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Oct 23

TempAct: Advancing Temporal Plausibility in Autoregressive Video Generation via Planner-Executor RL

Autoregressive (AR) video diffusion models enable low-latency streaming generation by synthesizing videos chunk by chunk with cached visual context, but this chunk-wise formulation makes temporal instruction following ambiguous. A single global prompt does not specify which sub-event should be realized in each chunk, while naively switching to step-wise prompts often leads to delayed reactions, blended step semantics, and error propagation across prompt transitions. These failures are difficult to address with supervised fine-tuning or distillation alone: SFT suffers from exposure bias, while rollout-based distillation still optimizes low-level denoising or teacher-distribution matching rather than directly enforcing action ordering and prompt-transition correctness. We address these challenges with TempAct, a planner--executor reinforcement learning framework that jointly optimizes temporal decomposition and step-conditioned execution for temporally plausible AR video generation. TempAct uses an LLM planner to explore span-aware step prompts that are executable by the video model, and trains an AR diffusion executor to follow these prompts under its own generated histories. Its key mechanism is hierarchical group exploration: candidate plans form planning groups, and each plan induces an execution group of multiple continuations from a shared visual context, enabling plan-level credit assignment for long-horizon temporal outcomes and executor-level credit assignment for prompt-switch behavior. We further design hierarchical rewards that combine plan-quality and full-video temporal feedback for the planner with local transition-level step-following rewards, aesthetic regularization, and KL constraints for the executor. Experiments on Self-Forcing and LongLive show that TempAct improves temporal consistency while preserving overall visual quality.

  • 8 authors
·
Jun 25

Hierarchical Reinforcement Learning for Modeling User Novelty-Seeking Intent in Recommender Systems

Recommending novel content, which expands user horizons by introducing them to new interests, has been shown to improve users' long-term experience on recommendation platforms chen2021values. Users however are not constantly looking to explore novel content. It is therefore crucial to understand their novelty-seeking intent and adjust the recommendation policy accordingly. Most existing literature models a user's propensity to choose novel content or to prefer a more diverse set of recommendations at individual interactions. Hierarchical structure, on the other hand, exists in a user's novelty-seeking intent, which is manifested as a static and intrinsic user preference for seeking novelty along with a dynamic session-based propensity. To this end, we propose a novel hierarchical reinforcement learning-based method to model the hierarchical user novelty-seeking intent, and to adapt the recommendation policy accordingly based on the extracted user novelty-seeking propensity. We further incorporate diversity and novelty-related measurement in the reward function of the hierarchical RL (HRL) agent to encourage user exploration chen2021values. We demonstrate the benefits of explicitly modeling hierarchical user novelty-seeking intent in recommendations through extensive experiments on simulated and real-world datasets. In particular, we demonstrate that the effectiveness of our proposed hierarchical RL-based method lies in its ability to capture such hierarchically-structured intent. As a result, the proposed HRL model achieves superior performance on several public datasets, compared with state-of-art baselines.

  • 4 authors
·
Jun 2, 2023

Building AI Research Teams for Autonomous Discovery of Linear Attention Architectures

Autonomous agents can increasingly propose ideas, modify code, and run experiments, creating an opportunity to accelerate scientific discovery using teams of collaborative AI researchers. To escape local minima in the discovery, we propose to encourage orthogonal exploration by constructing the team using agents with varying expertise. However, realizing this design requires more than diverse backgrounds. When experiments are costly, a team can test only a limited number of ideas, thereby creating the need to balance exploration and exploitation when selecting a subset of researchers to propose and execute new experiments. Furthermore, each result should shape what the team tries next. We therefore ask how AI researchers with different scientific backgrounds can build on one another's findings and sustain progress under a limited experimental budget. To address these challenges, we build a team of persistent AI researchers, each grounded in a different discipline, who keep private research histories, share experimental evidence, and receive research opportunities through adaptive allocation. We demonstrate the effectiveness of this design by deploying the team to search for linear attention architectures, where it outperforms GDN2 at 1.3B scale on language modeling, common-sense reasoning, and synthetic and real-world retrieval tasks. In controlled comparisons, removing any single organizational component from our design yields markedly weaker discoveries: without disciplinary backgrounds, the search plateaus early; without private histories, researchers make less progress despite identical shared evidence; and uniform selection falls short of adaptive allocation within the same budget. These results suggest that sustained autonomous discovery depends not only on stronger agents, but also on who explores, what they remember, and how research effort is allocated.

TreeCUA: Efficiently Scaling GUI Automation with Tree-Structured Verifiable Evolution

Effectively scaling GUI automation is essential for computer-use agents (CUAs); however, existing work primarily focuses on scaling GUI grounding rather than the more crucial GUI planning, which requires more sophisticated data collection. In reality, the exploration process of a CUA across apps/desktops/web pages typically follows a tree structure, with earlier functional entry points often being explored more frequently. Thus, organizing large-scale trajectories into tree structures can reduce data cost and streamline the data scaling of GUI planning. In this work, we propose TreeCUA to efficiently scale GUI automation with tree-structured verifiable evolution. We propose a multi-agent collaborative framework to explore the environment, verify actions, summarize trajectories, and evaluate quality to generate high-quality and scalable GUI trajectories. To improve efficiency, we devise a novel tree-based topology to store and replay duplicate exploration nodes, and design an adaptive exploration algorithm to balance the depth (i.e., trajectory difficulty) and breadth (i.e., trajectory diversity). Moreover, we develop world knowledge guidance and global memory backtracking to avoid low-quality generation. Finally, we naturally extend and propose the TreeCUA-DPO method from abundant tree node information, improving GUI planning capability by referring to the branch information of adjacent trajectories. Experimental results show that TreeCUA and TreeCUA-DPO offer significant improvements, and out-of-domain (OOD) studies further demonstrate strong generalization. All trajectory node information and code will be available at https://github.com/UITron-hub/TreeCUA.

  • 9 authors
·
Feb 10 2

Hierarchy-of-Groups Policy Optimization for Long-Horizon Agentic Tasks

Group-based reinforcement learning (RL), such as GRPO, has advanced the capabilities of large language models on long-horizon agentic tasks. To enable more fine-grained policy updates, recent research has increasingly shifted toward stepwise group-based policy optimization, which treats each step in a rollout trajectory independently while using a memory module to retain historical context. However, we find a key issue in estimating stepwise relative advantages, namely context inconsistency, where steps within the same group may differ in their historical contexts. Empirically, we reveal that this issue can lead to severely biased advantage estimation, thereby degrading policy optimization significantly. To address the issue, in this paper, we propose Hierarchy-of-Groups Policy Optimization (HGPO) for long-horizon agentic tasks. Specifically, within a group of rollout trajectories, HGPO assigns each step to multiple hierarchical groups according to the consistency of historical contexts. Then, for each step, HGPO computes distinct advantages within each group and aggregates them with an adaptive weighting scheme. In this way, HGPO can achieve a favorable bias-variance trade-off in stepwise advantage estimation, without extra models or rollouts. Evaluations on two challenging agentic tasks, ALFWorld and WebShop with Qwen2.5-1.5B-Instruct and Qwen2.5-7B-Instruct, show that HGPO significantly outperforms existing agentic RL methods under the same computational constraints. Code is available at https://github.com/langfengQ/verl-agent/tree/master/recipe/hgpo.

  • 6 authors
·
Feb 26

Hierarchical Auto-Organizing System for Open-Ended Multi-Agent Navigation

Due to the dynamic and unpredictable open-world setting, navigating complex environments in Minecraft poses significant challenges for multi-agent systems. Agents must interact with the environment and coordinate their actions with other agents to achieve common objectives. However, traditional approaches often struggle to efficiently manage inter-agent communication and task distribution, crucial for effective multi-agent navigation. Furthermore, processing and integrating multi-modal information (such as visual, textual, and auditory data) is essential for agents to comprehend their goals and navigate the environment successfully and fully. To address this issue, we design the HAS framework to auto-organize groups of LLM-based agents to complete navigation tasks. In our approach, we devise a hierarchical auto-organizing navigation system, which is characterized by 1) a hierarchical system for multi-agent organization, ensuring centralized planning and decentralized execution; 2) an auto-organizing and intra-communication mechanism, enabling dynamic group adjustment under subtasks; 3) a multi-modal information platform, facilitating multi-modal perception to perform the three navigation tasks with one system. To assess organizational behavior, we design a series of navigation tasks in the Minecraft environment, which includes searching and exploring. We aim to develop embodied organizations that push the boundaries of embodied AI, moving it towards a more human-like organizational structure.

