99.1CVJun 1Code
Cosmos 3: Omnimodal World Models for Physical AIAditi, Niket Agarwal, Arslan Ali et al.
We introduce Cosmos 3, a family of omnimodal world models designed to jointly process and generate language, image, video, audio, and action sequences within a unified mixture-of-transformers architecture. By supporting highly flexible input-output configurations, Cosmos 3 seamlessly unifies critical modalities for Physical AI -- effectively subsuming vision-language models, video generators, world simulators, and world-action models into a single framework. Our evaluation demonstrates that Cosmos 3 establishes a new state-of-the-art across a diverse suite of understanding and generation tasks, demonstrating omnimodal world models as scalable, general-purpose backbones for embodied agents. Our post-trained Cosmos 3 models were ranked as the best open-source Text-to-Image and Image-to-Video models by Artificial Analysis, and the best policy model by RoboArena at the time the technical report was written. To accelerate open research and deployment in Physical AI, we make our code, model checkpoints, curated synthetic datasets, and evaluation benchmark available under the Linux Foundation's OpenMDW-1.1 https://openmdw.ai/license/1-1/ License at https://github.com/nvidia/cosmos}{github.com/nvidia/cosmos and https://huggingface.co/collections/nvidia/cosmos3 . The project website is available at https://research.nvidia.com/labs/cosmos-lab/cosmos3 .
CVDec 11, 2025Code
Are We Ready for RL in Text-to-3D Generation? A Progressive InvestigationYiwen Tang, Zoey Guo, Kaixin Zhu et al.
Reinforcement learning (RL), earlier proven to be effective in large language and multi-modal models, has been successfully extended to enhance 2D image generation recently. However, applying RL to 3D generation remains largely unexplored due to the higher spatial complexity of 3D objects, which require globally consistent geometry and fine-grained local textures. This makes 3D generation significantly sensitive to reward designs and RL algorithms. To address these challenges, we conduct the first systematic study of RL for text-to-3D autoregressive generation across several dimensions. (1) Reward designs: We evaluate reward dimensions and model choices, showing that alignment with human preference is crucial, and that general multi-modal models provide robust signal for 3D attributes. (2) RL algorithms: We study GRPO variants, highlighting the effectiveness of token-level optimization, and further investigate the scaling of training data and iterations. (3) Text-to-3D Benchmarks: Since existing benchmarks fail to measure implicit reasoning abilities in 3D generation models, we introduce MME-3DR. (4) Advanced RL paradigms: Motivated by the natural hierarchy of 3D generation, we propose Hi-GRPO, which optimizes the global-to-local hierarchical 3D generation through dedicated reward ensembles. Based on these insights, we develop AR3D-R1, the first RL-enhanced text-to-3D model, expert from coarse shape to texture refinement. We hope this study provides insights into RL-driven reasoning for 3D generation. Code is released at https://github.com/Ivan-Tang-3D/3DGen-R1.
75.8CVMay 26
Q-GeoMem: Question-Guided Geometric Memory for Video Spatial ReasoningXianqiang Gao, Qizhi Chen, Delin Qu et al.
Video spatial reasoning requires accumulating viewpoint-dependent evidence over time while retaining information useful to the question being asked. Existing spatial video-language models improve geometric perception and long-range context modeling, but often treat memory as a generic temporal cache, which can introduce redundant or irrelevant geometry and weaken long-horizon reasoning. We propose \textbf{\ours}, a question-guided geometric memory framework for video spatial reasoning. \ours injects camera-conditioned geometry into visual tokens and maintains two complementary memories: a Fine-Grained Context Bank for recent dense features and camera states, and a Semantic-Geometric Evidence Bank for compact long-range evidence. Each candidate frame is scored by the product of Q-Former-based question relevance and novelty with respect to the retained bank; this score is stored and reused during reading, while a capacity-based replacement rule keeps the bank compact. During reasoning, both memories are read before update and adaptively fused with the current frame representation. Experiments on VSI-Bench and VSTI-Bench show that \ours achieves state-of-the-art performance among evaluated spatial reasoning models, validating the effectiveness of question-guided geometric memory. Ablations further verify the contribution of the proposed evidence scoring mechanism.
