Graphical User Interface Agents

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7 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

2 new papers

A weekly snapshot of new work published in Graphical User Interface Agents.

Period ending 2026-09-14

3 new papers

A weekly snapshot of new work published in Graphical User Interface Agents.

Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in Graphical User Interface Agents.

94 papers

Latest in Graphical User Interface Agents

Sep 17, 2026cs.AI

A Dual-Process Perspective on Nudge Susceptibility in LLM-Based GUI Agents

LLM-based GUI agents increasingly act on behalf of users in digital environments that were designed with human users in mind. These graphical user interfaces were designed to support, but also deliberately steer, the behaviour and decisions of users. While behavioural biases in the textual outputs of LLMs are well-documented, far less is known about how such influence operates when models act as agents that perceive interfaces and execute decisions---and, in particular, whether the reasoning capabilities increasingly built into these agents make them more robust to it. Drawing on Dual-Process Theory, we empirically investigate whether LLM-based GUI agents are susceptible to automatic (Type 1) and reflective (Type 2) digital nudges, and how their reasoning configuration moderates this susceptibility. In a randomized online shopping experiment with 3,600 agents and a total of 21,600 simulations across six frontier models from three providers, we found that agents were vulnerable to both nudge types. Crucially, the reasoning configuration moderated these effects in opposing directions, reducing susceptibility to automatic default nudges while heightening it to reflective social influence nudges. Extensive reasoning therefore did not make agents more robust but redirected the route through which choice architecture takes effect. Exploratory analysis further showed this redirection to be systematically structured by model scale. Beyond establishing nudge susceptibility as a behavioural property of agentic AI, the study positions interface design as a governance concern for organizations that delegate decisions to autonomous agents.
Haya Halimeh, Sascha Kaltenpoth, Kevin Bösch +1
Sep 15, 2026cs.LG

Reflect, Revise, Reuse: Training-Free Skill Evolution for GUI Agents

GUI agents execute long-horizon tasks on dynamic graphical user interfaces, where pop-ups, delayed loads, and relocated widgets routinely invalidate plans fixed before execution. Recent agent-skill frameworks encapsulate reusable procedural knowledge to mitigate this, yet existing skill designs are largely developed without targeting GUI execution dynamics and treat skills as static artifacts produced before deployment rather than living procedural knowledge that improves through it. We argue that what GUI agents need is not better static skills, but skills that can be revised from execution feedback at deployment time, without additional training. We propose \textbf{EvoSkill-GUI}, a training-free framework in which each skill is a structured multi-file package containing retrieval metadata, executable plans, backup localization, failure-recovery rules, accessibility utilities, and failure cases. EvoSkill-GUI operates through a \textbf{\emph{reflect-revise-reuse}} loop: the executor performs instant in-rollout revisions, an isolated critic diagnoses failed trajectories under strict information isolation, and the executor edits specific skill files through a restricted tool interface. Across MobileWorld, AndroidWorld, and OSWorld, three mainstream GUI benchmarks spanning mobile and desktop platforms, EvoSkill-GUI consistently improves multiple base models without any training, with maximum gains of +16.2%+16.2\%, +6.0%+6.0\%, and +10.5%+10.5\% respectively, and evolved skill libraries continue to benefit related tasks rather than being rebuilt from scratch. Our code is available at https://github.com/ZJU-REAL/EvoSkill-GUI.
Bofan Chen, Boxuan Zhang, Fei Tang +7
Sep 11, 2026cs.AI

BlueLM-GUI Technical Report: A Real-Device-Centric Flywheel for Self-Improving Mobile GUI Agents

Mobile GUI agents are shifting from multi-module frameworks to native models trained end-to-end, yet industrial deployment faces three persistent gaps. Sandbox training produces a distribution mismatch with production environments; expensive real-device failures remain underutilized; and fixed benchmarks saturate, losing the power to guide iteration. We present BlueLM-GUI, a 35B-A3B mobile GUI agent built as a real-device-centric flywheel that closes these gaps through three principles. Every Sample Matters: a dual-track pipeline with Heterogeneous Triple-System Consensus evaluation and an Error Correction & Derivation Module salvages every trajectory into usable supervision. Every Rollout Is Real: a three-stage recipe---continual pre-training, supervised fine-tuning, and agentic reinforcement learning on hundreds of real phones---grounds every rollout in real production environments, so the capability the model learns transfers directly to deployment. Every Query Evolves: a quota-driven benchmark methodology with three orthogonal axes enables precise attribution and allows the benchmark to be systematically upgraded as the model improves. BlueLM-GUI achieves 87.4 on MobileGUI-VBench, surpassing the best closed-source model by 5.1 points, and 84.9 on AndroidWorld, the best result among open-source models and competitive with closed-source models. These results demonstrate that grounding model training and iterative improvement in both real devices and the three Every principles yields strong, robust, and transferable mobile GUI capability.
Tong Ye, Kunyang Han, Guozhi Wang +40
Sep 9, 2026cs.AI

JarvisGUI: Towards Cross-Device GUI Agents with Dynamic Task Composition

Real-world GUI usage frequently involves workflows that span multiple devices and platforms, requiring the transfer of intermediate results, maintenance of shared state, and coordination across heterogeneous environments. However, existing GUI benchmarks overwhelmingly evaluate agents on single-device, statically defined tasks, thus leaving such cross-device capabilities largely unexamined, resulting in an overly optimistic assessment of agents' readiness for real-world usage. We introduce JarvisGUI, a dynamic benchmark that evaluates GUI agents on cross-device workflows requiring coordinated interaction across heterogeneous platforms, including Android, Windows, and Ubuntu. Specifically, JarvisGUI formulates GUI tasks as input-output transformations under a lightweight type system, which allows us to automatically compose multi-step, cross-device workflows and dynamically evaluate agent performance within a unified framework. By evaluating agents in virtual environments spanning multiple operating systems, JarvisGUI reveals that state-of-the-art open-source GUI agents struggle with the state-transfer awareness, cross-platform contextual reasoning, and long-horizon dependency management required for real-world workflows, exposing a critical capability gap invisible to existing benchmarks.
Zixiang Chen, Yuheng Lu, Zihao Cheng +8
Sep 7, 2026cs.AI

APPSim-Bench: Bridging Real-world Apps and Reproducible Evaluation for Mobile GUI Agents

Mobile GUI agents can execute tasks from natural-language instructions, but their evaluation remains difficult to make both realistic and reproducible. Existing benchmarks typically trade off these goals: simplified apps lack real-world mobile complexity, whereas live commercial apps introduce uncontrolled variation from recommendations, advertisements, accounts, and changing content. We propose AppSim-Bench, which addresses this trade-off through controllable simulated apps that preserve task-relevant interaction logic while supporting deterministic evaluation. Built through a coding-agent-assisted and human-verified workflow, it contains 557 tasks across 17 high-frequency Chinese and English apps. Its controllable backend data and outcome-based verification remove major sources of environmental stochasticity, enabling reproducible cross-model comparison. Evaluating 19 GUI agents, spanning general-purpose and GUI-specialized systems, we find that autonomous mobile execution remains far from solved. The best model completes only 50.27% of tasks, and 28.55% of tasks are not solved by any agent. Further analysis shows that failures concentrate in longer workflows, numerical reasoning tasks, and inefficient trajectories marked by high action overhead and budget exhaustion. Our project is available at https://github.com/Acrab-Agentic-Labs/AppSim.
Jintian Feng, Long Chen, Xiao Yu +7
Sep 7, 2026cs.AI

ElderBench: Benchmarking Autonomous Mobile Agents for Older Adults

While autonomous mobile agents hold great potential for assisting older adults with smartphone usage, existing GUI benchmarks mainly rely on explicit, goal-oriented instructions and rarely capture the naturally occurring language patterns of older users, such as indirect speech, referential ambiguity, and under-specified requests. This mismatch between benchmark instructions and real-world elderly interactions may hinder reliable agent deployment. To address this gap, we present ElderBench, the first benchmark for evaluating mobile GUI agents in authentic elderly-oriented scenarios. ElderBench is constructed from 249 naturally elicited smartphone tasks collected from older adults across 20 applications. We first characterize the linguistic divergence between elderly instructions and existing GUI benchmark instructions from syntactic, semantic, and pragmatic perspectives. We then evaluate mainstream GUI agents and Vision-Language Models under both online and offline settings, revealing substantial performance degradation when handling elderly-oriented instructions. Through controlled instruction normalization, failure analysis, and fine-grained linguistic feature analysis, we further identify how elderly-specific language patterns contribute to agent failures. Our findings provide actionable design insights toward more adaptive, interpretable, and age-inclusive GUI agents for older adults.
Weide Zhan, Qumu Shaqu, Yuanqing Liu +6
Sep 3, 2026cs.AI

Do GUI Agents Know When Not to Act? Enabling Conflict-Aware Termination for Multimodal GUI Agents

Graphical user interface (GUI) agents are increasingly used to execute natural-language instructions on user interfaces, yet real users may issue infeasible instructions due to benign mistakes. A reliable agent should not only know how to act, but also when not to act. In this work, we introduce CONFLICTGUI, a benchmark covering instruction-internal conflicts and instruction-GUI context conflicts to study conflict-aware termination. Our evaluation reveals severe execution-biased overcompliance: agents that perform well on feasible tasks often continue to execute blindly under conflicting instructions. To mitigate this behavior, we propose CONFLICTGUARD, an inference-time framework that aligns an agent's feasibility awareness with its action generation. CONFLICTGUARD contains two coupled components: a feasibility verification protocol that guides the agent to assess instruction logic and GUI-side evidence before acting, and a conditional action modulation mechanism that steers agents from over-compliant execution into termination-oriented behavior. Experiments across five widely-used agents demonstrate that CONFLICTGUARD improves average conflict task success rate significantly, while preserving normal GUI-task performance. These results validate that a lightweight inference-time intervention can substantially boost GUI Agent's competence to identify inappropriate execution scenarios and refrain from unnecessary actions.
Zhaoyuan Huang, Tianjie Ju, Pengzhou Cheng +7
Aug 12, 2026cs.AI

