new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Jul 6

Chat2Layout: Interactive 3D Furniture Layout with a Multimodal LLM

Automatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which automatically identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture.

  • 6 authors
·
Jul 31, 2024

Commonsense-Focused Dialogues for Response Generation: An Empirical Study

Smooth and effective communication requires the ability to perform latent or explicit commonsense inference. Prior commonsense reasoning benchmarks (such as SocialIQA and CommonsenseQA) mainly focus on the discriminative task of choosing the right answer from a set of candidates, and do not involve interactive language generation as in dialogue. Moreover, existing dialogue datasets do not explicitly focus on exhibiting commonsense as a facet. In this paper, we present an empirical study of commonsense in dialogue response generation. We first auto-extract commonsensical dialogues from existing dialogue datasets by leveraging ConceptNet, a commonsense knowledge graph. Furthermore, building on social contexts/situations in SocialIQA, we collect a new dialogue dataset with 25K dialogues aimed at exhibiting social commonsense in an interactive setting. We evaluate response generation models trained using these datasets and find that models trained on both extracted and our collected data produce responses that consistently exhibit more commonsense than baselines. Finally we propose an approach for automatic evaluation of commonsense that relies on features derived from ConceptNet and pre-trained language and dialog models, and show reasonable correlation with human evaluation of responses' commonsense quality. We are releasing a subset of our collected data, Commonsense-Dialogues, containing about 11K dialogs.

  • 8 authors
·
Sep 14, 2021

RecurrentGPT: Interactive Generation of (Arbitrarily) Long Text

The fixed-size context of Transformer makes GPT models incapable of generating arbitrarily long text. In this paper, we introduce RecurrentGPT, a language-based simulacrum of the recurrence mechanism in RNNs. RecurrentGPT is built upon a large language model (LLM) such as ChatGPT and uses natural language to simulate the Long Short-Term Memory mechanism in an LSTM. At each timestep, RecurrentGPT generates a paragraph of text and updates its language-based long-short term memory stored on the hard drive and the prompt, respectively. This recurrence mechanism enables RecurrentGPT to generate texts of arbitrary length without forgetting. Since human users can easily observe and edit the natural language memories, RecurrentGPT is interpretable and enables interactive generation of long text. RecurrentGPT is an initial step towards next-generation computer-assisted writing systems beyond local editing suggestions. In addition to producing AI-generated content (AIGC), we also demonstrate the possibility of using RecurrentGPT as an interactive fiction that directly interacts with consumers. We call this usage of generative models by ``AI As Contents'' (AIAC), which we believe is the next form of conventional AIGC. We further demonstrate the possibility of using RecurrentGPT to create personalized interactive fiction that directly interacts with readers instead of interacting with writers. More broadly, RecurrentGPT demonstrates the utility of borrowing ideas from popular model designs in cognitive science and deep learning for prompting LLMs. Our code is available at https://github.com/aiwaves-cn/RecurrentGPT and an online demo is available at https://www.aiwaves.org/recurrentgpt.

  • 8 authors
·
May 22, 2023 2

Interaction2Code: Benchmarking MLLM-based Interactive Webpage Code Generation from Interactive Prototyping

Multimodal Large Language Models (MLLMs) have demonstrated remarkable performance on the design-to-code task, i.e., generating UI code from UI mock-ups. However, existing benchmarks only contain static web pages for evaluation and ignore the dynamic interaction, limiting the practicality, usability and user engagement of the generated webpages. To bridge these gaps, we present the first systematic investigation of MLLMs in generating interactive webpages. Specifically, we formulate the Interaction-to-Code task and establish the Interaction2Code benchmark, encompassing 127 unique webpages and 374 distinct interactions across 15 webpage types and 31 interaction categories. Through comprehensive experiments utilizing state-of-the-art (SOTA) MLLMs, evaluated via both automatic metrics and human assessments, we identify four critical limitations of MLLM on Interaction-to-Code task: (1) inadequate generation of interaction compared with full page, (2) prone to ten types of failure, (3) poor performance on visually subtle interactions, and (4) insufficient undestanding on interaction when limited to single-modality visual descriptions. To address these limitations, we propose four enhancement strategies: Interactive Element Highlighting, Failureaware Prompting (FAP), Visual Saliency Enhancement, and Visual-Textual Descriptions Combination, all aiming at improving MLLMs' performance on the Interaction-toCode task. The Interaction2Code benchmark and code are available in https://github. com/WebPAI/Interaction2Code.

  • 9 authors
·
Feb 28

From Perception to Cognition: A Survey of Vision-Language Interactive Reasoning in Multimodal Large Language Models

Multimodal Large Language Models (MLLMs) strive to achieve a profound, human-like understanding of and interaction with the physical world, but often exhibit a shallow and incoherent integration when acquiring information (Perception) and conducting reasoning (Cognition). This disconnect leads to a spectrum of reasoning failures, with hallucination being the most prominent. Collectively, these issues expose a fundamental challenge: the ability to process pixels does not yet confer the ability to construct a coherent, credible internal world model. To systematically dissect and address this challenge, this survey introduces a novel and unified analytical framework: ``From Perception to Cognition." We deconstruct the complex process of vision-language interactive understanding into two interdependent layers: Perception, the foundational ability to accurately extract visual information and achieve fine-grained alignment with textual instructions; and Cognition, the higher-order capability for proactive, multi-step, goal-oriented reasoning built upon this perceptual foundation, the core of which is the formation of a dynamic observe-think-verify reasoning loop. Guided by this framework, this paper systematically analyzes the key bottlenecks of current MLLMs at both layers. It surveys the landscape of cutting-edge methods designed to address these challenges, spanning from techniques that enhance low-level visual representations to those that improve high-level reasoning paradigms. Furthermore, we review critical benchmarks and delineate future research directions. This survey aims to provide the research community with a clear, structured perspective for understanding the intrinsic limitations of current MLLMs and to illuminate the path toward building next-generation models capable of deep reasoning and a genuine understanding of the world.

  • 22 authors
·
Sep 29, 2025

T2I-Copilot: A Training-Free Multi-Agent Text-to-Image System for Enhanced Prompt Interpretation and Interactive Generation

Text-to-Image (T2I) generative models have revolutionized content creation but remain highly sensitive to prompt phrasing, often requiring users to repeatedly refine prompts multiple times without clear feedback. While techniques such as automatic prompt engineering, controlled text embeddings, denoising, and multi-turn generation mitigate these issues, they offer limited controllability, or often necessitate additional training, restricting the generalization abilities. Thus, we introduce T2I-Copilot, a training-free multi-agent system that leverages collaboration between (Multimodal) Large Language Models to automate prompt phrasing, model selection, and iterative refinement. This approach significantly simplifies prompt engineering while enhancing generation quality and text-image alignment compared to direct generation. Specifically, T2I-Copilot consists of three agents: (1) Input Interpreter, which parses the input prompt, resolves ambiguities, and generates a standardized report; (2) Generation Engine, which selects the appropriate model from different types of T2I models and organizes visual and textual prompts to initiate generation; and (3) Quality Evaluator, which assesses aesthetic quality and text-image alignment, providing scores and feedback for potential regeneration. T2I-Copilot can operate fully autonomously while also supporting human-in-the-loop intervention for fine-grained control. On GenAI-Bench, using open-source generation models, T2I-Copilot achieves a VQA score comparable to commercial models RecraftV3 and Imagen 3, surpasses FLUX1.1-pro by 6.17% at only 16.59% of its cost, and outperforms FLUX.1-dev and SD 3.5 Large by 9.11% and 6.36%. Code will be released at: https://github.com/SHI-Labs/T2I-Copilot.

  • 4 authors
·
Jul 28, 2025

WebGen-Agent: Enhancing Interactive Website Generation with Multi-Level Feedback and Step-Level Reinforcement Learning

Agent systems powered by large language models (LLMs) have demonstrated impressive performance on repository-level code-generation tasks. However, for tasks such as website codebase generation, which depend heavily on visual effects and user-interaction feedback, current code agents rely only on simple code execution for feedback and verification. This approach fails to capture the actual quality of the generated code. In this paper, we propose WebGen-Agent, a novel website-generation agent that leverages comprehensive and multi-level visual feedback to iteratively generate and refine the website codebase. Detailed and expressive text descriptions and suggestions regarding the screenshots and GUI-agent testing of the websites are generated by a visual language model (VLM), together with scores that quantify their quality. The screenshot and GUI-agent scores are further integrated with a backtracking and select-best mechanism, enhancing the performance of the agent. Utilizing the accurate visual scores inherent in the WebGen-Agent workflow, we further introduce Step-GRPO with Screenshot and GUI-agent Feedback to improve the ability of LLMs to act as the reasoning engine of WebGen-Agent. By using the screenshot and GUI-agent scores at each step as the reward in Step-GRPO, we provide a dense and reliable process supervision signal, which effectively improves the model's website-generation ability. On the WebGen-Bench dataset, WebGen-Agent increases the accuracy of Claude-3.5-Sonnet from 26.4% to 51.9% and its appearance score from 3.0 to 3.9, outperforming the previous state-of-the-art agent system. Additionally, our Step-GRPO training approach increases the accuracy of Qwen2.5-Coder-7B-Instruct from 38.9% to 45.4% and raises the appearance score from 3.4 to 3.7.

