MEWL: Few-shot multimodal word learning with referential uncertaintyGuangyuan Jiang, Manjie Xu, Shiji Xin et al.
Without explicit feedback, humans can rapidly learn the meaning of words. Children can acquire a new word after just a few passive exposures, a process known as fast mapping. This word learning capability is believed to be the most fundamental building block of multimodal understanding and reasoning. Despite recent advancements in multimodal learning, a systematic and rigorous evaluation is still missing for human-like word learning in machines. To fill in this gap, we introduce the MachinE Word Learning (MEWL) benchmark to assess how machines learn word meaning in grounded visual scenes. MEWL covers human's core cognitive toolkits in word learning: cross-situational reasoning, bootstrapping, and pragmatic learning. Specifically, MEWL is a few-shot benchmark suite consisting of nine tasks for probing various word learning capabilities. These tasks are carefully designed to be aligned with the children's core abilities in word learning and echo the theories in the developmental literature. By evaluating multimodal and unimodal agents' performance with a comparative analysis of human performance, we notice a sharp divergence in human and machine word learning. We further discuss these differences between humans and machines and call for human-like few-shot word learning in machines.
7.0ROJun 2
BotDirector: Robot Storytelling Across the Symmetrical Reality with Multi-modal InteractionsZhe Sun, Meng Wang, Lei Wang et al.
Robot storytelling offers a unique blend of technological innovation and creative expression that engages children in unprecedented ways. However, the technical aspects are often too complicated for children. We propose an interactive system that facilitates robot storytelling with tangible and natural language interactions. Children arrange the playground with their own stuff and create narratives with an LLM agent. The created narratives are transformed into a motion sequence based on the map and characters, and the motions are executed by self-navigating swarm robots. This system enhances robot storytelling with flexible scenarios, enabling young children to create robot dramas with everyday objects.
5.8AISep 22, 2025Code
Evaluating Multimodal Large Language Models with Daily Composite Tasks in Home EnvironmentsZhenliang Zhang, Yuxi Wang, Hongzhao Xie et al.
A key feature differentiating artificial general intelligence (AGI) from traditional AI is that AGI can perform composite tasks that require a wide range of capabilities. Although embodied agents powered by multimodal large language models (MLLMs) offer rich perceptual and interactive capabilities, it remains largely unexplored whether they can solve composite tasks. In the current work, we designed a set of composite tasks inspired by common daily activities observed in early childhood development. Within a dynamic and simulated home environment, these tasks span three core domains: object understanding, spatial intelligence, and social activity. We evaluated 17 leading proprietary and open-source MLLMs on these tasks. The results consistently showed poor performance across all three domains, indicating a substantial gap between current capabilities and general intelligence requirements. Together, our tasks offer a preliminary framework for evaluating the general capabilities of embodied agents, marking an early but significant step toward the development of embodied MLLMs and their real-world deployment.
5.8AIDec 23, 2025
TongSIM: A General Platform for Simulating Intelligent MachinesZhe Sun, Kunlun Wu, Chuanjian Fu et al.
As artificial intelligence (AI) rapidly advances, especially in multimodal large language models (MLLMs), research focus is shifting from single-modality text processing to the more complex domains of multimodal and embodied AI. Embodied intelligence focuses on training agents within realistic simulated environments, leveraging physical interaction and action feedback rather than conventionally labeled datasets. Yet, most existing simulation platforms remain narrowly designed, each tailored to specific tasks. A versatile, general-purpose training environment that can support everything from low-level embodied navigation to high-level composite activities, such as multi-agent social simulation and human-AI collaboration, remains largely unavailable. To bridge this gap, we introduce TongSIM, a high-fidelity, general-purpose platform for training and evaluating embodied agents. TongSIM offers practical advantages by providing over 100 diverse, multi-room indoor scenarios as well as an open-ended, interaction-rich outdoor town simulation, ensuring broad applicability across research needs. Its comprehensive evaluation framework and benchmarks enable precise assessment of agent capabilities, such as perception, cognition, decision-making, human-robot cooperation, and spatial and social reasoning. With features like customized scenes, task-adaptive fidelity, diverse agent types, and dynamic environmental simulation, TongSIM delivers flexibility and scalability for researchers, serving as a unified platform that accelerates training, evaluation, and advancement toward general embodied intelligence.
2.4AIFeb 5
Automatic Cognitive Task Generation for In-Situ Evaluation of Embodied AgentsXinyi He, Ying Yang, Chuanjian Fu et al.
As general intelligent agents are poised for widespread deployment in diverse households, evaluation tailored to each unique unseen 3D environment has become a critical prerequisite. However, existing benchmarks suffer from severe data contamination and a lack of scene specificity, inadequate for assessing agent capabilities in unseen settings. To address this, we propose a dynamic in-situ task generation method for unseen environments inspired by human cognition. We define tasks through a structured graph representation and construct a two-stage interaction-evolution task generation system for embodied agents (TEA). In the interaction stage, the agent actively interacts with the environment, creating a loop between task execution and generation that allows for continuous task generation. In the evolution stage, task graph modeling allows us to recombine and reuse existing tasks to generate new ones without external data. Experiments across 10 unseen scenes demonstrate that TEA automatically generated 87,876 tasks in two cycles, which human verification confirmed to be physically reasonable and encompassing essential daily cognitive capabilities. Benchmarking SOTA models against humans on our in-situ tasks reveals that models, despite excelling on public benchmarks, perform surprisingly poorly on basic perception tasks, severely lack 3D interaction awareness and show high sensitivity to task types in reasoning. These sobering findings highlight the necessity of in-situ evaluation before deploying agents into real-world human environments.