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Jul 30

Proposer-Agent-Evaluator(PAE): Autonomous Skill Discovery For Foundation Model Internet Agents

The vision of a broadly capable and goal-directed agent, such as an Internet-browsing agent in the digital world and a household humanoid in the physical world, has rapidly advanced, thanks to the generalization capability of foundation models. Such a generalist agent needs to have a large and diverse skill repertoire, such as finding directions between two travel locations and buying specific items from the Internet. If each skill needs to be specified manually through a fixed set of human-annotated instructions, the agent's skill repertoire will necessarily be limited due to the quantity and diversity of human-annotated instructions. In this work, we address this challenge by proposing Proposer-Agent-Evaluator, an effective learning system that enables foundation model agents to autonomously discover and practice skills in the wild. At the heart of PAE is a context-aware task proposer that autonomously proposes tasks for the agent to practice with context information of the environment such as user demos or even just the name of the website itself for Internet-browsing agents. Then, the agent policy attempts those tasks with thoughts and actual grounded operations in the real world with resulting trajectories evaluated by an autonomous VLM-based success evaluator. The success evaluation serves as the reward signal for the agent to refine its policies through RL. We validate PAE on challenging vision-based web navigation, using both real-world and self-hosted websites from WebVoyager and WebArena.To the best of our knowledge, this work represents the first effective learning system to apply autonomous task proposal with RL for agents that generalizes real-world human-annotated benchmarks with SOTA performances. Our open-source checkpoints and code can be found in https://yanqval.github.io/PAE/

AgentRefine: Enhancing Agent Generalization through Refinement Tuning

Large Language Model (LLM) based agents have proved their ability to perform complex tasks like humans. However, there is still a large gap between open-sourced LLMs and commercial models like the GPT series. In this paper, we focus on improving the agent generalization capabilities of LLMs via instruction tuning. We first observe that the existing agent training corpus exhibits satisfactory results on held-in evaluation sets but fails to generalize to held-out sets. These agent-tuning works face severe formatting errors and are frequently stuck in the same mistake for a long while. We analyze that the poor generalization ability comes from overfitting to several manual agent environments and a lack of adaptation to new situations. They struggle with the wrong action steps and can not learn from the experience but just memorize existing observation-action relations. Inspired by the insight, we propose a novel AgentRefine framework for agent-tuning. The core idea is to enable the model to learn to correct its mistakes via observation in the trajectory. Specifically, we propose an agent synthesis framework to encompass a diverse array of environments and tasks and prompt a strong LLM to refine its error action according to the environment feedback. AgentRefine significantly outperforms state-of-the-art agent-tuning work in terms of generalization ability on diverse agent tasks. It also has better robustness facing perturbation and can generate diversified thought in inference. Our findings establish the correlation between agent generalization and self-refinement and provide a new paradigm for future research.

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

Dynamic population-based meta-learning for multi-agent communication with natural language

In this work, our goal is to train agents that can coordinate with seen, unseen as well as human partners in a multi-agent communication environment involving natural language. Previous work using a single set of agents has shown great progress in generalizing to known partners, however it struggles when coordinating with unfamiliar agents. To mitigate that, recent work explored the use of population-based approaches, where multiple agents interact with each other with the goal of learning more generic protocols. These methods, while able to result in good coordination between unseen partners, still only achieve so in cases of simple languages, thus failing to adapt to human partners using natural language. We attribute this to the use of static populations and instead propose a dynamic population-based meta-learning approach that builds such a population in an iterative manner. We perform a holistic evaluation of our method on two different referential games, and show that our agents outperform all prior work when communicating with seen partners and humans. Furthermore, we analyze the natural language generation skills of our agents, where we find that our agents also outperform strong baselines. Finally, we test the robustness of our agents when communicating with out-of-population agents and carefully test the importance of each component of our method through ablation studies.

AdaptAgent: Adapting Multimodal Web Agents with Few-Shot Learning from Human Demonstrations

State-of-the-art multimodal web agents, powered by Multimodal Large Language Models (MLLMs), can autonomously execute many web tasks by processing user instructions and interacting with graphical user interfaces (GUIs). Current strategies for building web agents rely on (i) the generalizability of underlying MLLMs and their steerability via prompting, and (ii) large-scale fine-tuning of MLLMs on web-related tasks. However, web agents still struggle to automate tasks on unseen websites and domains, limiting their applicability to enterprise-specific and proprietary platforms. Beyond generalization from large-scale pre-training and fine-tuning, we propose building agents for few-shot adaptability using human demonstrations. We introduce the AdaptAgent framework that enables both proprietary and open-weights multimodal web agents to adapt to new websites and domains using few human demonstrations (up to 2). Our experiments on two popular benchmarks -- Mind2Web & VisualWebArena -- show that using in-context demonstrations (for proprietary models) or meta-adaptation demonstrations (for meta-learned open-weights models) boosts task success rate by 3.36% to 7.21% over non-adapted state-of-the-art models, corresponding to a relative increase of 21.03% to 65.75%. Furthermore, our additional analyses (a) show the effectiveness of multimodal demonstrations over text-only ones, (b) shed light on the influence of different data selection strategies during meta-learning on the generalization of the agent, and (c) demonstrate the effect of number of few-shot examples on the web agent's success rate. Overall, our results unlock a complementary axis for developing widely applicable multimodal web agents beyond large-scale pre-training and fine-tuning, emphasizing few-shot adaptability.

AgentGym: Evolving Large Language Model-based Agents across Diverse Environments

Building generalist agents that can handle diverse tasks and evolve themselves across different environments is a long-term goal in the AI community. Large language models (LLMs) are considered a promising foundation to build such agents due to their generalized capabilities. Current approaches either have LLM-based agents imitate expert-provided trajectories step-by-step, requiring human supervision, which is hard to scale and limits environmental exploration; or they let agents explore and learn in isolated environments, resulting in specialist agents with limited generalization. In this paper, we take the first step towards building generally-capable LLM-based agents with self-evolution ability. We identify a trinity of ingredients: 1) diverse environments for agent exploration and learning, 2) a trajectory set to equip agents with basic capabilities and prior knowledge, and 3) an effective and scalable evolution method. We propose AgentGym, a new framework featuring a variety of environments and tasks for broad, real-time, uni-format, and concurrent agent exploration. AgentGym also includes a database with expanded instructions, a benchmark suite, and high-quality trajectories across environments. Next, we propose a novel method, AgentEvol, to investigate the potential of agent self-evolution beyond previously seen data across tasks and environments. Experimental results show that the evolved agents can achieve results comparable to SOTA models. We release the AgentGym suite, including the platform, dataset, benchmark, checkpoints, and algorithm implementations. The AgentGym suite is available on https://github.com/WooooDyy/AgentGym.

LearnAct: Few-Shot Mobile GUI Agent with a Unified Demonstration Benchmark

Mobile GUI agents show promise in automating tasks but face generalization challenges in diverse real-world scenarios. Traditional approaches using pre-training or fine-tuning with massive datasets struggle with the diversity of mobile applications and user-specific tasks. We propose enhancing mobile GUI agent capabilities through human demonstrations, focusing on improving performance in unseen scenarios rather than pursuing universal generalization through larger datasets. To realize this paradigm, we introduce LearnGUI, the first comprehensive dataset specifically designed for studying demonstration-based learning in mobile GUI agents, comprising 2,252 offline tasks and 101 online tasks with high-quality human demonstrations. We further develop LearnAct, a sophisticated multi-agent framework that automatically extracts knowledge from demonstrations to enhance task completion. This framework integrates three specialized agents: DemoParser for knowledge extraction, KnowSeeker for relevant knowledge retrieval, and ActExecutor for demonstration-enhanced task execution. Our experimental results show significant performance gains in both offline and online evaluations. In offline assessments, a single demonstration improves model performance, increasing Gemini-1.5-Pro's accuracy from 19.3% to 51.7%. In online evaluations, our framework enhances UI-TARS-7B-SFT's task success rate from 18.1% to 32.8%. LearnAct framework and LearnGUI benchmark establish demonstration-based learning as a promising direction for more adaptable, personalized, and deployable mobile GUI agents.

AgentTuning: Enabling Generalized Agent Abilities for LLMs

Open large language models (LLMs) with great performance in various tasks have significantly advanced the development of LLMs. However, they are far inferior to commercial models such as ChatGPT and GPT-4 when acting as agents to tackle complex tasks in the real world. These agent tasks employ LLMs as the central controller responsible for planning, memorization, and tool utilization, necessitating both fine-grained prompting methods and robust LLMs to achieve satisfactory performance. Though many prompting methods have been proposed to complete particular agent tasks, there is lack of research focusing on improving the agent capabilities of LLMs themselves without compromising their general abilities. In this work, we present AgentTuning, a simple and general method to enhance the agent abilities of LLMs while maintaining their general LLM capabilities. We construct AgentInstruct, a lightweight instruction-tuning dataset containing high-quality interaction trajectories. We employ a hybrid instruction-tuning strategy by combining AgentInstruct with open-source instructions from general domains. AgentTuning is used to instruction-tune the Llama 2 series, resulting in AgentLM. Our evaluations show that AgentTuning enables LLMs' agent capabilities without compromising general abilities. The AgentLM-70B is comparable to GPT-3.5-turbo on unseen agent tasks, demonstrating generalized agent capabilities. We open source the AgentInstruct and AgentLM-7B, 13B, and 70B models at https://github.com/THUDM/AgentTuning , serving open and powerful alternatives to commercial LLMs for agent tasks.

