Abstract:Long horizon interactive environments are a testbed for evaluating agents skill usage abilities. These environments demand multi step reasoning, the chaining of multiple skills over many timesteps, and robust decision making under delayed rewards and partial observability. Games are a good testbed for evaluating agent skill usage in environments. Large Language Models (LLMs) offer a promising alternative as game playing agents, but they often struggle with consistent long horizon decision making because they lack a mechanism to discover, retain, and reuse structured skills across episodes. We present COSPLAY, a co evolution framework in which an LLM decision agent retrieves skills from a learnable skill bank to guide action taking, while an agent managed skill pipeline discovers reusable skills from the agents unlabeled rollouts to form a skill bank. Our framework improves both the decision agent to learn better skill retrieval and action generation, while the skill bank agent continually extracts, refines, and updates skills together with their contracts. Experiments across six game environments show that COSPLAY with an 8B base model achieves over 25.1 percent average reward improvement against four frontier LLM baselines on single player game benchmarks while remaining competitive on multi player social reasoning games.
Abstract:Skill usage has become a core component of modern agent systems and can substantially improve agents' ability to complete complex tasks. In real-world settings, where agents must monitor and interact with numerous personal applications, web browsers, and other environment interfaces, skill libraries can scale to thousands of reusable skills. Scaling to larger skill sets introduces two key challenges. First, loading the full skill set saturates the context window, driving up token costs, hallucination, and latency. In this paper, we present Graph of Skills (GoS), an inference-time structural retrieval layer for large skill libraries. GoS constructs an executable skill graph offline from skill packages, then at inference time retrieves a bounded, dependency-aware skill bundle through hybrid semantic-lexical seeding, reverse-weighted Personalized PageRank, and context-budgeted hydration. On SkillsBench and ALFWorld, GoS improves average reward by 43.6% over the vanilla full skill-loading baseline while reducing input tokens by 37.8%, and generalizes across three model families: Claude Sonnet, GPT-5.2 Codex, and MiniMax. Additional ablation studies across skill libraries ranging from 200 to 2,000 skills further demonstrate that GoS consistently outperforms both vanilla skills loading and simple vector retrieval in balancing reward, token efficiency, and runtime.
Abstract:Vision-language-action (VLA) models enable robots to follow natural-language instructions grounded in visual observations, but the instruction channel also introduces a critical vulnerability: small textual perturbations can alter downstream robot behavior. Systematic robustness evaluation therefore requires a black-box attacker that can generate minimal yet effective instruction edits across diverse VLA models. To this end, we present SABER, an agent-centric approach for automatically generating instruction-based adversarial attacks on VLA models under bounded edit budgets. SABER uses a GRPO-trained ReAct attacker to generate small, plausible adversarial instruction edits using character-, token-, and prompt-level tools under a bounded edit budget that induces targeted behavioral degradation, including task failure, unnecessarily long execution, and increased constraint violations. On the LIBERO benchmark across six state-of-the-art VLA models, SABER reduces task success by 20.6%, increases action-sequence length by 55%, and raises constraint violations by 33%, while requiring 21.1% fewer tool calls and 54.7% fewer character edits than strong GPT-based baselines. These results show that small, plausible instruction edits are sufficient to substantially degrade robot execution, and that an agentic black-box pipeline offers a practical, scalable, and adaptive approach for red-teaming robotic foundation models.
Abstract:Self-evolving has emerged as a key paradigm for improving foundational models such as Large Language Models (LLMs) and Vision Language Models (VLMs) with minimal human intervention. While recent approaches have demonstrated that LLM agents can self-evolve from scratch with little to no data, VLMs introduce an additional visual modality that typically requires at least some seed data, such as images, to bootstrap the self-evolution process. In this work, we present Multi-model Multimodal Zero (MM-Zero), the first RL-based framework to achieve zero-data self-evolution for VLM reasoning. Moving beyond prior dual-role (Proposer and Solver) setups, MM-Zero introduces a multi-role self-evolving training framework comprising three specialized roles: a Proposer that generates abstract visual concepts and formulates questions; a Coder that translates these concepts into executable code (e.g., Python, SVG) to render visual images; and a Solver that performs multimodal reasoning over the generated visual content. All three roles are initialized from the same base model and trained using Group Relative Policy Optimization (GRPO), with carefully designed reward mechanisms that integrate execution feedback, visual verification, and difficulty balancing. Our experiments show that MM-Zero improves VLM reasoning performance across a wide range of multimodal benchmarks. MM-Zero establishes a scalable path toward self-evolving multi-model systems for multimodal models, extending the frontier of self-improvement beyond the conventional two-model paradigm.
Abstract:What role does the first frame play in video generation models? Traditionally, it's viewed as the spatial-temporal starting point of a video, merely a seed for subsequent animation. In this work, we reveal a fundamentally different perspective: video models implicitly treat the first frame as a conceptual memory buffer that stores visual entities for later reuse during generation. Leveraging this insight, we show that it's possible to achieve robust and generalized video content customization in diverse scenarios, using only 20-50 training examples without architectural changes or large-scale finetuning. This unveils a powerful, overlooked capability of video generation models for reference-based video customization.
Abstract:Evaluating open-ended long-form generation is challenging because it is hard to define what clearly separates good from bad outputs. Existing methods often miss key aspects like coherence, style, or relevance, or are biased by pretraining data, making open-ended long-form evaluation an underexplored problem. To address this gap, we propose PrefBERT, a scoring model for evaluating open-ended long-form generation in GRPO and guiding its training with distinct rewards for good and bad outputs. Trained on two response evaluation datasets with diverse long-form styles and Likert-rated quality, PrefBERT effectively supports GRPO by offering better semantic reward feedback than traditional metrics ROUGE-L and BERTScore do. Through comprehensive evaluations, including LLM-as-a-judge, human ratings, and qualitative analysis, we show that PrefBERT, trained on multi-sentence and paragraph-length responses, remains reliable across varied long passages and aligns well with the verifiable rewards GRPO needs. Human evaluations confirm that using PrefBERT as the reward signal to train policy models yields responses better aligned with human preferences than those trained with traditional metrics. Our code is available at https://github.com/zli12321/long_form_rl.
Abstract:Synthetic video generation with foundation models has gained attention for its realism and wide applications. While these models produce high-quality frames, they often fail to respect common sense and physical laws, resulting in abnormal content. Existing metrics like VideoScore emphasize general quality but ignore such violations and lack interpretability. A more insightful approach is using multi-modal large language models (MLLMs) as interpretable evaluators, as seen in FactScore. Yet, MLLMs' ability to detect abnormalities in synthetic videos remains underexplored. To address this, we introduce VideoHallu, a benchmark featuring synthetic videos from models like Veo2, Sora, and Kling, paired with expert-designed QA tasks solvable via human-level reasoning across various categories. We assess several SoTA MLLMs, including GPT-4o, Gemini-2.5-Pro, Qwen-2.5-VL, and newer models like Video-R1 and VideoChat-R1. Despite strong real-world performance on MVBench and MovieChat, these models still hallucinate on basic commonsense and physics tasks in synthetic settings, underscoring the challenge of hallucination. We further fine-tune SoTA MLLMs using Group Relative Policy Optimization (GRPO) on real and synthetic commonsense/physics data. Results show notable accuracy gains, especially with counterexample integration, advancing MLLMs' reasoning capabilities. Our data is available at https://github.com/zli12321/VideoHallu.