CoAdapt-GUI: Joint Workflow Context and Policy Adaptation for Unseen GUI Applications

Mobile GUI agents remain brittle when deployed to applications absent from source training. We study novel-app generalization under a limited target interaction budget and without target demonstrations. We introduce CoAdapt-GUI, a test-time adaptation (TTA) framework that jointly adapts structured workflow context and policy from the agent's own target-app rollouts and rewards. The workflow context retains transferable procedures, failure modes, and verification rules while excluding app-bound source details. This separation allows reusable workflow knowledge to guide adaptation without transferring source-interface state. For policy adaptation, task-context-matched group-relative optimization updates a LoRA adapter on a frozen vision-language model. Across two unseen-app evaluations, CoAdapt-GUI reaches 45.0% on AndroidWorld-Generalization, compared with 37.5% for the reported Policy-Only TTA baseline, and raises AndroidWorld Plus performance from 38.6% to 52.9%. These results show that transfer-constrained workflow context provides substantial gains and that joint policy adaptation further improves held-out performance.
Linqiang Guo, Li Gu, Zihuan Jiang +8
Aug 11, 2026cs.CV

Test-Time Self-Evolving GUI Visual Grounding via Reflection-Guided On-Policy Self-Distillation

GUI Visual Grounding is a fundamental capability for GUI agents. Existing models typically freeze their parameters after deployment, limiting their ability to adapt to unseen interfaces. Although recent methods attempt to adapt models via test-time reinforcement learning, they cannot reflect upon failed exploration. To overcome this, we propose a Test-Time Self-Evolving framework that enables models to improve after deployment without human-annotated ground truth. It constructs a closed-loop of Exploration, Evaluation, Reflection, and Internalization. Specifically, the agent first explores unseen interfaces by predicting grounding coordinates for given instructions. To evaluate these explorations, we introduce an MLLM-based Reflector to assess the generated results and provide the corresponding reasoning reflections. To internalize reflection knowledge into the model weights, we propose Reflection-Guided On-Policy Self-Distillation, which translates high-level reasoning into dense token-level supervision via a conditioned self-teacher. Furthermore, we design a Contrastive Calibration method to prevent incorrect auto-regressive prefixes from corrupting the supervisory signals during failed explorations. Extensive experiments across six benchmarks demonstrate our framework's effectiveness, achieving an average accuracy improvement of 7.4% over the base model. To the best of our knowledge, this is the first work to successfully exploit on-policy self-distillation for test-time adaptation in GUI visual grounding. By filling the gap in post-deployment adaptation, our framework completes the self-evolving capability of GUI agents. The code will be released.
Shiyu Xuan, Zechao Li
Aug 10, 2026cs.SE

Software Engineering for and with GUI Agent

GUI agents have advanced rapidly, producing a growing body of frameworks, benchmarks, and applications. However, this growth has outpaced the maturity of the field. GUI agents remain technically brittle, incompletely engineered, and insufficiently validated for sustained real-world use. They are evolving into closed-loop software systems. Within these systems, model reasoning is coupled with interface perception, execution feedback, recovery, and human oversight. This evolution calls for a software engineering perspective that remains largely absent from existing research. We address this gap by reviewing 336 GUI-agent papers from January 2018 to April 2026. Five research questions examine the research landscape, architectures, evaluation, software lifecycle concerns, and future opportunities. Our findings show that the field has expanded sharply since 2024, while mobile and web settings remain dominant. Architectures increasingly adopt modular perceive-reason-act loops, but recovery, human escalation, safety enforcement, and auditability remain underdeveloped. This architectural imbalance extends to evaluation. Evaluations are becoming more interactive, but they remain centered on task success and are difficult to compare across protocols. More broadly, existing studies provide limited support for testing beyond benchmarks and for maintaining agents after release. Observability, privacy engineering, and systematic human oversight are also underdeveloped. Together, these findings show that capability improvements alone cannot ensure deployment readiness. Future research should connect dependable execution with lifecycle-centered testing and reproducible evaluation. It should also integrate permission and privacy controls with cost-aware, human-centered governance. This integration is necessary to build dependable, maintainable, secure, and deployable GUI-agent systems.
Shengcheng Yu, Yuchen Ling, Junyang Xing +3
Aug 6, 2026cs.CV

The Next Screenshot Knows: Gated Hindsight Distillation for Mobile GUI Agents

GUI agents are commonly trained offline from successful interaction trajectories. Standard training decomposes each trajectory into prefix-action pairs: the agent predicts an action from the current screen and interaction history, while the subsequent observation is discarded. This removes the rationale of why an action is correct: the evidence often appears only on the subsequent screen. For example, to enable Soft Wrap, the agent should click Edit or View, but nothing reveals this until the menu opens. Without such evidence, standard imitation gives the model little chance of ever sampling and thus learning the correct reasoning. To address this issue, we propose Gated Hindsight Distillation (GHD), which uses the next screenshot as privileged information during training. A student predicts from the observable trajectory prefix, while a parameter-sharing teacher additionally observes the next screenshot and re-scores the student's on-policy responses. We apply distillation only when the student fails and the hindsight-conditioned teacher recovers the demonstrated action. GHD improves task success over GRPO on AndroidWorld and AndroidLab across two vision-language models. The code and checkpoints will be made available.
Weiwei Li, Junzhuo Liu, Tong Chu +2
Aug 6, 2026cs.AI

AppDeltaWorld: Transition-Grounded Delta Code World Model for Mobile GUI Agents

Mobile GUI agents can operate apps through pixel perception and touch actions, making them a promising interface for collecting and improving long-horizon mobile interaction policies. However, real trajectories are difficult to obtain for sensitive apps and privacy-critical operations. At the same time, existing simulated environments are costly to scale up, and GUI world models still suffer from unstable generation, limited modality coverage, and inconsistent action-transition logic. To address these limitations, we propose AppDeltaWorld, a transition-grounded delta code world model that predicts the next GUI as a reachable code update rather than as an unconstrained image or text description. AppDeltaWorld retrieves app-specific Level-1 HTML references under an action-transition constraint, generates Level-2 executable HTML conditioned on the current screen, action, predicted next-screen text, and retrieved structure, and inserts generated visual assets into image slots before browser rendering. As a world model, AppDeltaWorld achieves the highest fidelity on CMGUIBench-500 under Code2World evaluation, with clear gains in structural layout and UI element reconstruction over image-only and code-only baselines. As a training environment, AppDeltaWorld supports filtered closed-loop SFT data construction that, when combined with public supervision, enables AppDeltaAgent to achieve state-of-the-art performance on AndroidLens and consistent gains on MobileGym and MobileWorld. Moreover, world-model-based test-time reinforcement learning enables policy adaptation and shows further improvements without additional interaction with real apps.
Weikai Xu, Yunren Feng, Haoxiang Lei +6
Aug 6, 2026cs.AI

StepReflect: Structured UI Transition Reflection for Mobile GUI Agents

Autonomous mobile GUI agents require accurate action reflection for reliable long-horizon execution. Existing approaches rely on open-ended multimodal reasoning after each action, which is costly and poorly matched to the structured nature of GUI state transitions. We propose StepReflect, which formulates per-step GUI reflection as supervised structured prediction conditioned on explicit transition specifications and paired visual evidence. StepReflect is trained through a staged pipeline combining supervised fine-tuning, teacher-student distillation, and preference- and reward-based refinement. Offline, the resulting 8B model achieves 82.16% transition-level accuracy on AndroidWorld, exceeding zero-shot GPT-5.2 by 11.83 percentage points under the same structured input. Online, across M3A, Agent-SAMA, MAI-UI-8B, and Seed-2.0-Pro, StepReflect achieves higher task success in three of four agent configurations and remains within one successful task of the GPT-5.2 Reflection Agent in the fourth. It also reduces paid API charges relative to GPT-based reflection in all four configurations. These results establish StepReflect as a practical, locally deployable alternative to repeated frontier-model reflection for long-horizon mobile GUI agents.
Linqiang Guo, Wei Liu, Li Gu +3
Jul 31, 2026cs.AI

MAGA: Multi-Platform Self-Fusion of GUI Agents via Structured Action Distillation

Graphical user interface (GUI) agents based on large language models are increasingly deployed across mobile, web, and desktop environments. However, existing agents are typically domain-specific, limiting the deployment and user experience. This motivates the consolidation of specialized models into a single cross-environment policy. Weight merging directly merges domain-specific experts but can corrupt executable actions under expert disagreement, while on-policy distillation (OPD) avoids conflicting teacher supervision yet still treats all response tokens equally during distillation, ignoring that action tokens are the only interface between the environment and the agent. To address this, We introduce MAGA that re-allocates training signal according to the structured action. Based on the correctness of the generated action, it suppresses unnecessary or invalid distillation signals and focuses learning on erroneous actions. Besides, a training-only hint optimizes the supervision signal provided by domain-specific teachers without changing the student input. Across two model scales, MAGA achieves the highest mean success rate, outperforming the strongest baseline by 2.0% at 8B and achieves almost the same average performance with teachers.
Hang Yan, Zhangxuan GU, Beitong Zhou +5
Jul 30, 2026cs.LG

Why Are GUI Agents Correct but Late? Decode on the Decision-Time Critical Path, Tested with Pre-Compiled Policy Trees

