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Oct 23

Beyond Quantity: Trajectory Diversity Scaling for Code Agents

As code large language models (LLMs) evolve into tool-interactive agents via the Model Context Protocol (MCP), their generalization is increasingly limited by low-quality synthetic data and the diminishing returns of quantity scaling. Moreover, quantity-centric scaling exhibits an early bottleneck that underutilizes trajectory data. We propose TDScaling, a Trajectory Diversity Scaling-based data synthesis framework for code agents that scales performance through diversity rather than raw volume. Under a fixed training budget, increasing trajectory diversity yields larger gains than adding more trajectories, improving the performance-cost trade-off for agent training. TDScaling integrates four innovations: (1) a Business Cluster mechanism that captures real-service logical dependencies; (2) a blueprint-driven multi-agent paradigm that enforces trajectory coherence; (3) an adaptive evolution mechanism that steers synthesis toward long-tail scenarios using Domain Entropy, Reasoning Mode Entropy, and Cumulative Action Complexity to prevent mode collapse; and (4) a sandboxed code tool that mitigates catastrophic forgetting of intrinsic coding capabilities. Experiments on general tool-use benchmarks (BFCL, tau^2-Bench) and code agent tasks (RebenchT, CodeCI, BIRD) demonstrate a win-win outcome: TDScaling improves both tool-use generalization and inherent coding proficiency. We plan to release the full codebase and the synthesized dataset (including 30,000+ tool clusters) upon publication.

  • 19 authors
·
Feb 3

Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping

Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.

  • 3 authors
·
Jun 22, 2023

Network World Models as Environments for Algorithm Design on Complex Systems

World models, which simulate an environment and predict how it changes under actions, are increasingly used in real-world applications such as robotics. Complex systems call for the same tool because the effect of an action is not immediate. Seeding nodes for a campaign, or immunizing nodes against an epidemic, changes little on its own; what matters is the outcome that unfolds over the steps that follow. Designing an algorithm that selects such actions to maximize expected performance on a task is inherently iterative, and every candidate must be scored by the outcome it produces. Obtaining that outcome has relied on simulation, whose cost becomes a bottleneck when candidates are evaluated over many sampled trajectories. We propose an action-conditioned Network World Model that learns a network's diffusion dynamics under interventions over time, applies each action to the network, and predicts the outcome that follows. It serves as a fast evaluator inside an algorithm design loop in which a coding agent designs and refines executable algorithms using feedback from full rollouts, action-level credit, and counterfactual probes over alternative interventions. Across eight network tasks and five diffusion models, the designed algorithms match or exceed the strongest reported baseline in 138 of 141 settings while enabling up to 14.5 times faster rollouts than Monte Carlo simulation. Code will be released upon acceptance.

  • 6 authors
·
Sep 30

DPBench: Structural Determinants of Multi-Agent LLM Coordination Under Simultaneous Resource Contention

We present DPBench, a benchmark for evaluating coordination in multi-agent systems built from large language models. Existing benchmarks measure task-level success under a fixed protocol; the structural conditions under which coordination succeeds or fails at all have not been characterised. DPBench adapts the Dining Philosophers problem into a controlled testbed where the action protocol, the communication structure, and the group size each vary independently. We evaluate six agents: GPT-5.2, Claude Opus 4.5, Grok 4.1, Gemini 2.5 Flash, Llama 4 Maverick, and a uniform-random baseline. Under simultaneous action at N=5 with the default prompt, deadlock ranges from 25.0% (95% Wilson CI [11.2, 46.9]) for GPT-5.2 to 90.0% [74.4, 96.5] for Gemini 2.5 Flash; sequential action is solved by four of the six. Holding the model fixed at Gemini 2.5 Flash, three protocol variables drive deadlock from 90% to within CI of zero: three rounds of pre-commitment communication (0.0% vs. single-round 86.7%), a prompt encoding a classical concurrency primitive (0.0% for resource-ordering and symmetry-breaking, against 100% for the minimal prompt), or doubling the group from N=5 to N=10 (90.0% to 10.0%). Single-round messaging and memory of past timesteps do not change the rate at the sample size we ran. Whether the same model coordinates or deadlocks is determined by the protocol, not by the model's capability.

  • 2 authors
·
Jun 2

MerchantBench: Benchmarking LLM Agents for Long-Term Coherence in E-Commerce Operations

Large language model agents are increasingly evaluated as autonomous tool users, yet most benchmarks focus on bounded tasks with immediate success criteria. Real-world deployments often require Long-Term Coherence, the capacity to preserve purposeful behavior across extended horizons while adapting decisions to accumulated evidence. Evaluating this capacity requires a persistent environment in which actions constrain future choices, feedback arrives at heterogeneous delays, and incoherent behavior produces measurable cumulative effects. Seller-side e-commerce provides a suitable setting for this evaluation through recurrent and interdependent decisions over Product Sourcing, Listing and Pricing Control, Cash-Flow Management, and Mixed-Latency Feedback Adaptation. We introduce MerchantBench, a 365-day order-level simulation grounded in 98,843 real e-commerce product records and equipped with 26 tools for agent interaction. MerchantBench couples promptly observable Upstream Supplier Events with delayed Downstream Order Outcomes, requiring agents to follow individual order lifecycles and revisit earlier decisions. We evaluate eight LLMs under two agent frameworks in 48 runs, each spanning 365 simulated days. Our results reveal a substantial gap between even the latest LLMs and human participants, with the best LLM configuration attaining only 27.3\% of the mean final net assets achieved by human participants.

alibabagroup alibaba
·
Jul 30 5

OpenHA: A Series of Open-Source Hierarchical Agentic Models in Minecraft

The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA

  • 7 authors
·
Sep 12, 2025 1

Action Chunking Proximal Policy Optimization with Feedback Correction

Action chunking provides temporal abstraction in reinforcement learning by selecting short action sequences instead of individual actions, but many existing approaches face two limitations in high-dimensional robotic control. First, many rely on value functions over action chunks, which can be difficult to learn as action dimensionality and chunk length grow. Second, executing chunks open-loop removes within-chunk feedback, limiting reactivity in contact-rich tasks. We present Action Chunking PPO (ACPPO), a PPO extension that uses a chunked actor while retaining a standard state-value critic, thereby avoiding chunked Q-functions. We further propose ACPPO-Corr, which augments the chunk planner with a stepwise feedback corrector that adjusts planned actions online within each chunk. Across 25 simulated robotics tasks from IsaacGym and Bi-DexHands, spanning locomotion, arm manipulation, and dexterous hand-object interaction, ACPPO-Corr achieves the strongest aggregate performance among evaluated methods and performs best on both decision-frequency-sensitive and decision-frequency-neutral task subsets. Ablations show that moderate chunk lengths work best and that corrector regularization is important for balancing chunk-level planning with local feedback. These results suggest that action chunking can be effective in online PPO when chunk-level planning is paired with closed-loop correction. The code is available at: https://github.com/hshhahn/ACPPO.

  • 2 authors
·
Sep 27

A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks

Efficiently solving problems with large action spaces using A* search has been of importance to the artificial intelligence community for decades. This is because the computation and memory requirements of A* search grow linearly with the size of the action space. This burden becomes even more apparent when A* search uses a heuristic function learned by computationally expensive function approximators, such as deep neural networks. To address this problem, we introduce Q* search, a search algorithm that uses deep Q-networks to guide search in order to take advantage of the fact that the sum of the transition costs and heuristic values of the children of a node can be computed with a single forward pass through a deep Q-network without explicitly generating those children. This significantly reduces computation time and requires only one node to be generated per iteration. We use Q* search to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and find that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time and less than a 3-fold increase in number of nodes generated when performing Q* search. Furthermore, Q* search is up to 129 times faster and generates up to 1288 times fewer nodes than A* search. Finally, although obtaining admissible heuristic functions from deep neural networks is an ongoing area of research, we prove that Q* search is guaranteed to find a shortest path given a heuristic function that neither overestimates the cost of a shortest path nor underestimates the transition cost.

