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Papers

Apr 18, 2026cs.AI

PersonalHomeBench: Evaluating Agents in Personalized Smart Homes

Agentic AI systems are rapidly advancing toward real-world applications, yet their readiness in complex and personalized environments remains insufficiently characterized. To address this gap, we introduce PersonalHomeBench, a benchmark for evaluating foundation models as agentic assistants in personalized smart home environments. The benchmark is constructed through an iterative process that progressively builds rich household states, which are then used to generate personalized, context-dependent tasks. To support realistic agent-environment interaction, we provide PersonalHomeTools, a comprehensive toolbox enabling household information retrieval, appliance control, and situational understanding. PersonalHomeBench evaluates both reactive and proactive agentic abilities under unimodal and multimodal observations. Thorough experimentation reveals a systematic performance reduction as task complexity increases, with pronounced failures in counterfactual reasoning and under partial observability, where effective tool-based information gathering is required. These results position PersonalHomeBench as a rigorous evaluation platform for analyzing the robustness and limitations of personalized agentic reasoning and planning.
Manasa Bharadwaj, Yolanda Liu, InJung Yang +5
Apr 17, 2026cs.RO

From Seeing to Simulating: Generative High-Fidelity Simulation with Digital Cousins for Generalizable Robot Learning and Evaluation

Learning robust robot policies in real-world environments requires diverse data augmentation, yet scaling real-world data collection is costly due to the need for acquiring physical assets and reconfiguring environments. Therefore, augmenting real-world scenes into simulation has become a practical augmentation for efficient learning and evaluation. We present a generative framework that establishes a generative real-to-sim mapping from real-world panoramas to high-fidelity simulation scenes, and further synthesize diverse cousin scenes via semantic and geometric editing. Combined with high-quality physics engines and realistic assets, the generated scenes support interactive manipulation tasks. Additionally, we incorporate multi-room stitching to construct consistent large-scale environments for long-horizon navigation across complex layouts. Experiments demonstrate a strong sim-to-real correlation validating our platform's fidelity, and show that extensively scaling up data generation leads to significantly better generalization to unseen scene and object variations, demonstrating the effectiveness of Digital Cousins for generalizable robot learning and evaluation.
Jasper Lu, Zhenhao Shen, Yuanfei Wang +8
Apr 16, 2026cs.CR

CSLE: A Reinforcement Learning Platform for Autonomous Security Management

Reinforcement learning is a promising approach to autonomous and adaptive security management in networked systems. However, current reinforcement learning solutions for security management are mostly limited to simulation environments and it is unclear how they generalize to operational systems. In this paper, we address this limitation by presenting CSLE: a reinforcement learning platform for autonomous security management that enables experimentation under realistic conditions. Conceptually, CSLE encompasses two systems. First, it includes an emulation system that replicates key components of the target system in a virtualized environment. We use this system to gather measurements and logs, based on which we identify a system model, such as a Markov decision process. Second, it includes a simulation system where security strategies are efficiently learned through simulations of the system model. The learned strategies are then evaluated and refined in the emulation system to close the gap between theoretical and operational performance. We demonstrate CSLE through four use cases: flow control, replication control, segmentation control, and recovery control. Through these use cases, we show that CSLE enables near-optimal security management in an environment that approximates an operational system.
Kim Hammar
Apr 16, 2026cs.RO

NEAT-NC: NEAT guided Navigation Cells for Robot Path Planning

To navigate a space, the brain makes an internal representation of the environment using different cells such as place cells, grid cells, head direction cells, border cells, and speed cells. All these cells, along with sensory inputs, enable an organism to explore the space around it. Inspired by these biological principles, we developed NEATNC, a Neuro-Evolution of Augmenting Topology guided Navigation Cells. The goal of the paper is to improve NEAT algorithm performance in path planning in dynamic environments using spatial cognitive cells. This approach uses navigation cells as inputs and evolves recurrent neural networks, representing the hippocampus part of the brain. The performance of the proposed algorithm is evaluated in different static and dynamic scenarios. This study highlights NEAT's adaptability to complex and different environments, showcasing the utility of biological theories. This suggests that our approach is well-suited for real-time dynamic path planning for robotics and games.
Hibatallah Meliani, Khadija Slimani, Samira Khoulji
Apr 16, 2026cs.RO

Trajectory Planning for a Multi-UAV Rigid-Payload Cascaded Transportation System Based on Enhanced Tube-RRT*

