Papers for

robotics teams

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Learning stable strategies for agents with uncertain goals in timed settings

Learning Rational Strategies for Temporal Objectives in Multi-Agent Systems

Abstract: We study rational synthesis for stochastic multi-agent systems with unknown dynamics, where each agent is equipped with its own probabilistic temporal objective specified using Probabilistic Linear Temporal Logic on Finite Traces ($\mathsf{PLTL}_f}$). We impose solution concepts (e.g., Nash equilibrium, subgame-perfect equilibrium) as constraints on the joint strategy profile, using payoffs derived from each agent's probability of satisfying its temporal objective. In particular, we formulate per-agent rational synthesis as finding a strategy profile -- if one exists -- such that (i) the designated agent's probabilistic temporal constraint is satisfied, and (ii) the profile represents a stable solution under a chosen solution concept. We give conditional convergence guarantees for tabular Nash-Q learning, certify satisfaction with simultaneous finite-sample confidence bounds, and assess strategic stability with approximate best-response checking. Our approach operates in a stochastic \emph{Multi-Agent Reinforcement Learning} (MARL) environment, where model-free learning algorithms attempt to attain extremal satisfaction probabilities for temporal objectives automatically compiled into reward automata. Our approach is empirically validated using 8 general-sum concurrent stochastic games.

Thu 15 OctMachine LearningLogic in Computer ScienceMultiagent Systems
The gist
This paper looks at how multiple agents (like robots or software programs) can learn to act in ways that meet their uncertain goals which happen over time and involve randomness. The authors focus on finding strategies where each agent's goals, expressed in a precise time-dependent way, have the best chance of being met without anyone wanting to change their own actions afterward. They use advanced learning methods that don’t need prior knowledge of the environment to find such stable strategies. The approach was tested in simulated game-like settings with multiple players acting simultaneously.
Open → 2610.22287v1

Vision models improve physics understanding by learning from audio signals

How Much Physics Can Vision Learn from Audio? Probing and Distilling Damping Structure

Abstract: Physical understanding is crucial for decision making, yet vision models struggle to infer properties such as damping that govern how materials behave. Audio encodes such properties directly, because an object's acoustic response to impact reveals its damping through measurable decay. We probe frozen encoders for the quality factor $Q$, a dimensionless measure of how many oscillations an object completes before its ring dies away, and report how well each embedding orders impacts by $Q$ using the Spearman rank correlation $ρ$, for which $ρ=1$ is a perfect ordering and $ρ=0$ an unrelated one. Audio embeddings reach $ρ=0.73$ and retain most of that advantage on materials withheld from training, while a single video frame taken at the moment of impact, encoded by CLIP, supports only $ρ=0.28$. Having established where the signal lives, we ask how much of that gap vision can recover. We distill a frozen audio teacher into a frozen CLIP backbone through a trained projection head and find that this recovers a useful fraction of the audio advantage. Because pooled correlations on this task are dominated in practice by category identity, we also evaluate under a leave-one-material-out protocol in which the held-out material is withheld from the projection head as well as the probe. Distillation with a four-frame input improves the correlation there from 0.234 to 0.338 (+0.053 over the matched four-frame baseline, 14 of 17 materials), a gain that no category-level strategy can produce. Widening the visual input to four frames spanning the impact supplies half of that improvement at no acoustic cost, which indicates that part of what a single frame misses is visible dynamics.

Thu 15 OctComputer Vision and Pattern RecognitionMachine LearningSound
The gist
It is hard for vision-based AI to understand physical properties like how objects slow down after being hit. The authors show that sounds objects make when impacted carry clear clues about these properties. They teach a vision model to learn from audio data, which helps it better guess these physical features just by looking, especially when it uses multiple video frames. This approach lets vision models pick up on aspects they usually miss in a single image.
Open → 2610.22221v1

Multi-agent pursuit ensures safety with smart communication control

Robust Multi-Agent Pursuit with Preemptive Communication via Reachability-Based Control Barrier Functions

Abstract: Safe multi-agent coordination typically assumes what real-world, deployed, resource-constrained robots cannot provide: continuous, perfect state sharing. Robust control strategies must be complemented with robust communication strategies to deliver resilient deployments. In this work, we propose a unified control/communication strategy that provides safe control to guarantee inter-agent safety under intermittent communication and demonstrate its effectiveness in a pursuit-evasion scenario. Each agent computes the reachable set of neighboring agents based on the last state information received, then solves for a safe control input based on control barrier functions to ensure agents avoid collision. We prove that inter-agent collision avoidance is guaranteed provided communication staleness remains bounded. As the reachable set inflates between state transmissions, each agent reasons about when to preemptively transmit its state information to neighboring agents based on novel metrics characterizing uncertainty risk and kinematic risk. We implement and simulate a variety of pursuit-evasion scenarios and show that preemptive communication reduces messages by 77.5% compared to periodic and event-triggered baselines with zero collisions.

Thu 15 OctMultiagent SystemsRobotics
The gist
Robots working together often need to share their positions to avoid bumping into each other, but in real life, they can’t always communicate perfectly. The authors came up with a way for each robot to guess where others might be based on the last message received and decide when to share its own position again to keep everyone safe. This method reduces unnecessary communication while still preventing collisions. They tested it in chasing games to show it works well even when messages aren’t continuous.
Open → 2610.22198v1

Keypoint matching improves using lines for global context

CLAD: Keypoint Matching Using Global Line Correspondences

Abstract: Traditional keypoint descriptors, such as SIFT (Scale-Invariant Feature Transform) and ORB (Oriented FAST and Rotated BRIEF), are computed from local image patches. They may be unreliable in scenes with repetitive patterns or weak textures, where patches at different locations can look similar. We propose the Contextual Line-Assisted Descriptor (CLAD), a keypoint matching method that addresses this problem by using global geometric context from line correspondences. CLAD represents each keypoint with a vector whose elements indicate its proximity to matched lines. It can therefore use the keypoint's spatial relationships to the lines in the scene. We use HOME (Hough-space One-dimensional Matching of Extrema) to detect both clear and weak linear structures and to establish enough line-to-keypoint associations to represent this context. Evaluations on the TUM RGB-D SLAM dataset and outdoor video sequences show that CLAD provides geometrically consistent matches that complement those obtained with traditional local descriptors. In repetitive scenes, where local descriptors may not distinguish similar patches, CLAD uses global structure to improve matching reliability. The method is computationally lightweight and practical to implement.

Thu 15 OctComputer Vision and Pattern RecognitionRobotics
The gist
Finding matching points between images can be tricky when many small areas look the same, like in repetitive patterns. Traditional methods look only at local details, so they can get confused. The authors created a method called CLAD that also considers the overall lines running through the scene, helping to tell points apart by their positions relative to these lines. This makes matching more reliable, especially in hard cases, and the method is efficient to use.
Open → 2610.21409v1

WorldCast evaluates AI models predicting future visual world states

WorldCast: Exploring Intelligent Visual Generation in World State Prediction

Abstract: Humans interpret multimodal observations of the world and forecast how it will evolve. Recent multimodal generative systems have demonstrated similar capabilities: they can integrate multimodal context and synthesize visual outputs that depict changes in the world. To characterize this emerging trajectory, we organize model capabilities into a four-level hierarchy and discover that higher-level tasks remain relatively underexplored despite model progress. To bridge this gap, we explore model performance on multi-step world state prediction, a high-level task that requires models to forecast successive future world states from multimodal observations and diverse references. Such a task requires models to possess entangled understanding and generation capabilities, as well as extensive world knowledge to translate human action sequences, physical transformations, and abstract visual reasoning into coherent visual outputs. We introduce WorldCast, a benchmark comprising 320 manually designed cases across eight categories, and evaluate 12 representative models. The conducted experiments yield three key insights: (a) advances in frontier models are rapidly pushing the boundaries of intelligent world modeling, with the GPT-Image-2.5 System scoring 72.8 and demonstrating early-stage visual state prediction capabilities on real-world tasks; (b) WorldCast reveals substantial gaps between models: even Nano Banana Pro reaches only 42.8 and the best open-source model scores 20.1, with deficits in handling complex context, entangled references, and reasoning-heavy tasks; (c) strong generative models effectively draw on the capabilities of their underlying language models. These findings highlight the need for multimodal generative models that are capable of dynamic planning and reasoning while also being deeply unified to faithfully simulate real-world states.

Wed 14 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Predicting what the world will look like next is hard because it requires understanding many things at once, like actions, changes, and reasoning. The authors created WorldCast, a set of test cases to see how well different AI models can predict future visual scenes from multiple kinds of information. Their tests show that some advanced AI systems are starting to get better at this, but many still struggle with complex situations. The study highlights the need for AI that can think ahead, plan, and combine different types of knowledge to better imagine what comes next.
Open → 2610.20731v1

Semi-gradient td learning shows stable convergence under entropy regularization

On the Convergence of Semi-Gradient TD: A Mean Field Perspective

Abstract: Semi-gradient temporal-difference learning is a core algorithmic component of reinforcement learning, but bootstrapping with function approximation generally induces a non-conservative vector field and can lead to instability. We analyze this effect for two-layer neural networks in the mean-field regime and identify a simple stability mechanism in which entropy-induced relaxation dominates the sensitivity of the moving bootstrap target. Under this condition, we prove exponential convergence to a unique fixed point and quantify its bias relative to the unregularized Bellman solution. We also show that the same mechanism extends to entropy-regularized off-policy control through soft Q-learning.

Wed 14 OctMachine LearningArtificial Intelligence
The gist
Temporal-difference learning is a technique used to help computers learn by trial and error, but it can sometimes behave unpredictably when using neural networks. The authors show that adding a bit of randomness, or 'entropy,' helps stabilize this learning process, making it reliably find a solution. They prove mathematically that this approach converges quickly to a stable point and also explain how this works even when the computer is learning from a different strategy than the one it follows. This helps make reinforcement learning methods more reliable when using complex neural networks.
Open → 2610.20014v1

Latent world models improved with memory for better planning

Enhancing Latent World Models with Associative Memory

Abstract: World models trained via latent dynamics offer a scalable path for embodied planning, yet existing methods suffer from representational collapse, computational overhead, and limited long-horizon capability. We introduce a memory-enhanced latent world model that augments JEPA-style prediction with a content-addressable memory bank. Our approach learns high-level representations directly from observations, operating at multiple temporal scales within a shared latent space, and conditions predictions via adaptive layer normalization. To prevent collapse and ensure effective memory usage, we design two complementary losses that encourage slot diversity and balanced temporal utilization. Experiments on PushT, Tworoom, Reacher, and OGBCube demonstrate that our method achieves state-of-the-art performance with a lightweight architecture, outperforming conventional latent world models on long-horizon planning tasks.

Wed 14 OctMachine LearningComputer Vision and Pattern Recognition
The gist
Planning how to act in a changing environment can be tricky for AI because it needs to remember details over time and think ahead. The authors introduce a way to help AI models keep better long-term memories by adding a special memory system that matches pieces of information by content. This helps the models make more accurate predictions over longer times and work faster with fewer resources. They tested this approach in different virtual tasks and found it performed better than older methods. The new method also avoids common problems like collapsing representations and inefficient memory use.
Open → 2610.19683v1

Cepheid enables dense 3D motion from sparse points across object types

Cepheid: Decoupling Scale from Structure for Cross-Family Motion Completion

Abstract: Sparse-to-dense motion completion recovers dense mesh motion from sparse vertex displacements. Residual priors trained on one geometry family frequently fail to beat parameter-free harmonic extension off-family. Moreover, cross-family training meets a scaling barrier: residual amplitude varies by more than an order of magnitude across geometry families and collapses as observations become denser. Since this scale depends on unknown target motion, it cannot be measured directly at test time. We decouple residual structure from physical scale by learning a dimensionless prior, estimating amplitude from observables and a lightweight correction fitted only on training sources. Our unified model surpasses harmonic extension across all evaluated families, including unseen cloth and legged bodies, without skeletons, registration, or cross-mesh correspondence. The same prior applies without retraining to point-tracked animal video and a robot grasping a soft body. Project page: https://su-terry.github.io/cepheid-website/

Tue 13 OctComputer Vision and Pattern RecognitionGraphicsMachine Learning
The gist
Recovering detailed 3D motion of objects like cloth or animals from just a few tracked points is hard because motion patterns vary a lot across object types. The authors introduce a technique that separates the shape of motion patterns from their scale, which can change a lot. This lets their method work well even on new object families it never saw before, without needing special skeleton models or matching points exactly. They tested it on various objects and videos, showing better results than previous simpler methods.
Open → 2610.18871v1

Adaptive control improves teamwork in multi-agent reinforcement learning

Optimizing Team Behavior via Extremum-seeking Control in Multi-agent Reinforcement Learning

Abstract: In cooperative Multi-Agent Reinforcement Learning (MARL), agents must learn to coordinate their actions to achieve shared objectives. A key indicator of effective coordination is behavioral diversity, i.e., the agents' potential to enact distinct yet complementary control policies given the same set of observations. Although behavioral diversity can enable role specialization and richer joint behaviors, its appropriate level is highly context- and task-dependent and often costly to tune. We propose Adaptive Diversity Control (ADiCo), a two-timescale framework that adapts behavioral diversity online during training. On a fast timescale, Diversity Control (DiCo) regulates system diversity toward a target value. On a slower timescale, an Extremum Seeking Controller (ESC) adjusts this target using only mean episodic returns, without requiring an explicit model or analytical gradient of the diversity-performance landscape. We evaluate ADiCo on six configurations across two cooperative MARL tasks, where it maintains task-appropriate diversity levels: low diversity when homogeneous policies are beneficial and higher diversity when heterogeneous policies are required. Through this adaptation, ADiCo matches or exceeds the mean performance of DiCo (best grid-searched diversity target) and Unconstrained DiCo (diversity allowed to emerge without target regulation). These results demonstrate that incorporating classical feedback control into MARL training enables effective coordination by providing a systematic alternative to task-specific manual selection of the diversity target.