  • 5 authors
·
Feb 8, 2021

Solving Football by Exploiting Equilibrium Structure of 2p0s Differential Games with One-Sided Information

For a two-player imperfect-information extensive-form game (IIEFG) with K time steps and a player action space of size U, the game tree complexity is U^{2K}, causing existing IIEFG solvers to struggle with large or infinite (U,K), e.g., differential games with continuous action spaces. To partially address this scalability challenge, we focus on an important class of 2p0s games where the informed player (P1) knows the payoff while the uninformed player (P2) only has a belief over the set of I possible payoffs. Such games encompass a wide range of scenarios in sports, defense, cybersecurity, and finance. We prove that under mild conditions, P1's (resp. P2's) equilibrium strategy at any infostate concentrates on at most I (resp. I+1) action prototypes. When Ill U, this equilibrium structure causes the game tree complexity to collapse to I^K for P1 when P2 plays pure best responses, and (I+1)^K for P2 in a dual game where P1 plays pure best responses. We then show that exploiting this structure in standard learning modes, i.e., model-free multiagent reinforcement learning and model predictive control, is straightforward, leading to significant improvements in learning accuracy and efficiency from SOTA IIEFG solvers. Our demonstration solves a 22-player football game (K=10, U=infty) where the attacking team has to strategically conceal their intention until a critical moment in order to exploit information advantage. Code is available at https://github.com/ghimiremukesh/cams/tree/iclr

  • 4 authors
·
Feb 1, 2025

Recursive Organization Improvement: A Modeling Specification for Human--Agent Organizations

Stronger AI agents do not automatically produce better organizations: teams must also learn which work arrangements to retain and when to reconsider them. We propose a modeling specification for recursive organization improvement and evaluate it through an executable checker, a public-record mapping, and controlled simulation. The specification connects actor-visible histories, organizational memory, decision rights, and evidence-carrying change contracts. The mechanism study crosses six decision rules, three memory conditions, and three task environments under fixed resource ceilings. In a stationary environment, cumulative evidence raises balanced evaluation's normalized net value per task from 0.45224 to 0.48007. Repeated reassessment's disadvantage relative to this comparator falls from 0.01702 with reset evidence to 0.00007 with cumulative evidence. A reversal of the best workflow reveals the opposite cost: indefinite retention delays adaptation, while a finite window restores eventual performance at a transition cost. In exploratory controls, matching trial acquisition and label reuse reduces the apparent reassessment gain from 0.00607 to 0.00191. Program replacement adds no stable benefit across the tested reversal times. The study identifies evidence acquisition, reuse, and timely updating as mechanisms that must be separated from evaluator replacement when assessing organizational improvement.

  • 1 authors
·
Sep 28

UltraCUA: A Foundation Model for Computer Use Agents with Hybrid Action

Multimodal agents for computer use rely exclusively on primitive actions (click, type, scroll) that require accurate visual grounding and lengthy execution chains, leading to cascading failures and performance bottlenecks. While other agents leverage rich programmatic interfaces (APIs, MCP servers, tools), computer-use agents (CUAs) remain isolated from these capabilities. We present UltraCUA, a foundation model that bridges this gap through hybrid action -- seamlessly integrating GUI primitives with high-level programmatic tool calls. To achieve this, our approach comprises four key components: (1) an automated pipeline that scales programmatic tools from software documentation, open-source repositories, and code generation; (2) a synthetic data engine producing over 17,000 verifiable tasks spanning real-world computer-use scenarios; (3) a large-scale high-quality hybrid action trajectory collection with both low-level GUI actions and high-level programmatic tool calls; and (4) a two-stage training pipeline combining supervised fine-tuning with online reinforcement learning, enabling strategic alternation between low-level and high-level actions. Experiments with our 7B and 32B models demonstrate substantial improvements over state-of-the-art agents. On OSWorld, UltraCUA models achieve an average 22% relative improvement over base models, while being 11% faster in terms of steps. Out-of-domain evaluation on WindowsAgentArena shows our model reaches 21.7% success rate, outperforming baselines trained on Windows data. The hybrid action mechanism proves critical, reducing error propagation while maintaining execution efficiency.

apple Apple
·
Oct 20, 2025 3

SABER: Small Actions, Big Errors -- Safeguarding Mutating Steps in LLM Agents

Despite rapid progress in LLM agents, performance on long-horizon, tool-using tasks remains fragile. To better understand this fragility, we ask a simple question: do all actions contribute equally to failure? Analyzing execution traces on τ-Bench (Airline/Retail) and SWE-Bench Verified, we decompose trajectories into mutating (environment-changing) vs.\ non-mutating steps and formalize decisive deviations, earliest action, level divergences that flip success to failure. A logistic regression reveals that each additional deviation in a mutating action reduces the odds of success by upto 92% on Airline and upto 96% on Retail for SoTA models. In contrast, deviations in non-mutating actions have little to no effect. Errors also grow with context length as agents drift from role and act on stale constraints. Motivated by these observations, we introduce , a model-agnostic, gradient-free, test-time safeguard that (i) adds mutation-gated verification, (ii) injects Targeted Reflection before mutating steps, and (iii) performs block-based context cleaning. delivers consistent gains, e.g., Qwen3-Thinking: +28\% relative on Airline, +11\% on Retail, and +7\% on SWE-Bench Verified; Claude: +9\%/+7\%. We further identify ceiling effects in τ-Bench, where annotation errors and underspecified tasks artificially cap model performance. To address this, we release τ-Bench Verified, which restores benchmark headroom through targeted revisions. Our results argue for action-level analysis, targeted safeguards, and reliable evaluations as prerequisites for robust multi-turn agents.

  • 4 authors
·
Nov 25, 2025

PoAct: Policy and Action Dual-Control Agent for Generalized Applications

Based on their superior comprehension and reasoning capabilities, Large Language Model (LLM) driven agent frameworks have achieved significant success in numerous complex reasoning tasks. ReAct-like agents can solve various intricate problems step-by-step through progressive planning and tool calls, iteratively optimizing new steps based on environmental feedback. However, as the planning capabilities of LLMs improve, the actions invoked by tool calls in ReAct-like frameworks often misalign with complex planning and challenging data organization. Code Action addresses these issues while also introducing the challenges of a more complex action space and more difficult action organization. To leverage Code Action and tackle the challenges of its complexity, this paper proposes Policy and Action Dual-Control Agent (PoAct) for generalized applications. The aim is to achieve higher-quality code actions and more accurate reasoning paths by dynamically switching reasoning policies and modifying the action space. Experimental results on the Agent Benchmark for both legal and generic scenarios demonstrate the superior reasoning capabilities and reduced token consumption of our approach in complex tasks. On the LegalAgentBench, our method shows a 20 percent improvement over the baseline while requiring fewer tokens. We conducted experiments and analyses on the GPT-4o and GLM-4 series models, demonstrating the significant potential and scalability of our approach to solve complex problems.

  • 9 authors
·
Jan 12, 2025

PolicyTrim: Boosting Intrinsic Policy Efficiency of Vision-Language-Action Models

Vision-Language-Action (VLA) models provide a unified paradigm for robotic manipulation, yet their real-world deployment is often bottlenecked by execution efficiency. While existing efforts predominantly focus on compute-centric efficiency to reduce per-step inference latency, the intrinsic policy efficiency of these models remains largely unexplored. Policy efficiency is fundamentally affected by two factors, namely the effective executable length of predicted action chunks and the total physical steps required to complete a task. These two factors jointly determine the total number of forward inference calls during execution. We observe that current VLA policies struggle with planning unreliability and action redundancy, suffering from severe prediction degradation at the tail of action chunks and tending to generate unnecessarily redundant physical steps. To address this, we propose PolicyTrim, a reinforcement learning-based post-training framework that extends the reliable action chunk length and reduces redundant physical steps. For reliable chunk extension, we employ a dynamic exploration strategy that explicitly rewards the successful completion of longer executable lengths, progressively pushing the trustworthy prediction horizon to its empirical limit. For step efficiency, we design a redundancy-aware reward that directly favors successful task completions with fewer steps while penalizing unreproducible shortcuts, effectively eliminating redundant physical actions. Extensive experiments across three benchmarks and three VLA models demonstrate that PolicyTrim improves action chunk utilization by 3times and reduces physical execution steps by 51.4\%. Ultimately, our framework delivers up to a 5.83times end-to-end deployment speedup without compromising task success rates.

