Chain-of-thought reasoning has substantially advanced video understanding in multimodal large language models (MLLMs). However, language-based reasoning traces do not provide a reliable mechanism for models to revisit relevant visual evidence, leading to visual forgetting and impairing their ability to reason over video content. Existing approaches maintain visual grounding during reasoning in two main ways: they either refer to evidence using textual coordinates, which specify symbolic locations rather than the visual content itself, or reinsert cropped regions or frames into the multimodal context, preserving visual details at the cost of substantial context expansion. To address these limitations, we introduce VideoLVR, which constructs latent visual evidence from local regions at relevant video moments, thereby providing visual support for intermediate reasoning steps. To supervise latent visual evidence generation, we introduce a visual token prediction objective that formulates visual token reconstruction as prediction over a vocabulary derived from the input video, thereby unifying visual evidence reconstruction and text generation within the same token prediction framework. This shared prediction framework enables MLLMs to reason over interleaved text tokens and latent visual states while integrating evidence from different moments. We further extend VideoLVR to reinforcement learning by treating sampled visual tokens as actions alongside text tokens and jointly optimizing the policy using final-answer rewards. By efficiently revisiting task-relevant visual information during reasoning, VideoLVR improves video understanding without substantially expanding the multimodal context. Experiments on multiple video benchmarks demonstrate its effectiveness, especially on tasks requiring fine-grained visual evidence.
Suozhi Huang, Kelsey Fu, Binxu Li, Luna Lyu, Kaize Wu, Wenbo Lu, David Smerkous, Jiahan Li 等 15 位作者
Autonomous scientific agents must not only reason about experiments but also interact with the physical environments in which they are executed. Existing laboratory simulators typically rely on manually constructed assets and predefined procedures, while laboratory videos capture real equipment, layouts, and interactions but leave this information implicit in pixels. We introduce LabWorld, an agent-driven Real2Sim framework for reconstructing interactive 4D laboratory worlds from monocular RGB video. LabWorld recovers reusable 3D assets, a metric scene, time-varying object states, and procedure events. Multi-frame observations provide complementary evidence for asset and scene reconstruction, while motion reconstruction combines visual and geometric observations with event constraints encoding the spatial and temporal requirements of laboratory interactions. We evaluate LabWorld on real pipetting and vortexing videos collected in our laboratory against general-purpose agentic and dedicated reconstruction baselines. For pipetting, LabWorld achieves a mean Mask IoU of 0.501, exceeding the strongest baseline by 0.033. For vortexing, it achieves a mean Tube-Length-Normalized PCK-AUC of 0.638, exceeding the strongest baseline by 0.035. On five pipetting videos, event-conditioned reconstruction increases the fraction of modeled physical constraints satisfied from 14.3% (5/35) to 100% (35/35). The resulting worlds expose geometry, motion, articulation, and events as explicit, editable state for replay, inspection, and future embodied scientific systems.