Tue 13 OctMultiagent SystemsArtificial IntelligenceRobotics
The gist
When groups of AI agents work together, they need to act differently but still cooperate well. The right amount of variety in their behaviors depends on the task and is hard to guess. The authors introduce a system that automatically adjusts how different the agents behave during training, based only on how well the team performs. This method finds the best balance without needing to know details about the task or environment. Their tests show the system matches or beats other methods that manually pick or fix the difference level.
Open → 2610.18808v1

Symmetry reveals agent differences in multi-agent decision making

On Symmetry for Characterizing Agent Heterogeneity in Multi-Agent Systems

Abstract: Understanding agent heterogeneity can inform the design of shared and agent-specific policy representations, however existing criteria provide no unified structural test. We study finite-horizon POSGs and define a type-compatible transformation as a policy-evaluation symmetry when complete policy evaluation commutes with it for every decentralized behavioral policy. Policy-evaluation symmetries form a group for which agent orbits define structural agent types. This classification does not depend on the particular policy chosen or the distribution of initial states. We prove that every componentwise environment automorphism is a policy-evaluation symmetry, but that the converse does not hold. Applying the framework to cooperative Dec-POMDPs shows that agents can belong to different structural types even when they share a common reward. For prescribed weighted reward aggregation, we derive an exact value identity and sufficient conditions for the resulting Dec-POMDP to inherit the policy-evaluation symmetries of the source POSG. Finally, we give sufficient conditions under which repeated model factorizations induce policy-evaluation symmetry, and show that preserving an optimal Boltzmann policy set neither implies nor follows from this symmetry in general.

Tue 13 OctMultiagent SystemsArtificial Intelligence
The gist
When many decision-making agents work together, understanding how they differ is important for designing their strategies. The authors studied a mathematical way to identify agent differences using symmetry ideas that don't depend on particular strategies or starting situations. They showed that these symmetries form groups that help classify agents structurally. Their work also clarifies how these classifications apply when agents share rewards and when combining or simplifying models.
Open → 2610.18538v1

Visual agent learns to use tools by creating its own questions

Self-Evolving Visual Agent via Margin Reward

Abstract: Visual agents that interleave reasoning with tool invocation have posed a promising direction for multimodal tasks. However, learning effective tool invocation usually relies on curated question-answer pairs or expert demonstrations at scale, which are expensive to acquire. In this study, we propose Marvo, a simple-yet-effective self-evolution approach that enables learning tool invocation from unlabeled images. Marvo consists of two agents: (1) a challenger that generates question-answer pairs from unlabeled images, and (2) a solver that learns tool invocation by solving questions through reinforcement learning. To encourage effective tool invocation, a good training question should be difficult enough to warrant tool use, yet remain within the solver's capabilities. To this end, we introduce a margin reward to the challenger, defined as solver's performance difference with and without access to tools. With the margin reward, we create an adaptive curriculum that encourages the solver to learn effective tool invocation. Across benchmarks covering agentic reasoning, visual search, mathematical, and general real-world reasoning, Marvo improves average accuracy by up to 7.1\% --- demonstrating margin reward as a preferred way to scale question complexity without human supervision.

Sat 10 OctArtificial Intelligence
The gist
It can be hard to teach AI systems how and when to use external tools, especially because collecting example questions and correct answers is expensive. The authors propose Marvo, a method where one AI generates questions from unlabeled images, and another AI learns to use tools to answer them. Marvo encourages questions that are just hard enough for the AI to need tools but not too hard to solve, creating a self-improving learning loop. This helps the AI get better at reasoning tasks without needing human-labeled data.
Open → 2610.15084v1

Decentralized learning finds stable strategies in complex multiplayer games

Decentralized Bandit Learning of Markov Perfect Equilibria

Abstract: We study decentralized bandit learning in discounted infinite-horizon, general-sum Markov games with continuous actions. Agents observe the public state, but only their own realized rewards, and use simultaneous perturbation stochastic approximation to update their actions. Under strong monotonicity of the negative running-reward gradients and sufficiently small time steps, we prove that the fully decentralized procedure converges almost surely to the unique stationary Markov perfect equilibrium. We obtain an $O(n^{-1/2})$ convergence rate and present a natural extension to episodic finite-horizon learning.

Fri 9 OctMachine Learning
The gist
This paper looks at how multiple decision-makers can learn to play a game well without sharing their individual scores, only knowing the overall game state. The authors show that by adding small random tweaks to their choices and updating based on their own rewards, players can almost always settle into a stable and predictable pattern of behavior called a Markov perfect equilibrium. They prove this learning method gradually improves and gets closer to the ideal strategy at a known speed. They also show a version that works for games that end after a fixed number of turns.
Open → 2610.14333v1

LiDAR and radar switch for reliable robot positioning in smoke

When LiDAR Fades, Radar Takes Over: LiDAR Reliability-Aware Adaptive Localization Under Airborne Obscurants

Abstract: LiDAR-inertial odometry (LIO) is widely used for real-time localization and mapping, but its reliability can degrade substantially in subterranean environments affected by smoke, dust, and other airborne obscurants, whereas radar remains comparatively robust. This article presents a one-class temporal learning framework for LiDAR degradation detection and reliability-aware localization under such conditions. A broad set of degradation-sensitive cues, including spatial, cross-modal, geometric/motion, intensity, and measurement-recency features, is evaluated to characterize changes in LiDAR sensing quality. Their temporal evolution is modelled over sliding windows using an LSTM autoencoder trained exclusively on nominal operation, enabling deviations from healthy sensor behaviour to be detected without requiring labelled degradation data. The resulting LiDAR reliability estimate governs adaptive selection between LIO and radar inertial odometry (RIO), retaining LIO during reliable sensing and transferring localization authority to RIO when degradation is detected. The framework is evaluated using real-world ground robot data collected in GNSS-denied subterranean tunnels under nominal and dense-smoke conditions. Experimental results demonstrate degradation detection, adaptive modality switching, and continued localization output under severe LiDAR degradation. A feature family ablation study further shows that a reduced feature representation can improve degradation-aware localization performance in the evaluated dense-smoke scenarios, highlighting the importance of feature parsimony in one-class sensor degradation detection. The code will be released as open source to support reproducibility and further research.

Fri 9 OctRobotics
The gist
Robots often use LiDAR sensors to figure out where they are, but this doesn't work well when there's smoke or dust in the air. The authors developed a method that watches how well LiDAR is working over time and switches to using radar if LiDAR starts having problems. Their method learns what normal sensor data looks like and detects when the LiDAR data degrades, so the robot can still locate itself accurately underground. They tested this approach on real robots moving through smoky tunnels and showed it keeps the robot aware of its location even in tough conditions.
Open → 2610.13788v1

Video world models improve memory to reduce visual errors

GLIMPSE: Global-Local Indexing with Multi-Precision Spectral Encoding for Explorable Video World Models

Abstract: A camera-controlled video world model must keep a scene consistent when the camera returns to it. Memories that render stored features into the target frame can turn depth and pose errors into ghosting or duplicated structure. Positional transport avoids that resampling by relocating a historical patch's address rather than its content, but assigns full positional precision even to inaccurate projections. We present GLIMPSE, a global-local memory interface with band-wise multi-precision coordinates and geometry-conditioned spectral attenuation to reduce sensitivity to inaccurate projected addresses. Local patch memory supplies view-specific appearance, while recurrent global memory provides scene context. Footprint-guided retrieval selects historical patches under a fixed local read budget. Under matched retrieval and read budgets, GLIMPSE improves geometric correspondence and photometric consistency over deterministic positional transport.

Fri 9 OctComputer Vision and Pattern Recognition
The gist
When a camera moves around a scene and then looks back, small errors in understanding the scene’s depth or position can cause visual glitches like ghost images or duplicates. The authors present GLIMPSE, a method that uses a combination of local and global memory to keep track of the scene more accurately. This approach adjusts how precise the location information is, depending on uncertainty, reducing mistakes when projecting parts of the scene. Their method leads to better consistency in how the scene looks from different viewpoints.
Open → 2610.13706v1

Vigor improves industrial layout programs by fixing geometry errors

VIGOR: Verifiable Industrial Geometry Optimization and Repair in Scene Programs

Abstract: Large language models (LLMs) increasingly generate structured layouts and executable scene programs from natural-language instructions. However, executability does not imply engineering feasibility: an industrial scene program may execute successfully while its final state still violates coupled boundary, collision, clearance, aisle, or structural constraints. We identify this mismatch as the executability-engineering-feasibility gap, where locally plausible placements can remain globally infeasible because corrections to one device may introduce violations elsewhere. To make this gap measurable in a controlled setting, we construct an execution-grounded industrial scene-program dataset with 1,749 constructible scenarios, complete executable programs, and 94 final-state geometric checks per scenario. We further propose VIGOR, which combines supervised scene-program generation with execution-grounded verification and staged geometric refinement. Supervised fine-tuning establishes complete program generation, local projection resolves independently correctable violations, and joint conflict-graph repair coordinates residual multi-object conflicts while preserving structural relations. Experiments show that VIGOR achieves 96.86% Complete Feasibility and an Overall score of 91.20, outperforming the strongest evaluated baseline by 10.42 points in Overall. These results show that, under controlled industrial layout conditions, reliable scene-program generation requires not only executable programs, but also explicit verification and coordinated resolution of coupled engineering constraints.

Fri 9 OctArtificial Intelligence
The gist
Industrial layouts made by computers can sometimes look right but break important rules like spacing or safety. The authors found that making sure a program runs doesn’t mean the layout is actually possible or safe. They created a special dataset to test these problems and built VIGOR, a system that checks and fixes layout mistakes by carefully adjusting parts so everything fits together properly. Their approach works much better than previous methods at making sure layouts are both runnable and follow engineering rules.
Open → 2610.13145v1

Multi agent model predicts detailed first person views in shared world

Multi-Agent Egocentric World Model with Fine-Grained Embodied Interaction

Abstract: Egocentric world models predict first-person observations conditioned on an agent's actions, but most focus on a single agent. Real embodied settings often involve multiple agents that act and interact within a shared environment. Existing multi-agent world models rely on coarse actions like locomotion, camera control, or discrete commands, leaving fine-grained embodied interactions underexplored. We formulate multi-agent egocentric world modeling as synchronized ego-stream generation for multiple agents interacting through fine-grained actions in a shared world. This requires cross-view action consistency, shared-environment consistency, and consistent propagation of interaction-induced state updates. We propose Multi-agent Egocentric World Model (ME-World), which jointly denoises multiple ego streams in a shared token sequence, conditions each stream on all agents' target-view poses, and grounds generation with shared environment memory. We train and evaluate on real and synthetic multi-agent data and introduce shared-world consistency metrics for environment, update, and identity consistency. Experiments show ME-World improves shared-world consistency, action control, identity preservation, and video quality over existing methods.

