CVOct 28, 2025Code
World Simulation with Video Foundation Models for Physical AIArslan Ali, Junjie Bai, Maciej Bala et al. · nvidia
We introduce [Cosmos-Predict2.5], the latest generation of the Cosmos World Foundation Models for Physical AI. Built on a flow-based architecture, [Cosmos-Predict2.5] unifies Text2World, Image2World, and Video2World generation in a single model and leverages [Cosmos-Reason1], a Physical AI vision-language model, to provide richer text grounding and finer control of world simulation. Trained on 200M curated video clips and refined with reinforcement learning-based post-training, [Cosmos-Predict2.5] achieves substantial improvements over [Cosmos-Predict1] in video quality and instruction alignment, with models released at 2B and 14B scales. These capabilities enable more reliable synthetic data generation, policy evaluation, and closed-loop simulation for robotics and autonomous systems. We further extend the family with [Cosmos-Transfer2.5], a control-net style framework for Sim2Real and Real2Real world translation. Despite being 3.5$\times$ smaller than [Cosmos-Transfer1], it delivers higher fidelity and robust long-horizon video generation. Together, these advances establish [Cosmos-Predict2.5] and [Cosmos-Transfer2.5] as versatile tools for scaling embodied intelligence. To accelerate research and deployment in Physical AI, we release source code, pretrained checkpoints, and curated benchmarks under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-predict2.5 and https://github.com/nvidia-cosmos/cosmos-transfer2.5. We hope these open resources lower the barrier to adoption and foster innovation in building the next generation of embodied intelligence.
SESep 11, 2023Code
Kani: A Lightweight and Highly Hackable Framework for Building Language Model ApplicationsAndrew Zhu, Liam Dugan, Alyssa Hwang et al.
Language model applications are becoming increasingly popular and complex, often including features like tool usage and retrieval augmentation. However, existing frameworks for such applications are often opinionated, deciding for developers how their prompts ought to be formatted and imposing limitations on customizability and reproducibility. To solve this we present Kani: a lightweight, flexible, and model-agnostic open-source framework for building language model applications. Kani helps developers implement a variety of complex features by supporting the core building blocks of chat interaction: model interfacing, chat management, and robust function calling. All Kani core functions are easily overridable and well documented to empower developers to customize functionality for their own needs. Kani thus serves as a useful tool for researchers, hobbyists, and industry professionals alike to accelerate their development while retaining interoperability and fine-grained control.
CLAug 15, 2023
CALYPSO: LLMs as Dungeon Masters' AssistantsAndrew Zhu, Lara J. Martin, Andrew Head et al.
The role of a Dungeon Master, or DM, in the game Dungeons & Dragons is to perform multiple tasks simultaneously. The DM must digest information about the game setting and monsters, synthesize scenes to present to other players, and respond to the players' interactions with the scene. Doing all of these tasks while maintaining consistency within the narrative and story world is no small feat of human cognition, making the task tiring and unapproachable to new players. Large language models (LLMs) like GPT-3 and ChatGPT have shown remarkable abilities to generate coherent natural language text. In this paper, we conduct a formative evaluation with DMs to establish the use cases of LLMs in D&D and tabletop gaming generally. We introduce CALYPSO, a system of LLM-powered interfaces that support DMs with information and inspiration specific to their own scenario. CALYPSO distills game context into bite-sized prose and helps brainstorm ideas without distracting the DM from the game. When given access to CALYPSO, DMs reported that it generated high-fidelity text suitable for direct presentation to players, and low-fidelity ideas that the DM could develop further while maintaining their creative agency. We see CALYPSO as exemplifying a paradigm of AI-augmented tools that provide synchronous creative assistance within established game worlds, and tabletop gaming more broadly.
CLDec 20, 2022
I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and DragonsPei Zhou, Andrew Zhu, Jennifer Hu et al.
We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach.
CLAug 5, 2024Code
ReDel: A Toolkit for LLM-Powered Recursive Multi-Agent SystemsAndrew Zhu, Liam Dugan, Chris Callison-Burch
Recently, there has been increasing interest in using Large Language Models (LLMs) to construct complex multi-agent systems to perform tasks such as compiling literature reviews, drafting consumer reports, and planning vacations. Many tools and libraries exist for helping create such systems, however none support recursive multi-agent systems -- where the models themselves flexibly decide when to delegate tasks and how to organize their delegation structure. In this work, we introduce ReDel: a toolkit for recursive multi-agent systems that supports custom tool-use, delegation schemes, event-based logging, and interactive replay in an easy-to-use web interface. We show that, using ReDel, we are able to easily identify potential areas of improvements through the visualization and debugging tools. Our code, documentation, and PyPI package are open-source and free to use under the MIT license at https://github.com/zhudotexe/redel.
CLMay 13, 2024Code
RAID: A Shared Benchmark for Robust Evaluation of Machine-Generated Text DetectorsLiam Dugan, Alyssa Hwang, Filip Trhlik et al.
