outcomes. Before each episode, ProPlay simulates future procedural trajectories over known graph structures as structured soft guidance; after execution, it refines the graph using environment feedback. Experiments on public benchmarks show that ProPlay consistently improves environment understanding and self-evolution capability over strong baselines. Our code has been released in https://github.com/antman9914/proplay.
Yijun Ma, Zehong Wang, Yiyang Li +5
Jun 10, 2026cs.RO

G-MAPP: GPU-accelerated Multi-Agent Planning and Perception for Reactive Motion Generation

Reactive motion generation in unstructured environments remains an open challenge in robotics. Due to the computational complexity of collision-free motion generation, existing methods either generate global trajectories for static scenarios, or employ models that make conservative assumptions about the environment. This paper identifies the primary bottleneck as the runtime performance demand of planning on high-fidelity environments, and the temporal integration between the perception and planning modules. Therefore, we propose a framework that does not compromise on runtime performance and world representations for perception and planning by accelerating world modeling and vector-field based planning using the GPU. This allows us to achieve faster parallel state exploration for quasi-global trajectory planning, and tighter coupling of the perception-action loop in real-time for dynamic cluttered environments with off-the-shelf depth sensors. We quantitatively evaluate the computation-time and success rate differences for the CPU and GPU versions of our planner, and perform qualitative evaluations of our coupled framework using real-world experiments on a 7-DoF Franka Emika robot. Experimental results demonstrate that our GPU-based framework achieves up to a 5x speedup over the CPU version and successfully avoids collisions across both trivial and challenging physical world scenarios.
Tanmay Bishnoi, Riddhiman Laha, Tobias Löw +3
Jun 9, 2026cs.RO

EM-Fall: Embodied mmWave Sensing for Day-and-Night Fall Detection on Humanoid Robots

Falls are one of the leading causes of injury and hospitalization among elderly individuals, making reliable fall awareness an essential capability for safety monitoring in residential environments. However, existing fall detection systems often rely on wearable devices or fixed sensing installations, which may suffer from low user compliance, limited spatial coverage, or degraded performance under occlusion and poor lighting conditions. In this work, we propose \textbf{EM-Fall}, an embodied fall detection framework deployed on a mobile humanoid robot. The system integrates millimeter-wave (mmWave) sensing with robotic mobility, allowing the robot to actively adjust its sensing viewpoint and maintain target observability across rooms and under occlusion. To address interference in complex residential environments, including pet motion and multipath artifacts, we design a human-centered perception pipeline combined with lightweight temporal modeling to capture motion evolution before, during, and after fall events. We evaluate the proposed system across eight real indoor environments with four participants and construct an in-home mmWave fall detection dataset. Experimental results show that the embodied mobile sensing paradigm improves monitoring continuity and maintains robust fall detection performance under diverse environmental conditions. The proposed framework provides a practical solution for robot-assisted safety monitoring in home environments.
Yanshuo Lu, Yuxuan Hu, Shenghai Yuan +5
Jun 9, 2026cs.RO

Locomotion analysis of a quadruped interacting with the lunar granular surface

Deploying legged robots in extra-terrestrial environments includes many challenges due to complex terrain interactions, energy, and thermal constraints. For effective mechanical design of a lunar exploration quadrupedal robot, careful consideration of motor torques, energy expenditure, and cost of transport is required. The lunar surface is composed of granular regolith, which impacts the locomotion of legged robots and their performance. Locomotion algorithms trained with rigid contact assumptions are also ineffective when applied to environments with soft contacts, such as granular surfaces, which can result in instability and poor tracking. In this report, the physical modelling of the granular lunar surface-robot foot contacts is applied to a simulation environment with locomotion trained using Reinforcement Learning. A comparison is conducted between the policy trained on rigid contact and soft contact environments, analysing the gait and locomotion performance metrics. The analysis demonstrates that soft contacts simulating regolith surfaces pose additional challenges for Reinforcement Learning based training, result in a qualitatively different gait, and increase the overall energy expenditure.
Yash J Vyas
Jun 6, 2026cs.RO

MuJoCo-Drones-Gym: A GPU-Accelerated Multi-Drone Simulator for Control and Reinforcement Learning

