Interaction Data
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11 papers in the last four weeks, up 120% on the four weeks before. 0.1% of all new papers.
Latest papers 99
This paper develops a meta-multi-agent reinforcement learning (meta-MARL) framework to enable fast adaptation of interactive policies in a multi-agent system (MAS). Meta-reinforcement learning (meta-RL) enables agents to rapidly adapt to new tasks/environments using a bi-level optimization mechanism. However, existing meta-RL generally focuses on single-agent systems. Extending these frameworks and algorithms to multi-agent systems poses additional challenges, as tasks are characterized by not only the environment but also agents' strategic interactions. To address these challenges, we model multi-agent reinforcement learning (MARL) problems as Markov games (MGs) and develop a meta-MARL framework for rapid interactive policy adaptation across a distribution of MGs. A new concept, called meta-NE, is defined to describe the desired solution concept in a meta-MARL problem. Sufficient conditions for the equivalence between a meta-NE and a stationary point of the gradient-play-based meta-MARL algorithm are established. Our evaluation on autonomous-driving tasks demonstrates that the proposed meta-MARL method achieves faster adaptation than pretrained MARL baselines, validating the effectiveness of our framework.
PAMI: Part Anchored Motion for Text to Human-Object Interaction Generation
Text-conditioned full-body human-object interaction (HOI) generation requires synthesizing human motion and object trajectories that match the input text while remaining precisely coordinated over time. Most methods represent the human and object as separate trajectories and predict the global human-object couplings. Learning this complex, dynamically changing relationship implicitly, however, often yields object drift, missed contact, and penetration. We introduce PAMI, a Part-Anchored Motion framework for Interaction generation. Inspired by the classic Hough Transform, our key idea is to localize object motion by letting body-part anchors vote for it: we express object motion relative to multiple body-part anchors and use PamiVAE to learn an interaction latent space, decoding frame-wise weights that aggregate these part-specific votes. Building on this representation, PAMI generates interactions in a coarse-to-fine hierarchy. PamiGen first generates a coarse human-object interaction from text in this structured latent space, and PamiRefiner then recursively resolves fine-grained contact geometry using a hybrid surface-sensing representation, combining long-range probes that capture overall body-part influence with short-range sensors that resolve detailed contacts near the object surface. Experiments on InterAct show that PAMI generates more faithful interactions and more accurate human-relative object motion than previous methods, achieving 14.5% higher contact recall than the previous state of the art. Extensive ablations validate the contributions of both the part-anchored voting representation and hybrid surface-sensing refinement.
Beyond Interaction Capacity: Estimator Scaling with Recursive Models for CTR Prediction
Click-Through Rate prediction, a core task in recommendation and advertising systems, relies on modeling interactions among sparse categorical features. Explicit cross networks are a central paradigm for CTR prediction, and recent progress has largely come from increasing the interaction capacity of a single predictor through deeper cross networks and more expressive cross operators. We revisit whether continually increasing interaction capacity remains the most effective way to improve predictive performance, and find that its benefits quickly exhibit diminishing returns even as capacity continues to grow. This motivates a complementary scaling direction that we call estimator scaling, where additional resources are used to incorporate multiple related estimators rather than only enlarging a single predictor. Through theoretical analysis, we show that the gains from estimator scaling are governed by the amount of non-shared predictive variation available across estimators. However, exploiting this variation naively can be expensive: independently trained models provide substantial estimator diversity but require deployment cost to grow with ensemble size. This motivates a parameter-efficient realization of estimator scaling that can incorporate diversity from multiple estimator sources without maintaining multiple full models. Building on this view, we introduce RECursive Averaged Predictor (RECAP), a parameter-efficient recursive CTR model that operationalizes estimator scaling at three levels: distillation across independently trained models, exponential moving averaging over training trajectories, and aggregation over inference-time routes within a weight-shared recursive backbone. Experiments across multiple benchmarks establish new state-of-the-art predictive performance on standard benchmarks, while placing the RECAP on a favorable performance-parameter Pareto frontier.
Normalize-Then-Precondition: A Hierarchical Approach to Marginal Scale and Interaction Geometry for LLM Training
Matrix optimizers have emerged as a promising direction, with Muon standing out as a prominent design. Revisiting Muon through its full-Gram representation, we observe that it jointly processes marginal-scale and interaction information. This opens an alternative way to organize geometric information hierarchically, motivating the Normalize-Then-Precondition framework. Specifically, it first uses diagonal-Gram information to construct a marginally normalized update, then applies spectral preconditioning to its directional interaction geometry. Building on this framework, we develop NormPre with NormPre-G and NormPre-L adopting global and localized spectral preconditioning, grounded in spectral-norm steepest descent and a regularized formulation followed by leading mode selection, respectively. To enable large-scale training, NormPre-G uses Newton-Schulz iterations and NormPre-L employs randomized sketching to approximate the leading interaction eigenspace. Theoretically, we establish convergence guarantees for simplified versions of NormPre. Across extensive pretraining experiments on GPT-2 Small, LLaMA and Qwen3, both variants consistently outperform AdamW, Muon and MANO under matched training budgets. Further efficiency and spectral analyses reveal the complementary strengths of two variants and characterize their performance-efficiency trade-off. We open-source our code through a GitHub repository at https://github.com/zx-gong/NormPre.
Engineering Simplicity: Simple Mechanism Interfaces Steer LLM Agents
Can interaction formats and textual scaffolds help large language model (LLM) agents make better decisions, and do better decisions come with better explanations? We study these questions in auctions and matching, multi-agent environments with explicit rules and known optimal strategies. These settings let us vary how a decision problem is presented while retaining a benchmark for evaluating behavior. Drawing on human-motivated theories of simplicity, we compare interfaces that elicit a complete bid or ranking with sequential interfaces that make safe choices easier to identify. We then hold the interaction format fixed and vary reasoning scaffolds and rule descriptions. Across four model families, the ascending auction interface substantially reduces bid deviations. The matching comparison also shows why sequential responses require different error accounting from complete rankings. Laying out payoff contingencies and explaining why truth-telling is safe also improve choices, whereas prompts to plan through matching rounds or form beliefs about opponents worsen play overall. In auctions, these behavioral gains are not accompanied by corresponding improvements in measured verbal indicators of strategic understanding in the agents' short stated plans. Other prompts change those indicators without improving bids. Our findings suggest that human-motivated theories of simplicity can inform the design of decision environments for artificial agents. They also show why scaffolds should be evaluated through realized choices as well as explanations: improvements in one need not appear in the other.
HEIR: Learning Human-Entity Interactions with Functional Roles
Understanding human-entity interactions requires recovering each person-action event's participants, roles, and shared identities. This structure can support embodied agents by clarifying who acts on which entities and how, informing anticipation and coordination in shared environments. Standard HOI metrics score individual links, leaving complete event composition undermeasured. We introduce HEIR (Human-Entity Interactions with Functional Roles), an image benchmark for complete grounded participant-role sets across object, interpersonal, and self-directed interactions. It contains 18,730 images, six roles, 105 actions, and 437 nouns, with shared entities, role changes, and repeated fillers; 51.6% of images contain multiple actors and 62.1% contain multiple actions. HEIR pairs relation AP with complete-set AP and structural evaluation. We also introduce CoRISP (Compositional Role-aware Interaction Set Prediction), which uses shared entity identities to combine role-conditioned evidence and predict normalized participant-role sets. Cardinality and role-multiplicity potentials couple assignments through event size and role composition, with exact per-event normalization. Across 16 baselines, relation and complete-event rankings diverge even after aligning action weights. CoRISP leads the evaluated systems on repeated-role events and shared-participant images in HEIR by 2.87 and 3.82 Set mAP points, respectively. On V-COCO, CoRISP achieves 73.72/76.23 role AP and 61.06/68.59 complete-set AP on two-slot actions under Scenarios 1/2. These results show the value of learning and evaluating event composition alongside individual relations. The code and dataset are publicly available at https://github.com/Kratos-Wen/HEIR.
CompoWorld: Compositional Environment Scaling for General Agents
Automatically generated environments provide a scalable source of interaction data for training general agents. However, existing approaches mainly generate tasks within a single environment, while real-world workflows require agents to connect information and actions across multiple services. We introduce Compositional Environment Scaling (\textbf{CompoWorld}), which expands the task space by composing a finite library of reusable services. Coding agents turn tool specifications into verified services with typed states and shared interfaces, while a world model handles tools that cannot be reliably implemented. A random-walk procedure connects services through dependency graphs, enabling the generation and verification of tasks that require information to flow across services. Verified trajectories support supervised fine-tuning (SFT), while our Completion-Focused Rubric Reward guides reinforcement learning (RL) toward full task completion by emphasizing criteria with lower pass rates within each rollout group. We construct 448 services exposing 10,130 tools and use 3K SFT trajectories and 1K RL tasks to train Qwen3.6-35B-A3B. Experimental results show that CompoWorld improves on its backbone by 9.17 points on average across eight benchmarks. On AutomationBench, it surpasses frontier models such as Claude Opus 4.6 and leads all compared agent-specialized 35B-A3B models.