Computer-use agents often fail on transient GUI events because they produce the correct action only after the relevant window has already closed. We identify the main cause as expensive autoregressive decoding on the decision-time critical path. We propose Adaptive Anticipatory Policy Trees (AAPT), which eliminates this delay without modifying the underlying model. During idle screen periods, the same frozen multimodal model constructs a bounded conditional policy tree with observable guards, pre-authorized actions, and branch-specific deadlines. The tree is sized to cover the model's own decoding latency. When an event occurs, a lightweight observer matches change-gated frames to a prepared branch and immediately executes the corresponding action without generating new text. In paired trials with pre-registered endpoints and exact McNemar tests, AAPT improves the success rate from 0.50 to 0.79 within a contested decision window (p=1.8×103p=1.8\times10^{-3}), while producing no incorrect actions. Both open-loop and predict-and-replan baselines achieve zero success because they still decode during execution. A preparation-time sweep shows that the gain emerges where the latency-based tree-sizing rule predicts, and ablations reveal three key requirements: fast observer decoding, valid tree planning, and accurate branch routing. A pre-registered oracle probe rejects our initial hypothesis and instead points to branch routing as the causal bottleneck. We further reproduce the effect on an independent general-purpose multimodal model over 126 paired trials (p=4.9×1013p=4.9\times10^{-13}). On an external benchmark, AAPT matches the overall performance of a reactive baseline, although the two methods exhibit complementary strengths. Together, these results suggest that AAPT performs best when candidate actions can be enumerated in advance, whereas reactive execution remains stronger when they cannot.
Zihan Dong, Rui Qian, Qishi Zhan +3
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 28, 2026cs.CL

AgentGUI: An Interface for Observing and Steering Long-Running AI Agents

AI agents are increasingly adept at tackling complex, long-running tasks. With the rapid surge of autonomous capabilities, human oversight is systematically lagging behind due to limited human-centered interfacing. Aiming to address this, we introduce AgentGUI, a user-friendly, locally hosted GUI for seamlessly observing and steering AI agents amid multiple concurrent, long-running sessions. AgentGUI features 1) rich agent trajectory visualizations, 2) effective manual and automated steering, and 3) integration with and coordination between open-source and frontier agent frameworks. A controlled user study demonstrates statistically significant reduction in the time it takes to identify key elements from agent traces (38% faster, p = 0.023). In a preliminary experiment, AgentGUI's automated drift prevention feature raises the task completion rate of small local agents by as high as 34pp across a 0.8B--9B model ladder (N=50 runs per model). AgentGUI is publicly available through its project website (https://agent-gui-project.github.io) and open-source repository (https://github.com/eth-medical-ai-lab/agent-gui), along with a demo video (https://youtube.com/watch?v=GSDyxN1gTF0).
Xuan Zhao, Jiwoong Sohn, Qinyue Zheng +1
Jul 28, 2026cs.AI

Interactive Reward Agent: GUI Task Evaluation via Environment-State Verification

Graphical user interface task evaluation aims to determine whether a GUI agent has successfully completed a user instruction. Automated GUI task evaluation has received increasing attention because the evaluation results can serve as reward signals for both test-time scaling and post-training. However, reliable GUI task evaluation remains challenging because the judgments often require access to environment states, such as system configurations, file data, and application settings, beyond the screenshots of execution trajectories. In this paper, we propose an interactive reward agent (IRA) based on a propose-then-verify framework to acquire and verify evidence from the post-execution environment. Given a task instruction and a GUI environment after the GUI agent execution, IRA first proposes the task completion conditions and then verifies them by invoking system tools, application tools, and GUI tools. This design combines evidence from both visible interfaces and the environment state in an interactive process. We further introduce GUI-RewardBench, a benchmark of 321 GUI task trajectories spanning 10 Ubuntu desktop application categories. Experiments show that IRA achieves 86.9% accuracy on GUI-RewardBench, outperforming existing evaluator baselines. We further apply IRA to reinforcement learning of GUI agents, achieving a 34.0% OSWorld success rate, which demonstrates that IRA can provide effective reward signals for training GUI agents.
Chenrui Shi, Yuwei Wu, Yang Liu +5
Jul 27, 2026cs.AI

Scaling GUI Agents with Visual State Transitions

We introduce State Transition Pretraining (STP) as a new scaling axis for GUI agents. During the STP stage, we continually pretrain a unified multimodal model on visual state transitions by jointly optimizing inverse dynamics (predicting actions from state changes) and forward dynamics (predicting next states from current states and actions). This optimization equips the model with better action-grounded visual representations and an internal world model of GUI dynamics. When subsequently fine-tuned on trajectories with task instructions, our STP-trained models consistently outperform baselines trained solely via direct trajectory fine-tuning across agent benchmarks in both desktop and mobile GUI scenarios (AgentNetBench, AndroidControl, and GUIOdyssey). Further empirical studies show that joint dynamics optimization yields stable improvements over single-objective training, and downstream performance scales steadily with the volume of transition data.
Xiangyan Liu, Kaixin Li, Haonan Wang +6
Jul 24, 2026cs.SE

StateAct: Program State, before Pixels, for Long-Horizon Computer-Use Agents

Computer-use agents are usually improved by strengthening perception: better models for reading a screenshot and choosing where to click. Yet a screenshot is only a lossy rendering of the underlying program state, e.g., the files, application backends, and DOM that hold the task data. Different states can produce the same pixels, while code can inspect and modify that state directly. StateAct is a code-first, multi-agent harness built around this distinction. Its main agent works directly with program state by using code, while a dedicated GUI subagent handles screenshot-and-click interaction on the few subgoals that need it, just 28 of 108 tasks and 1.1% of main-agent steps. The same direct access to program state also supports verification: an independent finish gate double-checks the saved result for structural failures, e.g., output that is missing, unsaved, or written to the wrong path. To stay on track over hundreds of steps, the main agent hands subgoals to fresh subagents, keeping its own context focused. On OSWorld 2.0, StateAct lifts Claude Opus 4.8 from 20.6% to 26.9% on binary success, and from 54.8% to 61.6% on partial success, at ~ 9x lower cost per task than the same model driven by screenshots alone; a code-only variant with no GUI subagent reaches only 45.9% partial, below that screenshot-based baseline's 54.8%. In general, grounding action, verification, and memory in state, what we call state-grounding, shifts the main bottleneck from perception toward reasoning: failures depend more on what the agent thinks than on what it sees.
Yan Yang, Xiangru Jian, Ziyang Luo +7
Jul 20, 2026cs.LG

SEE: Structure-aware Exploring \& Exploiting for Long-horizon GUI Agent Trajectory Synthesis

Graphical User Interface (GUI) agents powered by vision-language models hold promise for automating real-world mobile tasks. However, progress is limited by the lack of high-coverage, long-horizon interaction trajectories collected from element-rich and rapidly evolving apps. Existing pipelines often rely on costly human demonstrations or on-policy framework, which tends to over-sample common flows while missing rare transitions and complex multi-step procedures. To address this problem, we propose SEE, a two-stage data synthesis framework consisting of (i) an efficient exploration stage that builds an explicit UI transition graph over screens and elements, and (ii) a graph-based synthesis stage that composes diverse multi-step trajectories via planning and controlled sampling. This design yields reproducible and explainable data generation, while explicitly preventing spurious cycles and enabling long-horizon composition. Across multiple real-world apps, SEE produces trajectories with an average length of 14.8 steps while avoiding spurious loops, and agents fine-tuned on SEE achieve improved task success and generalization to unseen screens. We will publicly release our synthesis code and dataset.
Zhuohang Fan, Beichen Zhang, Yuanfa Li +4
Jul 17, 2026cs.AI

Beyond Sequential Interaction: Benchmarking Parallel Execution and Coordination for GUI Agents

Graphical user interface (GUI) agents are systems powered by large multimodal models (LMMs). They perceive screen state and execute user instructions through GUI actions such as clicking, typing, and scrolling on desktops and mobile devices. However, current agents scale poorly to long-horizon tasks: actions incur costly LMM inferences, and performance degrades as context grows. Humans divide such workloads among collaborators who complete sub-tasks in parallel. Yet parallel coordination among GUI agents has received little attention. To close this gap, we introduce ParaGUIBench, to our knowledge, the first benchmark dedicated to parallel execution and coordination of multiple GUI agents on separate desktop instances. It consists of three components: a multi-device Docker infrastructure with a shared file system; a dataset of 233 tasks spanning six task categories; and an evaluation system with efficiency metrics, including step reduction ratio and token cost. We further introduce ParaGUI, a planner-worker agent that decomposes GUI tasks and dispatches sub-tasks to concurrent workers on separate desktop instances. On ParaGUIBench, ParaGUI reaches a 46.4% success rate, outperforming the strongest serial baseline (Claude Sonnet 4.6) by 12.9 points while using roughly half the steps and less than half the tokens. These results show that parallel execution can improve both success rate and efficiency on decomposable, long-horizon GUI tasks, pointing to a direction worth further study.
Zedong Yu, Qianxing Li, Zhi Gao +8
Jul 17, 2026cs.AI

SeerGuard: A Safety Framework for Mobile GUI Agents via World Model Prediction

Mobile graphical user interface (GUI) agents have demonstrated remarkable capabilities in automating complex tasks, yet they introduce critical safety risks because a single erroneous action can lead to irreversible consequences. Existing safety mechanisms are primarily reactive, lacking the ability to assess risks before execution. In this paper, we introduce SeerGuard, a consequence-aware safety framework designed to mitigate these risks through pre-execution instruction-level screening and action-level risk assessment. Specifically, the action-level assessment analyzes agent-proposed actions within current GUI states, anticipating likely outcomes to identify risks before they are executed. To enable these capabilities, we construct a unified safety-augmented world model (SAWM) via multi-task learning, integrating semantic next-state prediction with safety risk assessment. Extensive experiments demonstrate that SeerGuard generalizes effectively across diverse mobile GUI agents. On Qwen3-VL-8B-Instruct, it increases the safety-utility score from 0.1910.191 to 0.5960.596 at ω=0.8ω=0.8 and reduces the risk-cost score from 0.3470.347 to 0.1350.135 at α=0.8α=0.8. Further analyses on our SAWM validate the effectiveness of the instruction-level screening, alongside the capability of action risk assessment and next-state prediction.
Xue Yu, Bo Yuan, Kailin Zhao +3
Jul 16, 2026cs.AI