Robotic simulators are a cornerstone of modern research in aerial robotics, serving both as a vehicle for the development of new control algorithms and as the data source for training reinforcement learning (RL) policies. Yet, existing quadcopter learning environments often face a trade-off between physical fidelity, multi-agent support, and the throughput required by modern deep RL pipelines. In this paper, we present MuJoCo-Drones-Gym, an open-source Gymnasium-compatible multi-drone environment built on top of the MuJoCo physics engine. MuJoCo-Drones-Gym supports an arbitrary number of Bitcraze Crazyflie 2.x nano-quadcopters and exposes a modular API for selecting (i)~the physics model (rigid-body MuJoCo, explicit Python dynamics, or any subset of ground effect, blade drag, and inter-drone downwash), (ii)~the action interface (per-motor RPMs, collective normalized thrust, velocity setpoints, or PID waypoint commands), and (iii)~the observation space (kinematic state vectors, RGB / depth / segmentation cameras, or neighbourhood adjacency information). A PettingZoo ParallelEnv wrapper enables drop-in multi-agent reinforcement learning, while a suite of seven task environments, hover, velocity tracking, multi-drone hover, waypoint navigation, formation flight, gate racing, and a generic multi-agent template, demonstrates the breadth of the interface. We describe the environment design, the underlying physics and quadcopter dynamics, and illustrate its use through control and learning examples that mirror those of the closely related gym-pybullet-drones project, while taking advantage of MuJoCo's improved contact handling, rendering, and parallelizability.
Manan Tayal
Jun 5, 2026cs.SE

SWE-Marathon: Can Agents Autonomously Complete Ultra-Long-Horizon Software Work?

AI agents are increasingly expected to complete long-horizon workflows that require sustained progress over hours, millions of tokens, and complex environments. Yet current agent benchmarks largely evaluate short-form tasks, such as single pull requests, small tickets, or 5-10 minute exercises, limiting our ability to measure agents' capabilities in planning, long-context understanding, and memory use. We introduce SWE-Marathon, a benchmark of 20 long-horizon tasks spanning software engineering and adjacent technical domains. Each task consists of a unique executable environment, a human-written reference solution, and a multi-layer verification suite. Logged agent attempts average 27.2M total tokens, making SWE-Marathon substantially longer-horizon than existing SWE and command-line agent benchmarks. Current frontier coding agents solve fewer than 30% of tasks. Failures often arise from poor self-verification, self-reported infeasibility, and premature termination. We also observe reward-hacking behavior in 13.8% of rollouts, where agents attempt to exploit the environment or verifier to bypass the intended workflow. SWE-Marathon includes adversarial review of test suites and execution environments, as well as multi-layer checks designed to prevent shortcut solutions. We release SWE-Marathon, evaluation code, and agent trajectories at https://swe-marathon.org/.
Rishi Desai, Jesse Hu, Joan Cabezas +23
Jun 3, 2026cs.CV

Z-FLoc: Zero-Shot Floorplan Localization via Geometric Primitives

Visual localization -- estimating a camera pose within a pre-existing map -- is a fundamental problem in computer vision. Floorplans are an attractive map representation: they are readily available for most buildings, compact, and inherently invariant to visual appearance changes. However, bridging the severe domain gap between camera observations and floorplan geometry remains challenging. Existing methods address this gap through data-driven learning, yet they require large-scale training data and environment-specific retraining, limiting their practical deployment. We propose a zero-shot floorplan localization method that generalizes to novel environments without any retraining. Our key insight is that dominant geometric primitives -- lines and circles -- are ubiquitous in human-made environments and provide appearance-invariant structural constraints. We extract these primitives from a bird's-eye-view (BEV) projection of monocular 3D reconstructions and match them to the floorplan via dedicated minimal solvers within a robust estimation framework. Experiments on both simulated and real-world datasets show that our approach outperforms state-of-the-art learning-based methods on unseen environments, while using a single fixed set of hyperparameters across all experiments. The source code will be made publicly available.
Ayumi Umemura, Toshinori Kuwahara, Marc Pollefeys +1
Jun 2, 2026cs.AI

SkillHarness: Harnessing Safe Skills for Computer-Use Agents

Computer-Use Agents (CUAs) are increasingly deployed in dynamic interactive environments, creating a growing need for continual skill learning during interaction. Recent approaches address this challenge by learning reusable skills from successful trajectories. However, these skill learning methods largely assume static and safe environments, overlooking risks from adversarial interactions (e.g., prompt injections) and environmental dynamics (e.g., pop-ups). In dynamic settings, such assumptions can lead to risky skill learning and brittle execution, undermining the reliability of CUAs. This raises the question: how can CUAs learn and use skills safely in dynamic environments? To address this problem, we propose SkillHarness, a framework for safe skill harnessing in dynamic environments. SkillHarness moves beyond static skill abstractions by modeling skill learning and utilization as a safety-constrained interaction process. Specifically, we introduce the skill boundary that leverages multi-source supervision signals to identify safe skills from interaction trajectories, and construct self-improving safety constraints throughout the skill lifecycle. In addition, SkillHarness introduces selective skill reuse, where tasks are guided to decompose according to context and completed through the selective activation of skill subsets. Our experiments demonstrate that SkillHarness significantly reduces the unsafe rate of learned skills by 57.1% and consistently improves execution stability under dynamic environmental changes, outperforming existing baselines.
Yurun Chen, Biao Yi, Keting Yin +1