Mind2Web: Towards a Generalist Agent for the Web

We introduce Mind2Web, the first dataset for developing and evaluating generalist agents for the web that can follow language instructions to complete complex tasks on any website. Existing datasets for web agents either use simulated websites or only cover a limited set of websites and tasks, thus not suitable for generalist web agents. With over 2,000 open-ended tasks collected from 137 websites spanning 31 domains and crowdsourced action sequences for the tasks, Mind2Web provides three necessary ingredients for building generalist web agents: 1) diverse domains, websites, and tasks, 2) use of real-world websites instead of simulated and simplified ones, and 3) a broad spectrum of user interaction patterns. Based on Mind2Web, we conduct an initial exploration of using large language models (LLMs) for building generalist web agents. While the raw HTML of real-world websites are often too large to be fed to LLMs, we show that first filtering it with a small LM significantly improves the effectiveness and efficiency of LLMs. Our solution demonstrates a decent level of performance, even on websites or entire domains the model has never seen before, but there is still a substantial room to improve towards truly generalizable agents. We open-source our dataset, model implementation, and trained models (https://osu-nlp-group.github.io/Mind2Web) to facilitate further research on building a generalist agent for the web.

Agent S2: A Compositional Generalist-Specialist Framework for Computer Use Agents

Computer use agents automate digital tasks by directly interacting with graphical user interfaces (GUIs) on computers and mobile devices, offering significant potential to enhance human productivity by completing an open-ended space of user queries. However, current agents face significant challenges: imprecise grounding of GUI elements, difficulties with long-horizon task planning, and performance bottlenecks from relying on single generalist models for diverse cognitive tasks. To this end, we introduce Agent S2, a novel compositional framework that delegates cognitive responsibilities across various generalist and specialist models. We propose a novel Mixture-of-Grounding technique to achieve precise GUI localization and introduce Proactive Hierarchical Planning, dynamically refining action plans at multiple temporal scales in response to evolving observations. Evaluations demonstrate that Agent S2 establishes new state-of-the-art (SOTA) performance on three prominent computer use benchmarks. Specifically, Agent S2 achieves 18.9% and 32.7% relative improvements over leading baseline agents such as Claude Computer Use and UI-TARS on the OSWorld 15-step and 50-step evaluation. Moreover, Agent S2 generalizes effectively to other operating systems and applications, surpassing previous best methods by 52.8% on WindowsAgentArena and by 16.52% on AndroidWorld relatively. Code available at https://github.com/simular-ai/Agent-S.

Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning

In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.

CLIN: A Continually Learning Language Agent for Rapid Task Adaptation and Generalization

Language agents have shown some ability to interact with an external environment, e.g., a virtual world such as ScienceWorld, to perform complex tasks, e.g., growing a plant, without the startup costs of reinforcement learning. However, despite their zero-shot capabilities, these agents to date do not continually improve over time beyond performance refinement on a specific task. Here we present CLIN, the first language-based agent to achieve this, so that it continually improves over multiple trials, including when both the environment and task are varied, and without requiring parameter updates. Our approach is to use a persistent, dynamic, textual memory centered on causal abstractions (rather than general "helpful hints") that is regularly updated after each trial so that the agent gradually learns useful knowledge for new trials. In the ScienceWorld benchmark, CLIN is able to continually improve on repeated trials on the same task and environment, outperforming state-of-the-art reflective language agents like Reflexion by 23 absolute points. CLIN can also transfer its learning to new environments (or new tasks), improving its zero-shot performance by 4 points (13 for new tasks) and can further improve performance there through continual memory updates, enhancing performance by an additional 17 points (7 for new tasks). This suggests a new architecture for agents built on frozen models that can still continually and rapidly improve over time.

Meta Automatic Curriculum Learning

A major challenge in the Deep RL (DRL) community is to train agents able to generalize their control policy over situations never seen in training. Training on diverse tasks has been identified as a key ingredient for good generalization, which pushed researchers towards using rich procedural task generation systems controlled through complex continuous parameter spaces. In such complex task spaces, it is essential to rely on some form of Automatic Curriculum Learning (ACL) to adapt the task sampling distribution to a given learning agent, instead of randomly sampling tasks, as many could end up being either trivial or unfeasible. Since it is hard to get prior knowledge on such task spaces, many ACL algorithms explore the task space to detect progress niches over time, a costly tabula-rasa process that needs to be performed for each new learning agents, although they might have similarities in their capabilities profiles. To address this limitation, we introduce the concept of Meta-ACL, and formalize it in the context of black-box RL learners, i.e. algorithms seeking to generalize curriculum generation to an (unknown) distribution of learners. In this work, we present AGAIN, a first instantiation of Meta-ACL, and showcase its benefits for curriculum generation over classical ACL in multiple simulated environments including procedurally generated parkour environments with learners of varying morphologies. Videos and code are available at https://sites.google.com/view/meta-acl .

AgentGen: Enhancing Planning Abilities for Large Language Model based Agent via Environment and Task Generation

Large Language Model (LLM) based agents have garnered significant attention and are becoming increasingly popular. Furthermore, planning ability is a crucial component of an LLM-based agent, involving interaction with the environment and executing actions to complete a planning task, which generally entails achieving a desired goal from an initial state. This paper investigates enhancing the planning abilities of LLMs through instruction tuning, referred to as agent training. Recent studies have demonstrated that utilizing expert-level trajectory for instruction-tuning LLMs effectively enhances their planning capabilities. However, existing work primarily focuses on synthesizing trajectories from manually designed planning tasks and environments. The labor-intensive nature of creating these environments and tasks impedes the generation of sufficiently varied and extensive trajectories. To address this limitation, this paper explores the automated synthesis of diverse environments and a gradual range of planning tasks, from easy to difficult. We introduce a framework, AgentGen, that leverages LLMs first to generate environments and subsequently generate planning tasks conditioned on these environments. Specifically, to improve environmental diversity, we propose using an inspiration corpus composed of various domain-specific text segments as the context for synthesizing environments. Moreover, to increase the difficulty diversity of generated planning tasks, we propose a bidirectional evolution method, Bi-Evol, that evolves planning tasks from easier and harder directions to synthesize a task set with a smoother difficulty curve. The evaluation results derived from AgentBoard show that AgentGen greatly improves LLMs' planning ability, e.g., the AgentGen instruction-tuned Llama-3 8B surpasses GPT-3.5 in overall performance. Moreover, in certain tasks, it even outperforms GPT-4.

Self-Adapting Improvement Loops for Robotic Learning

Video generative models trained on expert demonstrations have been utilized as performant text-conditioned visual planners for solving robotic tasks. However, generalization to unseen tasks remains a challenge. Whereas improved generalization may be facilitated by leveraging learned prior knowledge from additional pre-collected offline data sources, such as web-scale video datasets, in the era of experience we aim to design agents that can continuously improve in an online manner from self-collected behaviors. In this work we thus propose the Self-Adapting Improvement Loop (SAIL), where an in-domain video model iteratively updates itself on self-produced trajectories, collected through adaptation with an internet-scale pretrained video model, and steadily improves its performance for a specified task of interest. We apply SAIL to a diverse suite of MetaWorld tasks, as well as two manipulation tasks on a real robot arm, and find that performance improvements continuously emerge over multiple iterations for novel tasks initially unseen during original in-domain video model training. Furthermore, we discover that SAIL is surprisingly robust regarding if and how the self-collected experience is filtered, and the quality of the initial in-domain demonstrations. Through adaptation with summarized internet-scale data, and learning through online experience, we thus demonstrate a way to iteratively bootstrap a high-performance video model for solving novel robotic tasks through self-improvement.

Towards General Computer Control: A Multimodal Agent for Red Dead Redemption II as a Case Study

Despite the success in specific tasks and scenarios, existing foundation agents, empowered by large models (LMs) and advanced tools, still cannot generalize to different scenarios, mainly due to dramatic differences in the observations and actions across scenarios. In this work, we propose the General Computer Control (GCC) setting: building foundation agents that can master any computer task by taking only screen images (and possibly audio) of the computer as input, and producing keyboard and mouse operations as output, similar to human-computer interaction. The main challenges of achieving GCC are: 1) the multimodal observations for decision-making, 2) the requirements of accurate control of keyboard and mouse, 3) the need for long-term memory and reasoning, and 4) the abilities of efficient exploration and self-improvement. To target GCC, we introduce Cradle, an agent framework with six main modules, including: 1) information gathering to extract multi-modality information, 2) self-reflection to rethink past experiences, 3) task inference to choose the best next task, 4) skill curation for generating and updating relevant skills for given tasks, 5) action planning to generate specific operations for keyboard and mouse control, and 6) memory for storage and retrieval of past experiences and known skills. To demonstrate the capabilities of generalization and self-improvement of Cradle, we deploy it in the complex AAA game Red Dead Redemption II, serving as a preliminary attempt towards GCC with a challenging target. To our best knowledge, our work is the first to enable LMM-based agents to follow the main storyline and finish real missions in complex AAA games, with minimal reliance on prior knowledge or resources. The project website is at https://baai-agents.github.io/Cradle/.

Thinking Beyond Tokens: From Brain-Inspired Intelligence to Cognitive Foundations for Artificial General Intelligence and its Societal Impact

Can machines truly think, reason and act in domains like humans? This enduring question continues to shape the pursuit of Artificial General Intelligence (AGI). Despite the growing capabilities of models such as GPT-4.5, DeepSeek, Claude 3.5 Sonnet, Phi-4, and Grok 3, which exhibit multimodal fluency and partial reasoning, these systems remain fundamentally limited by their reliance on token-level prediction and lack of grounded agency. This paper offers a cross-disciplinary synthesis of AGI development, spanning artificial intelligence, cognitive neuroscience, psychology, generative models, and agent-based systems. We analyze the architectural and cognitive foundations of general intelligence, highlighting the role of modular reasoning, persistent memory, and multi-agent coordination. In particular, we emphasize the rise of Agentic RAG frameworks that combine retrieval, planning, and dynamic tool use to enable more adaptive behavior. We discuss generalization strategies, including information compression, test-time adaptation, and training-free methods, as critical pathways toward flexible, domain-agnostic intelligence. Vision-Language Models (VLMs) are reexamined not just as perception modules but as evolving interfaces for embodied understanding and collaborative task completion. We also argue that true intelligence arises not from scale alone but from the integration of memory and reasoning: an orchestration of modular, interactive, and self-improving components where compression enables adaptive behavior. Drawing on advances in neurosymbolic systems, reinforcement learning, and cognitive scaffolding, we explore how recent architectures begin to bridge the gap between statistical learning and goal-directed cognition. Finally, we identify key scientific, technical, and ethical challenges on the path to AGI.