Plover: Steering GUI Agents through Plan-Centric Interaction

Graphical user interface (GUI) automation remains challenging in real-world environments, where dynamic layouts, unexpected dialogs, and evolving interface states can cause autonomous agents to drift from user intent. Recent vision-based multimodal agents improve flexibility by operating directly over screenshots and natural language instructions, but planning and adaptation often remain internal, limiting users' ability to inspect, supervise, or correct system behavior. We present Plover, a plan-centric vision-based GUI automation system that externalizes task plans and replanning as persistent, inspectable, and revisable artifacts. Through a planner--executor architecture, Plover supports explicit supervision of evolving execution, localized correction through editable plans, natural-language guidance, and screenshot-grounded interventions, while preserving prior progress during repair. A formative study with six participants informed the interaction design. We then evaluate Plover through benchmark failure-case repair and scenario-based workflow analyses. Our results show that many autonomous GUI-agent failures are structurally repairable when plans remain visible and interventions are localized, and that explicit replanning helps make GUI automation more transparent, controllable, and adaptable.
Madhumitha Venkatesan, Shicheng Wen, Jiajing Guo +3
Jul 16, 2026cs.CV

HyMobileAgent: Data-Environment Co-Scaling for Efficient GUI Agents

As large multimodal models move from understanding content to operating on digital environments, mobile GUI has emerged as a challenging and consequential testbed for digital embodied intelligence. Mobile agents operate under three coupled constraints: precise perception of complex interfaces, scalable acquisition of high-quality interaction data, and robust long-horizon decision making under compounding execution errors. This report presents HyMobileAgent, a mobile GUI agent built on Hy3.0-VL-A3B, a vision-native foundation model featuring native any-resolution input, an A3B-scale deployment budget, and a 32K context window to model extended interaction histories. Rather than relying solely on model scaling, we develop a joint data and environment centric scaling framework to address the key bottlenecks of mobile interaction. Our framework integrates a GUI perception flywheel combining mock-interface synthesis, rejection sampling, and icon-specific augmentation; a knowledge pipeline that transforms tutorial videos into structured interaction data; a million-scale action data pipeline deployed across more than 2000 sandbox and real-device instances with automated failure attribution; the PhoneWorld Mock App Factory, providing a resettable training environment with 34 mock applications and over 34000 tasks; and a structured Planning-and-Reflection mechanism with explicit dead-loop detection for reliable long-horizon execution. We also introduce a progressive training recipe consisting of mid-training, supervised fine-tuning, and reinforcement learning with task-specific reward designs.
Hy Vision Team, Huawen Shen, Zhengyang Tang +20
Jul 14, 2026cs.CL

KnowAct-GUIClaw: Know Deeply, Act Perfectly, Personal GUI Assistant with Self-Evolving Memory and Skill

OpenClaw has emerged as a leading agent framework for complex task automation, yet it faces insufficient cross-platform GUI interaction support and a well-built self-evolution mechanism. These flaws limit its adaptation to diverse device ecosystems and prevent performance improvements through continuous learning from execution experience. To resolve these issues, we propose the Know Deeply, Act Perfectly paradigm for personal assistants, which holds that accumulated user interaction and task-running experience directly improve execution accuracy and efficiency, unifying cognitive comprehension and operational execution. Based on this paradigm, we introduce KnowAct-GUIClaw, a novel Know-Route-Act-Reflect framework designed to address OpenClaw's GUI manipulation deficits and break through its cross-platform and recursive self-improvement constraints. First, the host agent leverages accumulated interaction experience and task-relevant knowledge for long-horizon task decomposition and allocation (Know). Second, a pluggable GUI subagent with an experience-attributable memory system (Know) and self-evolving skill library (Act), enabling seamless cross-platform migration and fast-path integration. Especially, this framework continuously stores user profiles and feedback to improve the accuracy of task decomposition and tool calls. Extensive experiments across Android, iOS, HarmonyOS and Windows show that KnowAct-GUIClaw achieves superior efficiency, accuracy and cross-platform adaptability. Especially, the GUIClaw with open-source Kimi-2.6 models achieves the best performance (64.1%) on the long-horizon MobileWorld benchmark, beating all agentical frameworks and closed-source agentical models, e.g., Seed-2.0-Pro and GPT-5.5. Additionally, the knowledgeable memory and execution skills supported by our framework are transferable across diverse base models, improving by 8.5% with Kimi-2.6.
Yunxin Li, Jinchao Li, Shibo Su +7
Jul 13, 2026cs.RO

VIA: Visual Interface Agent for Robot Control

Robot manipulation is a complex task that requires visual understanding, physical reasoning, planning, and closed-loop control. General-purpose foundation models (FMs) have grown remarkably capable of some of these, especially vision and reasoning. To leverage this for generalist robot policies, current methods typically involve converting existing FMs into vision-language-action (VLA) models by fine-tuning on robot data to output low-level actions. However, VLAs are often orders of magnitude smaller than frontier FMs given the limited data and compute available for fine-tuning, which in turn limits their general capability. Inspired by the growing ability of FMs to operate software through visual interfaces, we ask whether that same competence suffices to control a robot. We present VIA (Visual Interface Agent for robot control), a framework that recasts robot control as an agentic task: an off-the-shelf FM-powered agent drives a manipulator through a browser-based 3D interface by taking screenshots, issuing intuitive commands, observing the outcome, and adjusting. The agent receives no robot-specific fine-tuning and no access to privileged state information: it perceives visual input and acts through a small set of general tools. VIA inherits the agent's general reasoning, closed-loop error recovery, and ability to plan and re-plan from what it observes. It solves a diverse suite of tabletop manipulation tasks zero-shot with both Claude Code and Codex. With the strongest model (Fable 5) it achieves 96.7% success on three LIBERO-Goal tasks and 100% on a long-horizon rainbow assembly task. Performance improves with the scale and strength of the underlying model. These results suggest that frontier agents already possess skills that transfer directly to robot control given the right interface: your coding or computer-use agent is, in a sense, secretly a robot-control agent.
Hengyuan Hu, Priya Sundaresan, Jensen Gao +1
Jul 5, 2026cs.CL

UI-MOPD: Multi-Platform On-Policy Distillation for Continual GUI Agent Learning

Recent advances in multimodal foundation models and agent systems have driven GUI agents from single-platform task execution toward cross-platform interaction. However, building multi-platform GUI agents remains challenging. On one hand, high-quality and executable cross-platform interaction trajectories are still scarce, and existing data often suffer from limited platform coverage. On the other hand, different platforms exhibit distinct interaction conventions, making joint or continual training prone to behavioral pattern mixing, platform-specific capability degradation, and catastrophic forgetting. To address these challenges, we construct Uni-GUI, a high-quality cross-platform GUI interaction dataset, and propose UI-MOPD, the first method that incorporates multi-teacher on-policy distillation into continual learning for GUI agents. UI-MOPD dynamically selects a platform-specific teacher according to the current environment and transfers platform-specific behavioral priors to a shared policy through platform-conditioned distillation, enabling adaptation to new platforms while preserving capabilities on existing ones. Experiments on OSWorld and MobileWorld show that UI-MOPD achieves task success rates of 38.2% and 12.0%, respectively, demonstrating its effectiveness in balancing cross-platform capability retention and new-platform adaptation. Project page: https://elispectre.github.io/UI-MOPD/.
Niu Lian, Alan Chen, Zhehao Yu +8
Jul 5, 2026cs.AI

Do GUI Agents Believe Their Eyes? Diagnosing State-Belief Reliance on Pixels versus Structure

Multimodal GUI agents read an interface through two redundant channels: the rendered pixels of a screenshot and a serialized structure such as a DOM or accessibility tree. Before acting, an agent forms a belief about the current interface state, but existing benchmarks score task success, element grounding, or attack resistance and do not ask whether that belief is drawn from the pixels. We formalize visual state reliance, the attribution of a state belief to pixels, structure, or priors, and measure it with paired single-channel interventions over 310 real web, mobile, and desktop probes. Every probe is scored by deterministic forced choice, with no model-generated item and no model judge. Our central metric is the Perception-Fusion Gap, the fraction of probes a model perceives correctly yet resolves toward structure under conflict. Across five models from three vendors, textual state beliefs defer to structure while image-only accuracy stays near ceiling, and Perception-Fusion Gap is positive for every model; non-text identity, by contrast, stays largely pixel-bound. The substitution is specific to the serialized-text and indexed-action channel, and coordinate-action agents are largely immune. For textual conflicts, a white-box ablation traces the effect to a single copied structural value, and in two live environments the conflict drives wrong actions and real task failure. Visual state reliance therefore gives a measurable diagnostic of whether agent state beliefs are visually grounded, and the errors it exposes propagate to actions.
Guijia Zhang, Harry Yang
Jul 1, 2026cs.CL

A Task-State Representation for Long-Horizon Mobile GUI Agents

While long-horizon mobile GUI agents typically rely on thought-action-observation loops, they struggle to separate persistent task states from transient screen observations. As execution histories grow, this entanglement imposes a severe context burden, causing agents to forget initial requirements, hallucinate progress, or repeatedly interact with stale interfaces. To address this, we introduce Task-State Representation (TSR), a training-free framework that explicitly decouples task state from sensory input. Acting as a lightweight external wrapper, TSR maintains three structured components: a global instruction summary, a dynamic progress tracker for subgoals, and a transition-aware action verifier. By continuously updating through pre- and post-action visual comparisons, TSR effectively guides the agent's reasoning without requiring architectural modifications. Experiments across four mobile GUI benchmarks validate TSR's effectiveness, yielding up to a 12 absolute point increase in success rate on complex cross-application and memory-intensive tasks.
Yujie Zheng, Zikang Liu, Xin Zhao +1
Jun 30, 2026cs.CV

What Memory Do GUI Agents Really Need? From Passive Records to Active Task-Driving States