This paper presents a two-stage trajectory planning framework for a multi-UAV rigid-payload cascaded transportation system, aiming to address planning challenges in densely cluttered environments. In Stage I, an Enhanced Tube-RRT* algorithm is developed by integrating active hybrid sampling and an adaptive expansion strategy, enabling rapid generation of a safe and feasible virtual tube in environments with dense obstacles. Moreover, a trajectory smoothness cost is explicitly incorporated into the edge cost to reduce excessive turns and thereby mitigate cable-induced oscillations. Simulation results demonstrate that the proposed Enhanced Tube-RRT* achieves a higher success rate and effective sampling rate than mixed-sampling Tube-RRT* (STube-RRT*) and adaptive-extension Tube-RRT* (AETube-RRT*), while producing a shorter optimal path with a smaller cumulative turning angle. In Stage II, a convex quadratic program is formulated by considering payload translational and rotational dynamics, cable tension constraints, and collision-safety constraints, yielding a smooth, collision-free desired payload trajectory. Finally, a centralized geometric control scheme is applied to the cascaded system to validate the effectiveness and feasibility of the proposed planning framework, offering a practical solution for payload attitude maneuvering in densely cluttered environments.
Jianqiao Yu, Jia Li, Tianhua Gao
Apr 16, 2026cs.RO

POMDP-based Object Search with Growing State Space and Hybrid Action Domain

Efficiently locating target objects in complex indoor environments with diverse furniture, such as shelves, tables, and beds, is a significant challenge for mobile robots. This difficulty arises from factors like localization errors, limited fields of view, and visual occlusion. We address this by framing the object-search task as a highdimensional Partially Observable Markov Decision Process (POMDP) with a growing state space and hybrid (continuous and discrete) action spaces in 3D environments. Based on a meticulously designed perception module, a novel online POMDP solver named the growing neural process filtered k-center clustering tree (GNPF-kCT) is proposed to tackle this problem. Optimal actions are selected using Monte Carlo Tree Search (MCTS) with belief tree reuse for growing state space, a neural process network to filter useless primitive actions, and k-center clustering hypersphere discretization for efficient refinement of high-dimensional action spaces. A modified upper-confidence bound (UCB), informed by belief differences and action value functions within cells of estimated diameters, guides MCTS expansion. Theoretical analysis validates the convergence and performance potential of our method. To address scenarios with limited information or rewards, we also introduce a guessed target object with a grid-world model as a key strategy to enhance search efficiency. Extensive Gazebo simulations with Fetch and Stretch robots demonstrate faster and more reliable target localization than POMDP-based baselines and state-of-the-art (SOTA) non-POMDP-based solvers, especially large language model (LLM) based methods, in object search under the same computational constraints and perception systems. Real-world tests in office environments confirm the practical applicability of our approach. Project page: https://sites.google.com/view/gnpfkct.
Yongbo Chen, Hesheng Wang, Shoudong Huang +1
Apr 16, 2026cs.AI

ADAPT: Benchmarking Commonsense Planning under Unspecified Affordance Constraints

Intelligent embodied agents should not simply follow instructions, as real-world environments often involve unexpected conditions and exceptions. However, existing methods usually focus on directly executing instructions, without considering whether the target objects can actually be manipulated, meaning they fail to assess available affordances. To address this limitation, we introduce DynAfford, a benchmark that evaluates embodied agents in dynamic environments where object affordances may change over time and are not specified in the instruction. DynAfford requires agents to perceive object states, infer implicit preconditions, and adapt their actions accordingly. To enable this capability, we introduce ADAPT, a plug-and-play module that augments existing planners with explicit affordance reasoning. Experiments demonstrate that incorporating ADAPT significantly improves robustness and task success across both seen and unseen environments. We also show that a domain-adapted, LoRA-finetuned vision-language model used as the affordance inference backend outperforms a commercial LLM (GPT-4o), highlighting the importance of task-aligned affordance grounding.
Pei-An Chen, Yong-Ching Liang, Jia-Fong Yeh +4
Apr 9, 2026cs.CV

MotionScape: A Motion-Stratified UAV Video Benchmark for World Modeling and Future Video Generation

Unmanned aerial vehicles (UAVs) are increasingly crucial for low-altitude autonomy and complex environment understanding. World models enable UAVs to anticipate how future states may evolve under potential actions, providing predictive support for autonomous decision-making. For video world models, future video generation serves as a means of simulating future visual states, providing a direct basis for evaluating their predictive capability. However, existing UAV video resources typically focus on specific control signals or simulated environments. Standardized benchmarks for multi-condition UAV-view future video generation are still limited. To bridge this gap, we introduce MotionScape, a real-world UAV-view benchmark comprising 228 high-resolution video clips totaling 62,700 frames, with semantic annotations of weather and illumination conditions, scene environment, and camera-viewpoint motion. The clips are stratified into low-, medium-, and high-motion strata using optical-flow-based motion intensity. MotionScape supports Text2World, Image2World, and Video2World evaluation under a unified future-generation protocol. Technical validation with representative baseline models assesses performance across conditioning settings and motion strata, providing a unified platform for evaluating the future visual simulation capabilities of UAV world models.
Zile Guo, Zhan Chen, Xiaoxuan Liu +5
Apr 9, 2026cs.CV