Breaking the Data Barrier -- Building GUI Agents Through Task Generalization

Graphical User Interface (GUI) agents offer cross-platform solutions for automating complex digital tasks, with significant potential to transform productivity workflows. However, their performance is often constrained by the scarcity of high-quality trajectory data. To address this limitation, we propose training Vision Language Models (VLMs) on data-rich, reasoning-intensive tasks during a dedicated mid-training stage, and then examine how incorporating these tasks facilitates generalization to GUI planning scenarios. Specifically, we explore a range of tasks with readily available instruction-tuning data, including GUI perception, multimodal reasoning, and textual reasoning. Through extensive experiments across 11 mid-training tasks, we demonstrate that: (1) Task generalization proves highly effective, yielding substantial improvements across most settings. For instance, multimodal mathematical reasoning enhances performance on AndroidWorld by an absolute 6.3%. Remarkably, text-only mathematical data significantly boosts GUI web agent performance, achieving a 5.6% improvement on WebArena and 5.4% improvement on AndroidWorld, underscoring notable cross-modal generalization from text-based to visual domains; (2) Contrary to prior assumptions, GUI perception data - previously considered closely aligned with GUI agent tasks and widely utilized for training - has a comparatively limited impact on final performance; (3) Building on these insights, we identify the most effective mid-training tasks and curate optimized mixture datasets, resulting in absolute performance gains of 8.0% on WebArena and 12.2% on AndroidWorld. Our work provides valuable insights into cross-domain knowledge transfer for GUI agents and offers a practical approach to addressing data scarcity challenges in this emerging field. The code, data and models will be available at https://github.com/hkust-nlp/GUIMid.

A Benchmark for Generalizing Across Diverse Team Strategies in Competitive Pokémon

Developing AI agents that can robustly adapt to dramatically different strategic landscapes without retraining is a central challenge for multi-agent learning. Pok\'emon Video Game Championships (VGC) is a domain with an extraordinarily large space of possible team configurations of approximately 10^{139} - far larger than those of Dota or Starcraft. The highly discrete, combinatorial nature of team building in Pok\'emon VGC causes optimal strategies to shift dramatically depending on both the team being piloted and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies human-play datasets and a range of baselines - from large-language-model agents and behavior cloning to reinforcement learning and empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated on a single-team configuration, our methods are able to win against a professional VGC competitor. We extensively evaluated all baseline methods over progressively larger team sets and find that even the best-performing algorithm in the single-team setting struggles at scaling up as team size grows. Thus, policy generalization across diverse team strategies remains an open challenge for the community. Our code is open sourced at https://github.com/cameronangliss/VGC-Bench.

ProAgent: Building Proactive Cooperative AI with Large Language Models

Building AIs with adaptive behaviors in human-AI cooperation stands as a pivotal focus in AGI research. Current methods for developing cooperative agents predominantly rely on learning-based methods, where policy generalization heavily hinges on past interactions with specific teammates. These approaches constrain the agent's capacity to recalibrate its strategy when confronted with novel teammates. We propose ProAgent, a novel framework that harnesses large language models (LLMs) to fashion a proactive agent empowered with the ability to anticipate teammates' forthcoming decisions and formulate enhanced plans for itself. ProAgent excels at cooperative reasoning with the capacity to dynamically adapt its behavior to enhance collaborative efforts with teammates. Moreover, the ProAgent framework exhibits a high degree of modularity and interpretability, facilitating seamless integration to address a wide array of coordination scenarios. Experimental evaluations conducted within the framework of Overcook-AI unveil the remarkable performance superiority of ProAgent, outperforming five methods based on self-play and population-based training in cooperation with AI agents. Further, when cooperating with human proxy models, its performance exhibits an average improvement exceeding 10\% compared to the current state-of-the-art, COLE. The advancement was consistently observed across diverse scenarios involving interactions with both AI agents of varying characteristics and human counterparts. These findings inspire future research for human-robot collaborations. For a hands-on demonstration, please visit https://pku-proagent.github.io.

Enhancing the General Agent Capabilities of Low-Parameter LLMs through Tuning and Multi-Branch Reasoning

Open-source pre-trained Large Language Models (LLMs) exhibit strong language understanding and generation capabilities, making them highly successful in a variety of tasks. However, when used as agents for dealing with complex problems in the real world, their performance is far inferior to large commercial models such as ChatGPT and GPT-4. As intelligent agents, LLMs need to have the capabilities of task planning, long-term memory, and the ability to leverage external tools to achieve satisfactory performance. Various methods have been proposed to enhance the agent capabilities of LLMs. On the one hand, methods involve constructing agent-specific data and fine-tuning the models. On the other hand, some methods focus on designing prompts that effectively activate the reasoning abilities of the LLMs. We explore both strategies on the 7B and 13B models. We propose a comprehensive method for constructing agent-specific data using GPT-4. Through supervised fine-tuning with constructed data, we find that for these models with a relatively small number of parameters, supervised fine-tuning can significantly reduce hallucination outputs and formatting errors in agent tasks. Furthermore, techniques such as multi-path reasoning and task decomposition can effectively decrease problem complexity and enhance the performance of LLMs as agents. We evaluate our method on five agent tasks of AgentBench and achieve satisfactory results.

Meta-DT: Offline Meta-RL as Conditional Sequence Modeling with World Model Disentanglement

A longstanding goal of artificial general intelligence is highly capable generalists that can learn from diverse experiences and generalize to unseen tasks. The language and vision communities have seen remarkable progress toward this trend by scaling up transformer-based models trained on massive datasets, while reinforcement learning (RL) agents still suffer from poor generalization capacity under such paradigms. To tackle this challenge, we propose Meta Decision Transformer (Meta-DT), which leverages the sequential modeling ability of the transformer architecture and robust task representation learning via world model disentanglement to achieve efficient generalization in offline meta-RL. We pretrain a context-aware world model to learn a compact task representation, and inject it as a contextual condition to the causal transformer to guide task-oriented sequence generation. Then, we subtly utilize history trajectories generated by the meta-policy as a self-guided prompt to exploit the architectural inductive bias. We select the trajectory segment that yields the largest prediction error on the pretrained world model to construct the prompt, aiming to encode task-specific information complementary to the world model maximally. Notably, the proposed framework eliminates the requirement of any expert demonstration or domain knowledge at test time. Experimental results on MuJoCo and Meta-World benchmarks across various dataset types show that Meta-DT exhibits superior few and zero-shot generalization capacity compared to strong baselines while being more practical with fewer prerequisites. Our code is available at https://github.com/NJU-RL/Meta-DT.

RoboMatrix: A Skill-centric Hierarchical Framework for Scalable Robot Task Planning and Execution in Open-World

Existing policy learning methods predominantly adopt the task-centric paradigm, necessitating the collection of task data in an end-to-end manner. Consequently, the learned policy tends to fail to tackle novel tasks. Moreover, it is hard to localize the errors for a complex task with multiple stages due to end-to-end learning. To address these challenges, we propose RoboMatrix, a skill-centric and hierarchical framework for scalable task planning and execution. We first introduce a novel skill-centric paradigm that extracts the common meta-skills from different complex tasks. This allows for the capture of embodied demonstrations through a kill-centric approach, enabling the completion of open-world tasks by combining learned meta-skills. To fully leverage meta-skills, we further develop a hierarchical framework that decouples complex robot tasks into three interconnected layers: (1) a high-level modular scheduling layer; (2) a middle-level skill layer; and (3) a low-level hardware layer. Experimental results illustrate that our skill-centric and hierarchical framework achieves remarkable generalization performance across novel objects, scenes, tasks, and embodiments. This framework offers a novel solution for robot task planning and execution in open-world scenarios. Our software and hardware are available at https://github.com/WayneMao/RoboMatrix.

AgentStore: Scalable Integration of Heterogeneous Agents As Specialized Generalist Computer Assistant

Digital agents capable of automating complex computer tasks have attracted considerable attention due to their immense potential to enhance human-computer interaction. However, existing agent methods exhibit deficiencies in their generalization and specialization capabilities, especially in handling open-ended computer tasks in real-world environments. Inspired by the rich functionality of the App store, we present AgentStore, a scalable platform designed to dynamically integrate heterogeneous agents for automating computer tasks. AgentStore empowers users to integrate third-party agents, allowing the system to continuously enrich its capabilities and adapt to rapidly evolving operating systems. Additionally, we propose a novel core MetaAgent with the AgentToken strategy to efficiently manage diverse agents and utilize their specialized and generalist abilities for both domain-specific and system-wide tasks. Extensive experiments on three challenging benchmarks demonstrate that AgentStore surpasses the limitations of previous systems with narrow capabilities, particularly achieving a significant improvement from 11.21\% to 23.85\% on the OSWorld benchmark, more than doubling the previous results. Comprehensive quantitative and qualitative results further demonstrate AgentStore's ability to enhance agent systems in both generalization and specialization, underscoring its potential for developing the specialized generalist computer assistant. All our codes will be made publicly available in https://chengyou-jia.github.io/AgentStore-Home.