Thu 8 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Most systems that predict what an agent sees focus on just one agent at a time, but in real life, many agents move and interact together. The authors made a system called ME-World that predicts what multiple agents see from their own perspectives while they interact closely in the same environment. Their system keeps all agents' views and actions consistent with each other and with changes in the environment. Tests show it works better than earlier methods at keeping track of who is who, how the environment changes, and video quality.
Open → 2610.12299v1

System selects best camera views for 3D CAD from occluded scenes

Look Where You Can: Active View Selection for CAD Reconstruction under Occlusion

Abstract: CAD reconstruction methods assume a luxury reality rarely grants: unrestricted visual access to the object, photographed from any desired angle. Real objects, however, are scene-embedded, bolted against walls, wedged into corners, resting on floors, where the scene renders much of the view sphere unreachable and the remaining views unequally informative. We introduce \textbf{SightCAD}, a framework for parametric CAD reconstruction that treats view feasibility as a first-class constraint. In this work we consider objects from standard CAD benchmarks embedded in realistic indoor scenes with physically derived visibility constraints over a discrete view sphere. A learned view selector must choose $K$ feasible views for a vision--language model (VLM) that generates executable CadQuery code, scored by geometric fidelity of the executed solid. Because reward arrives only after discrete view selection, autoregressive generation, and CAD-kernel execution, we propose a joint training paradigm in which the view selector and the CAD-generation VLM are trained together against this reward. The learned selection policy departs sharply from random, uniform, and coverage-greedy alternatives, outperforming surface-area maximization (SA-max) by up to $6.4$ Intersection-over-Union (IoU) points across budgets $K\in\{1,\dots,5\}$. The full system surpasses strong external baselines on scene-embedded, occluded multi-view renders of DeepCAD and Fusion360 objects ($+21$ and $+17$ effective-mIoU points over the best baseline, respectively), as well as on test-time domain-canonicalized real images from the industrial T-LESS benchmark and on both synthetic and real images from the MP6D industrial metal-parts benchmark, while producing the highest rate of executable programs of any method compared (invalid-code rate ${\leq}1.5\%$).

Thu 8 OctComputer Vision and Pattern Recognition
The gist
Getting a good 3D model of an object usually means looking at it from all sides, but real objects are often stuck in places where you can't see every angle. The authors created a system called SightCAD that smartly picks the best angles you can actually see to make a 3D computer model of the object. Their system learns which views matter most and how to turn the images into accurate CAD code. This approach works better than just picking random or evenly spaced views, especially when parts of the object are hidden.
Open → 2610.11954v1

Agents improve themselves by learning and revising world models continually

Memento 3: Model-Based Recursive Self-Improvement through Reflective Rulebooks

Abstract: Learning to act in unfamiliar environments requires agents to infer how the world works and revise that understanding as new evidence arrives. Yet limited observations can support multiple world models that explain past interactions but predict different outcomes in unseen states. We introduce Memento 3, building on the Memento series to enable frozen LLM agents to continually learn explicit world models through external memory. The agent maintains a natural-language rulebook as persistent semantic memory, recording revisable hypotheses about environment dynamics while leaving unknown aspects underspecified. It compiles this rulebook into executable code for prediction and planning. Through a continual loop of observation, reflection, rule revision, compilation, and verification, the agent uses prediction errors to refine both the rulebook and its code. Updated code is accepted only when the LLM judges it faithful to the rulebook and cell-exact replay reproduces the observed transitions. We investigate this process as a model-based route to recursive self-improvement (RSI): the agent autonomously explores the environment, revises its world model, and uses verified updates to guide subsequent interaction and learning, while the underlying LLM remains fixed. A population extension maintains multiple world models in parallel, sharing interaction evidence and using their predictions to guide exploration. On ARC-AGI-3, the single-model agent clears every level of all 25 public games, achieves a mean Relative Human Action Efficiency (RHAE) of 100.0, and uses 44% of the human action count. In an Atari Pong case study, a learned feedback controller wins 21:0 in each of three evaluated episodes with different openings, without further LLM calls.

Thu 8 OctArtificial IntelligenceComputation and LanguageComputer Vision and Pattern Recognition
The gist
When an agent explores a new environment, it needs to figure out how things work and update its ideas when new things happen. The paper presents Memento 3, a system where a fixed language model helps create and update a rulebook that explains how the environment behaves. This rulebook is turned into code for predicting and planning, and the agent keeps improving it by checking where predictions were wrong and adjusting the rules. This lets the agent get better at solving problems on its own without changing the language model it started with.
Open → 2610.11794v1

4 tensor attention model improves prediction of scene changes in videos

4-Tensor Attention Model for Semantic Physical Reality

Abstract: We describe a 4-tensor attention model that predicts the next semantic state of a scene, for video generation and robot planning. A window of states has positions (x, t) and two fibers, a semantic fiber and a temporal-context fiber, and one softmax normalizes attention jointly over the window. Frames and an agent's situation are written as those states; the encoder, the renderer, and the planner remain outside the update. To test the update on its own, we train on ROCStories, where each window poses the same next-sentence task at the semantic layer. On the validation split, with one seed per setting, the last-sentence cross-entropy on the three matched settings is lower for the 4-tensor model than for a free-running one-dimensional transformer by 5.3% at H=2, L=2, by 2.6% at H=4, L=2, and by 2.4% at H=4, L=3. At H=4, L=2 the parameter counts are nearly the same, 172.5M and 175.9M. On the same two GPUs that 4-tensor run finished in 2.4 hours and the baseline run in 45.2 hours; the baseline is trained by free-running decoding, one sequential forward pass per target token.

Thu 8 OctMachine LearningComputation and Language
The gist
The paper introduces a new method that helps computers predict what will happen next in a video or scene by paying attention to multiple aspects at once. This method organizes information about positions, time, and meaning into a special structure called a 4-tensor. The authors tested this approach on a story dataset and found it predicted the final sentence better and much faster than a standard method. This approach can help improve how robots and video systems plan and understand the world.
Open → 2610.11716v1

Language model trains better knowledge reuse for smarter agents

Learning to Accumulate Knowledge with Mutual Information

Abstract: Large language model (LLM) agents can improve their performance by reusing knowledge distilled from past interactions. However, curating new experiences into a knowledge bank that becomes more useful as it grows remains challenging. Effective knowledge accumulation should limit redundant overlap among entries and ensure that new knowledge contributes beyond what the bank already provides. Yet training a curator with Group Relative Policy Optimization (GRPO) on standalone task success can reinforce general guidance even when it duplicates existing knowledge. Therefore, we propose Knowledge Weaver, a reinforcement learning framework that trains a language model to curate reusable knowledge from agent trajectories. We couple feedback inspired by token-wise mutual information (MI) with marginal success rewards to guide knowledge accumulation. Together, these signals encourage the curator to preserve distinct information from experience and produce entries that improve task success when added to existing knowledge. Standalone success rewards also favor entries that are useful on their own. On ALFWorld and WebShop, Knowledge Weaver achieves mean success rates of 54.0\% and 42.0\% with k=10 retrieved entries, exceeding GRPO by 16.9 and 18.7 percentage points, respectively. Its knowledge banks also outperform the evaluated prompt-based and established banks, including human-written banks, in overall ALFWorld success rate and WebShop score with the executor frozen. Our codebase is available at https://github.com/LaoKuiZe/Knowledge-Weaver.

Wed 7 OctArtificial Intelligence
The gist
Storing helpful things learned from past tasks is tricky because new knowledge can be repetitive or not add value. The authors created a method called Knowledge Weaver that teaches a language model to pick useful, fresh bits of information from past experiences. It uses a technique based on mutual information to ensure knowledge is unique and helpful for future tasks. This method improved success rates significantly on two complex simulation benchmarks compared to previous approaches.
Open → 2610.10042v1

Adversarial multiplayer bandits achieve low regret without collisions or shared randomness

Square-Root Regret for Adversarial Multiplayer Bandits without Collision Information or Shared Randomness

Abstract: We study adversarial multiplayer bandits with $K$ arms and $2\le m<K$ labeled players, without collision information, shared randomness, or an external communication channel. We design a constructive communication and synchronization protocol with a Monte Carlo public constructor. With probability at least $1-CN^{-32}$ over preprocessing, where $N=2Km(T+1)$, its fixed published output satisfies \[ R_T\le C K^{5/2}\sqrt T\log^2(2Km(T+1)) \] simultaneously for every oblivious reward sequence chosen after preprocessing. Here $R_T$ is expected regret over the players' private execution randomness. Positive reward observations establish a common learning schedule and synchronize players before learning begins. The cost of delayed communication is charged to the support of positive rewards, ensuring that periods with little useful feedback incur only limited regret. A slow--fast learning procedure then maintains valid reward estimates while assignments and scores are exchanged.

Mon 5 OctMachine LearningMultiagent Systems
The gist
When multiple players try to pick the best options without talking to each other or knowing if they interfere, the situation gets tricky. The authors created a method so these players can still learn effectively and avoid losing too much over time. They use clever tricks to let players sync up and share information indirectly using positive feedback. This approach guarantees the total loss grows slowly, even against tough, unpredictable environments.
Open → 2610.05688v1

World observer improves tracking of objects outside agents view

World Observer: Joint Actor-Observer Generation for Persistent World Modeling

Abstract: How can a world model continuously observe regions beyond the actor's current view? Video world models simulate how an environment evolves from an agent's actions, yet remain actor-centric. Once an object leaves the actor's view, they lose direct evidence of its evolution, often failing to preserve its state and dynamics upon re-entry. To address this, we introduce World Observer, which decouples observing from acting by jointly generating a perspective actor for the agent-centric view with one or more panoramic observers that watch selected world regions. This allows objects that leave the actor's view to remain visually evolving in an observer, so their updated states are reflected when they re-enter. We ground the actor and observers by warping from a shared panoramic source for explicit geometric correspondence, and introduce an Observer Sink of high-resolution perspective references to restore fine appearance upon re-entry. Since the observers are decoupled from the actor, they can be placed freely across the scene, extended to multiple locations for broader coverage, and driven by control signals to steer out-of-view evolution. To evaluate out-of-view evolution, we further introduce world-space metrics and a benchmark spanning real and synthetic scenes. World Observer substantially improves out-of-view dynamics while remaining competitive in visual fidelity, camera control, and 3D adherence.

Thu 1 OctComputer Vision and Pattern Recognition
The gist
Video world models usually focus only on what an agent currently sees, losing track of objects that move out of view. The authors present World Observer, a system that lets the model watch parts of the environment independently from the agent’s viewpoint. This means objects outside the agent’s view keep updating correctly and look consistent when seen again. Their method uses multiple perspectives anchored to a shared panoramic view to keep track of changes anywhere in the scene. It performs better at predicting how things change out of sight while keeping good visual quality and adherence to 3D space.
Open → 2610.02162v1

World models improve planning by preserving commute-time distances

Learning Commute-Time-Preserving World Models for Planning

Abstract: World models allow agents to plan in latent space by choosing a sequence of actions that most reduces the distance to a given goal state. Thus, planning can benefit from latent representations whose distances mirror commute-times in the environment. The spectral embedding space of the graph Laplacian provides such a representation, if it obeys a specific eigenvalue-dependent scaling. Unfortunately, instantiating the graph Laplacian is intractable in large, continuous environments. Self-supervised learning offers a natural route to such commute-time-preserving embeddings at scale. However, here we show that existing methods, which commonly encourage isotropic representations to prevent representational collapse, tend to degrade the "correct" eigenvalue-dependent scaling, leading to an inaccurate representation of commute times. To address this problem, we introduce Commute-Time-Preserving World Models (CTWMs), combining a latent displacement predictor and a log-determinant regularizer that prevents collapse, which provably recover the correctly scaled Laplacian representation under reversible deterministic dynamics and at the predictor's fixed point. In numerical simulations, CTWM matches or outperforms LeWM, a task-agnostic baseline, on several complex, continuous goal-reaching benchmarks, while using half the parameters.

Thu 1 OctMachine Learning
The gist
Planning how to reach a goal can be improved if the agent’s internal map reflects how long it takes to move between locations. The authors found that existing methods that try to create this kind of map often lose important distance information. They propose a new approach called Commute-Time-Preserving World Models (CTWMs) that keeps these distances accurate, helping agents plan better in complex environments. Their tests show CTWMs can perform as well or better than existing methods while using fewer parameters.
Open → 2610.01373v1

Agents switch between exploring and goal seeking in uncertain environments

Belief-Based Maximum Occupancy Principle and Active Inference

Abstract: Intrinsic motivation plays a central role in adaptive and goal-directed behavior by conferring agents reward-independent objectives and biases useful to act in noisy and uncertain environments. Active Inference addresses the problem of acting in a partially observable environment through a principled framework for belief updating and action selection. A key component of Active Inference is the specification of prior preferences, which shapes behavior by encoding desirable future outcomes. An intrinsic motivation approach called the Maximum Occupancy Principle (MOP) proposes that agents act so as to maximize occupancy over future paths of states and actions, with no preferences or epistemic targets. Despite its simple formulation, MOP gives rise to rich and adaptive behaviors that combine exploratory variability with goal-directed dynamics. In this work, we extend MOP to partially observable environments and introduce a Bellman reformulation of the Expected Free Energy for Active Inference, both incorporating belief-based inference over hidden states as part of the agent state. The Bellman formulation enables tractable offline computation via value iteration over the full belief-state space. We compare the resulting behaviors in a set of minimal experimental settings with uncertain food sources. We find that MOP agents switch between goal-directed (food seeking) behavior and exploration between different food sources, depending on their energy available and their belief state. In contrast, Active Inference agents mostly inhabit regions around a single food source, a strategy having both high pragmatic and epistemic value. We finally compare with Empowerment, which is shown to be qualitatively similar to Active Inference.