Mobile GUI agents increasingly face long-horizon tasks that require reading, updating, and reusing task-relevant data across pages and applications. Existing methods treat memory largely as passive storage, where past observations are accumulated and retrieved when needed. Yet retrieving a value does not reveal its current role in the workflow. The agent must still infer from accumulated records whether the value should be used now, has already been used, or must wait for a later dependency. This implicit reconstruction becomes unreliable in long trajectories with repeated values, distractors, and outdated states, causing repeated or missed operations. To address this, we propose Active Task Driving Memory (ATMem), which shifts GUI-agent memory from passive storage to an actively maintained execution state. ATMem maintains task-relevant information as a continually updated execution state that links each value to its role and current status, enabling action selection based on the current workflow state. While supervised fine-tuning enables the agent to construct ATMem, it does not teach when ATMem is beneficial. We therefore introduce STR-GRPO, an online reinforcement learning method that encourages selective use of ATMem based on its contribution to task completion. STR-GRPO contrasts memory-on and memory-off rollouts to estimate when memory use improves execution, while memory-cost-aware reward discourages costly memory usage that does not improve execution. To evaluate whether agents can complete all in-scope work while avoiding out-of-scope actions, we build a challenging mobile benchmark. From a list of near identical entries, agents must act on every entry that satisfies the instruction and reject entries that violate its constraints. We further introduce App-Level Progress and Scope-Aware F1 to measure these two dimensions separately.
Chen Liu, Ling Chen, Hanzhang Zhou +7
Jun 30, 2026cs.AI

Xiaomi-GUI-0 Technical Report

Graphical user interface (GUI) agents build on vision-language models to complete user tasks end-to-end in real applications through interface actions such as tapping, swiping, text entry, and navigation. However, existing GUI agents are trained and evaluated largely on offline trajectories, simulated environments, and standardized benchmarks. These differ substantially from real applications in interface layout, interaction logic, and abnormal-state distribution, and cannot faithfully characterize execution stability in real-world use, where account states, permission dialogs, payment authentication, and risk control continually reshape the state distribution and open a persistent gap between benchmark scores and real usability. To close this gap, we propose Xiaomi-GUI-0, a native multimodal GUI agent for real mobile environments, trained and evaluated within a real-device closed loop. At its core is a real-device-dominant hybrid infrastructure, where physical devices are the primary execution environment and sandboxes provide auxiliary support, so that data collection, training, rollout, and evaluation share an execution distribution close to real deployment. We construct multi-source training data spanning high-frequency head tasks, high-generalization data for long-tail intents, and capability-enhancement data for reflection and memory, and introduce an error-driven data flywheel that turns failure trajectories into corrected actions, reflective explanations, and recovery demonstrations. The model is trained through a progressive three-stage pipeline of supervised fine-tuning, step-level reinforcement learning, and agentic reinforcement learning. Evaluated on public benchmarks and our in-house RealMobile, Xiaomi-GUI-0 achieves 72.0% success on RealMobile and 78.9% on AndroidWorld, while substantially improving execution stability and abnormal-state recognition in real-world tasks.
Wanxia Cao, Chengzhen Duan, Pei Fu +29
Jun 29, 2026cs.AI

GUICrafter: Weakly-Supervised GUI Agent Leveraging Massive Unannotated Screenshots

Data, as the fundamental substrate of modern intelligence, has greatly driven the development of current foundation models. Naturally, researchers aim to extend this paradigm to the domain of GUI agents, hoping to build strong GUI agents through a similar paradigm. However, GUI agent data cannot be directly harvested from the internet, making it costly and difficult to collect at scale. As a result, current GUI agents suffer from poor cross-device generalization and limited visual grounding ability for fine-grained GUI elements. As an attempt to address data challenge in GUI agents, we propose GUICrafter, a weakly-supervised GUI agent leveraging massive unannotated screenshots to substantially reduce the reliance on expensive human annotations. GUICrafter explores a curriculum learning framework for training GUI agents through two progressive stages. First, the model learns visual grounding from large-scale unannotated screenshots and webpages, leveraging the rich contextual signals inherent in GUI interactions without human annotations. Then, in Stage 2, we leverage a small amount of high-quality data to calibrate the model via reinforcement learning. Experiments show that GUICrafter achieves competitive, or even superior, performance to advanced systems like UI-TARS while using only 0.1% of its data. Furthermore, under the same amount of annotated data, GUICrafter surpasses all previous methods such as GUI-R1. Code, data, and models are available at https://github.com/fansunqi/GUICrafter.
Sunqi Fan, Lingshan Chen, Runqi Yin +4
Jun 25, 2026cs.CL

Empowering GUI Agents via Autonomous Experience Exploration and Hindsight Experience Utilization for Task Planning

Multimodal web agents can assist humans in operating repetitive GUI tasks, where effective task planning is essential for decomposing complex tasks into executable actions. While small open source MLLMs are cost efficient and privacy preserving compared with commercial large models, they suffer from weak planning and limited cross website generalization. To address these limitations, we introduce the planning experience exploration and utilization (PEEU) method, which autonomously explores environments to discover experiences and utilizes hindsight experience to synthesize strictly aligned, high level training data. To quantitatively analyze the generalization behaviors driving this performance, we propose the task decomposition hierarchical analysis framework (TDHAF) to systematically study compositional generalization across three task granularities: low, middle and high levels. Our analysis reveals that mastering low level atomic skills does not guarantee high level planning competence, while high level task training yields stronger OOD generalization. Experiments on real world benchmarks demonstrate PEEU's superior effectiveness: our 7B model achieves 30.6% accuracy, outperforming the much larger Qwen2.5-VL-32B model. These demonstrate constructing hindsight high level tasks and leveraging experiences is crucial for OOD planning abilities of small MLLMs.
Tianyi Men, Zhuoran Jin, Pengfei Cao +3
Jun 24, 2026cs.AI

GUI agent: Guided Exploration of User-Sensitive Screens

LLM agents are increasingly being used to automate tasks for users within an open GUI environment. They inevitably encounter screens containing user-sensitive information, for which takeover of task execution by the user is highly desirable or even necessary. State-of-the-art LLM-driven agents are usually fine-tuned to complete tasks regardless of the safety implications of their actions. This makes their real-world deployment difficult and adversely affects the reliability. Therefore, it is crucial to identify and categorize user-sensitive states and define user-sensitive queries. This dataset would be to engineers to recognize and request handover to the user in critical scenarios. This short paper develops an explorer agent that systematically explores the query space starting from one demonstrated task to identify queries that, if executed, would lead to user-sensitive states in a GUI environment.
Aradhana Nayak, Mussadiq Nazeer, Wang Peng +1
Jun 23, 2026cs.CV

VisCritic: Visual State Comparison as Process Reward for GUI Agents

GUI agents powered by vision-language models show strong potential for automating digital tasks, yet frequently fail in long-horizon scenarios due to the absence of step-level verification. Existing process reward models verify actions through textual reasoning alone, missing the visual nature of GUI state changes. We introduce VisCritic, a visual process reward framework that verifies agent actions by directly comparing pre-action and post-action screenshots in visual feature space. VisCritic employs a Siamese vision transformer to extract change-aware representations, coupled with an Action-Aware Critic Head that jointly evaluates action success, task progress, and error type. A critic-training data construction pipeline generates weakly supervised samples from existing trajectories without additional human labels for critic training. Experiments and offline analyses across five benchmarks demonstrate that VisCritic serves as a plug-and-play enhancement for diverse GUI agents, generally improving benchmark metrics while providing visual diagnostic cues.
Jiachen Qian
Jun 23, 2026cs.AI

Reinforcement Learning for Computer-Use Agents with Autonomous Evaluation

Computer-Use Agents (CUAs) execute high-level user goals by perceiving and acting directly within graphical user interfaces. However, reinforcement learning for CUAs remains difficult because open-ended desktop environments rarely provide scalable, machine-readable reward signals: task success is often visually grounded and hard to specify with handcrafted reward functions or dense manual labels. We propose an RL fine-tuning framework that uses autonomous vision-language evaluation as a scalable supervision signal for GUI agents. Given a final screenshot and the original instruction, a Vision-Language Model judges task completion and provides terminal feedback without task-specific heuristics or manual labels during policy optimization. Because autonomous evaluators are imperfect, we model their feedback as a noisy binary reward channel and derive a noise-corrected reward estimator for Proximal Policy Optimization. Experiments across macOSWorld, Windows Agent Arena, and OSWorld show that corrected evaluator rewards outperform both zero-shot baselines and raw evaluator rewards, improving success rates by an average of 12.6 percentage points over zero-shot performance and 5.1 points over raw evaluator fine-tuning. These results suggest that autonomous evaluation can serve as a practical reward signal for RL in GUI environments when evaluator noise is explicitly modeled and corrected.
Marta Sumyk, Oleksandr Kosovan
Jun 22, 2026cs.AI

GUI vs. CLI: Execution Bottlenecks in Screen-Only and Skill-Mediated Computer-Use Agents

Computer-use agents can execute software tasks through either graphical interfaces or programmatic command interfaces, but existing evaluations confound interaction modality with differences in tasks, initial states, verifiers, and permitted actions. We introduce a matched execution-layer benchmark of 440 desktop tasks across 18 applications and 12 workflow categories, where screen-only GUI agents and skill-mediated CLI agents receive identical goals, states, and final-state verifiers while being restricted to modality-native actions. In this controlled setting, the strongest GUI agent reaches a 59.1% full pass rate, outperforming the strongest original-skill CLI agent at 48.2%; however, verifier-guided skill augmentation raises CLI success to 69.3%, showing that much of the CLI deficit comes from incomplete skill coverage rather than model capability alone. These results suggest that GUI and CLI expose different execution bottlenecks: GUI agents are limited by reliable grounded interaction over long-horizon workflows, whereas CLI agents are limited by the coverage and scalability of their skill interfaces.
Xiao Zhou, Siyue Zhang, Yilun Zhao +4
Jun 22, 2026cs.AI