  • 8 authors
·
Sep 26, 2025 2

AutoStudio: Crafting Consistent Subjects in Multi-turn Interactive Image Generation

As cutting-edge Text-to-Image (T2I) generation models already excel at producing remarkable single images, an even more challenging task, i.e., multi-turn interactive image generation begins to attract the attention of related research communities. This task requires models to interact with users over multiple turns to generate a coherent sequence of images. However, since users may switch subjects frequently, current efforts struggle to maintain subject consistency while generating diverse images. To address this issue, we introduce a training-free multi-agent framework called AutoStudio. AutoStudio employs three agents based on large language models (LLMs) to handle interactions, along with a stable diffusion (SD) based agent for generating high-quality images. Specifically, AutoStudio consists of (i) a subject manager to interpret interaction dialogues and manage the context of each subject, (ii) a layout generator to generate fine-grained bounding boxes to control subject locations, (iii) a supervisor to provide suggestions for layout refinements, and (iv) a drawer to complete image generation. Furthermore, we introduce a Parallel-UNet to replace the original UNet in the drawer, which employs two parallel cross-attention modules for exploiting subject-aware features. We also introduce a subject-initialized generation method to better preserve small subjects. Our AutoStudio hereby can generate a sequence of multi-subject images interactively and consistently. Extensive experiments on the public CMIGBench benchmark and human evaluations show that AutoStudio maintains multi-subject consistency across multiple turns well, and it also raises the state-of-the-art performance by 13.65% in average Frechet Inception Distance and 2.83% in average character-character similarity.

  • 8 authors
·
Jun 3, 2024

MajutsuCity: Language-driven Aesthetic-adaptive City Generation with Controllable 3D Assets and Layouts

Generating realistic 3D cities is fundamental to world models, virtual reality, and game development, where an ideal urban scene must satisfy both stylistic diversity, fine-grained, and controllability. However, existing methods struggle to balance the creative flexibility offered by text-based generation with the object-level editability enabled by explicit structural representations. We introduce MajutsuCity, a natural language-driven and aesthetically adaptive framework for synthesizing structurally consistent and stylistically diverse 3D urban scenes. MajutsuCity represents a city as a composition of controllable layouts, assets, and materials, and operates through a four-stage pipeline. To extend controllability beyond initial generation, we further integrate MajutsuAgent, an interactive language-grounded editing agent} that supports five object-level operations. To support photorealistic and customizable scene synthesis, we also construct MajutsuDataset, a high-quality multimodal dataset} containing 2D semantic layouts and height maps, diverse 3D building assets, and curated PBR materials and skyboxes, each accompanied by detailed annotations. Meanwhile, we develop a practical set of evaluation metrics, covering key dimensions such as structural consistency, scene complexity, material fidelity, and lighting atmosphere. Extensive experiments demonstrate MajutsuCity reduces layout FID by 83.7% compared with CityDreamer and by 20.1% over CityCraft. Our method ranks first across all AQS and RDR scores, outperforming existing methods by a clear margin. These results confirm MajutsuCity as a new state-of-the-art in geometric fidelity, stylistic adaptability, and semantic controllability for 3D city generation. We expect our framework can inspire new avenues of research in 3D city generation. Our dataset and code will be released at https://github.com/LongHZ140516/MajutsuCity.

SunYatsen Sun Yat-Sen University
·
Nov 25, 2025 2

GoT: Unleashing Reasoning Capability of Multimodal Large Language Model for Visual Generation and Editing

Current image generation and editing methods primarily process textual prompts as direct inputs without reasoning about visual composition and explicit operations. We present Generation Chain-of-Thought (GoT), a novel paradigm that enables generation and editing through an explicit language reasoning process before outputting images. This approach transforms conventional text-to-image generation and editing into a reasoning-guided framework that analyzes semantic relationships and spatial arrangements. We define the formulation of GoT and construct large-scale GoT datasets containing over 9M samples with detailed reasoning chains capturing semantic-spatial relationships. To leverage the advantages of GoT, we implement a unified framework that integrates Qwen2.5-VL for reasoning chain generation with an end-to-end diffusion model enhanced by our novel Semantic-Spatial Guidance Module. Experiments show our GoT framework achieves excellent performance on both generation and editing tasks, with significant improvements over baselines. Additionally, our approach enables interactive visual generation, allowing users to explicitly modify reasoning steps for precise image adjustments. GoT pioneers a new direction for reasoning-driven visual generation and editing, producing images that better align with human intent. To facilitate future research, we make our datasets, code, and pretrained models publicly available at https://github.com/rongyaofang/GoT.

  • 12 authors
·
Mar 13, 2025 2

InteractWeb-Bench: Can Multimodal Agent Escape Blind Execution in Interactive Website Generation?

With the advancement of multimodal large language models (MLLMs) and coding agents, the website development has shifted from manual programming to agent-based project-level code synthesis. Existing benchmarks rely on idealized assumptions, especially for well-structured, information-rich inputs and static execution settings. In contrast, real-world development is constrained by a critical bottleneck: the semantic misalignment between ambiguous, low-quality instructions from non-expert users and model understanding, which results in a failure mode that we term blind execution. To address this gap, we introduce InteractWeb-Bench, the first multimodal interactive benchmark for website generation under non-expert low-code user conditions. InteractWeb-Bench introduces four types of user agents and persona-driven instruction perturbations to systematically simulate diverse user behaviors, including ambiguity, redundancy, and contradiction, grounded in requirement engineering defect taxonomies. We develop an interactive execution environment for agents, featuring a unified action space comprising Clarify, Implement, Verify, and Submit, enabling iterative intent refinement, code synthesis, and visual feedback-based validation. Extensive experiments and analysis reveal that frontier MLLM-based agents remain trapped in blind execution, exposing limitations in intent recognition and adaptive interaction.

ThinkSound: Chain-of-Thought Reasoning in Multimodal Large Language Models for Audio Generation and Editing

While end-to-end video-to-audio generation has greatly improved, producing high-fidelity audio that authentically captures the nuances of visual content remains challenging. Like professionals in the creative industries, such generation requires sophisticated reasoning about items such as visual dynamics, acoustic environments, and temporal relationships. We present ThinkSound, a novel framework that leverages Chain-of-Thought (CoT) reasoning to enable stepwise, interactive audio generation and editing for videos. Our approach decomposes the process into three complementary stages: foundational foley generation that creates semantically coherent soundscapes, interactive object-centric refinement through precise user interactions, and targeted editing guided by natural language instructions. At each stage, a multimodal large language model generates contextually aligned CoT reasoning that guides a unified audio foundation model. Furthermore, we introduce AudioCoT, a comprehensive dataset with structured reasoning annotations that establishes connections between visual content, textual descriptions, and sound synthesis. Experiments demonstrate that ThinkSound achieves state-of-the-art performance in video-to-audio generation across both audio metrics and CoT metrics and excels in out-of-distribution Movie Gen Audio benchmark. The demo page is available at https://ThinkSound-Project.github.io.

  • 7 authors
·
Jun 26, 2025 2

InterCode: Standardizing and Benchmarking Interactive Coding with Execution Feedback

Humans write code in a fundamentally interactive manner and rely on constant execution feedback to correct errors, resolve ambiguities, and decompose tasks. While LLMs have recently exhibited promising coding capabilities, current coding benchmarks mostly consider a static instruction-to-code sequence transduction process, which has the potential for error propagation and a disconnect between the generated code and its final execution environment. To address this gap, we introduce InterCode, a lightweight, flexible, and easy-to-use framework of interactive coding as a standard reinforcement learning (RL) environment, with code as actions and execution feedback as observations. Our framework is language and platform agnostic, uses self-contained Docker environments to provide safe and reproducible execution, and is compatible out-of-the-box with traditional seq2seq coding methods, while enabling the development of new methods for interactive code generation. We use InterCode to create two interactive code environments with Bash and SQL as action spaces, leveraging data from the static Spider and NL2Bash datasets. We demonstrate InterCode's viability as a testbed by evaluating multiple state-of-the-art LLMs configured with different prompting strategies such as ReAct and Plan & Solve. Our results showcase the benefits of interactive code generation and demonstrate that InterCode can serve as a challenging benchmark for advancing code understanding and generation capabilities. InterCode is designed to be easily extensible and can even be used to incorporate new tasks such as Capture the Flag, a popular coding puzzle that is inherently multi-step and involves multiple programming languages. Project site with code and data: https://intercode-benchmark.github.io

  • 4 authors
·
Jun 26, 2023

Zero-Shot Goal-Directed Dialogue via RL on Imagined Conversations

Large language models (LLMs) have emerged as powerful and general solutions to many natural language tasks. However, many of the most important applications of language generation are interactive, where an agent has to talk to a person to reach a desired outcome. For example, a teacher might try to understand their student's current comprehension level to tailor their instruction accordingly, and a travel agent might ask questions of their customer to understand their preferences in order to recommend activities they might enjoy. LLMs trained with supervised fine-tuning or "single-step" RL, as with standard RLHF, might struggle which tasks that require such goal-directed behavior, since they are not trained to optimize for overall conversational outcomes after multiple turns of interaction. In this work, we explore a new method for adapting LLMs with RL for such goal-directed dialogue. Our key insight is that, though LLMs might not effectively solve goal-directed dialogue tasks out of the box, they can provide useful data for solving such tasks by simulating suboptimal but human-like behaviors. Given a textual description of a goal-directed dialogue task, we leverage LLMs to sample diverse synthetic rollouts of hypothetical in-domain human-human interactions. Our algorithm then utilizes this dataset with offline reinforcement learning to train an interactive conversational agent that can optimize goal-directed objectives over multiple turns. In effect, the LLM produces examples of possible interactions, and RL then processes these examples to learn to perform more optimal interactions. Empirically, we show that our proposed approach achieves state-of-the-art performance in various goal-directed dialogue tasks that include teaching and preference elicitation.