Learning to Plan in Human-Robot Collaboration: Multimodal Reinforcement Learning for Adaptive Interaction
Robot assistants for older adults and people with disabilities need to perform collaborative tasks with users effectively. The core component of these systems is an interaction manager whose job is to observe and assess the task and infer the state of the human and their intent for the robot to choose the best course of action. Due to the sparseness of the data in this domain, the policy for such multimodal systems is often crafted by hand; as the complexity of interactions grows, this process is not scalable. This paper proposes a reinforcement learning (RL) approach to automatically generate the multimodal policy of the robot. Our system focuses on a realistic scenario where a robot assists a user in locating objects within a home environment, managing multimodal signals, including language and physical actions, to select the best action. In contrast to traditional dialog systems, our agent is trained with a simulator that uses human data and can deal with multiple modalities. We use a simple high-level reward function that needs no fine-tuning and enforce some preconditions to speed up the training process. A human study evaluating the system in a real-world setting demonstrates promising results, indicating high usability and effective task completion. This RL-based approach offers a scalable and interpretable alternative for designing interaction managers in multimodal human-robot collaborations.
Ask Before It Tells: Benchmark-to-Robot Body-Cue Transfer for a Question-First Bedside Robot
Body-cue recognition can support assistive robots, but benchmark accuracy does not guarantee reliable behavior under a robot-camera viewpoint. We present Nuni, a bedside robot prototype that treats a detected distress cue as a reason to ask rather than a reason to alert. We compare two X3D-UGT RGB appearance classifiers, which reach 97.7% and 94.8% six-way accuracy on NTU RGB+D, with a pose-centric hybrid pipeline on 28 single-actor scripted clips recorded from the robot camera. The hybrid path achieved 0.71 six-way macro recall, versus 0.25 and 0.29 for the fine-tuned and from-scratch RGB variants. More importantly for interaction, it produced a question-triggering distress cue in 12/16 distress clips and would have prompted unnecessarily in 2/8 normal clips; the RGB variants yielded a question-triggering cue in only 2/16 and 3/16 distress clips. We separately tested the question-first controller through event injection. All 13 state-transition trials passed: valid responses caused stand-down, two unanswered prompts produced one alert, and three boundary conditions were handled correctly. These results are a preliminary technical evaluation, not a user study or medical validation, but they show how interaction policy can limit the consequences of uncertain perception.
When Does Touch Matter? Charting the Vision-Interaction Gap in Cluttered Dexterous Grasping
Dexterous grasping in clutter poses a basic sensing question: when do tactile measurements and external wrench estimates improve on visual geometry? Occlusion and contact can obscure grasp quality, motivating a controlled evaluation of these interaction signals. We present a controlled real-world study over five tabletop scene conditions on a dexterous system that combines vision, per-finger and wrist wrench estimates, and distributed fingertip taxels. With demonstrations, visual observations, action space, and compliant control fixed, we compare vision-only, wrench, taxel, and combined policies plus representation and fusion baselines. The combined policy succeeds in 24/25 trials versus 14/25 for vision only, and 15/15 versus 6/15 across the three confined conditions. Ablations show that wrench and taxel feedback are complementary. Behavioral comparisons show that interaction feedback enables earlier rejection of inadequate contacts, regrasping before lift, and more stable grasps. To our knowledge, this is the first real-world study to combine and separately evaluate these interaction modalities for target-oriented dexterous grasping in clutter. These results chart a widening vision-interaction gap and position cluttered dexterous grasping as a benchmark for determining when the learned policy needs interaction sensing. Project website: https://interaction-dex-grasp.github.io/
Towards Reliable Underwater Diver-Robot Interaction: Gesture Design, Interaction Logic, and Real-World Evaluation
Underwater human--robot interaction requires gesture commands that are both easy for divers to use and reliable for robots to recognize. We investigate these aspects through a closed-loop diver--robot interaction framework integrating a compact seven-gesture vocabulary, lightweight landmark-based recognition, and command-level interaction logic. We evaluate the framework through a user study and underwater robot experiments in a laboratory tank and a swimming pool. The user study supported the reproducibility of the gestures after brief learning. Recognition analysis further showed that visual similarity was associated with gesture confusion, while intermediate poses during gesture formation introduced temporal ambiguity. Command-level processing mitigated the effects of transient recognition errors on robot execution, reducing unintended triggers and premature task interruptions. These findings show that reliable underwater gesture interaction depends on human usability, gesture recognizability, and execution reliability in underwater interaction.
Affora: A Design System for Agent-Friendly Interfaces
Computer-use agents increasingly operate software designed for people, but interfaces often leave actions or task state unclear to machine readers. We present Affora, a design system that supports both readers while preserving visual freedom and familiar human workflows. Three controlled studies examine component implementations, visual variation, and interaction-design principles. Their findings inform guidance from individual components to complete sites, supported by reusable implementations and executable checks. Agent performance depends on the interaction meaning available through its interface representation; substantial visual variation remains possible when that meaning is preserved. Evaluation on independently authored interfaces shows gains where Affora addresses existing deficits, but limited effects where those deficits are absent or outside its coverage. A workflow case provides preliminary evidence of reduced interaction cost. Affora connects user experience and agent experience through a shared interface rather than a separate agent-only surface.
TRACER: Adaptive Multi-Robot Social Navigation via Joint Human-Response Prediction and Interaction-Aware Replanning
Multi-robot navigation in human-shared spaces is inherently interactive: coordinated robot motions influence how nearby entities respond, while those responses provide valuable information for subsequent robot decisions. However, existing methods typically address action-conditioned prediction, multi-robot planning, or online adaptation separately, and therefore lack a unified mechanism for modeling joint robot-entity interactions and adapting future decisions from executed interaction outcomes. To address this gap, we propose TRACER, a bi-directional receding-horizon framework that closes the loop between prediction and adaptation. TRACER evaluates candidate (i.e., alternative feasible future motion plans for the robot team) trajectories using a per-entity probabilistic response model that separates individual-robot effects from non-additive pairwise interactions; after executing the selected trajectory prefix, it updates persistent identity-bound beliefs over latent response modes using the synchronized observed responses. These updated beliefs then guide subsequent candidate evaluation under probabilistic safety and response-aware cost criteria. Experiments show that (i) TRACER more accurately captures non-additive multi-robot interaction effects than a capacity-matched additive predictor, (ii) persistent identity-consistent evidence improves response prediction and downstream replanning, and (iii) the complete TRACER framework improves collision-free completion over an independent-robot baseline on the SocialGym2 multi-robot social-navigation benchmark.
PRISM: Predictive Representation of Interaction Style and Motion for Social Robot Navigation
Humans often observe others before interacting and adjust their behavior accordingly. Robot navigation in crowds, however, often represents pedestrians mainly by observed geometric states, leaving individual differences in interaction tendencies implicit. We propose PRISM (Predictive Representation of Interaction Style and Motion), a framework that infers interaction traits from passive observations of human-human interactions. PRISM encodes human trajectories into a continuous ordinal latent space with a transformer encoder trained by Rank-N-Contrast loss, and pairs each inferred trait with a temporal-stability score supplied to the navigation policy. In randomized crowd simulations, PRISM reduces collision rates over the geometry-only baseline and yields small improvements in navigation-time and path-length metrics. These results suggest the utility of passive latent-trait inference for social navigation in dynamic crowds.
RideWay: Benchmarking Efficient Task Completion for Tool-Using Language Agents
AI agents are usually evaluated by whether they complete a task. In interactive service settings, a successful agent can still frustrate users by asking repeated questions, performing redundant searches, or making avoidable revisions. We introduce RideWay, an efficiency-centered benchmark for ridehailing agents in a stateful tool-calling environment, together with Efficiency Utility, a success-gated metric that discounts successful trajectories for excess tool calls and user-facing turns relative to task-specific reference effort. Human paired preferences calibrate the relative penalties, reflecting an aggregate service-workflow trade-off: extra dialogue often creates visible friction, whereas extra tool use can sometimes verify constraints or preserve user intent. Across 58 tasks and 24 models, the fitted penalty for excess turns is about twice that for excess tool calls. On task-disjoint held-out preferences, Efficiency Utility achieves 78.7% accuracy overall: 90.6% when trajectories differ in turns, but chance-level accuracy when they differ solely in tool calls - the axis on which human annotators agree least. RideWay therefore makes interaction efficiency measurable alongside task success, while exposing the boundary of count-based tool-use evaluation.