Don't Throw Away the Tail: Action Upcycling for Policy Acceleration

Modern robot policies predict a chunk of future actions from a single observation, execute only a prefix, and discard the rest before replanning. Choosing the length of this prefix, the execution horizon, poses a trade-off between reactivity and efficiency. A short horizon keeps the policy reactive to the environment, but requires frequent policy calls. Recent test-time methods adaptively select the horizon for each chunk, but they either read model internals, where the signal must be chosen for each architecture, or draw extra samples, which adds cost. We propose Action Upcycling, a training-free algorithm that reuses actions the policy would otherwise discard, without accessing model internals or drawing extra samples. We find that discarded actions stay close to their replanned versions as long as the action velocity remains smooth. Action Upcycling therefore extends the execution horizon up to the point where the velocity begins to fluctuate. Extensive experiments on simulated and real-world manipulation tasks show that Action Upcycling reduces policy calls by 1.2-1.7x with no loss in success rate, across multiple Vision-Language-Action Models (VLAs) and even a World Action Model (WAM). It applies to any chunked policy at negligible cost and is orthogonal to other policy acceleration methods such as few-step sampling and streaming action decoding, opening a new axis for policy acceleration.

  • 8 authors
·
Sep 28

Just Do It!? Computer-Use Agents Exhibit Blind Goal-Directedness

Computer-Use Agents (CUAs) are an increasingly deployed class of agents that take actions on GUIs to accomplish user goals. In this paper, we show that CUAs consistently exhibit Blind Goal-Directedness (BGD): a bias to pursue goals regardless of feasibility, safety, reliability, or context. We characterize three prevalent patterns of BGD: (i) lack of contextual reasoning, (ii) assumptions and decisions under ambiguity, and (iii) contradictory or infeasible goals. We develop BLIND-ACT, a benchmark of 90 tasks capturing these three patterns. Built on OSWorld, BLIND-ACT provides realistic environments and employs LLM-based judges to evaluate agent behavior, achieving 93.75% agreement with human annotations. We use BLIND-ACT to evaluate nine frontier models, including Claude Sonnet and Opus 4, Computer-Use-Preview, and GPT-5, observing high average BGD rates (80.8%) across them. We show that BGD exposes subtle risks that arise even when inputs are not directly harmful. While prompting-based interventions lower BGD levels, substantial risk persists, highlighting the need for stronger training- or inference-time interventions. Qualitative analysis reveals observed failure modes: execution-first bias (focusing on how to act over whether to act), thought-action disconnect (execution diverging from reasoning), and request-primacy (justifying actions due to user request). Identifying BGD and introducing BLIND-ACT establishes a foundation for future research on studying and mitigating this fundamental risk and ensuring safe CUA deployment.

microsoft Microsoft
·
Oct 2, 2025 3

Reinforcing Language Agents via Policy Optimization with Action Decomposition

Language models as intelligent agents push the boundaries of sequential decision-making agents but struggle with limited knowledge of environmental dynamics and exponentially huge action space. Recent efforts like GLAM and TWOSOME manually constrain the action space to a restricted subset and employ reinforcement learning to align agents' knowledge with specific environments. However, they overlook fine-grained credit assignments for intra-action tokens, which is essential for efficient language agent optimization, and rely on human's prior knowledge to restrict action space. This paper proposes decomposing language agent optimization from the action level to the token level, offering finer supervision for each intra-action token and manageable optimization complexity in environments with unrestricted action spaces. Beginning with the simplification of flattening all actions, we theoretically explore the discrepancies between action-level optimization and this naive token-level optimization. We then derive the Bellman backup with Action Decomposition (BAD) to integrate credit assignments for both intra-action and inter-action tokens, effectively eliminating the discrepancies. Implementing BAD within the PPO algorithm, we introduce Policy Optimization with Action Decomposition (POAD). POAD benefits from a finer-grained credit assignment process and lower optimization complexity, leading to enhanced learning efficiency and generalization abilities in aligning language agents with interactive environments. We validate POAD across diverse testbeds, with results affirming the advantages of our approach and the correctness of our theoretical analysis.

  • 5 authors
·
May 23, 2024

Decoupled Q-Chunking

Temporal-difference (TD) methods learn state and action values efficiently by bootstrapping from their own future value predictions, but such a self-bootstrapping mechanism is prone to bootstrapping bias, where the errors in the value targets accumulate across steps and result in biased value estimates. Recent work has proposed to use chunked critics, which estimate the value of short action sequences ("chunks") rather than individual actions, speeding up value backup. However, extracting policies from chunked critics is challenging: policies must output the entire action chunk open-loop, which can be sub-optimal for environments that require policy reactivity and also challenging to model especially when the chunk length grows. Our key insight is to decouple the chunk length of the critic from that of the policy, allowing the policy to operate over shorter action chunks. We propose a novel algorithm that achieves this by optimizing the policy against a distilled critic for partial action chunks, constructed by optimistically backing up from the original chunked critic to approximate the maximum value achievable when a partial action chunk is extended to a complete one. This design retains the benefits of multi-step value propagation while sidestepping both the open-loop sub-optimality and the difficulty of learning action chunking policies for long action chunks. We evaluate our method on challenging, long-horizon offline goal-conditioned tasks and show that it reliably outperforms prior methods. Code: github.com/ColinQiyangLi/dqc.

  • 3 authors
·
Dec 11, 2025

What Do Current Systematic Generalization Tasks Miss? A Reasoning-Centered Analysis

Systematic generalization, the ability to solve novel problems by recombining known atomic elements, is central to human intelligence but difficult to study rigorously under controlled settings. Existing studies therefore rely on simplifications such as approximately linear action composition, productivity-based tests, and action-explicit goals, which make systematic generalization easier to study but omit some essential aspects of this capability. To characterize what these simplifications miss, we adopt a reasoning-centered lens and introduce TranSGrid, a testbed that brings deductive, inductive, and abductive reasoning together within a unified task. Experiments with seven Transformers on 4,800 TranSGrid instances show that all models perform much worse on TranSGrid than on a held-out test set: the largest model solves 79.6% of the test set, but only 55.3% of TranSGrid and 15.8% of the hardest subset. The gap remains within the training length range, showing that productivity alone is not sufficient to evaluate systematic generalization. Additionally, we reintroduce the other two simplifications into TranSGrid: one variant makes actions compose almost linearly (reducing the inductive demand), the other makes goals action-explicit (reducing the abductive one). In both, solve rates return to roughly the test set level, showing that either simplification alone is enough to reduce TranSGrid to an ordinary held-out test set. Together, our results show that existing tasks reduce either or both of the inductive and abductive demands, and that comprehensively measuring systematic generalization requires a task that involves all three forms of reasoning.

  • 3 authors
·
Sep 15

Staircase Policy: Streaming Inference for World-Action Models with Large Action Chunks

World-Action Models (WAMs) improve robotic manipulation by conditioning action generation on predicted future observations, but future prediction adds further inference overhead to already expensive iterative action generation. Action chunking can amortize this cost over multiple actions, yet performance degrades over long execution horizons because later actions remain conditioned on stale observations. We introduce STAIRCASE POLICY, a streaming inference and training framework that turns a flow-matching VLA into a JEPA-style WAM and partitions a large action chunk into sub-chunks at staggered denoising stages. Near-term actions are executed as soon as they become available, while later actions continue to be refined. At each sub-chunk boundary, the future latent is re-predicted from the latest observation and used to update all unexecuted actions, enabling long-horizon execution without repeated full policy inference. The resulting future-prediction error can further serve as a signal for adaptive chunking. S-WAM achieves 97.7% on LIBERO and 87.9% on LIBERO-Plus, and improves performance across multiple policy backbones and real-robot tasks. It reaches 292.7 executed actions per second, 3.62times the throughput of conventional execution at comparable accuracy, while reducing time-to-first-action from 123.6 to 73.3 ms. With additional inference optimizations, throughput further increases to 642.9 actions per second.

  • 5 authors
·
Sep 28

Mid-Harness: Scaling Actions Between Model and Harness for Terminal Agents

Terminal agents act through stochastic model generations, yet the ability to generate a useful action does not ensure its reliable execution. A poor command (e.g., wrong package install) can change the environment in ways that hinder subsequent progress, even when the model could generate a better alternative. We investigate whether allocating test-time compute at the model-harness boundary can improve action reliability and trajectory success, and what makes this allocation effective. To study these questions, we introduce Mid-Harness, which samples and verifies candidate actions before forwarding one for execution, while keeping the generator and harness unchanged. With a TMAX-9B generator, more action sampling yields little benefit under weak verification, whereas a capable verifier can exploit useful alternatives from the same generator. On TerminalBench-Lite, a GPT-5.6 Sol verifier raises Pass@1 from 50.00% for the base agent to 68.03% with 8 sampled actions. When the same TMAX-9B model serves as the verifier, pairwise verification performs best among the evaluated verification mechanisms. Distilling responses from the stronger verifier into TMAX-9B further improves Pass@1, while leaving the action generator unchanged. With TMAX-9B on TerminalBench-Lite, combining action and trajectory scaling reaches higher success at lower estimated token cost than generating more trajectories alone. Mid-Harness also improves performance across additional models, benchmarks, and harnesses. These findings identify action scaling as a promising target for test-time compute scaling in terminal agents.

nvidia NVIDIA
·
Sep 29 5

A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning

We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro

PEARLS-Lab PEARLS Lab
·
Oct 1, 2025 2

Why Does Action Chunking Improve Behavioral Cloning Performance in Robotic Control?