Stitch4D: Sparse Multi-Location 4D Urban Reconstruction via Spatio-Temporal Interpolation

Dynamic urban environments are often captured by cameras placed at spatially separated locations with little or no view overlap. However, most existing 4D reconstruction methods assume densely overlapping views and struggle under sparse multi-location observations, producing unstable reconstructions in unobserved intermediate regions. To address this practical yet underexplored setting, we propose Stitch4D, a unified 4D reconstruction framework that compensates for missing spatial coverage in sparsely observed urban environments. Stitch4D synthesizes intermediate bridge views between distant camera locations and jointly optimizes real and synthesized observations in a unified coordinate frame with inter-location consistency constraints. By recovering intermediate spatial coverage before optimization, Stitch4D mitigates geometric collapse and improves reconstruction stability in sparse regions. To evaluate this setting, we introduce Urban Sparse 4D (U-S4D), a controlled CARLA-based benchmark for free-viewpoint reconstruction under sparse multi-location configurations. Experiments on U-S4D show that Stitch4D consistently outperforms representative 4D reconstruction baselines in image-quality metrics. These results suggest that recovering intermediate spatial coverage is an effective strategy for stabilizing 4D reconstruction in sparse urban environments. The project page is provided in https://stitch4d-project-page.vercel.app/.
Hina Kogure, Kei Katsumata, Taiki Miyanishi +1
Apr 8, 2026cs.LG

Event-Centric World Modeling with Memory-Augmented Retrieval for Embodied Decision-Making

Autonomous agents operating in dynamic environments increasingly demand decision-making systems that are both efficient and interpretable. Hence we propose the Event-Retrieve-Action (ERA) framework, an alternative formulation for embodied decision-making that bridges the gap between black-box imitation and interpretable memory retrieval while enabling online refinement without retraining. The environment is represented as structured semantic events encoded into an interpretable latent representation, and decisions are generated by retrieving relevant prior experiences from a knowledge bank of event-action pairs. Final actions are produced through weighted aggregation of retrieved maneuvers, enabling transparent and physically consistent decision-making. Experiments in UAV navigation demonstrate real-time performance and adaptive behavior in dynamic environments as a representative embodied decision-making application scenario.
Zhaowen Fan, Rongchao Zhang, Yunxiang Han
Mar 26, 2026cs.RO

RHINO-AR: An Augmented Reality Exhibit for Teaching Mobile Robotics Concepts in Museums

Understanding autonomous mobile robots is challenging for people without robotics expertise, because key processes such as sensing, mapping, and planning are invisible. We present RHINO-AR, an interactive Augmented Reality (AR) museum exhibit that reintroduces the historical mobile robot RHINO into its original exhibition environment at the Deutsches Museum Bonn. To make the autonomous behavior that once made RHINO historically significant accessible again, our previous work, RHINO-VR, reconstructed the robot and its environment in a fully virtual museum scene. While engaging, this fully virtual presentation separated visitors from the real exhibition space and from the physical robot on display. RHINO-AR closes this reality gap by placing a virtual reconstruction of RHINO directly into the real museum space. Implemented on a Magic Leap 2 headset using Unity, our system combines real-time environment meshing with interactive visualizations of LiDAR sensing, traversability, and path planning to make otherwise invisible robotics processes understandable to non-expert visitors. We evaluated RHINO-AR in a two-day museum study with 22 participants, assessing usability, technical performance, satisfaction, conceptual understanding, and preference compared to RHINO-VR. The results indicate that RHINO-AR was well received, conveyed the targeted navigation concepts to a non-expert audience, and was generally preferred over the VR exhibit due to its stronger physical grounding and increased realism.
Nils Dengler, Tim Graf, Leif Van Holland +3
Mar 24, 2026cs.CV

WorldMesh: Generating Navigable Multi-Room 3D Scenes via Mesh-Conditioned Image Diffusion

