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SubscribeEmpowering Vision-Language Models to Follow Interleaved Vision-Language Instructions
Multimodal Large Language Models (MLLMs) have recently sparked significant interest, which demonstrates emergent capabilities to serve as a general-purpose model for various vision-language tasks. However, existing methods mainly focus on limited types of instructions with a single image as visual context, which hinders the widespread availability of MLLMs. In this paper, we introduce the I4 benchmark to comprehensively evaluate the instruction following ability on complicated interleaved vision-language instructions, which involve intricate image-text sequential context, covering a diverse range of scenarios (e.g., visually-rich webpages/textbooks, lecture slides, embodied dialogue). Systematic evaluation on our I4 benchmark reveals a common defect of existing methods: the Visual Prompt Generator (VPG) trained on image-captioning alignment objective tends to attend to common foreground information for captioning but struggles to extract specific information required by particular tasks. To address this issue, we propose a generic and lightweight controllable knowledge re-injection module, which utilizes the sophisticated reasoning ability of LLMs to control the VPG to conditionally extract instruction-specific visual information and re-inject it into the LLM. Further, we introduce an annotation-free cross-attention guided counterfactual image training strategy to methodically learn the proposed module by collaborating a cascade of foundation models. Enhanced by the proposed module and training strategy, we present Cheetor, a Transformer-based MLLM that can effectively handle a wide variety of interleaved vision-language instructions and achieves state-of-the-art zero-shot performance across all tasks of I4, without high-quality multimodal instruction tuning data. Cheetor also exhibits competitive performance compared with state-of-the-art instruction tuned models on MME benchmark.
Ask-to-Clarify: Resolving Instruction Ambiguity through Multi-turn Dialogue
The ultimate goal of embodied agents is to create collaborators that can interact with humans, not mere executors that passively follow instructions. This requires agents to communicate, coordinate, and adapt their actions based on human feedback. Recently, advances in VLAs have offered a path toward this goal. However, most current VLA-based embodied agents operate in a one-way mode: they receive an instruction and execute it without feedback. This approach fails in real-world scenarios where instructions are often ambiguous. In this paper, we address this problem with the Ask-to-Clarify framework. Our framework first resolves ambiguous instructions by asking questions in a multi-turn dialogue. Then it generates low-level actions end-to-end. Specifically, the Ask-to-Clarify framework consists of two components, one VLM for collaboration and one diffusion for action. We also introduce a connection module that generates conditions for the diffusion based on the output of the VLM. This module adjusts the observation by instructions to create reliable conditions. We train our framework with a two-stage knowledge-insulation strategy. First, we fine-tune the collaboration component using ambiguity-solving dialogue data to handle ambiguity. Then, we integrate the action component while freezing the collaboration one. This preserves the interaction abilities while fine-tuning the diffusion to generate actions. The training strategy guarantees our framework can first ask questions, then generate actions. During inference, a signal detector functions as a router that helps our framework switch between asking questions and taking actions. We evaluate the Ask-to-Clarify framework in 8 real-world tasks, where it outperforms existing state-of-the-art VLAs. The results suggest that our proposed framework, along with the training strategy, provides a path toward collaborative embodied agents.
OPEx: A Component-Wise Analysis of LLM-Centric Agents in Embodied Instruction Following
Embodied Instruction Following (EIF) is a crucial task in embodied learning, requiring agents to interact with their environment through egocentric observations to fulfill natural language instructions. Recent advancements have seen a surge in employing large language models (LLMs) within a framework-centric approach to enhance performance in embodied learning tasks, including EIF. Despite these efforts, there exists a lack of a unified understanding regarding the impact of various components-ranging from visual perception to action execution-on task performance. To address this gap, we introduce OPEx, a comprehensive framework that delineates the core components essential for solving embodied learning tasks: Observer, Planner, and Executor. Through extensive evaluations, we provide a deep analysis of how each component influences EIF task performance. Furthermore, we innovate within this space by deploying a multi-agent dialogue strategy on a TextWorld counterpart, further enhancing task performance. Our findings reveal that LLM-centric design markedly improves EIF outcomes, identify visual perception and low-level action execution as critical bottlenecks, and demonstrate that augmenting LLMs with a multi-agent framework further elevates performance.