  • 7 authors
·
Mar 13, 2024

Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models

Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.

  • 3 authors
·
May 23, 2024

Representation-Based Exploration for Language Models: From Test-Time to Post-Training

Reinforcement learning (RL) promises to expand the capabilities of language models, but it is unclear if current RL techniques promote the discovery of novel behaviors, or simply sharpen those already present in the base model. In this paper, we investigate the value of deliberate exploration -- explicitly incentivizing the model to discover novel and diverse behaviors -- and aim to understand how the knowledge in pre-trained models can guide this search. Our main finding is that exploration with a simple, principled, representation-based bonus derived from the pre-trained language model's hidden states significantly improves diversity and pass@k rates -- both for post-training, and in a novel inference-time scaling setting we introduce. For inference-time, exploration with representation-based diversity improves efficiency, consistently improving pass@k rates across a variety of models and reasoning tasks. For example, for Qwen-2.5-14b-Instruct we obtain over 50% improvement in verifier efficiency on almost all tasks. For post-training, we show that integrating this exploration strategy into an RL pipeline improves reasoning performance over that of the initial model and over standard RL post-training. For example, on AIME 2024, our post-trained Qwen-2.5-7b-Instruct's pass@80 matches the pass@256 of GRPO on the same model, demonstrating a 3x improvement in test-time sample efficiency. Overall, our findings suggest that deliberate exploration -- with the right notion of diversity -- is a practical path toward discovery of new behaviors beyond sharpening.

  • 4 authors
·
Oct 13, 2025

IR2: Implicit Rendezvous for Robotic Exploration Teams under Sparse Intermittent Connectivity

Information sharing is critical in time-sensitive and realistic multi-robot exploration, especially for smaller robotic teams in large-scale environments where connectivity may be sparse and intermittent. Existing methods often overlook such communication constraints by assuming unrealistic global connectivity. Other works account for communication constraints (by maintaining close proximity or line of sight during information exchange), but are often inefficient. For instance, preplanned rendezvous approaches typically involve unnecessary detours resulting from poorly timed rendezvous, while pursuit-based approaches often result in short-sighted decisions due to their greedy nature. We present IR2, a deep reinforcement learning approach to information sharing for multi-robot exploration. Leveraging attention-based neural networks trained via reinforcement and curriculum learning, IR2 allows robots to effectively reason about the longer-term trade-offs between disconnecting for solo exploration and reconnecting for information sharing. In addition, we propose a hierarchical graph formulation to maintain a sparse yet informative graph, enabling our approach to scale to large-scale environments. We present simulation results in three large-scale Gazebo environments, which show that our approach yields 6.6-34.1% shorter exploration paths when compared to state-of-the-art baselines, and lastly deploy our learned policy on hardware. Our simulation training and testing code is available at https://ir2-explore.github.io.

  • 6 authors
·
Sep 7, 2024 1

Science Hierarchography: Hierarchical Organization of Science Literature

Scientific knowledge is growing rapidly, making it challenging to track progress and high-level conceptual links across broad disciplines. While existing tools like citation networks and search engines make it easy to access a few related papers, they fundamentally lack the flexible abstraction needed to represent the density of activity in various scientific subfields. We motivate SCIENCE HIERARCHOGRAPHY, the goal of organizing scientific literature into a high-quality hierarchical structure that allows for the categorization of scientific work across varying levels of abstraction, from very broad fields to very specific studies. Such a representation can provide insights into which fields are well-explored and which are under-explored. To achieve the goals of SCIENCE HIERARCHOGRAPHY, we develop a range of algorithms. Our primary approach combines fast embedding-based clustering with LLM-based prompting to balance the computational efficiency of embedding methods with the semantic precision offered by LLM prompting. We demonstrate that this approach offers the best trade-off between quality and speed compared to methods that heavily rely on LLM prompting, such as iterative tree construction with LLMs. To better reflect the interdisciplinary and multifaceted nature of research papers, our hierarchy captures multiple dimensions of categorization beyond simple topic labels. We evaluate the utility of our framework by assessing how effectively an LLM-based agent can locate target papers using the hierarchy. Results show that this structured approach enhances interpretability, supports trend discovery, and offers an alternative pathway for exploring scientific literature beyond traditional search methods. Code, data and demo: https://github.com/JHU-CLSP/science-hierarchography{https://github.com/JHU-CLSP/science-hierarchography}

  • 4 authors
·
Apr 18, 2025

BOAD: Discovering Hierarchical Software Engineering Agents via Bandit Optimization

Large language models (LLMs) have shown strong reasoning and coding capabilities, yet they struggle to generalize to real-world software engineering (SWE) problems that are long-horizon and out of distribution. Existing systems often rely on a single agent to handle the entire workflow-interpreting issues, navigating large codebases, and implementing fixes-within one reasoning chain. Such monolithic designs force the model to retain irrelevant context, leading to spurious correlations and poor generalization. Motivated by how human engineers decompose complex problems, we propose structuring SWE agents as orchestrators coordinating specialized sub-agents for sub-tasks such as localization, editing, and validation. The challenge lies in discovering effective hierarchies automatically: as the number of sub-agents grows, the search space becomes combinatorial, and it is difficult to attribute credit to individual sub-agents within a team. We address these challenges by formulating hierarchy discovery as a multi-armed bandit (MAB) problem, where each arm represents a candidate sub-agent and the reward measures its helpfulness when collaborating with others. This framework, termed Bandit Optimization for Agent Design (BOAD), enables efficient exploration of sub-agent designs under limited evaluation budgets. On SWE-bench-Verified, BOAD outperforms single-agent and manually designed multi-agent systems. On SWE-bench-Live, featuring more recent and out-of-distribution issues, our 36B system ranks second on the leaderboard at the time of evaluation, surpassing larger models such as GPT-4 and Claude. These results demonstrate that automatically discovered hierarchical multi-agent systems significantly improve generalization on challenging long-horizon SWE tasks. Code is available at https://github.com/iamxjy/BOAD-SWE-Agent.

  • 8 authors
·
Dec 29, 2025

Hierarchical Budget Policy Optimization for Adaptive Reasoning

Large reasoning models achieve remarkable performance through extensive chain-of-thought generation, yet exhibit significant computational inefficiency by applying uniform reasoning strategies regardless of problem complexity. We present Hierarchical Budget Policy Optimization (HBPO), a reinforcement learning framework that enables models to learn problem-specific reasoning depths without sacrificing capability. HBPO addresses the fundamental challenge of exploration space collapse in efficiency-oriented training, where penalties on long output length systematically bias models away from necessary long reasoning paths. Through hierarchical budget exploration, our approach partitions rollout samples into multiple subgroups with distinct token budgets, aiming to enable efficient resource allocation while preventing degradation of capability. We introduce differentiated reward mechanisms that create budget-aware incentives aligned with the complexity of the problem, allowing models to discover natural correspondences between task requirements and computational effort. Extensive experiments demonstrate that HBPO reduces average token usage by up to 60.6% while improving accuracy by 3.14% across four reasoning benchmarks. Unlike existing methods that impose external constraints or rely on discrete mode selection, HBPO exhibits emergent adaptive behavior where models automatically adjust reasoning depth based on problem complexity. Our results suggest that reasoning efficiency and capability are not inherently conflicting, and can be simultaneously optimized through appropriately structured hierarchical training that preserves exploration diversity.

  • 10 authors
·
Jul 21, 2025 2

HiMAC: Hierarchical Macro-Micro Learning for Long-Horizon LLM Agents

Large language model (LLM) agents have recently demonstrated strong capabilities in interactive decision-making, yet they remain fundamentally limited in long-horizon tasks that require structured planning and reliable execution. Existing approaches predominantly rely on flat autoregressive policies, where high-level reasoning and low-level actions are generated within a single token sequence, leading to inefficient exploration and severe error propagation over extended trajectories. In this work, we propose HiMAC, a hierarchical agentic RL framework that explicitly decomposes long-horizon decision-making into macro-level planning and micro-level execution. HiMAC models reasoning as a structured blueprint generation process followed by goal-conditioned action execution, enabling robust long-horizon planning within LLM-based agents. To train this hierarchy efficiently, we introduce a critic-free hierarchical policy optimization paradigm that extends group-based reinforcement learning to bi-level structures through hierarchical relative advantage estimation. Furthermore, we propose an iterative co-evolution training strategy that alternates between planner exploration and executor adaptation, mitigating the non-stationarity inherent in hierarchical learning. Extensive experiments on ALFWorld, WebShop, and Sokoban demonstrate that HiMAC consistently outperforms strong prompting and reinforcement learning baselines, achieving state-of-the-art performance and substantially improved sample efficiency across both text-based and visually grounded environments. Our results show that introducing structured hierarchy, rather than increasing model scale alone, is a key factor for enabling robust long-horizon agentic intelligence.