Contrastive learning-based agent modeling for deep reinforcement learning

Multi-agent systems often require agents to collaborate with or compete against other agents with diverse goals, behaviors, or strategies. Agent modeling is essential when designing adaptive policies for intelligent machine agents in multiagent systems, as this is the means by which the ego agent understands other agents' behavior and extracts their meaningful policy representations. These representations can be used to enhance the ego agent's adaptive policy which is trained by reinforcement learning. However, existing agent modeling approaches typically assume the availability of local observations from other agents (modeled agents) during training or a long observation trajectory for policy adaption. To remove these constrictive assumptions and improve agent modeling performance, we devised a Contrastive Learning-based Agent Modeling (CLAM) method that relies only on the local observations from the ego agent during training and execution. With these observations, CLAM is capable of generating consistent high-quality policy representations in real-time right from the beginning of each episode. We evaluated the efficacy of our approach in both cooperative and competitive multi-agent environments. Our experiments demonstrate that our approach achieves state-of-the-art on both cooperative and competitive tasks, highlighting the potential of contrastive learning-based agent modeling for enhancing reinforcement learning.

Alita: Generalist Agent Enabling Scalable Agentic Reasoning with Minimal Predefinition and Maximal Self-Evolution

Recent advances in large language models (LLMs) have enabled agents to autonomously perform complex, open-ended tasks. However, many existing frameworks depend heavily on manually predefined tools and workflows, which hinder their adaptability, scalability, and generalization across domains. In this work, we introduce Alita--a generalist agent designed with the principle of "Simplicity is the ultimate sophistication," enabling scalable agentic reasoning through minimal predefinition and maximal self-evolution. For minimal predefinition, Alita is equipped with only one component for direct problem-solving, making it much simpler and neater than previous approaches that relied heavily on hand-crafted, elaborate tools and workflows. This clean design enhances its potential to generalize to challenging questions, without being limited by tools. For Maximal self-evolution, we enable the creativity of Alita by providing a suite of general-purpose components to autonomously construct, refine, and reuse external capabilities by generating task-related model context protocols (MCPs) from open source, which contributes to scalable agentic reasoning. Notably, Alita achieves 75.15% pass@1 and 87.27% pass@3 accuracy, which is top-ranking among general-purpose agents, on the GAIA benchmark validation dataset, 74.00% and 52.00% pass@1, respectively, on Mathvista and PathVQA, outperforming many agent systems with far greater complexity. More details will be updated at https://github.com/CharlesQ9/Alita{https://github.com/CharlesQ9/Alita}.

AgentOrchestra: A Hierarchical Multi-Agent Framework for General-Purpose Task Solving

Recent advances in agent systems based on large language models (LLMs) have demonstrated strong capabilities in solving complex tasks. However, most current methods lack mechanisms for coordinating specialized agents and have limited ability to generalize to new or diverse domains. We introduce \projectname, a hierarchical multi-agent framework for general-purpose task solving that integrates high-level planning with modular agent collaboration. Inspired by the way a conductor orchestrates a symphony and guided by the principles of extensibility, multimodality, modularity, and coordination, \projectname features a central planning agent that decomposes complex objectives and delegates sub-tasks to a team of specialized agents. Each sub-agent is equipped with general programming and analytical tools, as well as abilities to tackle a wide range of real-world specific tasks, including data analysis, file operations, web navigation, and interactive reasoning in dynamic multimodal environments. \projectname supports flexible orchestration through explicit sub-goal formulation, inter-agent communication, and adaptive role allocation. We evaluate the framework on three widely used benchmark datasets covering various real-world tasks, searching web pages, reasoning over heterogeneous modalities, etc. Experimental results demonstrate that \projectname consistently outperforms flat-agent and monolithic baselines in task success rate and adaptability. These findings highlight the effectiveness of hierarchical organization and role specialization in building scalable and general-purpose LLM-based agent systems.

Skill Expansion and Composition in Parameter Space

Humans excel at reusing prior knowledge to address new challenges and developing skills while solving problems. This paradigm becomes increasingly popular in the development of autonomous agents, as it develops systems that can self-evolve in response to new challenges like human beings. However, previous methods suffer from limited training efficiency when expanding new skills and fail to fully leverage prior knowledge to facilitate new task learning. In this paper, we propose Parametric Skill Expansion and Composition (PSEC), a new framework designed to iteratively evolve the agents' capabilities and efficiently address new challenges by maintaining a manageable skill library. This library can progressively integrate skill primitives as plug-and-play Low-Rank Adaptation (LoRA) modules in parameter-efficient finetuning, facilitating efficient and flexible skill expansion. This structure also enables the direct skill compositions in parameter space by merging LoRA modules that encode different skills, leveraging shared information across skills to effectively program new skills. Based on this, we propose a context-aware module to dynamically activate different skills to collaboratively handle new tasks. Empowering diverse applications including multi-objective composition, dynamics shift, and continual policy shift, the results on D4RL, DSRL benchmarks, and the DeepMind Control Suite show that PSEC exhibits superior capacity to leverage prior knowledge to efficiently tackle new challenges, as well as expand its skill libraries to evolve the capabilities. Project website: https://ltlhuuu.github.io/PSEC/.

Adapting LLM Agents Through Communication

Recent advancements in large language models (LLMs) have shown potential for human-like agents. To help these agents adapt to new tasks without extensive human supervision, we propose the Learning through Communication (LTC) paradigm, a novel training approach enabling LLM agents to improve continuously through interactions with their environments and other agents. Recent advancements in large language models (LLMs) have shown potential for human-like agents. To help these agents adapt to new tasks without extensive human supervision, we propose the Learning through Communication (LTC) paradigm, a novel training approach enabling LLM agents to improve continuously through interactions with their environments and other agents. Through iterative exploration and PPO training, LTC empowers the agent to assimilate short-term experiences into long-term memory. To optimize agent interactions for task-specific learning, we introduce three structured communication patterns: Monologue, Dialogue, and Analogue-tailored for common tasks such as decision-making, knowledge-intensive reasoning, and numerical reasoning. We evaluated LTC on three datasets: ALFWorld (decision-making), HotpotQA (knowledge-intensive reasoning), and GSM8k (numerical reasoning). On ALFWorld, it exceeds the instruction tuning baseline by 12% in success rate. On HotpotQA, LTC surpasses the instruction-tuned LLaMA-7B agent by 5.1% in EM score, and it outperforms the instruction-tuned 9x larger PaLM-62B agent by 0.6%. On GSM8k, LTC outperforms the CoT-Tuning baseline by 3.6% in accuracy. The results showcase the versatility and efficiency of the LTC approach across diverse domains. We will open-source our code to promote further development of the community.

EnvGen: Generating and Adapting Environments via LLMs for Training Embodied Agents

Recent SOTA approaches for embodied learning via interaction directly employ large language models (LLMs) as agents to determine the next steps in an environment. Due to their world knowledge and reasoning capabilities, LLM agents achieve stronger performance than previous smaller agents based on reinforcement learning (RL); however, frequently calling LLMs is slow and expensive. Instead of directly employing LLMs as agents, can we use LLMs' reasoning capabilities to adaptively create training environments to help smaller embodied RL agents learn useful skills that they are weak at? We propose EnvGen, a novel framework to address this question. First, we prompt an LLM to generate training environments that allow agents to quickly learn different tasks in parallel. Concretely, the LLM is given the task description and simulator objectives that the agents should learn and is then asked to generate a set of environment configurations (e.g., different terrains, items given to agents, etc.). Next, we train a small RL agent in a mixture of the original and LLM-generated environments. Then, we enable the LLM to continuously adapt the generated environments to progressively improve the skills that the agent is weak at, by providing feedback to the LLM in the form of the agent's performance. We demonstrate the usefulness of EnvGen with comprehensive experiments in Crafter and Heist environments. We find that a small RL agent trained with EnvGen can outperform SOTA methods, including a GPT-4 agent, and learns long-horizon tasks significantly faster. We show qualitatively how the LLM adapts training environments to help improve RL agents' weaker skills over time. Additionally, EnvGen is substantially more efficient as it only uses a small number of LLM calls (e.g., 4 in total), whereas LLM agents require thousands of LLM calls. Lastly, we present detailed ablation studies for our design choices.

RIG: Synergizing Reasoning and Imagination in End-to-End Generalist Policy

Reasoning before action and imagining potential outcomes (i.e., world models) are essential for embodied agents operating in complex open-world environments. Yet, prior work either incorporates only one of these abilities in an end-to-end agent or integrates multiple specialized models into an agent system, limiting the learning efficiency and generalization of the policy. Thus, this paper makes the first attempt to synergize Reasoning and Imagination in an end-to-end Generalist policy, termed RIG. To train RIG in an end-to-end manner, we construct a data pipeline that progressively integrates and enriches the content of imagination and reasoning in the trajectories collected from existing agents. The joint learning of reasoning and next image generation explicitly models the inherent correlation between reasoning, action, and dynamics of environments, and thus exhibits more than 17times sample efficiency improvements and generalization in comparison with previous works. During inference, RIG first reasons about the next action, produces potential action, and then predicts the action outcomes, which offers the agent a chance to review and self-correct based on the imagination before taking real actions. Experimental results show that the synergy of reasoning and imagination not only improves the robustness, generalization, and interoperability of generalist policy but also enables test-time scaling to enhance overall performance.

Training LLM-Based Agents with Synthetic Self-Reflected Trajectories and Partial Masking

Autonomous agents, which perceive environments and take actions to achieve goals, have become increasingly feasible with the advancements in large language models (LLMs). However, current powerful agents often depend on sophisticated prompt engineering combined with closed-source LLMs like GPT-4. Although training open-source LLMs using expert trajectories from teacher models has yielded some improvements in agent capabilities, this approach still faces limitations such as performance plateauing and error propagation. To mitigate these challenges, we propose STeP, a novel method for improving LLM-based agent training. We synthesize self-reflected trajectories that include reflections and corrections of error steps, which enhance the effectiveness of LLM agents in learning from teacher models, enabling them to become agents capable of self-reflecting and correcting. We also introduce partial masking strategy that prevents the LLM from internalizing incorrect or suboptimal steps. Experiments demonstrate that our method improves agent performance across three representative tasks: ALFWorld, WebShop, and SciWorld. For the open-source model LLaMA2-7B-Chat, when trained using self-reflected trajectories constructed with Qwen1.5-110B-Chat as the teacher model, it achieves comprehensive improvements with less training data compared to agents trained exclusively on expert trajectories.