  • 3 authors
·
Nov 9, 2023

LatticeWorld: A Multimodal Large Language Model-Empowered Framework for Interactive Complex World Generation

Recent research has been increasingly focusing on developing 3D world models that simulate complex real-world scenarios. World models have found broad applications across various domains, including embodied AI, autonomous driving, entertainment, etc. A more realistic simulation with accurate physics will effectively narrow the sim-to-real gap and allow us to gather rich information about the real world conveniently. While traditional manual modeling has enabled the creation of virtual 3D scenes, modern approaches have leveraged advanced machine learning algorithms for 3D world generation, with most recent advances focusing on generative methods that can create virtual worlds based on user instructions. This work explores such a research direction by proposing LatticeWorld, a simple yet effective 3D world generation framework that streamlines the industrial production pipeline of 3D environments. LatticeWorld leverages lightweight LLMs (LLaMA-2-7B) alongside the industry-grade rendering engine (e.g., Unreal Engine 5) to generate a dynamic environment. Our proposed framework accepts textual descriptions and visual instructions as multimodal inputs and creates large-scale 3D interactive worlds with dynamic agents, featuring competitive multi-agent interaction, high-fidelity physics simulation, and real-time rendering. We conduct comprehensive experiments to evaluate LatticeWorld, showing that it achieves superior accuracy in scene layout generation and visual fidelity. Moreover, LatticeWorld achieves over a 90times increase in industrial production efficiency while maintaining high creative quality compared with traditional manual production methods. Our demo video is available at https://youtu.be/8VWZXpERR18

  • 10 authors
·
Sep 5, 2025 3

FOCUS: Unified Vision-Language Modeling for Interactive Editing Driven by Referential Segmentation

Recent Large Vision Language Models (LVLMs) demonstrate promising capabilities in unifying visual understanding and generative modeling, enabling both accurate content understanding and flexible editing. However, current approaches treat "what to see" and "how to edit" separately: they either perform isolated object segmentation or utilize segmentation masks merely as conditional prompts for local edit generation tasks, often relying on multiple disjointed models. To bridge these gaps, we introduce FOCUS, a unified LVLM that integrates segmentation-aware perception and controllable object-centric generation within an end-to-end framework. FOCUS employs a dual-branch visual encoder to simultaneously capture global semantic context and fine-grained spatial details. In addition, we leverage a MoVQGAN-based visual tokenizer to produce discrete visual tokens that enhance generation quality. To enable accurate and controllable image editing, we propose a progressive multi-stage training pipeline, where segmentation masks are jointly optimized and used as spatial condition prompts to guide the diffusion decoder. This strategy aligns visual encoding, segmentation, and generation modules, effectively bridging segmentation-aware perception with fine-grained visual synthesis. Extensive experiments across three core tasks, including multimodal understanding, referring segmentation accuracy, and controllable image generation, demonstrate that FOCUS achieves strong performance by jointly optimizing visual perception and generative capabilities.

  • 9 authors
·
Jun 20, 2025

ForgeryGPT: Multimodal Large Language Model For Explainable Image Forgery Detection and Localization

Multimodal Large Language Models (MLLMs), such as GPT4o, have shown strong capabilities in visual reasoning and explanation generation. However, despite these strengths, they face significant challenges in the increasingly critical task of Image Forgery Detection and Localization (IFDL). Moreover, existing IFDL methods are typically limited to the learning of low-level semantic-agnostic clues and merely provide a single outcome judgment. To tackle these issues, we propose ForgeryGPT, a novel framework that advances the IFDL task by capturing high-order forensics knowledge correlations of forged images from diverse linguistic feature spaces, while enabling explainable generation and interactive dialogue through a newly customized Large Language Model (LLM) architecture. Specifically, ForgeryGPT enhances traditional LLMs by integrating the Mask-Aware Forgery Extractor, which enables the excavating of precise forgery mask information from input images and facilitating pixel-level understanding of tampering artifacts. The Mask-Aware Forgery Extractor consists of a Forgery Localization Expert (FL-Expert) and a Mask Encoder, where the FL-Expert is augmented with an Object-agnostic Forgery Prompt and a Vocabulary-enhanced Vision Encoder, allowing for effectively capturing of multi-scale fine-grained forgery details. To enhance its performance, we implement a three-stage training strategy, supported by our designed Mask-Text Alignment and IFDL Task-Specific Instruction Tuning datasets, which align vision-language modalities and improve forgery detection and instruction-following capabilities. Extensive experiments demonstrate the effectiveness of the proposed method.

  • 6 authors
·
Oct 14, 2024

EgoCS-400K: An Egocentric Gameplay Dataset for World Models

The shift from video generation to interactive world modeling places new demands on data: beyond captioned videos, world models require temporally aligned video-action-language trajectories grounded in the actions, camera motion, states, and events that drive future scene changes. However, such data is difficult to obtain at scale. Web video datasets offer broad visual coverage but lack executable actions and reliable states; robotic datasets provide action and state supervision but are costly and limited in scene diversity; and existing simulators often lack large-scale human-driven interaction trajectories. In this paper, we introduce EgoCS-400K, a large-scale replay-grounded egocentric Counter-Strike dataset for world models, built from public professional CS and CS2 match demos that preserve human gameplay trajectories and enable parsing, replaying, rendering, and temporal alignment. We extract player states, view directions, movements, keyboard/button inputs, view-angle changes, weapon usage, game events, and round-level context, and render clean first-person videos from the same trajectories. EgoCS-400K contains over 400,000 first-person videos and 10,000 hours of gameplay from more than 1,000 matches and 40,000 rounds, covering 13 maps and 10 player viewpoints per round. It supports a range of interactive visual modeling tasks, including action-conditioned future prediction, state- and event-aware scene rollout, replay-grounded captioning, and agent egocentric action understanding. By connecting visual observations with human actions, camera motion, game states, and events at scale, EgoCS-400K serves as a practical bridge between passive web videos, controllable game simulation, and costly real-world embodied data.

Programmable-Room: Interactive Textured 3D Room Meshes Generation Empowered by Large Language Models

We present Programmable-Room, a framework which interactively generates and edits a 3D room mesh, given natural language instructions. For precise control of a room's each attribute, we decompose the challenging task into simpler steps such as creating plausible 3D coordinates for room meshes, generating panorama images for the texture, constructing 3D meshes by integrating the coordinates and panorama texture images, and arranging furniture. To support the various decomposed tasks with a unified framework, we incorporate visual programming (VP). VP is a method that utilizes a large language model (LLM) to write a Python-like program which is an ordered list of necessary modules for the various tasks given in natural language. We develop most of the modules. Especially, for the texture generating module, we utilize a pretrained large-scale diffusion model to generate panorama images conditioned on text and visual prompts (i.e., layout, depth, and semantic map) simultaneously. Specifically, we enhance the panorama image generation quality by optimizing the training objective with a 1D representation of a panorama scene obtained from bidirectional LSTM. We demonstrate Programmable-Room's flexibility in generating and editing 3D room meshes, and prove our framework's superiority to an existing model quantitatively and qualitatively. Project page is available in https://jihyun0510.github.io/Programmable_Room_Page/.

  • 4 authors
·
Jun 21, 2025

Mini-DALLE3: Interactive Text to Image by Prompting Large Language Models

The revolution of artificial intelligence content generation has been rapidly accelerated with the booming text-to-image (T2I) diffusion models. Within just two years of development, it was unprecedentedly of high-quality, diversity, and creativity that the state-of-the-art models could generate. However, a prevalent limitation persists in the effective communication with these popular T2I models, such as Stable Diffusion, using natural language descriptions. This typically makes an engaging image hard to obtain without expertise in prompt engineering with complex word compositions, magic tags, and annotations. Inspired by the recently released DALLE3 - a T2I model directly built-in ChatGPT that talks human language, we revisit the existing T2I systems endeavoring to align human intent and introduce a new task - interactive text to image (iT2I), where people can interact with LLM for interleaved high-quality image generation/edit/refinement and question answering with stronger images and text correspondences using natural language. In addressing the iT2I problem, we present a simple approach that augments LLMs for iT2I with prompting techniques and off-the-shelf T2I models. We evaluate our approach for iT2I in a variety of common-used scenarios under different LLMs, e.g., ChatGPT, LLAMA, Baichuan, and InternLM. We demonstrate that our approach could be a convenient and low-cost way to introduce the iT2I ability for any existing LLMs and any text-to-image models without any training while bringing little degradation on LLMs' inherent capabilities in, e.g., question answering and code generation. We hope this work could draw broader attention and provide inspiration for boosting user experience in human-machine interactions alongside the image quality of the next-generation T2I systems.