  • 5 authors
·
Mar 1

Subgoal-based Hierarchical Reinforcement Learning for Multi-Agent Collaboration

Recent advancements in reinforcement learning have made significant impacts across various domains, yet they often struggle in complex multi-agent environments due to issues like algorithm instability, low sampling efficiency, and the challenges of exploration and dimensionality explosion. Hierarchical reinforcement learning (HRL) offers a structured approach to decompose complex tasks into simpler sub-tasks, which is promising for multi-agent settings. This paper advances the field by introducing a hierarchical architecture that autonomously generates effective subgoals without explicit constraints, enhancing both flexibility and stability in training. We propose a dynamic goal generation strategy that adapts based on environmental changes. This method significantly improves the adaptability and sample efficiency of the learning process. Furthermore, we address the critical issue of credit assignment in multi-agent systems by synergizing our hierarchical architecture with a modified QMIX network, thus improving overall strategy coordination and efficiency. Comparative experiments with mainstream reinforcement learning algorithms demonstrate the superior convergence speed and performance of our approach in both single-agent and multi-agent environments, confirming its effectiveness and flexibility in complex scenarios. Our code is open-sourced at: https://github.com/SICC-Group/GMAH.

  • 7 authors
·
Aug 21, 2024

CHIME: LLM-Assisted Hierarchical Organization of Scientific Studies for Literature Review Support

Literature review requires researchers to synthesize a large amount of information and is increasingly challenging as the scientific literature expands. In this work, we investigate the potential of LLMs for producing hierarchical organizations of scientific studies to assist researchers with literature review. We define hierarchical organizations as tree structures where nodes refer to topical categories and every node is linked to the studies assigned to that category. Our naive LLM-based pipeline for hierarchy generation from a set of studies produces promising yet imperfect hierarchies, motivating us to collect CHIME, an expert-curated dataset for this task focused on biomedicine. Given the challenging and time-consuming nature of building hierarchies from scratch, we use a human-in-the-loop process in which experts correct errors (both links between categories and study assignment) in LLM-generated hierarchies. CHIME contains 2,174 LLM-generated hierarchies covering 472 topics, and expert-corrected hierarchies for a subset of 100 topics. Expert corrections allow us to quantify LLM performance, and we find that while they are quite good at generating and organizing categories, their assignment of studies to categories could be improved. We attempt to train a corrector model with human feedback which improves study assignment by 12.6 F1 points. We release our dataset and models to encourage research on developing better assistive tools for literature review.

  • 8 authors
·
Jul 22, 2024

ORCH: Organizational Principles Enable Collective Intelligence in Embodied AI

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.

  • 3 authors
·
Sep 9

Dynamic Slate Recommendation with Gated Recurrent Units and Thompson Sampling

We consider the problem of recommending relevant content to users of an internet platform in the form of lists of items, called slates. We introduce a variational Bayesian Recurrent Neural Net recommender system that acts on time series of interactions between the internet platform and the user, and which scales to real world industrial situations. The recommender system is tested both online on real users, and on an offline dataset collected from a Norwegian web-based marketplace, FINN.no, that is made public for research. This is one of the first publicly available datasets which includes all the slates that are presented to users as well as which items (if any) in the slates were clicked on. Such a data set allows us to move beyond the common assumption that implicitly assumes that users are considering all possible items at each interaction. Instead we build our likelihood using the items that are actually in the slate, and evaluate the strengths and weaknesses of both approaches theoretically and in experiments. We also introduce a hierarchical prior for the item parameters based on group memberships. Both item parameters and user preferences are learned probabilistically. Furthermore, we combine our model with bandit strategies to ensure learning, and introduce `in-slate Thompson Sampling' which makes use of the slates to maximise explorative opportunities. We show experimentally that explorative recommender strategies perform on par or above their greedy counterparts. Even without making use of exploration to learn more effectively, click rates increase simply because of improved diversity in the recommended slates.

  • 3 authors
·
Apr 30, 2021

Mobile-Agent-E: Self-Evolving Mobile Assistant for Complex Tasks

Smartphones have become indispensable in modern life, yet navigating complex tasks on mobile devices often remains frustrating. Recent advancements in large multimodal model (LMM)-based mobile agents have demonstrated the ability to perceive and act in mobile environments. However, current approaches face significant limitations: they fall short in addressing real-world human needs, struggle with reasoning-intensive and long-horizon tasks, and lack mechanisms to learn and improve from prior experiences. To overcome these challenges, we introduce Mobile-Agent-E, a hierarchical multi-agent framework capable of self-evolution through past experience. By hierarchical, we mean an explicit separation of high-level planning and low-level action execution. The framework comprises a Manager, responsible for devising overall plans by breaking down complex tasks into subgoals, and four subordinate agents--Perceptor, Operator, Action Reflector, and Notetaker--which handle fine-grained visual perception, immediate action execution, error verification, and information aggregation, respectively. Mobile-Agent-E also features a novel self-evolution module which maintains a persistent long-term memory comprising Tips and Shortcuts. Tips are general guidance and lessons learned from prior tasks on how to effectively interact with the environment. Shortcuts are reusable, executable sequences of atomic operations tailored for specific subroutines. The inclusion of Tips and Shortcuts facilitates continuous refinement in performance and efficiency. Alongside this framework, we introduce Mobile-Eval-E, a new benchmark featuring complex mobile tasks requiring long-horizon, multi-app interactions. Empirical results show that Mobile-Agent-E achieves a 22% absolute improvement over previous state-of-the-art approaches across three foundation model backbones. Project page: https://x-plug.github.io/MobileAgent.

  • 8 authors
·
Jan 20, 2025 2

Discovering and Exploiting Sparse Rewards in a Learned Behavior Space

Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.

  • 4 authors
·
Nov 2, 2021

Remember to be Curious: Episodic Context and Persistent Worlds for 3D Exploration

Exploration is a prerequisite for learning useful behaviors in sparse-reward, long-horizon tasks, particularly within 3D environments. Curiosity-driven reinforcement learning addresses this via intrinsic rewards derived from the mismatch between the agent's predictive model of the world and reality. However, translating this intrinsic motivation to complex, photorealistic environments remains difficult, as agents can become trapped in local loops and receive fresh rewards for revisiting forgotten states. In this work, we demonstrate that this failure stems from a lack of spatial persistence and episodic context. We show that effective curiosity requires a model of the world that is persistent and continuously updated, paired with an agent that maintains an episodic trajectory history to navigate toward novel regions. We achieve this using an online 3D reconstruction as a persistent model of the world, while the agent policy is parameterized as a sequence model over RGB observations to maintain episodic context. This design enables effective exploration during training while allowing the agent to navigate using solely RGB frames at deployment. Trained purely via curiosity on HM3D, our agent outperforms RL-based active mapping baselines and generalizes zero-shot to Gibson and AI-generated worlds. Our end-to-end policy enables efficient adaptation to downstream tasks, such as apple picking and image-goal navigation, outperforming from-scratch baselines. Please see video results at https://recuriosity.github.io/.

  • 6 authors
·
May 20

Navigation with Large Language Models: Semantic Guesswork as a Heuristic for Planning

Navigation in unfamiliar environments presents a major challenge for robots: while mapping and planning techniques can be used to build up a representation of the world, quickly discovering a path to a desired goal in unfamiliar settings with such methods often requires lengthy mapping and exploration. Humans can rapidly navigate new environments, particularly indoor environments that are laid out logically, by leveraging semantics -- e.g., a kitchen often adjoins a living room, an exit sign indicates the way out, and so forth. Language models can provide robots with such knowledge, but directly using language models to instruct a robot how to reach some destination can also be impractical: while language models might produce a narrative about how to reach some goal, because they are not grounded in real-world observations, this narrative might be arbitrarily wrong. Therefore, in this paper we study how the ``semantic guesswork'' produced by language models can be utilized as a guiding heuristic for planning algorithms. Our method, Language Frontier Guide (LFG), uses the language model to bias exploration of novel real-world environments by incorporating the semantic knowledge stored in language models as a search heuristic for planning with either topological or metric maps. We evaluate LFG in challenging real-world environments and simulated benchmarks, outperforming uninformed exploration and other ways of using language models.