ENVS: Environment-Native Verified Search for Long-Horizon GUI Agents

As multimodal agents move from interface understanding to real software control, successful trajectory discovery in live desktop environments becomes a key challenge. GUI tasks require long-horizon sequences of precise mouse and keyboard actions, while feedback is sparse, delayed, and costly to obtain through VM rollouts. We propose Environment-Native Verified Search (ENVS), a training-time search-and-filter pipeline that uses the environment to construct verified supervision before policy optimization: it branches over behaviorally distinct GUI actions in live OSWorld VMs, verifies successful leaves, and trains from globally balanced step-level supervision. To evaluate robustness under realistic desktop interruptions, we also introduce OSWorld-Noisy, a dynamic benchmark for recoverable desktop interruptions that preserves the original tasks while testing whether agents can refocus, dismiss, wait, or recover under live perturbations. On the 300-task OSWorld pool, ENVS reaches 30.3 pass@8 on original evaluations and 29.0 on OSWorld-Noisy, outperforming matched ARPO-style online RL while reducing compute from 184-192 to 138-153 GPU-hours; even with only 30% of its search data, ENVS reaches 27.0 pass@8, exceeding ARPO from the base model. Training from noisy environments also better preserves visual-reasoning abilities on auxiliary benchmarks, including OSWorld-G Refusal (16.7 vs. 1.9) and BLINK Functional Correspondence (26.2 vs. 23.1).
Yincheng Zhou, Athena Zhuoming Zhong, Shijie Zhang +3
Jun 17, 2026cs.AI

Skill-Guided Continuation Distillation for GUI Agents

Improving GUI agents typically relies on behavior cloning on expert trajectories. However, as the current policy deviates from the expert policy, it inevitably encounters policy-induced off-trajectory states during closed-loop execution, i.e., states that fall outside the expert trajectories. Since expert trajectories provide no demonstrations for these unseen states, such states receive no effective supervision, leaving the policy unable to select the correct action. To close this supervision gap, we propose Skill-Guided Continuation Distillation (SGCD), an iterative self-improvement framework. SGCD first runs the plain policy without skill guidance for a few steps to reach realistic off-trajectory states. From these states, a skill-guided policy then completes the task and produces successful continuations, which are mixed with expert trajectories to supply supervision over policy-induced off-trajectory states. The skills are extracted from both successful and failed rollouts, consisting of Continuation Plans, Critical Targets, Failure Traps, and Success Criteria. On OSWorld-Verified, SGCD improves the success rate of three base models from the low-30% range to over 50%, demonstrating its effectiveness and generality.
Zhimin Fan, Hongwei Yu, Yeqing Shen +9
Jun 16, 2026cs.SE

Beyond the GUI Paradigm: Do Mobile Agents Need the Phone Screen?

Recent advances in mobile agents are dominated by the GUI paradigm, in which agents perceive UI information and emit screen interactions. However, mobile platforms also expose a command-line interface (CLI) that provides direct access to device services and data. We argue CLI deserves first-class consideration alongside GUI. We evaluate three coding agents (Claude Code, Terminus-2, mini-swe-agent) across four model APIs on AndroidWorld and MobileWorld without any mobile-specific post-training, comparing against three reproducible GUI baselines (GUI-Owl-1.5-32B, MAI-UI, Qwen3-VL-32B). Claude Code (Opus 4.7) reaches 71.8% and 51.9%, outperforming every reproducible GUI baseline (69.3/68.1/57.8% on AndroidWorld; 43.2/26.3/13.3% on MobileWorld), while every other CLI configuration remains competitive. To establish the paradigm's ceiling, we provide oracle CLI solutions that reach 88.8% on AndroidWorld (103/116 tasks CLI-solvable) and 86.3% on MobileWorld (101/117 tasks CLI-solvable), indicating substantial room for future improvement. To cover everyday user intents beyond the GUI scope, we introduce the \textbf{CLI-Advantage Task Suite}, comprising 45 templates across five categories: bulk operations, multi-condition filtering, aggregation, cross-app workflows, and hidden device state. Every CLI agent outperforms every GUI baseline in all five categories, with substantially fewer steps per task (10.7 vs.\ 18.6). To support future research on mobile CLI agents, we will open-source agent implementations, oracle solutions, the CLI-Advantage suite, and evaluation infrastructure.
Li Gu, Zihuan Jiang, Linqiang Guo +6
Jun 15, 2026cs.AI

LabOSBench: Benchmarking Computer Use Agents for Scientific Instrument Control

Current computer-use benchmarks primarily focus on software operation tasks in virtualized systems, whereas scientific instrumentation scenarios require coordinated control over complex interfaces, and feedback-driven parameter adjustment. However, directly evaluating agents on physical high-precision instruments is impractical due to high cost, safety risks, limited accessibility, and difficulty in ensuring reproducible evaluation. This motivates the need for a simulated yet realistic testbed that preserves the operational challenges of scientific instruments while enabling scalable and safe benchmarking. To this end, we introduce LabOSBench, a challenging benchmark for multimodal GUI agents built on a suite of web-based scientific-instrument simulators. Operating directly via a browser, LabOSBench avoids resource-heavy OS virtualization while supporting flexible task configuration and execution-based evaluation. Specifically, LabOSBench constructs 96 subtasks across eight instrument simulators, covering workflows from sample loading, alignment, parameter tuning, and data acquisition to result inspection. We evaluate general-purpose vision-language models, specialized GUI agent models, and advanced agentic frameworks at both subtask and end-to-end levels. Our experiments reveal that while existing agents can complete many structured GUI subtasks, they still struggle with feedback-driven operations and long-horizon workflow execution. Overall, LabOSBench provides a reproducible, low-cost testbed for advancing computer-using agents toward scientific-instrument control.
Anqi Zou, Han Deng, Chengyu Zhang +9
Jun 12, 2026cs.MA

Naive Visual Memory is Not Enough: A Failure-Mode Study of GUI Agents

Graphical User Interface (GUI) agents are increasingly used to automate complex computer tasks across applications, websites, and operating systems. To improve their reliability, recent work has introduced experiential memory, where agents retrieve prior trajectories to guide decision-making in similar states. More recent approaches further extend this idea to visual memory by storing and retrieving screenshots from past interactions, providing agents with richer contextual information than text-only memories. However, the effect of visual memory in GUI agents remains insufficiently understood: it is unclear which failures visual memory mitigates, or which failures it exacerbates. To systematically analyze the effect of visual memory, we introduce a taxonomy of four GUI agent failures (i.e., cognitive failure, visual state misunderstanding, hidden operation blindness, and grounding error) that map to distinct stages of the perception-reasoning-action pipeline. We find that prepending full-image memory has a divergent effect on the failure distribution: it reduces state-level failures but worsens action-level ones, and increases hidden operation blindness and grounding error. Motivated by this finding, we propose Action-Grounded Visual Memory (AGMem), an action-grounded memory framework for GUI agents. The core idea of AGMem is to store image crops that capture the local GUI region closely related to a successful action or a recovery, rather than storing full screenshots. Experiments on OSWorld show that AGMem improves task success rates by 33.3 % over full-image memory. These results demonstrate that AGMem is an effective representation for visual memory in GUI agents.
Seoyoung Choi, Minseok Ko, Hyunseok Lee +4
Jun 11, 2026cs.SE

ComAct: Reframing Professional Software Manipulation via COM-as-Action Paradigm

Existing computer-use agents remain fundamentally limited in professional software manipulation: GUI-based agents suffer from fragile visual grounding and long-horizon error accumulation, while API-basedapproaches struggle with heterogeneous protocols and inaccessible commercial interfaces. In this work,we identify the Component Object Model (COM) as a unified executable abstraction, proposing COM-as-Action: a new paradigm that reframes professional software interaction as deterministic program synthesisrather than sequential visual control. To validate this paradigm in the most demanding environments, weintroduce ComCADBench, the first benchmark for agents operating real industrial CAD software. Ourexperiments reveal a substantial paradigm gap: frontier proprietary models achieve near-zero successunder GUI-based interaction, whereas COM-based execution yields substantial immediate gains. Tobridge the remaining gap between syntactic correctness and geometric accuracy, we develop ComActor, aself-correcting agent trained through a progressive three-stage framework, alongside ComForge, a scalableplatform for large-scale training in Windows containers. Extensive experiments show that ComActorachieves state-of-the-art performance on ComCADBench, with strong resilience in long-horizon taskswhere baselines collapse, and generalizes to external CAD benchmark.
Jiaxin Ai, Tao Hu, Xuemeng Yang +11
Jun 11, 2026cs.AI

GUITrans2Act: Understanding User Operational Behaviors from Mobile GUI Interactions with Vision-Language Models

Understanding the digital world on mobile devices is shifting from static UI perception to dynamic action comprehension. This capability enables models to convert visual state transitions into operational knowledge, defined as short natural-language sentences that describe action types, target UI elements, textual arguments, and execution orders. However, due to the highly diverse and heterogeneous UI designs across applications, existing vision-language models (VLMs) struggle to accurately infer these underlying operations. To bridge this gap, we introduce Teach VLM, a core model designed to translate mobile screen trajectories into step-wise operational knowledge by extracting and analyzing operation-related keyframes from demonstration videos. To address the scarcity of aligned training data, we develop a systematic data flywheel for scalable data acquisition. We further introduce a novel Chinese Mobile Screen Teach Benchmark for fine-grained evaluation. Building upon Teach VLM, we propose the Teach-and-Repeat paradigm, where the generated operational knowledge serves as an interpretable procedural reference to guide downstream screen-based execution agents. Extensive evaluations demonstrate that Teach VLM significantly outperforms strong VLM baselines, achieving state-of-the-art performance in operation semantics prediction. Furthermore, experiments in Android World show that our paradigm yields consistent Task Success Rate improvements for downstream agents. Together, Teach VLM and the Teach-and-Repeat paradigm offer a practical pathway from raw demonstrations to reusable task automation.
Yudong Zhang, Lei Hu, Daoyang Liu +4
Jun 10, 2026cs.CR

