Abstract:Whole-body humanoid loco-manipulation requires coordinating the robot's entire kinematic chain. However, most existing systems typically decouple the upper and lower bodies into separate controllers, limiting such coordination and yielding behaviors similar to those of a wheeled dual-arm platform. In this paper, we ask what it takes to build a whole-body native vision-language-action (VLA) model that maps language and pixels directly to all of the humanoid's degrees of freedom. We conduct a systematic empirical study organized as a roadmap of one-variable-at-a-time experiments across three phases: whole-body teleoperation, VLA model design, and heterogeneous co-training. Our study yields several intriguing findings: a joint-based whole-body teleoperation interface outperforms alternatives that only partially expose the humanoid's degrees of freedom; a VLA pretrained on static and wheeled dual-arm platforms transfers surprisingly well to a humanoid's full action space; and co-training with HuMI, the humanoid analog of UMI, extends the policy to new objects and instructions without additional whole-body teleoperation on those targets. Following this roadmap yields OpenHLM, an open-source recipe for whole-body humanoid loco-manipulation. In a challenging long-horizon task that spans a wide vertical range of the humanoid, OpenHLM outperforms two state-of-the-art humanoid VLA baselines (GR00T N1.6 and $Ψ_0$) using less than half the total demonstration time. Our code, training data, and model checkpoints are available at [https://openhlm-project.github.io/].
Abstract:The scalability of Large Language Models (LLMs) to long contexts is fundamentally constrained by the quadratic complexity of standard attention, motivating the adoption of linear attention mechanisms with sub-quadratic cost. To improve representation capacity under long contexts, recent approaches organize memory in a multi-state manner. However, existing multi-state linear attention methods rely on fixed state merging policies that cannot adapt to dynamically varying token importance, irreversibly obscuring critical tokens and causing severe error accumulation over long sequences. To address this limitation, we propose DLA, a dynamic memory modeling framework for multi-state linear attention. DLA introduces (i) Information-Aware Dynamic State Merging, which adaptively determines state boundaries based on token-level information variation, preserving high-resolution representations around semantic transitions while aggressively summarizing stable regions, and (ii) Capacity-Bounded Memory Modeling, which maintains a fixed-size, chronologically ordered state cache by selectively merging adjacent low-information states to control memory growth with minimal information loss. We pre-train DLA on two different linear attention models and evaluate on 16 datasets across three categories. Experimental results demonstrate the superiority of DLA over state-of-the-art.
Abstract:LLM agents now perform strongly in software engineering, deep research, GUI automation, and various other applications, while recent agent scaffolds and models are increasingly integrating these capabilities into unified systems. Yet, most evaluations still test these capabilities in isolation, which leaves a gap for more diverse use cases that require agents to combine different capabilities. We introduce CocoaBench, a benchmark for unified digital agents built from human-designed, long-horizon tasks that require flexible composition of vision, search, and coding. Tasks are specified only by an instruction and an automatic evaluation function over the final output, enabling reliable and scalable evaluation across diverse agent infrastructures. We also present CocoaAgent, a lightweight shared scaffold for controlled comparison across model backbones. Experiments show that current agents remain far from reliable on CocoaBench, with the best evaluated system achieving only 45.1% success rate. Our analysis further points to substantial room for improvement in reasoning and planning, tool use and execution, and visual grounding.
Abstract:Web agents--autonomous systems that navigate and execute tasks on the web on behalf of users--have the potential to transform how people interact with the digital world. However, the most capable web agents today rely on proprietary models with undisclosed training data and recipes, limiting scientific understanding, reproducibility, and community-driven progress. We believe agents for the open web should be built in the open. To this end, we introduce (1) MolmoWebMix, a large and diverse mixture of browser task demonstrations and web-GUI perception data and (2) MolmoWeb, a family of fully open multimodal web agents. Specifically, MolmoWebMix combines over 100K synthetic task trajectories from multiple complementary generation pipelines with 30K+ human demonstrations, atomic web-skill trajectories, and GUI perception data, including referring expression grounding and screenshot question answering. MolmoWeb agents operate as instruction-conditioned visual-language action policies: given a task instruction and a webpage screenshot, they predict the next browser action, requiring no access to HTML, accessibility trees, or specialized APIs. Available in 4B and 8B size, on browser-use benchmarks like WebVoyager, Online-Mind2Web, and DeepShop, MolmoWeb agents achieve state-of-the-art results outperforming similar scale open-weight-only models such as Fara-7B, UI-Tars-1.5-7B, and Holo1-7B. MolmoWeb-8B also surpasses set-of-marks (SoM) agents built on much larger closed frontier models like GPT-4o. We further demonstrate consistent gains through test-time scaling via parallel rollouts with best-of-N selection, achieving 94.7% and 60.5% pass@4 (compared to 78.2% and 35.3% pass@1) on WebVoyager and Online-Mind2Web respectively. We will release model checkpoints, training data, code, and a unified evaluation harness to enable reproducibility and accelerate open research on web agents.
Abstract:Current approaches for humanoid whole-body manipulation, primarily relying on teleoperation or visual sim-to-real reinforcement learning, are hindered by hardware logistics and complex reward engineering. Consequently, demonstrated autonomous skills remain limited and are typically restricted to controlled environments. In this paper, we present the Humanoid Manipulation Interface (HuMI), a portable and efficient framework for learning diverse whole-body manipulation tasks across various environments. HuMI enables robot-free data collection by capturing rich whole-body motion using portable hardware. This data drives a hierarchical learning pipeline that translates human motions into dexterous and feasible humanoid skills. Extensive experiments across five whole-body tasks--including kneeling, squatting, tossing, walking, and bimanual manipulation--demonstrate that HuMI achieves a 3x increase in data collection efficiency compared to teleoperation and attains a 70% success rate in unseen environments.
