Abstract:Unsupervised reinforcement learning (URL) aims to learn general skills for unseen downstream tasks. Mutual Information Skill Learning (MISL) addresses URL by maximizing the mutual information between states and skills but lacks sufficient theoretical analysis, e.g., how well its learned skills can initialize a downstream task's policy. Our new theoretical analysis in this paper shows that the diversity and separability of learned skills are fundamentally critical to downstream task adaptation but MISL does not necessarily guarantee these properties. To complement MISL, we propose a novel disentanglement metric LSEPIN. Moreover, we build an information-geometric connection between LSEPIN and downstream task adaptation cost. For better geometric properties, we investigate a new strategy that replaces the KL divergence in information geometry with Wasserstein distance. We extend the geometric analysis to it, which leads to a novel skill-learning objective WSEP. It is theoretically justified to be helpful to downstream task adaptation and it is capable of discovering more initial policies for downstream tasks than MISL. We finally propose another Wasserstein distance-based algorithm PWSEP that can theoretically discover all optimal initial policies.
Abstract:Manipulation has long been a challenging task for robots, while humans can effortlessly perform complex interactions with objects, such as hanging a cup on the mug rack. A key reason is the lack of a large and uniform dataset for teaching robots manipulation skills. Current robot datasets often record robot action in different action spaces within a simple scene. This hinders the robot to learn a unified and robust action representation for different robots within diverse scenes. Observing how humans understand a manipulation task, we find that understanding how the objects should move in the 3D space is a critical clue for guiding actions. This clue is embodiment-agnostic and suitable for both humans and different robots. Motivated by this, we aim to learn a 3D flow world model from both human and robot manipulation data. This model predicts the future movement of the interacting objects in 3D space, guiding action planning for manipulation. Specifically, we synthesize a large-scale 3D optical flow dataset, named ManiFlow-110k, through a moving object auto-detect pipeline. A video diffusion-based world model then learns manipulation physics from these data, generating 3D optical flow trajectories conditioned on language instructions. With the generated 3D object optical flow, we propose a flow-guided rendering mechanism, which renders the predicted final state and leverages GPT-4o to assess whether the predicted flow aligns with the task description. This equips the robot with a closed-loop planning ability. Finally, we consider the predicted 3D optical flow as constraints for an optimization policy to determine a chunk of robot actions for manipulation. Extensive experiments demonstrate strong generalization across diverse robotic manipulation tasks and reliable cross-embodiment adaptation without hardware-specific training.
Abstract:Large Language Model-based multi-agent systems (MAS) have shown remarkable progress in solving complex tasks through collaborative reasoning and inter-agent critique. However, existing approaches typically treat each task in isolation, resulting in redundant computations and limited generalization across structurally similar tasks. To address this, we introduce multi-agent cross-task experiential learning (MAEL), a novel framework that endows LLM-driven agents with explicit cross-task learning and experience accumulation. We model the task-solving workflow on a graph-structured multi-agent collaboration network, where agents propagate information and coordinate via explicit connectivity. During the experiential learning phase, we quantify the quality for each step in the task-solving workflow and store the resulting rewards along with the corresponding inputs and outputs into each agent's individual experience pool. During inference, agents retrieve high-reward, task-relevant experiences as few-shot examples to enhance the effectiveness of each reasoning step, thereby enabling more accurate and efficient multi-agent collaboration. Experimental results on diverse datasets demonstrate that MAEL empowers agents to learn from prior task experiences effectively-achieving faster convergence and producing higher-quality solutions on current tasks.
Abstract:Recent advancements in Large Language Models (LLMs) and autonomous agents have demonstrated remarkable capabilities across various domains. However, standalone agents frequently encounter limitations when handling complex tasks that demand extensive interactions and substantial computational resources. Although Multi-Agent Systems (MAS) alleviate some of these limitations through collaborative mechanisms like task decomposition, iterative communication, and role specialization, they typically remain resource-unaware, incurring significant inefficiencies due to high token consumption and excessive execution time. To address these limitations, we propose a resource-aware multi-agent system -- Co-Saving (meaning that multiple agents collaboratively engage in resource-saving activities), which leverages experiential knowledge to enhance operational efficiency and solution quality. Our key innovation is the introduction of "shortcuts" -- instructional transitions learned from historically successful trajectories -- which allows to bypass redundant reasoning agents and expedite the collective problem-solving process. Experiments for software development tasks demonstrate significant advantages over existing methods. Specifically, compared to the state-of-the-art MAS ChatDev, our method achieves an average reduction of 50.85% in token usage, and improves the overall code quality by 10.06%.