  • 5 authors
·
Oct 11, 2023

InteractScience: Programmatic and Visually-Grounded Evaluation of Interactive Scientific Demonstration Code Generation

Large Language Models (LLMs) are increasingly capable of generating complete applications from natural language instructions, creating new opportunities in science and education. In these domains, interactive scientific demonstrations are particularly valuable for explaining concepts, supporting new teaching methods, and presenting research findings. Generating such demonstrations requires models to combine accurate scientific knowledge with the ability to implement interactive front-end code that behaves correctly and responds to user actions. This capability goes beyond the scope of existing benchmarks, which typically evaluate either knowledge question answering without grounding in code or static web code generation without scientific interactivity. To evaluate this integrated ability, we design a hybrid framework that combines programmatic functional testing to rigorously verify interaction logic with visually-grounded qualitative testing to assess rendered outputs against reference snapshots. Building on this framework, we present InteractScience, a benchmark consisting of a substantial set of carefully designed questions across five scientific domains, each paired with unit tests, reference snapshots, and checklists. We evaluate 30 leading open- and closed-source LLMs and report results that highlight ongoing weaknesses in integrating domain knowledge with interactive front-end coding. Our work positions InteractScience as the first benchmark to automatically measure this combined capability with realistic interactive operations, providing a foundation for advancing reliable and educationally useful scientific demonstration code generation. All code and data are publicly available at https://github.com/open-compass/InteractScience.

internlm Intern Large Models
·
Oct 10, 2025

ArtifactsBench: Bridging the Visual-Interactive Gap in LLM Code Generation Evaluation

The generative capabilities of Large Language Models (LLMs) are rapidly expanding from static code to dynamic, interactive visual artifacts. This progress is bottlenecked by a critical evaluation gap: established benchmarks focus on algorithmic correctness and are blind to the visual fidelity and interactive integrity that define modern user experiences. To bridge this gap, we introduce ArtifactsBench, a new benchmark and paradigm for the automated, multimodal evaluation of visual code generation. Our framework programmatically renders each generated artifact and captures its dynamic behavior through temporal screenshots. This visual evidence, alongside the source code, is then assessed by a Multimodal LLM (MLLM)-as-Judge, which is rigorously guided by a fine-grained, per-task checklist to ensure holistic and reproducible scoring. We construct a new benchmark of 1,825 diverse tasks and evaluate over 30 leading LLMs. Our automated evaluation achieves a striking 94.4% ranking consistency with WebDev Arena, the gold-standard for human preference in web development, and over 90% pairwise agreement with human experts. This establishes ArtifactsBench as the first framework to reliably automate the assessment of human-perceived quality at scale. Our analysis provides a high-resolution map of the current SOTA, revealing that generalist models often outperform domain-specific ones. We open-source ArtifactsBench, including the benchmark, evaluation harness, and baseline results at https://artifactsbenchmark.github.io/, to provide the community with a scalable and accurate tool to accelerate the development of user-centric generative models.

  • 32 authors
·
Jul 7, 2025 1

BayLing: Bridging Cross-lingual Alignment and Instruction Following through Interactive Translation for Large Language Models

Large language models (LLMs) have demonstrated remarkable prowess in language understanding and generation. Advancing from foundation LLMs to instructionfollowing LLMs, instruction tuning plays a vital role in aligning LLMs to human preferences. However, the existing LLMs are usually focused on English, leading to inferior performance in non-English languages. In order to improve the performance for non-English languages, it is necessary to collect language-specific training data for foundation LLMs and construct language-specific instructions for instruction tuning, both of which are heavy loads. To minimize human workload, we propose to transfer the capabilities of language generation and instruction following from English to other languages through an interactive translation task. We have developed BayLing, an instruction-following LLM by utilizing LLaMA as the foundation LLM and automatically constructing interactive translation instructions for instructing tuning. Extensive assessments demonstrate that BayLing achieves comparable performance to GPT-3.5-turbo, despite utilizing a considerably smaller parameter size of only 13 billion. Experimental results on translation tasks show that BayLing achieves 95% of single-turn translation capability compared to GPT-4 with automatic evaluation and 96% of interactive translation capability compared to GPT-3.5-turbo with human evaluation. To estimate the performance on general tasks, we created a multi-turn instruction test set called BayLing-80. The experimental results on BayLing-80 indicate that BayLing achieves 89% of performance compared to GPT-3.5-turbo. BayLing also demonstrates outstanding performance on knowledge assessment of Chinese GaoKao and English SAT, second only to GPT-3.5-turbo among a multitude of instruction-following LLMs. Demo, homepage, code and models of BayLing are available.

  • 11 authors
·
Jun 19, 2023

DialogGen: Multi-modal Interactive Dialogue System for Multi-turn Text-to-Image Generation

Text-to-image (T2I) generation models have significantly advanced in recent years. However, effective interaction with these models is challenging for average users due to the need for specialized prompt engineering knowledge and the inability to perform multi-turn image generation, hindering a dynamic and iterative creation process. Recent attempts have tried to equip Multi-modal Large Language Models (MLLMs) with T2I models to bring the user's natural language instructions into reality. Hence, the output modality of MLLMs is extended, and the multi-turn generation quality of T2I models is enhanced thanks to the strong multi-modal comprehension ability of MLLMs. However, many of these works face challenges in identifying correct output modalities and generating coherent images accordingly as the number of output modalities increases and the conversations go deeper. Therefore, we propose DialogGen, an effective pipeline to align off-the-shelf MLLMs and T2I models to build a Multi-modal Interactive Dialogue System (MIDS) for multi-turn Text-to-Image generation. It is composed of drawing prompt alignment, careful training data curation, and error correction. Moreover, as the field of MIDS flourishes, comprehensive benchmarks are urgently needed to evaluate MIDS fairly in terms of output modality correctness and multi-modal output coherence. To address this issue, we introduce the Multi-modal Dialogue Benchmark (DialogBen), a comprehensive bilingual benchmark designed to assess the ability of MLLMs to generate accurate and coherent multi-modal content that supports image editing. It contains two evaluation metrics to measure the model's ability to switch modalities and the coherence of the output images. Our extensive experiments on DialogBen and user study demonstrate the effectiveness of DialogGen compared with other State-of-the-Art models.

  • 9 authors
·
Mar 13, 2024

LLMGA: Multimodal Large Language Model based Generation Assistant

In this paper, we introduce a Multimodal Large Language Model-based Generation Assistant (LLMGA), leveraging the vast reservoir of knowledge and proficiency in reasoning, comprehension, and response inherent in Large Language Models (LLMs) to assist users in image generation and editing. Diverging from existing approaches where Multimodal Large Language Models (MLLMs) generate fixed-size embeddings to control Stable Diffusion (SD), our LLMGA provides a detailed language generation prompt for precise control over SD. This not only augments LLM context understanding but also reduces noise in generation prompts, yields images with more intricate and precise content, and elevates the interpretability of the network. To this end, we curate a comprehensive dataset comprising prompt refinement, similar image generation, inpainting \& outpainting, and instruction-based editing. Moreover, we propose a two-stage training scheme. In the first stage, we train the MLLM to grasp the properties of image generation and editing, enabling it to generate detailed prompts. In the second stage, we optimize SD to align with the MLLM's generation prompts. Additionally, we propose a reference-based restoration network to alleviate texture, brightness, and contrast disparities between generated and preserved regions during inpainting and outpainting. Extensive results show that LLMGA has promising generation and editing capabilities and can enable more flexible and expansive applications in an interactive manner.

  • 5 authors
·
Nov 27, 2023

Encoder-Decoder Framework for Interactive Free Verses with Generation with Controllable High-Quality Rhyming

Composing poetry or lyrics involves several creative factors, but a challenging aspect of generation is the adherence to a more or less strict metric and rhyming pattern. To address this challenge specifically, previous work on the task has mainly focused on reverse language modeling, which brings the critical selection of each rhyming word to the forefront of each verse. On the other hand, reversing the word order requires that models be trained from scratch with this task-specific goal and cannot take advantage of transfer learning from a Pretrained Language Model (PLM). We propose a novel fine-tuning approach that prepends the rhyming word at the start of each lyric, which allows the critical rhyming decision to be made before the model commits to the content of the lyric (as during reverse language modeling), but maintains compatibility with the word order of regular PLMs as the lyric itself is still generated in left-to-right order. We conducted extensive experiments to compare this fine-tuning against the current state-of-the-art strategies for rhyming, finding that our approach generates more readable text and better rhyming capabilities. Furthermore, we furnish a high-quality dataset in English and 12 other languages, analyse the approach's feasibility in a multilingual context, provide extensive experimental results shedding light on good and bad practices for lyrics generation, and propose metrics to compare methods in the future.

  • 8 authors
·
May 8, 2024

ChatCAD: Interactive Computer-Aided Diagnosis on Medical Image using Large Language Models

Large language models (LLMs) have recently demonstrated their potential in clinical applications, providing valuable medical knowledge and advice. For example, a large dialog LLM like ChatGPT has successfully passed part of the US medical licensing exam. However, LLMs currently have difficulty processing images, making it challenging to interpret information from medical images, which are rich in information that supports clinical decisions. On the other hand, computer-aided diagnosis (CAD) networks for medical images have seen significant success in the medical field by using advanced deep-learning algorithms to support clinical decision-making. This paper presents a method for integrating LLMs into medical-image CAD networks. The proposed framework uses LLMs to enhance the output of multiple CAD networks, such as diagnosis networks, lesion segmentation networks, and report generation networks, by summarizing and reorganizing the information presented in natural language text format. The goal is to merge the strengths of LLMs' medical domain knowledge and logical reasoning with the vision understanding capability of existing medical-image CAD models to create a more user-friendly and understandable system for patients compared to conventional CAD systems. In the future, LLM's medical knowledge can be also used to improve the performance of vision-based medical-image CAD models.

  • 5 authors
·
Feb 14, 2023

HOLODECK 2.0: Vision-Language-Guided 3D World Generation with Editing

3D scene generation plays a crucial role in gaming, artistic creation, virtual reality and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods struggle to generate open-domain scenes or support flexible editing. As a result, generating 3D worlds directly from text has garnered increasing attention. In this paper, we introduce HOLODECK 2.0, an advanced vision-language-guided framework for 3D world generation with support for interactive scene editing based on human feedback. HOLODECK 2.0 can generate diverse and stylistically rich 3D scenes (e.g., realistic, cartoon, anime, and cyberpunk styles) that exhibit high semantic fidelity to fine-grained input descriptions, suitable for both indoor and open-domain environments. HOLODECK 2.0 leverages vision-language models (VLMs) to identify and parse the objects required in a scene and generates corresponding high-quality assets via state-of-the-art 3D generative models. It then iteratively applies spatial constraints derived from the VLMs to achieve semantically coherent and physically plausible layouts. Human evaluations and CLIP-based assessments demonstrate that HOLODECK 2.0 effectively generates high-quality scenes closely aligned with detailed textual descriptions, consistently outperforming baselines across indoor and open-domain scenarios. Additionally, we provide editing capabilities that flexibly adapt to human feedback, supporting layout refinement and style-consistent object edits. Finally, we present a practical application of HOLODECK 2.0 in procedural game modeling, generating visually rich and immersive environments, potentially boosting efficiency.