Many commercial and open-source models claim to detect machine-generated text with extremely high accuracy (99% or more). However, very few of these detectors are evaluated on shared benchmark datasets and even when they are, the datasets used for evaluation are insufficiently challenging-lacking variations in sampling strategy, adversarial attacks, and open-source generative models. In this work we present RAID: the largest and most challenging benchmark dataset for machine-generated text detection. RAID includes over 6 million generations spanning 11 models, 8 domains, 11 adversarial attacks and 4 decoding strategies. Using RAID, we evaluate the out-of-domain and adversarial robustness of 8 open- and 4 closed-source detectors and find that current detectors are easily fooled by adversarial attacks, variations in sampling strategies, repetition penalties, and unseen generative models. We release our data along with a leaderboard to encourage future research.
CVDec 11, 2025
BabyVLM-V2: Toward Developmentally Grounded Pretraining and Benchmarking of Vision Foundation ModelsShengao Wang, Wenqi Wang, Zecheng Wang et al.
Early children's developmental trajectories set up a natural goal for sample-efficient pretraining of vision foundation models. We introduce BabyVLM-V2, a developmentally grounded framework for infant-inspired vision-language modeling that extensively improves upon BabyVLM-V1 through a longitudinal, multifaceted pretraining set, a versatile model, and, most importantly, DevCV Toolbox for cognitive evaluation. The pretraining set maximizes coverage while minimizing curation of a longitudinal, infant-centric audiovisual corpus, yielding video-utterance, image-utterance, and multi-turn conversational data that mirror infant experiences. DevCV Toolbox adapts all vision-related measures of the recently released NIH Baby Toolbox into a benchmark suite of ten multimodal tasks, covering spatial reasoning, memory, and vocabulary understanding aligned with early children's capabilities. Experimental results show that a compact model pretrained from scratch can achieve competitive performance on DevCV Toolbox, outperforming GPT-4o on some tasks. We hope the principled, unified BabyVLM-V2 framework will accelerate research in developmentally plausible pretraining of vision foundation models.
CLSep 11, 2024
You Have Thirteen Hours in Which to Solve the Labyrinth: Enhancing AI Game Masters with Function CallingJaewoo Song, Andrew Zhu, Chris Callison-Burch
Developing a consistent and reliable AI game master for text-based games is a challenging task due to the limitations of large language models (LLMs) and the complexity of the game master's role. This paper presents a novel approach to enhance AI game masters by leveraging function calling in the context of the table-top role-playing game "Jim Henson's Labyrinth: The Adventure Game." Our methodology involves integrating game-specific controls through functions, which we show improves the narrative quality and state update consistency of the AI game master. The experimental results, based on human evaluations and unit tests, demonstrate the effectiveness of our approach in enhancing gameplay experience and maintaining coherence with the game state. This work contributes to the advancement of game AI and interactive storytelling, offering insights into the design of more engaging and consistent AI-driven game masters.
CLFeb 21, 2024Code
FanOutQA: A Multi-Hop, Multi-Document Question Answering Benchmark for Large Language ModelsAndrew Zhu, Alyssa Hwang, Liam Dugan et al.
One type of question that is commonly found in day-to-day scenarios is ``fan-out'' questions, complex multi-hop, multi-document reasoning questions that require finding information about a large number of entities. However, there exist few resources to evaluate this type of question-answering capability among large language models. To evaluate complex reasoning in LLMs more fully, we present FanOutQA, a high-quality dataset of fan-out question-answer pairs and human-annotated decompositions with English Wikipedia as the knowledge base. We formulate three benchmark settings across our dataset and benchmark 7 LLMs, including GPT-4, LLaMA 2, Claude-2.1, and Mixtral-8x7B, finding that contemporary models still have room to improve reasoning over inter-document dependencies in a long context. We provide our dataset and open-source tools to run models to encourage evaluation at https://fanoutqa.com
CLMay 28, 2025Code
First Steps Towards Overhearing LLM Agents: A Case Study With Dungeons & Dragons GameplayAndrew Zhu, Evan Osgood, Chris Callison-Burch
Much work has been done on conversational LLM agents which directly assist human users with tasks. We present an alternative paradigm for interacting with LLM agents, which we call "overhearing agents". These overhearing agents do not actively participate in conversation -- instead, they "listen in" on human-to-human conversations and perform background tasks or provide suggestions to assist the user. In this work, we explore the overhearing agents paradigm through the lens of Dungeons & Dragons gameplay. We present an in-depth study using large multimodal audio-language models as overhearing agents to assist a Dungeon Master. We perform a human evaluation to examine the helpfulness of such agents and find that some large audio-language models have the emergent ability to perform overhearing agent tasks using implicit audio cues. Finally, we release Python libraries and our project code to support further research into the overhearing agents paradigm at https://github.com/zhudotexe/overhearing_agents.
CLJan 15, 2025
GenAI Content Detection Task 3: Cross-Domain Machine-Generated Text Detection ChallengeLiam Dugan, Andrew Zhu, Firoj Alam et al.
