Konkuk University
Abstract:Memory-augmented large language models extend reasoning beyond a fixed context window by maintaining long-term memory across interactions. However, existing memory systems often collapse stable user facts, episodic events, and behavioral rules into a shared space, allowing functionally distinct memories to be retrieved and used as interchangeable evidence. We identify this failure mode as heterogeneous memory contamination, where context-specific events become overgeneralized claims, or semantically relevant but functionally incompatible memories mislead generation. To this end, we introduce MemGuard, a type-aware memory framework that preserves functional memory boundaries during memory construction and retrieval. It assigns each memory an explicit functional role at write time, maintains relations across type-isolated memories, and selectively composes evidence only from necessary memory types, reducing contamination from irrelevant or functionally incompatible evidence. Across hallucination and long-horizon conversation benchmarks, MemGuard improves memory reliability by up to 28.27% while retrieving up to 5.8x fewer memory tokens than prior methods. These results suggest that reliable long-term reasoning depends on principled organization and selective use of heterogeneous memory.
Abstract:Large multimodal models (LMMs) have rapidly advanced in perception and reasoning; however, it remains unclear whether these capabilities generalize to discovering visually grounded solutions in open-ended environments, beyond pattern recognition. In such settings, intelligence requires more than answering well-posed questions: it involves identifying how elements in a scene can be repurposed in non-obvious yet physically feasible ways. This form of creative problem-solving is central to human intelligence, but remains largely untested in current benchmarks. To evaluate this ability, we introduce MM-CreativityBench, a benchmark for affordance-grounded creative tool use in visually rich, physically constrained environments. Each instance presents a scenario image with structured views of candidate entities and their parts, enabling fine-grained, interactive evaluation of how models iteratively inspect the scene, identify relevant affordances, and compose visually and physically grounded solutions. Our experiments show that current LMMs often fall short, not due to lack of generative capability, but because they do not sustain grounded exploration. Models often overlook relevant entities, under-examine critical parts, or hallucinate attributes not grounded in the image. Motivated by this failure mode, we propose affordance-grounded alignment, which casts creative tool use as a preference learning problem. Using Direct Preference Optimization, we encourage models to prefer attribute-affordance reasoning grounded in visual evidence over hallucinated alternatives. In addition, we incorporate supervision derived from an affordance knowledge base to guide broader entity exploration and multi-turn planning. Our results show consistent gains in selecting the correct entities and parts, while substantially reducing hallucination and grounding-related errors.
Abstract:Designing reward functions for agile robotic maneuvers in reinforcement learning remains difficult, and demonstration-based approaches often require reference motions that are unavailable for novel platforms or extreme stunts. We present LineRides, a line-guided learning framework that enables a custom bicycle robot to acquire diverse, commandable stunt behaviors from a user-provided spatial guideline and sparse key-orientations, without demonstrations or explicit timing. LineRides handles physically infeasible guidelines using a tracking margin that permits controlled deviation, resolves temporal ambiguity by measuring progress via traveled distance along the guideline, and disambiguates motion details through position- and sequence-based key-orientations. We evaluate LineRides on the Ultra Mobility Vehicle (UMV) and show that the policy trained with our methods supports seamless transitions between normal driving and stunt execution, enabling five distinct stunts on command: MiniHop, LargeHop, ThreePointTurn, Backflip, and DriftTurn.
Abstract:Recent advances in video generative models enable the synthesis of realistic human-object interaction videos across a wide range of scenarios and object categories, including complex dexterous manipulations that are difficult to capture with motion capture systems. While the rich interaction knowledge embedded in these synthetic videos holds strong potential for motion planning in dexterous robotic manipulation, their limited physical fidelity and purely 2D nature make them difficult to use directly as imitation targets in physics-based character control. We present DeVI (Dexterous Video Imitation), a novel framework that leverages text-conditioned synthetic videos to enable physically plausible dexterous agent control for interacting with unseen target objects. To overcome the imprecision of generative 2D cues, we introduce a hybrid tracking reward that integrates 3D human tracking with robust 2D object tracking. Unlike methods relying on high-quality 3D kinematic demonstrations, DeVI requires only the generated video, enabling zero-shot generalization across diverse objects and interaction types. Extensive experiments demonstrate that DeVI outperforms existing approaches that imitate 3D human-object interaction demonstrations, particularly in modeling dexterous hand-object interactions. We further validate the effectiveness of DeVI in multi-object scenes and text-driven action diversity, showcasing the advantage of using video as an HOI-aware motion planner.
