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新论文 · v1arXiv:2611.17068

Discovering Effective Agent Memory Designs through Program Evolution

Xinheng Ding, Seyyed Saeid Cheshmi, Ziyang Zhang, Tairan Chen, Wenya Xie, Yu Hou, Rui Zhang, Zirui Liu

原文摘要

Program evolution provides a promising approach to discover agent memory designs and study the choices underlying their effectiveness. We introduce MAPE, a framework that evolves whole memory programs from minimal seeds through a standardized lifecycle interface and an iterative diagnosis-proposal loop. Experiments on LoCoMo and LongMemEval yield an absolute accuracy gain of up to 12% over manually designed baselines at 35% of the serving cost, with further evaluations supporting transfer across serving backbones and benchmarks. Empirical analyses and ablations identify and validate two recurring design patterns: retaining raw conversations as retrievable evidence preserves details omitted from extracted memories, while composing retrieved evidence according to query intent helps the answering model use it effectively. Transplanting the composition module into five existing memory systems improves accuracy across all five. Beyond these patterns, the search objective shapes where computation goes: optimizing serving cost alongside accuracy shifts computation from LLM-based memory construction to selective processing at query time while retaining competitive accuracy. Together, these findings offer empirical lessons for agent memory design. Code is available at https://github.com/ash-ding/MAPE.

cs.CL · cs.AI

新论文 · v1arXiv:2611.16217

WorldDraft: If Code Builds the World, Can Video Models Just Render It?

Zhiyu Hou, Wen-Jie Shu, Harold Haodong Chen, Weilin Ruan, Chenfei Liao, Liuzhou Zhang, Disen Lan, Xiaogang Xu 等 10 位作者

原文摘要

Multimodal coding agents decouple 4D world construction from visual generation, repurposing video models from world generators toward generative renderers. This division of labor raises a fundamental question: if code builds the world, can video models just render it? A reliable generative renderer hinges on two complementary criteria: (i) world preservation, retaining prescribed 4D kinematics and camera paths; and (ii) visual realization, persistently binding text-specified target attributes over time. To evaluate this capability, we introduce WorldDraft, a benchmark of $432$ strictly paired test cases across $48$ executable 4D world families spanning six dynamic challenge categories. Under a $3 \times 3$ factorial design, WorldDraft orthogonally crosses draft granularity (abstract proxy to previs) and appearance alignment (neutral to conflicting) under identical dynamics. Extensive evaluations across $12$ representative models reveal that: (I) world preservation and visual realization remain in stark operational tension; (II) richer draft scaffolding anchors structure but paradoxically impairs appearance fidelity; and (III) conflicting source cues trigger severe source leakage (up to $64\%$), exposing fragile cross-modal disentanglement. To mitigate these bottlenecks, we propose WorldDraft-Primer, a plug-and-play visual prompting strategy that consistently improves both objectives across frozen video renderers. Together, WorldDraft and WorldDraft-Primer lay a foundation for bridging programmatic 4D simulation with video generation, advancing physically grounded generative rendering.

cs.CV

新论文 · v1arXiv:2611.12177

Embodied First Exam

Kangrui Wang, Qineng Wang, Changhe Chen, Pingyue Zhang, Chi Gui, Feishi Wang, Canyu Chen, Wenli Xiao 等 30 位作者

原文摘要

Early successes on agentic robotics point to a potential paradigm shift toward using coding agents to control robots. Existing robotics benchmarks are built around visuomotor policy learning, leaving it open whether coding agents can reliably control diverse robots under physical-world constraints. We therefore introduce the Embodied First Exam, a unified, comprehensive, and agent-native evaluation framework where coding agents can choose their own control approach: direct control, code to control, or train a policy to control. We hope it serves as a first exam for coding agents before they enter the physical world, with 1,156 tasks in 35 suites on 47 robots, including 9 new suites that go beyond pick-and-place to spatial puzzles, dexterous manipulation, multi-robot interaction, dynamic whole-body control, and sim-to-sim engineering. Each task can be run in up to three evaluation settings. The Standard Setting mimics the real world: the agent receives only sensor observations and, by default, cannot reset the environment. Its Realtime variant keeps the environment running while the agent reasons. The Privileged Setting gives the agent access to the full simulator state and unlimited resets, allowing it to search for an oracle solution for training purposes. Success rates in this setting serve as an approximate upper bound. On the 456 core tasks, the strongest of eight agents, GPT-6 Astra in Codex, achieves a success rate of 34% in the Standard Setting, leaving much room for improvement. To see where agents fail, we label the stage at which failed attempts go wrong and compare failures across agents, settings, and stage categories.