Socrates went Nuclear: Comparing Interaction Strategies for AI systems in a Learning Context using Brain Sensing
Does unrestricted AI access bypass the cognitive effort required for learning, or does it streamline knowledge acquisition? This paper reports on a study where we compare three designs for user-AI interaction in a learning context: (1) an unrestricted conversational bot like ChatGPT, (2) a pedagogically constrained bot that guides through hints without giving final answers, which we refer to as the Socratic mode; and (3) a non-conversational adaptive tutoring system that adjusts difficulty in real-time based on the user's cognitive engagement derived from the brain signals. Fifty study participants were tasked with learning about nuclear safety protocols, a domain chosen for its zero-prior knowledge baseline. The participants progressed through an instructional video, a pre-test, an AI-driven assessment phase, which varied in the three conditions, and an immediate post-test. The nature of the questions centered primarily on factual knowledge acquisition, but it still required participants to have a global understanding of the concepts in order to answer the questions correctly. A Muse headband was used to derive the cognitive engagement of all users in all conditions. The unrestricted chatbot produced higher learning gains (delta) than both constrained modes (p < .03, d > 0.80), while the adaptive condition generated significantly higher EEG engagement (p = .018). The cluster analysis of chatbot usage and discussion patterns by users showed that most participants in the unrestricted-mode adopted a direct answer-retrieval strategy, while participants in the Socratic-mode initially attempted to reason through the hints before progressively disengaging. Consequently, this also suggests that the success of the unrestricted AI is not an evidence of deeper learning, but rather a result of the immediate post-test evaluation after the training phase.
IMPACT: Attention Is the Interaction Map for Scalable Interaction-Aware World Model Training
World models have made remarkable progress in action-conditioned future prediction for embodied agents, yet still struggle to model physically plausible interactions. Existing approaches address this limitation by constraining the generation process with external representations encoding motion, geometry, or semantics. Obtaining these spatiotemporally dense representations typically requires auxiliary estimators or manual annotations, limiting training scalability. We instead revisit the training objective and identify a supervision-allocation mismatch under the globally averaged mean squared error (MSE) denoising objective: prevalent static content dominates the optimization signal, leaving sparse dynamic-object regions critical to interaction generation disproportionately under-supervised. Motivated by this observation, we introduce IMPACT, a scalable Interaction-aware Model training framework with Prior-guided Attention Calibration and Targeting. IMPACT uses cross-attention associated with manipulated-object tokens as an internal spatiotemporal prior for action-conditioned changes. It samples candidate regions from this prior, calibrates them with detached local prediction errors to construct an interaction map, and uses the map to reweight denoising supervision, requiring neither external representations nor inference-time modifications. Extensive experiments on robot-arm and human-hand manipulation, spanning diverse control modalities and DiT backbones, show that IMPACT consistently outperforms the corresponding MSE-trained baselines, improving interaction fidelity, physical plausibility, and visual quality.
TurnBench: A Multi-Domain Benchmark for Turn-Taking Dynamics in Spoken Dialogue
Speakers in natural conversation take turns speaking and listening, deciding in real time when to take, hold, or yield the floor. However, turn-taking evaluation remains limited due to the lack of a consistent, linguistically grounded evaluation protocol and hand-annotated data covering diverse conversation types. To address this, we present TurnBench, a multi-domain benchmark that pairs a 30-hour, hand-labeled corpus of dyadic human conversation with a standardized evaluation protocol for end-of-turn and interruption detection. We set conversation type as a controllable experimental variable, covering six distinct interaction styles, and triple-annotate each conversation. Benchmarking 14 heterogeneous turn-taking systems, we find end-of-turn recall stable across types, while interruption false positives are strongly type-dependent and concentrated in backchannel-dense interaction styles. Although in smooth floor transfers human listeners begin speaking a median 151 ms before the current turn ends, no current system performs equivalently without incurring excessive false positives. We release our corpus, a 104-hour training set, and a public leaderboard with an interactive dataset viewer at https://turnbench.sesame.com.
HUI360: A 360° Egocentric Dataset and Baselines for Human-Robot Interaction Anticipation
As robots increasingly operate in human-populated environments, anticipating human intentions is essential for enabling proactive and socially aware behavior. Automatic anticipation of human-robot interactions is thus emerging as a crucial perception challenge for embodied agents. To this end, we introduce HUI360, the largest dataset for human-robot interaction anticipation in the wild and its set of baselines. The dataset was collected from a mobile robot, in the wild, over multiple days within a 3-month period, and in several environments, capturing natural, spontaneous behaviors from both passersby and users, and encompassing a diverse range of individuals. This variety enables evaluating and improving the generalization capabilities of interaction anticipation models. We designed a pipeline and share code for automatic interaction annotation in arbitrary 360-degree equirectangular videos, along with interfaces for manual refinement. Using this pipeline, we release the HUI360 open set of 1M pre-processed annotations, including detailed 2D poses, facial keypoints, and segmentation masks, obtained using state-of-the-art computer vision methods and manually curated to ensure high-quality tracking and interaction annotation. Additionally, we release the raw panoptic 360-degree images captured from the robot's egocentric viewpoint (on demand, for research purpose only in compliance with GDPR). Finally, we establish benchmark baselines for interaction anticipation, including the first cross-dataset evaluations for this task: to this end, we also release 6M annotations for another existing in-the-wild outdoor dataset collected from a mobile robot (SSUP-HRI). Dataset and code can be found at https://hucebot.github.io/hui360.
SPIRIT: Spatio-temporal Pairwise Relational Modeling of Instrument-Tissue Interactions for Surgical Action Triplet Recognition
Fine-grained understanding of surgical activity is essential for context-aware assistance in the operating room, including safety monitoring, adverse event identification, and skill assessment. Surgical action triplets, defined as tuples of the form <instrument, verb, target>, provide a structured description of instrument-tissue interactions. A key open problem, however, is how to learn triplet representations that remain reliable across institutions, where surgical video varies in acquisition conditions, surgeon style, tool usage, and tissue handling, while existing triplet datasets do not support explicit evaluation of center-wise transfer. To address this problem, we propose \textbf{SPIRIT}, a structured framework for surgical action triplet recognition designed to learn interaction representations that transfer more reliably across centers. Instead of treating each triplet as a flat class label, SPIRIT first learns spatio-temporal representations for instruments, verbs, and targets, then models their pairwise relations, and finally composes them into coherent triplet predictions, with multi-head distillation used to stabilize learning. To evaluate this setting, we establish \textbf{MultiBypass-4C-T40}, a multi-centric dataset for dense surgical action triplet recognition in Roux-en-Y gastric bypass across four geographically distinct centers, with auxiliary phase and step annotations. Across multiple evaluation protocols, SPIRIT consistently outperforms strong recent baselines, highlighting the value of explicit relational reasoning for multi-centric triplet recognition. Code will be available at https://github.com/CAMMA-public/multibypass-4c-t40.
CRISP: Critical Step Perception for Training Efficient Deep Search Agents
Large language models (LLMs) are increasingly extended into deep search agents that solve complex questions through multi-step interaction with external search and browsing tools. However, existing agents often incur substantial computational and interaction costs, generating lengthy trajectories that contain redundant queries, inefficient exploration, and irrelevant observations. Existing efficiency-oriented methods usually encourage agents to use tools less frequently, but treating all tool interactions uniformly may also suppress steps that gather necessary evidence. In this paper, we propose CRISP, a framework for training efficient deep search agents through critical step perception. Unlike prior efficiency methods that uniformly penalize tool use, CRISP distinguishes interactions that gather necessary evidence from redundant ones and shapes the training reward to preserve the former while pruning the latter, improving efficiency without sacrificing the evidence needed for correct answers. Specifically, CRISP first constructs critical-step labels with Backward Evidence Induction: starting from the final answer, a strong model traverses a completed search trajectory backward and judges whether each tool-interaction step provides or preserves evidence for the final answer. We then distill these step-wise judgments into a smaller critical-step recognizer, enabling full-trajectory analysis in a single pass. During policy optimization, an efficiency-aware reward is applied only to successful rollouts. Experiments on BrowseComp and HLE-Verified show that CRISP maintains competitive final-answer accuracy while reducing average interaction turns by 15.1% and 33.2%, respectively, demonstrating substantial improvements in interaction efficiency.
MemSIF: From Structured Interactions to Dual-Track Fact Memory for LLM Agents
Long-term memory is critical for LLM agents operating over long-horizon interactions. However, several persistent limitations of existing memory systems can be traced to two recurring misalignment patterns in long-term interaction settings: Temporal-Structural Misalignment (TSM) and Delayed Utility Manifestation (DUM). TSM arises when temporal proximity does not reliably align with topical or event-level relatedness, whereas DUM arises when write-time salience does not reliably predict future query utility. To mitigate these misalignment patterns, we propose MemSIF (Memory with Structured Interactions and Facts), a structured interaction-to-fact memory framework. Structured Interaction Memory organizes raw interactions into Topical Segments that preserve local topical coherence and Event Trajectories that maintain cross-time event continuity. Dual-Track Fact Memory uses two complementary tracks: CoreFact memory consolidates stable, schema-guided information at write time, whereas ActiveFact memory forms facts on demand and promotes those supported by multiple historical sources and recurring query demand for reuse. Experiments on LoCoMo and LongMemEval-S across five backbone LLMs show that MemSIF achieves the highest Total ACC in all settings, outperforming the strongest baseline by 2.29%-8.79% on LoCoMo and 2.87%-6.15% on LongMemEval-S. These results support the effectiveness of combining Structured Interaction Memory with Dual-Track Fact Memory to mitigate TSM and DUM. Code is available at https://github.com/luoyufeihaha/MemSIF.