  • 4 authors
·
Aug 7, 2025

ChatGarment: Garment Estimation, Generation and Editing via Large Language Models

We introduce ChatGarment, a novel approach that leverages large vision-language models (VLMs) to automate the estimation, generation, and editing of 3D garments from images or text descriptions. Unlike previous methods that struggle in real-world scenarios or lack interactive editing capabilities, ChatGarment can estimate sewing patterns from in-the-wild images or sketches, generate them from text descriptions, and edit garments based on user instructions, all within an interactive dialogue. These sewing patterns can then be draped into 3D garments, which are easily animatable and simulatable. This is achieved by finetuning a VLM to directly generate a JSON file that includes both textual descriptions of garment types and styles, as well as continuous numerical attributes. This JSON file is then used to create sewing patterns through a programming parametric model. To support this, we refine the existing programming model, GarmentCode, by expanding its garment type coverage and simplifying its structure for efficient VLM fine-tuning. Additionally, we construct a large-scale dataset of image-to-sewing-pattern and text-to-sewing-pattern pairs through an automated data pipeline. Extensive evaluations demonstrate ChatGarment's ability to accurately reconstruct, generate, and edit garments from multimodal inputs, highlighting its potential to revolutionize workflows in fashion and gaming applications. Code and data will be available at https://chatgarment.github.io/.

  • 8 authors
·
Dec 23, 2024

IRef-VLA: A Benchmark for Interactive Referential Grounding with Imperfect Language in 3D Scenes

With the recent rise of large language models, vision-language models, and other general foundation models, there is growing potential for multimodal, multi-task robotics that can operate in diverse environments given natural language input. One such application is indoor navigation using natural language instructions. However, despite recent progress, this problem remains challenging due to the 3D spatial reasoning and semantic understanding required. Additionally, the language used may be imperfect or misaligned with the scene, further complicating the task. To address this challenge, we curate a benchmark dataset, IRef-VLA, for Interactive Referential Vision and Language-guided Action in 3D Scenes with imperfect references. IRef-VLA is the largest real-world dataset for the referential grounding task, consisting of over 11.5K scanned 3D rooms from existing datasets, 7.6M heuristically generated semantic relations, and 4.7M referential statements. Our dataset also contains semantic object and room annotations, scene graphs, navigable free space annotations, and is augmented with statements where the language has imperfections or ambiguities. We verify the generalizability of our dataset by evaluating with state-of-the-art models to obtain a performance baseline and also develop a graph-search baseline to demonstrate the performance bound and generation of alternatives using scene-graph knowledge. With this benchmark, we aim to provide a resource for 3D scene understanding that aids the development of robust, interactive navigation systems. The dataset and all source code is publicly released at https://github.com/HaochenZ11/IRef-VLA.

  • 5 authors
·
Mar 20, 2025

GN0: Toward a Unified Paradigm for Generation, Evaluation, and Policy Learning in Visual-Language Navigation

Embodied navigation connects intelligent agents with the physical world and is fundamental for general robotic intelligence. Limited availability and quality of navigation data have constrained Vision-and-Language Navigation (VLN) systems' generalization and long-horizon capabilities. To address this, we curate diverse 3D scenes and develop an automated pipeline for large-scale navigation data, resulting in the GN-Matrix dataset. Building on a 3D Gaussian Splatting (3DGS) engine, we introduce a high-fidelity simulation platform supporting interactive roaming and collision-aware navigation. We further propose GN-Bench, the first BEV-based benchmark incorporating dynamic 3DGS avatars for human-robot interaction evaluation. To leverage the simulator, we develop an RL-driven navigation foundation model, Break and Establish (BAE). After supervised learning, DAgger exposes the model to rollout-induced states, breaking narrow expert-centric distributions and enabling downstream RL exploration. This unified VLN paradigm integrates map-based and map-free tasks, including instruction following, human following, and goal navigation. GN-BAE formalizes high-fidelity 3DGS-rendered Bird's Eye View representations as compact memory, unlocking latent spatial reasoning in VLMs. Extensive evaluations on GN-Bench and VLN-CE show that GN0 outperforms state-of-the-art VLN methods. Overall, GN-Matrix offers a unified framework spanning data, simulation, and learning, advancing embodied navigation in research and industrial applications.

  • 13 authors
·
Jun 1

Agent-Environment Alignment via Automated Interface Generation

Large language model (LLM) agents have shown impressive reasoning capabilities in interactive decision-making tasks. These agents interact with environment through intermediate interfaces, such as predefined action spaces and interaction rules, which mediate the perception and action. However, mismatches often happen between the internal expectations of the agent regarding the influence of its issued actions and the actual state transitions in the environment, a phenomenon referred to as agent-environment misalignment. While prior work has invested substantially in improving agent strategies and environment design, the critical role of the interface still remains underexplored. In this work, we empirically demonstrate that agent-environment misalignment poses a significant bottleneck to agent performance. To mitigate this issue, we propose ALIGN, an Auto-Aligned Interface Generation framework that alleviates the misalignment by enriching the interface. Specifically, the ALIGN-generated interface enhances both the static information of the environment and the step-wise observations returned to the agent. Implemented as a lightweight wrapper, this interface achieves the alignment without modifying either the agent logic or the environment code. Experiments across multiple domains including embodied tasks, web navigation and tool-use, show consistent performance improvements, with up to a 45.67\% success rate improvement observed in ALFWorld. Meanwhile, ALIGN-generated interface can generalize across different agent architectures and LLM backbones without interface regeneration. Code and experimental results are available at https://github.com/THUNLP-MT/ALIGN.

  • 5 authors
·
May 27, 2025

Measuring and Augmenting Large Language Models for Solving Capture-the-Flag Challenges

Capture-the-Flag (CTF) competitions are crucial for cybersecurity education and training. As large language models (LLMs) evolve, there is increasing interest in their ability to automate CTF challenge solving. For example, DARPA has organized the AIxCC competition since 2023 to advance AI-powered automated offense and defense. However, this demands a combination of multiple abilities, from knowledge to reasoning and further to actions. In this paper, we highlight the importance of technical knowledge in solving CTF problems and deliberately construct a focused benchmark, CTFKnow, with 3,992 questions to measure LLMs' performance in this core aspect. Our study offers a focused and innovative measurement of LLMs' capability in understanding CTF knowledge and applying it to solve CTF challenges. Our key findings reveal that while LLMs possess substantial technical knowledge, they falter in accurately applying this knowledge to specific scenarios and adapting their strategies based on feedback from the CTF environment. Based on insights derived from this measurement study, we propose CTFAgent, a novel LLM-driven framework for advancing CTF problem-solving. CTFAgent introduces two new modules: two-stage Retrieval Augmented Generation (RAG) and interactive Environmental Augmentation, which enhance LLMs' technical knowledge and vulnerability exploitation on CTF, respectively. Our experimental results show that, on two popular CTF datasets, CTFAgent both achieves over 80% performance improvement. Moreover, in the recent picoCTF2024 hosted by CMU, CTFAgent ranked in the top 23.6% of nearly 7,000 participating teams. This reflects the benefit of our measurement study and the potential of our framework in advancing LLMs' capabilities in CTF problem-solving.

  • 6 authors
·
Jun 20, 2025

ConvCodeWorld: Benchmarking Conversational Code Generation in Reproducible Feedback Environments

Large language models (LLMs) have proven invaluable for code generation, particularly in interactive settings. However, existing code generation benchmarks fail to capture the diverse feedback encountered in multi-turn interactions, limiting our ability to evaluate LLMs in these contexts. To address this gap, we present a set of novel benchmarks that explicitly model the quality of feedback provided to code generation LLMs. Our contributions are threefold: First, we introduce CONVCODEWORLD, a novel and reproducible environment for benchmarking interactive code generation. CONVCODEWORLD simulates 9 distinct interactive code generation scenarios while systematically combining three types of feedback: (a) compilation feedback; (b) execution feedback with varying test coverage; (c) verbal feedback generated by GPT-4o with different levels of expertise. Second, we introduce CONVCODEBENCH, a fast, static version of benchmark that uses pre-generated feedback logs, eliminating the need for costly dynamic verbal feedback generation while maintaining strong Spearman's rank correlations (0.82 to 0.99) with CONVCODEWORLD. Third, extensive evaluations of both closed-source and open-source LLMs including R1-Distill on CONVCODEWORLD reveal key insights: (a) LLM performance varies significantly based on the feedback provided; (b) Weaker LLMs, with sufficient feedback, can outperform single-turn results of state-of-the-art LLMs without feedback; (c) Training on a specific feedback combination can limit an LLM's ability to utilize unseen combinations; (d) LLMs solve problems in fewer turns (high MRR) may not solve as many problems overall (high Recall), and vice versa. All implementations and benchmarks will be made publicly available at https://huggingface.co/spaces/ConvCodeWorld/ConvCodeWorld

  • 4 authors
·
Feb 27, 2025

Interactive Dialogue Agents via Reinforcement Learning on Hindsight Regenerations

Recent progress on large language models (LLMs) has enabled dialogue agents to generate highly naturalistic and plausible text. However, current LLM language generation focuses on responding accurately to questions and requests with a single effective response. In reality, many real dialogues are interactive, meaning an agent's utterances will influence their conversational partner, elicit information, or change their opinion. Accounting for how an agent can effectively steer a conversation is a crucial ability in many dialogue tasks, from healthcare to preference elicitation. Existing methods for fine-tuning dialogue agents to accomplish such tasks would rely on curating some amount of expert data. However, doing so often requires understanding the underlying cognitive processes of the conversational partner, which is a skill neither humans nor LLMs trained on human data can reliably do. Our key insight is that while LLMs may not be adept at identifying effective strategies for steering conversations a priori, or in the middle of an ongoing conversation, they can do so post-hoc, or in hindsight, after seeing how their conversational partner responds. We use this fact to rewrite and augment existing suboptimal data, and train via offline reinforcement learning (RL) an agent that outperforms both prompting and learning from unaltered human demonstrations. We apply our approach to two domains that require understanding human mental state, intelligent interaction, and persuasion: mental health support, and soliciting charitable donations. Our results in a user study with real humans show that our approach greatly outperforms existing state-of-the-art dialogue agents.