Learning to Navigate the Web

Learning in environments with large state and action spaces, and sparse rewards, can hinder a Reinforcement Learning (RL) agent's learning through trial-and-error. For instance, following natural language instructions on the Web (such as booking a flight ticket) leads to RL settings where input vocabulary and number of actionable elements on a page can grow very large. Even though recent approaches improve the success rate on relatively simple environments with the help of human demonstrations to guide the exploration, they still fail in environments where the set of possible instructions can reach millions. We approach the aforementioned problems from a different perspective and propose guided RL approaches that can generate unbounded amount of experience for an agent to learn from. Instead of learning from a complicated instruction with a large vocabulary, we decompose it into multiple sub-instructions and schedule a curriculum in which an agent is tasked with a gradually increasing subset of these relatively easier sub-instructions. In addition, when the expert demonstrations are not available, we propose a novel meta-learning framework that generates new instruction following tasks and trains the agent more effectively. We train DQN, deep reinforcement learning agent, with Q-value function approximated with a novel QWeb neural network architecture on these smaller, synthetic instructions. We evaluate the ability of our agent to generalize to new instructions on World of Bits benchmark, on forms with up to 100 elements, supporting 14 million possible instructions. The QWeb agent outperforms the baseline without using any human demonstration achieving 100% success rate on several difficult environments.

KwaiAgents: Generalized Information-seeking Agent System with Large Language Models

Driven by curiosity, humans have continually sought to explore and understand the world around them, leading to the invention of various tools to satiate this inquisitiveness. Despite not having the capacity to process and memorize vast amounts of information in their brains, humans excel in critical thinking, planning, reflection, and harnessing available tools to interact with and interpret the world, enabling them to find answers efficiently. The recent advancements in large language models (LLMs) suggest that machines might also possess the aforementioned human-like capabilities, allowing them to exhibit powerful abilities even with a constrained parameter count. In this paper, we introduce KwaiAgents, a generalized information-seeking agent system based on LLMs. Within KwaiAgents, we propose an agent system that employs LLMs as its cognitive core, which is capable of understanding a user's query, behavior guidelines, and referencing external documents. The agent can also update and retrieve information from its internal memory, plan and execute actions using a time-aware search-browse toolkit, and ultimately provide a comprehensive response. We further investigate the system's performance when powered by LLMs less advanced than GPT-4, and introduce the Meta-Agent Tuning (MAT) framework, designed to ensure even an open-sourced 7B or 13B model performs well among many agent systems. We exploit both benchmark and human evaluations to systematically validate these capabilities. Extensive experiments show the superiority of our agent system compared to other autonomous agents and highlight the enhanced generalized agent-abilities of our fine-tuned LLMs.

An Embodied Generalist Agent in 3D World

Leveraging massive knowledge and learning schemes from large language models (LLMs), recent machine learning models show notable successes in building generalist agents that exhibit the capability of general-purpose task solving in diverse domains, including natural language processing, computer vision, and robotics. However, a significant challenge remains as these models exhibit limited ability in understanding and interacting with the 3D world. We argue this limitation significantly hinders the current models from performing real-world tasks and further achieving general intelligence. To this end, we introduce an embodied multi-modal and multi-task generalist agent that excels in perceiving, grounding, reasoning, planning, and acting in the 3D world. Our proposed agent, referred to as LEO, is trained with shared LLM-based model architectures, objectives, and weights in two stages: (i) 3D vision-language alignment and (ii) 3D vision-language-action instruction tuning. To facilitate the training, we meticulously curate and generate an extensive dataset comprising object-level and scene-level multi-modal tasks with exceeding scale and complexity, necessitating a deep understanding of and interaction with the 3D world. Through rigorous experiments, we demonstrate LEO's remarkable proficiency across a wide spectrum of tasks, including 3D captioning, question answering, embodied reasoning, embodied navigation, and robotic manipulation. Our ablation results further provide valuable insights for the development of future embodied generalist agents.

Augmenting Autotelic Agents with Large Language Models

Humans learn to master open-ended repertoires of skills by imagining and practicing their own goals. This autotelic learning process, literally the pursuit of self-generated (auto) goals (telos), becomes more and more open-ended as the goals become more diverse, abstract and creative. The resulting exploration of the space of possible skills is supported by an inter-individual exploration: goal representations are culturally evolved and transmitted across individuals, in particular using language. Current artificial agents mostly rely on predefined goal representations corresponding to goal spaces that are either bounded (e.g. list of instructions), or unbounded (e.g. the space of possible visual inputs) but are rarely endowed with the ability to reshape their goal representations, to form new abstractions or to imagine creative goals. In this paper, we introduce a language model augmented autotelic agent (LMA3) that leverages a pretrained language model (LM) to support the representation, generation and learning of diverse, abstract, human-relevant goals. The LM is used as an imperfect model of human cultural transmission; an attempt to capture aspects of humans' common-sense, intuitive physics and overall interests. Specifically, it supports three key components of the autotelic architecture: 1)~a relabeler that describes the goals achieved in the agent's trajectories, 2)~a goal generator that suggests new high-level goals along with their decomposition into subgoals the agent already masters, and 3)~reward functions for each of these goals. Without relying on any hand-coded goal representations, reward functions or curriculum, we show that LMA3 agents learn to master a large diversity of skills in a task-agnostic text-based environment.

Towards Learning a Generalist Model for Embodied Navigation

Building a generalist agent that can interact with the world is the intriguing target of AI systems, thus spurring the research for embodied navigation, where an agent is required to navigate according to instructions or respond to queries. Despite the major progress attained, previous works primarily focus on task-specific agents and lack generalizability to unseen scenarios. Recently, LLMs have presented remarkable capabilities across various fields, and provided a promising opportunity for embodied navigation. Drawing on this, we propose the first generalist model for embodied navigation, NaviLLM. It adapts LLMs to embodied navigation by introducing schema-based instruction. The schema-based instruction flexibly casts various tasks into generation problems, thereby unifying a wide range of tasks. This approach allows us to integrate diverse data sources from various datasets into the training, equipping NaviLLM with a wide range of capabilities required by embodied navigation. We conduct extensive experiments to evaluate the performance and generalizability of our model. The experimental results demonstrate that our unified model achieves state-of-the-art performance on CVDN, SOON, and ScanQA. Specifically, it surpasses the previous stats-of-the-art method by a significant margin of 29% in goal progress on CVDN. Moreover, our model also demonstrates strong generalizability and presents impressive results on unseen tasks, e.g., embodied question answering and 3D captioning.

Agent Q: Advanced Reasoning and Learning for Autonomous AI Agents

Large Language Models (LLMs) have shown remarkable capabilities in natural language tasks requiring complex reasoning, yet their application in agentic, multi-step reasoning within interactive environments remains a difficult challenge. Traditional supervised pre-training on static datasets falls short in enabling autonomous agent capabilities needed to perform complex decision-making in dynamic settings like web navigation. Previous attempts to bridge this ga-through supervised fine-tuning on curated expert demonstrations-often suffer from compounding errors and limited exploration data, resulting in sub-optimal policy outcomes. To overcome these challenges, we propose a framework that combines guided Monte Carlo Tree Search (MCTS) search with a self-critique mechanism and iterative fine-tuning on agent interactions using an off-policy variant of the Direct Preference Optimization (DPO) algorithm. Our method allows LLM agents to learn effectively from both successful and unsuccessful trajectories, thereby improving their generalization in complex, multi-step reasoning tasks. We validate our approach in the WebShop environment-a simulated e-commerce platform where it consistently outperforms behavior cloning and reinforced fine-tuning baseline, and beats average human performance when equipped with the capability to do online search. In real-world booking scenarios, our methodology boosts Llama-3 70B model's zero-shot performance from 18.6% to 81.7% success rate (a 340% relative increase) after a single day of data collection and further to 95.4% with online search. We believe this represents a substantial leap forward in the capabilities of autonomous agents, paving the way for more sophisticated and reliable decision-making in real-world settings.

From Intention to Execution: Probing the Generalization Boundaries of Vision-Language-Action Models

One promise that Vision-Language-Action (VLA) models hold over traditional imitation learning for robotics is to leverage the broad generalization capabilities of large Vision-Language Models (VLMs) to produce versatile, "generalist" robot policies. However, current evaluations of VLAs remain insufficient. Traditional imitation learning benchmarks are unsuitable due to the lack of language instructions. Emerging benchmarks for VLAs that incorporate language often come with limited evaluation tasks and do not intend to investigate how much VLM pretraining truly contributes to the generalization capabilities of the downstream robotic policy. Meanwhile, much research relies on real-world robot setups designed in isolation by different institutions, which creates a barrier for reproducibility and accessibility. To address this gap, we introduce a unified probing suite of 50 simulation-based tasks across 10 subcategories spanning language instruction, vision, and objects. We systematically evaluate several state-of-the-art VLA architectures on this suite to understand their generalization capability. Our results show that while VLM backbones endow VLAs with robust perceptual understanding and high level planning, which we refer to as good intentions, this does not reliably translate into precise motor execution: when faced with out-of-distribution observations, policies often exhibit coherent intentions, but falter in action execution. Moreover, finetuning on action data can erode the original VLM's generalist reasoning abilities. We release our task suite and evaluation code to serve as a standardized benchmark for future VLAs and to drive research on closing the perception-to-action gap. More information, including the source code, can be found at https://ai4ce.github.io/INT-ACT/

AgentCPM-GUI: Building Mobile-Use Agents with Reinforcement Fine-Tuning

The recent progress of large language model agents has opened new possibilities for automating tasks through graphical user interfaces (GUIs), especially in mobile environments where intelligent interaction can greatly enhance usability. However, practical deployment of such agents remains constrained by several key challenges. Existing training data is often noisy and lack semantic diversity, which hinders the learning of precise grounding and planning. Models trained purely by imitation tend to overfit to seen interface patterns and fail to generalize in unfamiliar scenarios. Moreover, most prior work focuses on English interfaces while overlooks the growing diversity of non-English applications such as those in the Chinese mobile ecosystem. In this work, we present AgentCPM-GUI, an 8B-parameter GUI agent built for robust and efficient on-device GUI interaction. Our training pipeline includes grounding-aware pre-training to enhance perception, supervised fine-tuning on high-quality Chinese and English trajectories to imitate human-like actions, and reinforcement fine-tuning with GRPO to improve reasoning capability. We also introduce a compact action space that reduces output length and supports low-latency execution on mobile devices. AgentCPM-GUI achieves state-of-the-art performance on five public benchmarks and a new Chinese GUI benchmark called CAGUI, reaching 96.9% Type-Match and 91.3% Exact-Match. To facilitate reproducibility and further research, we publicly release all code, model checkpoint, and evaluation data.