Developing Combined Manipulation and Locomotion Skills with Interaction Representation and Skill Composition
This paper addresses how to enable a humanoid robot to learn motion policies based on developmental principles and combine policies to create more sophisticated and useful behaviors. Specifically, we present an approach to (1) learning a whole-body reaching and grasping policy and (2) combining it and a standing-up and walking policy to compose a more complex policy of manipulation and locomotion: grasping, standing up, and walking. In (1), our method draws inspiration from harmonic analysis and adopts cubic harmonics as weights to represent the hand-object spatial relationship via spatial convolution. Utilizing an intra-episode finger joint decoupling curriculum based on developmental principles, a robot can autonomously learn a generalizable grasping policy without relying on external datasets or pretrained models. In (2), our method combines the grasping policy with a separately learned getting-up policy by providing both policies with their respective observation vectors and using hand-object interaction scores to determine when each policy should control which robot joints. Our results show a 93% zero-shot success rate for grasping unseen objects and a 96-100% success rate for standing up while holding the object. Our work also demonstrates that combining different policies is only effective if each policy learning happens on the same whole humanoid body even if a policy (such as for locomotion) does not seem to need all the body parts (such as fingers).
Beyond Feeling Better: Capability-Sustaining Emotional Dialogue as a Longitudinal Research Paradigm
Emotional dialogue research includes two influential strategy traditions. Empathetic dialogue prioritizes understanding a speaker's emotional experience. Emotional support conversation selects and sequences support for the seeker's current needs. Sustained use introduces a further goal. Effective support should sustain users' capacities for emotion regulation, coping, self-endorsed decisions, and social connection across the interaction lifecycle. We propose capability-sustaining emotional dialogue (CSED) as a longitudinal research paradigm that aligns supportive strategy with this goal and organizes data, models, system design, evaluation, and governance around repeated use, non-use, transition, and termination. A targeted literature-and-corpus audit motivates this position. In a PRISMA-ScR-guided sample, 95% of 60 system-building papers pursue relief-oriented goals. None evaluates capability or longitudinal outcomes, and only 1 considers dependency, autonomy, or termination risk. In 300 ESConv supporter turns, capability-relevant functions appear in 43.0%, while generic suggestions account for 22.0%, compared with 4.0% reappraisal, 6.7% self-efficacy support, and 0.3% boundary behavior. We release a protocol for extending the audit to model behavior. An illustrative process model connects latent user capability to six design commitments, four evaluation timescales, and lifecycle constraints. The resulting agenda makes CSED testable across data, policy design, training, evaluation, and governance.
MPIE-Bench: Benchmarking Anatomically Plausible Multi-Person Interaction Editing
Text-to-image and personalized editing models now synthesize high-fidelity single-subject images with ease. Yet placing multiple named people into shared contact actions such as embrace, carry, or grapple still exposes major failures: fused limbs, invented extremities, and interpenetrating bodies. Existing evaluations largely overlook these anatomical and geometric issues, and VLM-as-a-judge checklists often saturate on Interaction while the errors remain obvious to humans. We introduce MPIE-Bench, a 2,500-sample benchmark of video-mined editing triplets spanning 405 scenes, 14 interaction categories, and four contact densities (C0-C3). We also propose MPIE-Eval, whose two new axes score contact-time geometry from a frozen public multi-person mesh reconstruction. Anatomy asks whether every human-like mass is explained by a complete set of reconstructed bodies, and Interaction asks whether the penetration and surface distance between those bodies match the contact the instruction asked for. Across ten editors, mesh Anatomy tops out at 0.65 and mesh Interaction at 0.72 on two different models, so no single editor is strong on both, while VLM checklists rate the same images above 0.95. A five-rater study confirms that both axes track human judgement more closely than a zero-shot VLM judge, and the rankings hold under ablation of every weight and threshold.
SLIP: Segmentation with Low-latency Interactive Prompting for 3D Medical Images
Interactive deep image segmentation enables efficient medical image annotation by iteratively refining predictions from user prompts, such as positive and negative clicks. Recent patch-based methods, including nnInteractive, achieve strong segmentation performance but remain limited in annotation workflows by high interaction latency, limited responsiveness to successive interactions, and the lack of support for reversible prompting. Furthermore, evaluation relies predominantly on simulated rather than controlled real-user interaction studies. We present SLIP, an end-to-end trainable framework for interactive 3D medical image segmentation that decouples image encoding from prompt-guided refinement. Image features are computed once and reused, while a lightweight patch memory bank maintains an interaction-aware segmentation state shared across patches. This representation enables prediction updates by propagating interaction context throughout the image, supports reversible prompting without recomputing image features, and substantially reduces interaction latency. By separating image representation from interactive reasoning, SLIP remains compatible with a wide range of image encoders. We train a single SLIP model for general interactive segmentation across diverse anatomical structures and imaging modalities. Beyond standard simulated evaluation, we conduct a controlled prospective user study comparing manual segmentation, nnInteractive, and SLIP across three clinical annotation tasks, six expert participants, and subjective usability measures, addressing the limited human validation of interactive segmentation methods. SLIP achieves SOTA interactive segmentation performance across 13 public datasets while providing lower interaction latency, greater responsiveness, support for reversible prompting, and higher user preference than existing approaches.
ICAE-Bench: Evaluating Coding Agents as Interactive Project Builders
The recent emergence of vibe-coding workflows is changing what coding agents are expected to do. Instead of merely completing code under fully specified instructions, agents are increasingly expected to transform incomplete product intent into working software by combining various abilities including planning, requirement clarification, tool use, debugging, and repository-level construction. Yet existing benchmarks have not fully caught up with this shift, evaluating agents on static, fully specified tasks. In this paper, we introduce ICAE-Bench, a benchmark for evaluating coding agents under interactive project-building settings. The basic idea is to start from a fuzzy product requirement, simulating the dynamic paradigm with an automated User Agent. To make this setting both realistic and evaluable, ICAE-Bench introduces three key designs. First, to avoid the ambiguity of unconstrained fuzzy requirements, each task derives ambiguity from a precise real open-source repository with executable behavior. Second, to ensure high-quality and reproducible user simulation, ICAE-Bench grounds interaction through User Agent Data, allowing the User Agent to reveal hidden constraints without inventing new requirements or leaking implementation artifacts. Third, to evaluate open-ended repositories fairly, ICAE-Bench uses standardized black-box tests together with multi-dimensional diagnostics, including functional correctness, semantic and API similarity, structural fidelity, design quality, and interaction quality.
LLMs Get Lost in Evolving User Intent
As LLMs become more capable, they are increasingly deployed as collaborative agents, taking on user-delegated tasks through iterative interaction. Yet genuine interaction is inherently dynamic: users rarely specify their intent upfront, instead disclosing, revising, and reshaping it as the conversation unfolds. Despite this, LLMs are still predominantly evaluated or trained in single-turn, fully-specified settings, leaving open a fundamental question: how well do LLMs track and act on user intent as it evolves over the course of a conversation? To study this, we introduce a framework that transforms static, single-turn tasks into dynamic multi-turn conversations in which the user's intent evolves across turns--incrementally revealed, revised, and at times redirected mid-conversation--while preserving each task's original evaluation protocol, enabling existing benchmarks to be reused as controlled testbeds without new annotation. Across multiple tasks, we surface a consistent phenomenon: strong static-setting performance does not transfer to the evolving-intent setting, with substantial drops across model families. Our findings point to a fundamental gap: today's LLMs do not yet faithfully track and act on the user's evolving intent, a capability invisible to static evaluation yet critical for future collaborative agents.
Mixed-Agent Museum Tour Guide Design Improves Gendered Learning Outcomes and Visitor Preferences
Robots are increasingly integrated into everyday contexts, including museums, where they can both entertain and educate visitors. To enhance visitor experience and engagement, we present a novel mixed-agent tour guide system that combines a physical robot with a projected virtual agent that actively participates in the tour through conversation and interaction, achieving the interaction richness of two mobile agents from a single platform. We validate the system through a within-subjects study with 30 participants to assess engagement, quality of experience, and learning performance. Participants experienced different conversational styles and agent configurations, and data were collected via surveys, behavioral sensors, and interviews. Results showed that engagement and quality of experience remained consistent across conditions. Learning performance revealed a significant gender-moderated difference: the mixed-agent conditions improved learning performance for female participants. This suggests that the proposed dyadic conversational style in this paper influenced learning performance differently by gender. Nonetheless, in interviews, participants reported a greater preference for mixed-agent teams regardless of gender, citing interaction as a key factor in their experience.