Wed 30 SeptArtificial Intelligence
The gist
The paper looks at how decision-making agents can act when they aren’t sure about their surroundings and want to explore or reach goals without relying on explicit rewards. The authors extend a known idea, the Maximum Occupancy Principle (MOP), to work when parts of the environment are hidden, allowing agents to use beliefs about unseen things to decide their actions. They show that MOP agents can flexibly switch between exploring and hunting for food depending on their energy and what they believe, unlike other agents that tend to stick close to known good spots. This work helps us understand how behavior that mixes curiosity and purpose can emerge.
Open → 2609.39342v1

LoopVL improves vision language tasks with recurrent updates

LoopVL: Recurrent Visual Intelligence

Abstract: We introduce LoopVL to study whether Loop Transformers can be effectively extended to vision- language models. LoopVL combines Module-Loop and Model-Loop computation to iteratively update a unified vision-language state through shared modules. We train LoopVL from scratch through language pre-training, multimodal training, and post-training. LoopVL outperforms a range of similarly sized and larger non-recurrent models on multimodal understanding and visual reasoning benchmarks. We also observe Visual Aha Moments in LoopVL, characterized by pronounced shifts in visual attention across loops. LoopVL provides practical evidence for recurrent vision-language modeling and offers an intuitive perspective on how shared parameters can support deeper multimodal computation over continuously evolving visual-language states.

Tue 29 SeptComputer Vision and Pattern RecognitionComputation and Language
The gist
Understanding images and language together is tricky because they are very different types of information. The authors created LoopVL, a model that repeatedly updates its understanding by looping through the same vision-language processes multiple times. This improves the model's ability to reason about images and language compared to other models of similar or larger sizes. They also observed interesting patterns in how the model's visual attention changed during these loops, showing it refines its focus over time.
Open → 2609.38426v1

New method improves matching of deforming 3d shapes using regional clues

Context without Commitment: Robust Dense Correspondence under Non-Rigid Deformation

Abstract: Non-rigid point-cloud registration aims to find the corresponding target point for each point on a deforming source surface. Point-level matching keeps the full target cloud available, but correspondence becomes ambiguous when different regions have similar local geometry. Regional or coarse-to-fine methods provide broader spatial context, but an incorrect regional match can exclude the correct correspondence before dense matching. We propose CoCo-Reg, which uses regional patches to enrich dense point features without allowing patch predictions to restrict the final point-level search. CoCo-Reg constructs farthest-point-sampled patches, exchanges geometric information within and between source and target, supervises patch similarity using identity-corrected point overlap, and projects the resulting regional information back to dense point features. The final registration stage still scores the full target cloud before global point-level candidate selection. On 726 held-out ModelNet10 objects across nine deformation levels, two established learning-based baselines obtain mean correspondence errors of 0.1993 and 0.1921, whereas CoCo-Reg obtains 0.0547. Relative to its point-level baseline, this is a 72.6\% reduction. CoCo-Reg achieves lower correspondence error on 92.3\% of paired test objects and reduces the mean fraction of points with error above 0.1 from 47.3\% to 17.3\%. Chamfer distance and HD95 decrease in the same direction, and CoCo-Reg remains lower across all tested deformation levels. These results support using regional context for dense non-rigid correspondence without imposing a hard patch-level restriction on the final search. Because evaluation uses one checkpoint per method, the reported gains characterize the complete systems rather than the isolated causal contribution of an individual component. Code will be made publicly available.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Matching points between 3D shapes that change shape is hard because some areas look very similar up close. The authors propose CoCo-Reg, a method that looks at patches of points to get more context but still compares individual points freely to avoid mistakes. This approach significantly reduces errors in finding corresponding points on the deformed shape. Their tests show it works much better than previous methods across many different objects and levels of deformation.
Open → 2609.37071v1

World2Motion generates 3D human motion from images and text prompts

World2Motion: Turning Video World Models into 3D Human Motion Generators

Abstract: We present World2Motion, a framework that generates scene-aware 3D human motion and corresponding video from a single image and a text prompt. While existing 3D motion generators learn from motion datasets, their generalization is constrained by limited coverage of environments. In contrast, video world models such as Cosmos 3 offer broader environmental priors but are not designed for full-body motion generation; recovering motion from their generated videos requires costly two-stage inference. To address these, we turn Cosmos 3 into a single-stage 3D motion generator. This adaptation has two challenges: the scarcity of paired video--motion data and temporal instability in the generated motion. First, we construct a training dataset combining synthetic video--motion pairs with real videos paired with estimated 3D motion. Second, we propose a shift-decoupled noise schedule that assigns different noise levels to video and motion through shared denoising progress. This design accommodates the different denoising requirements of the two modalities, reducing motion jitter. Experiments on a multi-source interaction benchmark show that World2Motion has better motion--text alignment and scene interaction compared with the evaluated 3D motion generators. It also matches the interaction success rate of the two-stage baseline while achieving approximately 3.3$\times$ faster inference.

Tue 29 SeptComputer Vision and Pattern Recognition
The gist
Generating realistic 3D human movements that fit specific scenes and texts is hard because current methods struggle when environments vary. The authors build on a video-based world model to directly create 3D motions along with video from just one image and a text description. They overcome challenges like limited paired training data and motion instability by combining synthetic and real data and introducing a new way to reduce jitter. Their method works better than existing 3D motion generators and is faster than previous multi-step approaches.
Open → 2609.37004v1

New method finds broadly useful goals for better AI exploration

Going Beyond State-Reaching: Learning Abstractions for Intrinsically Motivated Option Discovery

Abstract: Temporal abstraction via options can improve exploration in large environments. However, existing option discovery algorithms find subgoals that target all aspects of the state simultaneously. This state-reaching approach produces options that only apply in narrow regions of the state-space, eventually causing an explosion in the number of options that overwhelms the agent, and impedes progress on its primary task of reward maximization. We introduce an algorithm that instead identifies a small, relevant subset of features for each subgoal, yielding options that generalize broadly and accelerate exploration. Our approach learns abstract, transferrable options and achieves rapid exploration in three sparse-reward, image-based domains, including the Atari game MontezumasRevenge.

Tue 29 SeptArtificial IntelligenceMachine Learning
The gist
When AI explores large and complex environments, it needs shortcuts called options to make learning faster. Previous methods found goals that focused on every detail of a situation, which made these shortcuts useful only in very specific spots and led to too many confusing options. The authors created a new way to find simpler, more general goals by focusing on just a few important features. This helps the AI learn more quickly in tricky tasks like playing certain video games with few rewards.
Open → 2609.36473v1

Multi-agent vision and language navigation tasks with new benchmark

Systematic Multi-Agent Vision-and-Language Navigation: Formulation, Benchmark, and Method

Abstract: Vision-and-Language Navigation (VLN) has largely focused on a single agent following a single instruction, yet many real-world applications require teams of robots to tackle tasks beyond the capabilities of any individual agent. We present Systematic Multi-Agent Vision-and-Language Navigation, providing, to our knowledge, the first systematic formalization of multi-agent VLN as a constrained coordination problem: each mission consists of subtasks carrying dependency and resource constraints (presence locks and holding chains). A verified four-stage crafting pipeline instantiates the task as MAVLN, comprising 11,724 episodes across 145 scenes with teams of up to four agents under three instruction regimes, accompanied by tailored constraint-aware metrics. We further present TRISS, a coordination-ready navigation system coupling an LLM-based subtask scheduler, a shared topological memory that turns each agent's exploration into team knowledge, and a conflict-aware execution mechanism that realizes simultaneous intentions as collision-free routes. Extensive experiments establish TRISS as a comprehensive baseline and reveal substantial room for improvement across scheduling, planning, and execution, highlighting the challenges of coordinating under MAVLN task constraints. Project page: https://xyz9911.github.io/mavln.

Mon 28 SeptComputer Vision and Pattern RecognitionArtificial IntelligenceRobotics
The gist
Following instructions to navigate a place is usually done by one robot, but many real situations need teams working together. The authors created a new way to define multi-robot navigation tasks where subtasks depend on each other and require coordination. They made a huge set of test scenarios with multiple agents and instructions, plus special ways to measure success. They also built a system called TRISS that schedules tasks, shares knowledge, and plans safe routes to avoid collisions. Their tests show TRISS sets a baseline but also that coordinating multiple robots remains a hard problem.
Open → 2609.35965v1

System reconstructs 3D scenes from mixed camera views in one pass

Many Eyes, One World: Feed-Forward 3D Reconstruction from Mixed Cameras

Abstract: Real-world capture is heterogeneous: perspective, fisheye, and $360^\circ$ panoramic images can coexist within a single reconstruction task, yet most feed-forward 3D reconstruction models assume perspective imagery and a uniform input representation. Recent models handling several camera types are either informed of the camera type for each view or reconstruct one image pair at a time. No single-pass method reconstructs mixed-camera tuples containing full panoramas from images alone. We present MEOW, a feed-forward system that jointly reconstructs metric pointmaps and camera poses from one N-view tuple mixing perspective, fisheye and full-panorama images, in a single forward pass from images alone: no calibration, distortion parameters, camera-type labels or poses are supplied for any view. Our guiding design philosophy is to treat heterogeneous-camera reconstruction as a data-adaptation problem rather than an architectural redesign. MEOW retains a perspective-pretrained backbone and learns heterogeneous cameras entirely from a procedural data engine, which renders each scene across a continuous manifold of camera models with exact rays and depth, and certifies covisibility for every camera-sampled training tuple. Trained on synthetic tuples only, MEOW transfers zero-shot to real captures: on heterogeneous 2D3DS tuples it achieves 79.9 mAA@30 against 53.8 for Wid3R given the camera type of every view; on our laser-scanned mixed-camera benchmark it registers every four-view mixed tuple with 79.4 AUC@30. The data engine, benchmark, and complete evaluation pipeline will be released.

Mon 28 SeptComputer Vision and Pattern Recognition
The gist
3D reconstruction from photos often assumes all images come from the same type of camera, which isn't true in real life where different lenses like fisheye or 360-degree cameras might be used together. This paper introduces MEOW, a system that can take a group of photos from various camera types all at once and build a 3D model without needing information about the cameras beforehand. The key idea is to train the system on a wide range of synthetic images that simulate different cameras, enabling it to work on real-world photos without extra setup. As a result, MEOW can reconstruct scenes more flexibly and accurately than previous methods that required camera labels or handled fewer images at a time.
Open → 2609.35658v1

GraphHCA improves credit assignment for long-horizon AI tasks

GraphHCA: Closed-Form Hindsight Credit Assignment for Long-Horizon LLM Agents

Abstract: Group-based reinforcement learning (RL) has advanced large language models (LLMs) and is increasingly extending to agentic tasks, where sparse terminal rewards make step-level credit assignment essential. Existing methods assign credit from what follows an action in sampled rollouts, but do not explicitly capture its retrospective relation to the realized outcome. Hindsight credit assignment (HCA) instead attributes credit through the ratio of hindsight to behavior-policy probabilities, but estimating the hindsight distribution requires an auxiliary model or an extra pass. To address this estimation bottleneck, we propose GraphHCA, a model-free realization of HCA that eliminates explicit hindsight-distribution estimation. For terminal-goal tasks with deterministic transitions, Bayes' rule reduces the hindsight ratio to a ratio of behavior-policy success probabilities at consecutive states. Taking logs yields a state-wise success potential, whose increment across a transition provides step-level credit. GraphHCA estimates this potential from pooled rollouts through a discounted recursion on the induced transition graph, which admits a unique fixed point on any directed graph. The resulting step-level signal is combined with the trajectory-level advantage, requiring neither a learned hindsight model nor an extra forward pass and recovering GRPO when the step-level weight is zero. Among all compared baselines, GraphHCA achieves state-of-the-art results on ALFWorld and WebShop at both LLM scales, and on Sokoban with a vision-language agent. For example, on ALFWorld it improves overall success rate by up to 24.6 points over GRPO and by up to 4.7 points over the strongest step-level baseline.