CAPED: Context-Aware Privacy Exposure Defense for Mobile GUI Agents

Screenshot-based mobile GUI agents can operate ordinary smartphone apps through the same visual interface as a human user, but this capability also turns every screen observation into a privacy boundary. During normal task execution, screenshots may expose contacts, messages, photos, files, recommendations, health cues, and other sensitive context that is unrelated to the user's request. We call this problem incidental visual privacy exposure. It is difficult to address with existing defenses: text anonymization misses many visual and inferential cues, while generic privacy masking can remove the evidence and controls that a GUI agent needs to complete the task. This paper presents CAPED, a context-aware pre-upload exposure control layer for mobile GUI agents. CAPED is designed as a phone-side protection layer: before screenshots are released to a remote multimodal agent, it extracts task requirements, uses screen context as a privacy prior, parses visible UI elements, and selectively exposes only content needed for the current task while masking incidental private content. We evaluate CAPED on AndroidWorld for broad task utility and with a controlled 28-task seeded privacy evaluation used as a measurement instrument for trajectory-level incidental leakage. In this seeded evaluation, Full CAPED reduces success-conditioned weighted seeded leakage from 0.766 under raw screenshots to 0.268 while preserving high task utility. A broader AndroidWorld run shows a remaining prototype-level utility cost, but the results show that task-driven selective exposure can reduce incidental visual leakage before screenshots are released to a remote GUI agent.
Siyu Shen, Fenghao Xu, Wenrui Diao +1
Jun 9, 2026cs.CL

VISTA: A Versatile Interactive User Simulation Toolkit for Agent Evaluation

Evaluation remains a critical bottleneck for interactive agent development. Existing evaluation methods often rely on static benchmarks, which fail to capture the dynamic, multi-step nature of agentic behavior and struggle to expose meaningful failure modes. While user-simulation-based evaluation offers a promising alternative, existing simulation frameworks suffer from two major limitations. First, they provide limited mechanisms for evaluating the quality and comprehensiveness of simulated interactions, making it difficult to assess whether a simulator sufficiently explores an agent's capabilities and failure modes. Second, most frameworks are restricted to either UI-only actions or API-only actions, limiting their ability to model the full range of realistic user behaviors. To address these limitations, we propose VISTA, a Versatile Interactive user Simulation Toolkit for Agent evaluation. Our toolkit includes a suite of six metrics for measuring the realism, capability coverage, and interaction effectiveness of simulated interactions. In addition, we develop a hybrid user simulator that integrates both UI-based interactions and API-based interactions, enabling more realistic and comprehensive evaluation across diverse interactive environments. We evaluate VISTA in e-commerce shopping and education customer service settings and demonstrate that it produces more realistic and comprehensive evaluations than existing methods.
Yunan Lu, Ryan Shea, Yusen Zhang +1
Jun 9, 2026cs.AI

Workflow-GYM: Towards Long-Horizon Evaluation of Computer-use Agentic tasks in Real-World Professional Fields

Recent years have witnessed the rapid evolution of AI agents toward handling increasingly complex, real-world tasks. However, existing benchmarks rarely evaluate whether agents can operate graphical user interfaces to complete long-horizon, high-value professional workflows across diverse domains. Current GUI benchmarks still predominantly focus on general-purpose software, relatively simple applications, and short-horizon tasks, leaving it largely unknown whether modern agents can follow user instructions to autonomously operate domain-specific professional software and accomplish economically valuable work in an end-to-end manner. To bridge this gap, we introduce Workflow-GYM, a benchmark for long-horizon GUI tasks centered on professional domains and specialized software environments. Through extensive experiments on state-of-the-art models, we find that even the strongest models achieve only slightly above 30% success rates, highlighting that professional long-horizon GUI workflows remain highly challenging for current GUI agents. Further analysis reveals that current agents struggle to maintain long-horizon workflow consistency, frequently exhibiting workflow stage omission, error propagation, objective drift, and insufficient understanding of professional software environments. Our findings provide important insights into the limitations of current agent systems and suggest key directions for the next generation of GUI-agent research.
Liya Zhu, Jingzhe Ding, Jian Zhang +63
Jun 9, 2026cs.CV

GUI-AC: Enhancing Continual Learning in GUI Agents

Graphical User Interfaces (GUIs) serve as the dominant medium for human-computer interaction, yet building GUI agents that generalize across the vast diversity of real-world interface environments, with the same flexibility and robustness that humans naturally exhibit, remains unsolved. Notably, GUI data are inherently non-stationary: the continual emergence of previously unseen interface instances (e.g., novel domains and resolutions) induces persistent distribution shifts, significantly impeding the continual learning of existing GUI agents. Reinforcement fine-tuning (RFT) has attracted considerable attention as a promising approach. Nevertheless, RFT exhibits pronounced instability in its grounding capability, manifested as sharp reward discontinuities and high-variance oscillations. The imbalanced distribution of rollout outcomes introduces substantial noise into advantage estimation, leading to policy overconfidence. The fixed clipping bound suppresses the increase in policy probabilities needed to adapt to new distributions, leading to a collapse in exploration capacity. To address these challenges, we propose GUI-AC, a method that enhances the continual learning capability of GUI agents. GUI-AC introduces grounding certainty to support two core mechanisms: (i) Adaptive Advantage, which down-weights noisy advantage estimates to prevent policy overconfidence; and (ii) Dynamic Clipping, which relaxes the clipping bound to encourage exploration range. Extensive experiments show that these mechanisms jointly improve performance, enabling our method to surpass state-of-the-art baselines. Code is available anonymously at https://github.com/Can-Lin/GUI-AC.
Can Lin, Tao Feng, Hangjie Yuan +3
Jun 5, 2026cs.AI

StainFlow: Entity-Stain Tracking and Evidence Linking for Process Rewards in GUI Agents

Reinforcement Learning (RL) has become a promising approach for improving GUI Agents in long-horizon, stochastic digital environments, but trajectory-level success feedback is too sparse to provide reliable credit assignment for intermediate exploration steps. To mitigate this issue, recent studies introduce Process Reward Models (PRMs), which provide finer-grained training feedback through global milestone verification or local step-level evaluation. However, these methods still suffer from two level-specific limitations: global milestone decomposition is subjective and singular, making it difficult to accommodate the multiple valid execution paths in real GUI tasks, while fixed local judging windows may miss long-range key evidence or dilute the decision signal with irrelevant frames. Inspired by stain-tracing mechanisms in network flow analysis, we propose StainFlow, an entity-stain-flow process reward model for GUI Agents. To reduce the subjectivity of global partitioning, we introduce the Global Entity Stain Tracking module, which extracts visually verifiable task entities and tracks how their stain concentrations and states evolve along the trajectory, allowing task phases to be objectively separated by changes in the entity evidence flow. To improve the accuracy of local verification, we introduce the Local Stain Evidence Linking module. Centered on the triggering entities of each candidate key node, it retrieves relevant steps based on their stain concentrations and state changes, and dynamically constructs high-density evidence windows for verifying true key nodes. Extensive experiments on AndroidWorld and OGRBench show that StainFlow relatively improves online RL success by 3.2% and trajectory completion judgment accuracy by 1.8%.
Haojie Hao, Longkun Hao, Yihang Lou +8
Jun 3, 2026cs.CV

Benchmarking Living-Screen-Native GUI Agents on Short-Video Platforms

GUI agents today assume a static screen, where the world is frozen between two actions. However, real interfaces such as short-video applications violate this assumption, as their content keeps playing, and a competent user must decide what to watch and for how long. We formalize this task as Living-Screen-Native GUI agents and introduce LivingScreen, the first benchmark instantiating it on short-video platforms, with a faithful browser-based environment, a three-tier task suite, and metrics that jointly score accuracy and information efficiency. Evaluating extensive frontier models, we find that none reaches the human cost-accuracy performance, and that their dominant failure mode is over- and under-observation, pointing to observation control as a missing capability axis for future GUI agents. All data and code will be available at https://github.com/BITHLP/LivingScreen.
Jiashu Yao, Heyan Huang, Daiqing Wu +5
May 28, 2026cs.AI

UI-KOBE: Knowledge-Oriented Behavior Exploration for Lightweight Graph-Guided GUI Agents

Recent advances in mobile GUI agents have shown strong potential for automating mobile tasks, but most effective systems still depend on large vision-language models for screenshot understanding and long-horizon planning. Small GUI agents that can be deployed directly on mobile devices are more attractive for practical use, offering lower inference cost and better protection of sensitive on-device information. However, due to limited model capacity, such lightweight agents remain unreliable when planning and executing GUI tasks end-to-end from screenshots alone. We propose Knowledge-Oriented Behavior Exploration (\textbf{UI-KOBE}), a framework that improves lightweight mobile GUI agents with reusable app-specific graph knowledge. UI-KOBE first autonomously explores a mobile application and constructs an app knowledge graph, where nodes represent distinct UI states and edges represent executable transitions. At runtime, a lightweight GUI agent uses the graph as external guidance: given a user task and the current screenshot, it identifies the current graph node and selects among self-loop actions, neighboring transitions, task completion, or fallback free actions associated with that node. By supporting runtime decisions with app-specific graph guidance, UI-KOBE reduces the burden of end-to-end GUI planning and helps lightweight models perform mobile GUI tasks more effectively, offering a practical step toward efficient, interpretable, and privacy-conscious on-device GUI agents.
Yuxiang Chai, Han Xiao, Xinyu Fu +3
May 28, 2026cs.CV

Recovering Policy-Induced Errors: Benchmarking and Trajectory Synthesis for Robust GUI Agents