  • 6 authors
·
Oct 16, 2023 1

Hierarchical Prompting Taxonomy: A Universal Evaluation Framework for Large Language Models

Assessing the effectiveness of large language models (LLMs) in addressing diverse tasks is essential for comprehending their strengths and weaknesses. Conventional evaluation techniques typically apply a single prompting strategy uniformly across datasets, not considering the varying degrees of task complexity. We introduce the Hierarchical Prompting Taxonomy (HPT), a taxonomy that employs a Hierarchical Prompt Framework (HPF) composed of five unique prompting strategies, arranged from the simplest to the most complex, to assess LLMs more precisely and to offer a clearer perspective. This taxonomy assigns a score, called the Hierarchical Prompting Score (HP-Score), to datasets as well as LLMs based on the rules of the taxonomy, providing a nuanced understanding of their ability to solve diverse tasks and offering a universal measure of task complexity. Additionally, we introduce the Adaptive Hierarchical Prompt framework, which automates the selection of appropriate prompting strategies for each task. This study compares manual and adaptive hierarchical prompt frameworks using four instruction-tuned LLMs, namely Llama 3 8B, Phi 3 3.8B, Mistral 7B, and Gemma 7B, across four datasets: BoolQ, CommonSenseQA (CSQA), IWSLT-2017 en-fr (IWSLT), and SamSum. Experiments demonstrate the effectiveness of HPT, providing a reliable way to compare different tasks and LLM capabilities. This paper leads to the development of a universal evaluation metric that can be used to evaluate both the complexity of the datasets and the capabilities of LLMs. The implementation of both manual HPF and adaptive HPF is publicly available.

  • 5 authors
·
Jun 18, 2024 1

Multics: Generative Multi-Player World Model with Hierarchical Communication

Multi-player interactive world models aim to simulate shared environments from multiple players' perspectives, but achieving robust generation while scaling to more players remains challenging. Existing approaches that rely on fully-connected communication (e.g., Solaris) incur quadratic attention costs as the number of players grows, while centralized approaches (e.g., γ-World) suffer from interference between unrelated events in a shared global representation. To address these challenges, we present Multics, a multi-player video generation framework with hierarchical communication that structures information exchange across player, group, and global levels. This hierarchy introduces group tokens into self-attention as intermediate group-level representations that aggregate locally relevant player information. These tokens connect to global tokens for cross-group communication, while the hierarchical topology limits direct mixing between unrelated local events. Group-token parameters are shared across group slots, allowing the same communication module to accommodate varying numbers of players without introducing new group-specific parameters. We further propose budget-constrained dynamic grouping based on recent camera trajectories, which adaptively groups relevant players while limiting unnecessary communication. Experiments demonstrate that Multics achieves state-of-the-art performance in 4- and 6-player settings, with improved cross-player consistency, player-specific action and camera controllability, and interference robustness. Moreover, Multics generalizes from 4-player training to 6-, 8-, and 10-player inference without retraining, while reducing self-attention computation compared with fully-connected communication.

MARS^2: Scaling Multi-Agent Tree Search via Reinforcement Learning for Code Generation

Reinforcement learning (RL) paradigms have demonstrated strong performance on reasoning-intensive tasks such as code generation. However, limited trajectory diversity often leads to diminishing returns, which constrains the achievable performance ceiling. Search-enhanced RL alleviates this issue by introducing structured exploration, which remains constrained by the single-agent policy priors. Meanwhile, leveraging multiple interacting policies can acquire more diverse exploratory signals, but existing approaches are typically decoupled from structured search. We propose MARS^2 (Multi-Agent Reinforced Tree-Search Scaling), a unified RL framework in which multiple independently-optimized agents collaborate within a shared tree-structured search environment. MARS^2 models the search tree as a learnable multi-agent interaction environment, enabling heterogeneous agents to collaboratively generate and refine candidate solutions within a shared search topology. To support effective learning, we introduce a path-level group advantage formulation based on tree-consistent reward shaping, which facilitates effective credit assignment across complex search trajectories. Experiments on code generation benchmarks show that MARS^2 consistently improves performance across diverse model combinations and training settings, demonstrating the effectiveness of coupling multi-agent collaboration with tree search for enhancing reinforcement learning. Our code is publicly available at https://github.com/TsinghuaC3I/MARTI.

  • 10 authors
·
Apr 15

MasHost Builds It All: Autonomous Multi-Agent System Directed by Reinforcement Learning

Large Language Model (LLM)-driven Multi-agent systems (Mas) have recently emerged as a powerful paradigm for tackling complex real-world tasks. However, existing Mas construction methods typically rely on manually crafted interaction mechanisms or heuristic rules, introducing human biases and constraining the autonomous ability. Even with recent advances in adaptive Mas construction, existing systems largely remain within the paradigm of semi-autonomous patterns. In this work, we propose MasHost, a Reinforcement Learning (RL)-based framework for autonomous and query-adaptive Mas design. By formulating Mas construction as a graph search problem, our proposed MasHost jointly samples agent roles and their interactions through a unified probabilistic sampling mechanism. Beyond the accuracy and efficiency objectives pursued in prior works, we introduce component rationality as an additional and novel design principle in Mas. To achieve this multi-objective optimization, we propose Hierarchical Relative Policy Optimization (HRPO), a novel RL strategy that collaboratively integrates group-relative advantages and action-wise rewards. To our knowledge, our proposed MasHost is the first RL-driven framework for autonomous Mas graph construction. Extensive experiments on six benchmarks demonstrate that MasHost consistently outperforms most competitive baselines, validating its effectiveness, efficiency, and structure rationality.

  • 8 authors
·
Jun 10, 2025

MOOSE-Chem2: Exploring LLM Limits in Fine-Grained Scientific Hypothesis Discovery via Hierarchical Search

Large language models (LLMs) have shown promise in automating scientific hypothesis generation, yet existing approaches primarily yield coarse-grained hypotheses lacking critical methodological and experimental details. We introduce and formally define the novel task of fine-grained scientific hypothesis discovery, which entails generating detailed, experimentally actionable hypotheses from coarse initial research directions. We frame this as a combinatorial optimization problem and investigate the upper limits of LLMs' capacity to solve it when maximally leveraged. Specifically, we explore four foundational questions: (1) how to best harness an LLM's internal heuristics to formulate the fine-grained hypothesis it itself would judge as the most promising among all the possible hypotheses it might generate, based on its own internal scoring-thus defining a latent reward landscape over the hypothesis space; (2) whether such LLM-judged better hypotheses exhibit stronger alignment with ground-truth hypotheses; (3) whether shaping the reward landscape using an ensemble of diverse LLMs of similar capacity yields better outcomes than defining it with repeated instances of the strongest LLM among them; and (4) whether an ensemble of identical LLMs provides a more reliable reward landscape than a single LLM. To address these questions, we propose a hierarchical search method that incrementally proposes and integrates details into the hypothesis, progressing from general concepts to specific experimental configurations. We show that this hierarchical process smooths the reward landscape and enables more effective optimization. Empirical evaluations on a new benchmark of expert-annotated fine-grained hypotheses from recent chemistry literature show that our method consistently outperforms strong baselines.

  • 10 authors
·
May 25, 2025 2

HierSearch: A Hierarchical Enterprise Deep Search Framework Integrating Local and Web Searches

Recently, large reasoning models have demonstrated strong mathematical and coding abilities, and deep search leverages their reasoning capabilities in challenging information retrieval tasks. Existing deep search works are generally limited to a single knowledge source, either local or the Web. However, enterprises often require private deep search systems that can leverage search tools over both local and the Web corpus. Simply training an agent equipped with multiple search tools using flat reinforcement learning (RL) is a straightforward idea, but it has problems such as low training data efficiency and poor mastery of complex tools. To address the above issue, we propose a hierarchical agentic deep search framework, HierSearch, trained with hierarchical RL. At the low level, a local deep search agent and a Web deep search agent are trained to retrieve evidence from their corresponding domains. At the high level, a planner agent coordinates low-level agents and provides the final answer. Moreover, to prevent direct answer copying and error propagation, we design a knowledge refiner that filters out hallucinations and irrelevant evidence returned by low-level agents. Experiments show that HierSearch achieves better performance compared to flat RL, and outperforms various deep search and multi-source retrieval-augmented generation baselines in six benchmarks across general, finance, and medical domains.