Action chunking---predicting and executing multiple actions instead of a single action---has proven to be a critical component for learning effective robotic control policies. However, our precise understanding of why action chunking improves performance has remained limited. In this work we seek to close this gap. Through rigorous experimental evaluations in both simulated and real-world settings, we show that existing hypotheses for the success of action chunking---temporal consistency, horizon reduction, and representation learning---fail to explain the success of action chunking. Instead, we find that action chunking benefits from greater non-Markovian expressivity and reduced compounding error compared to Markovian policies, but, in many settings of interest, these effects can be fully captured by delayed policies, which at each step predict a single action based on the observation k steps in the past. We then show that there exists an additional benefit of action chunking that we refer to as implicit ensembling. In particular, by learning a diversity of temporal relationships (that is, a_t | o_t, a_t | o_{t-1}, ldots), action-chunked policies exhibit behavior matching that of a model ensemble, increasing their robustness and generalization ability over policies that only learn a single temporal relationship. Building on these insights, we show that in simulated and real-world robotic control settings, we can match the performance of action chunking without action chunking---by deploying an action chunking policy as an ensemble of policies with randomized delays. Furthermore, we propose a policy class that amplifies the benefits of action chunking by explicitly instantiating an ensemble, and which we show significantly improves over the performance of action chunking in many domains.

  • 6 authors
·
Aug 2

Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control

Reinforcement learning (RL) is rapidly reaching and surpassing human-level control capabilities. However, state-of-the-art RL algorithms often require timesteps and reaction times significantly faster than human capabilities, which is impractical in real-world settings and typically necessitates specialized hardware. Such speeds are difficult to achieve in the real world and often requires specialized hardware. We introduce Sequence Reinforcement Learning (SRL), an RL algorithm designed to produce a sequence of actions for a given input state, enabling effective control at lower decision frequencies. SRL addresses the challenges of learning action sequences by employing both a model and an actor-critic architecture operating at different temporal scales. We propose a "temporal recall" mechanism, where the critic uses the model to estimate intermediate states between primitive actions, providing a learning signal for each individual action within the sequence. Once training is complete, the actor can generate action sequences independently of the model, achieving model-free control at a slower frequency. We evaluate SRL on a suite of continuous control tasks, demonstrating that it achieves performance comparable to state-of-the-art algorithms while significantly reducing actor sample complexity. To better assess performance across varying decision frequencies, we introduce the Frequency-Averaged Score (FAS) metric. Our results show that SRL significantly outperforms traditional RL algorithms in terms of FAS, making it particularly suitable for applications requiring variable decision frequencies. Additionally, we compare SRL with model-based online planning, showing that SRL achieves superior FAS while leveraging the same model during training that online planners use for planning.

  • 2 authors
·
Oct 11, 2024

Task-Sufficient Contraction: Source Selection for Machine Information Interfaces

A declared task can sometimes certify a reduced source before a downstream encoder, codebook, rate, distortion target, or optimizer is chosen. This paper studies when one such reduction preserves the complete downstream problem family, a property termed Task-Sufficient Contraction. The reduced source is fixed by the task before the later operating point is selected. An exact contraction allows the later problem to be solved on that source with the same result as if the full source had been retained. For a machine with a fixed set of possible actions and a fixed loss, the paper identifies a consumer-specific source by merging states only when every available action has the same regret in both. For finite action sets, replacing the richer source by this reduced source preserves the complete one-step rate-regret curve, even though the reduction is fixed before the distortion target is chosen. A second result gives an exact characterization for quadratic loss on affine feasible-action sets: the canonical reduced source is the projection onto the directions in which feasible actions can differ. Under a fixed energy budget, this becomes centered load, while retaining only the optimal water-filled action is too coarse. Earlier Information Bottleneck, semantic rate-distortion, and goal-oriented quantization results are then used to distinguish exact, architecture-conditioned, approximate, failed, and corrected contractions. The framework suggests a way for heterogeneous machines to exchange what a receiving task needs without first aligning their full internal representations.

EricssonAB Ericsson AB
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Oct 5 2

ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search

Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.

  • 8 authors
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Oct 19, 2023 1

Context-Aware Bayesian Network Actor-Critic Methods for Cooperative Multi-Agent Reinforcement Learning

Executing actions in a correlated manner is a common strategy for human coordination that often leads to better cooperation, which is also potentially beneficial for cooperative multi-agent reinforcement learning (MARL). However, the recent success of MARL relies heavily on the convenient paradigm of purely decentralized execution, where there is no action correlation among agents for scalability considerations. In this work, we introduce a Bayesian network to inaugurate correlations between agents' action selections in their joint policy. Theoretically, we establish a theoretical justification for why action dependencies are beneficial by deriving the multi-agent policy gradient formula under such a Bayesian network joint policy and proving its global convergence to Nash equilibria under tabular softmax policy parameterization in cooperative Markov games. Further, by equipping existing MARL algorithms with a recent method of differentiable directed acyclic graphs (DAGs), we develop practical algorithms to learn the context-aware Bayesian network policies in scenarios with partial observability and various difficulty. We also dynamically decrease the sparsity of the learned DAG throughout the training process, which leads to weakly or even purely independent policies for decentralized execution. Empirical results on a range of MARL benchmarks show the benefits of our approach.

  • 2 authors
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Jun 2, 2023

Learning CLI Agents with Structured Action Credit under Selective Observation

Command line interface (CLI) agents are emerging as a practical paradigm for agent-computer interaction over evolving filesystems, executable command line programs, and online execution feedback. Recent work has used reinforcement learning (RL) to learn these interaction abilities from verifiable task feedback, yet few methods exploit the native structured attributes of CLI actions as learning signals. Beyond this underused action structure, CLI learning also couples two bottlenecks for coding agents. First, the agent must identify task-relevant evidence in a large codebase from partial observations. Second, sparse terminal rewards must be assigned to the actions that shape a long multi-turn trajectory. We study these bottlenecks through shell-driven information extraction and file editing tasks. For selective observation, we introduce σ-Reveal, an inference-time mechanism that selects token-budgeted context for the same CLI. For credit assignment, we propose Action Advantage Assignment (A^3), a native agentic RL method that preserves the algorithmic complexity of standard agentic RL. A^3 constructs turn-level advantages from episode-level relative feedback, abstract syntax tree (AST) based action sub-chain residuals, and tree-level trajectory margins. To further evaluate this problem setting, we construct ShellOps, a verifiable dataset suite covering CLI tasks in repository environments.

  • 2 authors
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May 7

The Entropy Mechanism of Reinforcement Learning for Reasoning Language Models

This paper aims to overcome a major obstacle in scaling RL for reasoning with LLMs, namely the collapse of policy entropy. Such phenomenon is consistently observed across vast RL runs without entropy intervention, where the policy entropy dropped sharply at the early training stage, this diminished exploratory ability is always accompanied with the saturation of policy performance. In practice, we establish a transformation equation R=-a*e^H+b between entropy H and downstream performance R. This empirical law strongly indicates that, the policy performance is traded from policy entropy, thus bottlenecked by its exhaustion, and the ceiling is fully predictable H=0, R=-a+b. Our finding necessitates entropy management for continuous exploration toward scaling compute for RL. To this end, we investigate entropy dynamics both theoretically and empirically. Our derivation highlights that, the change in policy entropy is driven by the covariance between action probability and the change in logits, which is proportional to its advantage when using Policy Gradient-like algorithms. Empirical study shows that, the values of covariance term and entropy differences matched exactly, supporting the theoretical conclusion. Moreover, the covariance term stays mostly positive throughout training, further explaining why policy entropy would decrease monotonically. Through understanding the mechanism behind entropy dynamics, we motivate to control entropy by restricting the update of high-covariance tokens. Specifically, we propose two simple yet effective techniques, namely Clip-Cov and KL-Cov, which clip and apply KL penalty to tokens with high covariances respectively. Experiments show that these methods encourage exploration, thus helping policy escape entropy collapse and achieve better downstream performance.

