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Papers

Jun 11, 2026cs.RO

SERF: Spatiotemporal Environment and Robot Feature Map for Long-Horizon Mobile Manipulation

Long-horizon robot mobile manipulation requires continual reasoning about localization, environment changes, and task progress, all of which are challenging to infer from image observations alone. In this paper, we show that conditioning a mobile manipulation policy on a spatiotemporal feature map improves reasoning over long horizons. The map represents the environment and the articulated robot body as neural points in a shared latent space and is updated online from egocentric observations and proprioceptive state. We update the environment neural points using object-level rigid tracking and the robot neural points using forward kinematics. We use our spatiotemporal environment and robot feature (SERF) map as a state input to a vision-language-action (VLA) model by extracting map tokens from multiple reference frames and spatial scales, providing the policy with both local and global context. We demonstrate SERF on BEHAVIOR-1K, a benchmark for long-horizon mobile manipulation in household environments. Experiments show that the SERF VLA policy outperforms image-only baselines, reaches subgoals faster by following more direct trajectories, improves robustness to scene-configuration shifts, and recovers from object-drop failures.
Sunghwan Kim, Byeonghyun Pak, Kehan Long +2
May 20, 2026cs.CL

Terminal-World: Scaling Terminal-Agent Environments via Agent Skills

Terminal agents extend Large Language Models with the ability to execute tasks directly in command-line environments, but their progress is bottlenecked by the scarcity of high-quality training data. Existing approaches bootstrap from partial sources such as human-defined seeds or GitHub repositories to instantiate one component and then complete the rest, producing tasks confined to narrow seed distributions, environments misaligned with task semantics, and inefficient trajectories from unguided exploration. To address these limitations, we introduce Terminal-World, a fully automated pipeline that uses agent skills as the central synthesis primitive, which jointly encode what to accomplish, when to apply (preconditions and environment state), and how to execute, enabling task instructions, environments, and teacher trajectories to be co-derived. To further broaden the synthesis space, Terminal-World composes skills into skill teams and skill graphs for multi-role and cross-domain task synthesis. Using this pipeline, we construct 5,723 training environments and train Terminal-World-8B/14B/32B, evaluated across 6 benchmarks where the Terminal-World series consistently outperforms terminal-agent baselines. Notably, using the same teacher model and only 1.2% of the training data, Terminal-World-32B surpasses Nemotron-Terminal-32B on Terminal-Bench 2.0 by +4.5 Pass@1 (31.5) and achieves 43.8 Pass@3.
Zihao Cheng, Hongru Wang, Zeming Liu +6
May 3, 2026cond-mat.mtrl-sci

Meta-LegNet: A Transferable and Interpretable Framework for Surface Adsorption Prediction via Self-Defined Adsorption-Environment Learning

A central challenge in computational catalysis is the identification of low-energy and chemically plausible adsorption configurations, as these directly affect adsorption energies, reaction pathways, and catalytic performance. Existing approaches generally rely on enumerating candidate adsorption sites followed by iterative refinement through density functional theory calculations or machine-learning-based relaxations. However, such workflows remain computationally expensive and are difficult to scale to complex surfaces or multi-adsorbate systems. Here, we introduce Meta-LegNet, a graph learning framework that combines SE(3)-equivariant atom-level message passing with voxel-based multiscale aggregation and cross-domain meta-learning to learn transferable representations of local adsorption environments across diverse catalyst--adsorbate systems. Rather than following a conventional regression-only paradigm, Meta-LegNet encodes local chemical environments using invariant radial features and equivariant directional information, and further incorporates broader structural context through coordinate-frame voxel pooling, assignment-based upsampling, and gated feature fusion. The resulting local-global decomposition produces atom-resolved attribution maps, which are processed to identify adsorption-relevant local environments in an interpretable manner. Based on the learned representations, we further construct an adsorption-environment database and develop a template-matching strategy to propose likely adsorption sites on previously unexplored surfaces without exhaustive site enumeration. Overall, our results suggest that learning transferable adsorption environments provides an accurate, interpretable, and practical route for accelerating catalyst screening.
Yifan Li, Arravind Subramanian, Xiaoqing Liu +3
Apr 28, 2026stat.ML

Robust Representation Learning through Explicit Environment Modeling

We consider learning from labeled data collected across multiple environments, where the data distribution may vary across these environments. This problem is commonly approached from a causal perspective, seeking invariant representations that retain causal factors while discarding spurious ones. However, this framework assumes that the environment has no direct effect on the target. In contrast, we consider settings in which this assumption fails, but still aim to learn representations that support robust prediction on average across previously unseen environments. To this end, we study representations learned by explicitly modeling variation across environments and then marginalizing that variation out. We analyze the resulting representations and characterize when they are preferable to those learned by causal invariant-representation methods. We propose a concrete method based on generalized random-intercept models, a class of predictors in which such marginalization is possible, and study their generalization properties. Empirically, we show that these models outperform invariant-learning methods across a range of challenging settings.
Yuli Slavutsky, David M. Blei
Sep 17, 2026cs.RO