Collaborative Instance Navigation: Leveraging Agent Self-Dialogue to Minimize User Input
Existing embodied instance goal navigation tasks, driven by natural language, assume human users to provide complete and nuanced instance descriptions prior to the navigation, which can be impractical in the real world as human instructions might be brief and ambiguous. To bridge this gap, we propose a new task, Collaborative Instance Navigation (CoIN), with dynamic agent-human interaction during navigation to actively resolve uncertainties about the target instance in natural, template-free, open-ended dialogues. To address CoIN, we propose a novel method, Agent-user Interaction with UncerTainty Awareness (AIUTA), leveraging the perception capability of Vision Language Models (VLMs) and the capability of Large Language Models (LLMs). First, upon object detection, a Self-Questioner model initiates a self-dialogue to obtain a complete and accurate observation description, while a novel uncertainty estimation technique mitigates inaccurate VLM perception. Then, an Interaction Trigger module determines whether to ask a question to the user, continue or halt navigation, minimizing user input. For evaluation, we introduce CoIN-Bench, a benchmark supporting both real and simulated humans. AIUTA achieves competitive performance in instance navigation against state-of-the-art methods, demonstrating great flexibility in handling user inputs.
Open-Ended Instructable Embodied Agents with Memory-Augmented Large Language Models
Pre-trained and frozen large language models (LLMs) can effectively map simple scene rearrangement instructions to programs over a robot's visuomotor functions through appropriate few-shot example prompting. To parse open-domain natural language and adapt to a user's idiosyncratic procedures, not known during prompt engineering time, fixed prompts fall short. In this paper, we introduce HELPER, an embodied agent equipped with an external memory of language-program pairs that parses free-form human-robot dialogue into action programs through retrieval-augmented LLM prompting: relevant memories are retrieved based on the current dialogue, instruction, correction, or VLM description, and used as in-context prompt examples for LLM querying. The memory is expanded during deployment to include pairs of user's language and action plans, to assist future inferences and personalize them to the user's language and routines. HELPER sets a new state-of-the-art in the TEACh benchmark in both Execution from Dialog History (EDH) and Trajectory from Dialogue (TfD), with a 1.7x improvement over the previous state-of-the-art for TfD. Our models, code, and video results can be found in our project's website: https://helper-agent-llm.github.io.
Simulating User Agents for Embodied Conversational-AI
Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.
TEACh: Task-driven Embodied Agents that Chat
Robots operating in human spaces must be able to engage in natural language interaction with people, both understanding and executing instructions, and using conversation to resolve ambiguity and recover from mistakes. To study this, we introduce TEACh, a dataset of over 3,000 human--human, interactive dialogues to complete household tasks in simulation. A Commander with access to oracle information about a task communicates in natural language with a Follower. The Follower navigates through and interacts with the environment to complete tasks varying in complexity from "Make Coffee" to "Prepare Breakfast", asking questions and getting additional information from the Commander. We propose three benchmarks using TEACh to study embodied intelligence challenges, and we evaluate initial models' abilities in dialogue understanding, language grounding, and task execution.
FILM: Following Instructions in Language with Modular Methods
Recent methods for embodied instruction following are typically trained end-to-end using imitation learning. This often requires the use of expert trajectories and low-level language instructions. Such approaches assume that neural states will integrate multimodal semantics to perform state tracking, building spatial memory, exploration, and long-term planning. In contrast, we propose a modular method with structured representations that (1) builds a semantic map of the scene and (2) performs exploration with a semantic search policy, to achieve the natural language goal. Our modular method achieves SOTA performance (24.46 %) with a substantial (8.17 % absolute) gap from previous work while using less data by eschewing both expert trajectories and low-level instructions. Leveraging low-level language, however, can further increase our performance (26.49 %). Our findings suggest that an explicit spatial memory and a semantic search policy can provide a stronger and more general representation for state-tracking and guidance, even in the absence of expert trajectories or low-level instructions.
Mastering Robot Manipulation with Multimodal Prompts through Pretraining and Multi-task Fine-tuning
Prompt-based learning has been demonstrated as a compelling paradigm contributing to large language models' tremendous success (LLMs). Inspired by their success in language tasks, existing research has leveraged LLMs in embodied instruction following and task planning. However, not much attention has been paid to embodied tasks with multimodal prompts, combining vision signals with text descriptions. This type of task poses a major challenge to robots' capability to understand the interconnection and complementarity between vision and language signals. In this work, we introduce an effective framework that learns a policy to perform robot manipulation with multimodal prompts from multi-task expert trajectories. Our methods consist of a two-stage training pipeline that performs inverse dynamics pretraining and multi-task finetuning. To facilitate multimodal understanding, we design our multimodal prompt encoder by augmenting a pretrained LM with a residual connection to the visual input and model the dependencies among action dimensions. Empirically, we evaluate the efficacy of our method on the VIMA-BENCH and establish a new state-of-the-art (10% improvement in success rate). Moreover, we demonstrate that our model exhibits remarkable in-context learning ability.
