LGMar 7, 2023
TRACT: Denoising Diffusion Models with Transitive Closure Time-DistillationDavid Berthelot, Arnaud Autef, Jierui Lin et al.
Denoising Diffusion models have demonstrated their proficiency for generative sampling. However, generating good samples often requires many iterations. Consequently, techniques such as binary time-distillation (BTD) have been proposed to reduce the number of network calls for a fixed architecture. In this paper, we introduce TRAnsitive Closure Time-distillation (TRACT), a new method that extends BTD. For single step diffusion,TRACT improves FID by up to 2.4x on the same architecture, and achieves new single-step Denoising Diffusion Implicit Models (DDIM) state-of-the-art FID (7.4 for ImageNet64, 3.8 for CIFAR10). Finally we tease apart the method through extended ablations. The PyTorch implementation will be released soon.
CVDec 31, 2025Code
ShowUI-$π$: Flow-based Generative Models as GUI Dexterous HandsSiyuan Hu, Kevin Qinghong Lin, Mike Zheng Shou
Building intelligent agents capable of dexterous manipulation is essential for achieving human-like automation in both robotics and digital environments. However, existing GUI agents rely on discrete click predictions (x,y), which prohibits free-form, closed-loop trajectories (e.g. dragging a progress bar) that require continuous, on-the-fly perception and adjustment. In this work, we develop ShowUI-$π$, the first flow-based generative model as GUI dexterous hand, featuring the following designs: (i) Unified Discrete-Continuous Actions, integrating discrete clicks and continuous drags within a shared model, enabling flexible adaptation across diverse interaction modes; (ii) Flow-based Action Generation for drag modeling, which predicts incremental cursor adjustments from continuous visual observations via a lightweight action expert, ensuring smooth and stable trajectories; (iii) Drag Training data and Benchmark, where we manually collect and synthesize 20K drag trajectories across five domains (e.g. PowerPoint, Adobe Premiere Pro), and introduce ScreenDrag, a benchmark with comprehensive online and offline evaluation protocols for assessing GUI agents' drag capabilities. Our experiments show that proprietary GUI agents still struggle on ScreenDrag (e.g. Operator scores 13.27, and the best Gemini-2.5-CUA reaches 22.18). In contrast, ShowUI-$π$ achieves 26.98 with only 450M parameters, underscoring both the difficulty of the task and the effectiveness of our approach. We hope this work advances GUI agents toward human-like dexterous control in digital world. The code is available at https://github.com/showlab/showui-pi.
CVApr 8
GameWorld: Towards Standardized and Verifiable Evaluation of Multimodal Game AgentsMingyu Ouyang, Siyuan Hu, Kevin Qinghong Lin et al.
Towards an embodied generalist for real-world interaction, Multimodal Large Language Model (MLLM) agents still suffer from challenging latency, sparse feedback, and irreversible mistakes. Video games offer an ideal testbed with rich visual observations and closed-loop interaction, demanding fine-grained perception, long-horizon planning, and precise control. However, systematically evaluating these capabilities is currently hindered by heterogeneous action interfaces and heuristic verification. To this end, we introduce GameWorld, a benchmark designed for standardized and verifiable evaluation of MLLMs as generalist game agents in browser environments. Two game agent interfaces are studied: (i) computer-use agents that directly emit keyboard and mouse controls, and (ii) generalist multimodal agents that act in a semantic action space via deterministic Semantic Action Parsing. GameWorld contains 34 diverse games and 170 tasks, each paired with state-verifiable metrics for outcome-based evaluation. The results across 18 model-interface pairs suggest that even the best performing agent is far from achieving human capabilities on video games. Extensive experiments of repeated full-benchmark reruns demonstrate the robustness of the benchmark, while further studies on real-time interaction, context-memory sensitivity, and action validity expose more challenges ahead for game agents. Together, by offering a standardized, verifiable, and reproducible evaluation framework, GameWorld lays a robust foundation for advancing research on multimodal game agents and beyond. The project page is at https://gameworld-bench.github.io.
AINov 15, 2024Code
The Dawn of GUI Agent: A Preliminary Case Study with Claude 3.5 Computer UseSiyuan Hu, Mingyu Ouyang, Difei Gao et al.