  • 7 authors
·
Aug 11, 2025 3

A Provably Efficient Sample Collection Strategy for Reinforcement Learning

One of the challenges in online reinforcement learning (RL) is that the agent needs to trade off the exploration of the environment and the exploitation of the samples to optimize its behavior. Whether we optimize for regret, sample complexity, state-space coverage or model estimation, we need to strike a different exploration-exploitation trade-off. In this paper, we propose to tackle the exploration-exploitation problem following a decoupled approach composed of: 1) An "objective-specific" algorithm that (adaptively) prescribes how many samples to collect at which states, as if it has access to a generative model (i.e., a simulator of the environment); 2) An "objective-agnostic" sample collection exploration strategy responsible for generating the prescribed samples as fast as possible. Building on recent methods for exploration in the stochastic shortest path problem, we first provide an algorithm that, given as input the number of samples b(s,a) needed in each state-action pair, requires O(B D + D^{3/2} S^2 A) time steps to collect the B=sum_{s,a} b(s,a) desired samples, in any unknown communicating MDP with S states, A actions and diameter D. Then we show how this general-purpose exploration algorithm can be paired with "objective-specific" strategies that prescribe the sample requirements to tackle a variety of settings -- e.g., model estimation, sparse reward discovery, goal-free cost-free exploration in communicating MDPs -- for which we obtain improved or novel sample complexity guarantees.

  • 4 authors
·
Jul 13, 2020

Multi-agent Scaling Across Disjunctive and Compensatory Tasks

Multi-agent LLM systems are often expected to improve as team size increases, yet the scaling behavior may depend on task structure. Our central contribution is to introduce Steiner's taxonomy of group tasks as a framework for analyzing multi-agent LLM scaling and focusing the analysis on disjunctive and compensatory tasks. We model independently sampled agents as conditionally independent given the item, which yields their large-team limits: plurality voting converges to the model's modal answer, and averaging converges to the model's item-level bias. Across selected representative benchmarks, 13 open-weight models, and teams of up to 30 agents, we find qualitatively different scaling behavior. On disjunctive tasks, the probability that at least one agent is correct grows by 5-20 points with team size, but plurality voting over agents that answer directly realises almost none of this potential, as the model predicts to within 0.5 points on average. Multi-round revision raises accuracy considerably, yet the gain is nearly the same with one peer as with 29. In contrast, scaling provides little benefit on Fermi estimation, despite its natural suitability for aggregation: item-level biases shared across the samples of a model account for about 87% of the squared error, so averaging reduces error by only about 6%. Combining model families helps on Fermi estimation but does not surpass the strongest member on disjunctive tasks. These results show that task structure, together with the mechanism combining member outputs, is a fundamental determinant of team scaling.

  • 2 authors
·
Sep 24 1

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

  • 18 authors
·
Jul 27, 2021

TREK: Distill to Explore, Reinforce to Refine

Group Relative Policy Optimization (GRPO) is effective when the current policy already samples useful reasoning trajectories, but it stalls on hard prompts whose correct solution modes lie outside the student's on-policy support. We propose TREK (Teacher-Routed Exploration via Forward KL), a simple staged procedure that uses distillation not for imitation but for exploration support expansion. A key advantage of TREK is its generality: because it only consumes verified output trajectories, it can use an external black-box teacher, a white-box teacher, or the same model given additional inference-time context, and it can efficiently identify which hard-prompt samples are most worth consolidating even when teacher internals are unavailable. TREK first identifies prompts where the unaided student has very low pass rate, queries a proposal source to produce verified candidate solutions, keeps the top-r proposals ranked by current student likelihood, applies a short forward-KL phase to pull those verified modes into the student's support, and then returns to standard on-policy GRPO refinement. On mathematical reasoning, TREK with DeepSeek-V4 proposals improves Qwen3 models across all tested scales on AIME 2024 and AIME 2025; for Qwen3-8B, it improves AIME 2025 from 36.9 to 40.3 and AIME 2024 from 47.9 to 51.1 (avg@16), while the self-context variant reaches 38.5 and 49.6 without an external teacher. On agentic tasks, TREK raises ALFWorld success rate from 75.8 to 82.8 and ScienceWorld success rate from 12.5 to 26.7; notably, on the hardest task types, TREK achieves high success rates early in training while unaided GRPO requires substantially more optimization steps to reach comparable levels.

  • 13 authors
·
Jul 5 2

GUI Exploration Lab: Enhancing Screen Navigation in Agents via Multi-Turn Reinforcement Learning

With the rapid development of Large Vision Language Models, the focus of Graphical User Interface (GUI) agent tasks shifts from single-screen tasks to complex screen navigation challenges. However, real-world GUI environments, such as PC software and mobile Apps, are often complex and proprietary, making it difficult to obtain the comprehensive environment information needed for agent training and evaluation. This limitation hinders systematic investigation and benchmarking of agent navigation capabilities. To address this limitation, we introduce GUI Exploration Lab, a simulation environment engine for GUI agent navigation research that enables flexible definition and composition of screens, icons, and navigation graphs, while providing full access to environment information for comprehensive agent training and evaluation. Through extensive experiments, we find that supervised fine-tuning enables effective memorization of fundamental knowledge, serving as a crucial foundation for subsequent training. Building on this, single-turn reinforcement learning further enhances generalization to unseen scenarios. Finally, multi-turn reinforcement learning encourages the development of exploration strategies through interactive trial and error, leading to further improvements in screen navigation performance. We validate our methods on both static and interactive benchmarks, demonstrating that our findings generalize effectively to real-world scenarios. These findings demonstrate the advantages of reinforcement learning approaches in GUI navigation and offer practical guidance for building more capable and generalizable GUI agents.

  • 12 authors
·
Dec 2, 2025 3

ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search

Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.

  • 8 authors
·
Oct 19, 2023 1

MineExplorer: Evaluating Open-World Exploration of MLLM Agents in Minecraft

Multimodal large language models (MLLMs) have shown strong capabilities in perception, reasoning, and action generation. However, their ability to sustain exploration in dynamic open worlds remains unclear. Existing embodied and game-based benchmarks often compress interaction into short-horizon tasks or entangle success with domain-specific game mechanics. In this paper, we introduce MineExplorer benchmark for evaluating open-world exploration capabilities of MLLM agents in Minecraft. We first filter atomic tasks whose solutions rely heavily on Minecraft-specific knowledge to better reflect general open-world reasoning. Then we organize the benchmark around a ReAct-style capability formulation and compose atomic tasks into implicit multi-hop tasks. To further construct reliable instances, MineExplorer uses a multi-agent synthesis workflow that jointly designs task graphs, sandbox scenes, and rule-based milestone evaluators. Human evaluation shows that the multi-agent synthesis workflow produces significantly more reliable instances than a single-agent baseline. Experiments with advanced MLLM agents show that open-world exploration remains challenging, as strong models can handle many single-hop tasks but degrade sharply when hidden prerequisites must be coordinated over longer trajectories. Further analysis finds that task difficulty tracks agent completion, and larger models or thinking modes do not consistently translate into better performance. Code and dataset are available at https://github.com/Jometeorie/MineExplorer.

  • 10 authors
·
May 28 2

Learning to Route Queries Across Knowledge Bases for Step-wise Retrieval-Augmented Reasoning

Multimodal Retrieval-Augmented Generation (MRAG) has shown promise in mitigating hallucinations in Multimodal Large Language Models (MLLMs) by incorporating external knowledge during generation. Existing MRAG methods typically adopt a static retrieval pipeline that fetches relevant information from multiple Knowledge Bases (KBs), followed by a refinement step. However, these approaches overlook the reasoning and planning capabilities of MLLMs to dynamically determine how to interact with different KBs during the reasoning process. To address this limitation, we propose R1-Router, a novel MRAG framework that learns to decide when and where to retrieve knowledge based on the evolving reasoning state. Specifically, R1-Router can generate follow-up queries according to the current reasoning step, routing these intermediate queries to the most suitable KB, and integrating external knowledge into a coherent reasoning trajectory to answer the original query. Furthermore, we introduce Step-wise Group Relative Policy Optimization (Step-GRPO), a tailored reinforcement learning algorithm that assigns step-specific rewards to optimize the reasoning behavior of MLLMs. Experimental results on various open-domain QA benchmarks across multiple modalities demonstrate that R1-Router outperforms baseline models by over 7%. Further analysis shows that R1-Router can adaptively and effectively leverage diverse KBs, reducing unnecessary retrievals and improving both efficiency and accuracy.