Mon 28 SeptMachine Learning
The gist
When teaching AI agents that use large language models to achieve long goals, it’s hard to tell which individual actions helped reach the final success. The paper introduces GraphHCA, a new math-based method that assigns credit to each step without extra complex models. This approach uses probabilities from past attempts to better understand which moves made a difference and improves AI performance on several tasks. The authors show it works better than previous methods on some challenging environments.
Open → 2609.35084v1

Cross-rollout method improves long-horizon learning for AI agents

Cross-Rollout Bellman Closure for Long-Horizon Agentic Reinforcement Learning

Abstract: Group-based reinforcement learning such as GRPO trains LLM agents by comparing rollouts sampled for each task, without a learned critic. In long-horizon settings, these rollouts revisit shared anchor states, offering cross-rollout evidence for step-level credit. Ideally, step-level credit should incorporate evidence beyond the realized suffixes observed at an anchor while aggregating alternative continuations according to their empirical frequencies. Visit-local averaging pools realized suffix returns at shared anchors and respects observed frequencies, but does not recursively propagate evidence across rollouts, whereas shortest-path estimators have global reach but allow a rarely observed route to dominate an anchor's value. We introduce Cross-Rollout Bellman Closure (CRBC), which merges each rollout group into a finite empirical process with absorbing success and failure boundaries and evaluates its behavior-policy Bellman fixed point with one linear solve. This fixed point uses the same empirical action and transition frequencies to propagate evidence through shared anchors and aggregate alternative continuations. Backing up the resulting state values through observed transitions yields action values, whose gain over the corresponding state value provides step-level credit. A corresponding finite-depth family recovers visit-local return averaging at zero depth and converges to the exact closure as depth increases. The normalized closure credit is combined with the trajectory-level group advantage for policy optimization, without additional environment rollouts. Across ALFWorld, WebShop, and Sokoban benchmarks with multiple model scales, CRBC consistently improves final performance and learning efficiency. For example, CRBC outperforms the strongest evaluated baseline by 5.59 percentage points on ALFWorld with Qwen2.5-1.5B-Instruct.

Mon 28 SeptMachine Learning
The gist
Training AI agents to make long-term decisions is tricky because it’s hard to figure out which early actions lead to later success. The authors introduce a new method called Cross-Rollout Bellman Closure that combines information from multiple trial runs to better estimate the value of each step. This approach helps the AI learn more efficiently by using shared states in different runs to improve credit assignment. Testing on various benchmarks showed consistent improvements in performance and learning speed.
Open → 2609.35082v1

Adjoint guidance flow improves vision language action policies efficiently

Adjoint Guidance Flow: Amortized Critic Guidance for VLA Policies

Abstract: Flow-based Vision-Language-Action (VLA) policies are typically trained by behavior cloning and thus do not explicitly optimize long-term task return. Critic guidance steers generation toward higher-value actions, but existing methods differentiate the critic through a one-step surrogate of the sampler and back-propagate a critic ensemble at every flow step. In contrast, here we propose Adjoint Guidance Flow (AGF), which amortizes trajectory-aware critic guidance into a lightweight guidance network while preserving the pretrained VLA policy. Specifically, we formulate critic-guided flow generation as a deterministic optimal control problem, whose optimal guidance is a costate that carries the terminal critic gradient back through the remaining flow, and regress the guidance network onto this costate while keeping both the VLA and critic frozen. This design provides favorable memory and throughput scaling during training, and inference needs one guidance-network forward pass per step, without the critic ensemble, back-propagation, or adjoint computation. Across LIBERO, RoboCasa, and LIBERO-Pro, AGF consistently improves pretrained VLAs, remains competitive with critic-guidance and policy-fine-tuning baselines, and is the most robust method when a single guidance strength is deployed across tasks. Compared with QGF, AGF runs $3.6\times$ faster per guidance step with $7.0\times$ fewer parameters, with comparable and even better performance, showing that critic guidance can be trajectory-aware and lightweight.

Mon 28 SeptMachine LearningComputer Vision and Pattern RecognitionRobotics
The gist
Vision-Language-Action policies help robots or systems decide what to do based on what they see and understand. Usually, these policies learn by copying behavior but don't always plan for the best long-term outcome. The authors propose Adjoint Guidance Flow, a new method that uses a lightweight network to guide actions toward higher rewards without extra heavy computation during training or use. This method improves performance reliably across different robot tasks while running faster and using fewer resources than previous approaches.
Open → 2609.34944v1

Sub-goal guided reflection improves long task success for language agents

SGG-ReflAct: Sub-Goal Guided ReflAct with Structured Planning for Reliable Long-Horizon Reasoning

Abstract: Recent advances in reasoning backbones have empowered large language model (LLM)agentstotackle complex, multi-step tasks. However, as reasoning horizons grow, inconsistent internal beliefs induce intermediate errors that cause agents to drift from their goals. This limitation also persists in REFLACT, which reflects only on the end-goal at each step without explicitly considering intermediate sub goals. To address this problem, we propose SGG-ReflAct (Sub-Goal Guided Re flAct), a reasoning backbone that integrates sub-goals generated through a single path LLM planner into the reflection process. We further extend this framework to BeamSGG-ReflAct, which replaces the single-path planner with a beam search based LLM planner for structured plan exploration. We run experiments on ALF World, ScienceWorld, and Jericho with multiple LLM models. SGG-ReflAct out performs REFLACT in nearly all settings, achieving best success rate gains of 14.9 percentage points on ALFWorld and 8.0 percentage points on ScienceWorld with Llama-3.1-8B-Instruct. Our experimental analysis shows that SGG-ReflAct re duces hallucinated actions and achieves its largest gains on procedurally ordered tasks. Furthermore, experimental results with BeamSGG-ReflAct show that the backbone's effectiveness depends on plan quality: explicitly specifying the re quired operations recovers gains that plan searching alone cannot achieve. These results demonstrate that SGG-ReflAct offers a practical and highly effective rea soning backbone, enabling LLM agents to achieve reliable performance in com plex, long-horizon tasks through easy integration.

Mon 28 SeptArtificial Intelligence
The gist
Large language models struggle with long, complex tasks because they can lose track of important steps along the way, leading to mistakes. The authors propose a new approach that breaks down big goals into smaller sub-goals and guides the model to reflect on these intermediate steps. This method helps the model stay on track and complete complicated tasks more reliably, showing big improvements in several test environments. The technique also explores multiple plans to find better strategies, making language agents better at handling long sequences of actions.
Open → 2609.34548v1

Physical connection shapes communication limits in multi-agent teams

Emergence, Not Bandwidth: Physical Coupling and the Limits of Learned Multi-Agent Communication

Abstract: Rate-limited multi-agent teams raise three questions the emergent-communication literature has answered only empirically: what an optimal message should encode, what compression costs over a horizon, and when a learned protocol is unique enough for a teammate to read. We answer them for rate-limited Dec-POMDPs, then measure how far reinforcement learning falls short of the optimum. Our theorems fix what is achievable independently of any learner, so a gap between an engineered and a learned sender at the same bit budget is an optimization fact, not an information-theoretic one. We instantiate this on three MuJoCo arenas spanning zero, partial and rigid physical coupling, charging every condition exactly 2 bits per decision, and create the discriminating regime by closing a physical side channel within one arena, holding bodies, task and reward fixed. Communication value is governed by coupling: under rigid coupling through a shared object, no channel beats silence (+0.001 +/- 0.001, p = 0.982, n = 25), since proprioception already carries that information; without coupling, every condition solves the task; under partial coupling, the engineered 2-bit sender reaches an interquartile mean of 1.000 but the learned one reaches 0.482, indistinguishable from silence (p = 0.400, n = 25). With a shared alphabet, bandwidth cannot explain the gap. Warm-starting from an engineered receiver localizes the failure: the same channel reaches 0.857 versus 0.562 cold-started (p < 0.001), so it is neither representational nor one of maintenance; reinforcement learning fails to discover the protocol. Cross-play shows learned protocols are individually meaningful but mutually unintelligible: self-play 0.980 collapses to 0.144 across seeds, and our best constructed alignment leaves at least 77% of that gap. All headline results use 25 seeds per arena and seven published baselines at matched rate.

Mon 28 SeptMachine LearningMultiagent SystemsRobotics
The gist
When multiple agents try to work together with limited communication, understanding what messages should carry is hard. The authors found that physical interaction between agents influences how valuable communication is. For agents tightly linked physically, messages add little because the agents already sense enough. With no connection, simple messages solve the tasks, but when linked partially, learned communication falls short of the best possible. The study shows that the challenge is not how many bits can be sent, but how the agents are physically coupled.
Open → 2609.34373v1

Anchor guided camera placement speeds up 3d model building

AGILE-GS: Anchor-Guided Fast Next-Best-View Selection for Active 3D Gaussian Splatting

Abstract: Radiance fields need hundreds of views, and their placement matters as much as their number. Next-best-view (NBV) selection for 3D Gaussian Splatting (3DGS) usually scores every candidate in the pool and keeps one. Searching for information and choosing a camera, however, are separable problems. We present AGILE-GS, an anchor-guided NBV method that separates the two. A virtual anchor pose is optimized on SE(3) by Riemannian gradient ascent on expected information gain. It need not be reachable or in the pool; it marks where the model is most uncertain. Candidates are scored against the anchor's viewing geometry, and a greedy ridge-leverage step distills the pool into a small, non-redundant shortlist without rendering any candidate. The shortlist can be used in two ways. AGILE-GS takes the first view on it as the next view, so no Fisher information is computed for any candidate. AGILE-GS+ computes the Fisher information gain of each shortlisted view and picks the best, so the expensive evaluation runs on a handful of views rather than the whole pool. On standard benchmarks and in closed-loop embodied acquisition, both match or exceed existing baselines while cutting selection latency by one to two orders of magnitude.

Mon 28 SeptComputer Vision and Pattern RecognitionRobotics
The gist
Building detailed 3D models usually requires taking many pictures from different spots, and choosing the best spots is important but slow. The authors developed a new method that first finds an ideal viewpoint where the model is most uncertain, then quickly picks candidate camera positions near that viewpoint without costly calculations. This approach either picks the closest candidate immediately or ranks a small shortlist with detailed info, making the selection process much faster. Their tests show their method matches or surpasses existing approaches but runs 10 to 100 times faster.
Open → 2609.34176v1

Joint-embedding world models improve multi-agent reinforcement learning performance

MA-JEPA: Joint-Embedding World Models for Multi-Agent Reinforcement Learning

Abstract: World models improve sample efficiency by training policies on imagined trajectories, but their usefulness depends on learning representations that capture the information needed for future control. We study whether self-supervised joint-embedding prediction (JEPA) can provide this learning signal for multi-agent reinforcement learning. We introduce MA-JEPA, a stochastic world model that replaces observation reconstruction with prediction of target representations, enabling model-based multi-agent reinforcement learning with centralized training and decentralized execution. A categorical latent state and a causal Transformer are trained with posterior and action-conditioned dynamics prediction objectives and are then used for actor-critic learning from latent imagination. A training-only joint predictor conditions on all agents' local states and actions to predict each agent's next local observation embedding. These predictions are passed through the same local posterior used during real interaction with a centralized critic that is used only for value learning, with execution remaining decentralized. Our experiments show that this architecture performs strongly on SMAC, matching or exceeding the strongest reported comparator mean win rate on four of eight evaluated maps.

Sun 27 SeptMachine LearningArtificial IntelligenceMultiagent Systems
The gist
Training AI agents to work together can be slow because they need lots of practice to learn good strategies. The authors study a new way to teach multiple agents by having them predict each other's future observations in a shared hidden space. Their method, called MA-JEPA, uses a special model that learns from imagined experiences instead of just real ones, making training more efficient. When tested on a popular multi-agent game, their approach matched or beat strong existing methods in four of eight scenarios.
Open → 2609.33563v1

Robots that behave like animals by adapting continuously to changes

Beyond Tasks: A Vision for Reproducing an Animal-like Behavioral Substrate Using Modern Robot Learning Techniques

Abstract: Recent advances in robot learning have produced increasingly capable embodied agents. Yet comparatively less attention has been given to a more basic form of competence that animals exhibit continuously: the ability to remain situated, responsive, and behaviorally coherent as physical, environmental, and social demands change over time. We propose the ethological behavioral substrate as a conceptual lens for studying this form of competence in artificial agents. Rather than treating these behaviors that animals exhibit as a set of isolated skills, we argue that their continual coordination under competing demands constitutes an important and underexplored target for modern robot learning. We further propose robotic animal companions as a useful research setting for studying sustained interaction and adaptation in human-centered environments. Such systems provide an opportunity to investigate how social behavior, memory, and continual learning develop over long periods of interaction. This perspective motivates further investigation of how such persistent behavioral competence may complement higher-level capabilities in embodied agents.