Recent progress in image and video synthesis has inspired their use in advancing 3D scene generation. However, we observe that text-to-image and -video approaches struggle to maintain scene- and object-level consistency beyond a limited environment scale without a persistent, explicit geometric representation. We thus present a geometry-first approach that decouples this complex problem of large-scale 3D scene synthesis into its structural composition, represented as a mesh scaffold, and realistic appearance synthesis, which leverages powerful image synthesis models conditioned on the mesh scaffold. From an input text description, we first construct a mesh capturing the environment's geometry (walls, floors, etc.), and then use image synthesis, segmentation and object reconstruction to populate the mesh structure with objects in realistic layouts. This mesh scaffold is then rendered to condition image synthesis, providing a structural backbone for consistent appearance generation. This enables scalable, arbitrarily-sized 3D scenes of high object richness and diversity, combining robust 3D consistency with photorealistic detail. We believe this marks a significant step toward generating truly environment-scale, immersive 3D worlds.
Manuel-Andreas Schneider, Angela Dai
Mar 20, 2026cs.RO

IndoorR2X: Indoor Robot-to-Everything Coordination with LLM-Driven Planning

Although robot-to-robot (R2R) communication improves indoor scene understanding beyond what a single robot can achieve, R2R alone cannot overcome partial observability without substantial exploration overhead or scaling team size. In contrast, many indoor environments already include low-cost Internet of Things (IoT) sensors (e.g., cameras) that provide persistent, building-wide context beyond onboard perception. We therefore introduce IndoorR2X, a benchmark and simulation framework for Large Language Model (LLM)-driven multi-robot task planning with Robot-to-Everything (R2X) perception and communication in indoor environments. IndoorR2X integrates observations from mobile robots and static IoT devices to construct a global semantic state that supports scalable scene understanding, reduces redundant exploration, and enables high-level coordination through LLM-based planning. IndoorR2X provides configurable simulation environments, sensor layouts, robot teams, and task suites to systematically evaluate semantic-level coordination strategies. Extensive experiments across diverse settings demonstrate that IoT-augmented world modeling improves multi-robot efficiency and reliability, and we highlight key insights and failure modes for advancing LLM-based collaboration between robot teams and indoor IoT sensors. Project page: https://fandulu.github.io/IndoorR2X_project_page/.
Fan Yang, Soumya Teotia, Shaunak A. Mehta +8
Mar 20, 2026cs.CL

LiveClawBench: Benchmarking LLM Agents on Complex, Real-World Assistant Tasks

OpenClaw-style personal assistants extend LLM agents from isolated tool use to open-ended, stateful, and personalized software environments. Evaluating these assistants is fundamentally a fidelity problem: benchmarks must be faithful both to the distribution of real assistant tasks and to the execution semantics of the environments in which those tasks unfold. Existing benchmarks often lose fidelity in one dimension or the other. Their task distributions are shaped by what is easy to isolate, mock, and verify, underrepresenting real-world difficulties such as cross-service dependency, contaminated state, implicit intent, and runtime change. Their environments are either live but hard to reproduce, or reproducible but reduced to endpoint-level stubs that remove sessions, artifacts, state transitions, and downstream side effects. We introduce LiveClawBench, a benchmark designed around this dual-fidelity requirement. LiveClawBench combines a Triple-Axis Complexity Framework for difficulty-driven task construction with reproducible full-stack mock applications that preserve stateful execution semantics. With 134 executable cases across 10 domains with 22 mocked services, LiveClawBench supports controlled, extensible, and factor-level diagnostic evaluation of realistic agentic tasks. We release the benchmark resources: (1) Benchmark: https://github.com/Mosi-AI/LiveClawBench; (2) Leaderboard: https://mosi-ai.github.io/LiveClawBench/leaderboard/; (3) Trajectories: https://huggingface.co/datasets/Mosi-AI/LiveClawbench-trajectories
Xiang Long, Li Du, Yilong Xu +11
Mar 17, 2026cs.CL

Online Experiential Learning for Language Models

The prevailing paradigm for improving large language models relies on offline training with human annotations or simulated environments, leaving the rich experience accumulated during real-world deployment entirely unexploited. We propose Online Experiential Learning (OEL), a framework that enables language models to continuously improve from their own deployment experience. OEL operates in two stages: first, transferable experiential knowledge is extracted and accumulated from interaction trajectories collected on the user side; second, this knowledge is consolidated into model parameters via on-policy context distillation, requiring no access to the user-side environment. The two stages are iterated to form an online learning loop, where the improved model collects higher-quality trajectories that yield richer experiential knowledge for subsequent rounds. We evaluate OEL on text-based game environments across multiple model scales and both thinking and non-thinking variants. OEL achieves consistent improvements over successive iterations, enhancing both task accuracy and token efficiency while preserving out-of-distribution performance. Our analysis further shows that extracted experiential knowledge is significantly more effective than raw trajectories, and that on-policy consistency between the knowledge source and the policy model is critical for effective learning.
Tianzhu Ye, Li Dong, Qingxiu Dong +3
Feb 28, 2026cs.RO

