Konkuk University
Abstract:Generating complete 3D scenes from a single image requires inferring globally consistent geometry, object relationships, and environmental context from inherently ambiguous visual evidence. Despite recent progress in joint layout-and-mesh generation, existing methods often rely on holistic or weakly decomposed pipelines that entangle many factors at once and demand extensive scene-level supervision, limiting their generalization to complex real-world environments. We propose a multi-agent orchestration framework that decomposes single-image 3D scene generation into three structured stages: scene initialization, environment construction, and multi-agent refinement. The initialization stage extracts image-derived object masks, builds object-level 3D representations, and predicts an initial spatial layout to form a coarse 3D scene. The environment-construction stage then leverages this initialization together with point-map geometry to build an environmental scaffold of supporting surfaces, room boundaries, materials, and illumination. Finally, in the refinement stage, a planner agent identifies structural and visual inconsistencies, applies simple corrections directly, and dispatches specialist agents for complex localized revisions that are reintegrated into the global scene. To provide reliable structural initialization while reducing reliance on scene-level annotations, we further introduce a geometry-aware layout predictor supervised by sparse geometric priors derived from point maps. Unlike fully supervised layout generators, the predictor can be trained from segmentation-level data and generalizes robustly to diverse real-world scenes. Extensive experiments on benchmark datasets show that our method consistently outperforms prior approaches in geometric accuracy, spatial consistency, and perceptual realism.
Abstract:Evaluating LLM-powered interactive social agents is challenging because socially relevant behaviors depend not only on isolated outputs, but also on prior interactions, social roles, and downstream actions. Existing methods typically allow a target agent to act freely in an environment and then score the resulting trajectory. However, this passive setup can miss capabilities that only become observable under specific social circumstances; for example, conflict handling may remain untested if no disagreement arises. We propose Online Agent-as-a-Judge, a situation-generating evaluation framework for interactive social agents. Online Agent-as-a-Judge deploys an in-world evaluator agent that interacts with the target agent through the environment's native dialogue and action protocol, actively eliciting situations relevant to the evaluation criteria. The resulting trajectories provide evidence for assessing both immediate responses and subsequent behavior. In a life-simulation environment with $32$ designer-authored social criteria, Online Agent-as-a-Judge improves criteria coverage and agreement with human labels, yielding more reliable evidence-grounded evaluations of behaviors that passive methods can leave unobserved.
Abstract:Planning for real-world problems by language models often involves both world and user constraints, which may not be fully specified upfront and are progressively disclosed through interaction. However, existing benchmarks still underexplore adaptive planning under such progressively revealed dual constraints. To address this gap, we introduce AdaPlanBench, a dynamic interactive benchmark for evaluating whether Large Language Model (LLM) agents can adaptively plan and re-plan under progressively revealed world and user constraints. AdaPlanBench is built on 307 household tasks, with a scalable constraint construction pipeline that augments each task with dual constraints. At runtime, agents interact with the environment in a multi-turn protocol where hidden constraints are revealed only when the agent proposes a plan that violates them, requiring iterative plan revision under accumulating feedback. This makes planning challenging, as agents must infer and track constraints from feedback while re-planning effectively. Experiments on ten leading LLMs show that adaptive planning under dual constraints remains challenging, with the best model reaching only 67.75% accuracy. We further observe that performance degrades as more constraints accumulate, with user constraints posing a particularly large challenge and failures often stemming from weaker physical grounding and reduced effectiveness. These results establish AdaPlanBench as a testbed for dual-constrained interactive planning and highlight the challenge of reliable adaptation to dynamically revealed constraints in LLM agents.
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.