Abstract:Multimodal Vision Language Models (VLMs) have emerged as a transformative technology at the intersection of computer vision and natural language processing, enabling machines to perceive and reason about the world through both visual and textual modalities. For example, models such as CLIP, Claude, and GPT-4V demonstrate strong reasoning and understanding abilities on visual and textual data and beat classical single modality vision models on zero-shot classification. Despite their rapid advancements in research and growing popularity in applications, a comprehensive survey of existing studies on VLMs is notably lacking, particularly for researchers aiming to leverage VLMs in their specific domains. To this end, we provide a systematic overview of VLMs in the following aspects: model information of the major VLMs developed over the past five years (2019-2024); the main architectures and training methods of these VLMs; summary and categorization of the popular benchmarks and evaluation metrics of VLMs; the applications of VLMs including embodied agents, robotics, and video generation; the challenges and issues faced by current VLMs such as hallucination, fairness, and safety. Detailed collections including papers and model repository links are listed in https://github.com/zli12321/Awesome-VLM-Papers-And-Models.git.




Abstract:We introduce SOAR, a novel Self-supervised pretraining algorithm for aerial footage captured by Unmanned Aerial Vehicles (UAVs). We incorporate human object knowledge throughout the pretraining process to enhance UAV video pretraining efficiency and downstream action recognition performance. This is in contrast to prior works that primarily incorporate object information during the fine-tuning stage. Specifically, we first propose a novel object-aware masking strategy designed to retain the visibility of certain patches related to objects throughout the pretraining phase. Second, we introduce an object-aware loss function that utilizes object information to adjust the reconstruction loss, preventing bias towards less informative background patches. In practice, SOAR with a vanilla ViT backbone, outperforms best UAV action recognition models, recording a 9.7% and 21.4% boost in top-1 accuracy on the NEC-Drone and UAV-Human datasets, while delivering an inference speed of 18.7ms per video, making it 2x to 5x faster. Additionally, SOAR obtains comparable accuracy to prior self-supervised learning (SSL) methods while requiring 87.5% less pretraining time and 25% less memory usage




Abstract:Large vision-language models (LVLMs) hallucinate: certain context cues in an image may trigger the language module's overconfident and incorrect reasoning on abnormal or hypothetical objects. Though a few benchmarks have been developed to investigate LVLM hallucinations, they mainly rely on hand-crafted corner cases whose fail patterns may hardly generalize, and finetuning on them could undermine their validity. These motivate us to develop the first automatic benchmark generation approach, AUTOHALLUSION, that harnesses a few principal strategies to create diverse hallucination examples. It probes the language modules in LVLMs for context cues and uses them to synthesize images by: (1) adding objects abnormal to the context cues; (2) for two co-occurring objects, keeping one and excluding the other; or (3) removing objects closely tied to the context cues. It then generates image-based questions whose ground-truth answers contradict the language module's prior. A model has to overcome contextual biases and distractions to reach correct answers, while incorrect or inconsistent answers indicate hallucinations. AUTOHALLUSION enables us to create new benchmarks at the minimum cost and thus overcomes the fragility of hand-crafted benchmarks. It also reveals common failure patterns and reasons, providing key insights to detect, avoid, or control hallucinations. Comprehensive evaluations of top-tier LVLMs, e.g., GPT-4V(ision), Gemini Pro Vision, Claude 3, and LLaVA-1.5, show a 97.7% and 98.7% success rate of hallucination induction on synthetic and real-world datasets of AUTOHALLUSION, paving the way for a long battle against hallucinations.