Navigate or Relocate? Planning Among Movable Obstacles in Unknown Environments

Conventional robot planning methods seek collision-free paths to a goal but fail when all paths are blocked. In these cases, the robot must determine which objects to relocate, in what order, and where to place them to clear a path---a problem known as Navigation Among Movable Obstacles (NAMO). Most NAMO planners assume a known environment, while existing approaches for unknown environments typically reason locally about relocations and cannot plan interdependent relocation sequences. We consider NAMO in unknown environments revealed through onboard sensing, where the robot must decide whether a blocked route requires relocation or a feasible path may exist through unexplored space. We propose an online framework that addresses this ambiguity by selecting between navigation and relocation using shortest paths that treat discovered movable objects as obstacles or as removable. Navigation relies on existing motion planners, while relocation uses a sampling-based approach that, unlike existing approaches for unknown environments, searches over \textit{interdependent} relocation sequences and uses an LLM to bias sampling. Numerical experiments demonstrate scalability to cluttered environments requiring interdependent relocations and improved plan quality over existing baselines.
Yuqing Zhang, Haoyu Zhu, Yiannis Kantaros
Sep 14, 2026cs.NE

Big Brains and Changing Environments: Cause or Consequence?

Large brains are metabolically costly, and associations with changing environments do not imply they evolved there, as the Cognitive Buffer Hypothesis (CBH) would suggest. They may instead evolve in stable conditions and later facilitate colonization of changing environments. Using neuro-evolution in an artificial seasonal foraging task, we compared agents evolving exclusively in changing environments to agents first evolved in static environments before transitioning. Results show that larger neural networks in dynamic environments arise mainly from prior static evolution, achieving superior performance under unpredictable changes. Our results challenge strict CBH predictions, provide agent-based (computational) support for a colonization-based account and highlight the role of evolutionary history in brain size evolution.
Sian Heesom-Green, Jonathan Shock, Geoff Nitschke
Aug 13, 2026cs.LG

ProME: Prototype-Margin Environments with Repair-Aware Selection for Group-Robust Learning

Group-robust learning is crucial for maintaining accuracy on rare subpopulations when training-group labels are unavailable. However, existing methods often infer environments from a separate reference model and select representations before fitting the classifier used at deployment, leaving both decisions misaligned with the deployed predictor. In this work, we formulate group robustness without training-group labels as the endogenous environments with repair-aware selection (ERAS) problem, and propose ProME (Prototype-Margin Environments) to align both decisions with the deployed predictor. ProME splits prototype margins at their median to construct approximately balanced environments along the training trajectory, and fits a group-balanced linear head on group-annotated validation data to rank the resulting predictors by validation worst-group accuracy. We theoretically bound the worst risk across the inferred environments for a fixed predictor and partition, showing that this bound transfers to the oracle groups under an explicit alignment condition. Extensive experiments show that prototype margins enrich shortcut-conflicting examples, classifier repair reshapes candidate evaluation, and ProME achieves the highest average worst-group accuracy among the compared methods with the same group-label access.
Qianqian Wang, Yunshan Li, Dawei Huang +2
Aug 12, 2026cs.CR

ToolHazard: Scaling Adversarial Environments for Security Evaluation and Alignment of LLM-based Agents

Large language model (LLM) agents integrated with external tools are vulnerable to indirect prompt injections embedded in environmental states. However, existing studies largely rely on manually implemented or reused environments, stochastic LLM-based tool simulation, and predefined injection locations, limiting scalable security research across broader domains. To bridge this gap, we propose ToolHazard, a scalable adversarial environment synthesis framework that reduces human engineering and supports expansion with additional seed domains and compute. Through an Environment Simulator, an Attacker Agent, and a User Simulator, ToolHazard synthesizes executable stateful environments, discovers viable injection points and generates environment-specific payloads, and constructs state-grounded long-horizon tasks. Based on ToolHazard, we build ToolHazard-Bench for stress-testing agents under complex workflows and diverse environmental attacks. Experiments reveal substantial agent vulnerabilities and show that injection timing and placement affect attack effectiveness. Moreover, ToolHazard-generated alignment data improves security on both ToolHazard-Bench and AgentDojo while preserving benign task utility.
Yutao Mou, Pengfei Yang, Zhe Yin +6
Jul 30, 2026cs.AI

