Michael Pokorny
Abstract:Evaluating whether a vision-language model (VLM) can act through a physical body is challenging. The outcome of an action couples the VLM's decision with motor control. When a task fails, it is hard to tell whether the VLM made a bad choice or the motor controller simply failed to execute it, e.g., losing balance and falling. In this work, we introduce HumanCLAW, an evaluation framework that decouples action decision-making from low-level execution. At every step, a harnessed, off-the-shelf VLM issues an atomic skill command, and the command is translated into a sub-second chunk of continuous full-body motion with real physical consequences, including gravity and collisions. The body can therefore act freely in the physical world, while execution-side disturbances, balance and motor errors, are factored out. What remains measurable is the model's action intelligence: its moment-to-moment choice of what the body should execute next. Based on this framework, we build HumanCLAW-Bench: 1,218 long-horizon, egocentric find-navigate-interact episodes across 41 indoor scenes. We test nine state-of-the-art VLMs and find that none solves the benchmark; the best model reaches only a 16.8% success rate. Recognizing the target is not the bottleneck. What current VLMs lack is embodied self-awareness: they lose track of their own body, failing to tell where it is, whether it has reached the goal, or whether it has hit an obstacle.
Abstract:We introduce \textbf{GPT-Red}, an automated red-teaming agent that is trained to discover novel prompt injection attacks against frontier LLMs. The goal of this model is to evaluate and improve the robustness of our production systems. To this end, we use it to adversarially train GPT-5.6, our most robust model to prompt injections to date. To create GPT-Red, we design a scalable self-play algorithm where the model is tasked with attacking a diverse population of simultaneously-trained defender agents. We train the model on realistic red-teaming environments using compute on the same scale as some of our largest RL post-training runs, making it the single-largest LLM safety training run ever documented. GPT-Red excels at red-teaming: it reliably breaks our past models up to GPT-5.5, it finds more successful attacks than human red-teamers, and it generalizes to held-out environments, defender models, and harnesses. In the future, we expect that as we improve the robustness of each new GPT model, it will in turn will provide better learning signal for \textit{even stronger} red-teamer agents, thus unlocking a self-improvement flywheel.
Abstract:Streaming video diffusion models have made substantial progress toward interactive and dynamic world simulation, but the nested autoregressive and denoising loops of conventional next-frame generation hinder real-time deployment. Recent rolling-window methods pipeline denoising across multiple consecutive frames at different noise levels, improving throughput and long-horizon stability. However, they tokenize every state at the same fine spatial granularity, leaving substantial noise-dependent redundancy in the joint denoising window. We propose Ms.Forcing, an efficient streaming video generation paradigm that adapts spatial granularity to each state's noise level. Its Multi-Scale Patchification (MSP) assigns coarser patches to noisier states, reducing the active-window token count by 45%, while Multi-Scale Self-Attention (MSSA) matches the density of visible non-sink keys and values to each query scale to further reduce attention cost. Because both schedules are fixed by window position, Ms.Forcing retains a static, hardware-friendly computation graph. We further introduce Homogeneous-Noise-Level DMD (H-DMD), which assembles each fake video from clean predictions sharing the same source noise level, thereby reducing the mismatch between DMD training sequences and inference-time rollouts. The multi-scale design helps offset the additional training cost of backpropagating through overlapping windows. We include both quantitative and qualitative experiments to show that Ms.Forcing reaches 22.84 FPS on a single H200 GPU, 39.6% faster than Rolling Forcing, while significantly improving VBench scores in both short video and long video generation setting.
Abstract:We present ScaleMoGen, a scale-wise autoregressive framework for text-driven human motion generation. Unlike conventional autoregressive approaches that rely on standard next-token prediction, ScaleMoGen frames motion generation as a coarse-to-fine process. We quantize 3D motions into compositional discrete tokens across multiple skeletal-emporal scales of increasing granularity, learning to generate motion by autoregressively predicting next-scale token maps. To maintain structural integrity, our motion tokenizers and quantizers are explicitly designed so that discrete tokens at every scale strictly preserve the skeletal hierarchy. Additionally, we employ bitwise quantization and prediction, which efficiently scale up the tokenizer vocabulary to preserve motion details and stabilize optimization. Extensive experiments demonstrate that ScaleMoGen achieves state-of-the-art performance, establishing an FID of 0.030 (vs. 0.045 for MoMask) on HumanML3D and a CLIP Score of 0.693 (vs. 0.685 for MoMask++) on the SnapMoGen dataset. Furthermore, we demonstrate that our skeletal-temporal multi-scale representation naturally facilitates training-free, text-guided motion editing.
Abstract:Recent advances in text-driven human motion generation enable models to synthesize realistic motion sequences from natural language descriptions. However, most existing approaches assume identity-neutral motion and generate movements using a canonical body representation, ignoring the strong influence of body morphology on motion dynamics. In practice, attributes such as body proportions, mass distribution, and age significantly affect how actions are performed, and neglecting this coupling often leads to physically inconsistent motions. We propose an identity-aware motion generation framework that explicitly models the relationship between body morphology and motion dynamics. Instead of relying on explicit geometric measurements, identity is represented using multimodal signals, including natural language descriptions and visual cues. We further introduce a joint motion-shape generation paradigm that simultaneously synthesizes motion sequences and body shape parameters, allowing identity cues to directly modulate motion dynamics. Extensive experiments on motion capture datasets and large-scale in-the-wild videos demonstrate improved motion realism and motion-identity consistency while maintaining high motion quality. Project page: https://vjwq.github.io/IAM
Abstract:Synthesizing human motion has advanced rapidly, yet realistic hand motion and bimanual interaction remain underexplored. Whole-body models often miss the fine-grained cues that drive dexterous behavior, finger articulation, contact timing, and inter-hand coordination, and existing resources lack high-fidelity bimanual sequences that capture nuanced finger dynamics and collaboration. To fill this gap, we present HandX, a unified foundation spanning data, annotation, and evaluation. We consolidate and filter existing datasets for quality, and collect a new motion-capture dataset targeting underrepresented bimanual interactions with detailed finger dynamics. For scalable annotation, we introduce a decoupled strategy that extracts representative motion features, e.g., contact events and finger flexion, and then leverages reasoning from large language models to produce fine-grained, semantically rich descriptions aligned with these features. Building on the resulting data and annotations, we benchmark diffusion and autoregressive models with versatile conditioning modes. Experiments demonstrate high-quality dexterous motion generation, supported by our newly proposed hand-focused metrics. We further observe clear scaling trends: larger models trained on larger, higher-quality datasets produce more semantically coherent bimanual motion. Our dataset is released to support future research.