cs.RO · cs.AI

新论文 · v1arXiv:2611.11148

MOSU2: Long-range Navigation System with Multi-modal Scene Understanding

Jing Liang, Zhenyu Hou, Senthurbavan Kirubaharan, Md Safwan Mondal, Ashok Gudivada, Xuesu Xiao, Dinesh Manocha

原文摘要

Robots that travel long distances through public outdoor spaces must do more than avoid obstacles: they must remain on terrain suited to their mobility and decide when to proceed, yield, or detour around pedestrians, cyclists, vehicles, traffic signals, and temporary restrictions. These decisions are difficult because their correctness often depends on how a scene evolves, such as whether an approaching car is slowing or a cyclist will cross the robot's path. Vision-language models (VLMs) can interpret such cues, but they reason over images that lack metric geometry and motion. Supplying this evidence at every step is too slow for real-time navigation, and hand-crafted triggers cannot anticipate the open-ended variety of outdoor situations. We present MOSU2, a long-range navigation system with two-stage trajectory selection, in which first-stage contextual reasoning determines when additional evidence is needed and what to retrieve. Only when an interaction remains unresolved does the first stage trigger the second stage to retrieve geometric and dynamic information and align it with scene context to make navigation decisions. Building on MOSU, MOSU2 follows routes from GPS-based route planning and filters candidate trajectories through multi-modal traversability analysis before selecting a trajectory to move the robot. In real-world experiments spanning stop gestures, construction sites, crosswalks, and roads shared with vehicles, cyclists, and pedestrians, MOSU2 raises mean navigation success from 61.8% to 94.2% and condition-detection accuracy from 72.2% to 91.4% over its single-image predecessor, at about 2.2 times its mean decision latency. Project website: https://jinggm.github.io/mosu2/

cs.RO

新论文 · v1arXiv:2610.37582

EgoThumb: A Vision-Driven Supernumerary Robotic Thumb for Autonomous Grasp and Holding Assistance

Jianyu Hou, Jiawei Fu, Weikang Wan, Minghui Jiang, Jiajun Li, Hao Su

原文摘要

Supernumerary robotic fingers augment human dexterity by enabling a single hand to perform complex "hold-and-manipulate" tasks that typically require bimanual coordination. However, existing devices are often hindered by bulky hardware that limits interaction to large objects and rely on explicit hand motion triggers that lack environmental context. To address these challenges, we present EgoThumb, a fully open-source, vision-driven supernumerary robotic thumb. EgoThumb features a compact, dual tendon-driven finger whose actuation is relocated to the forearm, reducing distal weight while enabling precise active joint control. The system utilizes a visual imitation learning policy that maps egocentric images from a palm-facing camera directly to continuous joint positions. By implicitly decoding human intent from visual cues capturing both the hand and the object of interest, EgoThumb achieves robust autonomous manipulation and strong generalization across diverse users and environments. All hardware designs and software implementations are fully open-sourced at https://ego-thumb.github.io.

cs.RO

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.330ACL Anthology · ACL 2026

Evo-Attacker: Memory-Augmented Reinforcement Learning for Long-Horizon Tool Attacks on LLM-MAS

Bingyu Yan Beijing University of Aeronautics and Astronautics, Xiaoming Zhang Beijing University of Aeronautics and Astronautics, JinYu Hou, Chaozhuo Li Beijing University of Aeronautics and Astronautics, Ziyi Zhou, Yiming Hei, Litian Zhang Beijing University of Post and Telecommunications

原文摘要

While Large Language Model-based Multi-Agent Systems (LLM-MAS) demonstrate remarkable capabilities in solving complex tasks by orchestrating specialized agents and external tools, the implicit trust in tool outputs creates a critical attack surface. Existing tool attacks are limited by domain specificity or fixed and static templates. To address these challenges, we propose Evo-Attacker, which formulates the tool attack as a self-evolving, memory-augmented reinforcement learning process. Evo-Attacker constructs a dynamic attack memory and employs deliberative reasoning to retrieve adversarial patterns and strategize modifying interventions at critical moments. Furthermore, we introduce Attack-Flow GRPO to optimize intermediate reasoning steps via terminal outcomes, addressing the long-horizon credit assignment challenge. Comprehensive experiments demonstrate that Evo-Attacker consistently outperforms baselines, highlighting its generalization and evolutionary capabilities and the urgent need for defensive tool safeguards.

cs.CL · cs.MA

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