Inner Monologue: Embodied Reasoning through Planning with Language Models
Recent works have shown how the reasoning capabilities of Large Language Models (LLMs) can be applied to domains beyond natural language processing, such as planning and interaction for robots. These embodied problems require an agent to understand many semantic aspects of the world: the repertoire of skills available, how these skills influence the world, and how changes to the world map back to the language. LLMs planning in embodied environments need to consider not just what skills to do, but also how and when to do them - answers that change over time in response to the agent's own choices. In this work, we investigate to what extent LLMs used in such embodied contexts can reason over sources of feedback provided through natural language, without any additional training. We propose that by leveraging environment feedback, LLMs are able to form an inner monologue that allows them to more richly process and plan in robotic control scenarios. We investigate a variety of sources of feedback, such as success detection, scene description, and human interaction. We find that closed-loop language feedback significantly improves high-level instruction completion on three domains, including simulated and real table top rearrangement tasks and long-horizon mobile manipulation tasks in a kitchen environment in the real world.
Teaching Embodied Reinforcement Learning Agents: Informativeness and Diversity of Language Use
In real-world scenarios, it is desirable for embodied agents to have the ability to leverage human language to gain explicit or implicit knowledge for learning tasks. Despite recent progress, most previous approaches adopt simple low-level instructions as language inputs, which may not reflect natural human communication. It's not clear how to incorporate rich language use to facilitate task learning. To address this question, this paper studies different types of language inputs in facilitating reinforcement learning (RL) embodied agents. More specifically, we examine how different levels of language informativeness (i.e., feedback on past behaviors and future guidance) and diversity (i.e., variation of language expressions) impact agent learning and inference. Our empirical results based on four RL benchmarks demonstrate that agents trained with diverse and informative language feedback can achieve enhanced generalization and fast adaptation to new tasks. These findings highlight the pivotal role of language use in teaching embodied agents new tasks in an open world. Project website: https://github.com/sled-group/Teachable_RL
tagE: Enabling an Embodied Agent to Understand Human Instructions
Natural language serves as the primary mode of communication when an intelligent agent with a physical presence engages with human beings. While a plethora of research focuses on natural language understanding (NLU), encompassing endeavors such as sentiment analysis, intent prediction, question answering, and summarization, the scope of NLU directed at situations necessitating tangible actions by an embodied agent remains limited. The inherent ambiguity and incompleteness inherent in natural language present challenges for intelligent agents striving to decipher human intention. To tackle this predicament head-on, we introduce a novel system known as task and argument grounding for Embodied agents (tagE). At its core, our system employs an inventive neural network model designed to extract a series of tasks from complex task instructions expressed in natural language. Our proposed model adopts an encoder-decoder framework enriched with nested decoding to effectively extract tasks and their corresponding arguments from these intricate instructions. These extracted tasks are then mapped (or grounded) to the robot's established collection of skills, while the arguments find grounding in objects present within the environment. To facilitate the training and evaluation of our system, we have curated a dataset featuring complex instructions. The results of our experiments underscore the prowess of our approach, as it outperforms robust baseline models.
Multimodal Procedural Planning via Dual Text-Image Prompting
Embodied agents have achieved prominent performance in following human instructions to complete tasks. However, the potential of providing instructions informed by texts and images to assist humans in completing tasks remains underexplored. To uncover this capability, we present the multimodal procedural planning (MPP) task, in which models are given a high-level goal and generate plans of paired text-image steps, providing more complementary and informative guidance than unimodal plans. The key challenges of MPP are to ensure the informativeness, temporal coherence,and accuracy of plans across modalities. To tackle this, we propose Text-Image Prompting (TIP), a dual-modality prompting method that jointly leverages zero-shot reasoning ability in large language models (LLMs) and compelling text-to-image generation ability from diffusion-based models. TIP improves the interaction in the dual modalities using Text-to-Image Bridge and Image-to-Text Bridge, allowing LLMs to guide the textual-grounded image plan generation and leveraging the descriptions of image plans to ground the textual plan reversely. To address the lack of relevant datasets, we collect WIKIPLAN and RECIPEPLAN as a testbed for MPP. Our results show compelling human preferences and automatic scores against unimodal and multimodal baselines on WIKIPLAN and RECIPEPLAN in terms of informativeness, temporal coherence, and plan accuracy. Our code and data: https://github.com/YujieLu10/MPP.
