Abstract:Long-horizon robot manipulation requires a robot to both execute individual skills reliably and sequence them coherently over extended tasks. Most hierarchical vision-language-action (VLA) models make each such decision with a single forward pass, leaving no mechanism to allocate additional computation to difficult or consequential choices. We introduce $τ_0$-VLA, a hierarchical robot foundation model that formulates high-level subtask generation as a compute-scalable inference problem through world-model-guided test-time computation. At each inference step, the high-level policy uses execution memory to generate a subtask and, when needed, searches over alternatives before committing to its output. A low-level policy then executes the generated subtask across multiple robot embodiments. The policy is trained on 40,115 hours of heterogeneous real-world data with multimodal co-training. Across in-domain and distribution-shifted settings, allocating additional test-time computation substantially improves next-subtask prediction accuracy, and these gains translate into higher closed-loop success on long-horizon robot manipulation tasks.
Abstract:High-quality demonstrations for dexterous robot manipulation are costly and difficult to collect, whereas monocular human videos provide a scalable source of diverse manipulation behaviors. However, transferring such demonstrations to dexterous robots remains challenging: monocular hand-object interaction (HOI) reconstruction often produces temporally unstable contacts and physically implausible interactions, while conventional retargeting methods struggle to preserve task-relevant contacts and local interaction geometry across different hand embodiments. We present C2Dex, a video-to-dexterous-manipulation framework built around a shared interaction representation: stable object-side contacts recovered by aggregating noisy frame-wise observations in the canonical object space. These stable contacts serve a dual role: as trajectory-level constraints that guide reconstruction toward temporally coherent and physically plausible human HOI trajectories, and as explicit transfer targets for the dexterous hand, where Laplacian interaction optimization preserves the local hand-object geometry across embodiments and residual reinforcement learning refines the trajectory in simulation. Experiments on DexYCB and TACO show that C2Dex achieves end-to-end trajectory success rates of 57.78% and 26.67%, respectively, substantially outperforming the strongest baselines (17.78% and 10.00%) under identical evaluation criteria. Real-robot replay experiments further demonstrate physical feasibility across diverse contact-rich manipulation tasks. Project page: https://k-jie.github.io/C2Dex/
Abstract:AI benchmarks increasingly leverage item-level statistical models, particularly item response theory (IRT), to estimate model capabilities, rank systems, select informative examples, and diagnose benchmark quality. However, AI benchmark data often departs from the data regime of human testing, for which standard IRT estimation tools were originally developed: benchmarks typically involve fewer evaluated models, far more items, and capability distributions that may be skewed, clustered, or multimodal. We examine how these regime mismatches challenge the reliability of IRT modeling for AI evaluation. Using item parameters and capability distributions derived from six widely used LLM benchmarks, we simulate response matrices under three common IRT models and compare four estimation tools used in recent benchmark studies: marginal maximum likelihood, Markov chain Monte Carlo, variational inference, and a neural pseudo-Siamese estimator. Across 18,000 simulation conditions, we systematically evaluate computational feasibility, scalability, and the reliability of IRT inferences about model rankings, predicted performance, and item characteristics. Results show that classical estimators can become infeasible in large benchmark settings, whereas scalable estimators can produce unreliable item-level and ranking inferences with small or nonnormally distributed model sets. This study identifies when latent trait models reliably support or risk distorting AI benchmarking claims, and what sample sizes and diagnostics are needed for trustworthy use.
Abstract:Recovering dynamic environment maps from a single in-the-wild video is crucial for photorealistic rendering, yet remains a challenge. Recent video generation models can produce photorealistic scenes with complex lighting, possessing an inherent understanding of lighting. In this paper, we introduce V-LITE (Video generation models are inherent lighting estimators), a framework that unlocks this internal knowledge by reframing lighting estimation as a guided video inpainting task. Inspired by VFX industry practices, we insert a synthetic chrome ball into the scene to compel the model to generate physically plausible reflections from the surrounding spatio-temporal context. To bridge the gap from LDR-native models to the HDR domain, we design an HDR-aware VAE and employ an efficient LoRA-based fine-tuning strategy. We then construct a mixed dataset comprising high-fidelity HDR images to provide realistic HDR priors, and in-the-wild HDR videos to provide dynamic spatio-temporal context. Extensive experiments demonstrate that V-LITE produces temporally coherent HDR environment maps, revealing that modern video diffusion models are not merely synthesizers but also powerful, inherently capable estimators of physical scene lighting.
Abstract:Scientific Fitness Coaching (SFC) is typically delivered by human professionals, making it costly and inaccessible to many. While recent advances in Large Language Models (LLMs) show considerable promise for more inclusive fitness coaching, directly deploying prevailing general-purpose LLMs in SFC reveals critical limitations. These models often lack sufficient domain-specific knowledge integration, leading to weak performance on complex SFC scenarios. In this paper, we introduce FitOne, a series of fitness LLMs (with 8B and 32B parameters) designed to improve reliability and domain specialization for SFC applications. Built upon the Qwen3 foundation models, FitOne is developed through a three-stage post-training pipeline consisting of continual pre-training, supervised fine-tuning, and reinforcement learning, using large-scale, high-quality datasets derived from rigorous knowledge engineering. We conduct comprehensive evaluations of FitOne on professional fitness certification exams, including ACSM-EP and NSCA-CSCS, as well as general capabilities such as knowledge reasoning and instruction following. Experimental results show that, while retaining strong general capabilities, FitOne-8B/32B achieves average improvements of up to 10.09%/9.29% and 12.73%/7.01% on the ACSM-EP and NSCA-CSCS exams, respectively, compared with the Qwen3 base models. Furthermore, in-depth ablation studies confirm the necessity of each training stage, highlighting the pipeline's effectiveness in balancing domain expertise enhancement with general ability retention. We believe this research advances LLM systems toward more reliable fitness intelligence and will inspire future research on developing domain-specific LLMs.