Identifying Informative Environments for Cognition Parameter Inference via Bayesian Experimental Design

Computational cognitive modeling seeks to infer latent cognitive mechanisms underlying observed behavior. Bayesian inverse planning provides a principled framework for such inference, but its success depends critically on the experimental environment. Existing approaches typically treat environments as fixed, leaving open the question of which cognitive experiments are most informative for cognition parameter inference. We formulate the design of cognitive planning experiments as a Bayesian Experimental Design (BED) problem, treating the experimental environment as the design variable. We establish an exact Monte Carlo BED benchmark and introduce an amortized Bayesian experimental design framework for efficient posterior inference and design evaluation. Experiments on the Mouselab-MDP process-tracing paradigm show that amortized BED closely matches the environment rankings of exact Monte Carlo BED while substantially reducing computational cost. We further show that no single environment is uniformly optimal across cognitive inference objectives, revealing trade-offs between expected information gain, posterior recoverability, and information efficiency. These results provide a principled framework for designing informative cognitive experiments for Bayesian parameter inference.
Manisha Dubey, Rimvydas Rubavicius, N. Siddharth +1
Jul 22, 2026cs.RO

Courteous Anticipation: Improving Long-Lived Task Planning in Persistent Shared Environments

We consider a task planning scenario in which robots sharing a persistent environment are assigned tasks one at a time from a held-out sequence. Standard task planners, lacking foresight of future tasks and inconsiderate of others' constraints, solve each task in isolation, leaving terminal states that increase future cost for all, side effects that compound over lengthy task sequences. To reduce cost over the sequence, a robot must anticipate how its actions now may impact performance on future tasks for all robots sharing the environment. Therefore, we present courteous anticipatory planning, wherein a model-based planner proposes candidate plans and selects the one that jointly minimizes immediate cost and aggregated expected future cost across all robots, estimated via independent per-robot learned estimators. This factored formulation avoids combinatorial joint rollouts and supports modular deployment: adding a robot requires only training its own estimator. We evaluate in two persistent PDDL domains, a home environment with robots that have similar capabilities but different responsibilities, and a restaurant environment where robots' distinct capabilities create states that other robots lack the capability to resolve. During lengthy task sequences, our planner reduces total cost by 10.43% versus myopic and 4.03% versus selfish anticipatory planning in a two-robot home environment and by 17.41% and 13.24%, respectively, in a three-robot restaurant.
Md Ridwan Hossain Talukder, Roshan Dhakal, Elizabeth Phillips +1
Jul 20, 2026cs.RO

Lifelong Localization in Dynamic Indoor Environments Combining Odometry with Sparse Distance Sampling

Localization is a key task in robot navigation, and many techniques exist for it. In many plausible scenarios, a robot might face unforeseen, dynamic obstacles, rendering any pre-determined map inaccurate for localization. In this work, we propose a robust lifelong localization framework in dynamic planar indoor environments, using the robot's odometry and sparse distance sampling. We demonstrate how distance samples can be used to provide a robust prior on the robot's location. This technique can solve the kidnapped robot problem in real time, up to symmetries. Based on insights from real-world recorded data, we also account for dynamic obstacles. We then fuse this prior, over time, with the odometry to converge to the robot's location. A central property of our method is that it provably converges to the robot's ground truth pose even in large indoor environments when the environment is static. We further show that this guarantee also holds in dynamic environments, as long as the nature of those changes has been correctly learned. We demonstrate the effectiveness of our approach in different real-world indoor environments. In particular, we achieve a localization comparable to SLAM with merely a few (sixteen) distance samples, as opposed to the full LiDAR range. Sufficing with only sparse distance sampling is advantageous in terms of sensor cost, privacy, storage space, and transmission bandwidth.
Michael M. Bilevich, Tomer Buber, Dan Halperin
Jun 23, 2026cs.RO

fARfetch: Enabling Collocated AR-HRC in Large Visually Diverse Environments with VLM-Driven AR Content Adaptation

Augmented Reality (AR) can improve collocated human-robot collaboration by making robot state and intent visible and enabling intuitive control, yet large, visually diverse environments like the outdoors challenge both interaction and content legibility, especially at long distances and beyond visual line of sight. We present fARfetch, an AR-HRC system that integrates (i) shared semantic environment mapping across an AR headset and robot that visualizes detected landmarks in AR to support landmark-grounded go-to commands, (ii) a context-aware world-in-miniature representation of the shared environment for fine-grained path authoring, and (iii) vision-language-model driven AR view management that jointly adapts virtual content color, size, and orientation to maintain legibility in large visually diverse environments. We implement fARfetch with a Meta Quest 3 headset and Unitree Go2 quadruped robot, and conduct a within-subjects user study (N=13) on a real-world large-scale (30.5m) outdoor inspection task. fARfetch yielded significantly faster completion times than a non-AR baseline (66%) and significantly lower workload in mental demand (-43%), temporal demand (-34%), and frustration (-66%). A custom legibility survey indicated fARfetch effectively maintained virtual content legibility in the large outdoor environment.
Christian Fronk, Hanting Ye, David Hunt +2
Jun 16, 2026cs.RO