  • 11 authors
·
May 28, 2025

OSExpert: Computer-Use Agents Learning Professional Skills via Exploration

General-purpose computer-use agents have shown impressive performance across diverse digital environments. However, our new benchmark, OSExpert-Eval, indicates they remain far less helpful than human experts. Although inference-time scaling enables adaptation, these agents complete complex tasks inefficiently with degraded performance, transfer poorly to unseen UIs, and struggle with fine-grained action sequences. To solve the problem, we introduce a GUI-based depth-first search (GUI-DFS) exploration algorithm to comprehensively explore and verify an environment's unit functions. The agent then exploits compositionality between unit skills to self-construct a curriculum for composite tasks. To support fine-grained actions, we curate a database of action primitives for agents to discover during exploration; these are saved as a skill set once the exploration is complete. We use the learned skills to improve the agent's performance and efficiency by (1) enriching agents with ready-to-use procedural knowledge, allowing them to plan only once for long trajectories and generate accurate actions, and (2) enabling them to end inference-time scaling earlier by realizing their boundary of capabilities. Extensive experiments show that our environment-learned agent takes a meaningful step toward expert-level computer use, achieving a around 20 percent performance gain on OSExpert-Eval and closing the efficiency gap to humans by around 80 percent

  • 9 authors
·
Mar 8

Learning in Sparse Rewards settings through Quality-Diversity algorithms

In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.

  • 1 authors
·
Mar 2, 2022

Unveiling Implicit Advantage Symmetry: Why GRPO Struggles with Exploration and Difficulty Adaptation

Reinforcement Learning with Verifiable Rewards (RLVR), particularly GRPO, has become the standard for eliciting LLM reasoning. However, its efficiency in exploration and difficulty adaptation remains an open challenge. In this work, we argue that these bottlenecks stem from an implicit advantage symmetry inherent in Group Relative Advantage Estimation (GRAE). This symmetry induces two critical limitations: (i) at the group level, strict symmetry in weights between correct and incorrect trajectories leaves unsampled action logits unchanged, thereby hindering exploration of novel correct solution. (ii) at the sample level, the algorithm implicitly prioritizes medium-difficulty samples, remaining agnostic to the non-stationary demands of difficulty focus. Through controlled experiments, we reveal that this symmetric property is sub-optimal, yielding two pivotal insights: (i) asymmetrically suppressing the advantages of correct trajectories encourages essential exploration. (ii) learning efficiency is maximized by a curriculum-like transition-prioritizing simpler samples initially before gradually shifting to complex ones. Motivated by these findings, we propose Asymmetric GRAE (A-GRAE), which dynamically modulates exploration incentives and sample-difficulty focus. Experiments across seven benchmarks demonstrate that A-GRAE consistently improves GRPO and its variants across both LLMs and MLLMs.

Group-in-Group Policy Optimization for LLM Agent Training

Recent advances in group-based reinforcement learning (RL) have driven frontier large language models (LLMs) in single-turn tasks like mathematical reasoning. However, their scalability to long-horizon LLM agent training remains limited. Unlike static tasks, agent-environment interactions unfold over many steps and often yield sparse or delayed rewards, making credit assignment across individual steps significantly more challenging. In this work, we propose Group-in-Group Policy Optimization (GiGPO), a novel RL algorithm that achieves fine-grained credit assignment for LLM agents while preserving the appealing properties of group-based RL: critic-free, low memory, and stable convergence. GiGPO introduces a two-level structure for estimating relative advantage: (i) At the episode-level, GiGPO computes macro relative advantages based on groups of complete trajectories; (ii) At the step-level, GiGPO introduces an anchor state grouping mechanism that retroactively constructs step-level groups by identifying repeated environment states across trajectories. Actions stemming from the same state are grouped together, enabling micro relative advantage estimation. This hierarchical structure effectively captures both global trajectory quality and local step effectiveness without relying on auxiliary models or additional rollouts. We evaluate GiGPO on two challenging agent benchmarks, ALFWorld and WebShop, using Qwen2.5-1.5B-Instruct and Qwen2.5-7B-Instruct. Crucially, GiGPO delivers fine-grained per-step credit signals and achieves performance gains of > 12\% on ALFWorld and > 9\% on WebShop over the GRPO baseline: all while maintaining the same GPU memory overhead, identical LLM rollout, and incurring little to no additional time cost.

  • 4 authors
·
May 16, 2025

AgentSwift: Efficient LLM Agent Design via Value-guided Hierarchical Search

Large language model (LLM) agents have demonstrated strong capabilities across diverse domains. However, designing high-performing agentic systems remains challenging. Existing agent search methods suffer from three major limitations: (1) an emphasis on optimizing agentic workflows while under-utilizing proven human-designed components such as memory, planning, and tool use; (2) high evaluation costs, as each newly generated agent must be fully evaluated on benchmarks; and (3) inefficient search in large search space. In this work, we introduce a comprehensive framework to address these challenges. First, We propose a hierarchical search space that jointly models agentic workflow and composable functional components, enabling richer agentic system designs. Building on this structured design space, we introduce a predictive value model that estimates agent performance given agentic system and task description, allowing for efficient, low-cost evaluation during the search process. Finally, we present a hierarchical Monte Carlo Tree Search (MCTS) strategy informed by uncertainty to guide the search. Experiments on seven benchmarks, covering embodied, math, web, tool, and game, show that our method achieves an average performance gain of 8.34\% over state-of-the-art baselines and exhibits faster search progress with steeper improvement trajectories. Code repo is available at https://github.com/Ericccc02/AgentSwift.

  • 8 authors
·
Jun 6, 2025

UltraHorizon: Benchmarking Agent Capabilities in Ultra Long-Horizon Scenarios

Autonomous agents have recently achieved remarkable progress across diverse domains, yet most evaluations focus on short-horizon, fully observable tasks. In contrast, many critical real-world tasks, such as large-scale software development, commercial investment, and scientific discovery, unfold in long-horizon and partially observable scenarios where success hinges on sustained reasoning, planning, memory management, and tool use. Existing benchmarks rarely capture these long-horizon challenges, leaving a gap in systematic evaluation. To bridge this gap, we introduce UltraHorizon a novel benchmark that measures the foundational capabilities essential for complex real-world challenges. We use exploration as a unifying task across three distinct environments to validate these core competencies. Agents are designed in long-horizon discovery tasks where they must iteratively uncover hidden rules through sustained reasoning, planning, memory and tools management, and interaction with environments. Under the heaviest scale setting, trajectories average 200k+ tokens and 400+ tool calls, whereas in standard configurations they still exceed 35k tokens and involve more than 60 tool calls on average. Our extensive experiments reveal that LLM-agents consistently underperform in these settings, whereas human participants achieve higher scores, underscoring a persistent gap in agents' long-horizon abilities. We also observe that simple scaling fails in our task. To better illustrate the failure of agents, we conduct an in-depth analysis of collected trajectories. We identify eight types of errors and attribute them to two primary causes: in-context locking and functional fundamental capability gaps. https://github.com/StarDewXXX/UltraHorizon{Our code will be available here.}

  • 18 authors
·
Sep 25, 2025 2

Explore Before You Solve: The Speed--Depth Trade-off in Epistemic Agents for ARC-AGI-3

We systematically investigate all 25 public ARC-AGI-3 games and find that every one is reachable through non-intelligent strategies: 10 in a single blind step, 5 after one probing action, 1 via repeated ACTION1 presses, 1 via diverse exploration, and 8 via single repeated actions with sufficient budget (50-200 steps). A library-level null-coordinate vulnerability additionally bypasses 18 games in 1 step. This benchmark critique implies the public evaluation set cannot discriminate intelligent exploration from trivial heuristics - the private 55-game evaluation is the only genuine intelligence test. Against this backdrop, we present AERA (Adaptive Epistemic Reasoning Agent), a three-phase (EXPLORE / VERIFY / PLAN) agent achieving RHAE=0.2116 (4/25 solved) on these 25 games with Qwen2.5-0.5B, while random and no-explore baselines score 0.0000. We formalise AERA through a Speed--Depth trade-off framework: under a convexity assumption (proved for a class of environments in the Appendix), RHAE's quadratic form emerges as a second-order penalty for deviating from the Pareto frontier between action efficiency and information gain. Contributions: (i) a benchmark validity analysis showing that current interactive reasoning benchmarks fail to measure the exploration they claim to require, and (ii) the EXPLORE-before-PLAN framework and model-capability x exploration interaction. The linked code track entry achieves RHAE=0.30 on the full 55-game private evaluation. Code: CC0.