  • 17 authors
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May 28, 2025 4

CTHA: Constrained Temporal Hierarchical Architecture for Stable Multi-Agent LLM Systems

Recently, multi-time-scale agent architectures have extended the ubiquitous single-loop paradigm by introducing temporal hierarchies with distinct cognitive layers. While yielding substantial performance gains, this diversification fundamentally compromises the coordination stability intrinsic to unified agent systems, which causes severe inter-layer conflicts, unbounded error propagation, and restricted scalability. To address these challenges, we propose Constrained Temporal Hierarchical Architecture (CTHA), a general framework that projects the inter-layer communication space onto structured manifolds to restore coordination stability, while incorporating principled arbitration mechanisms to ensure coherent decision-making. Specifically, CTHA enforces three key constraints: (1) Message Contract Constraints that formalize information flow between layers via typed summary, plan, and policy packets; (2) Authority Manifold Constraints that bound each layer's decision space according to its temporal scope; and (3) Arbiter Resolution Constraints that guarantee conflict-free composition of multi-layer decisions. Empirical experiments demonstrate that CTHA is effective for complex task execution at scale, offering 47% reduction in failure cascades, 2.3x improvement in sample efficiency, and superior scalability compared to unconstrained hierarchical baselines. We anticipate that CTHA, as a principled extension of temporal hierarchies, will contribute to a deeper understanding of multi-agent coordination and suggest promising directions for the evolution of robust autonomous systems.

  • 1 authors
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Jan 8

Reinforcement learning with combinatorial actions for coupled restless bandits

Reinforcement learning (RL) has increasingly been applied to solve real-world planning problems, with progress in handling large state spaces and time horizons. However, a key bottleneck in many domains is that RL methods cannot accommodate large, combinatorially structured action spaces. In such settings, even representing the set of feasible actions at a single step may require a complex discrete optimization formulation. We leverage recent advances in embedding trained neural networks into optimization problems to propose SEQUOIA, an RL algorithm that directly optimizes for long-term reward over the feasible action space. Our approach embeds a Q-network into a mixed-integer program to select a combinatorial action in each timestep. Here, we focus on planning over restless bandits, a class of planning problems which capture many real-world examples of sequential decision making. We introduce coRMAB, a broader class of restless bandits with combinatorial actions that cannot be decoupled across the arms of the restless bandit, requiring direct solving over the joint, exponentially large action space. We empirically validate SEQUOIA on four novel restless bandit problems with combinatorial constraints: multiple interventions, path constraints, bipartite matching, and capacity constraints. Our approach significantly outperforms existing methods -- which cannot address sequential planning and combinatorial selection simultaneously -- by an average of 24.8\% on these difficult instances.

  • 4 authors
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Mar 1, 2025

Recon-Act: A Self-Evolving Multi-Agent Browser-Use System via Web Reconnaissance, Tool Generation, and Task Execution

Recent years, multimodal models have made remarkable strides and pave the way for intelligent browser use agents. However, when solving tasks on real world webpages in multi-turn, long-horizon trajectories, current agents still suffer from disordered action sequencing and excessive trial and error during execution. This paper introduces Recon-Act, a self-evolving multi-agent framework grounded in Reconnaissance-Action behavioral paradigm. The system comprises a Reconnaissance Team and an Action Team: the former conducts comparative analysis and tool generation, while the latter handles intent decomposition, tool orchestration, and execution. By contrasting the erroneous trajectories with successful ones, the Reconnaissance Team infers remedies, and abstracts them into a unified notion of generalized tools, either expressed as hints or as rule-based codes, and register to the tool archive in real time. The Action Team reinference the process empowered with these targeting tools, thus establishing a closed-loop training pipeline of data-tools-action-feedback. Following the 6 level implementation roadmap proposed in this work, we have currently reached Level 3 (with limited human-in-the-loop intervention). Leveraging generalized tools obtained through reconnaissance, Recon-Act substantially improves adaptability to unseen websites and solvability on long-horizon tasks, and achieves state-of-the-art performance on the challenging VisualWebArena dataset.

  • 4 authors
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Sep 25, 2025 2

GTA1: GUI Test-time Scaling Agent

Graphical user interface (GUI) agents autonomously operate across platforms (e.g., Linux) to complete tasks by interacting with visual elements. Specifically, a user instruction is decomposed into a sequence of action proposals, each corresponding to an interaction with the GUI. After each action, the agent observes the updated GUI environment to plan the next step. However, two main challenges arise: i) resolving ambiguity in task planning (i.e., the action proposal sequence), where selecting an appropriate plan is non-trivial, as many valid ones may exist; ii) accurately grounding actions in complex and high-resolution interfaces, i.e., precisely interacting with visual targets. This paper investigates the two aforementioned challenges with our GUI Test-time Scaling Agent, namely GTA1. First, to select the most appropriate action proposal, we introduce a test-time scaling method. At each step, we sample multiple candidate action proposals and leverage a judge model to evaluate and select the most suitable one. It trades off computation for better decision quality by concurrent sampling, shortening task execution steps, and improving overall performance. Second, we propose a model that achieves improved accuracy when grounding the selected action proposal to its corresponding visual elements. Our key insight is that reinforcement learning (RL) facilitates visual grounding through inherent objective alignments, rewarding successful clicks on interface elements. Experimentally, our method establishes state-of-the-art performance across diverse benchmarks. For example, GTA1-7B achieves 50.1%, 92.4%, and 67.7% accuracies on Screenspot-Pro, Screenspot-V2, and OSWorld-G, respectively. When paired with a planner applying our test-time scaling strategy, it exhibits state-of-the-art agentic performance (e.g., 45.2% task success rate on OSWorld). We open-source our code and models here.

CaPo: Cooperative Plan Optimization for Efficient Embodied Multi-Agent Cooperation

In this work, we address the cooperation problem among large language model (LLM) based embodied agents, where agents must cooperate to achieve a common goal. Previous methods often execute actions extemporaneously and incoherently, without long-term strategic and cooperative planning, leading to redundant steps, failures, and even serious repercussions in complex tasks like search-and-rescue missions where discussion and cooperative plan are crucial. To solve this issue, we propose Cooperative Plan Optimization (CaPo) to enhance the cooperation efficiency of LLM-based embodied agents. Inspired by human cooperation schemes, CaPo improves cooperation efficiency with two phases: 1) meta-plan generation, and 2) progress-adaptive meta-plan and execution. In the first phase, all agents analyze the task, discuss, and cooperatively create a meta-plan that decomposes the task into subtasks with detailed steps, ensuring a long-term strategic and coherent plan for efficient coordination. In the second phase, agents execute tasks according to the meta-plan and dynamically adjust it based on their latest progress (e.g., discovering a target object) through multi-turn discussions. This progress-based adaptation eliminates redundant actions, improving the overall cooperation efficiency of agents. Experimental results on the ThreeDworld Multi-Agent Transport and Communicative Watch-And-Help tasks demonstrate that CaPo achieves much higher task completion rate and efficiency compared with state-of-the-arts.The code is released at https://github.com/jliu4ai/CaPo.

  • 7 authors
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Nov 7, 2024

When to Switch: Reliable Action-Chunk Extension for Vision-Language-Action Models

Vision-Language-Action (VLA) models serve as unified policies for robotic manipulation, yet their expensive inference forces robots to pause between policy calls, resulting in stop-and-go execution that interrupts smooth motion and prolongs task completion. Extending the action chunk reduces policy calls and hence these pauses, but predicting farther into the future makes long-chunk execution unreliable. To understand where this unreliability arises, we analyze action errors within long chunks and find that they concentrate around transitions between manipulation subskills, growing sharply with chunk length. This suggests the importance of transition timing, i.e., when to switch subskills within a chunk. Motivated by this observation, we introduce RACE (Reliable Action-Chunk Extension), a framework that predicts the transition timing from an auxiliary one-step denoising pass and conditions action generation on it. By learning and conditioning on transition timing, RACE reduces errors at subskill transitions and enables reliable execution of longer action chunks. Across simulation benchmarks, RACE outperforms fine-tuning at the same chunk length; with 2x longer chunks, it surpasses recent state-of-the-art and efficient VLAs in success rate, and with 4x longer chunks, it remains competitive. On a real robot, RACE uses 4x longer chunks, which reduces the idle time caused by stop-and-go execution by about 5x, while achieving a higher success rate than fine-tuning with the same chunk length. Code and a real-robot demo are available at https://github.com/Seonghoon-Yu/RACE-VLA