Task Allocation and Motion Planning in Dynamic, Cluttered Environments via CBBA and Graphs of Convex Sets

Multi-agent task planning in cluttered, dynamic environments requires assigning tasks to agents while simultaneously determining safe, time-efficient trajectories through the environment. When tasks are dynamic, such as rendezvous objectives, allocation decisions depend not only on which agent is best suited for a task, but also on when and where that task can be reached. This paper presents a solution to this problem, which combines Graphs of Convex Sets (GCS) for trajectory optimization with the Consensus-Based Bundle Algorithm (CBBA) for distributed task allocation. In our approach, GCS finds optimal trajectories through dynamic environments using a time-extended (3D+time) configuration space. At the same time, CBBA coordinates task assignments across agents, enabling informed decision-making in a moving environment. We then connect allocation and planning to allow the agents to avoid collisions in the 3D+time configuration space and provide accurate time estimates for task completion. We demonstrate the effectiveness of our approach in simulated cluttered environments with static and dynamic tasks.
Matthew D. Osburn, Cameron K. Peterson, John L. Salmon
Jun 11, 2026cs.CV

Heterogeneous LiDAR Early Fusion and Learned Re-Ranking Strategy for Robust Long-Term Place Recognition in Unstructured Environments

Robust localization in unstructured environments, such as agricultural fields, is a critical challenge for autonomous systems. LiDAR sensors provide detailed 3D information about the environment and are invariant to lighting conditions. For this reason, LiDAR-based place recognition methods have gained significant attention. In this paper, we propose MinkUNeXt-VINE++, a novel approach that combines early fusion of heterogeneous LiDAR data from two sensors (Livox Mid-360 and Velodyne VLP-16) and a learned re-ranking strategy in inference time. This fusion leverages the strengths of each sensor to provide a more comprehensive representation of the environment. Additionally, the re-ranking approach is particularly important in repetitive environments, such as vineyards, as finding true positives is a major challenge. We evaluated our approach using the TEMPO-VINE dataset, which provides heterogeneous LiDAR data in vineyard environments across different phenological stages. Our results demonstrate that MinkUNeXt-VINE++ significantly improves place recognition performance compared to single-sensor approaches and state-of-the-art methods. MinkUNeXt-VINE++ achieves a 20% improvement in the Recall@1 metric compared to single-sensor approaches, and +30% including re-ranking. The code of our method is publicly available for reproduction.
Judith Vilella-Cantos, Juan José Cabrera, Mónica Ballesta +2
Jun 4, 2026cs.RO

Meridian: Metric-Semantic Primitive Matching for Cross-View Geo-Localization Beyond Urban Environments

Successful robot automation requires accurate global localization to support repeatability, task planning, goal specification, and safe operation. However, reliable localization in GNSS-denied environments remains an open problem. Overhead aerial imagery offers a promising solution, but existing approaches primarily target structured urban environments and have been rarely demonstrated in unstructured natural terrain. Limitations of the state-of-the-art include a reliance on models trained for specific environments, as well as difficulty handling repetitive geometries and featureless landscapes commonly found in natural outdoor areas. To overcome these challenges, we present Meridian, a method for matching high-level metric-semantic primitives across aerial images and ground robot RGB-D camera data that achieves accurate global localization and generalizes well across diverse environments, all without any training or algorithmic fine-tuning on area-specific data. We formulate novel consistency metrics to estimate a distribution over robot submap poses and to reject outlier hypotheses in a robust pose graph optimization step for accurate robot trajectory estimation. We demonstrate that our algorithm can localize a ground robot across a wide variety of environments, including an autonomous driving dataset, a park and campus area, and a wilderness camp, with an average optimized trajectory error of 2.4 m over 19 km of ground traversal.
Mason Peterson, Qingyuan Li, Yixuan Jia +4
May 27, 2026cs.CV

DocArena: Turning Raw Documents into Controllable Training Environments for Document Search Agents