  • 1 authors
·
May 24

OR-Agent: Bridging Evolutionary Search and Structured Research for Automated Algorithm Discovery

Automating scientific discovery in complex, experiment-driven domains requires more than iterative mutation of programs; it demands structured hypothesis management, environment interaction, and principled reflection. We present OR-Agent, a configurable multi-agent research framework designed for automated exploration in rich experimental environments. OR-Agent organizes research as a structured tree-based workflow that explicitly models branching hypothesis generation and systematic backtracking, enabling controlled management of research trajectories beyond simple mutation-crossover loops. At its core, we introduce an evolutionary-systematic ideation mechanism that unifies evolutionary selection of research starting points, comprehensive research plan generation, and coordinated exploration within a research tree. We introduce a hierarchical optimization-inspired reflection system in which short-term reflections act as verbal gradients, long-term reflections as verbal momentum, and memory compression as semantic weight decay, collectively forming a principled mechanism for governing research dynamics. We conduct extensive experiments across classical combinatorial optimization benchmarks as well as simulation-based cooperative driving scenarios. Results demonstrate that OR-Agent outperforms strong evolutionary baselines while providing a general, extensible, and inspectable framework for AI-assisted scientific discovery. All code and experimental data are publicly available at https://github.com/qiliuchn/OR-Agent.

  • 4 authors
·
Feb 14

ExplorationBench: Measuring AI Systems' Exploration in Verifiable Alien Worlds

Scientific discovery begins where known problems end. There, AI systems must engage in exploration: framing hypotheses, designing experiments, and iterating on the results. However, evaluating this ability is difficult: (1) how to verify whether a genuinely new hypothesis holds, and (2) how to determine whether a system has discovered it through exploration or merely recalled related knowledge from pre-training data. To this end, we introduce ExplorationBench, which turns the wicked problem of evaluating scientific exploration into a concrete and tractable framework built on verifiable Alien Worlds: their rules are executable, so every answer can be checked exactly, and they conflict with familiar knowledge, so recall alone cannot solve the tasks. The benchmark contains two sandboxes, AlienCode (31 discovery targets, 70 tasks) and AlienLogic (24 discovery targets, 70 tasks). Each sandbox provides a flawed manual, task-specific environmental feedback, and a dedicated tool-call schema. Systems use these resources to explore the sandbox, then solve held-out tasks. We evaluate 10 AI systems and find that the strongest systems can acquire and apply unfamiliar rules, while performance varies substantially across trajectories and continued exploration can stall or reverse earlier gains. ExplorationBench represents a step towards AI systems that can acquire and apply genuinely new knowledge through exploration in unknown environments.

Flattening Hierarchies with Policy Bootstrapping

Offline goal-conditioned reinforcement learning (GCRL) is a promising approach for pretraining generalist policies on large datasets of reward-free trajectories, akin to the self-supervised objectives used to train foundation models for computer vision and natural language processing. However, scaling GCRL to longer horizons remains challenging due to the combination of sparse rewards and discounting, which obscures the comparative advantages of primitive actions with respect to distant goals. Hierarchical RL methods achieve strong empirical results on long-horizon goal-reaching tasks, but their reliance on modular, timescale-specific policies and subgoal generation introduces significant additional complexity and hinders scaling to high-dimensional goal spaces. In this work, we introduce an algorithm to train a flat (non-hierarchical) goal-conditioned policy by bootstrapping on subgoal-conditioned policies with advantage-weighted importance sampling. Our approach eliminates the need for a generative model over the (sub)goal space, which we find is key for scaling to high-dimensional control in large state spaces. We further show that existing hierarchical and bootstrapping-based approaches correspond to specific design choices within our derivation. Across a comprehensive suite of state- and pixel-based locomotion and manipulation benchmarks, our method matches or surpasses state-of-the-art offline GCRL algorithms and scales to complex, long-horizon tasks where prior approaches fail. Project page: https://johnlyzhou.github.io/saw/

  • 2 authors
·
May 20, 2025

Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping

Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.

  • 3 authors
·
Jun 22, 2023

Towards Hierarchical Multi-Step Reward Models for Enhanced Reasoning in Large Language Models

Recent studies show that Large Language Models (LLMs) achieve strong reasoning capabilities through supervised fine-tuning or reinforcement learning. However, a key approach, the Process Reward Model (PRM), suffers from reward hacking, making it unreliable in identifying the best intermediate steps. In this paper, we propose a novel reward model approach, Hierarchical Reward Model (HRM), which evaluates both individual and consecutive reasoning steps from fine-grained and coarse-grained level. HRM performs better in assessing reasoning coherence and self-reflection, particularly when the previous reasoning step is incorrect. Furthermore, to address the inefficiency of autonomous generating PRM training data via Monte Carlo Tree Search (MCTS), we introduce a lightweight and effective data augmentation strategy called Hierarchical Node Compression (HNC) based on node merging (combining two consecutive reasoning steps into one step) in the tree structure. This approach diversifies MCTS results for HRM with negligible computational overhead, enhancing label robustness by introducing noise. Empirical results on the PRM800K dataset demonstrate that HRM, in conjunction with HNC, achieves superior stability and reliability in evaluation compared to PRM. Furthermore, cross-domain evaluations on MATH500 and GSM8K confirm HRM's superior generalization and robustness across diverse reasoning tasks. The code for all experiments will be released at https: //github.com/tengwang0318/hierarchial_reward_model.

  • 9 authors
·
Mar 16, 2025

Efficient and robust approximate nearest neighbor search using Hierarchical Navigable Small World graphs

We present a new approach for the approximate K-nearest neighbor search based on navigable small world graphs with controllable hierarchy (Hierarchical NSW, HNSW). The proposed solution is fully graph-based, without any need for additional search structures, which are typically used at the coarse search stage of the most proximity graph techniques. Hierarchical NSW incrementally builds a multi-layer structure consisting from hierarchical set of proximity graphs (layers) for nested subsets of the stored elements. The maximum layer in which an element is present is selected randomly with an exponentially decaying probability distribution. This allows producing graphs similar to the previously studied Navigable Small World (NSW) structures while additionally having the links separated by their characteristic distance scales. Starting search from the upper layer together with utilizing the scale separation boosts the performance compared to NSW and allows a logarithmic complexity scaling. Additional employment of a heuristic for selecting proximity graph neighbors significantly increases performance at high recall and in case of highly clustered data. Performance evaluation has demonstrated that the proposed general metric space search index is able to strongly outperform previous opensource state-of-the-art vector-only approaches. Similarity of the algorithm to the skip list structure allows straightforward balanced distributed implementation.

  • 2 authors
·
Mar 30, 2016

GoAgent: Group-of-Agents Communication Topology Generation for LLM-based Multi-Agent Systems

Large language model (LLM)-based multi-agent systems (MAS) have demonstrated exceptional capabilities in solving complex tasks, yet their effectiveness depends heavily on the underlying communication topology that coordinates agent interactions. Within these systems, successful problem-solving often necessitates task-specific group structures to divide and conquer subtasks. However, most existing approaches generate communication topologies in a node-centric manner, leaving group structures to emerge implicitly from local connectivity decisions rather than modeling them explicitly, often leading to suboptimal coordination and unnecessary communication overhead. To address this limitation, we propose GoAgent (Group-of-Agents), a communication topology generation method that explicitly treats collaborative groups as the atomic units of MAS construction. Specifically, GoAgent first enumerates task-relevant candidate groups through an LLM and then autoregressively selects and connects these groups as atomic units to construct the final communication graph, jointly capturing intra-group cohesion and inter-group coordination. To mitigate communication redundancy and noise propagation inherent in expanding topologies, we further introduce a conditional information bottleneck (CIB) objective that compresses inter-group communication, preserving task-relevant signals while filtering out redundant historical noise. Extensive experiments on six benchmarks demonstrate the state-of-the-art performance of GoAgent with 93.84% average accuracy while reducing token consumption by about 17%.