Agent Planning with World Knowledge Model

Recent endeavors towards directly using large language models (LLMs) as agent models to execute interactive planning tasks have shown commendable results. Despite their achievements, however, they still struggle with brainless trial-and-error in global planning and generating hallucinatory actions in local planning due to their poor understanding of the ''real'' physical world. Imitating humans' mental world knowledge model which provides global prior knowledge before the task and maintains local dynamic knowledge during the task, in this paper, we introduce parametric World Knowledge Model (WKM) to facilitate agent planning. Concretely, we steer the agent model to self-synthesize knowledge from both expert and sampled trajectories. Then we develop WKM, providing prior task knowledge to guide the global planning and dynamic state knowledge to assist the local planning. Experimental results on three complex real-world simulated datasets with three state-of-the-art open-source LLMs, Mistral-7B, Gemma-7B, and Llama-3-8B, demonstrate that our method can achieve superior performance compared to various strong baselines. Besides, we analyze to illustrate that our WKM can effectively alleviate the blind trial-and-error and hallucinatory action issues, providing strong support for the agent's understanding of the world. Other interesting findings include: 1) our instance-level task knowledge can generalize better to unseen tasks, 2) weak WKM can guide strong agent model planning, and 3) unified WKM training has promising potential for further development. Code will be available at https://github.com/zjunlp/WKM.

The Generalization Gap in Offline Reinforcement Learning

Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.

Preference-conditioned Pixel-based AI Agent For Game Testing

The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games.

SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations

We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.

Open-World Skill Discovery from Unsegmented Demonstrations

Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.

Show, Don't Tell: Evaluating Large Language Models Beyond Textual Understanding with ChildPlay

We developed a benchmark set to assess the generalization of state-of-the-art large language models on problems beyond linguistic tasks and evaluate it on a systematic progression of GPT models (GPT-3.5, GPT-4, GPT-4o, GPT-4o-mini). Using simple games like Tic-Tac-Toe, Connect Four, Battleship, and a Shape Recognition Game, all encoded in ASCII, we test strategic capabilities and spatial reasoning, core abilities any artificial intelligence would need to master for solving problems in chemistry. To probe generalization, we introduce two new games for spatial logic: LEGO Connect Language (LCL) and Guess-the-SMILES (GtS), a operationally simple chemistry benchmark. Our results show that GPT models provide meaningful responses for several tasks but, generally, perform poorly. A systematic performance progression with increased model capabilities (GPT-3.5, GPT-4, GPT-4o) is only observed for 4 out of the 7 benchmark tasks. All models consistently struggle with Battleship, LCL, and GtS. This suggests that while GPT models can emulate conversational proficiency and basic rule comprehension, they have limited generalization with respect to strategy and spatial reasoning. Particularly poor performance is observed for interpreting molecular graphs when encoded in ASCII. The results provided by our open-source benchmark suite (https://github.com/BlueVelvetSackOfGoldPotatoes/child-play{ChildPlay GitHub Repository}) caution against claims of emergent intelligence in GPT models, which appear more specialized than general.

STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models

Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.

Learning Latent Plans from Play

Acquiring a diverse repertoire of general-purpose skills remains an open challenge for robotics. In this work, we propose self-supervising control on top of human teleoperated play data as a way to scale up skill learning. Play has two properties that make it attractive compared to conventional task demonstrations. Play is cheap, as it can be collected in large quantities quickly without task segmenting, labeling, or resetting to an initial state. Play is naturally rich, covering ~4x more interaction space than task demonstrations for the same amount of collection time. To learn control from play, we introduce Play-LMP, a self-supervised method that learns to organize play behaviors in a latent space, then reuse them at test time to achieve specific goals. Combining self-supervised control with a diverse play dataset shifts the focus of skill learning from a narrow and discrete set of tasks to the full continuum of behaviors available in an environment. We find that this combination generalizes well empirically---after self-supervising on unlabeled play, our method substantially outperforms individual expert-trained policies on 18 difficult user-specified visual manipulation tasks in a simulated robotic tabletop environment. We additionally find that play-supervised models, unlike their expert-trained counterparts, are more robust to perturbations and exhibit retrying-till-success behaviors. Finally, we find that our agent organizes its latent plan space around functional tasks, despite never being trained with task labels. Videos, code and data are available at learning-from-play.github.io

Towards Generalist Robots: A Promising Paradigm via Generative Simulation

This document serves as a position paper that outlines the authors' vision for a potential pathway towards generalist robots. The purpose of this document is to share the excitement of the authors with the community and highlight a promising research direction in robotics and AI. The authors believe the proposed paradigm is a feasible path towards accomplishing the long-standing goal of robotics research: deploying robots, or embodied AI agents more broadly, in various non-factory real-world settings to perform diverse tasks. This document presents a specific idea for mining knowledge in the latest large-scale foundation models for robotics research. Instead of directly using or adapting these models to produce low-level policies and actions, it advocates for a fully automated generative pipeline (termed as generative simulation), which uses these models to generate diversified tasks, scenes and training supervisions at scale, thereby scaling up low-level skill learning and ultimately leading to a foundation model for robotics that empowers generalist robots. The authors are actively pursuing this direction, but in the meantime, they recognize that the ambitious goal of building generalist robots with large-scale policy training demands significant resources such as computing power and hardware, and research groups in academia alone may face severe resource constraints in implementing the entire vision. Therefore, the authors believe sharing their thoughts at this early stage could foster discussions, attract interest towards the proposed pathway and related topics from industry groups, and potentially spur significant technical advancements in the field.

Pangu-Agent: A Fine-Tunable Generalist Agent with Structured Reasoning

A key method for creating Artificial Intelligence (AI) agents is Reinforcement Learning (RL). However, constructing a standalone RL policy that maps perception to action directly encounters severe problems, chief among them being its lack of generality across multiple tasks and the need for a large amount of training data. The leading cause is that it cannot effectively integrate prior information into the perception-action cycle when devising the policy. Large language models (LLMs) emerged as a fundamental way to incorporate cross-domain knowledge into AI agents but lack crucial learning and adaptation toward specific decision problems. This paper presents a general framework model for integrating and learning structured reasoning into AI agents' policies. Our methodology is motivated by the modularity found in the human brain. The framework utilises the construction of intrinsic and extrinsic functions to add previous understandings of reasoning structures. It also provides the adaptive ability to learn models inside every module or function, consistent with the modular structure of cognitive processes. We describe the framework in-depth and compare it with other AI pipelines and existing frameworks. The paper explores practical applications, covering experiments that show the effectiveness of our method. Our results indicate that AI agents perform and adapt far better when organised reasoning and prior knowledge are embedded. This opens the door to more resilient and general AI agent systems.

Synapse: Trajectory-as-Exemplar Prompting with Memory for Computer Control

Building agents with large language models (LLMs) for computer control is a burgeoning research area, where the agent receives computer states and performs actions to complete complex tasks. Previous computer agents have demonstrated the benefits of in-context learning (ICL); however, their performance is hindered by several issues. First, the limited context length of LLMs and complex computer states restrict the number of exemplars, as a single webpage can consume the entire context. Second, the exemplars in current methods, such as high-level plans and multi-choice questions, cannot represent complete trajectories, leading to suboptimal performance in long-horizon tasks. Third, existing computer agents rely on task-specific exemplars and overlook the similarity among tasks, resulting in poor generalization to novel tasks. To address these challenges, we introduce Synapse, a computer agent featuring three key components: i) state abstraction, which filters out task-irrelevant information from raw states, allowing more exemplars within the limited context, ii) trajectory-as-exemplar prompting, which prompts the LLM with complete trajectories of the abstracted states and actions to improve multi-step decision-making, and iii) exemplar memory, which stores the embeddings of exemplars and retrieves them via similarity search for generalization to novel tasks. We evaluate Synapse on MiniWoB++, a standard task suite, and Mind2Web, a real-world website benchmark. In MiniWoB++, Synapse achieves a 99.2% average success rate (a 10% relative improvement) across 64 tasks using demonstrations from only 48 tasks. Notably, Synapse is the first ICL method to solve the book-flight task in MiniWoB++. Synapse also exhibits a 56% relative improvement in average step success rate over the previous state-of-the-art prompting scheme in Mind2Web.