Recent methods train search agents via reinforcement learning from (question, answer, evidence) tuples without requiring expert trajectories. The tuples serve as the training environment, and whose properties directly shape what search strategies and generalization abilities the agent can develop. While prior works have made encouraging progress in improving training data quality, existing environments remain predominantly text-based and existing approaches can struggle to construct training environments that are controllable, scalable, and account for multimodal data. Given this, we propose DocArena, a fully automated data curation pipeline building on the practical need for multimodal document search and question-answering. It transforms raw document collections into training environments for search agents without any human annotation. The pipeline first structures and indexes documents through MLLM-based visual perception, then profiles and leverage the cross-page information distribution to construct reasoning-intensive QA pairs, as well as performs cascaded quality assurance operations via MLLM. We introduce DocArena-79K with QA pairs from 8,336 documents spanning 16 domains and 49 languages. We further design a Doc-Search agent infrastructure that decouples visual perception from the policy model, allowing text-based LLMs to serve as the reasoning backbone for multimodal document retrieval and QA. Under a unified evaluation framework where only the policy model differs, experiments on six multimodal document scenarios and seven text-based QA benchmarks show that agents trained on DocArena data achieve the best performance on both retrieval accuracy and QA quality. Further analysis on agent search behaviors confirms the effectiveness and controllability of the constructed training environment.
Jiamian Wang, Ruiyi Zhang, Tong Yu +5
May 23, 2026cs.CL

SEAL: Synergistic Co-Evolution of Agents and Learning Environments

Large Language Model (LLM) agents are increasingly improved through interaction, yet most self-evolution methods adapt either the policy or the learning environment in isolation. We identify this structural gap as \emph{Agent-Environment Misalignment}: the agent's capability frontier changes during training, while the environment that provides supervision remains static or only weakly coupled to the agent's revealed failures. We propose SEAL, a closed-loop co-evolution framework for interactive tool-use agents. SEAL collects on-policy trajectories under executable verification, diagnoses failed rollouts into turn-level failure labels, and uses these diagnoses as a shared signal for both environment-side adaptation and model-side policy optimization. The environment evolves its training-time learning interface by exposing clearer tool affordance cues, constraint information, and recovery-oriented feedback, while the policy is updated with diagnosis-guided advantage reweighting. Extensive experiments across in-distribution and out-of-distribution multi-turn tool-use evaluations show that SEAL improves low-resource agent learning: with only 400 training samples, it yields +8.25 to +26.25 average-point gains across three backbones and exhibits positive out-of-distribution transfer. These results demonstrate the value of jointly adapting the learner and its training-time learning substrate for robust self-improving LLM agents.
Yihao Hu, Zhihao Wen, Xiujin Liu +3
May 19, 2026cs.RO

Multi-Session Ground Texture SLAM in Low-Dynamic Environments

The simultaneous localization and mapping community has introduced a growing number of systems adapted for multi-session operations where the operational environment features low-dynamic changes that impact mapping, such as surface wear, weather phenomena, or seasonal change. These systems allow for lifelong operations by a robot within these environments. There is also growing interest in operations in environments where the unique ground texture is the only mapping feature available for use. These ground texture systems are not yet targeted for multi-session low-dynamic-change environments though. This work explores the impact of three different techniques on trajectory estimation accuracy in these multi-session low-dynamic ground texture environments. Of the three, the use of Kullback-Leibler Divergence, as a similarity score and a bias influencing loop closure confidence, is found to have the most success. We show an analysis of all three methods and a deeper exploration of the impact of Kullback-Leibler Divergence. We also introduce a dataset for use by the robotics community that contains multi-session images where the ground changes between sessions and also high-accuracy pose information for use in evaluation.
Kyle M. Hart, Brendan Englot
May 10, 2026cs.RO

PECMAN: Perception-enabled Collaborative Multi-Agent Navigation in Unknown Environments

Most path planners assume fully known, static environments, assumptions that fail when robots navigate in dynamic and partially observable environments. SMART-3D addresses these issues by real-time replanning, where it morphs the underlying RRT* tree whenever new obstacles or structures are discovered in the environment. Instead of rebuilding the tree entirely from scratch, SMART-3D prunes invalid nodes and edges and subsequently repairs the disjoint subtrees at hot-nodes to find a new path, thus providing high computational efficiency for real-time adaptability. We extend SMART-3D to perception-enabled collaborative multi-agent navigation (PECMAN) in unknown environments. PECMAN is built upon distributed tree morphing and shared perception strategies, where each agent reacts to environmental changes and morphs its respective tree to replan its path, while simultaneously broadcasting newly discovered structures to other agents, thus enabling them to proactively replan even in areas that have not yet been explored by them. This approach reduces redundant reactions and unnecessary replannings of the agents due to improved situational awareness. The performance of PECMAN was evaluated by 28,000 multi-agent simulations on seven 2D scenarios with different case studies. The results show that PECMAN achieves up to 52% reduction in the team-completion time, while maintaining near 100% success rates. Finally, PECMAN was tested by real experiments on two autonomous robots in a building environment.
Tianchonghui Fang, Shaunak Roy, Shalabh Gupta
May 4, 2026cs.RO

