Litong Feng, Ji Qi, Yiran Cheng, Shaowu Pan, Xinyu Zhang, Qijun Li
Open-ended tool agents can complete the same objective through different tool paths, and their quality depends jointly on the interaction trace, environment state, and final artifacts, so such tasks rarely admit an executable ground-truth reward. The central challenge is therefore to construct a reward from existing experience that exposes the current policy's failures while remaining stationary during optimization. We introduce Reward Engine, which, like a self-motivated student, first works out what success requires and then optimizes toward it. From the task and initial trajectories, it builds a RewardPack of testcases for required correctness and rubrics for graded quality, each executed as a check that returns a judgment with evidence. The frozen RewardPack then guides the agent to revise and select its outputs, and can also serve as a reward for reinforcement learning. On WorkBuddy Bench Office and Claw-Eval, the constructed reward largely agrees with the benchmark graders, not reversing their ordering on 82.3\% and 80.5\% of candidate pairs. Used to revise executions, it raises three-run consistency ($\mathrm{Pass}^{3}$) over Baseline from 45.0\% to 54.0\% and from 78.4\% to 83.7\%.
A robot world model that serves as a simulator must do more than generate plausible videos: it must faithfully follow commanded actions, maintain consistency across camera views, and sustain coherent long-horizon rollouts. We present PrimeSim, an action-conditioned, multiview world model simulator that addresses these challenges through progressive midtraining and posttraining. Starting from a pretrained video generator, we midtrain on 30,110 hours of robot demonstrations spanning 22 platforms. To improve action following, we introduce a unified cross-embodiment action representation and frame-aligned dual-path conditioning to strengthen action-frame correspondence. To maintain multiview consistency, we develop view-aware interleaved attention with explicit camera identities, enabling cross-view information exchange while preserving view-specific representations. We further introduce a fast-video, slow-memory posttraining framework that transforms the bidirectional video generator into an efficient autoregressive simulator. By combining fast causal generation, self-rollout training, and hierarchical temporal memory, PrimeSim mitigates error accumulation from self-generated histories and supports coherent long-horizon simulation. PrimeSim runs at 10.1 FPS, remains stable over long-horizon rollouts on rigid and deformable manipulation tasks, and transfers to held-out platforms within 100 to 200 gradient steps where the pretrained backbone does not. Against five open-source action-conditioned world models it leads four of the five WorldSimProbe suites and posts the best overall EWMBench score, while fine-grained local calibration still trails the field; its rollouts are faithful enough to support GRPO-based policy optimization. We release the model weights, inference code, and training code.
Sayantan Choudhury, Xiaoran Cheng, Martin Takáč, Sen Na, Mladen Kolar
Most first-order optimizers treat matrix-valued parameters as vectors, ignoring the intrinsic geometry of hidden-layer weights in neural networks. Muon addresses this mismatch by updating along the polar factor of a momentum matrix, but its theoretical understanding has lagged behind practice. In particular, practical implementations incorporate Nesterov momentum, compute the polar factor only approximately, and operate with stochastic gradients that may be heavy-tailed. We close this gap by developing a convergence theory for Muon with Nesterov momentum and inexact polar decomposition in non-convex matrix optimization under heavy-tailed noise. Our analysis builds on a unified framework for inexact polar decomposition that captures practical iterative approximations such as Newton-Schulz and quantifies how their errors propagate through the optimization dynamics. Under uniform bounds on polar errors, we establish an optimal iteration and sample complexity of $O \left(\varepsilon^{\frac{-(3α-2)}{(α-1)}} \right)$ for finding an $\varepsilon$-stationary point, where $α\in(1,2]$~denotes the heavy-tail index. For the inexact-polar setting with $σ_1=0$, we also provide guarantees that do not require prior knowledge of $α$. We analyze a randomized low-rank polar decomposition that is substantially more efficient than full-space methods while remaining compatible with our theory. Numerical experiments further demonstrate the effectiveness of the proposed inexact and randomized~variants.
Chloe Su, Jiahan Li, Zhenting Qi, Chaoran Cheng, Haoyu Chen, Sejoon Jun, Weirui Ye, Yilun Du
Agents operating over long horizons need an effective memory that allows them to reuse their experience throughout long interactions. If the entire history of an interaction is retained, it becomes difficult to find the relevant experience, while compressing it into summaries may result in the loss of visual and spatial details that are required later on. We present \textbf{MFM}, a multimodal filesystem memory architecture that keeps complementary types of agent memory. \textbf{Episodic memory} stores the observations, actions, and outcomes, and \textbf{spatial memory} associates experiences with locations. \textbf{Semantic and procedural memory} build up general knowledge and reusable methods of acting, and \textbf{working memory} holds the current plans. MFM makes use of searchable textual records to connect these different representations to the underlying multimodal episodes. The agents are able to find previous experiences by means of contextual cues and to examine the original observations in order to recover details that are missing from their textual descriptions. Through consolidation, the agents convert experience into higher-level knowledge and procedures while still keeping references to the original episodes. In the case of long-horizon Minecraft and computer-use tasks, MFM leads to improved performance with three base models. With GPT-6-Astra, MFM completes \emph{Mine Diamond from Scratch} and reaches 16 out of 24 milestones on the \emph{Ender Dragon} task, as against 12.7 for the best baseline. On CUABench-KiCad it attains a mean reward of 0.440, as compared to 0.400 for the best baseline and 0.267 in the case of no persistent memory.
Critic-free methods are widely used in reinforcement learning with verifiable rewards (RLVR) for long chain-of-thought (CoT) reasoning, avoiding difficult and costly critic training. Common alternatives lack token-level credit assignment and typically rely on grouped rollouts to estimate prompt-specific baselines. A critic can address both limitations, but long-CoT critic training is hindered by insufficient coverage of trajectories with diverse lengths and early gradients dominated by the newly initialized value head. We introduce S3AC (Stabilized, Selective, and Scalable Actor-Critic) for LLM reasoning, built around a practical critic-training recipe. The trained critic provides token-specific advantages and prompt-specific baselines. Using the prompt-level baseline to estimate difficulty, we propose Difficulty-Aware Prompt Sampling (DAPS). DAPS combines this estimate with outcome history to select prompts before generation, reducing rollout waste without offline difficulty initialization. S3AC improves group-rollout performance across dense and mixture-of-experts models from 1.5B to 397B parameters, outperforming a modern GRPO variant (GRPO-X). At 35B, it sustains single-rollout training while tested critic-free baselines deteriorate after initial gains.