Sun 27 SeptRoboticsArtificial IntelligenceHuman-Computer Interaction
The gist
Most robot learning focuses on teaching machines specific skills or tasks, but animals do something different—they keep behaving in a sensible and flexible way as their surroundings and goals change. The authors suggest thinking of this ongoing flexible behavior as a kind of foundation, or 'behavioral substrate,' for robots. They propose studying robots that act as animal companions to people over long periods to better understand how continuous adaptation, memory, and social behavior can emerge in machines. This approach may help robots develop ongoing, sensible behaviors alongside more advanced abilities.
Open → 2609.33165v1

Multi-agent models improve coordination with online fine-tuning

MA-FPPO: Multi-Agent Flow-Pretrained Policy Optimization

Abstract: Multi-agent flow policies learn cooperative behavior from fixed offline datasets, but often struggle to complete tasks in situations not covered by the offline data. In these situations, agents must both adapt to changes in the environment and coordinate with one another, yet action patterns learned offline are often insufficient for effective adaptation and coordination. To address this problem, we propose Multi-Agent Flow-Pretrained Policy Optimization (MA-FPPO), which uses online fine-tuning to improve the cooperative behavior of models pretrained with flow matching through new interactions with the environment. Building on the behavior learned during pretraining, we construct policies with explicit action likelihoods for discrete and continuous action spaces. We then update the pretrained model using shared team advantages to further improve coordination based on team performance. Our method achieves, on average, relative gains of 52.8% over the strongest listed offline baselines across 30 settings and 29.8% over purely online learning across 38 comparisons with matched online budgets and evaluation protocols.

Sat 26 SeptArtificial Intelligence
The gist
Many groups of AI agents learn how to work together by studying past data, but they have trouble when new situations come up. The authors propose a method that lets these agents learn more by practicing together in a live environment after their initial training. This approach helps them better adapt and cooperate when facing new challenges. Their method showed clear improvements over previous ways of training agents both offline and online.
Open → 2609.32594v1

Decentralized action refinement improves multi-agent path planning success

Decentralized Master-Mind: Joint Action Refinement through Iterative Intent Denoising in Multi-Agent Pathfinding

Abstract: Decentralized multi-agent path finding (MAPF) with communication requires agents to reach individual goals without collisions under partial observability. Learnable policies trained on expert data provide an effective approach to this problem. However, when several coordinated joint actions are valid in the same context, independently sampling from per-agent distributions can recombine locally valid choices into incompatible joint actions. This failure can arise from the final sampling mechanism even when the per-agent action distributions are learned correctly. DMM (Decentralized Master-Mind) addresses this by replacing one-shot action sampling with discrete, iterative refinement of action intents across communication rounds, inspired by denoising in diffusion models. Agents initialize random action intents and refine them through local communication, coupling their choices before commitment. DMM is pretrained with imitation learning on expert MAPF solutions and further optimized with MICPO, a critic-free group-relative reinforcement-learning method designed for multi-agent, multi-round action refinement. DMM generally achieves higher success rates and lower solution costs than the evaluated learnable baselines. On 1,600 MovingAI tasks, DMM fine-tuned with MICPO solves 1,598, the highest coverage among the evaluated methods, while achieving solution costs close to those of the strongest baselines. DMM also scales to over one million simultaneously acting agents in obstacle-rich environments. These results show that round-level intent refinement can improve joint-action coordination while preserving decentralized execution.

Fri 25 SeptArtificial IntelligenceMultiagent Systems
The gist
Coordinating many agents to move without bumping into each other is tricky, especially when each agent acts partly on its own view. The authors show that picking all agents' moves at once can lead to conflicts, even if each agent knows good moves alone. Their method lets agents propose and improve their intended moves step by step by talking to neighbors, like fixing a messy plan together. This approach leads to better teamwork, solving more tasks and handling huge numbers of agents more smoothly.
Open → 2609.32019v1

Stable team credit assignment improves multi-agent reinforcement learning

HySTAR: Anchored Hypergraphs for Stable Credit Assignment in Cooperative Multi-Agent Reinforcement Learning

Abstract: Cooperative multi-agent reinforcement learning under partial observability and shared rewards requires assigning team outcomes to individual agents and high-order coalitions. A MAPPO-style critic compresses joint behavior into one global value, while critics that dynamically reconstruct the grouping topology change the mapping from agents and coalitions to value components as interactions or active agents evolve. We refer to this inconsistency as structural target drift. We introduce HySTAR, a MAPPO-based framework that separates adaptive representation learning from a temporally consistent high-order value-decomposition basis. HySTAR anchors an overlapping sparse hypergraph as a uniformly covered decomposition scaffold, uses a spatiotemporal encoder to represent physical and task-dependent interactions, and combines temporal and structural relevance to construct agent-specific advantages. Experiments on SMAC, GRF, Traffic Junction, and MPE demonstrate consistent improvements over MAPPO-style, value-factorization, and dynamic-grouping baselines. On the hardest SMAC settings, HySTAR achieves relative gains of 16.7\% over MAPPO and 15.6\% over HYGMA, ranks first on all six GRF scenarios, reduces Traffic Junction convergence epochs by up to 40.2\% relative to MAGIC, and obtains the highest MPE episode rewards. Controlled topology, agent-death, neighborhood, and parameter analyses support the benefit of anchoring the decomposition scaffold while adapting the propagated representations.

Fri 25 SeptMachine Learning
The gist
Assigning rewards fairly among team members in cooperative tasks is hard when agents can only see part of the environment and must work together. The authors present HySTAR, a method that uses a fixed structure (a hypergraph) to consistently break down team rewards into parts relevant to individual agents and groups. This helps avoid confusion caused by changing team groupings over time. Tests show HySTAR works better than previous methods on several simulated teamwork tasks.
Open → 2609.31531v1

Test-time gradient guidance improves multi-agent cooperation performance

G2MAF: Test-Time Gradient Guidance for Multi-Agent Flow Policies

Abstract: Offline multi-agent reinforcement learning (MARL) learns cooperative policies from fixed datasets without further environment interaction and a learned policy is frozen at deployment. Such a frozen policy typically proposes a single joint action and executes it directly at deployment time. However, this one-shot deployment often commits to a suboptimal proposal, even when better nearby alternatives remain consistent with the behavior data. To address this issue, we propose Gradient Guided Multi Agent Flow (G2MAF), a refinement framework for optimizing joint policies at test-time. G2MAF applies one globally normalized, projected critic gradient to guide and coordinate all agents' corrections while keeping the action both feasible and close to the frozen policy proposal. Across 24 MPE and SMAC settings, its canonical variant improves 20 frozen settings, with mean relative gains of 9.2% on MPE and 8.9% on SMAC, with model inference latency increased by about 6% only.

Fri 25 SeptArtificial Intelligence
The gist
Sometimes, when many agents work together using a fixed plan made from past examples, they pick actions that may not be the best at that moment. The authors propose a way to adjust their decisions a little bit during use, guided by a gradient that helps all agents improve their choices together. This method, called G2MAF, makes teamwork better by nudging the agents toward smarter actions while staying close to their original plan. Their tests showed it boosted performance notably in various multi-agent scenarios with only a small increase in computation time.
Open → 2609.31286v1

Multi agent model improves team planning in cooperative tasks

MA-WAM: Multi-Agent World-Action Model for Test-Time Planning

Abstract: Multi-agent cooperative tasks require different agents to execute a joint action simultaneously, and each agent's action affects both the observations and responses of the other agents. Hence, a world model is needed to predict the team return resulting from the joint actions of all agents. A naive extension directly applies a single-agent world model to each agent's action when predicting the team return step by step. However, such an extension fails to capture the dependencies among the simultaneous actions of multiple agents. We propose Multi-Agent World-Action Model (MA-WAM), a test-time planning framework that enables a frozen multi-agent flow policy to evaluate futures of candidate joint actions. To our knowledge, MA-WAM is the first test-time world-model planner for multi-agent flow policies. MA-WAM predicts the consequences of each joint action according to cross-agent dependencies and enables efficient candidate scoring. Across 30 offline multi-agent reinforcement learning (MARL) settings on MAMuJoCo, SMAC, and MPE, MA-WAM achieves mean relative gains of 22.0% over direct execution and 25.6% over uniform action selection. Under the standard evaluation protocol on an A100 GPU, MA-WAM adds 12.1 ms, accounting for 2.5% of the measured generation-and-scoring time.

Fri 25 SeptArtificial Intelligence
The gist
Cooperative tasks with multiple agents need everyone to act together at the same time, but each agent's action affects the others, making planning hard. The authors created MA-WAM, a system that predicts what will happen when all agents act jointly by understanding their interactions. This method helps choose the best group actions, improving team performance in many simulated tasks. It works quickly without slowing down the action planning.
Open → 2609.31281v1

PlenoCI improves detecting changes in 3D visual scenes with fewer errors

PlenoCI: Plenoptic CharacterIstics for View Dependence Aware Change Classification

Abstract: Radiance field representations such as 3D Gaussian Splatting (3DGS) natively encode complex visual phenomena such as occlusions and view dependence, but they are inherently underconstrained. Independently optimized reconstructions converge to different primitive configurations, even in unchanged regions. We introduce Plenoptic CharacterIstics (PlenoCI), a novel feature built from the plenoptic field these representations approximate. PlenoCI directly captures rich visual behaviors while ignoring Lambertian textures. By deriving closed-form analytic plenoptic derivatives from a 3DGS representation, we efficiently detect these 5D structures. Our approach is robust to underconstrained representations by construction, reporting two orders of magnitude fewer false positives between independent reconstructions of unchanged scenes than concurrent work. We demonstrate PlenoCI's utility on change classification. First, we detect changes with an instance-aware 3DGS pipeline, achieving state-of-the-art results on CL-Splats with a 25.7% mIoU gain over the strongest competitor, while remaining competitive on the more challenging PASLCD benchmark. Leveraging PlenoCI, we classify changes as geometric or appearance-based with a balanced accuracy of 0.735, comparable to the best performing baseline. We believe plenoptic derivatives and PlenoCI open new directions for view dependence aware understanding in visually complex environments. Code and data are available at https://js0n-lai.github.io/plenoci.

Thu 24 SeptComputer Vision and Pattern Recognition
The gist
Detecting changes in complex 3D scenes is hard because small differences in visual data can look like changes even when the scene didn’t change. The authors introduce PlenoCI, a new way to capture visual details that focus on real structural changes and ignore simple texture differences. This method greatly reduces false alarms compared to previous techniques. It helps not only spot changes but also tell if they are because of geometry or appearance.
Open → 2609.28930v1

Global image crops primarily drive semantic learning in vision transformers

Two Global Crops Suffice: Locating Semantic Emergence in DINO-Style Self-Supervised Learning

Abstract: Self-supervised vision transformers trained with DINO-style objectives exhibit striking emergent semantic representation quality across visual tasks, yet the mechanisms underlying this behavior remain unclear. We present a systematic empirical dissection of the DINO family and show that semantic representations arise primarily from enforcing consistency between geometrically distinct global views of the same image instance. This instance-specific global alignment acts as the semantic anchor of DINO-style learning. Across controlled retraining experiments evaluated on semantic correspondence and a diverse suite of 2D and 3D downstream tasks, we find that patch-level masking objectives enhance semantics only when trained jointly with this global alignment, indicating that the iBOT objective refines and densifies existing semantic structure rather than creating it independently. In contrast, local-to-global view alignment does not substantially improve semantic qualities at fixed compute beyond a purely global alignment. Beyond training design, we revisit how semantic representation quality should be evaluated: while classification accuracy is the standard validation score, semantic correspondence provides a complementary axis that more reliably predicts downstream task performance. Together, these findings provide a functional decomposition of DINO-style learning and represent an important step toward understanding how semantic representations emerge in self-supervised vision models.

Wed 23 SeptComputer Vision and Pattern Recognition
The gist
Understanding how self-learning computer vision models understand images is challenging. The authors found that these models learn meaningful image features mainly by comparing two large, different views of the same picture. Smaller local patches only help the model refine what it already knows but don’t create understanding on their own. They also suggest better ways to measure how good the model’s understanding is by looking at how well it matches parts of images, not just at overall classification accuracy. This work helps explain how computers learn to recognize visuals without direct labels.
Open → 2609.28187v1

Reinforcement learning improves by splitting tasks into smaller parts

Reinforcement Learning with Decomposed Subtasks

Abstract: Group Relative Policy Optimization (GRPO) and related policy-gradient methods for training language model agents collapse an entire multi-turn rollout into a single scalar trajectory reward before it enters the policy update. When the task composes distinct skills, especially under sparse and delayed environmental feedback, this collapsing is lossy: the optimizer must implicitly infer which competency drove the outcome and how that should change behavior. We argue the right primitive is not a better scalar but a decomposition: trajectory reward should be split along subtasks before it enters the policy update. We introduce Reinforcement Learning with Decomposed Subtasks (RLDS), whose core is Subtask-Decomposed Advantage Estimation (SDAE): a replacement for the scalar GRPO advantage that splits trajectory reward into per-subtask shares on a fixed taxonomy, computes a group-relative advantage per subtask, and distributes per-token credit by weighting each subtask's advantage by its importance, concentrating it around the step where a reflection marks that subtask's execution as consequential. We evaluate on four agentic benchmarks: FrozenLake (sparse grid navigation), HotpotQA (multi-hop QA, one retrieval tool), ScienceWorld (long-horizon embodied science), and DeepResearch (long-form research, four tools, composite rubric reward). Heterogeneity diagnostics emitted during training show where decomposition pays off - gains scale with subtask heterogeneity, largest on the high-heterogeneity tasks ScienceWorld (+11.5 points, paired-bootstrap 95% CI [+9.8, +13.3]) and FrozenLake (+9.8 points, [+7.0, +12.8]), and within noise on HotpotQA and DeepResearch, where the diagnostics predicted little to recover. ScienceWorld is also more compute-efficient under RLDS than scalar GRPO (-10.9% wall-clock per step), as long rollouts amortize the fixed reflect-and-grade overhead.