  • 4 authors
·
Nov 7, 2024

MiniAppBench: Evaluating the Shift from Text to Interactive HTML Responses in LLM-Powered Assistants

With the rapid advancement of Large Language Models (LLMs) in code generation, human-AI interaction is evolving from static text responses to dynamic, interactive HTML-based applications, which we term MiniApps. These applications require models to not only render visual interfaces but also construct customized interaction logic that adheres to real-world principles. However, existing benchmarks primarily focus on algorithmic correctness or static layout reconstruction, failing to capture the capabilities required for this new paradigm. To address this gap, we introduce MiniAppBench, the first comprehensive benchmark designed to evaluate principle-driven, interactive application generation. Sourced from a real-world application with 10M+ generations, MiniAppBench distills 500 tasks across six domains (e.g., Games, Science, and Tools). Furthermore, to tackle the challenge of evaluating open-ended interactions where no single ground truth exists, we propose MiniAppEval, an agentic evaluation framework. Leveraging browser automation, it performs human-like exploratory testing to systematically assess applications across three dimensions: Intention, Static, and Dynamic. Our experiments reveal that current LLMs still face significant challenges in generating high-quality MiniApps, while MiniAppEval demonstrates high alignment with human judgment, establishing a reliable standard for future research. Our code is available in github.com/MiniAppBench.

  • 6 authors
·
Mar 10 2

SpreadsheetArena: Decomposing Preference in LLM Generation of Spreadsheet Workbooks

Large language models (LLMs) are increasingly tasked with producing and manipulating structured artifacts. We consider the task of end-to-end spreadsheet generation, where language models are prompted to produce spreadsheet artifacts to satisfy users' explicit and implicit constraints, specified in natural language. We introduce SpreadsheetArena, a platform for evaluating models' performance on the task via blind pairwise evaluations of LLM-generated spreadsheet workbooks. As with other complex, open-ended tasks, relevant evaluation criteria can vary substantially across use cases and prompts, often in ways that are difficult to formalize. Compared to general chat or text generation settings, spreadsheet generation presents unique challenges and opportunities: the task output structure is well-defined and multi-dimensional, and there are often complex considerations around interactivity and layout. Among other findings, we observe that stylistic, structural, and functional features of preferred spreadsheets vary substantially across use cases, and expert evaluations of spreadsheets for finance prompts suggests that even highly ranked arena models do not reliably produce spreadsheets aligned with domain-specific best practices. Our hope is that our work prompts further study of end-to-end spreadsheet generation as a challenging and interesting category of complex, open-ended tasks for LLMs. Our live arena is hosted at https://spreadsheetarena.ai.

  • 8 authors
·
Feb 15

SmartAvatar: Text- and Image-Guided Human Avatar Generation with VLM AI Agents

SmartAvatar is a vision-language-agent-driven framework for generating fully rigged, animation-ready 3D human avatars from a single photo or textual prompt. While diffusion-based methods have made progress in general 3D object generation, they continue to struggle with precise control over human identity, body shape, and animation readiness. In contrast, SmartAvatar leverages the commonsense reasoning capabilities of large vision-language models (VLMs) in combination with off-the-shelf parametric human generators to deliver high-quality, customizable avatars. A key innovation is an autonomous verification loop, where the agent renders draft avatars, evaluates facial similarity, anatomical plausibility, and prompt alignment, and iteratively adjusts generation parameters for convergence. This interactive, AI-guided refinement process promotes fine-grained control over both facial and body features, enabling users to iteratively refine their avatars via natural-language conversations. Unlike diffusion models that rely on static pre-trained datasets and offer limited flexibility, SmartAvatar brings users into the modeling loop and ensures continuous improvement through an LLM-driven procedural generation and verification system. The generated avatars are fully rigged and support pose manipulation with consistent identity and appearance, making them suitable for downstream animation and interactive applications. Quantitative benchmarks and user studies demonstrate that SmartAvatar outperforms recent text- and image-driven avatar generation systems in terms of reconstructed mesh quality, identity fidelity, attribute accuracy, and animation readiness, making it a versatile tool for realistic, customizable avatar creation on consumer-grade hardware.

  • 6 authors
·
Jun 4, 2025

PlotCraft: Pushing the Limits of LLMs for Complex and Interactive Data Visualization

Recent Large Language Models (LLMs) have demonstrated remarkable proficiency in code generation. However, their ability to create complex visualizations for scaled and structured data remains largely unevaluated and underdeveloped. To address this gap, we introduce PlotCraft, a new benchmark featuring 1k challenging visualization tasks that cover a wide range of topics, such as finance, scientific research, and sociology. The benchmark is structured around seven high-level visualization tasks and encompasses 48 distinct chart types. Crucially, it is the first to systematically evaluate both single-turn generation and multi-turn refinement across a diverse spectrum of task complexities. Our comprehensive evaluation of 23 leading LLMs on PlotCraft reveals obvious performance deficiencies in handling sophisticated visualization tasks. To bridge this performance gap, we develope SynthVis-30K, a large-scale, high-quality dataset of complex visualization code synthesized via a collaborative agent framework. Building upon this dataset, we develope PlotCraftor, a novel code generation model that achieves strong capabilities in complex data visualization with a remarkably small size. Across VisEval, PandasPlotBench, and our proposed PlotCraft, PlotCraftor shows performance comparable to that of leading proprietary approaches. Especially, on hard task, Our model achieves over 50% performance improvement. We will release the benchmark, dataset, and code at https://github.com/Speakn0w/PlotCraft-Benchmark.

Qwen Qwen
·
Oct 15, 2025

WebCompass: Towards Multimodal Web Coding Evaluation for Code Language Models

Large language models are rapidly evolving into interactive coding agents capable of end-to-end web coding, yet existing benchmarks evaluate only narrow slices of this capability, typically text-conditioned generation with static-correctness metrics, leaving visual fidelity, interaction quality, and codebase-level reasoning largely unmeasured. We introduce WebCompass, a multimodal benchmark that provides unified lifecycle evaluation of web engineering capability. Recognizing that real-world web coding is an iterative cycle of generation, editing, and repair, WebCompass spans three input modalities (text, image, video) and three task types (generation, editing, repair), yielding seven task categories that mirror professional workflows. Through a multi-stage, human-in-the-loop pipeline, we curate instances covering 15 generation domains, 16 editing operation types, and 11 repair defect types, each annotated at Easy/Medium/Hard levels. For evaluation, we adopt a checklist-guided LLM-as-a-Judge protocol for editing and repair, and propose a novel Agent-as-a-Judge paradigm for generation that autonomously executes generated websites in a real browser, explores interactive behaviors via the Model Context Protocol (MCP), and iteratively synthesizes targeted test cases, closely approximating human acceptance testing. We evaluate representative closed-source and open-source models and observe that: (1) closed-source models remain substantially stronger and more balanced; (2) editing and repair exhibit distinct difficulty profiles, with repair preserving interactivity better but remaining execution-challenging; (3) aesthetics is the most persistent bottleneck, especially for open-source models; and (4) framework choice materially affects outcomes, with Vue consistently challenging while React and Vanilla/HTML perform more strongly depending on task type.

  • 19 authors
·
Apr 19 2

LLM-Powered Hierarchical Language Agent for Real-time Human-AI Coordination

AI agents powered by Large Language Models (LLMs) have made significant advances, enabling them to assist humans in diverse complex tasks and leading to a revolution in human-AI coordination. LLM-powered agents typically require invoking LLM APIs and employing artificially designed complex prompts, which results in high inference latency. While this paradigm works well in scenarios with minimal interactive demands, such as code generation, it is unsuitable for highly interactive and real-time applications, such as gaming. Traditional gaming AI often employs small models or reactive policies, enabling fast inference but offering limited task completion and interaction abilities. In this work, we consider Overcooked as our testbed where players could communicate with natural language and cooperate to serve orders. We propose a Hierarchical Language Agent (HLA) for human-AI coordination that provides both strong reasoning abilities while keeping real-time execution. In particular, HLA adopts a hierarchical framework and comprises three modules: a proficient LLM, referred to as Slow Mind, for intention reasoning and language interaction, a lightweight LLM, referred to as Fast Mind, for generating macro actions, and a reactive policy, referred to as Executor, for transforming macro actions into atomic actions. Human studies show that HLA outperforms other baseline agents, including slow-mind-only agents and fast-mind-only agents, with stronger cooperation abilities, faster responses, and more consistent language communications.