ROJan 27, 2025Code
SpatialVLA: Exploring Spatial Representations for Visual-Language-Action ModelDelin Qu, Haoming Song, Qizhi Chen et al.
In this paper, we claim that spatial understanding is the keypoint in robot manipulation, and propose SpatialVLA to explore effective spatial representations for the robot foundation model. Specifically, we introduce Ego3D Position Encoding to inject 3D information into the input observations of the visual-language-action model, and propose Adaptive Action Grids to represent spatial robot movement actions with adaptive discretized action grids, facilitating learning generalizable and transferrable spatial action knowledge for cross-robot control. SpatialVLA is first pre-trained on top of a vision-language model with 1.1 Million real-world robot episodes, to learn a generalist manipulation policy across multiple robot environments and tasks. After pre-training, SpatialVLA is directly applied to perform numerous tasks in a zero-shot manner. The superior results in both simulation and real-world robots demonstrate its advantage of inferring complex robot motion trajectories and its strong in-domain multi-task generalization ability. We further show the proposed Adaptive Action Grids offer a new and effective way to fine-tune the pre-trained SpatialVLA model for new simulation and real-world setups, where the pre-learned action grids are re-discretized to capture robot-specific spatial action movements of new setups. The superior results from extensive evaluations demonstrate the exceptional in-distribution generalization and out-of-distribution adaptation capability, highlighting the crucial benefit of the proposed spatial-aware representations for generalist robot policy learning. All the details and codes will be open-sourced.
CVFeb 13, 2025Code
Exploring the Potential of Encoder-free Architectures in 3D LMMsYiwen Tang, Zoey Guo, Zhuhao Wang et al.
Encoder-free architectures have been preliminarily explored in the 2D visual domain, yet it remains an open question whether they can be effectively applied to 3D understanding scenarios. In this paper, we present the first comprehensive investigation into the potential of encoder-free architectures to alleviate the challenges of encoder-based 3D Large Multimodal Models (LMMs). These challenges include the failure to adapt to varying point cloud resolutions and the point features from the encoder not meeting the semantic needs of Large Language Models (LLMs). We identify key aspects for 3D LMMs to remove the encoder and enable the LLM to assume the role of the 3D encoder: 1) We propose the LLM-embedded Semantic Encoding strategy in the pre-training stage, exploring the effects of various point cloud self-supervised losses. And we present the Hybrid Semantic Loss to extract high-level semantics. 2) We introduce the Hierarchical Geometry Aggregation strategy in the instruction tuning stage. This incorporates inductive bias into the LLM layers to focus on the local details of the point clouds. To the end, we present the first Encoder-free 3D LMM, ENEL. Our 7B model rivals the current state-of-the-art model, ShapeLLM-13B, achieving 55.10%, 50.98%, and 43.10% on the classification, captioning, and VQA tasks, respectively. Our results demonstrate that the encoder-free architecture is highly promising for replacing encoder-based architectures in the field of 3D understanding. The code is released at https://github.com/Ivan-Tang-3D/ENEL
CVFeb 25, 2025Code
OpenFly: A Comprehensive Platform for Aerial Vision-Language NavigationYunpeng Gao, Chenhui Li, Zhongrui You et al.