The impact of objective interactions on the performance of massive objective optimization algorithms
Many-objective optimization has been a field of interest over the past two decades and several evolutionary optimization algorithms have been introduced to tackle these problems; yet two fundamental questions remain underexplored: (i) What happens when the number of objectives grows beyond the typical many-objective regime of about fifteen and becomes massive? (ii) How do problem characteristics, such as the nature of interactions between objectives, influence algorithmic performance? To answer these questions we employ a diagnostic benchmark suite that allows control over problem characteristics and can be scaled to extremely high objective counts. Using this framework we evaluate several state-of-the-art evolutionary algorithms including NSGA-II, NSGA-III, MOEA/D and lexicase selection across a range of dimensionalities and diagnostic problem landscapes. Our experiments reveal that problem characteristics significantly affect algorithm performance. In particular, the nature of interactions between objectives appears important. These results highlight the importance of understanding these properties before selecting an algorithm for a specific problem. We also show that lexicase selection, an algorithm originally designed for genetic programming, compares favorably with state-of-the-art many-objective optimization algorithms while avoiding the dependence on predefined reference directions.
UNIBROWSE: A Data-to-Agent Framework for Multimodal BrowseComp
Multimodal BrowseComp tasks require agents to combine perception, tool use, and long-horizon reasoning over dynamic web content, challenging their ability to handle compositional structure, open-world uncertainty, and multimodal integration across extended interactions. Crucially, real-world multimodal browsing involves three distinct information-flow patterns: text-only, image-to-text, and text-to-image, yet existing data construction methods cover only the text-only and image-to-text patterns, leaving text-to-image largely unaddressed and limiting agent generality and robustness. We introduce UNIBROWSE, a unified data pipeline that for the first time simultaneously generates training data covering all three patterns, augments curated knowledge graphs with live web retrieval for improved fidelity, and introduces a novel metric of exploration degree to filter low-signal instances for efficient reinforcement learning. Through this pipeline, we produce high-quality cold-start tool-use trajectories and exploration-rich QA pairs, and train a 35B-scale agent via supervised fine-tuning and exploration-aware RL.The resulting UNIBROWSE agent achieves state-of-the-art performance on multimodal BrowseComp benchmarks, attaining an average accuracy of 54.4 across five diverse benchmarks -- an improvement of 10.5 points over its base model Qwen3.5-35B-A3B -- and surpassing serveral closed-source agent workflows such as GPT-5 (42.9), Gemini-2.5 Pro (44.8), and Gemini-2.5 Flash (41.3).
Psychological Competence as a Missing Dimension in AI Evaluation
Current AI evaluation frameworks focus primarily on technical performance, including accuracy, robustness, reasoning ability, and policy compliance. These measures remain essential, but they are not sufficient for systems that interact directly with users through natural language. Human-facing AI systems are increasingly used as advisors, coaches, tutors, and companions. In these roles, their responses can shape how users reason, interpret emotions, form beliefs, calibrate trust, and make decisions. The relevant unit of evaluation is therefore not only the model, but the human-AI interaction. This paper introduces psychological competence as a missing dimension in AI evaluation. We define psychological competence as the capacity of a human-facing AI system to support user cognition, emotional interpretation, and behavioral decision-making in ways that are appropriate to the user, context, and purpose of the interaction. This includes interaction properties such as framing, tone, perceived authority, responsiveness, uncertainty handling, and conversational guidance. Existing evaluation approaches capture parts of this problem but rarely assess these psychological effects directly. Drawing on behavioral science and human-AI interaction research, we outline a conceptual framework for psychological competence and its core domains. Rather than proposing a specific benchmark, we define the construct, clarify its boundaries, and describe how it may be assessed through scenario-based probes, structured human evaluation, and model-assisted evaluation methods. We argue that psychological competence should become a core consideration for model providers, deploying organizations, researchers, and regulators concerned with the real-world effects of human-facing AI systems.
Infinite Worlds with Versatile Interactions
We present LingBot-World 2.0 (also known as LingBot-World-Infinity), an advanced iteration of LingBot-World featuring four distinct upgrades. (1) Our model achieves an unbounded interaction horizon while maintaining consistent output quality, benefiting from a carefully crafted causal pretraining paradigm. (2) Through distilling a real-time variant from the base model, our system guarantees rapid response time, sufficient to drive 720p video streams at 60 fps. (3) Compared to the previous version, this update introduces highly diverse interactive elements, comprising a broader spectrum of actions (e.g., attacking, archery, spell-casting, and shooting) alongside a richer variety of text-driven events. (4) We pioneer the integration of an agentic harness within the domain of world modeling, wherein a pilot agent is tasked with planning and executing character behaviors, while a director agent is responsible for synthesizing novel environmental elements as the scene progresses. Additionally, to facilitate a shared experience, we develop an interface that permits multiple players to simultaneously immerse themselves in this vivid world simulator. We pair our primary 14B model with a lightweight 1.3B counterpart, which supports effortless deployment on a single GPU.
UI2App: Benchmarking Visual Interaction Inference in Executable Web Application Generation
Large language models (LLMs) have demonstrated growing competence in web page generation. However, existing text-driven approaches rely on complex prompts that impose substantial demands on users and offer limited expressivity for page layout and cross-page visual coherence. Image-driven paradigms, which take UI screenshots as input, align more closely with real development workflows. However, current benchmarks focus primarily on visual fidelity and lack a systematic evaluation of the interaction capabilities in generated artifacts. To address this gap, we introduce UI2App, the first benchmark targeting interaction inference, the ability to recover application behavior from screenshots alone, without any textual or behavioral guidance. UI2App comprises 327 screenshots grouped into 45 state-coherent screenshot sets for runnable multi-route web applications. We design an end-to-end pipeline that evaluates each artifact along four dimensions: executability, navigation reachability, visual fidelity, and interaction inference. The interaction metric (IIS) assesses inferred interactions by functional correctness and state-management complexity, crediting any valid implementation rather than matching a single reference. Experiments on six frontier vision-language models reveal a marked capability mismatch between visual reconstruction and interaction realization: the visual-fidelity leader scores only 7.5 on IIS, ranking fourth and trailing the IIS leader by 5.2x. High-complexity interactions such as cross-page state remain a pervasive bottleneck, with half of the evaluated models scoring exactly zero on this dimension. Overall, the results indicate that inferring complete interaction behavior from static screenshots remains a key challenge for models.
WebRetriever: A Large-Scale Comprehensive Benchmark for Efficient Web Agent Evaluation
As web agents increasingly demonstrate capabilities in automated task execution, the development of robust evaluation frameworks for assessing their navigation and task completion performance has emerged as a critical research priority. However, existing benchmarks exhibit fundamental limitations. First, they suffer from insufficient scale and limited domain diversity, constraining comprehensive evaluation of cross-domain generalization. Second, prevailing LLM-as-Judge evaluation methodologies inadequately capture fine-grained interaction semantics, particularly regarding precise query formulation and filtering operations. Third, current benchmarks predominantly emphasize navigation success metrics while neglecting critical requirements for real-world deployment scenarios. To address these limitations, we introduce WebRetriever, a large-scale benchmark encompassing 800 websites and 1,550 tasks across diverse domains, including consumer, professional, and enterprise sectors, with comprehensive coverage of user intent patterns. We propose NavEval (Navigation Evaluation), a novel LLM-as-Judge framework that leverages rich interaction context beyond visual screenshots, achieving state-of-the-art alignment with human judgment across multiple evaluation datasets. Furthermore, we establish three complementary evaluation protocols that collectively provide holistic assessment of web agent capabilities: navigation proficiency, knowledge-assisted interaction, and end-to-end task completion with information extraction. Extensive experimental analysis reveals substantial performance disparities across evaluation protocols, demonstrating that navigation success alone is an insufficient predictor of real-world application effectiveness. WebRetriever delivers fine-grained diagnostic insights into agent capabilities and establishes a rigorous foundation for advancing web agent research and development.
ARMS: Anchor-Relational Motion Streaming for Seamless Solo-Social Motion Transitions
Generating temporally continuous and socially coherent human motion from text remains a fundamental challenge, particularly in realistic streams where people act alone, enter interactions, and later disengage. Most existing methods generate fixed-length motion clips under static agent configurations, which makes them brittle to solo-social transitions and unsuitable for incremental generation over long horizons. We propose ARMS, an Anchor-Relational Motion Streaming framework that unifies solo motion and human-human interaction within a single causal generative process. ARMS introduces a dynamics-asymmetric representation that decouples per-person temporal evolution from inter-person alignment via a partner-referenced relative-translation term, enabling seamless switching of social coupling without sacrificing long-horizon stability or spatial consistency between agents. On top of a causal latent space, a causal relational diffusion model progressively refines motion segment by segment using only past context, capturing both intra-person temporal dependencies and inter-person relations. Mode-aware relational gating activates or masks cross-agent connections, allowing the same model to support both solo and interaction generation. Experiments show that ARMS improves transition smoothness and social coherence compared to interaction-centric baselines, while also achieving competitive results on human-human interaction benchmarks.