Visibility-Aware Mobile Grasping in Dynamic Environments

This paper addresses the problem of mobile grasping in dynamic, unknown environments where a robot must operate under a limited field-of-view. The fundamental challenge is the inherent trade-off between seeing'' around to reduce environmental uncertainty and moving'' the body to achieve task progress in a high-dimensional configuration space, subject to visibility constraints. Previous approaches often assume known or static environments and decouple these objectives, failing to guarantee safety when unobserved dynamic obstacles intersect the robot's path during manipulation. In this paper, we propose a unified mobile grasping system comprising two core components: (1) an iterative low-level whole-body planner coupled with velocity-aware active perception to navigate dynamic environments safely; and (2) a hierarchical high-level planner based on behavior trees that adaptively generates subgoals to guide the robot through exploration and runtime failures. We provide experimental results across 400 randomized simulation scenarios and real-world deployment on a Fetch mobile manipulator. Results show that our system achieves a success rate of 68.8% and 58.0% in unknown static and dynamic environments, respectively, significantly boosting success rates by 22.8% and 18.0% over the \nam approach in both unknown static and dynamic environments, with improved collision safety.
Tianrun Hu, Anxing Xiao, David Hsu +1
Apr 26, 2026cs.LG

Causal Representation Learning from General Environments under Nonparametric Mixing

Causal representation learning aims to recover the latent causal variables and their causal relations, typically represented by directed acyclic graphs (DAGs), from low-level observations such as image pixels. A prevailing line of research exploits multiple environments, which assume how data distributions change, including single-node interventions, coupled interventions, or hard interventions, or parametric constraints on the mixing function or the latent causal model, such as linearity. Despite the novelty and elegance of the results, they are often violated in real problems. Accordingly, we formalize a set of desiderata for causal representation learning that applies to a broader class of environments, referred to as general environments. Interestingly, we show that one can fully recover the latent DAG and identify the latent variables up to minor indeterminacies under a nonparametric mixing function and nonlinear latent causal models, such as additive (Gaussian) noise models or heteroscedastic noise models, by properly leveraging sufficient change conditions on the causal mechanisms up to third-order derivatives. These represent, to our knowledge, the first results to fully recover the latent DAG from general environments under nonparametric mixing. Notably, our results match or improve upon many existing works, but require less restrictive assumptions about changing environments.
Ignavier Ng, Shaoan Xie, Xinshuai Dong +2
Apr 20, 2026cs.LG

Democratizing Tool Learning with Environments Fully Simulated by a Free 8B Language Model

Reinforcement learning (RL) has become a prevalent paradigm for training tool calling agents, which typically requires online interactive environments. Existing approaches either rely on training data with ground truth annotations or require advanced proprietary language models (LMs) to synthesize environments that keep fixed once created. In this work, we propose TRUSTEE, a cost-friendly method for training tool calling agents with dynamic environments fully simulated by free open-source LMs that can be as small as 8B, including task generation, user simulation, tool simulation and trajectory evaluation, paired with an adaptive curriculum learning mechanism that controls task difficulty during training. Our empirical results show that TRUSTEE outperforms baselines which require extra external resources in most cases. These confirm that, with a sufficiently sophisticated design, even simulated environments with a local 8B LM as the backbone could set a strong baseline for tool learning. We hope our proposed paradigm could democratize tool learning and inspire future research on environment scaling with limited resources.
Chenming Tang, Hsiu-Yuan Huang, Weijie Liu +3
Oct 16, 2025cs.LG

Why Do LLM Agents Fail in Exploring New Environments? A World-Modeling Perspective

Large Language Models (LLMs) as agents often fail to improve in new environments. We identify and characterize a failure mode we call exploration collapse: under reinforcement learning (RL) in environments whose states are unfamiliar to the policy, Pass@k, the probability that at least one of k sampled trajectories succeeds, drops markedly over training even as Pass@1 edges up, revealing increasingly brittle exploration; environments closer to the pretraining distribution show no such decline. We trace this collapse to weak grounding in environment states and dynamics, and study a simple remedy: explicitly teaching the agent to estimate the current state and predict its transitions before optimizing for reward. We instantiate it as SPA, an explore-then-exploit recipe that cold-starts the policy with a Self-Experience supervised finetuning (SFT) stage, collecting the model's own interaction trajectories and supervising state and next-state prediction, and then runs standard RL. The resulting world model serves as a grounded initialization for RL rather than an inference-time planner. Across unseen environments, SPA consistently and substantially improves over vanilla RL: for example, it raises the Sokoban success rate from 25.6% to 59.8% on Qwen2.5-1.5B-Instruct, letting sub-3B models surpass a 20B baseline on these tasks. Controlled studies indicate that the gains track four factors: grounded state representations, explicit transition modeling, self-experience trajectories from a sufficiently strong exploration policy, and adequate coverage of transition data.
Shiqi Chen, Tongyao Zhu, Zian Wang +8
Oct 2, 2025cs.LG