Abstract:Generating realistic human-object interaction (HOI) animations remains challenging because it requires jointly modeling dynamic human actions and diverse object geometries. Prior diffusion-based approaches often rely on hand-crafted contact priors or human-imposed kinematic constraints to improve contact quality. We propose LIGHT, a data-driven alternative in which guidance emerges from the denoising pace itself, reducing dependence on manually designed priors. Building on diffusion forcing, we factor the representation into modality-specific components and assign individualized noise levels with asynchronous denoising schedules. In this paradigm, cleaner components guide noisier ones through cross-attention, yielding guidance without auxiliary classifiers. We find that this data-driven guidance is inherently contact-aware, and can be enhanced when training is augmented with a broad spectrum of synthetic object geometries, encouraging invariance of contact semantics to geometric diversity. Extensive experiments show that pace-induced guidance more effectively mirrors the benefits of contact priors than conventional classifier-free guidance, while achieving higher contact fidelity, more realistic HOI generation, and stronger generalization to unseen objects and tasks.
Abstract:Large-scale foundation models (LFMs) have recently made impressive progress in text-to-motion generation by learning strong generative priors from massive 3D human motion datasets and paired text descriptions. However, how to effectively and efficiently leverage such single-purpose motion LFMs, i.e., text-to-motion synthesis, in more diverse cross-modal and in-context motion generation downstream tasks remains largely unclear. Prior work typically adapts pretrained generative priors to individual downstream tasks in a task-specific manner. In contrast, our goal is to unlock such priors to support a broad spectrum of downstream motion generation tasks within a single unified framework. To bridge this gap, we present UMO, a simple yet general unified formulation that casts diverse downstream tasks into compositions of atomic per-frame operations, enabling in-context adaptation to unlock the generative priors of pretrained DiT-based motion LFMs. Specifically, UMO introduces three learnable frame-level meta-operation embeddings to specify per-frame intent and employs lightweight temporal fusion to inject in-context cues into the pretrained backbone, with negligible runtime overhead compared to the base model. With this design, UMO finetunes the pretrained model, originally limited to text-to-motion generation, to support diverse previously unsupported tasks, including temporal inpainting, text-guided motion editing, text-serialized geometric constraints, and multi-identity reaction generation. Experiments demonstrate that UMO consistently outperforms task-specific and training-free baselines across a wide range of benchmarks, despite using a single unified model. Code and model will be publicly available. Project Page: https://oliver-cong02.github.io/UMO.github.io/
Abstract:Instruction hierarchy (IH) defines how LLMs prioritize system, developer, user, and tool instructions under conflict, providing a concrete, trust-ordered policy for resolving instruction conflicts. IH is key to defending against jailbreaks, system prompt extractions, and agentic prompt injections. However, robust IH behavior is difficult to train: IH failures can be confounded with instruction-following failures, conflicts can be nuanced, and models can learn shortcuts such as overrefusing. We introduce IH-Challenge, a reinforcement learning training dataset, to address these difficulties. Fine-tuning GPT-5-Mini on IH-Challenge with online adversarial example generation improves IH robustness by +10.0% on average across 16 in-distribution, out-of-distribution, and human red-teaming benchmarks (84.1% to 94.1%), reduces unsafe behavior from 6.6% to 0.7% while improving helpfulness on general safety evaluations, and saturates an internal static agentic prompt injection evaluation, with minimal capability regression. We release the IH-Challenge dataset (https://huggingface.co/datasets/openai/ih-challenge) to support future research on robust instruction hierarchy.
Abstract:Recent progress in large models has led to significant advances in unified multimodal generation and understanding. However, the development of models that unify motion-language generation and understanding remains largely underexplored. Existing approaches often fine-tune large language models (LLMs) on paired motion-text data, which can result in catastrophic forgetting of linguistic capabilities due to the limited scale of available text-motion pairs. Furthermore, prior methods typically convert motion into discrete representations via quantization to integrate with language models, introducing substantial jitter artifacts from discrete tokenization. To address these challenges, we propose LLaMo, a unified framework that extends pretrained LLMs through a modality-specific Mixture-of-Transformers (MoT) architecture. This design inherently preserves the language understanding of the base model while enabling scalable multimodal adaptation. We encode human motion into a causal continuous latent space and maintain the next-token prediction paradigm in the decoder-only backbone through a lightweight flow-matching head, allowing for streaming motion generation in real-time (>30 FPS). Leveraging the comprehensive language understanding of pretrained LLMs and large-scale motion-text pretraining, our experiments demonstrate that LLaMo achieves high-fidelity text-to-motion generation and motion-to-text captioning in general settings, especially zero-shot motion generation, marking a significant step towards a general unified motion-language large model.