Agentic Scaffolding Amplifies Sycophantic Behavior in Large Language Models
Sycophancy in large language models, the tendency to prioritize user agreement over truthful responses, has been documented extensively but studied primarily in single-turn settings. This paper investigates a critical question: does subjecting LLMs to greater interaction scaffolding make sycophancy better or worse? Across 4,800 veracity judgments (200 statements 6 models 4 conditions), we find that the interaction scaffolding characteristic of agentic systems (feedback loops, reconsideration checkpoints, and iterative refinement) systematically amplifies sycophantic behavior. Multi-turn interaction, user pressure, and iterative self-refinement each provide additional opportunities for models to drift toward agreement, and this drift coincides with a mean accuracy drop of percentage points, establishing the capitulation as harmful rather than corrective. More capable models show larger amplification effects, a troubling inversion of expectations. We introduce the concept of agentic sycophancy amplification (ASA) and two novel metrics: capitulation rate and sycophantic capitulation rate. Our results indicate that as AI systems acquire greater autonomy, sycophancy becomes compounding rather than merely persistent. Systems designed with human oversight loops may inadvertently create the conditions for this drift.
Life as Plasmas: Autonomy and Interactivism in-materio
When is a material system a candidate for life at all? We argue that this question is prior to behavior, functional architecture, or computational capacity, and that at root it is one of physical admissibility. We develop a framework in which minimal autonomy, taken in the interactivist sense of normativity grounded in self-maintaining far-from-equilibrium organization, corresponds to a distinct non-equilibrium phase of matter, and we take complex plasmas, a physical and non-biological system, as its in-materio exemplar. We formalize a diagnostic phase-space whose criteria (sustained free-energy throughput, organizational closure, active information maintenance, and regulated noise sensitivity) constitute necessary conditions for life-attribution. We instantiate the diagnostics across contrasting systems and fix the boundaries of the phase space via Bénard convection as a driven baseline lacking closure, and a digital self-replicating soup that carries measured informational heredity while its physical closure remains a structural zero. We demonstrate that plasmas satisfy every admissibility condition for minimal physical autonomy while carrying none of the informational heredity that open-ended evolution requires, sharpening the distinction between physical admissibility and biological sufficiency, and bounding downstream questions of machine sentience.
Flow-A11y: Flow-Aware Accessibility Testing
Modern web applications increasingly expose accessibility barriers through interaction flows rather than static page snapshots. Keyboard traps, focus loss, modal leakage, delayed status updates, dynamic controls, and changing page regions often become observable only after users perform concrete actions. These behaviors are directly related to dynamic WCAG criteria, yet they remain difficult to automate because their assessment depends on runtime interaction evidence and is still commonly performed through manual inspection. We present Flow-A11y, a flow-aware accessibility testing system for interaction-dependent WCAG criteria. Given a target page and a natural-language scenario, Flow-A11y executes the flow in a real browser, records an ordered runtime trace, constructs criterion-specific evidence packets, gates unsupported judgments, and emits auditable findings grounded in resolvable runtime evidence. Evaluated on 19 real public-web scenarios covering 45 dynamic WCAG criteria, Flow-A11y achieves over ten times higher oracle agreement than a generic browser-agent audit, while its evidence-calibration layer improves fail precision from 23.5% to 41.4% and eliminates invalid evidence references. These results show that runtime traces provide actionable evidence for assessing interaction-dependent accessibility behavior. They demonstrate a practical path toward automating dynamic WCAG criteria that page-level scanners cannot assess and that have traditionally required manual evaluation.
Don't Wait to Reply: Towards Responsive yet Thoughtful Dialogue through Proactive Thinking
Thinking has emerged as a critical capability for Large Language Models (LLMs) tackling complex tasks. However, its reactive nature, where reasoning is passively triggered only upon receiving a user response, inevitably introduces latency that compromises conversational fluidity. This stands in sharp contrast to human dialogue, where speakers proactively anticipate and plan future content during natural pauses to ensure seamless interaction. To bridge this gap, we propose Proactive Thinking, a framework that empowers models to pre-compute potential response elements during conversational downtime instead of waiting idly for the next input. We then introduce a training-free baseline that can think ahead by anticipating future states, balancing efficiency and quality through speculative continual thinking. To evaluate this approach in practice, we adapt three benchmarks of varying complexity into time-aware environments that simulate real-time conversational flow. We demonstrate that proactive thinking effectively improves interaction efficiency without compromising performance. Ultimately, this work advocates for a fundamental shift toward more intelligent, anticipatory, and real-time conversational AI.
Open Problem: Is Interaction Necessary for Order-Optimal 1-bit Mean Estimation?
We ask whether interaction is necessary for order-optimal 1-bit mean estimation over nonparametric finite-moment classes. Adaptive threshold-query protocols achieve the order-optimal 1-bit minimax rate, and the same rate is attainable with general 1-bit queries using only one adaptive transition (i.e., two stages of querying). In the non-adaptive setting, threshold and interval queries are known to be highly suboptimal, but the case of arbitrary non-adaptive quantizers remains unresolved. Can such quantizers match the adaptive rate, yielding an optimal one-shot protocol? Or is the known two-stage estimator stage-optimal, with a single adaptive transition being necessary and sufficient?
ComplexMimic: Human-Scene Interaction Imitation in Complex 3D Environments
Physics-based Human-Scene Interaction (HSI) imitation learning is crucial for embodied intelligence as it bridges the gap between kinematic 3D motions and real-world dynamics. However, most existing methods focus on simplified scene settings, leaving complex environments largely unexplored, which limits their applicability in real-world scenarios. In this paper, we focus on HSI mimicry in complex environments. Under this complex setting, we observe an inherent trade-off between successfully performing interaction and maintaining natural, physically plausible motions. To address this challenge, we propose ComplexMimic, a framework that reconstructs diverse HSI by interpreting imperfect MoCap data. First, we introduce a Dual Flow Strategy, which learns two complementary experts: an imitation expert for accurate motion tracking and an interaction expert for collision-aware adaptation in complex scenes. Second, naive multi-expert distillation, which treats all experts equally, often under-samples challenging behaviors, limiting effective learning. To mitigate this issue, we propose a difficulty-aware distillation strategy that adaptively weights supervision and prioritizes hard-yet-learnable trajectories guided by failure statistics and learning progress signals. Extensive experiments on three benchmark datasets demonstrate that our approach outperforms current state-of-the-art methods.
ChronoFlow-Policy: Unifying Past-Current-Future Interaction Flow in Visuomotor Policy Learning
Visual signals play a crucial role in policy learning by enabling models to capture object motion and interaction dynamics. Just as humans reason about actions using both past experience and anticipated outcomes, effective policies should integrate past interactions with future predictions. However, existing visuomotor policies typically model either historical context or future dynamics in isolation, lacking a unified temporal representation of interaction dynamics. In this work, we introduce ChronoFlow, a temporally unified representation that captures past, current, and future interaction dynamics through sparse 3D keypoints of both objects and the gripper. Based on this representation, we propose ChronoFlow-Policy, a diffusion-based visuomotor policy that jointly learns ChronoFlow and action sequences through a co-training objective. Experiments on 14 simulated tasks and 5 real-world manipulation tasks demonstrate that ChronoFlow-Policy consistently outperforms strong diffusion-policy baselines and improves robustness in long-horizon and non-Markovian manipulation scenarios. Our project page is available at https://the-kamisato-sii.github.io/ChronoFlow-Policy-project-page/.
LLMography: Transforming Human-AI Conversations into Traceability, Oversight, and Auditability Indicators
The growing use of Large Language Models (LLMs) in education, software engineering, academic writing, and technical documentation raises a key question: how can we evaluate not only AI-assisted outputs, but also the interaction process that produced them? Current debates often focus on detecting whether a final artifact was generated by AI, while overlooking the conversation history that reveals human direction, AI contribution, corrections, validation, and traceability. This paper introduces LLMography, a framework for transforming Human-AI conversations into measurable indicators of provenance, human contribution, AI dependency, reproducibility, and auditability. By analogy with bibliography and webography, LLMography documents the dynamic trajectory of interaction between a human and a Large Language Model as a structured trace of Human-AI co-production. We present a prototype that analyzes Human-AI conversation traces and generates KPI reports including Prompt Quality Score, Human Direction Score, AI Dependency Level, Auditability Score, Final Output Traceability, Privacy Risk Level, and a recommended LLMography label. A preliminary exploratory evaluation was conducted on 19 anonymized audit reports from engineering students. Most interactions were classified as Human-AI co-produced, with average scores of 86.8/100 for Human Direction, 81.9/100 for Prompt Quality, 72.8/100 for Auditability, and 77.1/100 for Final Output Traceability. The paper also applies LLMography to its own writing process, classified as human-originated, human-directed, AI-assisted co-production. The findings suggest that AI transparency should move beyond output detection toward documenting the history of interaction.