I-Perceive: A Foundation Model for Vision-Language Active Perception

Active perception - the ability of a robot to proactively select viewpoints to acquire task-relevant information - is essential for robust operation in real-world environments. However, existing approaches are typically limited to fixed objectives or constrained settings, and struggle to generalize to open-ended perception intents specified in natural language. We propose I-Perceive, a foundation model for language-conditioned active perception in large-scale indoor environments. Given a query image, a set of context images, and a natural language instruction, I-Perceive predicts a 6D camera pose that fulfills the specified perception intent. The model integrates a vision-language pathway for semantic grounding with a geometric reasoning pathway for multi-view 3D understanding, connected via multi-layer semantic fusion to enable language-conditioned geometric reasoning. To support scalable training, we construct a large-scale dataset of language-viewpoint pairs from both real-world scene-scanning data and simulated environments using an automated pipeline. Extensive experiments demonstrate that I-Perceive significantly outperforms strong baselines on prediction accuracy, viewpoint feasibility, and instructions alignment. The model exhibits strong zero-shot generalization to unseen scenes and instructions, and enables closed-loop active perception, progressively refining viewpoints over sequential interactions.
Yongxi Huang, Zhuohang Wang, Wenjing Tang +3
Feb 23, 2026cs.RO

CoReLIN: Constraint-based Reasoning for Zero-shot Lifelong Interactive Navigation

Robot navigation typically assumes an obstacle-free path exists between start and goal. In real environments, however, clutter may block all routes. We introduce Lifelong Interactive Navigation, where a mobile robot with manipulation capabilities must move objects to forge paths and complete sequential object-placement tasks. Because environment modifications persist, decisions impact future navigability and task difficulty. We propose CoReLIN, an LLM-driven constraint-based reasoning framework with active perception. CoReLIN reasons over a structured scene graph to decide which objects to relocate, where to place them, and where to explore next. A standard motion planner executes reliable navigation and manipulation primitives. To evaluate long-horizon behavior, we introduce 2 new metrics - Long-term Efficiency Score (LES), a unified metric capturing success, execution efficiency, environment optimality, captured by Price of Clutter. In ProcTHOR-10k, CoReLIN outperforms best baseline by 16% under standard metrics and LES, and transfers to real-world hardware.
Apoorva Vashisth, Manav Kulshrestha, Pranav Bakshi +3
Feb 22, 2026cs.RO

Understanding Fire Through Thermal Radiation Fields for Mobile Robots

Safely moving through environments affected by fire is a critical capability for autonomous mobile robots deployed in disaster response. In this work, we present a novel approach for mobile robots to understand fire through building real-time thermal radiation fields. We register depth and thermal images to obtain a 3D point cloud annotated with temperature values. From these data, we identify fires and use the Stefan-Boltzmann law to approximate the thermal radiation in empty spaces. This enables the construction of a continuous thermal radiation field over the environment. We show that this representation can be used for robot navigation, where we embed thermal constraints into the cost map to compute collision-free and thermally safe paths. We validate our approach on a Boston Dynamics Spot robot in controlled experimental settings. Our experiments demonstrate the robot's ability to avoid hazardous regions while still reaching navigation goals. Our approach paves the way toward mobile robots that can be autonomously deployed in fire-affected environments, with potential applications in search-and-rescue, firefighting, and hazardous material response.
Anton R. Wagner, Madhan Balaji Rao, Xuesu Xiao +1
Feb 20, 2026cs.RO

GrandTour: A Legged Robotics Dataset in the Wild for Multi-Modal Perception and State Estimation

Accurate state estimation and multi-modal perception are prerequisites for autonomous legged robots in complex, large-scale environments. To date, no large-scale public legged-robot dataset captures the real-world conditions needed to develop and benchmark algorithms for legged-robot state estimation, perception, and navigation. To address this, we introduce the GrandTour dataset, a multi-modal legged-robotics dataset collected across challenging outdoor and indoor environments, featuring an ANYbotics ANYmal-D quadruped equipped with the Boxi multi-modal sensor payload. GrandTour spans a broad range of environments and operational scenarios across distinct test sites, ranging from alpine scenery and forests to demolished buildings and urban areas, and covers a wide variation in scale, complexity, illumination, and weather conditions. The dataset provides time-synchronized sensor data from spinning LiDARs, multiple RGB cameras with complementary characteristics, proprioceptive sensors, and stereo depth cameras. Moreover, it includes high-precision ground-truth trajectories from satellite-based RTK-GNSS and a Leica Geosystems total station. This dataset supports research in SLAM, high-precision state estimation, and multi-modal learning, enabling rigorous evaluation and development of new approaches to sensor fusion in legged robotic systems. With its extensive scope, GrandTour represents the largest open-access legged-robotics dataset to date. The dataset is available at https://grand-tour.leggedrobotics.com on HuggingFace (ROS-independent), and in ROS formats, along with tools and demo resources.
Turcan Tuna, Jonas Frey, Frank Fu +5
Feb 16, 2026cs.CV

pFedNavi: Structure-Aware Personalized Federated Vision-Language Navigation for Embodied AI