Abstract:Video-Action Models (VAMs) leverage the broad visual dynamics captured by pre-trained video diffusion models, offering a promising path toward generalizable robot manipulation. However, RGB-only video rollouts are not directly actionable: they leave metric 3D motion, contact geometry, and fine-grained spatial constraints under-specified, making action grounding ambiguous. Meanwhile, scaling action supervision across diverse tasks and embodiments remains costly. We present PointAction, a framework that bridges video predictions to robot actions through explicit point-based 4D modeling. PointAction fine-tunes a foundation video generation model to jointly predict future RGB frames and dynamic 3D pointmaps, producing temporally consistent 3D motion of task-relevant scene geometry. These point dynamics serve as a structured, embodiment-agnostic action interface, which a diffusion-based action decoder maps to executable robot actions. By using metric 3D point dynamics as the interface between video prediction and control, PointAction reduces the ambiguity of RGB-only action grounding and supports transfer across tasks and embodiments with limited action supervision. Experiments show that PointAction achieves state-of-the-art 4D generation quality on robot scenes, outperforms existing baselines in simulation, and generalizes to two real robot arms unseen during pretraining.
Abstract:Latent visual reasoning involves visual evidence more directly in multimodal reasoning by inserting continuous latent tokens before textual generation. However, the necessity of these latent tokens at inference remains ambiguous. We show that replacing latent tokens with random noise or removing them completely causes little performance degradation across spatial reasoning benchmarks. Reinforcement learning further diminishes the latent generation behavior after post-training. These observations raise a central question: Is latent visual reasoning still meaningful? We argue that its value should be measured by how effectively latent tokens guide learning, rather than whether they persist as an inference-time format. Our analysis shows that latent reasoning is unevenly favorable across question types, yet hard task-level routing for applying latent generation is brittle. Motivated by these findings, we propose an attention-based reward that encourages generated latent tokens to interact with later text tokens during RL. This reward promotes latent utilization when the latent mode is activated while preserving the flexibility to use pure-text reasoning. Experiments show that our method improves performance across perception and visual reasoning benchmarks, even when latent tokens are rarely generated after post-training. Our results highlight that, without explicit expression at inference, latent visual reasoning can shape better visual grounding and more accurate textual reasoning in silence. Our code and trained models are publicly available at \href{https://github.com/ddydyd32/silent-lvr/tree/master}{GitHub} and \href{https://huggingface.co/collections/cornuHGF/silent-lvr}{Hugging Face}.
Abstract:Diffusion models have achieved remarkable progress in video generation, but their controllability remains a major limitation. Key scene factors such as layout, lighting, and camera trajectory are often entangled or only weakly modeled, restricting their applicability in domains like filmmaking and virtual production where explicit scene control is essential. We present LiVER, a diffusion-based framework for scene-controllable video generation. To achieve this, we introduce a novel framework that conditions video synthesis on explicit 3D scene properties, supported by a new large-scale dataset with dense annotations of object layout, lighting, and camera parameters. Our method disentangles these properties by rendering control signals from a unified 3D representation. We propose a lightweight conditioning module and a progressive training strategy to integrate these signals into a foundational video diffusion model, ensuring stable convergence and high fidelity. Our framework enables a wide range of applications, including image-to-video and video-to-video synthesis where the underlying 3D scene is fully editable. To further enhance usability, we develop a scene agent that automatically translates high-level user instructions into the required 3D control signals. Experiments show that LiVER achieves state-of-the-art photorealism and temporal consistency while enabling precise, disentangled control over scene factors, setting a new standard for controllable video generation.
Abstract:Our study examines how generative AI (GenAI) influences performance, creative self-efficacy, and cognitive load in architectural conceptual design tasks. Thirty-six student participants from Architectural Engineering and other disciplines completed a two-phase architectural design task, first independently and then with external tools (GenAI-assisted condition and control condition using an online repository of existing architectural projects). Design outcomes were evaluated by expert raters, while self-efficacy and cognitive load were self-reported after each phase. Difference-in-differences analyses revealed no overall performance advantage of GenAI across participants; however, subgroup analyses showed that GenAI significantly improved design performance for novice designers. In contrast, general creative self-efficacy declined for students using GenAI. Cognitive load did not differ significantly between conditions, though prompt usage patterns showed that iterative idea generation and visual feedback prompts were linked to greater reductions in cognitive load. These findings suggest that GenAI effectiveness depends on users' prior expertise and interaction strategies through prompting.
Abstract:Many embedded devices operate under resource constraints and in dynamic environments, requiring local decision-making capabilities. Enabling devices to make independent decisions in such environments can improve the responsiveness of the system and reduce the dependence on constant external control. In this work, we integrate an autonomous agent, programmed using AgentSpeak, with a small two-wheeled robot that explores a maze using its own decision-making and sensor data. Experimental results show that the agent successfully solved the maze in 59 seconds using 287 reasoning cycles, with decision phases taking less than one millisecond. These results indicate that the reasoning process is efficient enough for real-time execution on resource-constrained hardware. This integration demonstrates how high-level agent-based control can be applied to resource-constrained embedded systems for autonomous operation.