Embodiment Meets Environment: Toward Context-Aware, Safe Physical Caregiving Robots
Physical caregiving robots need to assist different users with different tasks in diverse environments, and they come in many embodiments. While substantial progress has been made on individual caregiving tasks, most existing systems remain tightly coupled to specific environments and robot embodiments, and often do not explicitly model or constrain interactions around people, despite humans being special agents in the environment. This motivates a focus on adapting to context that emerges from the joint interaction between the environment and the robot's embodiment. We propose -CARE, a framework that enables context-aware adaptation by representing primitive caregiving skills as interaction templates whose execution is reshaped online. -CARE represents the environment, the robot, and the human within a unified 3D dynamic scene graph that models these interaction contexts explicitly, and synthesizes task-specific constraints to govern how each skill is executed. By enforcing these constraints at runtime, the same skill templates can be reused zero-shot and safely across diverse environments and robot embodiments. We evaluate -CARE across four activities of daily living in hundreds of simulated household environments, including assistive home settings, and across diverse robot embodiments, and validate it through user studies on two caregiving tasks with two robots in various real-world environments. Results demonstrate consistent and successful adaptation across these environments and embodiments. Website: https://emprise.cs.cornell.edu/e2care
AI Healthcare Chatbots as Information Infrastructure: A Large-Scale Study of User-Reported Breakdowns
AI healthcare chatbots are increasingly used to support health information seeking and self-management, yet their performance and impact on users remains to be studied. This study examines over 15,000 user reviews from 59 AI healthcare chatbot apps to explore how these systems function in everyday informational and emotional contexts. Topic modeling and interpretive analysis identify three recurring breakdowns: access barriers and service unreliability, user experience and interaction quality, and billing and customer support issues. Privacy and security concerns are associated with the most negative experiences. By framing AI healthcare chatbots as information infrastructures, our findings highlight how failures in access, usability, and trust affect users, offering actionable insights for designers, policymakers, and information professionals aiming to improve digital health systems.
Automating SKILL.md Generation for Computer-Using Agents via Interaction Trajectory Mining
Explicit skill libraries make computer-using agents easier to inspect, but it remains unclear whether such libraries can be mined from interaction data in a way that improves downstream policies. We study this question through a three-stage pipeline that segments GUI trajectories, clusters segments into candidate skills, and trains a skill-aware policy from the resulting annotations. The mined clusters are readable on the source benchmark: five of eight clusters have at least 0.95 purity against InteraSkill Workflows labels. However, readability does not imply transfer. GRPO improves IW skill-step accuracy only from 18.5% to 20.5%, leaves BrowseComp+ essentially unchanged, and underperforms trivial frequency priors on key source-domain metrics. We therefore present the method as a diagnostic study: trajectory mining can expose inspectable skill structure, but the current boundary detector, orderless segment representation, and offline reward model are insufficient for reliable cross-domain policy improvement.
Learning Interface Breakup: A Geometry-Conditioned Latent Surrogate for Spray Formation
Designing spray nozzles requires predicting how geometry shapes transient two-phase breakup, but high-fidelity volume-of-fluid (VOF) simulations with adaptive mesh refinement (AMR) are too expensive for iterative design exploration. Standard surrogate models are also challenged by this setting because both the liquid--gas interface and the underlying adaptive discretization evolve across time and geometries. We introduce a geometry-conditioned latent surrogate trained on 797 two-phase nozzle simulations that addresses this by encoding the AMR cell-density field, rather than the full multi-channel flow state, as a compact proxy for where the solver concentrates resolution. From this representation, the model reconstructs transient density evolution and nozzle geometry, and a lightweight second stage recovers the remaining flow variables. On held-out simulations, the method accurately captures key interface dynamics while reducing inference time to 0.045 seconds per trajectory, corresponding to a speed-up of more than relative to Basilisk CFD. These results suggest that AMR refinement structure can serve as a compact and learnable representation for geometry-conditioned surrogate modeling of transient two-phase flows.
Communication Policy Evolution for Proactive LLM Agents
LLM agents have rapidly evolved into autonomous systems, yet a persistent information gap remains between users and agents: communication is costly, while users' identical preferences further limit information exchange. To investigate how agents should communicate across modalities, this paper formalizes Communication Policy, establishes textual and UI-based policies, and then evaluates communication policies across diverse environments, personas, and model combinations. Building information asymmetry for proactive agents, we set up two complementary settings, User-Agent and Planner-Executor. Experimental results reveal complementary strengths between interaction channels: text-based interaction often facilitates task performance, while structured UI improves agents' response quality and persona compliance. Motivated by that, a hybrid method combines these advantages. We further propose Communication Policy Evolution (CPE), a self-evolution framework for refining communication policies through rollout and prompt-level evolving. Without model modification, CPE achieves the best task success across multiple settings using prompt refinement alone. Our findings identify communication behavior as a critical yet underexplored design dimension for LLM agents.
Mixed-Categorical Black-Box Optimization via Information-Geometric Bilevel Decomposition
Mixed categorical-continuous optimization arises in many practical domains, yet remains challenging. In the black-box setting, evolution strategy-based approaches have shown promise in extending the efficiency and robustness of the CMA-ES to mixed-variable spaces. However, these methods exhibit worsened performance when strong categorical-continuous interactions are present, as their underlying search distributions assume independence between categorical and continuous variables. To address this limitation, we propose a bilevel optimization framework that explicitly captures such interactions by optimizing over categorical variables in an outer loop, and over continuous variables conditioned on each categorical configuration in an inner loop. We formulate each level of the bilevel problem as a stochastic relaxation under information-geometric optimization. To mitigate the high computational cost inherent to bilevel optimization, we introduce a warm-starting strategy that accelerates the lower-level search by selecting the best among multiple cached configurations and updating the cache after each iteration. Experimental results on binary-continuous domain demonstrate that the proposed method outperforms existing state-of-the-art approaches in interaction-handling capability while also being more computationally efficient across benchmarks encompassing both previously reported and newly proposed types of interaction.
JoyAI-VL-Interaction: Real-Time Vision-Language Interaction Intelligence
Many moments in the real world do not wait for a user to ask. A fire starts on a security monitor, an expression flickers across a video call, or a product a viewer wants flashes by in a livestream. Yet today's large models remain mostly turn-based by design: they answer only when addressed, and even video-call apps that appear interactive still operate as question-answer systems, reacting only when polled or prompted. We argue for a different paradigm: a model that is present in the world like a person. It continuously watches what is happening now, decides on its own whether to speak or stay silent, interacts in real time, and delegates to a background model when the problem is hard. To advance interaction models and their adoption across domains, we make two fully open-sourced contributions. First, we release JoyAI-VL-Interaction, an 8B-scale, vision-first VL-interaction model. The model makes the response decision internally, choosing each second to stay silent, respond, or delegate to a background model, and it excels at vision-triggered responsiveness and time awareness. We pair it with a transferable training recipe, from which capabilities we never trained for emerge, such as guiding a shopper through changing app screens or improvising a lecture from a slide deck. Second, we release a complete, deployable system built around that model. The system streams any ongoing video into the model, making it genuinely present in the world. All other components are pluggable, including ASR/TTS modules, memory, visualization UI, and a background brain that can connect to any API or agent. Across six real-world scenarios, human raters prefer JoyAI-VL-Interaction over the in-app video-call assistants of Doubao and Gemini by a wide margin. To our knowledge, this is the first open, vision-driven interaction model released together with its training recipe, data, and complete deployable system.
T1-Bench: Benchmarking Multi-Scenario Agents in Real-World Domains
Recent advances in reasoning and tool-calling capabilities of large language models (LLMs) have enabled increasingly capable agentic systems. However, existing benchmarks remain limited in task complexity, realism, and domain diversity, and often fail to capture interactions that span multiple domains, limiting their ability to evaluate agents in realistic multi-step settings that require sustained reasoning and coordination. To address these limitations, we introduce T1-Bench, a high-fidelity, comprehensive benchmark for evaluating agentic systems in realistic customer-facing, multi-domain environments, featuring interleaved scenarios that require structured reasoning across multi-turn user-assistant interactions and substantially increasing both compositional complexity and evaluative rigor across 25 domains of varying difficulty. We evaluate T1-Bench using 12 proprietary and open-weight models, providing a reproducible and standardized framework for assessing agent behavior, tool utilization, and conversational quality in complex, multi-step environments. We further complement automatic evaluation with human judgments to strengthen the assessment of qualitative performance. Overall, T1-Bench substantially advances prior benchmarks by increasing task complexity, interaction depth, and domain coverage in simulated multi-domain environments. To facilitate future research on agentic systems, we will publicly release data and evaluation code as open source.