On the Entropy in Last-Mile Logistics

Last-mile logistics (LML) is characterized by high fragmentation, yet existing research treats this as an exogenous constraint rather than a quantifiable and optimizable system property. This paper introduces a framework for measuring LML complexity using structural entropy, derived from Boltzmann's statistical mechanics. Unlike traditional KPIs such as distance or cost, structural entropy quantifies the cardinality of the configuration space, providing a diagnostic of inherent system disorder. We establish a formal duality with Shannon entropy, linking absolute complexity burden to distributional balance. We apply our entropy framework to 6,112 Amazon last-mile routes across five U.S. cities. Current operations exhibit persistently high normalized entropy, indicating near-maximal fragmentation. A stable non-linear scaling relationship between entropy and route distance validates the metric as a predictive indicator of operational difficulty. To evaluate spatial consolidation, we develop a system-wide entropy measure accounting for all movements by both carriers and customers. We establish a theoretical conservation principle: under idealized conditions, spatial consolidation merely redistributes entropy from carrier to customer. Both idealizing conditions are violated in practice, thereby increasing total system entropy. Our system-wide measure reveals that spatial consolidation reduces carrier entropy by up to 40% under aggressive adoption but increases total system entropy by activating customer collection trips, though trip chaining can diminish this effect. Temporal consolidation, by contrast, genuinely reduces entropy by decreasing delivery events without creating new movements. By formalizing fragmentation as a measurable structural property, this research provides a new lens for network design, consolidation policy, and evaluation last-mile system performance.

  • 2 authors
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Feb 25

Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality

In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.

  • 4 authors
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May 4, 2023

Long SKILL Compliance as Logical Reasoning: Closure-Grounded Detection with Scaling-Guided On-Policy Distillation

The increasing complexity of enterprise business scenarios has promoted the widespread adoption of long SKILL documents in agent systems, posing new challenges for compliance detection: large models incur substantial inference costs, while small models may fail to maintain detection accuracy. To address this gap, we propose SkillCDG, a graph-based framework for long SKILL compliance detection. SkillCDG represents complex business policies as a two-layer constraint dependency graph, where the upper layer indexes SKILL descriptions for scenario routing and the lower layer captures dependencies among atomic constraints within each SKILL. During inference, two-level retrieval followed by dependency closure supports compliance judgment and source traceability. We comprehensively evaluate the framework on three enterprise datasets and two controlled public benchmark variants. Experimental results demonstrate that SkillCDG outperforms baseline methods by up to 12.8 percentage points in detection F1 score, while reducing token consumption by a maximum 64.3\%. Moreover, we further investigate the inherent relationships among policy-graph complexity, model scale, and detection performance. Comparative experiments conducted on four checkpoints from a single model family validate a concise and effective scaling trend: end-to-end detection correctness exhibits a complexity-differentiated scaling pattern, and the complexity metric derived from the constraint dependency graph can effectively quantify instance difficulty and the performance improvement potential of models. Leveraging this insightful scaling trend, we conduct adaptive training sample selection and adopt on-policy distillation to efficiently enhance the compliance detection capability of small-scale models.

  • 7 authors
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Aug 7

Geometry Guided Self-Consistency for Physical AI

State-of-the-art physical AI models generate a chunk of actions per inference through diffusion or flow matching, iteratively refining an initial noise sample into an action trajectory. Because this inference process is inherently stochastic, committing to a single trajectory per round is brittle, and this brittleness compounds across the many sequential rounds that comprise a complete episode. We introduce KeyStone, an inference-time self-consistency method for diffusion-based action generation that draws K candidate action chunks in parallel from a shared model context, clusters them in continuous action space, and returns the medoid of the largest cluster -- no additional model required. Two properties make this practical. First, the compact nature of action trajectories makes diffusion inference memory-bandwidth bound, leaving spare compute capacity to run K chains in parallel with no additional wall-clock latency. Second, unlike token or pixel spaces where distance carries no semantic meaning and selection requires a learned judge, action chunks are geometrically structured such that Euclidean distance directly reflects physical similarity, making selection principled and judge-free. Across diverse vision-language-action models (VLAs) and world-action models (WAMs), KeyStone improves task success rates by up to 13.3\% over single-trajectory sampling with negligible latency overhead, while having on par accuracy with model-based selectors at no training cost. We open source KeyStone at https://github.com/dywsjtu/keystone.

  • 4 authors
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May 8

VeriGUI: Verifiable Long-Chain GUI Dataset

Recent studies have delved into constructing autonomous agents capable of performing complex Graphical User Interface (GUI)-based computer tasks, with the potential to revolutionize human-computer interaction. Despite encouraging results, existing efforts mainly focus on short-term interactions and rely on outcome-only verification, thereby limiting their scalability in real-world GUI applications that demand long-horizon task decomposition and execution. In this work, we introduce VeriGUI, a novel verifiable long-chain GUI dataset designed to facilitate the development and evaluation of generalist GUI agents operating in realistic computer environments. Our dataset emphasizes two critical dimensions: (1) long-chain complexity, with tasks decomposed into a sequence of interdependent subtasks spanning hundreds of steps, explicitly designed to allow any subtask to serve as a valid starting point; and (2) subtask-level verifiability, which enables diverse exploration strategies within each subtask, while ensuring that each subtask-level goal remains verifiable and consistent. The dataset consists of GUI task trajectories across both desktop and web, annotated by human experts. Extensive experiments on VeriGUI using various agents with different foundation models reveal significant performance gaps in handling long-horizon tasks, highlighting the need for more robust planning and decision-making capabilities in GUI agents.

  • 32 authors
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Aug 5, 2025 5

R-LAM: Reproducibility-Constrained Large Action Models for Scientific Workflow Automation

Large Action Models (LAMs) extend large language models by enabling autonomous decision-making and tool execution, making them promising for automating scientific workflows. However, scientific workflows impose strict requirements on reproducibility, auditability, and deterministic execution, which are not satisfied by generic LLM-based agents. Unconstrained action generation can lead to silent state changes, non-deterministic executions, and irreproducible experimental results, limiting the applicability of LAMs in scientific settings. In this paper, we propose R-LAM, a reproducibility-constrained framework for applying Large Action Models to scientific workflow automation. R-LAM introduces structured action schemas, deterministic execution policies, and explicit provenance tracking to ensure that every action and intermediate artifact is auditable and replayable. The framework supports failure-aware execution loops and controlled workflow forking, enabling iterative experimentation without compromising reproducibility. We implement R-LAM as a lightweight Python framework and release it as an open-source PyPI package to facilitate reproducible research. An experimental evaluation of representative scientific workflows demonstrates that R-LAM improves reproducibility success rates and execution reliability compared to unconstrained LLM-based agents, while retaining adaptive control over workflow execution.

  • 1 authors
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Jan 11

Beyond Attack-Success Rate: Action-Graded Severity Scale for Tool-Using AI Agents

Agentic red-teaming benchmarks report whether an injected agent was compromised as a single bit: the attack succeeded, or it did not. We argue that this binary attack-success rate discards the information a defender most needs, namely how harmful the resulting action was. We introduce an action-graded harm rubric that scores an agent's tool-call trajectory on a seven-level ordinal scale (L0 to L6) according to whether the executed action was reversible, whether it crossed scope to reach another party, and whether it expanded privilege. We compute the scale two ways: a deterministic oracle that reads the trajectory and the attacker's stated goal, and a panel of three frontier language-model judges that read a tag-free account of the same trajectory. Across four victim models and two defenses on the AgentDojo workspace suite, severity grading exposes three cases the binary metric hides, including a defense that reports a zero attack-success rate while still permitting an externally visible cross-scope leak through an unfiltered tool. The judge panel reproduces the oracle with high ordinal agreement (Krippendorff's alpha = 0.91) but shares systematic blind spots that we characterize, most notably a failure to recognize escalation chains. Unlike prior work that provides harm taxonomies, harmful-task completion tests, execution-level safety benchmarks, or severity-aware simulation, our contribution is a reusable, trace-grounded severity instrument applied to the actual actions recorded in existing red-team logs. All code, prompts, and per-episode logs are released.