Put Your Money Where Your Mouth Is: Evaluating Strategic Planning and Execution of LLM Agents in an Auction Arena

Can Large Language Models (LLMs) simulate human behavior in complex environments? LLMs have recently been shown to exhibit advanced reasoning skills but much of NLP evaluation still relies on static benchmarks. Answering this requires evaluation environments that probe strategic reasoning in competitive, dynamic scenarios that involve long-term planning. We introduce AucArena, a novel simulation environment for evaluating LLMs within auctions, a setting chosen for being highly unpredictable and involving many skills related to resource and risk management, while also being easy to evaluate. We conduct several controlled simulations using state-of-the-art LLMs as bidding agents. We find that through simple prompting, LLMs do indeed demonstrate many of the skills needed for effectively engaging in auctions (e.g., managing budget, adhering to long-term goals and priorities), skills that we find can be sharpened by explicitly encouraging models to be adaptive and observe strategies in past auctions. These results are significant as they show the potential of using LLM agents to model intricate social dynamics, especially in competitive settings. However, we also observe considerable variability in the capabilities of individual LLMs. Notably, even our most advanced models (GPT-4) are occasionally surpassed by heuristic baselines and human agents, highlighting the potential for further improvements in the design of LLM agents and the important role that our simulation environment can play in further testing and refining agent architectures.

Distilling LLM Agent into Small Models with Retrieval and Code Tools

Large language models (LLMs) excel at complex reasoning tasks but remain computationally expensive, limiting their practical deployment. To address this, recent works have focused on distilling reasoning capabilities into smaller language models (sLMs) using chain-of-thought (CoT) traces from teacher LLMs. However, this approach struggles in scenarios requiring rare factual knowledge or precise computation, where sLMs often hallucinate due to limited capability. In this work, we propose Agent Distillation, a framework for transferring not only reasoning capability but full task-solving behavior from LLM-based agents into sLMs with retrieval and code tools. We improve agent distillation along two complementary axes: (1) we introduce a prompting method called first-thought prefix to enhance the quality of teacher-generated trajectories; and (2) we propose a self-consistent action generation for improving test-time robustness of small agents. We evaluate our method on eight reasoning tasks across factual and mathematical domains, covering both in-domain and out-of-domain generalization. Our results show that sLMs as small as 0.5B, 1.5B, 3B parameters can achieve performance competitive with next-tier larger 1.5B, 3B, 7B models fine-tuned using CoT distillation, demonstrating the potential of agent distillation for building practical, tool-using small agents. Our code is available at https://github.com/Nardien/agent-distillation.

Gen2Sim: Scaling up Robot Learning in Simulation with Generative Models

Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.

RoboGen: Towards Unleashing Infinite Data for Automated Robot Learning via Generative Simulation

We present RoboGen, a generative robotic agent that automatically learns diverse robotic skills at scale via generative simulation. RoboGen leverages the latest advancements in foundation and generative models. Instead of directly using or adapting these models to produce policies or low-level actions, we advocate for a generative scheme, which uses these models to automatically generate diversified tasks, scenes, and training supervisions, thereby scaling up robotic skill learning with minimal human supervision. Our approach equips a robotic agent with a self-guided propose-generate-learn cycle: the agent first proposes interesting tasks and skills to develop, and then generates corresponding simulation environments by populating pertinent objects and assets with proper spatial configurations. Afterwards, the agent decomposes the proposed high-level task into sub-tasks, selects the optimal learning approach (reinforcement learning, motion planning, or trajectory optimization), generates required training supervision, and then learns policies to acquire the proposed skill. Our work attempts to extract the extensive and versatile knowledge embedded in large-scale models and transfer them to the field of robotics. Our fully generative pipeline can be queried repeatedly, producing an endless stream of skill demonstrations associated with diverse tasks and environments.

On the Measure of Intelligence

To make deliberate progress towards more intelligent and more human-like artificial systems, we need to be following an appropriate feedback signal: we need to be able to define and evaluate intelligence in a way that enables comparisons between two systems, as well as comparisons with humans. Over the past hundred years, there has been an abundance of attempts to define and measure intelligence, across both the fields of psychology and AI. We summarize and critically assess these definitions and evaluation approaches, while making apparent the two historical conceptions of intelligence that have implicitly guided them. We note that in practice, the contemporary AI community still gravitates towards benchmarking intelligence by comparing the skill exhibited by AIs and humans at specific tasks such as board games and video games. We argue that solely measuring skill at any given task falls short of measuring intelligence, because skill is heavily modulated by prior knowledge and experience: unlimited priors or unlimited training data allow experimenters to "buy" arbitrary levels of skills for a system, in a way that masks the system's own generalization power. We then articulate a new formal definition of intelligence based on Algorithmic Information Theory, describing intelligence as skill-acquisition efficiency and highlighting the concepts of scope, generalization difficulty, priors, and experience. Using this definition, we propose a set of guidelines for what a general AI benchmark should look like. Finally, we present a benchmark closely following these guidelines, the Abstraction and Reasoning Corpus (ARC), built upon an explicit set of priors designed to be as close as possible to innate human priors. We argue that ARC can be used to measure a human-like form of general fluid intelligence and that it enables fair general intelligence comparisons between AI systems and humans.

Exploring Expert Failures Improves LLM Agent Tuning

Large Language Models (LLMs) have shown tremendous potential as agents, excelling at tasks that require multiple rounds of reasoning and interactions. Rejection Sampling Fine-Tuning (RFT) has emerged as an effective method for finetuning LLMs as agents: it first imitates expert-generated successful trajectories and further improves agentic skills through iterative fine-tuning on successful, self-generated trajectories. However, since the expert (e.g., GPT-4) succeeds primarily on simpler subtasks and RFT inherently favors simpler scenarios, many complex subtasks remain unsolved and persistently out-of-distribution (OOD). Upon investigating these challenging subtasks, we discovered that previously failed expert trajectories can often provide valuable guidance, e.g., plans and key actions, that can significantly improve agent exploration efficiency and acquisition of critical skills. Motivated by these observations, we propose Exploring Expert Failures (EEF), which identifies beneficial actions from failed expert trajectories and integrates them into the training dataset. Potentially harmful actions are meticulously excluded to prevent contamination of the model learning process. By leveraging the beneficial actions in expert failures, EEF successfully solves some previously unsolvable subtasks and improves agent tuning performance. Remarkably, our approach achieved a 62\% win rate in WebShop, outperforming RFT (53. 6\%) and GPT-4 (35. 6\%), and to the best of our knowledge, setting a new state-of-the-art as the first method to surpass a score of 0.81 in WebShop and exceed 81 in SciWorld.

AutoLibra: Agent Metric Induction from Open-Ended Feedback

Agents are predominantly evaluated and optimized via task success metrics, which are coarse, rely on manual design from experts, and fail to reward intermediate emergent behaviors. We propose AutoLibra, a framework for agent evaluation, that transforms open-ended human feedback, e.g., "If you find that the button is disabled, don't click it again", or "This agent has too much autonomy to decide what to do on its own", into metrics for evaluating fine-grained behaviors in agent trajectories. AutoLibra accomplishes this by grounding feedback to an agent's behavior, clustering similar positive and negative behaviors, and creating concrete metrics with clear definitions and concrete examples, which can be used for prompting LLM-as-a-Judge as evaluators. We further propose two meta-metrics to evaluate the alignment of a set of (induced) metrics with open feedback: "coverage" and "redundancy". Through optimizing these meta-metrics, we experimentally demonstrate AutoLibra's ability to induce more concrete agent evaluation metrics than the ones proposed in previous agent evaluation benchmarks and discover new metrics to analyze agents. We also present two applications of AutoLibra in agent improvement: First, we show that AutoLibra-induced metrics serve as better prompt-engineering targets than the task success rate on a wide range of text game tasks, improving agent performance over baseline by a mean of 20%. Second, we show that AutoLibra can iteratively select high-quality fine-tuning data for web navigation agents. Our results suggest that AutoLibra is a powerful task-agnostic tool for evaluating and improving language agents.

OWL: Optimized Workforce Learning for General Multi-Agent Assistance in Real-World Task Automation

Large Language Model (LLM)-based multi-agent systems show promise for automating real-world tasks but struggle to transfer across domains due to their domain-specific nature. Current approaches face two critical shortcomings: they require complete architectural redesign and full retraining of all components when applied to new domains. We introduce Workforce, a hierarchical multi-agent framework that decouples strategic planning from specialized execution through a modular architecture comprising: (i) a domain-agnostic Planner for task decomposition, (ii) a Coordinator for subtask management, and (iii) specialized Workers with domain-specific tool-calling capabilities. This decoupling enables cross-domain transferability during both inference and training phases: During inference, Workforce seamlessly adapts to new domains by adding or modifying worker agents; For training, we introduce Optimized Workforce Learning (OWL), which improves generalization across domains by optimizing a domain-agnostic planner with reinforcement learning from real-world feedback. To validate our approach, we evaluate Workforce on the GAIA benchmark, covering various realistic, multi-domain agentic tasks. Experimental results demonstrate Workforce achieves open-source state-of-the-art performance (69.70%), outperforming commercial systems like OpenAI's Deep Research by 2.34%. More notably, our OWL-trained 32B model achieves 52.73% accuracy (+16.37%) and demonstrates performance comparable to GPT-4o on challenging tasks. To summarize, by enabling scalable generalization and modular domain transfer, our work establishes a foundation for the next generation of general-purpose AI assistants.

Rethinking Agent Design: From Top-Down Workflows to Bottom-Up Skill Evolution

Most LLM-based agent frameworks adopt a top-down philosophy: humans decompose tasks, define workflows, and assign agents to execute each step. While effective on benchmark-style tasks, such systems rely on designer updates and overlook agents' potential to learn from experience. Recently, Silver and Sutton(2025) envision a shift into a new era, where agents could progress from a stream of experiences. In this paper, we instantiate this vision of experience-driven learning by introducing a bottom-up agent paradigm that mirrors the human learning process. Agents acquire competence through a trial-and-reasoning mechanism-exploring, reflecting on outcomes, and abstracting skills over time. Once acquired, skills can be rapidly shared and extended, enabling continual evolution rather than static replication. As more agents are deployed, their diverse experiences accelerate this collective process, making bottom-up design especially suited for open-ended environments. We evaluate this paradigm in Slay the Spire and Civilization V, where agents perceive through raw visual inputs and act via mouse outputs, the same as human players. Using a unified, game-agnostic codebase without any game-specific prompts or privileged APIs, our bottom-up agents acquire skills entirely through autonomous interaction, demonstrating the potential of the bottom-up paradigm in complex, real-world environments. Our code is available at https://github.com/AngusDujw/Bottom-Up-Agent.