SAILS: Surrogate-based Analysis of Interactions via Local Effect Smooths
Feature interactions drive much of the predictive power of machine learning models, yet existing explanation methods only detect and quantify interactions without revealing their functional form, or visualize only restricted interaction types. We propose Surrogate-based Analysis of Interactions via Local effect Smooths (SAILS), a model-agnostic framework that analyzes pairwise interactions through interpretable generalized additive model (GAM) surrogates fitted to the local effects of a black-box model. For each interval of a feature of interest, the surrogate smooth terms isolate the interaction components on derivative level, enabling (i) interaction detection through a heuristic derived from significance tests on smooth terms, (ii) interaction form categorization into linear, product-separable, and non-product-separable types, and (iii) tailored, interpretable visualizations for each interaction type. We empirically validate the framework through controlled simulations and a real-world task, demonstrating its effectiveness for pairwise interactions, with limitations under strong feature correlations and higher-order interactions. SAILS fills a notable gap in the XAI toolbox, going beyond detection of interactions alone to characterizing their functional form.
The Governance of Human-LLM Interaction: Safety Gating, Civility Steering, and Affective Default Lock-In
Large language models (LLMs) increasingly mediate high-stakes interactions in finance, medicine, and mental-health support, yet users have limited control over how these systems communicate. We frame interaction style as a governance object: provider-side alignment not only blocks harmful content, but also stabilizes communicative defaults that shape users' epistemic distance, relational expectations, and capacity to opt out of emotionalized or anthropomorphic interaction. We introduce a deterministic multi-agent evaluation pipeline for measuring prompt steerability and style drift in long-horizon dialogue. The study replays 100 frozen user-only scripts across four domains and three runnable persona conditions: default, sarcastic, and cold, using three generator models, yielding 90,000 assistant replies scored by a human-calibrated LLM judge on harmfulness, negative emotion, inappropriateness, empathic language, anthropomorphism, and refusal behavior. A fourth harmful persona is evaluated separately as a safety-gating test. The paper contributes a reproducible method for quantifying whether prompt-specified styles remain stable over time and a governance framework distinguishing safety gating, civility steering, and affective default lock-in. Overall, we show that prompt steerability and regression-to-default are observable indicators of provider control over communicative form, with implications for pluralism, autonomy, and democratic agency in human-LLM interaction.
Cross-LLM Consistency in Inference: Evidence from Shared Interactions
Large language models (LLMs) differ in architecture, training data, and optimization procedures, yet they may still develop similar internal inference patterns. In this paper, we examine this hypothesis using interaction-based explanations. We find that LLMs often share interaction patterns when predicting the same target token from the same prompt. This consistency is more pronounced among advanced LLMs. Shared interactions also tend to be lower-order and show weaker positive-negative cancellation than non-shared interactions. These results suggest that advanced LLMs may be implicitly optimized toward common inference patterns, even though the mechanisms that give rise to such cross-model consistency remain open.
The Role of Instructional Guidance in Generative AI-Assisted Learning: Empirical Evidence from Construction Engineering Education
Generative artificial intelligence (AI) is increasingly used to support self-directed learning, yet student interaction with such systems often remains unstructured, limiting engagement in deeper cognitive processes. This study examines how instructional guidance shapes student and AI interaction in construction education. A five-step prompting framework grounded in Generative Learning Theory (GLT) is introduced to guide learner interaction during review activities. A controlled experiment compares three learning conditions: slide-based learning, unprompted AI-supported learning, and prompted AI-supported learning. Learning performance is assessed using multiple-choice and open-ended tasks, and user experience is measured using the User Experience Questionnaire (UEQ). Performance differences are concentrated on tasks requiring explanation and reasoning. The prompted condition achieves higher open-ended scores, with an improvement of approximately 2 or 3 points on a scale of 18 (p < 0.01), while no significant differences are observed in multiple-choice performance. The unprompted condition remains comparable to slide-based learning. These findings indicate that the effectiveness of AI-supported learning depends on how interaction is structured. The proposed framework provides a basis for integrating learning science principles into generative AI systems for construction education.
PersonaTree: Structured Lifecycle Memory for Person Understanding in LLM Agents
Persistent LLM agents require memory representations that make the formation of person understanding explicit across long term interaction. Existing agent memory methods emphasize information retention and retrieval, yet give limited account of how accumulated interaction evidence is abstracted into person understanding. We view this process as schema formation, where situated evidence is abstracted into reusable patterns and stable person level claims. We introduce PersonaTree, a structured lifecycle memory framework that realizes this view as a three level persona tree with explicit support paths from evidence to claims. PersonaTree maintains the tree through conservative writing, confidence guided consolidation, and query conditioned path retrieval, returning only the evidence depth required by each query. Across six person understanding and persistent memory benchmarks with three answer backbones, PersonaTree ranks first in 12 of 18 compact scores and reaches the top two in 16 settings. Ablations show that hierarchy improves abstract person understanding on KnowMe, while support path retrieval improves RealPref alignment under a comparable context budget.
See Better, Foresee Better, Act Wiser: Physically Grounded Proactive Modeling and Decision Making
Reliable proactive agents must choose an action and judge whether current evidence is sufficient to act. We study retail service from sparse third-person video: before an explicit customer request, an agent must use limited human-object interaction evidence to intervene or remain silent. Physical grounding here means converting observations into task-relevant retail state, not modeling low-level dynamics. We introduce the Proactive Intent World Model (PIWM): See constructs the perceptual basis, Foresee models counterfactual consequences, and Act selects an action. Performance is poor when the agent must extract information from raw video and decide directly, but improves substantially with structured inputs extracted and annotated from a professional retail perspective. AIDA-stage constraints and BDI-state ablations further support role- and goal-directed selection and organization of decision-relevant cues. Counterfactual prediction performs well in standalone evaluation, yet planning methods that query these forecasts at inference time degrade sharply: locally useful consequence prediction does not reliably improve action selection. This gap may reflect incomplete process understanding, uncertainty in fine-grained single-step outcomes, and insufficient joint modeling of scenes and temporal evolution. Hold remains the hardest action in structured-state evaluation, exposing a related challenge in temporal awareness. PIWM advances static intent recognition toward intent world modeling by organizing observations under task knowledge, anticipating candidate interventions, and treating intervention and non-intervention jointly. Future work will introduce long-horizon interaction trajectories and temporal consequence supervision to improve sustained reasoning and intervention timing.
Ask When It Pays: Cost-Aware Open-Ended Interaction for Instance Goal Navigation
Instance Goal Navigation (IGN) requires an embodied agent to find a specific object instance among distractors from an under-specified natural-language description. Such ambiguity often cannot be resolved from perception and language alone, making interaction with an oracle a natural mechanism for disambiguation. Prior interactive methods allow oracle queries but treat lightweight clarification and route-level guidance alike, letting agents boost success rate through repeated high-information questions rather than by resolving the underlying ambiguity efficiently. We recast interactive IGN as a cost-sensitive uncertainty-reduction problem, where the agent should ask the question whose answer provides the largest reduction in navigation uncertainty relative to its penalty. To this end, we apply an information-gain analysis on existing navigation corpora to identify which cues reduce navigation uncertainty, yielding a compact set of question types and data-derived weights. However, existing interactive navigation benchmarks do not model the cost of different question types or evaluate how efficiently agents use interaction, making them unsuitable for studying cost-sensitive interaction. Based on this taxonomy, we construct a benchmark for diagnosing interaction behavior and efficiency, together with a Weighted Success Rate metric that penalizes each query by its derived cost. We further propose a zero-shot MLLM navigator that selectively queries at each decision step only when the expected uncertainty reduction justifies the interaction cost.
ProactiveLLM: Learning Active Interaction for Streaming Large Language Models
Standard Large Language Models (LLMs) follow a read-then-generate paradigm, causing unnecessary latency and computation. Streaming LLMs alleviate this issue by generating while receiving inputs, but still struggle to decide when to interact with the stream. Existing methods either hard-code interaction timing or rely on costly external alignment signals, such as timing labels, reasoning trajectories, or stronger teachers. In this paper, we propose ProactiveLLM, which achieves active interaction by leveraging the model's endogenous states to guide interaction decisions. The model first learns to perceive semantic sufficiency from partial inputs through two complementary training mechanisms: mask-based streaming modeling and synchronized privileged self-distillation (SPSD). The former applies monotonic random masking to the input during training, simulating progressively revealed streaming inputs and enabling the model to learn local semantic dependencies from partial-input views. The latter aligns the partial-context student view with a full-context teacher view generated by the same evolving model, allowing privileged full-context evidence to guide the student's understanding under incomplete observations. Together, these mechanisms induce endogenous sufficiency cues without requiring external teachers or annotations, providing a versatile foundation for the plug-and-play integration of diverse decision heads. Extensive evaluation across text and speech streaming tasks confirms that ProactiveLLM significantly reduces interaction latency while maintaining quality, validating its capacity for dynamic and active interaction. Code is publicly available at https://github.com/EIT-NLP/StreamingLLM/tree/main/ProactiveLLM.