Tue 22 SeptArtificial IntelligenceMachine Learning
The gist
Some computer programs learn by trying things and getting a single overall score for success, which can make it hard to know what parts of their actions were helpful. The authors suggest breaking a big task into smaller subtasks and giving feedback on each subtask separately. This new way of learning helped programs do better on tasks where different skills matter and rewards come late. Their method works especially well for complicated tasks that require many steps and different abilities.
Open → 2609.27035v1

Improved tree exploration method for multiple moving agents

Polylogarithmic Collective Tree Exploration

Abstract: We study asynchronous collective tree exploration, where $k$ agents with unrestricted communication start at the root of an unknown tree and discover edges online. At each step, an adversary chooses which agent moves. We give a deterministic algorithm that explores any tree with $n$ nodes and depth $D$ in at most \[ 2n+O\left(k\log^2(k)D\right) \] moves, matching known lower bounds up to a constant factor. As a direct consequence, we obtain a near-optimal competitive ratio of $O(\log^2 k)$ for synchronous collective tree exploration, where all agents move at each round. The proof relies on a multiscale power regularizer that may be of independent interest.

Tue 22 SeptData Structures and Algorithms
The gist
This work looks at how a group of agents can explore an unknown tree structure where they only discover parts of it as they move. It studies a situation where agents do not move simultaneously but one at a time, controlled by an adversary. The authors provide a new method that guarantees exploration using a number of moves close to the best possible, even in the worst cases. Their approach also leads to better performance when all agents move together at the same time. They introduce a mathematical tool that helps achieve these results.
Open → 2609.26789v1

Complete 3D scenes and separate objects from one RGB-D image

CODA: Depth-Aligned Scene Completion and Object Decomposition from a Single RGB-D Image

Abstract: Robots operating safely in cluttered everyday environments often need to infer scene geometry from partial observations. Methods that detect objects in 2D and reconstruct them independently struggle in such scenes: a missed object is never reconstructed, a merged detection can fuse two objects, and separately reconstructed meshes may overlap or fail to touch their supporting surfaces. We introduce CODA (Complete Once, Decompose Afterward), a generative model that instead reconstructs the complete scene geometry from a single unsegmented RGB-D image, then separates the surface into the surrounding environment and movable objects. Still, generated scene geometry can drift from the observed partial point cloud. To reduce this drift, CODA uses two explicit 3D grounding mechanisms to keep reconstructed geometry consistent with observed surfaces while completing unseen regions. Experiments on HomebrewedDB and our custom cluttered-scene dataset show more accurate reconstructions and a higher fraction of objects remaining in place under simulated gravity than both object-first and scene-first baselines.

Tue 22 SeptRoboticsComputer Vision and Pattern RecognitionMachine Learning
The gist
Robots often have trouble understanding cluttered rooms by only seeing part of what’s there. The authors created CODA, a system that first recreates the whole scene from a single RGB-D image and then picks apart the objects within it. It uses special techniques to make sure the recreated scene matches the part of the room the robot actually saw, fixing common problems where objects are missed or merged together. Tests showed CODA produces more accurate scene models and keeps objects in stable positions compared to other methods.
Open → 2609.25654v1

NeuIDO learns a unified model to predict object dynamics from video

NeuIDO: Neural Intrinsic Dynamics Operator for Physics-Informed 4D World Models

Abstract: World models aim to capture environmental dynamics and predict future trajectories, showing growing potential for embodied intelligence. Physics-informed 4D generation integrates physical simulation to predict 3D object interactions, offering a promising pathway toward world models. However, this paradigm relies on manually imposed dynamical assumptions rather than internalizing world dynamics, and thus still leaves a gap toward a true world model. To bridge this gap, we propose NeuIDO, a novel world dynamics modeling framework that learns a unified intrinsic dynamics representation from visual observations, advancing physics-informed 4D generation toward a world model. Specifically, we formulate world modeling as a neural operator learning problem and introduce a two-stage training strategy to learn a generalizable mapping from the visual observation distribution to the intrinsic dynamics distribution. Building on this observation-dynamics mapping, NeuIDO enables zero-shot dynamics inference directly from videos and can be further aligned with complex real-world dynamics via few-shot adaptation. Extensive experiments demonstrate that NeuIDO effectively unifies the intrinsic dynamics underlying diverse visual observations into a shared representation and rapidly infers dynamics in novel scenes.

Mon 21 SeptComputer Vision and Pattern Recognition
The gist
Predicting how objects move and interact in the world is important for machines to understand their surroundings. Current methods rely on hard-coded physical rules and don’t always capture real-world complexity. The authors propose NeuIDO, which learns the underlying rules of motion directly from videos without needing those fixed assumptions. This allows it to quickly predict object dynamics in new scenes it hasn’t seen before, and adapt with just a little extra data. Their experiments show NeuIDO can combine different visual examples into a shared understanding of how things move in 3D space over time.
Open → 2609.24313v1

Geometry grounded method reconstructs 3d scenes from unposed images

GrapeSplat: Geometry-Grounded Reconstruction via Amalgamated Pose-Free Encoding for Feed-Forward 3D Gaussian Splatting

Abstract: Feed-forward 3D Gaussian Splatting now reconstructs renderable scenes from unposed, uncalibrated images. Yet, most models supervise only photometric consistency and predict Gaussians pixel by pixel, which leaves global structure fragile and ties primitive count to image resolution and view count. To this end, GrapeSplat amalgamates multi-view cues into a voxel-aligned scene representation and decodes Gaussians directly from the learned grid, requiring no per-scene optimization or post-processing. An Atlas Encoder lifts all views into pixel-wise geometry-and-appearance features anchored at predicted 3D points. PEACH-Vox compands the unbounded scene into a bounded sparse grid through a smooth per-axis map with an exact closed-form inverse. The Sparse Decoder then consolidates the grid with sparse convolutions and decodes the full scene as multiple Gaussians per occupied cell. This amalgamated representation exploits sparse voxel occupancy, where the Gaussian count follows the occupied cells and saturates as views cover the scene, while grid resolution sets its ceiling. GrapeSplat turns unposed images into a renderable Gaussian scene in a single forward pass. Trained with 2D and 3D supervision on 8-view sequences, it generalizes zero-shot from 4 to 64 views across indoor and unbounded scenes. Code and trained weights are available at https://github.com/VAISR/GrapeSplat

Sat 19 SeptComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Creating 3D scenes from photos usually requires knowing the exact camera positions or doing slow tuning for each scene. The authors present a method that combines multiple photos into a 3D grid to capture the scene's shape and details without needing camera poses. This allows turning photos taken from unknown positions into a fully renderable 3D scene in one step. The method works well across different numbers of photos and various scene types without extra optimization.
Open → 2609.23182v1

Robots navigate gas leaks using diffusion and olfactory scene graphs

SmellDiffusion: Diffusion-Based Quadruped Navigation with Olfactory Scene Graphs

Abstract: A robot sent to a named gas leak must preserve gas identity, estimate the source, and navigate to the resulting goal. We present SmellDiffusion, a simulation pipeline that represents species-specific gas zones in an open-vocabulary olfactory scene graph and shares the selected goal between classical and diffusion planners. Its key components are a peak-local geometric gate for selective source correction and diffusion-based, gas-guided trajectory generation. Among 424 unique source-wind configurations in solved flow, 28 have a concentration peak displaced more than 0.5m from the source. A source-independent geometric gate, calibrated only on the training split and evaluated at the observed peak, detects 9 of 10 held-out displacements at 0.64 precision. Gating a precomputed forward-matching correction reduces mean error on the displaced cases from 1.468m to 0.592m (60%), using matching for only 14/204 cases. All-case mean error falls from 0.205m to 0.180m. All planners receive the same scene-graph source estimate as their goal. In a controlled comparison, best-of-ten diffusion achieves mean gas exposure comparable to gas-guided A* (0.0476 versus 0.0455). A single diffusion proposal takes 41.7ms, compared with 72.3ms for gas-guided A*, although best-of-ten sequential sampling increases total runtime. Plain A* also reaches the same goal and remains the fastest and shortest-path method. Six matched Gazebo runs give mean robot-to-source errors of 0.39m for A* and 0.31m for diffusion.

Thu 17 SeptRobotics
The gist
Robots sent to find gas leaks need to identify the type of gas, find the leak's source, and get to it safely. The authors created SmellDiffusion, a system that helps robots estimate gas sources and plan paths using a new way of representing gas areas called olfactory scene graphs. Their method combines classical navigation and diffusion models to improve accuracy and speed compared to older approaches. Tests in simulation and robot runs showed it reduces errors in source location and navigates efficiently.
Open → 2609.20624v1

SnapPhysics estimates object physics from single images for mixed reality

SnapPhysics: A Physics-Aware Scene Graph from a Single View for Interactive Mixed Reality Scenes

Abstract: We propose SnapPhysics, a training-free framework that reconstructs 3D objects and estimates their physical properties such as mass, friction, and center of gravity from a single image. For physically coherent interactions in mixed reality (MR), such properties are as important as geometry. Prior approaches infer them by analyzing object dynamics in video, which is computationally costly, or by querying vision-language models (VLMs) on single images, which lacks geometric grounding and inter-object relationships. We address these limitations by combining instance-level 3D reconstruction and spatial alignment with a physics-aware scene graph that encodes these relationships and per-object metric geometry as structured context for VLM-based property reasoning. Experiments on 3D-FRONT show that SnapPhysics improves scene-level F-Score by 18.6% over the best learning-based method, and on real captured scenes with ground-truth mass, it reduces the mean absolute log difference error (mALDE) by up to 20.5% and improves log-scale correlation ($r^2_{\mathrm{ls}}$) by up to 19.6% over VLM-only estimation. SnapPhysics enables physically interactive MR experiences without manual parameter tuning. Project page: https://snapphysics-ismar2026.github.io/.

Thu 17 SeptComputer Vision and Pattern Recognition
The gist
Understanding how objects will behave, like how heavy they are or how slippery they feel, is important to make mixed reality scenes more realistic and interactive. The authors introduce SnapPhysics, a method that uses just one photo to figure out an object's 3D shape and its physical properties without needing extra training. This approach works better than previous methods that relied on videos or text-based models alone. Their system helps mixed reality experiences feel more believable without complicated tuning.
Open → 2609.19815v1

DeliveryGym environment helps agents plan courier work shifts better

DeliveryGym: An RL Environment for Long-Horizon Embodied Agent Planning with Adaptive Curriculum

Abstract: Executable environments enable LLM agents to learn from the consequences of their actions. For embodied agents, those consequences extend beyond whether the current task succeeds: completing a delivery can consume the time, energy, or money needed for later work. Learning to plan therefore requires environments that preserve these dependencies and turn them into feedback across a complete trajectory. We introduce DeliveryGym, a 3D environment for evaluating and training agents on continuous courier shifts. It couples multimodal tool interaction with persistent world dynamics and computes trajectory rewards from simulator events, making the costs of an agent's decisions available for reinforcement learning (RL). The environment also adapts future training shifts to the policy's observed weaknesses while keeping evaluation fixed. Across six models and 13 city maps, evaluation exposes a gap between reliably executing assigned deliveries and choosing and sequencing work over a shift. On the fixed test suite, RL improves Qwen3-VL-4B's net income by 54.3%, showing that learning from complete shifts improves performance under these coupled constraints. Adapting the training environment improves test income by 16.5% over uniform sampling at the same rollout budget, indicating that which situations an agent practices also matters. DeliveryGym provides an executable setting for studying how agents learn to coordinate deliveries and preserve resources for later orders within an episode.

