María Santos

AI
h-index31
5papers
60citations
Novelty59%
AI Score42

5 Papers

AIJan 30
Best-of-Q: Improving VLM agents with Q-function Action Ranking at Inference

Emilien Biré, María Santos, Kai Yuan

Vision-Language Models (VLMs) have become powerful backbones for agents to autonomously operate in digital environments like the web and operating systems. However, these models suffer from inadaptability to fast-changing environments like the web, which can be alleviated by fine-tuning requiring expansive model training and data collection. In this work, we introduce a novel paradigm for enhancing agentic VLM policies at inference without policy retraining. Fundamentally, our approach decouples the VLM's role as a high-capacity action proposer from the final action selection mechanism. We keep the VLM policy frozen and use it to generate a set of candidate actions for a given state. Then, a lightweight, offline-trained Q-function reranks these candidates, and the agent executes the action with the highest estimated value. The main contribution is to apply the Q-function directly during inference for immediate policy improvement, and not offline to relabel data for policy retraining. We demonstrate on the academic WebVoyager benchmark that our method significantly boosts agent success rates, improving a Qwen2.5-VL-7B agent from 38.8% to 55.7% and a proprietary GPT-4.1 agent from 82.4% to 88.8%.

ROFeb 21, 2024
Blending Data-Driven Priors in Dynamic Games

Justin Lidard, Haimin Hu, Asher Hancock et al.

As intelligent robots like autonomous vehicles become increasingly deployed in the presence of people, the extent to which these systems should leverage model-based game-theoretic planners versus data-driven policies for safe, interaction-aware motion planning remains an open question. Existing dynamic game formulations assume all agents are task-driven and behave optimally. However, in reality, humans tend to deviate from the decisions prescribed by these models, and their behavior is better approximated under a noisy-rational paradigm. In this work, we investigate a principled methodology to blend a data-driven reference policy with an optimization-based game-theoretic policy. We formulate KLGame, an algorithm for solving non-cooperative dynamic game with Kullback-Leibler (KL) regularization with respect to a general, stochastic, and possibly multi-modal reference policy. Our method incorporates, for each decision maker, a tunable parameter that permits modulation between task-driven and data-driven behaviors. We propose an efficient algorithm for computing multi-modal approximate feedback Nash equilibrium strategies of KLGame in real time. Through a series of simulated and real-world autonomous driving scenarios, we demonstrate that KLGame policies can more effectively incorporate guidance from the reference policy and account for noisily-rational human behaviors versus non-regularized baselines. Website with additional information, videos, and code: https://kl-games.github.io/.

AIJun 3, 2025
Surfer-H Meets Holo1: Cost-Efficient Web Agent Powered by Open Weights

Mathieu Andreux, Breno Baldas Skuk, Hamza Benchekroun et al. · harvard, stanford

We present Surfer-H, a cost-efficient web agent that integrates Vision-Language Models (VLM) to perform user-defined tasks on the web. We pair it with Holo1, a new open-weight collection of VLMs specialized in web navigation and information extraction. Holo1 was trained on carefully curated data sources, including open-access web content, synthetic examples, and self-produced agentic data. Holo1 tops generalist User Interface (UI) benchmarks as well as our new web UI localization benchmark, WebClick. When powered by Holo1, Surfer-H achieves a 92.2% state-of-the-art performance on WebVoyager, striking a Pareto-optimal balance between accuracy and cost-efficiency. To accelerate research advancement in agentic systems, we are open-sourcing both our WebClick evaluation dataset and the Holo1 model weights.

AIOct 22, 2025
Surfer 2: The Next Generation of Cross-Platform Computer Use Agents

Mathieu Andreux, Märt Bakler, Yanael Barbier et al. · cambridge

Building agents that generalize across web, desktop, and mobile environments remains an open challenge, as prior systems rely on environment-specific interfaces that limit cross-platform deployment. We introduce Surfer 2, a unified architecture operating purely from visual observations that achieves state-of-the-art performance across all three environments. Surfer 2 integrates hierarchical context management, decoupled planning and execution, and self-verification with adaptive recovery, enabling reliable operation over long task horizons. Our system achieves 97.1% accuracy on WebVoyager, 69.6% on WebArena, 60.1% on OSWorld, and 87.1% on AndroidWorld, outperforming all prior systems without task-specific fine-tuning. With multiple attempts, Surfer 2 exceeds human performance on all benchmarks. These results demonstrate that systematic orchestration amplifies foundation model capabilities and enables general-purpose computer control through visual interaction alone, while calling for a next-generation vision language model to achieve Pareto-optimal cost-efficiency.

ROMar 28, 2019
From Motions to Emotions: Can the Fundamental Emotions be Expressed in a Robot Swarm?

María Santos, Magnus Egerstedt

This paper explores the expressive capabilities of a swarm of miniature mobile robots within the context of inter-robot interactions and their mapping to the so-called fundamental emotions. In particular, we investigate how motion and shape descriptors that are psychologically associated with different emotions can be incorporated into different swarm behaviors for the purpose of artistic expositions. Based on these characterizations from social psychology, a set of swarm behaviors is created, where each behavior corresponds to a fundamental emotion. The effectiveness of these behaviors is evaluated in a survey in which the participants are asked to associate different swarm behaviors with the fundamental emotions. The results of the survey show that most of the research participants assigned to each video the emotion intended to be portrayed by design. These results confirm that abstract descriptors associated with the different fundamental emotions in social psychology provide useful motion characterizations that can be effectively transformed into expressive behaviors for a swarm of simple ground mobile robots.