Octax: Accelerated CHIP-8 Arcade Environments for Reinforcement Learning in JAX

Reinforcement learning (RL) research requires diverse, challenging environments that are both tractable and scalable. While modern video games may offer rich dynamics, they are computationally expensive and poorly suited for large-scale experimentation due to their CPU-bound execution. We introduce Octax, a high-performance suite of classic arcade game environments implemented in JAX, based on CHIP-8 emulation, a predecessor to Atari, which is widely adopted as a benchmark in RL research. Octax provides the JAX community with a long-awaited end-to-end GPU alternative to Atari games, offering image-based environments, spanning puzzle, action, and strategy genres, all executable at massive scale on modern GPUs. Our JAX-based implementation achieves orders-of-magnitude speedups over traditional CPU emulators. We demonstrate Octax's capabilities by training RL agents across multiple games, showing significant improvements in training speed and scalability compared to existing solutions. The environment's modular design enables researchers to easily extend the suite with new games or generate novel environments using large language models, making it an ideal platform for large-scale RL experimentation. Our open-source framework is available at https://github.com/riiswa/octax/.
Waris Radji, Thomas Michel, Hector Piteau
Nov 16, 2023cs.LG

JaxMARL: Multi-Agent RL Environments and Algorithms in JAX

Benchmarks are crucial in the development of machine learning algorithms, with available environments significantly influencing reinforcement learning (RL) research. Traditionally, RL environments run on the CPU, which limits their scalability with typical academic compute. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, Python-based library that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is around 14 times faster than existing approaches, and up to 12500x when multiple training runs are vectorized. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a JAX-based approximate reimplementation of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl.
Alexander Rutherford, Benjamin Ellis, Matteo Gallici +18
May 24, 2026cs.AI

ScaleWoB: Guiding GUI Agents with Coding Agents via Large-Scale Environmental Synthesis

GUI agents powered by large language models are advancing rapidly, creating urgent needs for evaluation and training based on realistic environments. However, directly doing so in real-world environments introduces some challenges that cannot be overlooked. Real-world environments are complex and uncontrollable, making it difficult to construct verifiable rewards and to save or reset states. Existing works prioritize reproducibility but are often limited to open-source apps or file-operation tasks for reliable reward building, leaving a persistent gap from real-world usage. Furthermore, relying on virtual machines or docker images demand high resource requirements and suffer from slow response speeds, which limit the efficiency. We present \sys, a framework that could produce high-fidelity synthesized interactive environments for GUI agents across platforms with verifiable rewards. These environments behave as backend-free webpages accessible via URL, requiring near-zero setup and low resource cost, making the approach suitable for both large-scale evaluation and downstream agent training. We support multiple GUI platforms including mobile, desktop, and automotive/in-vehicle interfaces based on the same pipeline, covering 100+ environments and 1000+ verifiable tasks. Among them, 120 challenging tasks across 63 simulated mobile applications are released as a fully synthesized mobile GUI agent benchmark. Experiment results on five state-of-the-art mobile GUI agents reveal substantial headroom -- the average success rate is only 27.92%, dropping to 17.82% on long-horizon subset -- while humans reach 92.08%. A comparison against real-world sample tasks shows that assessments made in our synthetic environments generalize to real apps. The project website is at https://scalewob.github.io.
Guohong Liu, Jialei Ye, Pengzhi Gao +4
Jul 6, 2026cs.LG

Multi-Turn On-Policy Distillation with Prefix Replay

We study on-policy distillation (OPD) for agentic tasks, where an LLM agent interacts with an environment over multiple turns and a student imitates a teacher over these multi-turn interaction histories. Fully online OPD is costly because each update requires fresh student rollouts through the environment and teacher queries at visited histories. We propose Replayed-Prefix On-Policy Distillation (ReOPD), an off-environment alternative that reuses pre-collected teacher trajectories as replayed prefixes: the student acts at selected steps, while the teacher provides dense per-step supervision without executing new environment interactions. We show that multi-turn OPD introduces a prefix trap: making histories more student-on-policy improves relevance to the student, but can query the teacher on histories where its target is unreliable. This creates a two-sided distribution shift between student occupancy and teacher reliability. ReOPD addresses this by treating multi-turn OPD as a reliability-aware prefix distribution design and implements it with a simple step-decaying sampling schedule that emphasizes early, lower-shift prefixes. Across mathematical reasoning with Python and search environments over multiple teacher and student model scales, ReOPD preserves or improves OPD-level accuracy, uses zero tool calls during student training, and is at least 4×\times faster per rollout than OPD. ReOPD therefore turns expensive agent-environment interaction into a reusable offline resource, enabling scalable distillation across tools, tasks, and environments.
Baohao Liao, Hanze Dong, Christof Monz +3
Jun 22, 2026cs.AI