While GUI agents have advanced rapidly, they often lack the robustness to recover from their own errors, hindering real-world deployment. To bridge this gap at both the evaluation and data levels, we introduce GUI-RobustEval and propose Robustness-driven Trajectory Synthesis. GUI-RobustEval contains 1,2161,216 executable test cases that systematically measure error recovery capabilities across a broad and realistic spectrum of error modes. At the data level, RoTS is a scalable synthesis framework that creates 800k800k high-quality data via a tree-based pipeline that proactively discovers diverse error modes and synthesizes corresponding recovery steps. Our two models, RoTS-7B and RoTS-32B, fine-tuned on our dataset, both demonstrate significant gains on GUI-RobustEval and traditional GUI benchmarks. Notably, RoTS-32B achieves state-of-the-art performance on OSWorld, with a 47.4%47.4\% success rate and a 33.8%33.8\% All-Pass@4 score, suggesting that improved long-horizon error recovery ability contributes to both robustness and overall performance. Our code is available at https://github.com/AlibabaResearch/RoTS.
Tianpeng Bu, Xin Liu, Qihua Chen +7
May 28, 2026cs.CL

STAMP: Training Explicit Memory for Mobile GUI Agents in Controllable and Scalable Virtual Environments

Mobile GUI agents excel at immediate reactive control but frequently fail in realistic, long-horizon tasks that require memory. This failure stems from a fundamental conflict between limited context windows and token-heavy screenshots. To save the limited context, agents must progressively discard older visual history, permanently losing crucial transient information. Furthermore, existing action-centric datasets fail to teach agents what or when to explicitly memorize, and augmenting static real-world data is prohibitively expensive and lacks interactive verification. To resolve this, we present STAMP, a framework that trains explicit memory in mobile agents through controllable virtual environments, where deterministic memory variables are programmatically injected into synthesized tasks to control what must be memorized, when it should be encoded, and when it must later be retrieved, thereby producing verifiable supervised data at scale and enabling online reinforcement learning through environment-driven reward feedback. Evaluated on our newly introduced Memory-World benchmark, the resulting Stamp-GUI agent achieves state-of-the-art performance among GUI-specialized models and sets a new high watermark on our Memory-World benchmark, demonstrating exceptional memory accuracy and task resilience while maintaining strong general mobile navigation capabilities.
Junyang Wang, Haiyang Xu, Xi Zhang +4
May 27, 2026cs.CR

MaskClaw: Edge-Side Personalized Privacy Arbitration for GUI Agents with Behavior-Driven Skill Evolution

GUI agents rely on screenshots to infer intent and operate across applications, but these screenshots often contain private messages, medical records, payment credentials, and workplace-specific workflows. Privacy decisions in this setting depend on task, recipient, application state, and user role, yet static PII detectors miss these boundaries and cloud-side VLM reasoning can upload the raw screen before deciding what should be protected. We present MaskClaw, an edge-side privacy arbitrator for GUI agents. MaskClaw extracts local visual evidence, retrieves user- and task-specific policy memory, and decides Allow, Mask, or Ask before raw screenshots leave a trusted user- or organization-controlled environment. In five designed skill-evolution scenarios, it turns corrections, cancellations, and edits into reusable privacy skills checked by a sandbox gate. We introduce P-GUI-Evo, a benchmark built from real UI patterns, reconstructed HTML screens, and sanitized labels. Experiments show that pattern matching, cloud reasoning, and routing alone tend to over-confirm, over-mask, or expose raw screenshots under the same protocol. The artifact is available at https://github.com/Theodora-Y/MaskClaw.
Yanqiu Zhao, Dongying Zheng, Kaibo Huang +3
May 27, 2026cs.CL

GUI-CIDER: Mid-training GUI Agents via Causal Internalization and Density-aware Exemplar Reselection

Despite the rapid progress of multimodal large language models in building Graphical User Interface (GUI) agents, their real-world task completion is fundamentally bottlenecked by a lack of world knowledge about GUI operations. Existing solutions typically rely on expensive multi-agent scaffolding or conventional post-training paradigms, such as Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL). However, post-training only allows agents to implicitly absorb world knowledge through action annotations or reward signals, leading to inefficient trajectory memorization rather than genuine comprehension. Therefore, an approach that enables explicit learning of this knowledge is imperative. To this end, we propose GUI-CIDER, a mid-training method that explicitly internalizes GUI world knowledge through Causal Internalization and Density-aware Exemplar Reselection. GUI-CIDER operates in three stages: (1) data synthesis, which distills static planning and dynamic causal knowledge from GUI trajectories into text; (2) exemplar reselection, which filters the corpus by rewarding causal structures and penalizing semantic redundancy; and (3) mid-training, where the refined data is used to embed the acquired knowledge. Extensive experiments on two GUI knowledge benchmarks and three task completion benchmarks demonstrate that GUI-CIDER consistently improves both the agent's understanding of GUI operations and its task success rates.The codes are available at https://github.com/Wuzheng02/GUI-CIDER.
Zheng Wu, Chengcheng Han, Zhengxi Lu +5
May 27, 2026cs.SE

GUI Agents for Continual Game Generation

Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures undetected. We argue that evaluating and improving game generation requires a player, and study two roles for graphical user interface (GUI) agents in this process: (1) as an objective evaluator, for which we introduce PlaytestArena, a new evaluation environment that pairs 200 browser-based game generation tasks across eight genres with rubrics of expected in-play behaviors, adjudicated by a GUI agent that loads each build in a browser and plays it; and (2) as a subjective playtester, for which we propose Play2Code, where a game agent and a GUI agent operate in a sustained loop with shared memory, turning game generation into a dialogue between coding and playing. Our experiments show that even frontier models struggle to generate playable games directly, while Play2Code achieves a 66.8% rubric pass-rate, improving over single-pass and agentic-coding baselines by 37.1 and 14.6 points respectively. Further analysis shows that GUI playtester feedback is more traceable than a human report, yet idiosyncratic in ways reminiscent of human testers, establishing game playtesting as a critical testbed for interactive code generation. Our project website is available at https://continual-game-generation.vercel.app/.
Yixu Huang, Bo Li, Na Li +8
May 27, 2026cs.CR

MIRAGE: Context-Aware Prompt Injection against Mobile GUI Agents via User-Generated Content

Mobile graphical user interface (GUI) agents driven by vision-language models (VLMs) perceive the screen as rendered pixels and choose actions from what they see, so they cannot reliably separate trusted interface elements from user-generated content. We present MIRAGE (Mobile Injection of Realistic Adversarial GUI Examples), a pipeline that turns benign mobile screenshots into prompt-injection samples by placing attacker-controlled text into ordinary user-generated content regions, without modifying the agent, the application, or the operating system. MIRAGE operates in three stages: a Localizer identifies user-controllable regions on the screenshot, a Generator synthesises context-aware payloads and renders them in the application's native style, and a Curator moderates realism and balances the samples across applications, region types, and attack intents. A key challenge is that an injected screenshot must stay visually indistinguishable from genuine user content while still diverting the agent; we address this by separating the stages that control reach, realism, and distributional balance. On a 1,111-sample benchmark spanning ten applications and eleven attack intents, all five evaluated VLM agents are vulnerable, with attack success rates of 23%-30%, and MIRAGE scores higher on human realism ratings than the strongest prior attack (3.02 versus 2.52 out of 5). We further find that per-sample realism and attack success are uncorrelated, so visual-quality filtering alone cannot reliably defend against this threat.
Ruoqi Guo, Yi Liu, Gelei Deng +7
May 26, 2026cs.CV

AndroidDaily: A Verifiable Benchmark for Mobile GUI Agents on Real-World Closed-Source Applications

The rapid development of GUI foundation models and mobile GUI agents has spurred numerous evaluation benchmarks, yet most rely on simulated environments or open-source applications, leaving real-world closed-source applications largely unevaluated. The core difficulty is that closed-source applications do not expose internal states, making traditional automatic verification inapplicable. To bridge this gap, we introduce AndroidDaily, a large-scale benchmark comprising 350 realistic daily-use tasks across 94 high-frequency Android applications spanning transportation, shopping, local services, entertainment, content creation, social media, and everyday utilities. To enable automatic and verifiable assessment in these opaque environments, we propose Guideline-grounded Reviewer for Automatic Diagnostic Evaluation (GRADE), a process-aware evaluator built on a three-tiered system of observable external guidelines: operational obligations, output quality, and negative constraints. GRADE tracks the agent's visual trajectory against these criteria and produces step-level diagnostic judgments, turning long-horizon, open-ended mobile interactions into verifiable evaluation without relying on hidden internal states. Experiments show that GRADE achieves 87.37% agreement with human evaluators. The strongest model reaches a 62.0% success rate on AndroidDaily, highlighting a substantial gap between current reasoning capabilities and practical execution in realistic mobile workflows.
Yifan Sui, Xin Huang, Hongbing Li +14
May 26, 2026cs.AI

Scaling, Benchmarking, and Reasoning of Vision-Language Agents for Mobile GUI Navigation

Vision-Language Models (VLMs) have shown rapid progress in mobile GUI navigation. This paper presents a systematic study of data scaling, benchmarking, and reasoning for VLM-based agents in this domain. To facilitate rigorous evaluation, we introduce HyperTrack, a large-scale dataset with over 16000 real-world tasks across more than 650 Chinese mobile applications, along with GUIEvalKit, an open-source toolkit for unified benchmarking of VLMs on offline GUI navigation tasks. Using HyperTrack, we analyze the effects of training data scale on both supervised and reinforcement-based finetuning. Our results show that reinforcement-based finetuning consistently outperforms supervised finetuning, particularly in out-of-domain settings, highlighting the synergy between data scaling and reinforcement learning. Leveraging GUIEvalKit, we further benchmark state-of-the-art (SOTA) VLMs and analyze how interaction history and reasoning capabilities influence task completion. Together, HyperTrack and GUIEvalKit provide a comprehensive platform for developing and evaluating VLM agents in mobile GUI navigation tasks.
Heng Qu, Yike Liu, Renren Jin +4