Vision-Language Navigation (VLN) aims to guide agents by leveraging language instructions and visual cues, playing a pivotal role in embodied AI. Indoor VLN has been extensively studied, whereas outdoor aerial VLN remains underexplored. The potential reason is that outdoor aerial view encompasses vast areas, making data collection more challenging, which results in a lack of benchmarks. To address this problem, we propose OpenFly, a platform comprising various rendering engines, a versatile toolchain, and a large-scale benchmark for aerial VLN. Firstly, we integrate diverse rendering engines and advanced techniques for environment simulation, including Unreal Engine, GTA V, Google Earth, and 3D Gaussian Splatting (3D GS). Particularly, 3D GS supports real-to-sim rendering, further enhancing the realism of our environments. Secondly, we develop a highly automated toolchain for aerial VLN data collection, streamlining point cloud acquisition, scene semantic segmentation, flight trajectory creation, and instruction generation. Thirdly, based on the toolchain, we construct a large-scale aerial VLN dataset with 100k trajectories, covering diverse heights and lengths across 18 scenes. Moreover, we propose OpenFly-Agent, a keyframe-aware VLN model emphasizing key observations during flight. For benchmarking, extensive experiments and analyses are conducted, evaluating several recent VLN methods and showcasing the superiority of our OpenFly platform and agent. The toolchain, dataset, and codes will be open-sourced.
78.4IRMar 16
Mitigating KG Quality Issues: A Robust Multi-Hop GraphRAG Retrieval FrameworkYizhuo Ma, Shuang Liang, Rongzheng Wang et al.
Graph Retrieval-Augmented Generation enhances multi-hop reasoning but relies on imperfect knowledge graphs that frequently suffer from inherent quality issues. Current approaches often overlook these issues, consequently struggling with retrieval drift driven by spurious noise and retrieval hallucinations stemming from incomplete information. To address these challenges, we propose C2RAG (Constraint-Checked Retrieval-Augmented Generation), a framework aimed at robust multi-hop retrieval over the imperfect KG. First, C2RAG performs constraint-based retrieval by decomposing each query into atomic constraint triples, with using fine-grained constraint anchoring to filter candidates for suppressing retrieval drift. Second, C2RAG introduces a sufficiency check to explicitly prevent retrieval hallucinations by deciding whether the current evidence is sufficient to justify structural propagation, and activating textual recovery otherwise. Extensive experiments on multi-hop benchmarks demonstrate that C2RAG consistently outperforms the latest baselines by 3.4\% EM and 3.9\% F1 on average, while exhibiting improved robustness under KG issues.
LGDec 11, 2024Code
GraphTool-Instruction: Revolutionizing Graph Reasoning in LLMs through Decomposed Subtask InstructionRongzheng Wang, Shuang Liang, Qizhi Chen et al.
Large language models (LLMs) have been demonstrated to possess the capabilities to understand fundamental graph properties and address various graph reasoning tasks. Existing methods fine-tune LLMs to understand and execute graph reasoning tasks by specially designed task instructions. However, these Text-Instruction methods generally exhibit poor performance. Inspired by tool learning, researchers propose Tool-Instruction methods to solve various graph problems by special tool calling (e.g., function, API and model), achieving significant improvements in graph reasoning tasks. Nevertheless, current Tool-Instruction approaches focus on the tool information and ignore the graph structure information, which leads to significantly inferior performance on small-scale LLMs (less than 13B). To tackle this issue, we propose GraphTool-Instruction, an innovative Instruction-tuning approach that decomposes the graph reasoning task into three distinct subtasks (i.e., graph extraction, tool name identification and tool parameter extraction), and design specialized instructions for each subtask. Our GraphTool-Instruction can be used as a plug-and-play prompt for different LLMs without fine-tuning. Moreover, building on GraphTool-Instruction, we develop GTools, a dataset that includes twenty graph reasoning tasks, and create a graph reasoning LLM called GraphForge based on Llama3-8B. We conduct extensive experiments on twenty graph reasoning tasks with different graph types (e.g., graph size or graph direction), and we find that GraphTool-Instruction achieves SOTA compared to Text-Instruction and Tool-Instruction methods. Fine-tuned on GTools, GraphForge gets further improvement of over 30% compared to the Tool-Instruction enhanced GPT-3.5-turbo, and it performs comparably to the high-cost GPT-4o. Our codes and data are available at https://anonymous.4open.science/r/GraphTool-Instruction.