DRED: Zero-Shot Transfer in Reinforcement Learning via Data-Regularised Environment Design

Autonomous agents trained using deep reinforcement learning (RL) often lack the ability to successfully generalise to new environments, even when these environments share characteristics with the ones they have encountered during training. In this work, we investigate how the sampling of individual environment instances, or levels, affects the zero-shot generalisation (ZSG) ability of RL agents. We discover that, for deep actor-critic architectures sharing their base layers, prioritising levels according to their value loss minimises the mutual information between the agent's internal representation and the set of training levels in the generated training data. This provides a novel theoretical justification for the regularisation achieved by certain adaptive sampling strategies. We then turn our attention to unsupervised environment design (UED) methods, which assume control over level generation. We find that existing UED methods can significantly shift the training distribution, which translates to low ZSG performance. To prevent both overfitting and distributional shift, we introduce data-regularised environment design (DRED). DRED generates levels using a generative model trained to approximate the ground truth distribution of an initial set of level parameters. Through its grounding, DRED achieves significant improvements in ZSG over adaptive level sampling strategies and UED methods. Our code and experimental data are available at https://github.com/uoe-agents/dred.

AgentOccam: A Simple Yet Strong Baseline for LLM-Based Web Agents

Autonomy via agents using large language models (LLMs) for personalized, standardized tasks boosts human efficiency. Automating web tasks (like booking hotels within a budget) is increasingly sought after. Fulfilling practical needs, the web agent also serves as an important proof-of-concept example for various agent grounding scenarios, with its success promising advancements in many future applications. Prior research often handcrafts web agent strategies (e.g., prompting templates, multi-agent systems, search methods, etc.) and the corresponding in-context examples, which may not generalize well across all real-world scenarios. On the other hand, there has been limited study on the misalignment between a web agent's observation/action representation and the pre-training data of the LLM it's based on. This discrepancy is especially notable when LLMs are primarily trained for language completion rather than tasks involving embodied navigation actions and symbolic web elements. Our study enhances an LLM-based web agent by simply refining its observation and action space to better align with the LLM's capabilities. This approach enables our base agent to significantly outperform previous methods on a wide variety of web tasks. Specifically, on WebArena, a benchmark featuring general-purpose web interaction tasks, our agent AgentOccam surpasses the previous state-of-the-art and concurrent work by 9.8 (+29.4%) and 5.9 (+15.8%) absolute points respectively, and boosts the success rate by 26.6 points (+161%) over similar plain web agents with its observation and action space alignment. We achieve this without using in-context examples, new agent roles, online feedback or search strategies. AgentOccam's simple design highlights LLMs' impressive zero-shot performance on web tasks, and underlines the critical role of carefully tuning observation and action spaces for LLM-based agents.

ICAL: Continual Learning of Multimodal Agents by Transforming Trajectories into Actionable Insights

Large-scale generative language and vision-language models (LLMs and VLMs) excel in few-shot in-context learning for decision making and instruction following. However, they require high-quality exemplar demonstrations to be included in their context window. In this work, we ask: Can LLMs and VLMs generate their own prompt examples from generic, sub-optimal demonstrations? We propose In-Context Abstraction Learning (ICAL), a method that builds a memory of multimodal experience insights from sub-optimal demonstrations and human feedback. Given a noisy demonstration in a new domain, VLMs abstract the trajectory into a general program by fixing inefficient actions and annotating cognitive abstractions: task relationships, object state changes, temporal subgoals, and task construals. These abstractions are refined and adapted interactively through human feedback while the agent attempts to execute the trajectory in a similar environment. The resulting abstractions, when used as exemplars in the prompt, significantly improve decision-making in retrieval-augmented LLM and VLM agents. Our ICAL agent surpasses the state-of-the-art in dialogue-based instruction following in TEACh, multimodal web agents in VisualWebArena, and action anticipation in Ego4D. In TEACh, we achieve a 12.6% improvement in goal-condition success. In VisualWebArena, our task success rate improves over the SOTA from 14.3% to 22.7%. In Ego4D action forecasting, we improve over few-shot GPT-4V and remain competitive with supervised models. We show finetuning our retrieval-augmented in-context agent yields additional improvements. Our approach significantly reduces reliance on expert-crafted examples and consistently outperforms in-context learning from action plans that lack such insights.

APIGen-MT: Agentic Pipeline for Multi-Turn Data Generation via Simulated Agent-Human Interplay

Training effective AI agents for multi-turn interactions requires high-quality data that captures realistic human-agent dynamics, yet such data is scarce and expensive to collect manually. We introduce APIGen-MT, a two-phase framework that generates verifiable and diverse multi-turn agent data. In the first phase, our agentic pipeline produces detailed task blueprints with ground-truth actions, leveraging a committee of LLM reviewers and iterative feedback loops. These blueprints are then transformed into complete interaction trajectories through simulated human-agent interplay. We train a family of models -- the xLAM-2-fc-r series with sizes ranging from 1B to 70B parameters. Our models outperform frontier models such as GPT-4o and Claude 3.5 on tau-bench and BFCL benchmarks, with the smaller models surpassing their larger counterparts, particularly in multi-turn settings, while maintaining superior consistency across multiple trials. Comprehensive experiments demonstrate that our verified blueprint-to-details approach yields high-quality training data, enabling the development of more reliable, efficient, and capable agents. We open-source both the synthetic data collected and the trained xLAM-2-fc-r models to advance research in AI agents. Models are available on HuggingFace at https://huggingface.co/collections/Salesforce/xlam-2-67ef5be12949d8dcdae354c4 and project website is https://apigen-mt.github.io

Foundation Policies with Hilbert Representations

Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/

AgentAlign: Navigating Safety Alignment in the Shift from Informative to Agentic Large Language Models

The acquisition of agentic capabilities has transformed LLMs from "knowledge providers" to "action executors", a trend that while expanding LLMs' capability boundaries, significantly increases their susceptibility to malicious use. Previous work has shown that current LLM-based agents execute numerous malicious tasks even without being attacked, indicating a deficiency in agentic use safety alignment during the post-training phase. To address this gap, we propose AgentAlign, a novel framework that leverages abstract behavior chains as a medium for safety alignment data synthesis. By instantiating these behavior chains in simulated environments with diverse tool instances, our framework enables the generation of highly authentic and executable instructions while capturing complex multi-step dynamics. The framework further ensures model utility by proportionally synthesizing benign instructions through non-malicious interpretations of behavior chains, precisely calibrating the boundary between helpfulness and harmlessness. Evaluation results on AgentHarm demonstrate that fine-tuning three families of open-source models using our method substantially improves their safety (35.8% to 79.5% improvement) while minimally impacting or even positively enhancing their helpfulness, outperforming various prompting methods. The dataset and code have both been open-sourced.

PromptAgent: Strategic Planning with Language Models Enables Expert-level Prompt Optimization

Highly effective, task-specific prompts are often heavily engineered by experts to integrate detailed instructions and domain insights based on a deep understanding of both instincts of large language models (LLMs) and the intricacies of the target task. However, automating the generation of such expert-level prompts remains elusive. Existing prompt optimization methods tend to overlook the depth of domain knowledge and struggle to efficiently explore the vast space of expert-level prompts. Addressing this, we present PromptAgent, an optimization method that autonomously crafts prompts equivalent in quality to those handcrafted by experts. At its core, PromptAgent views prompt optimization as a strategic planning problem and employs a principled planning algorithm, rooted in Monte Carlo tree search, to strategically navigate the expert-level prompt space. Inspired by human-like trial-and-error exploration, PromptAgent induces precise expert-level insights and in-depth instructions by reflecting on model errors and generating constructive error feedback. Such a novel framework allows the agent to iteratively examine intermediate prompts (states), refine them based on error feedbacks (actions), simulate future rewards, and search for high-reward paths leading to expert prompts. We apply PromptAgent to 12 tasks spanning three practical domains: BIG-Bench Hard (BBH), as well as domain-specific and general NLP tasks, showing it significantly outperforms strong Chain-of-Thought and recent prompt optimization baselines. Extensive analyses emphasize its capability to craft expert-level, detailed, and domain-insightful prompts with great efficiency and generalizability.

SLIM: Skill Learning with Multiple Critics

Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.

Language Model Agents Suffer from Compositional Generalization in Web Automation

Language model agents (LMA) recently emerged as a promising paradigm on muti-step decision making tasks, often outperforming humans and other reinforcement learning agents. Despite the promise, their performance on real-world applications that often involve combinations of tasks is still underexplored. In this work, we introduce a new benchmark, called CompWoB -- 50 new compositional web automation tasks reflecting more realistic assumptions. We show that while existing prompted LMAs (gpt-3.5-turbo or gpt-4) achieve 94.0% average success rate on base tasks, their performance degrades to 24.9% success rate on compositional tasks. On the other hand, transferred LMAs (finetuned only on base tasks) show less generalization gap, dropping from 85.4% to 54.8%. By balancing data distribution across tasks, we train a new model, HTML-T5++, that surpasses human-level performance (95.2%) on MiniWoB, and achieves the best zero-shot performance on CompWoB (61.5%). While these highlight the promise of small-scale finetuned and transferred models for compositional generalization, their performance further degrades under different instruction compositions changing combinational order. In contrast to the recent remarkable success of LMA, our benchmark and detailed analysis emphasize the necessity of building LMAs that are robust and generalizable to task compositionality for real-world deployment.