Abstract:This work demonstrates a front-flip on bicycle robots via reinforcement learning, particularly by imitating reference motions that are infeasible and imperfect. To address this, we propose Iterative Motion Imitation(IMI), a method that iteratively imitates trajectories generated by prior policy rollouts. Starting from an initial reference that is kinematically or dynamically infeasible, IMI helps train policies that lead to feasible and agile behaviors. We demonstrate our method on Ultra-Mobility Vehicle (UMV), a bicycle robot that is designed to enable agile behaviors. From a self-colliding table-to-ground flip reference generated by a model-based controller, we are able to train policies that enable ground-to-ground and ground-to-table front-flips. We show that compared to a single-shot motion imitation, IMI results in policies with higher success rates and can transfer robustly to the real world. To our knowledge, this is the first unassisted acrobatic flip behavior on such a platform.
Abstract: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
Abstract:Modern Protein Language Models (PLMs) apply transformer-based model architectures from natural language processing to biological sequences, predicting a variety of protein functions and properties. However, protein language has key differences from natural language, such as a rich functional space despite a vocabulary of only 20 amino acids. These differences motivate research into how transformer-based architectures operate differently in the protein domain and how we can better leverage PLMs to solve protein-related tasks. In this work, we begin by directly comparing how the distribution of information stored across layers of attention heads differs between the protein and natural language domain. Furthermore, we adapt a simple early-exit technique-originally used in the natural language domain to improve efficiency at the cost of performance-to achieve both increased accuracy and substantial efficiency gains in protein non-structural property prediction by allowing the model to automatically select protein representations from the intermediate layers of the PLMs for the specific task and protein at hand. We achieve performance gains ranging from 0.4 to 7.01 percentage points while simultaneously improving efficiency by over 10 percent across models and non-structural prediction tasks. Our work opens up an area of research directly comparing how language models change behavior when moved into the protein domain and advances language modeling in biological domains.
Abstract:Visual Question Answering (VQA) often requires coupling fine-grained perception with factual knowledge beyond the input image. Prior multimodal Retrieval-Augmented Generation (MM-RAG) systems improve factual grounding but lack an internal policy for when and how to retrieve. We propose PixSearch, the first end-to-end Segmenting Large Multimodal Model (LMM) that unifies region-level perception and retrieval-augmented reasoning. During encoding, PixSearch emits <search> tokens to trigger retrieval, selects query modalities (text, image, or region), and generates pixel-level masks that directly serve as visual queries, eliminating the reliance on modular pipelines (detectors, segmenters, captioners, etc.). A two-stage supervised fine-tuning regimen with search-interleaved supervision teaches retrieval timing and query selection while preserving segmentation ability. On egocentric and entity-centric VQA benchmarks, PixSearch substantially improves factual consistency and generalization, yielding a 19.7% relative gain in accuracy on CRAG-MM compared to whole image retrieval, while retaining competitive reasoning performance on various VQA and text-only QA tasks.
Abstract:Overlapping calendar invitations force busy professionals to repeatedly decide which meetings to attend, reschedule, or decline. We refer to this preference-driven decision process as calendar conflict resolution. Automating such process is crucial yet challenging. Scheduling logistics drain hours, and human delegation often fails at scale, which motivate we to ask: Can we trust large language model (LLM) or language agent to manager time? To enable systematic study of this question, we introduce CalConflictBench, a benchmark for long-horizon calendar conflict resolution. Conflicts are presented sequentially and agents receive feedback after each round, requiring them to infer and adapt to user preferences progressively. Our experiments show that current LLM agents perform poorly with high error rates, e.g., Qwen-3-30B-Think has 35% average error rate. To address this gap, we propose PEARL, a reinforcement-learning framework that augments language agent with an external memory module and optimized round-wise reward design, enabling agent to progressively infer and adapt to user preferences on-the-fly. Experiments on CalConflictBench shows that PEARL achieves 0.76 error reduction rate, and 55% improvement in average error rate compared to the strongest baseline.
Abstract:Recent mesh generation approaches typically tokenize triangle meshes into sequences of tokens and train autoregressive models to generate these tokens sequentially. Despite substantial progress, such token sequences inevitably reuse vertices multiple times to fully represent manifold meshes, as each vertex is shared by multiple faces. This redundancy leads to excessively long token sequences and inefficient generation processes. In this paper, we propose an efficient framework that generates artistic meshes by treating vertices and faces separately, significantly reducing redundancy. We employ an autoregressive model solely for vertex generation, decreasing the token count to approximately 23\% of that required by the most compact existing tokenizer. Next, we leverage a bidirectional transformer to complete the mesh in a single step by capturing inter-vertex relationships and constructing the adjacency matrix that defines the mesh faces. To further improve the generation quality, we introduce a fidelity enhancer to refine vertex positioning into more natural arrangements and propose a post-processing framework to remove undesirable edge connections. Experimental results show that our method achieves more than 8$\times$ faster speed on mesh generation compared to state-of-the-art approaches, while producing higher mesh quality.