91.6CVMay 14
VGGT-Edit: Feed-forward Native 3D Scene Editing with Residual Field PredictionKaixin Zhu, Yiwen Tang, Yifan Yang et al.
High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed.
91.1LGMar 12
KEPo: Knowledge Evolution Poison on Graph-based Retrieval-Augmented GenerationQizhi Chen, Chao Qi, Yihong Huang et al.
Graph-based Retrieval-Augmented Generation (GraphRAG) constructs the Knowledge Graph (KG) from external databases to enhance the timeliness and accuracy of Large Language Model (LLM) generations.However,this reliance on external data introduces new attack surfaces.Attackers can inject poisoned texts into databases to manipulate LLMs into producing harmful target responses for attacker-chosen queries.Existing research primarily focuses on attacking conventional RAG systems.However,such methods are ineffective against GraphRAG.This robustness derives from the KG abstraction of GraphRAG,which reorganizes injected text into a graph before retrieval,thereby enabling the LLM to reason based on the restructured context instead of raw poisoned passages.To expose latent security vulnerabilities in GraphRAG,we propose Knowledge Evolution Poison (KEPo),a novel poisoning attack method specifically designed for GraphRAG.For each target query,KEPo first generates a toxic event containing poisoned knowledge based on the target answer.By fabricating event backgrounds and forging knowledge evolution paths from original facts to the toxic event,it then poisons the KG and misleads the LLM into treating the poisoned knowledge as the final result.In multi-target attack scenarios,KEPo further connects multiple attack corpora,enabling their poisoned knowledge to mutually reinforce while expanding the scale of poisoned communities,thereby amplifying attack effectiveness.Experimental results across multiple datasets demonstrate that KEPo achieves state-of-the-art attack success rates for both single-target and multi-target attacks,significantly outperforming previous methods.
IRNov 18, 2025Code
NeuroPath: Neurobiology-Inspired Path Tracking and Reflection for Semantically Coherent RetrievalJunchen Li, Rongzheng Wang, Yihong Huang et al.
Retrieval-augmented generation (RAG) greatly enhances large language models (LLMs) performance in knowledge-intensive tasks. However, naive RAG methods struggle with multi-hop question answering due to their limited capacity to capture complex dependencies across documents. Recent studies employ graph-based RAG to capture document connections. However, these approaches often result in a loss of semantic coherence and introduce irrelevant noise during node matching and subgraph construction. To address these limitations, we propose NeuroPath, an LLM-driven semantic path tracking RAG framework inspired by the path navigational planning of place cells in neurobiology. It consists of two steps: Dynamic Path Tracking and Post-retrieval Completion. Dynamic Path Tracking performs goal-directed semantic path tracking and pruning over the constructed knowledge graph (KG), improving noise reduction and semantic coherence. Post-retrieval Completion further reinforces these benefits by conducting second-stage retrieval using intermediate reasoning and the original query to refine the query goal and complete missing information in the reasoning path. NeuroPath surpasses current state-of-the-art baselines on three multi-hop QA datasets, achieving average improvements of 16.3% on recall@2 and 13.5% on recall@5 over advanced graph-based RAG methods. Moreover, compared to existing iter-based RAG methods, NeuroPath achieves higher accuracy and reduces token consumption by 22.8%. Finally, we demonstrate the robustness of NeuroPath across four smaller LLMs (Llama3.1, GLM4, Mistral0.3, and Gemma3), and further validate its scalability across tasks of varying complexity. Code is available at https://github.com/KennyCaty/NeuroPath.
ROMay 27, 2025
Hume: Introducing System-2 Thinking in Visual-Language-Action ModelHaoming Song, Delin Qu, Yuanqi Yao et al.