A call for embodied AI
We propose Embodied AI as the next fundamental step in the pursuit of Artificial General Intelligence, juxtaposing it against current AI advancements, particularly Large Language Models. We traverse the evolution of the embodiment concept across diverse fields - philosophy, psychology, neuroscience, and robotics - to highlight how EAI distinguishes itself from the classical paradigm of static learning. By broadening the scope of Embodied AI, we introduce a theoretical framework based on cognitive architectures, emphasizing perception, action, memory, and learning as essential components of an embodied agent. This framework is aligned with Friston's active inference principle, offering a comprehensive approach to EAI development. Despite the progress made in the field of AI, substantial challenges, such as the formulation of a novel AI learning theory and the innovation of advanced hardware, persist. Our discussion lays down a foundational guideline for future Embodied AI research. Highlighting the importance of creating Embodied AI agents capable of seamless communication, collaboration, and coexistence with humans and other intelligent entities within real-world environments, we aim to steer the AI community towards addressing the multifaceted challenges and seizing the opportunities that lie ahead in the quest for AGI.
Scaling Instructable Agents Across Many Simulated Worlds
Building embodied AI systems that can follow arbitrary language instructions in any 3D environment is a key challenge for creating general AI. Accomplishing this goal requires learning to ground language in perception and embodied actions, in order to accomplish complex tasks. The Scalable, Instructable, Multiworld Agent (SIMA) project tackles this by training agents to follow free-form instructions across a diverse range of virtual 3D environments, including curated research environments as well as open-ended, commercial video games. Our goal is to develop an instructable agent that can accomplish anything a human can do in any simulated 3D environment. Our approach focuses on language-driven generality while imposing minimal assumptions. Our agents interact with environments in real-time using a generic, human-like interface: the inputs are image observations and language instructions and the outputs are keyboard-and-mouse actions. This general approach is challenging, but it allows agents to ground language across many visually complex and semantically rich environments while also allowing us to readily run agents in new environments. In this paper we describe our motivation and goal, the initial progress we have made, and promising preliminary results on several diverse research environments and a variety of commercial video games.
Beyond Description: Cognitively Benchmarking Fine-Grained Action for Embodied Agents
Multimodal Large Language Models (MLLMs) show promising results as decision-making engines for embodied agents operating in complex, physical environments. However, existing benchmarks often prioritize high-level planning or spatial reasoning, leaving the fine-grained action intelligence required for embodied physical interaction underexplored. To address this gap, we introduce CFG-Bench, a new benchmark designed to systematically evaluate this crucial capability. CFG-Bench consists of 1,368 curated videos paired with 19,562 three-modalities question-answer pairs targeting four cognitive abilities: 1) Physical Interaction, 2) Temporal-Causal Relation, 3) Intentional Understanding, and 4) Evaluative Judgment. Together, these dimensions provide a systematic framework for assessing a model's ability to translate visual observations into actionable knowledge, moving beyond mere surface-level recognition. Our comprehensive evaluation on CFG-Bench reveals that leading MLLMs struggle to produce detailed instructions for physical interactions and exhibit profound limitations in the higher-order reasoning of intention and evaluation. Moreover, supervised fine-tuning (SFT) on our data demonstrates that teaching an MLLMs to articulate fine-grained actions directly translates to significant performance gains on established embodied benchmarks. Our analysis highlights these limitations and offers insights for developing more capable and grounded embodied agents.
JARVIS: A Neuro-Symbolic Commonsense Reasoning Framework for Conversational Embodied Agents
Building a conversational embodied agent to execute real-life tasks has been a long-standing yet quite challenging research goal, as it requires effective human-agent communication, multi-modal understanding, long-range sequential decision making, etc. Traditional symbolic methods have scaling and generalization issues, while end-to-end deep learning models suffer from data scarcity and high task complexity, and are often hard to explain. To benefit from both worlds, we propose JARVIS, a neuro-symbolic commonsense reasoning framework for modular, generalizable, and interpretable conversational embodied agents. First, it acquires symbolic representations by prompting large language models (LLMs) for language understanding and sub-goal planning, and by constructing semantic maps from visual observations. Then the symbolic module reasons for sub-goal planning and action generation based on task- and action-level common sense. Extensive experiments on the TEACh dataset validate the efficacy and efficiency of our JARVIS framework, which achieves state-of-the-art (SOTA) results on all three dialog-based embodied tasks, including Execution from Dialog History (EDH), Trajectory from Dialog (TfD), and Two-Agent Task Completion (TATC) (e.g., our method boosts the unseen Success Rate on EDH from 6.1\% to 15.8\%). Moreover, we systematically analyze the essential factors that affect the task performance and also demonstrate the superiority of our method in few-shot settings. Our JARVIS model ranks first in the Alexa Prize SimBot Public Benchmark Challenge.