  • 10 authors
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Mar 20

Parameter Exploration for RLVR via Variational Learning

Exploration has been a focus of reinforcement learning research for a long time. Recently, there has been growing evidence that it is also an important ingredient in LLM reinforcement learning recipes that can significantly impact downstream performance. Many existing methods control exploration in the action-space, for example, using temperature scaling. However, these methods cannot reorder tokens but only influence the variance in the output distribution. This limits exploration and can lead to divergence or stalled training. Here, we investigate parameter-space exploration, where rollouts are generated by sampling different policies from a posterior that may each explore different rollouts. Sampling less or more diverse policies is then a complementary control lever over exploration. We introduce a family of methods called Perturbed Parameter Policy Optimization (3PO) which use different sampling strategies and different rollout grouping for reward estimation. Experiments on OLMo-3-1025-7B and Qwen2.5-Math-7B across mathematical reasoning and code generation tasks show that these approaches consistently improve average downstream performance over standard GRPO at a near-identical FLOPs cost. Moreover, using multiple parameter samples consistently produces fewer zero-advantage groups and malformed or incorrect rollouts during training than GRPO and action-space baselines. Overall, our work presents evidence that parameter-space exploration can improve reinforcement learning for LLMs.

BayesRL BayesRL
·
Aug 10 2

Hierarchical Experimentalist Agents

Large language models (LLMs) are increasingly used to take actions in the real world and support human decision-making, yet most agents rely on parametric knowledge, fixed post-training data, retrieval, or search. This paradigm breaks down in novel domains and for sophisticated queries that cannot be answered from prior knowledge alone. Knowing the laws of physics, for instance, does not by itself enable LLMs to answer queries or complete long-horizon tasks in a complex physical system. To address this, we introduce Hierarchical Experimentalist Agents (HExA), an in-context self-improvement framework to learn from active experimentation. HExA iteratively designs and refines query-relevant experiments, learns a reusable library of composable skills from experience, and integrates experimental evidence to answer queries or take actions. HExA is training-free, compatible with any black-box model, and does not require external supervision, oracles, or offline data. To evaluate active experimentation, we introduce Interphyre, a tool-calling benchmark built on the PHYRE 2D procedural physics environment, where agents propose interventions and test hypotheses through simulation APIs. Experiments show that current LLM agents struggle in these settings, especially on the hardest levels of Interphyre. Claude Sonnet 4.6 achieves only 2% success, while HExA improves the same model to up to 77% success. HExA also improves open-weight models and outperforms agentic baselines such as ReAct and Reflexion. Moreover, using only skills learned from easier levels and transferred without active experimentation, HExA achieves 44% success, demonstrating the reusability and generalization of its learned skills. Overall, HExA shows that learning through active experimentation can help agents discover useful knowledge, acquire reusable skills, and make efficient progress on novel long-horizon tasks.

RoboQuest: Generalist Physical Agents that Search, Inspect and Test

Recent advances in multimodal foundation models have made them capable generalist physical agents for a range of manipulation tasks. However, successful operation in an unfamiliar environment may require an agent to seek task-relevant information through interaction when it is absent from the observations: it may need to determine where a relevant object is, inspect an unobserved property, or discover the effect of an unfamiliar tool. We thus introduce RoboQuest, a benchmark for goal-directed embodied exploration, where agents must actively acquire task-relevant information through physical interaction, use the resulting evidence to adapt subsequent actions, and autonomously decide when to commit to task completion. RoboQuest comprises ten mobile manipulation tasks centered on three forms of uncertainty: search, manipulation-based inspection, and interactive testing. We evaluate five frontier multimodal agents through a common visuomotor interface, as well as a π_{0.5} policy fine-tuned on the full-episode demonstrations we release. The best agent succeeds in only 23\% of the episodes, and the fine-tuned policy almost never succeeds. Isolated tests of the execution skills the tasks are built from, with the hidden information supplied, show that the agents can carry out most of the required actions, and our failure analysis attributes only a minority of the failures to execution. Our failure analysis further finds that the agents often stop exploring too early as they make decisions before observing the required evidence for task completion. We also find that agents rarely prevent or repair the disturbances caused by their exploration. Moreover, learning by trial and error remains difficult for most models.

Deep GraphRAG: A Balanced Approach to Hierarchical Retrieval and Adaptive Integration

Graph-based Retrieval-Augmented Generation (GraphRAG) frameworks face a trade-off between the comprehensiveness of global search and the efficiency of local search. Existing methods are often challenged by navigating large-scale hierarchical graphs, optimizing retrieval paths, and balancing exploration-exploitation dynamics, frequently lacking robust multi-stage re-ranking. To overcome these deficits, we propose Deep GraphRAG, a framework designed for a balanced approach to hierarchical retrieval and adaptive integration. It introduces a hierarchical global-to-local retrieval strategy that integrates macroscopic inter-community and microscopic intra-community contextual relations. This strategy employs a three-stage process: (1) inter-community filtering, which prunes the search space using local context; (2) community-level refinement, which prioritizes relevant subgraphs via entity-interaction analysis; and (3) entity-level fine-grained search within target communities. A beam search-optimized dynamic re-ranking module guides this process, continuously filtering candidates to balance efficiency and global comprehensiveness. Deep GraphRAG also features a Knowledge Integration Module leveraging a compact LLM, trained with Dynamic Weighting Reward GRPO (DW-GRPO). This novel reinforcement learning approach dynamically adjusts reward weights to balance three key objectives: relevance, faithfulness, and conciseness. This training enables compact models (1.5B) to approach the performance of large models (70B) in the integration task. Evaluations on Natural Questions and HotpotQA demonstrate that Deep GraphRAG significantly outperforms baseline graph retrieval methods in both accuracy and efficiency.

antgroup Ant Group
·
Jan 16

Mastering Multi-Drone Volleyball through Hierarchical Co-Self-Play Reinforcement Learning

In this paper, we tackle the problem of learning to play 3v3 multi-drone volleyball, a new embodied competitive task that requires both high-level strategic coordination and low-level agile control. The task is turn-based, multi-agent, and physically grounded, posing significant challenges due to its long-horizon dependencies, tight inter-agent coupling, and the underactuated dynamics of quadrotors. To address this, we propose Hierarchical Co-Self-Play (HCSP), a hierarchical reinforcement learning framework that separates centralized high-level strategic decision-making from decentralized low-level motion control. We design a three-stage population-based training pipeline to enable both strategy and skill to emerge from scratch without expert demonstrations: (I) training diverse low-level skills, (II) learning high-level strategy via self-play with fixed low-level skills, and (III) joint fine-tuning through co-self-play. Experiments show that HCSP achieves superior performance, outperforming non-hierarchical self-play and rule-based hierarchical baselines with an average 82.9% win rate and a 71.5% win rate against the two-stage variant. Moreover, co-self-play leads to emergent team behaviors such as role switching and coordinated formations, demonstrating the effectiveness of our hierarchical design and training scheme. The project page is at https://sites.google.com/view/hi-co-self-play.

  • 9 authors
·
May 7, 2025

H-AIM: Orchestrating LLMs, PDDL, and Behavior Trees for Hierarchical Multi-Robot Planning

In embodied artificial intelligence, enabling heterogeneous robot teams to execute long-horizon tasks from high-level instructions remains a critical challenge. While large language models (LLMs) show promise in instruction parsing and preliminary planning, they exhibit limitations in long-term reasoning and dynamic multi-robot coordination. We propose Hierarchical Autonomous Intelligent Multi-Robot Planning(H-AIM), a novel embodied multi-robot task planning framework that addresses these issues through a three-stage cascaded architecture: 1) It leverages an LLM to parse instructions and generate Planning Domain Definition Language (PDDL) problem descriptions, thereby transforming commands into formal planning problems; 2) It combines the semantic reasoning of LLMs with the search capabilities of a classical planner to produce optimized action sequences; 3) It compiles the resulting plan into behavior trees for reactive control. The framework supports dynamically sized heterogeneous robot teams via a shared blackboard mechanism for communication and state synchronization. To validate our approach, we introduce the MACE-THOR benchmark dataset, comprising 42 complex tasks across 8 distinct household layouts. Experimental results demonstrate that H-AIM achieves a remarkable performance improvement, elevating the task success rate from 12% to 55% and boosting the goal condition recall from 32% to 72% against the strongest baseline, LaMMA-P.

  • 2 authors
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Jan 16