Vision-Language Navigation VLN requires large-scale trajectory instruction data from private indoor environments, raising significant privacy concerns. Federated Learning FL mitigates this by keeping data on-device, but vanilla FL struggles under VLNs' extreme cross-client heterogeneity in environments and instruction styles, making a single global model suboptimal. This paper proposes pFedNavi, a structure-aware and dynamically adaptive personalized federated learning framework tailored for VLN. Our key idea is to personalize where it matters: pFedNavi adaptively identifies client-specific layers via layer-wise mixing coefficients, and performs fine-grained parameter fusion on the selected components (e.g., the encoder-decoder projection and environment-sensitive decoder layers) to balance global knowledge sharing with local specialization. We evaluate pFedNavi on two standard VLN benchmarks, R2R and RxR, using both ResNet and CLIP visual representations. Across all metrics, pFedNavi consistently outperforms the FedAvg-based VLN baseline, achieving up to 7.5% improvement in navigation success rate and up to 7.8% gain in trajectory fidelity, while converging 1.38x faster under non-IID conditions.
Qingqian Yang, Hao Wang, Sai Qian Zhang +6
Feb 9, 2026cs.LG

SoK: The Pitfalls of Deep Reinforcement Learning for Cybersecurity

Deep Reinforcement Learning (DRL) has achieved remarkable success in domains requiring sequential decision-making, motivating its application to cybersecurity problems. However, transitioning DRL from laboratory simulations to bespoke cyber environments can introduce numerous issues. This is further exacerbated by the often adversarial, non-stationary, and partially-observable nature of most cybersecurity tasks. In this paper, we identify and systematize 11 methodological pitfalls that frequently occur in DRL for cybersecurity (DRL4Sec) literature across the stages of environment modeling, agent training, performance evaluation, and system deployment. By analyzing 66 significant DRL4Sec papers (2018-2025), we quantify the prevalence of each pitfall and find an average of over five pitfalls per paper. We demonstrate the practical impact of these pitfalls using controlled experiments in (i) autonomous cyber defense, (ii) adversarial malware creation, and (iii) web security testing environments. Finally, we provide actionable recommendations for each pitfall to support the development of more rigorous and deployable DRL-based security systems.
Shae McFadden, Myles Foley, Elizabeth Bates +5
Jan 19, 2026cs.CL

Paid Voices vs. Public Feeds: Interpretable Cross-Platform Theme-Based Analysis of Climate Discourse

Climate discourse online shapes public understanding of climate change and informs political and policy debate, yet it unfolds across structurally different environments: paid advertising platforms host targeted, institutionally produced messaging, while public social media reflects largely organic, user-driven discussion. We present a comparative analysis of climate discourse across paid advertisements on Meta (previously Facebook) and public posts on Bluesky from July 2024 to September 2025. To support it, we develop an interpretable thematic discovery pipeline that clusters texts by semantic similarity and uses large language models (LLMs) to label clusters with concise, human-interpretable themes, requiring no predefined topic inventory or seed set. Using these themes, we find the two environments diverge systematically: paid advertising centers on strategic promotion of specific solutions in a formal, forward-looking register, whereas organic discourse centers on systemic critique in a crisis-oriented, scientifically grounded one. We also evaluate the utility of the discovered themes through downstream stance prediction and theme-guided retrieval tasks. While our analysis focuses on climate communication, the framework generalizes to comparative thematic analysis across heterogeneous communication environments.
Samantha Sudhoff, Pranav Perumal, Zhaoqing Wu +1
Jan 12, 2026cs.AI