Humans practice slow thinking before performing actual actions when handling complex tasks in the physical world. This thinking paradigm, recently, has achieved remarkable advancement in boosting Large Language Models (LLMs) to solve complex tasks in digital domains. However, the potential of slow thinking remains largely unexplored for robotic foundation models interacting with the physical world. In this work, we propose Hume: a dual-system Vision-Language-Action (VLA) model with value-guided System-2 thinking and cascaded action denoising, exploring human-like thinking capabilities of Vision-Language-Action models for dexterous robot control. System 2 of Hume implements value-Guided thinking by extending a Vision-Language-Action Model backbone with a novel value-query head to estimate the state-action value of predicted actions. The value-guided thinking is conducted by repeat sampling multiple action candidates and selecting one according to state-action value. System 1 of Hume is a lightweight reactive visuomotor policy that takes System 2 selected action and performs cascaded action denoising for dexterous robot control. At deployment time, System 2 performs value-guided thinking at a low frequency while System 1 asynchronously receives the System 2 selected action candidate and predicts fluid actions in real time. We show that Hume outperforms the existing state-of-the-art Vision-Language-Action models across multiple simulation benchmark and real-robot deployments.
CLFeb 26, 2025
Amulet: ReAlignment During Test Time for Personalized Preference Adaptation of LLMsZhaowei Zhang, Fengshuo Bai, Qizhi Chen et al.
How to align large language models (LLMs) with user preferences from a static general dataset has been frequently studied. However, user preferences are usually personalized, changing, and diverse regarding culture, values, or time. This leads to the problem that the actual user preferences often do not coincide with those trained by the model developers in the practical use of LLMs. Since we cannot collect enough data and retrain for every demand, researching efficient real-time preference adaptation methods based on the backbone LLMs during test time is important. To this end, we introduce Amulet, a novel, training-free framework that formulates the decoding process of every token as a separate online learning problem with the guidance of simple user-provided prompts, thus enabling real-time optimization to satisfy users' personalized preferences. To reduce the computational cost brought by this optimization process for each token, we additionally provide a closed-form solution for each iteration step of the optimization process, thereby reducing the computational time cost to a negligible level. The detailed experimental results demonstrate that Amulet can achieve significant performance improvements in rich settings with combinations of different LLMs, datasets, and user preferences, while maintaining acceptable computational efficiency.
CLOct 22, 2024
Magnetic Preference Optimization: Achieving Last-iterate Convergence for Language Model AlignmentMingzhi Wang, Chengdong Ma, Qizhi Chen et al.
Self-play methods have demonstrated remarkable success in enhancing model capabilities across various domains. In the context of Reinforcement Learning from Human Feedback (RLHF), self-play not only boosts Large Language Model (LLM) performance but also overcomes the limitations of traditional Bradley-Terry (BT) model assumptions by finding the Nash equilibrium (NE) of a preference-based, two-player constant-sum game. However, existing methods either guarantee only average-iterate convergence, incurring high storage and inference costs, or converge to the NE of a regularized game, failing to accurately reflect true human preferences. In this paper, we introduce Magnetic Preference Optimization (MPO), a novel approach capable of achieving last-iterate convergence to the NE of the original game, effectively overcoming the limitations of existing methods. Building upon Magnetic Mirror Descent (MMD), MPO attains a linear convergence rate, making it particularly suitable for fine-tuning LLMs. To ensure our algorithm is both theoretically sound and practically viable, we present a simple yet effective implementation that adapts the theoretical insights to the RLHF setting. Empirical results demonstrate that MPO can significantly enhance the performance of LLMs, highlighting the potential of self-play methods in alignment.
ROAug 28, 2025
EO-1: Interleaved Vision-Text-Action Pretraining for General Robot ControlDelin Qu, Haoming Song, Qizhi Chen et al.