The recently released model, Claude 3.5 Computer Use, stands out as the first frontier AI model to offer computer use in public beta as a graphical user interface (GUI) agent. As an early beta, its capability in the real-world complex environment remains unknown. In this case study to explore Claude 3.5 Computer Use, we curate and organize a collection of carefully designed tasks spanning a variety of domains and software. Observations from these cases demonstrate Claude 3.5 Computer Use's unprecedented ability in end-to-end language to desktop actions. Along with this study, we provide an out-of-the-box agent framework for deploying API-based GUI automation models with easy implementation. Our case studies aim to showcase a groundwork of capabilities and limitations of Claude 3.5 Computer Use with detailed analyses and bring to the fore questions about planning, action, and critic, which must be considered for future improvement. We hope this preliminary exploration will inspire future research into the GUI agent community. All the test cases in the paper can be tried through the project: https://github.com/showlab/computer_use_ootb.
CVNov 19, 2025Code
Computer-Use Agents as Judges for Generative User InterfaceKevin Qinghong Lin, Siyuan Hu, Linjie Li et al. · microsoft-research
Computer-Use Agents (CUA) are becoming increasingly capable of autonomously operating digital environments through Graphical User Interfaces (GUI). Yet, most GUI remain designed primarily for humans--prioritizing aesthetics and usability--forcing agents to adopt human-oriented behaviors that are unnecessary for efficient task execution. At the same time, rapid advances in coding-oriented language models (Coder) have transformed automatic GUI design. This raises a fundamental question: Can CUA as judges to assist Coder for automatic GUI design? To investigate, we introduce AUI-Gym, a benchmark for Automatic GUI development spanning 52 applications across diverse domains. Using language models, we synthesize 1560 tasks that simulate real-world scenarios. To ensure task reliability, we further develop a verifier that programmatically checks whether each task is executable within its environment. Building on this, we propose a Coder-CUA in Collaboration framework: the Coder acts as Designer, generating and revising websites, while the CUA serves as Judge, evaluating functionality and refining designs. Success is measured not by visual appearance, but by task solvability and CUA navigation success rate. To turn CUA feedback into usable guidance, we design a CUA Dashboard that compresses multi-step navigation histories into concise visual summaries, offering interpretable guidance for iterative redesign. By positioning agents as both designers and judges, our framework shifts interface design toward agent-native efficiency and reliability. Our work takes a step toward shifting agents from passive use toward active participation in digital environments. Our code and dataset are available at https://github.com/showlab/AUI.
CVMar 1, 2024
MS-Net: A Multi-Path Sparse Model for Motion Prediction in Multi-ScenesXiaqiang Tang, Weigao Sun, Siyuan Hu et al.
The multi-modality and stochastic characteristics of human behavior make motion prediction a highly challenging task, which is critical for autonomous driving. While deep learning approaches have demonstrated their great potential in this area, it still remains unsolved to establish a connection between multiple driving scenes (e.g., merging, roundabout, intersection) and the design of deep learning models. Current learning-based methods typically use one unified model to predict trajectories in different scenarios, which may result in sub-optimal results for one individual scene. To address this issue, we propose Multi-Scenes Network (aka. MS-Net), which is a multi-path sparse model trained by an evolutionary process. MS-Net selectively activates a subset of its parameters during the inference stage to produce prediction results for each scene. In the training stage, the motion prediction task under differentiated scenes is abstracted as a multi-task learning problem, an evolutionary algorithm is designed to encourage the network search of the optimal parameters for each scene while sharing common knowledge between different scenes. Our experiment results show that with substantially reduced parameters, MS-Net outperforms existing state-of-the-art methods on well-established pedestrian motion prediction datasets, e.g., ETH and UCY, and ranks the 2nd place on the INTERACTION challenge.
CVSep 14, 2025
Beyond Instance Consistency: Investigating View Diversity in Self-supervised LearningHuaiyuan Qin, Muli Yang, Siyuan Hu et al.
Self-supervised learning (SSL) conventionally relies on the instance consistency paradigm, assuming that different views of the same image can be treated as positive pairs. However, this assumption breaks down for non-iconic data, where different views may contain distinct objects or semantic information. In this paper, we investigate the effectiveness of SSL when instance consistency is not guaranteed. Through extensive ablation studies, we demonstrate that SSL can still learn meaningful representations even when positive pairs lack strict instance consistency. Furthermore, our analysis further reveals that increasing view diversity, by enforcing zero overlapping or using smaller crop scales, can enhance downstream performance on classification and dense prediction tasks. However, excessive diversity is found to reduce effectiveness, suggesting an optimal range for view diversity. To quantify this, we adopt the Earth Mover's Distance (EMD) as an estimator to measure mutual information between views, finding that moderate EMD values correlate with improved SSL learning, providing insights for future SSL framework design. We validate our findings across a range of settings, highlighting their robustness and applicability on diverse data sources.