OpenTinker: Separating Concerns in Agentic Reinforcement Learning

We introduce \textsc{OpenTinker}, an open infrastructure for training large language model (LLM) agents with many LoRA-backed policies over shared execution resources. Modern agent workloads mix supervised fine-tuning (SFT), online reinforcement learning (RL), rollout generation, validation, and multi-turn environment interaction. In such workloads, LoRA adapters are not static inference artifacts: they are frequently updated policy states whose optimizer state, rollout snapshot, and training data attribution must remain consistent. \textsc{OpenTinker} centers the runtime around this policy lifecycle. Users define environments, agents, and learning objectives, while the system manages training clients, rollout samplers, checkpoint handles, and policy-version refresh. The same data path supports SFT and RL by converting trajectories into token sequences with explicit masks: context and environment observations condition the model, while generated action tokens carry supervised weights or RL advantages. This design enables multi-LoRA SFT/RL training in which many users, tasks, or agents can share a base model while keeping adapter updates, checkpoints, and rollout snapshots isolated. We describe the system architecture, the adapter lifecycle, the service-backed snapshot handoff used by the current implementation, the backend contract for mixed-adapter rollout kernels, and the training scheduler that isolates adapter-local gradients and optimizer state. Representative validation tasks exercise single-turn, multi-turn, LoRA, and multi-agent agentic training.
Siqi Zhu, Jiaxuan You
Nov 28, 2025cs.LG

Distributed Dynamic Associative Memory via Online Convex Optimization

An associative memory (AM) enables cue-response recall, and it has recently been recognized as a key mechanism underlying modern neural architectures such as Transformers. In this work, we introduce the concept of distributed dynamic associative memory (DDAM), which extends classical AM to settings with multiple agents and time-varying data streams. In DDAM, each agent maintains a local AM that must not only store its own associations but also selectively memorize information from other agents based on a specified interest matrix. To address this problem, we propose a novel tree-based distributed online gradient descent algorithm, termed DDAM-TOGD, which enables each agent to update its memory on the fly via inter-agent communication over designated routing trees. We derive rigorous performance guarantees for DDAM-TOGD, proving sublinear static regret in stationary environments and a path-length dependent dynamic regret bound in non-stationary environments. These theoretical results provide insights into how communication delays and network structure impact performance. Building on the regret analysis, we further introduce a combinatorial tree design strategy that optimizes the routing trees to minimize communication delays, thereby improving regret bounds. Numerical experiments demonstrate that the proposed DDAM-TOGD framework achieves superior accuracy and robustness compared to representative online learning baselines such as consensus-based distributed optimization, confirming the benefits of the proposed approach in dynamic, distributed environments.
Bowen Wang, Matteo Zecchin, Osvaldo Simeone
Nov 12, 2025cs.LG

SEBA: Sample-Efficient Black-Box Attacks on Visual Reinforcement Learning

Visual reinforcement learning has achieved remarkable progress in visual control and robotics, but its vulnerability to adversarial perturbations remains underexplored. Most existing black-box attacks focus on vector-based or discrete-action RL, and their effectiveness on image-based continuous control is limited by the large action space and excessive environment queries. We propose SEBA, a sample-efficient framework for black-box adversarial attacks on visual RL agents. SEBA integrates a shadow Q model that estimates cumulative rewards under adversarial conditions, a generative adversarial network that produces visually imperceptible perturbations, and a world model that simulates environment dynamics to reduce real-world queries. Through a two-stage iterative training procedure that alternates between learning the shadow model and refining the generator, SEBA achieves strong attack performance while maintaining efficiency. Experiments on MuJoCo and Atari benchmarks show that SEBA significantly reduces cumulative rewards, preserves visual fidelity, and greatly decreases environment interactions compared to prior black-box and white-box methods. The code is available at https://github.com/tairanhuang/seba online.
Tairan Huang, Yulin Jin, Junxu Liu +2
Nov 6, 2025cs.AI

When Assisting One Disempowers Another

Personal AI agents are increasingly deployed in shared environments, where their actions affect not just the primary user they are assisting, but bystanders who never consented to being affected by the system. We show that a well-meaning AI assistant optimizing for one user's benefit can unintentionally erode a bystander's agency, a phenomenon we formalize as bystander disempowerment. We theoretically characterize the conditions under which disempowerment arises, showing it emerges when an assistant systematically selects actions that increase user empowerment at the bystander's expense. We empirically demonstrate this in Disempower-Grid, a parameterized suite of multi-agent gridworld environments, finding that between 27-96% of procedurally generated environments exhibit disempowerment, and that the presence of disempowerment depends strongly on assistant objective and capability, not just environmental structure.
Claire Yang, Claire Jie Zhang, Maya Cakmak +1
Oct 3, 2025cs.RO