  • 1 authors
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Jul 7

Where Did It Go Wrong? Process-Level Evaluation of Web Agents with Semantic State Tracking

Web agents act through long interaction sequences, yet existing benchmarks evaluate only terminal success, discarding all process information and offering little guidance on improvement. In this work, we conduct a process-level analysis of web agents. We introduce WebStep, a benchmark of 1,800 task instances with controlled difficulty and automatic semantic state tracking. Each website exposes a deterministic semantic MDP alongside the GUI: the agent operates on the interface, while the environment records high-level states and transitions in the background, enabling fine-grained analysis without manual annotation. Based on the semantic trajectory, we first show that process metrics reveal differences invisible to outcome evaluation: three agents whose success rates cluster within 31-33% diverge in exploration reach versus execution accuracy. Then, decomposing by skill characterizes the nature of these differences, exposing opposite per-skill rankings hidden within the same website: e.g., on Housing, OpenAI CUA outperforms Qwen3.5 by 23.7% on commit actions yet underperforms it by 15.6% on filtering, pinpointing a concrete skill to improve even within a domain. Bifurcation analysis further localizes the decisive error that loses the task and shows that this error is agent-specific rather than shared. Finally, these differences widen as tasks grow harder: success rate is similar on easy tasks but separates sharply as exploration becomes more demanding. Our process-level analysis opens a new avenue in web agent evaluation, providing fine-grained and actionable insight into where and how each agent should be improved.

Symphony: A Heuristic Normalized Calibrated Advantage Actor and Critic Algorithm in application for Humanoid Robots

In our work we not explicitly hint that it is a misconception to think that humans learn fast. Learning process takes time. Babies start learning to move in the restricted liquid area called placenta. Children often are limited by underdeveloped body. Even adults are not allowed to participate in complex competitions right away. However, with robots, when learning from scratch, we often don't have the privilege of waiting for dozen millions of steps. "Swaddling" regularization is responsible for restraining an agent in rapid but unstable development penalizing action strength in a specific way not affecting actions directly. The Symphony, Transitional-policy Deterministic Actor and Critic algorithm, is a concise combination of different ideas for possibility of training humanoid robots from scratch with Sample Efficiency, Sample Proximity and Safety of Actions in mind. It is no secret that continuous increase in Gaussian noise without appropriate smoothing is harmful for motors and gearboxes. Compared to Stochastic algorithms, we set a limited parametric noise and promote a reduced strength of actions, safely increasing entropy, since the actions are kind of immersed in weaker noise. When actions require more extreme values, actions rise above the weak noise. Training becomes empirically much safer for both the environment around and the robot's mechanisms. We use Fading Replay Buffer: using a fixed formula containing the hyperbolic tangent, we adjust the batch sampling probability: the memory contains a recent memory and a long-term memory trail. Fading Replay Buffer allows us to use Temporal Advantage when we improve the current Critic Network prediction compared to the exponential moving average. Temporal Advantage allows us to update Actor and Critic in one pass, as well as combine Actor and Critic in one Object and implement their Losses in one line.

  • 6 authors
·
Dec 11, 2025

GUI-Libra: Training Native GUI Agents to Reason and Act with Action-aware Supervision and Partially Verifiable RL

Open-source native GUI agents still lag behind closed-source systems on long-horizon navigation tasks. This gap stems from two limitations: a shortage of high-quality, action-aligned reasoning data, and the direct adoption of generic post-training pipelines that overlook the unique challenges of GUI agents. We identify two fundamental issues in these pipelines: (i) standard SFT with CoT reasoning often hurts grounding, and (ii) step-wise RLVR-tyle training faces partial verifiability, where multiple actions can be correct but only a single demonstrated action is used for verification. This makes offline step-wise metrics weak predictors of online task success. In this work, we present GUI-Libra, a tailored training recipe that addresses these challenges. First, to mitigate the scarcity of action-aligned reasoning data, we introduce a data construction and filtering pipeline and release a curated 81K GUI reasoning dataset. Second, to reconcile reasoning with grounding, we propose action-aware SFT that mixes reasoning-then-action and direct-action data and reweights tokens to emphasize action and grounding. Third, to stabilize RL under partial verifiability, we identify the overlooked importance of KL regularization in RLVR and show that a KL trust region is critical for improving offline-to-online predictability; we further introduce success-adaptive scaling to downweight unreliable negative gradients. Across diverse web and mobile benchmarks, GUI-Libra consistently improves both step-wise accuracy and end-to-end task completion. Our results suggest that carefully designed post-training and data curation can unlock significantly stronger task-solving capabilities without costly online data collection. We release our dataset, code, and models to facilitate further research on data-efficient post-training for reasoning-capable GUI agents.

SentinelBench: A Benchmark for Long-Running Monitoring Agents

AI agents are increasingly asked to carry out work that spans minutes, hours, or longer. Yet the default model of agent behavior is continuous action: issuing tool calls, refreshing pages, searching for alternatives, or otherwise trying to force progress. This is the wrong approach for many long-running tasks, which are better served by a strategy of sustained attention. Instead, agents should monitor an environment, notice when an external event makes progress possible, then respond promptly without wasting resources while waiting. To measure progress on this class of tasks, we introduce SentinelBench, an open-source benchmark for time-evolving monitoring tasks. SentinelBench contains 100 tasks across 10 synthetic web environments, including email, calendars, finance, professional networking, and entertainment. Each environment exposes a live web interface and replays a scripted sequence of events, requiring agents to navigate and reason about web pages whose state shifts underfoot. SentinelBench measures task completion, reaction time, and resource use, exposing the tradeoff between responsiveness and cost. We report results across three models and two browser-agent harnesses, establishing performance baselines for future comparison and demonstrating how agent design choices can dramatically impact key metrics. Together, these results show that SentinelBench distinguishes meaningful differences in agent behavior.

  • 8 authors
·
Jun 4

CoAct-1: Computer-using Agents with Coding as Actions

Autonomous agents that operate computers via Graphical User Interfaces (GUIs) often struggle with efficiency and reliability on complex, long-horizon tasks. While augmenting these agents with planners can improve task decomposition, they remain constrained by the inherent limitations of performing all actions through GUI manipulation, leading to brittleness and inefficiency. In this work, we introduce a more robust and flexible paradigm: enabling agents to use coding as a enhanced action. We present CoAct-1, a novel multi-agent system that synergistically combines GUI-based control with direct programmatic execution. CoAct-1 features an Orchestrator that dynamically delegates subtasks to either a conventional GUI Operator or a specialized Programmer agent, which can write and execute Python or Bash scripts. This hybrid approach allows the agent to bypass inefficient GUI action sequences for tasks like file management and data processing, while still leveraging visual interaction when necessary. We evaluate our system on the challenging OSWorld benchmark, where CoAct-1 achieves a new state-of-the-art success rate of 60.76%, significantly outperforming prior methods. Furthermore, our approach dramatically improves efficiency, reducing the average number of steps required to complete a task to just 10.15, compared to 15 for leading GUI agents. Our results demonstrate that integrating coding as a core action provides a more powerful, efficient, and scalable path toward generalized computer automation.

  • 12 authors
·
Aug 5, 2025 3

PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives

Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.

TreeCUA: Efficiently Scaling GUI Automation with Tree-Structured Verifiable Evolution

Effectively scaling GUI automation is essential for computer-use agents (CUAs); however, existing work primarily focuses on scaling GUI grounding rather than the more crucial GUI planning, which requires more sophisticated data collection. In reality, the exploration process of a CUA across apps/desktops/web pages typically follows a tree structure, with earlier functional entry points often being explored more frequently. Thus, organizing large-scale trajectories into tree structures can reduce data cost and streamline the data scaling of GUI planning. In this work, we propose TreeCUA to efficiently scale GUI automation with tree-structured verifiable evolution. We propose a multi-agent collaborative framework to explore the environment, verify actions, summarize trajectories, and evaluate quality to generate high-quality and scalable GUI trajectories. To improve efficiency, we devise a novel tree-based topology to store and replay duplicate exploration nodes, and design an adaptive exploration algorithm to balance the depth (i.e., trajectory difficulty) and breadth (i.e., trajectory diversity). Moreover, we develop world knowledge guidance and global memory backtracking to avoid low-quality generation. Finally, we naturally extend and propose the TreeCUA-DPO method from abundant tree node information, improving GUI planning capability by referring to the branch information of adjacent trajectories. Experimental results show that TreeCUA and TreeCUA-DPO offer significant improvements, and out-of-domain (OOD) studies further demonstrate strong generalization. All trajectory node information and code will be available at https://github.com/UITron-hub/TreeCUA.