  • 7 authors
·
Dec 23, 2023

IWR-Bench: Can LVLMs reconstruct interactive webpage from a user interaction video?

The webpage-to-code task requires models to understand visual representations of webpages and generate corresponding code. However, existing benchmarks primarily focus on static screenshot-to-code tasks, thereby overlooking the dynamic interactions fundamental to real-world web applications. To address this limitation, this paper introduces IWR-Bench, a novel benchmark for evaluating the capabilities of Large Vision-Language Models (LVLMs) in interactive webpage reconstruction from video. IWR-Bench comprises 113 meticulously curated tasks from 100 real-world websites, with 1,001 actions and featuring diverse interaction complexities (e.g., web games), visual styles, and domains. Aligning with standard web development practices, each task includes not only user interaction videos but also all crawled static assets (e.g., images, videos). This benchmark evaluates models on two fundamental challenges: comprehensive multi-modal reasoning to infer interaction logic from video and assets, and advanced code generation to translate this logic into functional code. An agent-as-a-judge framework with a comprehensive metric system automatically assesses the functional correctness and visual fidelity of generated webpages. Extensive experiments on 28 LVLMs reveal a significant challenge: the best model achieves an overall score of only 36.35%, as functional correctness (24.39% IFS) lags significantly behind visual fidelity (64.25% VFS). These results highlight critical limitations in current models' ability to reason about temporal dynamics and synthesize event-driven logic, establishing IWR-Bench as a challenging frontier for vision-language research. The benchmark and evaluation code will be made publicly available. Code is available at https://github.com/L-O-I/IWR-Bench.

IWR-Bench IWR-Bench Team
·
Sep 29, 2025 1

RadVLM: A Multitask Conversational Vision-Language Model for Radiology

The widespread use of chest X-rays (CXRs), coupled with a shortage of radiologists, has driven growing interest in automated CXR analysis and AI-assisted reporting. While existing vision-language models (VLMs) show promise in specific tasks such as report generation or abnormality detection, they often lack support for interactive diagnostic capabilities. In this work we present RadVLM, a compact, multitask conversational foundation model designed for CXR interpretation. To this end, we curate a large-scale instruction dataset comprising over 1 million image-instruction pairs containing both single-turn tasks -- such as report generation, abnormality classification, and visual grounding -- and multi-turn, multi-task conversational interactions. After fine-tuning RadVLM on this instruction dataset, we evaluate it across different tasks along with re-implemented baseline VLMs. Our results show that RadVLM achieves state-of-the-art performance in conversational capabilities and visual grounding while remaining competitive in other radiology tasks. Ablation studies further highlight the benefit of joint training across multiple tasks, particularly for scenarios with limited annotated data. Together, these findings highlight the potential of RadVLM as a clinically relevant AI assistant, providing structured CXR interpretation and conversational capabilities to support more effective and accessible diagnostic workflows.

  • 15 authors
·
Feb 5, 2025

FreeAskWorld: An Interactive and Closed-Loop Simulator for Human-Centric Embodied AI

As embodied intelligence emerges as a core frontier in artificial intelligence research, simulation platforms must evolve beyond low-level physical interactions to capture complex, human-centered social behaviors. We introduce FreeAskWorld, an interactive simulation framework that integrates large language models (LLMs) for high-level behavior planning and semantically grounded interaction, informed by theories of intention and social cognition. Our framework supports scalable, realistic human-agent simulations and includes a modular data generation pipeline tailored for diverse embodied tasks.To validate the framework, we extend the classic Vision-and-Language Navigation (VLN) task into a interaction enriched Direction Inquiry setting, wherein agents can actively seek and interpret navigational guidance. We present and publicly release FreeAskWorld, a large-scale benchmark dataset comprising reconstructed environments, six diverse task types, 16 core object categories, 63,429 annotated sample frames, and more than 17 hours of interaction data to support training and evaluation of embodied AI systems. We benchmark VLN models, and human participants under both open-loop and closed-loop settings. Experimental results demonstrate that models fine-tuned on FreeAskWorld outperform their original counterparts, achieving enhanced semantic understanding and interaction competency. These findings underscore the efficacy of socially grounded simulation frameworks in advancing embodied AI systems toward sophisticated high-level planning and more naturalistic human-agent interaction. Importantly, our work underscores that interaction itself serves as an additional information modality.

  • 9 authors
·
Nov 17, 2025 2

Harnessing LLMs for Educational Content-Driven Italian Crossword Generation

In this work, we unveil a novel tool for generating Italian crossword puzzles from text, utilizing advanced language models such as GPT-4o, Mistral-7B-Instruct-v0.3, and Llama3-8b-Instruct. Crafted specifically for educational applications, this cutting-edge generator makes use of the comprehensive Italian-Clue-Instruct dataset, which comprises over 30,000 entries including diverse text, solutions, and types of clues. This carefully assembled dataset is designed to facilitate the creation of contextually relevant clues in various styles associated with specific texts and keywords. The study delves into four distinctive styles of crossword clues: those without format constraints, those formed as definite determiner phrases, copular sentences, and bare noun phrases. Each style introduces unique linguistic structures to diversify clue presentation. Given the lack of sophisticated educational tools tailored to the Italian language, this project seeks to enhance learning experiences and cognitive development through an engaging, interactive platform. By meshing state-of-the-art AI with contemporary educational strategies, our tool can dynamically generate crossword puzzles from Italian educational materials, thereby providing an enjoyable and interactive learning environment. This technological advancement not only redefines educational paradigms but also sets a new benchmark for interactive and cognitive language learning solutions.

  • 5 authors
·
Nov 25, 2024

Ola: Pushing the Frontiers of Omni-Modal Language Model with Progressive Modality Alignment

Recent advances in large language models, particularly following GPT-4o, have sparked increasing interest in developing omni-modal models capable of understanding more modalities. While some open-source alternatives have emerged, there is still a notable lag behind specialized single-modality models in performance. In this paper, we present Ola, an Omni-modal language model that achieves competitive performance across image, video, and audio understanding compared to specialized counterparts. The core design of Ola lies in its progressive modality alignment strategy that extends the supporting modality of the language model progressively. Our training pipeline begins with the most distinct modalities: image and text, then gradually expands the skill sets of the model using speech data that connects language and audio knowledge, and video data that connects all modalities. The progressive learning pipeline also enables us to maintain a relatively small size of the cross-modal alignment data, making developing omni-modal from existing vision-language models easy and less costly. Moreover, to unlock an advanced interactive experience like GPT-4o, we further design a sentence-wise decoding solution for streaming speech generation. Extensive experiments demonstrate that Ola surpasses existing open omni-modal LLMs across all modalities while achieving highly competitive performance compared to state-of-the-art specialized models of similar sizes. We aim to make Ola a fully open omni-modal understanding solution to advance future research in this emerging field. Model weights, code, and data are open-sourced at https://github.com/Ola-Omni/Ola.

  • 7 authors
·
Feb 6, 2025 2

Wan-Streamer v0.1: End-to-end Real-time Interactive Foundation Models

We present Wan-Streamer, a native-streaming, end-to-end interactive foundation model designed from the ground up for real-time, low-latency, full-duplex audio-visual interaction. Wan-Streamer seamlessly models language, audio, and video as both input and output within a single Transformer, where the sequence is represented as interleaved visual, audio, and text input tokens together with visual, audio, and text output tokens, coordinated by block-causal attention for incremental streaming. Unlike cascaded interactive systems that rely on separate VAD, ASR, language, TTS, audio-driven animation, or video-generation modules, Wan-Streamer does not rely on external language, speech, avatar, or video-generation modules: perception, reasoning, generation, response timing, turn management, and cross-modal synchronization are learned jointly within one unified model, reducing pipeline latency and error accumulation. To support natural audio-visual responsiveness, we redesign the entire stack around streamability, including causal encoders, causal decoders, block-causal attention, and low-latency multimodal token scheduling, enabling streaming units as short as 160 ms at 25 fps. Wan-Streamer achieves approximately 200 ms model-side response latency and approximately 550 ms total interaction latency when combined with 350 ms bidirectional network latency, supporting sub-second duplex audio-visual communication. These results position Wan-Streamer as a unified, end-to-end, multimodal interactive foundation model for low-latency streaming interaction.

Wan-AI Wan-AI
·
Jun 22 9

Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model

Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".

  • 10 authors
·
Nov 28, 2025

LychSim: A Controllable and Interactive Simulation Framework for Vision Research

While self-supervised pretraining has reduced vision systems' reliance on synthetic data, simulation remains an indispensable tool for closed-loop optimization and rigorous out-of-distribution (OOD) evaluation. However, modern simulation platforms often present steep technical barriers, requiring extensive expertise in computer graphics and game development. In this work, we present LychSim, a highly controllable and interactive simulation framework built upon Unreal Engine 5 to bridge this gap. LychSim is built around three key designs: (1) a streamlined Python API that abstracts away underlying engine complexities; (2) a procedural data pipeline capable of generating diverse, high-fidelity environments with varying out-of-distribution (OOD) visual challenges, paired with rich 2D and 3D ground truths; and (3) a native integration of the Model Context Protocol (MCP) that transforms the simulator into a dynamic, closed-loop playground for reasoning agentic LLMs. We further annotate scene-level procedural rules and object-level pose alignments to enable semantically aligned 3D ground truths and automated scene modification. We demonstrate LychSim's capability across multiple downstream applications, including serving as a synthetic data engine, powering reinforcement learning-based adversarial examiners, and facilitating interactive, language-driven scene layout generation. To benefit the broader vision community, LychSim will be made publicly available, including full source code and various data annotations.