Abstract:Large language models (LLMs) have achieved remarkable results across diverse downstream tasks, but their monolithic nature restricts scalability and efficiency in complex problem-solving. While recent research explores multi-agent collaboration among LLMs, most approaches rely on static organizational structures that struggle to adapt as task complexity and agent numbers grow, resulting in coordination overhead and inefficiencies. To this end, we propose a puppeteer-style paradigm for LLM-based multi-agent collaboration, where a centralized orchestrator ("puppeteer") dynamically directs agents ("puppets") in response to evolving task states. This orchestrator is trained via reinforcement learning to adaptively sequence and prioritize agents, enabling flexible and evolvable collective reasoning. Experiments on closed- and open-domain scenarios show that this method achieves superior performance with reduced computational costs. Analyses further reveal that the key improvements consistently stem from the emergence of more compact, cyclic reasoning structures under the orchestrator's evolution.
Abstract:The ability to simulate the effects of future actions on the world is a crucial ability of intelligent embodied agents, enabling agents to anticipate the effects of their actions and make plans accordingly. While a large body of existing work has explored how to construct such world models using video models, they are often myopic in nature, without any memory of a scene not captured by currently observed images, preventing agents from making consistent long-horizon plans in complex environments where many parts of the scene are partially observed. We introduce a new persistent embodied world model with an explicit memory of previously generated content, enabling much more consistent long-horizon simulation. During generation time, our video diffusion model predicts RGB-D video of the future observations of the agent. This generation is then aggregated into a persistent 3D map of the environment. By conditioning the video model on this 3D spatial map, we illustrate how this enables video world models to faithfully simulate both seen and unseen parts of the world. Finally, we illustrate the efficacy of such a world model in downstream embodied applications, enabling effective planning and policy learning.
Abstract:Knowledge Graph Completion (KGC), which aims to infer missing or incomplete facts, is a crucial task for KGs. However, integrating the vital structural information of KGs into Large Language Models (LLMs) and outputting predictions deterministically remains challenging. To address this, we propose a new method called GLTW, which encodes the structural information of KGs and merges it with LLMs to enhance KGC performance. Specifically, we introduce an improved Graph Transformer (iGT) that effectively encodes subgraphs with both local and global structural information and inherits the characteristics of language model, bypassing training from scratch. Also, we develop a subgraph-based multi-classification training objective, using all entities within KG as classification objects, to boost learning efficiency.Importantly, we combine iGT with an LLM that takes KG language prompts as input.Our extensive experiments on various KG datasets show that GLTW achieves significant performance gains compared to SOTA baselines.
Abstract:Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.
Abstract:Recent advancements in Multi-modal Large Language Models (MLLMs) have opened new avenues for applications in Embodied AI. Building on previous work, EgoThink, we introduce VidEgoThink, a comprehensive benchmark for evaluating egocentric video understanding capabilities. To bridge the gap between MLLMs and low-level control in Embodied AI, we design four key interrelated tasks: video question-answering, hierarchy planning, visual grounding and reward modeling. To minimize manual annotation costs, we develop an automatic data generation pipeline based on the Ego4D dataset, leveraging the prior knowledge and multimodal capabilities of GPT-4o. Three human annotators then filter the generated data to ensure diversity and quality, resulting in the VidEgoThink benchmark. We conduct extensive experiments with three types of models: API-based MLLMs, open-source image-based MLLMs, and open-source video-based MLLMs. Experimental results indicate that all MLLMs, including GPT-4o, perform poorly across all tasks related to egocentric video understanding. These findings suggest that foundation models still require significant advancements to be effectively applied to first-person scenarios in Embodied AI. In conclusion, VidEgoThink reflects a research trend towards employing MLLMs for egocentric vision, akin to human capabilities, enabling active observation and interaction in the complex real-world environments.
Abstract:While model fairness improvement has been explored previously, existing methods invariably rely on adjusting explicit sensitive attribute values in order to improve model fairness in downstream tasks. However, we observe a trend in which sensitive demographic information becomes inaccessible as public concerns around data privacy grow. In this paper, we propose a confidence-based hierarchical classifier structure called "Reckoner" for reliable fair model learning under the assumption of missing sensitive attributes. We first present results showing that if the dataset contains biased labels or other hidden biases, classifiers significantly increase the bias gap across different demographic groups in the subset with higher prediction confidence. Inspired by these findings, we devised a dual-model system in which a version of the model initialised with a high-confidence data subset learns from a version of the model initialised with a low-confidence data subset, enabling it to avoid biased predictions. Our experimental results show that Reckoner consistently outperforms state-of-the-art baselines in COMPAS dataset and New Adult dataset, considering both accuracy and fairness metrics.