Measuring Behavior Portability in Large Language Models

Large language models are increasingly deployed as autonomous decision makers, yet the behavioral mapping they exhibit can vary substantially across decision environments that are payoff-equivalent by construction-environments that share identical payoff-relevant structure but differ in surface presentation. This sensitivity renders suite-based evaluation fragile and raises a fundamental question of behavioral portability: how well does a behavioral mapping learned in one decision environment informative on another that preserves the same underlying incentive structure? We introduce a formal framework to measure this property. Our protocol fits an interpretable behavioral model on data pooled from a set of source environments and evaluates its out-of-sample predictive performance in a held-out target environment, benchmarking against an oracle trained directly on target data. Portability is quantified via a loss-agnostic measure that delivers worst-case bounds on the performance of the induced prediction-action mapping in the target environment. In controlled experiments spanning seven canonical economic decision problems, we document substantial and systematic portability losses, suggesting that behavioral characterizations of LLMs obtained in one decision environment cannot be assumed to transfer reliably to structurally equivalent alternatives.
Tianjia Dong, Nadav Kunievsky, James A. Evans
Jun 6, 2026quant-ph

QnRL: Quantum-Native Reinforcement Learning

Quantum reinforcement learning (QRL) is a promising approach to learn effective decision strategies across several applications with stochastic environments. Instead of directly modeling the random variables that govern these environments, existing QRL architectures indirectly approximate environment behavior by estimating expected outcomes, which limits their expressive power and adaptive potential. Overcoming such challenges requires a novel QRL approach that exploits the distributional nature of quantum computers to directly model environment random variables as quantum state distributions. Hence, in this paper, a novel framework dubbed quantum-native reinforcement learning (QnRL) is proposed. QnRL is a distributional RL framework that learns conditional distributions naturally in Hilbert space via superimposed and entangled quantum states. Thus, QnRL can directly model the behavior of stochastic learning environments via the natural properties of quantum systems. QnRL accomplishes this via a novel, proposed quantum amplitude kickback (QuAK) algorithm that enables comparing the nn-th power of the mm-th moment of multiple superimposed distributions. It is theoretically proven that a conditional action policy distribution is distilled from the moments of a quantum generative model entirely within Hilbert space via QuAK, and optimized via QnRL. This complex distribution composition is also shown to provide extra dimensions for expressing environment correlations that are unknown to purely classical and classically-sampled quantum distributional models. Experimental results across diverse environments show that QnRL achieves up to 82.9%82.9\% higher evaluation scores, with up to 94.3%94.3\% fewer parameters on average, more accurately estimates the expected return for unseen observations, and better adapts to varying stochastic conditions compared to the baseline.
Alexander DeRieux, Walid Saad
May 25, 2026cs.AI

Anchor: Mitigating Artifact Drift in Agent Benchmark Generation

AI agents are beginning to complete valuable, long-horizon business operations tasks, but training and evaluation environments for enterprise work still struggle to balance realism, verifiability, and scale. Environment and task creation frequently suffers from a failure mode we call artifact drift: when instructions, environments, oracles, and verifiers are created by loosely coupled processes, they frequently disagree on what a task requires, producing environments that are unsolvable, reward-hackable, or inconsistent. We introduce Anchor, a task-generation pipeline that formalizes domain experts' specifications of business workflows into constraint optimization programs. From a single parametric specification, the pipeline jointly produces a natural-language instruction, environment configuration, solver-certified ground-truth solution, and state-based verifier. With Anchor, altering parameters yields new tasks with controlled difficulty and known optimal solutions, producing harness-agnostic environments whose rewards depend solely on end-state business correctness. We apply Anchor to produce ERP-Bench: a benchmark of 300 long-horizon tasks spanning procurement and manufacturing workflows in a production-grade ERP system. We find that generation parameters predict realized difficulty, and that frontier models satisfy explicit task constraints in 26.1% of trials but reach a fully optimal solution in only 17.4% of trials. Overall, we show that Anchor and ERP-Bench offer a concrete recipe for building auditable evaluation environments for economically valuable agent work. We release the task generator and ERP-Bench dataset at erpbench.ai
Maksim Ivanov, Abhijay Rana