Abstract:Humans possess spatial reasoning abilities that enable them to understand spaces through multimodal observations, such as vision and sound. Large multimodal reasoning models extend these abilities by learning to perceive and reason, showing promising performance across diverse spatial tasks. However, systematic reviews and publicly available benchmarks for these models remain limited. In this survey, we provide a comprehensive review of multimodal spatial reasoning tasks with large models, categorizing recent progress in multimodal large language models (MLLMs) and introducing open benchmarks for evaluation. We begin by outlining general spatial reasoning, focusing on post-training techniques, explainability, and architecture. Beyond classical 2D tasks, we examine spatial relationship reasoning, scene and layout understanding, as well as visual question answering and grounding in 3D space. We also review advances in embodied AI, including vision-language navigation and action models. Additionally, we consider emerging modalities such as audio and egocentric video, which contribute to novel spatial understanding through new sensors. We believe this survey establishes a solid foundation and offers insights into the growing field of multimodal spatial reasoning. Updated information about this survey, codes and implementation of the open benchmarks can be found at https://github.com/zhengxuJosh/Awesome-Spatial-Reasoning.




Abstract:4D radar super-resolution, which aims to reconstruct sparse and noisy point clouds into dense and geometrically consistent representations, is a foundational problem in autonomous perception. However, existing methods often suffer from high training cost or rely on complex diffusion-based sampling, resulting in high inference latency and poor generalization, making it difficult to balance accuracy and efficiency. To address these limitations, we propose MSDNet, a multi-stage distillation framework that efficiently transfers dense LiDAR priors to 4D radar features to achieve both high reconstruction quality and computational efficiency. The first stage performs reconstruction-guided feature distillation, aligning and densifying the student's features through feature reconstruction. In the second stage, we propose diffusion-guided feature distillation, which treats the stage-one distilled features as a noisy version of the teacher's representations and refines them via a lightweight diffusion network. Furthermore, we introduce a noise adapter that adaptively aligns the noise level of the feature with a predefined diffusion timestep, enabling a more precise denoising. Extensive experiments on the VoD and in-house datasets demonstrate that MSDNet achieves both high-fidelity reconstruction and low-latency inference in the task of 4D radar point cloud super-resolution, and consistently improves performance on downstream tasks. The code will be publicly available upon publication.
Abstract:3D reconstruction and novel view synthesis are critical for validating autonomous driving systems and training advanced perception models. Recent self-supervised methods have gained significant attention due to their cost-effectiveness and enhanced generalization in scenarios where annotated bounding boxes are unavailable. However, existing approaches, which often rely on frequency-domain decoupling or optical flow, struggle to accurately reconstruct dynamic objects due to imprecise motion estimation and weak temporal consistency, resulting in incomplete or distorted representations of dynamic scene elements. To address these challenges, we propose 4DRadar-GS, a 4D Radar-augmented self-supervised 3D reconstruction framework tailored for dynamic driving scenes. Specifically, we first present a 4D Radar-assisted Gaussian initialization scheme that leverages 4D Radar's velocity and spatial information to segment dynamic objects and recover monocular depth scale, generating accurate Gaussian point representations. In addition, we propose a Velocity-guided PointTrack (VGPT) model, which is jointly trained with the reconstruction pipeline under scene flow supervision, to track fine-grained dynamic trajectories and construct temporally consistent representations. Evaluated on the OmniHD-Scenes dataset, 4DRadar-GS achieves state-of-the-art performance in dynamic driving scene 3D reconstruction.
Abstract:This paper revisits Ramon Llull's Ars combinatoria - a medieval framework for generating knowledge through symbolic recombination - as a conceptual foundation for building a modern Llull's thinking machine for research ideation. Our approach defines three compositional axes: Theme (e.g., efficiency, adaptivity), Domain (e.g., question answering, machine translation), and Method (e.g., adversarial training, linear attention). These elements represent high-level abstractions common in scientific work - motivations, problem settings, and technical approaches - and serve as building blocks for LLM-driven exploration. We mine elements from human experts or conference papers and show that prompting LLMs with curated combinations produces research ideas that are diverse, relevant, and grounded in current literature. This modern thinking machine offers a lightweight, interpretable tool for augmenting scientific creativity and suggests a path toward collaborative ideation between humans and AI.
Abstract:Vision-language models have demonstrated impressive capabilities as computer-use agents (CUAs) capable of automating diverse computer tasks. As their commercial potential grows, critical details of the most capable CUA systems remain closed. As these agents will increasingly mediate digital interactions and execute consequential decisions on our behalf, the research community needs access to open CUA frameworks to study their capabilities, limitations, and risks. To bridge this gap, we propose OpenCUA, a comprehensive open-source framework for scaling CUA data and foundation models. Our framework consists of: (1) an annotation infrastructure that seamlessly captures human computer-use demonstrations; (2) AgentNet, the first large-scale computer-use task dataset spanning 3 operating systems and 200+ applications and websites; (3) a scalable pipeline that transforms demonstrations into state-action pairs with reflective long Chain-of-Thought reasoning that sustain robust performance gains as data scales. Our end-to-end agent models demonstrate strong performance across CUA benchmarks. In particular, OpenCUA-32B achieves an average success rate of 34.8% on OSWorld-Verified, establishing a new state-of-the-art (SOTA) among open-source models and surpassing OpenAI CUA (GPT-4o). Further analysis confirms that our approach generalizes well across domains and benefits significantly from increased test-time computation. We release our annotation tool, datasets, code, and models to build open foundations for further CUA research.