  • 9 authors
·
Feb 10 2

UI-CUBE: Enterprise-Grade Computer Use Agent Benchmarking Beyond Task Accuracy to Operational Reliability

While current Computer Use Agent (CUA) benchmarks measure task completion effectively, they provide limited assessment of enterprise deployment readiness, emphasizing functional correctness over the operational reliability required for production systems. We present UI-CUBE (UiPath Computer Use BEnchmark), a systematic benchmark comprising 226 tasks across two difficulty tiers designed to expose fundamental architectural limitations in current CUAs. Our evaluation covers simple UI interactions (136 tasks) and complex workflows including copy-paste tasks (50 tasks) and enterprise application scenarios (40 tasks), with systematic interface variation coverage, multi-resolution testing and automated validation of task success through the application state. Evaluation of five state-of-the-art models reveals a sharp capability cliff rather than gradual performance degradation. Simple UI interactions achieve 67-85% success rates (compared to 97.9% human performance), but complex workflows drop precipitously to 9-19%. Human evaluators with no prior application experience achieve only 61.2% on complex tasks despite near-perfect performance on simple tasks, establishing realistic performance ceilings. This discontinuous performance pattern -- where agents achieve 68-87% of human performance on simple tasks but only 15-32% on complex workflows -- indicates fundamental architectural limitations in memory management, hierarchical planning, and state coordination rather than incremental capability gaps addressable through better training or prompting. UI-CUBE functions as an enterprise-readiness diagnostic, revealing that while current CUAs can manipulate individual interface elements, they cannot yet function as reliable workflow automation tools. These findings provide architectural insights essential for developing production-ready CUAs capable of managing complex, multi-step enterprise processes.

  • 6 authors
·
Nov 21, 2025

Let the Mind Conceive, Let the Hand Achieve: Following Multimodal Instructions for Long-Horizon Robotic Manipulation

A robot following a multi-step instruction needs to act on the right objects in the right order, even as the scene changes. It must also maintain awareness of task progress and determine when to advance. To address these challenges, we introduce Orchestra, an agent harness that separates task planning and execution management from action generation. Orchestra decomposes a complete multimodal instruction into ordered subtasks, tracks completed steps, and updates the locations of relevant objects and destinations during execution. It maintains a shared context containing the active subtask, spatial grounding, and recent observations. An action policy uses this context to generate actions, while a separately trained progress evaluator estimates when to advance to the next subtask. To evaluate whether robots trained on atomic instructions and short trajectories can execute longer subtask sequences, we introduce a benchmark named RMBench-Compose. Orchestra achieves a mean success rate of 68.22% across nine RMBench tasks, outperforming Mem-0 by 26.22 percentage points. On RMBench-Compose, it achieves an Average Success Length (ASL) of 7.35 subtasks, 2.46 times that of HarnessVLA. Across four real-world multi-step tasks, it improves mean ASL by 25.0% over Orchestra using the base π_{0.5} policy. These results show that Orchestra helps robots carry out longer sequences of subtasks while preserving the requested subtask order and acting on the specified objects. Our code and project page are available at https://youpengwen.github.io/Orchestra.

Measuring the Stability Assumption Behind Action Chunking

Action chunking improves the performance of policies learned by behavioural cloning, and several mechanisms have been proposed to explain why, including temporal consistency, horizon reduction, representation learning, and reduced error compounding. We instead study what happens to an action error once it enters the system. At each state, we inject a small action error and measure how fast it grows or shrinks under two execution regimes: open-loop, where the rest of the chunk is replayed without replanning, and closed-loop, where the policy replans after the perturbation. The fitted rate labels each state as contracting, expanding, or unresolved. Across twelve manipulation tasks from three benchmark suites, we find that confidently stable states are rare, while error amplification is common among states whose propagation rate can be resolved. We further find that the measured propagation rate depends strongly on the fitting horizon: amplification is typically front-loaded, so short windows can overestimate longer-horizon propagation. Finally, we train predictors on these labels and find that a state's open-loop regime can be recovered from camera frames and proprioception alone, while its closed-loop propagation is only partially recoverable because it also depends on how the policy acts after the perturbation. These results suggest that error-compounding arguments alone do not provide a complete account of action chunking: neither passive open-loop dynamics nor policy replanning consistently contracts an injected error, and replanning rarely turns open-loop amplification into confident contraction. This suggests that closed-loop reactivity should be trained explicitly, using perturbation- and tree-coverage-oriented training to expose policies to deviations they must recover from, rather than expected to emerge reliably from standard imitation learning.

  • 1 authors
·
Sep 30

Improving Generalization in Task-oriented Dialogues with Workflows and Action Plans

Task-oriented dialogue is difficult in part because it involves understanding user intent, collecting information from the user, executing API calls, and generating helpful and fluent responses. However, for complex tasks one must also correctly do all of these things over multiple steps, and in a specific order. While large pre-trained language models can be fine-tuned end-to-end to create multi-step task-oriented dialogue agents that generate fluent text, our experiments confirm that this approach alone cannot reliably perform new multi-step tasks that are unseen during training. To address these limitations, we augment the dialogue contexts given to text2text transformers with known valid workflow names and action plans. Action plans consist of sequences of actions required to accomplish a task, and are encoded as simple sequences of keywords (e.g. verify-identity, pull-up-account, reset-password, etc.). We perform extensive experiments on the Action-Based Conversations Dataset (ABCD) with T5-small, base and large models, and show that such models: a) are able to more readily generalize to unseen workflows by following the provided plan, and b) are able to generalize to executing unseen actions if they are provided in the plan. In contrast, models are unable to fully accomplish new multi-step tasks when they are not provided action plan information, even when given new valid workflow names.

  • 5 authors
·
Jun 2, 2023

Locked at the Entrance, Open Inside: Where RLVR Narrows the Solution Space

Reinforcement learning with verifiable rewards (RLVR) substantially improves single-sample accuracy (pass@1) but causes the policy's solution space to contract, diminishing the returns of test-time scaling. In this work, we investigate where inside a reasoning trajectory this breadth is lost: does the policy fail to access a valid solution family, or does it fail to execute computation once initiated? To disentangle access from execution, we analyze the Countdown task, whose solution space can be exhaustively enumerated into discrete entrance families defined by the first operand and operator, across PPO on Qwen2.5-3B and GRPO on Qwen2.5-3B-Instruct. Across both training setups, solution coverage falls by up to 67%, halving even on problems solved across all checkpoints. We show that this contraction is heavily concentrated at the entrance: per-token likelihood shifts are 11x--16x larger prior to the first arithmetic operation than during downstream reasoning. Supplying only an unselected entrance prefix restores completion rates in low-access families by over an order of magnitude (0.018 -> 0.212 under PPO), demonstrating that alternative solutions remain executable but are no longer initiated. Guided by this localization, we find that while surface prompting fails to recover diversity, entrance-targeted interventions succeed: late-layer parameter interpolation with early checkpoints increases solution coverage by 37% at no loss in pass@1. Finally, we show that early-step entropy collapse recurs across six math benchmarks with 7B and 14B models, but is not an inevitable byproduct of reasoning optimization: an SFT baseline preserves more than double the coverage, and staged SFT--DPO--RLVR pipelines retain early-step entropy. In summary, reasoning breadth is lost at the door, not inside the room. Code: https://github.com/ershiyidian/early-branch-locking.

Revisiting Open-Loop Execution in Robotics: Toward Reactive, Higher-Performing Policies

Action chunking --- the practice of predicting a sequence of actions and executing a prefix open-loop --- has emerged as a key enabler of recent progress in imitation learning for robotic manipulation. However, executing long open-loop prefixes reduces reactivity, limiting policies' ability to correct for errors. Further, the mechanisms underlying these performance benefits remain poorly understood: prior works cite mitigating compounding errors, absorbing inference latency, or smoothing motions, but provide limited controlled evidence or guidance for preserving reactivity. In this work, we argue that long open-loop execution primarily helps short-context policies imitate "non-Markovian demonstrations". Across four simulation and two real-world tasks, we show that expert non-Markovianity strongly shapes the relationship between task success and open-loop execution horizon. Further, we investigate the impact of compounding errors --- the prevailing explanation for long open-loop execution in prior work --- and find that while they matter, expert non-Markovianity has a much stronger impact in our experimental setting. Finally, we show that when policies are provided with a sufficiently long context, open-loop execution is no longer beneficial and the most reactive, closed-loop policies perform best. While imitation learning has seen great success using long open-loop execution, our findings motivate long-context, reactive policies as a more principled and performant paradigm.

  • 6 authors
·
Aug 16