Thu 17 SeptMachine Learning
The gist
Planning deliveries is hard because each decision uses up time, energy, or money that affects future tasks. The authors made DeliveryGym, a 3D simulation where agents learn to plan whole courier shifts by seeing the long-term results of their actions. DeliveryGym adjusts its challenges based on where agents struggle to help them improve. Tests showed training inside DeliveryGym lets agents make more money and coordinate deliveries better over time.
Open → 2609.19801v1

Multiagent pathfinding routing is fixed parameter tractable below sum distances

Routing Multiple Agents Below the Sum of Distances

Abstract: We study Transient Multiagent Pathfinding, a variant of the classical Multi-Agent Pathfinding problem in which a set of agents must be routed without collisions from designated start vertices to designated destination vertices in a graph. We analyze the problem within the above-and-below-guarantee paradigm of parameterized complexity. In particular, we consider the natural upper bound \(L\), given by the sum of the shortest-path distances between pairs of agents' terminals (corresponding to sequential routing of the agents). The parameterization is given by the gap \(ζ= L - λ\) between this bound and the target makespan \(λ\), together with the number \(k\) of agents. Our main result establishes fixed-parameter tractability for the combined parameter \(k + ζ\). Matching lower bounds show that parameterization by \(k\) alone is W[1]-hard, and that parameterization by \(ζ\) alone is W[1]-hard when terminals are not required to be distinct. On the positive side, if all terminals are distinct, the problem becomes fixed-parameter tractable when parameterized solely by \(ζ\). Finally, we show that Transient Multiagent Pathfinding is unlikely to admit a polynomial kernel when parameterized by \(k + ζ\). Together, our results provide an almost complete characterization of the parameterized complexity landscape of the problem for the considered parameters.

Wed 16 SeptData Structures and AlgorithmsDiscrete Mathematics
The gist
The problem studied is how to move many agents from their start points to end points in a network without bumping into each other. The authors focus on cases where the total time is less than the sum of shortest routes for each agent individually. They show that when considering both the number of agents and how much faster than the sum they want to be, the problem can be solved efficiently. Some parameter choices make the problem harder, but if all start and end points are different, it becomes easier. The authors also explain limits to how much the problem can be simplified.
Open → 2609.18802v1

Visual-inertial odometry tested for reliability in tough underground conditions

Benchmarking Visual-Inertial Odometry in Subterranean Environments Under Sensor Degradation, Miscalibration, and Dynamic Occlusion

Abstract: Visual-inertial odometry (VIO) is a core capability for autonomous operation in GPS-denied subterranean environments, yet its reliability can degrade sharply under sensor drift, calibration errors, and dynamic occlusion. Existing evaluations mainly emphasize nominal-condition accuracy, offering limited insight into when practical deployment failures occur. In this work, we present a failure-centric stress-test benchmark for VIO in underground environments using the CERBERUS dataset. We systematically evaluate four representative VIO systems spanning filtering-, optimization-, and learning-based paradigms under nine practical perturbation settings, including IMU bias and noise variation, camera intrinsic and extrinsic drift, and dynamic scene occlusion. Beyond conventional trajectory error, we analyze robustness limits through coverage ratio and failure thresholds, revealing breakdown behaviors that are not captured by nominal-condition performance alone. Our study shows distinct vulnerability patterns across VIO paradigms: some methods are more sensitive to inertial degradation, while others are more affected by geometric miscalibration or dynamic interference. These results provide deployment-oriented guidance for VIO selection, calibration prioritization, and reliable operation in challenging underground scenarios. To support reproducible evaluation and future extensions, we will release the full benchmark scripts and evaluation pipeline.

Wed 16 SeptRobotics
The gist
Tracking movement underground without GPS relies on visual-inertial odometry (VIO), which can fail when sensors drift, miscalibrate, or get blocked. The authors created tests that push VIO systems to their limits by simulating real problems like sensor errors and visual blockages. They compared different types of VIO methods to see where each struggles most. This helps teams choose and tune VIO tools for reliable use in challenging underground spaces. They are also sharing their testing tools for others to use and build on.
Open → 2609.18628v1

Indoor laser scan dataset improves point cloud semantic labeling

Semantic-ITC: A Frame-wise Indoor Mobile Laser Scanning Dataset and Benchmark for Semantic Segmentation

Abstract: Semantic labels for indoor mobile laser scanning (MLS) frames remain largely absent from current point cloud semantic segmentation benchmarks, which mainly focus on reconstructed indoor scenes or outdoor LiDAR perception. This paper introduces Semantic-ITC, to the best of our knowledge the first public dataset and benchmark for frame-wise indoor MLS semantic segmentation. The dataset contains 52 indoor sequences, 79,108 MLS frames, and 1.23 billion labeled points collected in classrooms, corridors, meeting rooms, offices, and study areas. Labels are attached directly to measured LiDAR points in each frame using 16 semantic classes covering structural elements, furniture, room equipment, vegetation, and other indoor objects. Semantic-ITC preserves the sparse, non-uniform, and frame-wise sampling pattern of indoor MLS, making it distinct from scene-level reconstructed point clouds and mesh-based indoor datasets. The annotations are produced by a hybrid workflow that combines predictions from a visual foundation model applied to synchronized RGB images, structural information from BIM, and manual refinement, with the final labels assigned to the original LiDAR frames. A single-frame benchmark is provided, and the best baseline reaches 79.27\% mIoU. Remaining errors are concentrated around object boundaries and ambiguous indoor classes, indicating the challenges of indoor MLS segmentation under sparse frame geometry and long-tailed class distributions. The dataset provides a public benchmark for evaluating semantic segmentation directly on measured indoor MLS frames and supports future studies on frame-wise indoor MLS semantic segmentation.

Wed 16 SeptComputer Vision and Pattern Recognition
The gist
Indoor mobile laser scanners collect 3D data point by point, but most current datasets label whole scenes or are outdoor focused, leaving single-frame indoor data unlabeled. The paper introduces Semantic-ITC, a large dataset with detailed labels for individual frames collected inside buildings like classrooms and offices. The labeling combined computer vision models with building plans and human editing for accuracy, and it keeps the natural sparse pattern of laser scans. This dataset helps measure how well algorithms can recognize different indoor objects from single laser scan frames, highlighting challenges where object edges and similar objects cause mistakes.
Open → 2609.18493v1

Object based scene representation improves text guided video prediction

SlotDiT: Object-Centric Representations for Diffusion Transformers

Abstract: Text-conditioned latent diffusion models perform strongly in video generation and are promising backbones for robotic applications. However, existing approaches rely on pixel-level or VAE-based latent representations that lack explicit semantic structure, leaving the impact of the representation space largely unexplored. Slot-based object-centric representations offer a structured alternative by decomposing scenes into object-level latents, or slots. While they have shown success in dynamics modeling and planning, they have not yet been explored for diffusion-based generative modeling. We introduce SlotDiT, a text-guided Diffusion Transformer (DiT) that operates in a slot-based latent space. Given a reference image and a language instruction, SlotDiT decomposes the scene into object-centric slots representing individual entities. Conditioned on the instruction and observed scene context, the model autoregressively denoises future slot trajectories to predict scene dynamics. To systematically investigate latent-space design for diffusion transformers, we compare slot-based representations against VAE-based and semantics-aligned alternatives within a unified DiT framework. Our experiments show that using slots as DiT latents yields competitive video generation quality while consistently improving task-completion rates across four robotic datasets. Furthermore, their compact representation provides a computationally efficient alternative to VAE-based and semantics-aligned latent spaces. Overall, our results demonstrate that object-centric structure is a powerful inductive bias for diffusion-based generative modeling in robotic environments. The project page is available at https://slot-dit.github.io/.

Tue 15 SeptComputer Vision and Pattern RecognitionRobotics
The gist
Predicting how scenes change over time is hard because images often mix up different objects. The authors propose a new method, SlotDiT, that breaks images into separate parts for each object before predicting changes. This helps their model better understand and forecast scene movements from text instructions. The method matches or beats other ways to generate videos and works well for robotic tasks. Plus, it does all this more efficiently by focusing on objects instead of whole images.
Open → 2609.17414v1

Memory system boosts teamwork in multi agent ai systems

CoMem: Collective-Individual Memory Synergy for Evolutionary Multi-Agent Systems

Abstract: Designing effective memory mechanisms is crucial for advancing LLM-driven Multi-Agent Systems (MAS), helping agents learn together and perform better over time. While recent work has led to strong cooperation skills, most methods still use flat, unstructured memories, which easily get filled with noise and erase differences between agents. To address this, we introduce the concept of collective-individual memory synergy and propose CoMem, an architecture that unifies both private experience and shared knowledge for multi-agent learning. CoMem features:(i) Private Experience Sedimentation, which lets each agent keep and update its own useful memories over time;(ii) Collective Wisdom Curation, which carefully selects only widely proven ideas to be shared among agents;(iii)Parallel Dual-Stream Retrieval, which allows agents to draw both from their own memory and the group's wisdom, using clustering to ensure diversity.Experiments on ALFWorld and PDDL benchmarks show that CoMem achieves strong overall performance and robustly avoids memory pollution.

Mon 14 SeptArtificial Intelligence
The gist
Many AI agents working together need good memory systems to help them learn and cooperate better. The authors found that using a mix of private memories unique to each agent and shared memories common to all helps prevent confusion and forgetting. They built a system called CoMem that keeps individual useful memories, shares only well-tested ideas with the group, and lets agents pick from both kinds using smart methods. Tests showed CoMem helped agents perform better and kept their memories clean.
Open → 2609.15009v1

AlayaVista creates streamed panoramic video from single views

AlayaVista: Streaming World Modeling from Panoramic States to Perspective Video

Abstract: Interactive video world models must maintain broad scene context under camera motion while producing high-fidelity observations with low latency. Existing approaches face a representation trade-off: perspective models operate on local views and must preserve off-screen content over long rollouts, whereas broader spatial coverage is typically obtained by synthesizing full-sphere videos or constructing explicit 3D representations. Motivated by the complementary roles of global context and selective local acuity in visual perception, we present AlayaVista, a camera-controllable streaming video world model that decouples panoramic world evolution from perspective observation synthesis. Given a single perspective image, AlayaVista constructs a 360-degree scene prior using a pretrained panorama expansion model and then evolves the scene as a camera-conditioned panoramic latent state. A latent viewport renderer maps this state to the requested perspective video latents, while a perspective refiner restores details, suppresses artifacts, and performs super-resolution. To support efficient streaming, we adapt the panoramic generator to chunk-autoregressive generation and distill both panoramic generation and perspective refinement into few-step processes. To provide the supervision required by this design, we construct MUGEN, a large-scale real-world panoramic video dataset containing 1,318 hours of videos at resolutions of at least 4K, together with rich semantic and geometric annotations.

Sun 13 SeptComputer Vision and Pattern Recognition
The gist
Keeping track of a whole scene while moving a camera is hard, especially when you want detailed close-up views quickly. The authors made AlayaVista, a system that starts with a normal photo, makes a full 360-degree version, and then updates that full scene as the camera moves. It then extracts the exact viewpoint needed, improves the image quality, and sends it as a video stream with low delay. To make this work well, they also collected a large dataset of very high-resolution panoramic videos with lots of extra information.
Open → 2609.14462v1

Hierarchical organization boosts teamwork in embodied AI tasks

ORCH: Organizational Principles Enable Collective Intelligence in Embodied AI

Abstract: Collective intelligence depends not only on the capabilities of individual members, but also on how those members are organized. Yet artificial multi-agent systems are typically assembled using fixed organizational structures, even when the physical tasks they perform impose fundamentally different coordination requirements. Here we show that principles from human organization theory can be operationalized to organize large, heterogeneous collectives of embodied artificial agents. We introduce ORCH (Organizing Roles and Coordination Hierarchies), which constructs task-specific hierarchical organizations by combining pooled interdependence for work that can proceed concurrently with sequential interdependence for work governed by prerequisite relationships. Across 25 wildfire-response missions spanning reconnaissance, rescue, transportation, resource management, containment and suppression, we evaluated teams of up to 50 heterogeneous agents using eight large language models. Organizations constructed using these principles consistently outperformed four representative embodied multi-agent approaches across mission outcome, execution efficiency, exploration and computational resource use. Human-designed ORCH organizations improved final score by 63.97% and execution efficiency by 74.29% on average relative to the four prior frameworks. Organizations generated automatically by language models improved these measures by 43.63% and 52.53%, respectively. These advantages persisted across missions and underlying language models. Notably, collective performance was not monotonically determined by model scale. Analysis of long-horizon missions showed that hierarchical organization enabled teams to preserve concurrent activity within specialized groups while coordinating ordered transitions between mission phases.

Thu 10 SeptMultiagent SystemsArtificial IntelligenceMachine Learning
The gist
How a group of robots or agents works together depends not just on their individual abilities but also on how they are organized. The authors introduced ORCH, a method that organizes groups of different robots into hierarchies suited to the task, mixing work that can be done at the same time with steps that must happen in order. Testing on wildfire-response missions showed ORCH led teams of up to 50 agents to perform better and more efficiently than other common coordination methods. This approach worked well using different AI language models and helped teams manage complex tasks by keeping specialized groups active while coordinating overall mission phases.
Open → 2609.11737v1