Abstract:Existing 3D scene-grounded Large Language Models (3D-LLMs) focus on answering questions grounded in simplified single-room 3D scenes, lacking the ability to reason over real-world household environments containing multiple interconnected rooms and diverse object categories. We introduce CAIRN, a topology-aware 3D-LLM for multi-room 3D scene understanding. CAIRN aligns transformer attention with scene hierarchy, giving the model explicit awareness of object-level relations and room-level connectivity. It enriches object tokens with room-local relational context via a graph neural network, introduces learned room tokens for room-level abstraction, and applies a hierarchical attention mask with geometric bias to route information according to scene topology. CAIRN is developed on CAIRN-MR, a benchmark we introduce on HM3D for multi-room 3D scene understanding, covering grounding, captioning, and four question-answering tasks that progressively evaluate from intra-room perception to cross-room reasoning. Experiments show that CAIRN outperforms prior 3D-LLMs by a large margin across all CAIRN-MR tasks while remaining competitive on five single-room benchmarks.
Abstract:Quadruped mobile manipulators offer strong potential for agile loco-manipulation but remain difficult to control and transfer reliably from simulation to reality. Reinforcement learning (RL) shows promise for whole-body control, yet most frameworks are proprietary and hard to reproduce on real hardware. We present an open pipeline for training, benchmarking, and deploying RL-based controllers on the Unitree B1 quadruped with a Z1 arm. The framework unifies sim-to-sim and sim-to-real transfer through ROS, re-implementing a policy trained in Isaac Gym, extending it to MuJoCo via a hardware abstraction layer, and deploying the same controller on physical hardware. Sim-to-sim experiments expose discrepancies between Isaac Gym and MuJoCo contact models that influence policy behavior, while real-world teleoperated object-picking trials show that coordinated whole-body control extends reach and improves manipulation over floating-base baselines. The pipeline provides a transparent, reproducible foundation for developing and analyzing RL-based loco-manipulation controllers and will be released open source to support future research.
Abstract:Benefiting from the powerful capabilities of large language models (LLMs), agents based on LLMs have shown the potential to address domain-specific tasks and emulate human behaviors. However, the content generated by these agents remains somewhat superficial, owing to their limited domain expertise and the absence of an effective cognitive architecture. To address this, we present the Configurable General Multi-Agent Interaction (CGMI) framework, designed to replicate human interactions in real-world scenarios. Specifically, we propose a tree-structured methodology for the assignment, detection, and maintenance of agent personality. Additionally, we designed a cognitive architecture equipped with a skill library based on the ACT* model, which contains memory, reflection, and planning modules. We have also integrated general agents to augment the virtual environment's realism. Using the CGMI framework, we simulated numerous classroom interactions between teacher and students. The experiments indicate that aspects such as the teaching methodology, curriculum, and student performance closely mirror real classroom settings. We will open source our work.