Whisker-based Tactile Flight for Tiny Drones

Tiny flying robots hold great potential for search-and-rescue, safety inspections, and environmental monitoring, but their small size and limited computational resources constrain onboard sensing capabilities. Inspired by animals such as rats and moles, which rely on lightweight whiskers to navigate and perceive their surroundings through touch, we present a 3.2-gram whisker-based tactile sensing apparatus that enables tiny drones to perceive and interact with their environment through gentle physical contact, even in complete darkness. The apparatus employs barometers at the base of each whisker to estimate contact depth, enabling obstacle localization while minimizing contact-induced destabilization. To compensate for sensor noise and drift during sustained contact, we develop a tactile depth estimation pipeline that achieves millimeter-scale depth estimation accuracy. Together, these innovations enable tiny drones to autonomously avoid obstacles, contour surfaces, and explore confined spaces, guided by onboard tactile sensing across both rigid and soft environments. Running entirely onboard a microcontroller with just 192 KB of memory, our system demonstrates autonomous tactile flight across various scenarios. This bio-inspired approach extends perception for mobile robots beyond vision, opening new possibilities for autonomous operations in visually degraded and GPS-denied environments.
Chaoxiang Ye, Guido de Croon, Salua Hamaza
Jul 15, 2025cs.AI

Illuminating the Three Dogmas of Reinforcement Learning under Evolutionary Light

Artificial learning systems are graduating from passive learners to increasingly autonomous agents, lending pragmatic urgency to the question of what constitutes agency. Reinforcement learning (RL) offers arguably the most explicit formulation of agent-environment interaction, built on three core tenets: the environment as a Markov decision process, learning as policy optimization, and the agent as a maximizer of scalar reward. Recent work has called to revise these tenets: reconceptualizing learning as adaptation rather than optimization, broadening goals beyond scalar reward, and noting the absence of a formal theory of the agent in a formalism that so heavily emphasizes the environment. We argue that the artificial life community is uniquely positioned to illuminate this critique and concretize an alternative. We draw on open-ended novelty search as a complementary model of adaptation and goal-directed behavior beyond reward optimization, and ground such evolutionary dynamics in thermodynamic theories of origin-of-life and agency, toward a more biologically faithful and formally grounded account of what it is to be an adaptive agent.
Mani Hamidi, Terrence W. Deacon
Jul 10, 2025cs.AI

StarDojo: Benchmarking Open-Ended Behaviors of Agentic Multimodal LLMs in Production-Living Simulations with Stardew Valley

Autonomous agents navigating human society must master both production activities and social interactions, yet existing benchmarks rarely evaluate these skills simultaneously. To bridge this gap, we introduce StarDojo, a novel benchmark based on Stardew Valley, designed to assess AI agents in open-ended production-living simulations. In StarDojo, agents are tasked to perform essential livelihood activities such as farming and crafting, while simultaneously engaging in social interactions to establish relationships within a vibrant community. StarDojo features 1,000 meticulously curated tasks across five key domains: farming, crafting, exploration, combat, and social interactions. Additionally, we provide a compact subset of 100 representative tasks for efficient model evaluation. The benchmark offers a unified, user-friendly interface that eliminates the need for keyboard and mouse control, supports all major operating systems, and enables the parallel execution of multiple environment instances, making it particularly well-suited for evaluating the most capable foundation agents, powered by multimodal large language models (MLLMs). Extensive evaluations of state-of-the-art MLLMs agents demonstrate substantial limitations, with the best-performing model, GPT-4.1, achieving only a 12.7% success rate, primarily due to challenges in visual understanding, multimodal reasoning and low-level manipulation. As a user-friendly environment and benchmark, StarDojo aims to facilitate further research towards robust, open-ended agents in complex production-living environments.
Weihao Tan, Changjiu Jiang, Yu Duan +5
Jun 17, 2025cs.LG

Adaptive Reinforcement Learning for Unobservable Random Delays

In standard reinforcement learning (RL) settings, the interaction between the agent and the environment is typically modeled as a Markov decision process (MDP), which assumes that the agent observes the system state instantaneously, selects an action without delay, and executes it immediately. In real-world dynamic environments, such as cyber-physical systems, this assumption often breaks down due to delays in the interaction between the agent and the system. These delays can vary stochastically over time and are typically unobservable when deciding on an action. Existing methods deal with this uncertainty conservatively by assuming a known fixed upper bound on the delay, even if the delay is often much lower. In this work, we introduce the interaction layer, a general framework that enables agents to adaptively handle unobservable and time-varying delays. Specifically, the agent generates a matrix of possible future actions, anticipating a horizon of potential delays, to handle both unpredictable delays and lost action packets sent over networks. Building on this framework, we develop a model-based algorithm, Actor-Critic with Delay Adaptation (ACDA), which dynamically adjusts to delay patterns. Our method significantly outperforms state-of-the-art approaches across a wide range of locomotion benchmark environments, including real-world measured delays.
John Wikman, Alexandre Proutiere, David Broman