The human ability to seamlessly perform multimodal reasoning and physical interaction in the open world is a core goal for general-purpose embodied intelligent systems. Recent vision-language-action (VLA) models, which are co-trained on large-scale robot and visual-text data, have demonstrated notable progress in general robot control. However, they still fail to achieve human-level flexibility in interleaved reasoning and interaction. In this work, introduce EO-Robotics, consists of EO-1 model and EO-Data1.5M dataset. EO-1 is a unified embodied foundation model that achieves superior performance in multimodal embodied reasoning and robot control through interleaved vision-text-action pre-training. The development of EO-1 is based on two key pillars: (i) a unified architecture that processes multimodal inputs indiscriminately (image, text, video, and action), and (ii) a massive, high-quality multimodal embodied reasoning dataset, EO-Data1.5M, which contains over 1.5 million samples with emphasis on interleaved vision-text-action comprehension. EO-1 is trained through synergies between auto-regressive decoding and flow matching denoising on EO-Data1.5M, enabling seamless robot action generation and multimodal embodied reasoning. Extensive experiments demonstrate the effectiveness of interleaved vision-text-action learning for open-world understanding and generalization, validated through a variety of long-horizon, dexterous manipulation tasks across multiple embodiments. This paper details the architecture of EO-1, the data construction strategy of EO-Data1.5M, and the training methodology, offering valuable insights for developing advanced embodied foundation models.
ROApr 1, 2025
Think Small, Act Big: Primitive Prompt Learning for Lifelong Robot ManipulationYuanqi Yao, Siao Liu, Haoming Song et al.
Building a lifelong robot that can effectively leverage prior knowledge for continuous skill acquisition remains significantly challenging. Despite the success of experience replay and parameter-efficient methods in alleviating catastrophic forgetting problem, naively applying these methods causes a failure to leverage the shared primitives between skills. To tackle these issues, we propose Primitive Prompt Learning (PPL), to achieve lifelong robot manipulation via reusable and extensible primitives. Within our two stage learning scheme, we first learn a set of primitive prompts to represent shared primitives through multi-skills pre-training stage, where motion-aware prompts are learned to capture semantic and motion shared primitives across different skills. Secondly, when acquiring new skills in lifelong span, new prompts are appended and optimized with frozen pretrained prompts, boosting the learning via knowledge transfer from old skills to new ones. For evaluation, we construct a large-scale skill dataset and conduct extensive experiments in both simulation and real-world tasks, demonstrating PPL's superior performance over state-of-the-art methods.
ROSep 8, 2025
F1: A Vision-Language-Action Model Bridging Understanding and Generation to ActionsQi Lv, Weijie Kong, Hao Li et al.
Executing language-conditioned tasks in dynamic visual environments remains a central challenge in embodied AI. Existing Vision-Language-Action (VLA) models predominantly adopt reactive state-to-action mappings, often leading to short-sighted behaviors and poor robustness in dynamic scenes. In this paper, we introduce F1, a pretrained VLA framework which integrates the visual foresight generation into decision-making pipeline. F1 adopts a Mixture-of-Transformer architecture with dedicated modules for perception, foresight generation, and control, thereby bridging understanding, generation, and actions. At its core, F1 employs a next-scale prediction mechanism to synthesize goal-conditioned visual foresight as explicit planning targets. By forecasting plausible future visual states, F1 reformulates action generation as a foresight-guided inverse dynamics problem, enabling actions that implicitly achieve visual goals. To endow F1 with robust and generalizable capabilities, we propose a three-stage training recipe on an extensive dataset comprising over 330k trajectories across 136 diverse tasks. This training scheme enhances modular reasoning and equips the model with transferable visual foresight, which is critical for complex and dynamic environments. Extensive evaluations on real-world tasks and simulation benchmarks demonstrate F1 consistently outperforms existing approaches, achieving substantial gains in both task success rate and generalization ability.