Recently there have been many shared tasks targeting the detection of generated text from Large Language Models (LLMs). However, these shared tasks tend to focus either on cases where text is limited to one particular domain or cases where text can be from many domains, some of which may not be seen during test time. In this shared task, using the newly released RAID benchmark, we aim to answer whether or not models can detect generated text from a large, yet fixed, number of domains and LLMs, all of which are seen during training. Over the course of three months, our task was attempted by 9 teams with 23 detector submissions. We find that multiple participants were able to obtain accuracies of over 99% on machine-generated text from RAID while maintaining a 5% False Positive Rate -- suggesting that detectors are able to robustly detect text from many domains and models simultaneously. We discuss potential interpretations of this result and provide directions for future research.
CLMay 20, 2025
Unifying Inference-Time Planning Language GenerationPrabhu Prakash Kagitha, Bo Sun, Ishan Desai et al.
A line of work in planning uses LLM not to generate a plan, but to generate a formal representation in some planning language, which can be input into a symbolic solver to deterministically find a plan. While showing improved trust and promising performance, dozens of recent publications have proposed scattered methods on a variety of benchmarks under different experimental settings. We attempt to unify the inference-time LLM-as-formalizer methodology for classical planning by proposing a unifying framework based on intermediate representations. We thus systematically evaluate more than a dozen pipelines that subsume most existing work, while proposing novel ones that involve syntactically similar but high resource intermediate languages (such as a Python wrapper of PDDL). We provide recipes for planning language generation pipelines, draw a series of conclusions showing the efficacy of their various components, and evidence their robustness against problem complexity.
CLSep 19, 2025
Overhearing LLM Agents: A Survey, Taxonomy, and RoadmapAndrew Zhu, Chris Callison-Burch
Imagine AI assistants that enhance conversations without interrupting them: quietly providing relevant information during a medical consultation, seamlessly preparing materials as teachers discuss lesson plans, or unobtrusively scheduling meetings as colleagues debate calendars. While modern conversational LLM agents directly assist human users with tasks through a chat interface, we study this alternative paradigm for interacting with LLM agents, which we call "overhearing agents." Rather than demanding the user's attention, overhearing agents continuously monitor ambient activity and intervene only when they can provide contextual assistance. In this paper, we present the first analysis of overhearing LLM agents as a distinct paradigm in human-AI interaction and establish a taxonomy of overhearing agent interactions and tasks grounded in a survey of works on prior LLM-powered agents and exploratory HCI studies. Based on this taxonomy, we create a list of best practices for researchers and developers building overhearing agent systems. Finally, we outline the remaining research gaps and reveal opportunities for future research in the overhearing paradigm.
CLMay 2, 2023
FIREBALL: A Dataset of Dungeons and Dragons Actual-Play with Structured Game State InformationAndrew Zhu, Karmanya Aggarwal, Alexander Feng et al.
Dungeons & Dragons (D&D) is a tabletop roleplaying game with complex natural language interactions between players and hidden state information. Recent work has shown that large language models (LLMs) that have access to state information can generate higher quality game turns than LLMs that use dialog history alone. However, previous work used game state information that was heuristically created and was not a true gold standard game state. We present FIREBALL, a large dataset containing nearly 25,000 unique sessions from real D&D gameplay on Discord with true game state info. We recorded game play sessions of players who used the Avrae bot, which was developed to aid people in playing D&D online, capturing language, game commands and underlying game state information. We demonstrate that FIREBALL can improve natural language generation (NLG) by using Avrae state information, improving both automated metrics and human judgments of quality. Additionally, we show that LLMs can generate executable Avrae commands, particularly after finetuning.
LGJan 19, 2021
DuelGAN: A Duel Between Two Discriminators Stabilizes the GAN TrainingJiaheng Wei, Minghao Liu, Jiahao Luo et al.
In this paper, we introduce DuelGAN, a generative adversarial network (GAN) solution to improve the stability of the generated samples and to mitigate mode collapse. Built upon the Vanilla GAN's two-player game between the discriminator $D_1$ and the generator $G$, we introduce a peer discriminator $D_2$ to the min-max game. Similar to previous work using two discriminators, the first role of both $D_1$, $D_2$ is to distinguish between generated samples and real ones, while the generator tries to generate high-quality samples which are able to fool both discriminators. Different from existing methods, we introduce another game between $D_1$ and $D_2$ to discourage their agreement and therefore increase the level of diversity of the generated samples. This property alleviates the issue of early mode collapse by preventing $D_1$ and $D_2$ from converging too fast. We provide theoretical analysis for the equilibrium of the min-max game formed among $G, D_1, D_2$. We offer convergence behavior of DuelGAN as well as stability of the min-max game. It's worth mentioning that DuelGAN operates in the unsupervised setting, and the duel between $D_1$ and $D_2$ does not need any label supervision. Experiments results on a synthetic dataset and on real-world image datasets (MNIST, Fashion MNIST, CIFAR-10, STL-10, CelebA, VGG, and FFHQ) demonstrate that DuelGAN outperforms competitive baseline work in generating diverse and high-quality samples, while only introduces negligible computation cost.