Distilling Internet-Scale Vision-Language Models into Embodied Agents
Instruction-following agents must ground language into their observation and action spaces. Learning to ground language is challenging, typically requiring domain-specific engineering or large quantities of human interaction data. To address this challenge, we propose using pretrained vision-language models (VLMs) to supervise embodied agents. We combine ideas from model distillation and hindsight experience replay (HER), using a VLM to retroactively generate language describing the agent's behavior. Simple prompting allows us to control the supervision signal, teaching an agent to interact with novel objects based on their names (e.g., planes) or their features (e.g., colors) in a 3D rendered environment. Fewshot prompting lets us teach abstract category membership, including pre-existing categories (food vs toys) and ad-hoc ones (arbitrary preferences over objects). Our work outlines a new and effective way to use internet-scale VLMs, repurposing the generic language grounding acquired by such models to teach task-relevant groundings to embodied agents.
LangSuitE: Planning, Controlling and Interacting with Large Language Models in Embodied Text Environments
Recent advances in Large Language Models (LLMs) have shown inspiring achievements in constructing autonomous agents that rely on language descriptions as inputs. However, it remains unclear how well LLMs can function as few-shot or zero-shot embodied agents in dynamic interactive environments. To address this gap, we introduce LangSuitE, a versatile and simulation-free testbed featuring 6 representative embodied tasks in textual embodied worlds. Compared with previous LLM-based testbeds, LangSuitE (i) offers adaptability to diverse environments without multiple simulation engines, (ii) evaluates agents' capacity to develop ``internalized world knowledge'' with embodied observations, and (iii) allows easy customization of communication and action strategies. To address the embodiment challenge, we devise a novel chain-of-thought (CoT) schema, EmMem, which summarizes embodied states w.r.t. history information. Comprehensive benchmark results illustrate challenges and insights of embodied planning. LangSuitE represents a significant step toward building embodied generalists in the context of language models.
Multimodal Embodied Interactive Agent for Cafe Scene
With the surge in the development of large language models, embodied intelligence has attracted increasing attention. Nevertheless, prior works on embodied intelligence typically encode scene or historical memory in an unimodal manner, either visual or linguistic, which complicates the alignment of the model's action planning with embodied control. To overcome this limitation, we introduce the Multimodal Embodied Interactive Agent (MEIA), capable of translating high-level tasks expressed in natural language into a sequence of executable actions. Specifically, we propose a novel Multimodal Environment Memory (MEM) module, facilitating the integration of embodied control with large models through the visual-language memory of scenes. This capability enables MEIA to generate executable action plans based on diverse requirements and the robot's capabilities. We conduct experiments in a dynamic virtual cafe environment, utilizing multiple large models through zero-shot learning, and carefully design scenarios for various situations. The experimental results showcase the promising performance of our MEIA in various embodied interactive tasks.
DANLI: Deliberative Agent for Following Natural Language Instructions
Recent years have seen an increasing amount of work on embodied AI agents that can perform tasks by following human language instructions. However, most of these agents are reactive, meaning that they simply learn and imitate behaviors encountered in the training data. These reactive agents are insufficient for long-horizon complex tasks. To address this limitation, we propose a neuro-symbolic deliberative agent that, while following language instructions, proactively applies reasoning and planning based on its neural and symbolic representations acquired from past experience (e.g., natural language and egocentric vision). We show that our deliberative agent achieves greater than 70% improvement over reactive baselines on the challenging TEACh benchmark. Moreover, the underlying reasoning and planning processes, together with our modular framework, offer impressive transparency and explainability to the behaviors of the agent. This enables an in-depth understanding of the agent's capabilities, which shed light on challenges and opportunities for future embodied agents for instruction following. The code is available at https://github.com/sled-group/DANLI.