ChartGPT: Leveraging LLMs to Generate Charts from Abstract Natural Language

The use of natural language interfaces (NLIs) for the creation of charts is becoming increasingly popular due to the intuitiveness of natural language interactions. One key challenge in this approach is to accurately capture user intents and transform them to proper chart specifications. This obstructs the wide use of NLI in chart generation, as users' natural language inputs are generally abstract (i.e., ambiguous or under-specified), without a clear specification of visual encodings. Recently, pre-trained large language models (LLMs) have exhibited superior performance in understanding and generating natural language, demonstrating great potential for downstream tasks. Inspired by this major trend, we propose ChartGPT, generating charts from abstract natural language inputs. However, LLMs are struggling to address complex logic problems. To enable the model to accurately specify the complex parameters and perform operations in chart generation, we decompose the generation process into a step-by-step reasoning pipeline, so that the model only needs to reason a single and specific sub-task during each run. Moreover, LLMs are pre-trained on general datasets, which might be biased for the task of chart generation. To provide adequate visualization knowledge, we create a dataset consisting of abstract utterances and charts and improve model performance through fine-tuning. We further design an interactive interface for ChartGPT that allows users to check and modify the intermediate outputs of each step. The effectiveness of the proposed system is evaluated through quantitative evaluations and a user study.

  • 7 authors
·
Nov 3, 2023

Fast and Faithful: Real-Time Verification for Long-Document Retrieval-Augmented Generation Systems

Retrieval-augmented generation (RAG) is increasingly deployed in enterprise search and document-centric assistants, where responses must be grounded in long and complex source materials. In practice, verifying that generated answers faithfully reflect retrieved documents is difficult: large language models can check long contexts but are too slow and costly for interactive services, while lightweight classifiers operate within strict context limits and frequently miss evidence outside truncated passages. We present the design of a real-time verification component integrated into a production RAG pipeline that enables full-document grounding under latency constraints. The system processes documents up to 32K tokens and employs adaptive inference strategies to balance response time and verification coverage across workloads. We describe the architectural decisions, operational trade-offs, and evaluation methodology used to deploy the verifier, and show that full-context verification substantially improves detection of unsupported responses compared with truncated validation. Our experience highlights when long-context verification is necessary, why chunk-based checking often fails in real documents, and how latency budgets shape model design. These findings provide practical guidance for practitioners building reliable large-scale retrieval-augmented applications. (Model, benchmark, and code: https://huggingface.co/llm-semantic-router)

  • 5 authors
·
Mar 3

Cookie-Bench: Continuous On-screen Key Interaction Evaluation for Web Generation

Front-end web code has become a core product surface for every frontier LLM release, yet evaluating these interactive applications at development speed remains costly because human-judged leaderboards like Arena do not scale. Existing automated proxies typically lean on reference implementations, test suites, or rigid checklists, and tend to miss the reasoned synthesis a human reviewer performs over a live session. We articulate a new evaluation regime that is simultaneously reference-free, autonomously driven, and holistically reasoned, and instantiate it through two artifacts. \dataname is an 11-domain, 54-leaf, 1,000-query WebDev benchmark spanning both static-presentation and interactive-application tasks, balanced across three difficulty tiers and three target-language groups, with briefs rewritten to resist recall from circulated prompts. \framename, grounded in Flavell's metacognitive monitoring, separates evidence accumulation from judgment across three stages: Static Perception forms a first impression from passive observation; Agent-Driven Interaction explores the application autonomously while capturing continuous screen video, audio, and per-step screenshots; Dynamic Scoring issues holistic functionality and aesthetics verdicts with structured failure attribution only after the evidence chain is complete. On \dataname, \framename aligns closely with expert human ratings while surfacing substantial headroom across 13 frontier LLMs on interactive web generation. \noindenthttps://anonymous.4open.science/r/Cookie-3CE/

  • 11 authors
·
May 30

MedVL-SAM2: A unified 3D medical vision-language model for multimodal reasoning and prompt-driven segmentation

Recent progress in medical vision-language models (VLMs) has achieved strong performance on image-level text-centric tasks such as report generation and visual question answering (VQA). However, achieving fine-grained visual grounding and volumetric spatial reasoning in 3D medical VLMs remains challenging, particularly when aiming to unify these capabilities within a single, generalizable framework. To address this challenge, we proposed MedVL-SAM2, a unified 3D medical multimodal model that concurrently supports report generation, VQA, and multi-paradigm segmentation, including semantic, referring, and interactive segmentation. MedVL-SAM2 integrates image-level reasoning and pixel-level perception through a cohesive architecture tailored for 3D medical imaging, and incorporates a SAM2-based volumetric segmentation module to enable precise multi-granular spatial reasoning. The model is trained in a multi-stage pipeline: it is first pre-trained on a large-scale corpus of 3D CT image-text pairs to align volumetric visual features with radiology-language embeddings. It is then jointly optimized with both language-understanding and segmentation objectives using a comprehensive 3D CT segmentation dataset. This joint training enables flexible interaction via language, point, or box prompts, thereby unifying high-level visual reasoning with spatially precise localization. Our unified architecture delivers state-of-the-art performance across report generation, VQA, and multiple 3D segmentation tasks. Extensive analyses further show that the model provides reliable 3D visual grounding, controllable interactive segmentation, and robust cross-modal reasoning, demonstrating that high-level semantic reasoning and precise 3D localization can be jointly achieved within a unified 3D medical VLM.

  • 7 authors
·
Jan 14

U-Mind: A Unified Framework for Real-Time Multimodal Interaction with Audiovisual Generation

Full-stack multimodal interaction in real-time is a central goal in building intelligent embodied agents capable of natural, dynamic communication. However, existing systems are either limited to unimodal generation or suffer from degraded reasoning and poor cross-modal alignment, preventing coherent and perceptually grounded interactions. In this work, we introduce U-Mind, the first unified system for high-intelligence multimodal dialogue that supports real-time generation and jointly models language, speech, motion, and video synthesis within a single interactive loop. At its core, U-Mind implements a Unified Alignment and Reasoning Framework that addresses two key challenges: enhancing cross-modal synchronization via a segment-wise alignment strategy, and preserving reasoning abilities through Rehearsal-Driven Learning. During inference, U-Mind adopts a text-first decoding pipeline that performs internal chain-of-thought planning followed by temporally synchronized generation across modalities. To close the loop, we implement a real-time video rendering framework conditioned on pose and speech, enabling expressive and synchronized visual feedback. Extensive experiments demonstrate that U-Mind achieves state-of-the-art performance on a range of multimodal interaction tasks, including question answering, instruction following, and motion generation, paving the way toward intelligent, immersive conversational agents.

  • 8 authors
·
Feb 26

HomeWorld: A Unified Floorplan-to-Furnished Framework for Generating Controllable, Densely Interactive Whole-Home Scenes

Indoor scene generation is crucial for robot simulation and modern interior design. However, complex layouts together with scarce 3D scene data make learning-based generation challenging. Existing methods often rely on hand-crafted rules or focus on isolated sub-tasks (e.g., floorplan synthesis or single-room furnishing), producing whole-home scenes that lack global coherence, realism, and simulation readiness. To mitigate these limitations, we propose a unified hierarchical framework that decomposes indoor scene synthesis into controllable stages. First, we curate a large-scale dataset of 300K real residential floorplans to train a large language model for whole-home floorplan generation. With detailed descriptions and a K-D tree-based representation, our method enables fine-grained, controllable whole-home floorplan generation. Building upon the generated whole-home floorplan, we leverage image generation models to draft furniture layouts from multi-level roaming viewpoints, and then generate the layouts of small manipulable objects on different supporting surfaces (e.g., cabinets, desks, and dining tables) for embodied AI simulation. During furniture and object layout generation, a VLM-based refiner iteratively corrects furniture and object placement, and a 3D generative model enables flexible replacement of individual assets. We further attach basic physical attributes and simple surface texture and lighting setups to complete the pipeline for embodied AI use. Experiments and user studies demonstrate that our pipeline produces indoor spaces with greater layout diversity and stronger 3D design appeal, outperforming prior methods on both quantitative and qualitative metrics. Finally, alongside our generation pipeline, we will release the floorplan dataset and 5K fully furnished scenes to the community. Project Page: https://kairos-homeworld.github.io/

  • 5 authors
·
Jun 3

GOAT: A Training Framework for Goal-Oriented Agent with Tools

Large language models (LLMs) have recently been extended beyond traditional text generation to serve as interactive agents capable of using external tools based on user intent. However, current LLM agents still show limited ability to handle goal-oriented queries, which require decomposing a high-level objective into multiple interdependent API calls with correct planning and execution. Current approaches mainly rely on zero-shot evaluation due to the absence of training data. While proprietary closed-source models such as GPT-4 demonstrate strong reasoning abilities, smaller open-source models struggle to perform complex tool use effectively. Thus, we propose a novel training framework GOAT, which enables fine-tuning of LLM agents in a human annotation-free setting. GOAT automatically constructs synthetic datasets of goal-oriented API execution tasks directly from given API documents, equipping models with the ability to reason over interdependent calls and generate coherent responses. Through extensive experiments, we show that GOAT-trained agents achieve state-of-the-art performance across multiple existing goal-oriented benchmarks. In addition, we introduce GOATBench, a new goal-oriented API execution benchmark, and demonstrate that agents trained with GOAT also excel in this setting. These results highlight GOAT as a practical path toward building robust open-source LLM agents capable of complex reasoning and tool use.

  • 6 authors
·
Oct 14, 2025

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.

  • 7 authors
·
May 18

GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?

Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.