AIAug 17, 2025
GraphCogent: Mitigating LLMs' Working Memory Constraints via Multi-Agent Collaboration in Complex Graph UnderstandingRongzheng Wang, Shuang Liang, Qizhi Chen et al.
Large language models (LLMs) show promising performance on small-scale graph reasoning tasks but fail when handling real-world graphs with complex queries. This phenomenon arises from LLMs' working memory constraints, which result in their inability to retain long-range graph topology over extended contexts while sustaining coherent multi-step reasoning. However, real-world graphs are often structurally complex, such as Web, Transportation, Social, and Citation networks. To address these limitations, we propose GraphCogent, a collaborative agent framework inspired by human Working Memory Model that decomposes graph reasoning into specialized cognitive processes: sense, buffer, and execute. The framework consists of three modules: Sensory Module standardizes diverse graph text representations via subgraph sampling, Buffer Module integrates and indexes graph data across multiple formats, and Execution Module combines tool calling and tool creation for efficient reasoning. We also introduce Graph4real, a comprehensive benchmark that contains four domains of real-world graphs (Web, Transportation, Social, and Citation) to evaluate LLMs' graph reasoning capabilities. Our Graph4real covers 21 different graph reasoning tasks, categorized into three types (Structural Querying, Algorithmic Reasoning, and Predictive Modeling tasks), with graph scales up to 10 times larger than existing benchmarks. Experiments show that Llama3.1-8B based GraphCogent achieves a 50% improvement over massive-scale LLMs like DeepSeek-R1 (671B). Compared to state-of-the-art agent-based baseline, our framework outperforms by 20% in accuracy while reducing token usage by 80% for in-toolset tasks and 30% for out-toolset tasks. Code will be available after review.
LGOct 24, 2024
BATON: Enhancing Batch-wise Inference Efficiency for Large Language Models via Dynamic Re-batchingPeizhuang Cong, Qizhi Chen, Haochen Zhao et al.
The advanced capabilities of Large Language Models (LLMs) have inspired the development of various interactive web services or applications, such as ChatGPT, which offer query inference services for users. Unlike traditional DNN model, the inference of LLM entails different iterations of forward computation for different queries, which result in efficiency challenges for existing run-to-completion batch-wise inference. Hence, some methods refine batch-wise inference to iteration-level by duplicating all nonlinear layers of LLM. However, this approach not only increases resource usage but also introduces idle computations to the batch due to the prefilling of newly added queries. Therefore, we propose BATON, an efficient batch-wise LLM inference scheme by dynamically adjusting processing batch, which can achieve near-zero idle computations without incurring additional resource consumption. To do so, BATON 1) shapes the vectors involved in the inference of the newly inserted query and processing batch to align dimensions and generates a new attention mask based on vector shaping to ensure inference correctness, which enables query inserting without consuming additional resource; 2) embeds prefilled Keys and Values of the new query into the KV_Cache of the processing batch by leveraging the prefilling and decoding separation mechanism, eliminating idle computations to the batch introduced by the prefilling process of the new query. Experimental results show that compared to the state-of-the-art solution Orca, BATON improves query processing by up to 1.75 times.
CVApr 10, 2025
AerialVG: A Challenging Benchmark for Aerial Visual Grounding by Exploring Positional RelationsJunli Liu, Qizhi Chen, Zhigang Wang et al.
Visual grounding (VG) aims to localize target objects in an image based on natural language descriptions. In this paper, we propose AerialVG, a new task focusing on visual grounding from aerial views. Compared to traditional VG, AerialVG poses new challenges, \emph{e.g.}, appearance-based grounding is insufficient to distinguish among multiple visually similar objects, and positional relations should be emphasized. Besides, existing VG models struggle when applied to aerial imagery, where high-resolution images cause significant difficulties. To address these challenges, we introduce the first AerialVG dataset, consisting of 5K real-world aerial images, 50K manually annotated descriptions, and 103K objects. Particularly, each annotation in AerialVG dataset contains multiple target objects annotated with relative spatial relations, requiring models to perform comprehensive spatial reasoning. Furthermore, we propose an innovative model especially for the AerialVG task, where a Hierarchical Cross-Attention is devised to focus on target regions, and a Relation-Aware Grounding module is designed to infer positional relations. Experimental results validate the effectiveness of our dataset and method, highlighting the importance of spatial reasoning in aerial visual grounding. The code and dataset will be released.
