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版本更新 · v3arXiv:2511.18127

Predictive Representation Learning for Manipulation via Streaming Egocentric 3D Hand Forecasting

Ruicong Liu, Yifei Huang, Liangyang Ouyang, Caixin Kang, Yoichi Sato

原文摘要

Learning embodied manipulation from egocentric human data offers a scalable path, reducing the cost of collecting robot-specific demonstrations. However, existing representation learning methods largely stop at perceptual understanding, such as extracting what a scene contains or what an action is. A capable embodied agent is more than understanding: it predicts the next motion. We propose that forecasting 3D human hand motion is one suitable pretraining task, as the representation jointly learns how to manipulate objects and how the motion will unfold next. Building on this hypothesis, we introduce SFHand, the first representation learning method via streaming egocentric 3D hand forecasting. SFHand learns by autoregressively predicting future 3D hand states, including hand type, 2D bounding box, 3D pose, and trajectory, from a continuous stream of video and language instructions. Its autoregressive architecture is equipped with an ROI-enhanced memory layer, capturing temporal context while focusing on salient hand-centric regions. To enable this research, we also introduce SFHand, the first open-source large-scale dataset pairing synchronized 3D hand poses with fine-grained language instructions (247K clips, 3.95M frames). Transferred to downstream embodied control, the learned representation shows state-of-the-art performance on both simulation and real-world manipulation benchmarks, improving success rate by up to 13.4%. Our method also achieves leading 3D hand forecasting accuracy, with 35.8% lower ADE than baseline methods. These results suggest that forecasting hand motion is a better pretraining task for representation learning in embodied manipulation. Projec page: https://ruicongliu.github.io/sfhand/.

cs.CV

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.620ACL Anthology · ACL 2026

Unleashing Spatial Reasoning in Multimodal Large Language Models via Textual Representation Guided Reasoning

Jiacheng Hua Tencent and Tsinghua University, Yishu Yin Tsinghua University, Yuhang Wu Tsinghua University, Tsinghua University, Tai Wang, Yifei Huang The University of Tokyo, Miao Liu Tsinghua University

原文摘要

Existing Multimodal Large Language Models (MLLMs) struggle with 3D spatial reasoning, as they fail to construct structured abstractions of the 3D environment depicted in video inputs. To bridge this gap, drawing inspiration from cognitive theories of allocentric spatial reasoning, we investigate how to enable MLLMs to model and reason over text-based spatial representations of video. Specifically, we introduce Textual Representation of Allocentric Context from Egocentric Video (TRACE), a prompting method that induces MLLMs to generate text-based representations of 3D environments as intermediate reasoning traces for more accurate spatial question answering. TRACE encodes meta-context, camera trajectories, and detailed object entities to support structured spatial reasoning over egocentric videos. Extensive experiments on VSI-Bench and OST-Bench demonstrate that TRACE yields notable and consistent improvements over prior prompting strategies across a diverse range of MLLM backbones, spanning different parameter scales and training schemas. We further present ablation studies to validate our design choices, along with detailed analyses that probe the bottlenecks of 3D spatial reasoning in MLLMs.

cs.CL · cs.CV

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.850ACL Anthology · ACL 2026

MeepleLM: A Virtual Playtester Simulating Diverse Subjective Experiences

Zizhen Li Nankai University, Chuanhao Li, Yibin Wang, Jianwen Sun Nankai University, Yukang Feng, Jiaxin Ai Wuhan University, Fanrui Zhang, Mingzhu Sun Nankai University 等 10 位作者

原文摘要

Recent advancements have expanded the role of Large Language Models (LLMs) in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in the emergent user experience. Bridging this gap is fundamental for harmonizing Human-AI collaboration, as it empowers designers to refine their creations via external perspectives while steering models away from biased or unpredictable outcomes. Automating this evaluation presents two challenges: inferring the latent dynamics connecting static rules to gameplay without an explicit engine, and modeling the subjective heterogeneity of diverse player groups. To address these, we curate a comprehensive dataset of 1,727 structurally corrected rulebooks and 150K reviews selected via rigorous quality scoring and facet-aware sampling. We augment this data with Mechanics-Dynamics-Aesthetics (MDA) reasoning to explicitly bridge the causal gap between written rules and player experience. We further distill distinct player personas and introduce MeepleLM, a specialized model that internalizes persona-specific reasoning patterns to accurately simulate the subjective feedback of diverse player archetypes. Extensive experiments demonstrate that MeepleLM significantly outperforms latest commercial models (e.g., GPT-5.1, Gemini3-Pro) in community alignment and critique quality, achieving a 70% preference rate in user studies assessing practical utility. MeepleLM serves as a reliable virtual playtester that provides experience-grounded feedback, offering a practical step towards audience-aligned Human-AI collaboration.

cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表