CLDec 14, 2025
NL2Repo-Bench: Towards Long-Horizon Repository Generation Evaluation of Coding AgentsJingzhe Ding, Shengda Long, Changxin Pu et al.
Recent advances in coding agents suggest rapid progress toward autonomous software development, yet existing benchmarks fail to rigorously evaluate the long-horizon capabilities required to build complete software systems. Most prior evaluations focus on localized code generation, scaffolded completion, or short-term repair tasks, leaving open the question of whether agents can sustain coherent reasoning, planning, and execution over the extended horizons demanded by real-world repository construction. To address this gap, we present NL2Repo Bench, a benchmark explicitly designed to evaluate the long-horizon repository generation ability of coding agents. Given only a single natural-language requirements document and an empty workspace, agents must autonomously design the architecture, manage dependencies, implement multi-module logic, and produce a fully installable Python library. Our experiments across state-of-the-art open- and closed-source models reveal that long-horizon repository generation remains largely unsolved: even the strongest agents achieve below 40% average test pass rates and rarely complete an entire repository correctly. Detailed analysis uncovers fundamental long-horizon failure modes, including premature termination, loss of global coherence, fragile cross-file dependencies, and inadequate planning over hundreds of interaction steps. NL2Repo Bench establishes a rigorous, verifiable testbed for measuring sustained agentic competence and highlights long-horizon reasoning as a central bottleneck for the next generation of autonomous coding agents.
CVOct 29, 2024
FreeGaussian: Annotation-free Controllable 3D Gaussian Splats with Flow DerivativesQizhi Chen, Delin Qu, Junli Liu et al.
Reconstructing controllable Gaussian splats from monocular video is a challenging task due to its inherently insufficient constraints. Widely adopted approaches supervise complex interactions with additional masks and control signal annotations, limiting their real-world applications. In this paper, we propose an annotation guidance-free method, dubbed FreeGaussian, that mathematically derives dynamic Gaussian motion from optical flow and camera motion using novel dynamic Gaussian constraints. By establishing a connection between 2D flows and 3D Gaussian dynamic control, our method enables self-supervised optimization and continuity of dynamic Gaussian motions from flow priors. Furthermore, we introduce a 3D spherical vector controlling scheme, which represents the state with a 3D Gaussian trajectory, thereby eliminating the need for complex 1D control signal calculations and simplifying controllable Gaussian modeling. Quantitative and qualitative evaluations on extensive experiments demonstrate the state-of-the-art visual performance and control capability of our method. Project page: https://freegaussian.github.io.
CVJun 23, 2024
LiveScene: Language Embedding Interactive Radiance Fields for Physical Scene Rendering and ControlDelin Qu, Qizhi Chen, Pingrui Zhang et al.
This paper scales object-level reconstruction to complex scenes, advancing interactive scene reconstruction. We introduce two datasets, OmniSim and InterReal, featuring 28 scenes with multiple interactive objects. To tackle the challenge of inaccurate interactive motion recovery in complex scenes, we propose LiveScene, a scene-level language-embedded interactive radiance field that efficiently reconstructs and controls multiple objects. By decomposing the interactive scene into local deformable fields, LiveScene enables separate reconstruction of individual object motions, reducing memory consumption. Additionally, our interaction-aware language embedding localizes individual interactive objects, allowing for arbitrary control using natural language. Our approach demonstrates significant superiority in novel view synthesis, interactive scene control, and language grounding performance through extensive experiments. Project page: https://livescenes.github.io.