BIPED: Pedagogically Informed Tutoring System for ESL Education
Large Language Models (LLMs) have a great potential to serve as readily available and cost-efficient Conversational Intelligent Tutoring Systems (CITS) for teaching L2 learners of English. Existing CITS, however, are designed to teach only simple concepts or lack the pedagogical depth necessary to address diverse learning strategies. To develop a more pedagogically informed CITS capable of teaching complex concepts, we construct a BIlingual PEDagogically-informed Tutoring Dataset (BIPED) of one-on-one, human-to-human English tutoring interactions. Through post-hoc analysis of the tutoring interactions, we come up with a lexicon of dialogue acts (34 tutor acts and 9 student acts), which we use to further annotate the collected dataset. Based on a two-step framework of first predicting the appropriate tutor act then generating the corresponding response, we implemented two CITS models using GPT-4 and SOLAR-KO, respectively. We experimentally demonstrate that the implemented models not only replicate the style of human teachers but also employ diverse and contextually appropriate pedagogical strategies.
Discourse Coherence, Reference Grounding and Goal Oriented Dialogue
Prior approaches to realizing mixed-initiative human--computer referential communication have adopted information-state or collaborative problem-solving approaches. In this paper, we argue for a new approach, inspired by coherence-based models of discourse such as SDRT asher-lascarides:2003a, in which utterances attach to an evolving discourse structure and the associated knowledge graph of speaker commitments serves as an interface to real-world reasoning and conversational strategy. As first steps towards implementing the approach, we describe a simple dialogue system in a referential communication domain that accumulates constraints across discourse, interprets them using a learned probabilistic model, and plans clarification using reinforcement learning.
VL-LN Bench: Towards Long-horizon Goal-oriented Navigation with Active Dialogs
In most existing embodied navigation tasks, instructions are well-defined and unambiguous, such as instruction following and object searching. Under this idealized setting, agents are required solely to produce effective navigation outputs conditioned on vision and language inputs. However, real-world navigation instructions are often vague and ambiguous, requiring the agent to resolve uncertainty and infer user intent through active dialog. To address this gap, we propose Interactive Instance Object Navigation (IION), a task that requires agents not only to generate navigation actions but also to produce language outputs via active dialog, thereby aligning more closely with practical settings. IION extends Instance Object Navigation (ION) by allowing agents to freely consult an oracle in natural language while navigating. Building on this task, we present the Vision Language-Language Navigation (VL-LN) benchmark, which provides a large-scale, automatically generated dataset and a comprehensive evaluation protocol for training and assessing dialog-enabled navigation models. VL-LN comprises over 41k long-horizon dialog-augmented trajectories for training and an automatic evaluation protocol with an oracle capable of responding to agent queries. Using this benchmark, we train a navigation model equipped with dialog capabilities and show that it achieves significant improvements over the baselines. Extensive experiments and analyses further demonstrate the effectiveness and reliability of VL-LN for advancing research on dialog-enabled embodied navigation. Code and dataset: https://0309hws.github.io/VL-LN.github.io/
Embodied AI: From LLMs to World Models
Embodied Artificial Intelligence (AI) is an intelligent system paradigm for achieving Artificial General Intelligence (AGI), serving as the cornerstone for various applications and driving the evolution from cyberspace to physical systems. Recent breakthroughs in Large Language Models (LLMs) and World Models (WMs) have drawn significant attention for embodied AI. On the one hand, LLMs empower embodied AI via semantic reasoning and task decomposition, bringing high-level natural language instructions and low-level natural language actions into embodied cognition. On the other hand, WMs empower embodied AI by building internal representations and future predictions of the external world, facilitating physical law-compliant embodied interactions. As such, this paper comprehensively explores the literature in embodied AI from basics to advances, covering both LLM driven and WM driven works. In particular, we first present the history, key technologies, key components, and hardware systems of embodied AI, as well as discuss its development via looking from unimodal to multimodal angle. We then scrutinize the two burgeoning fields of embodied AI, i.e., embodied AI with LLMs/multimodal LLMs (MLLMs) and embodied AI with WMs, meticulously delineating their indispensable roles in end-to-end embodied cognition and physical laws-driven embodied interactions. Building upon the above advances, we further share our insights on the necessity of the joint MLLM-WM driven embodied AI architecture, shedding light on its profound significance in enabling complex tasks within physical worlds. In addition, we examine representative applications of embodied AI, demonstrating its wide applicability in real-world scenarios. Last but not least, we point out future research directions of embodied AI that deserve further investigation.
Embodied Instruction Following in Unknown Environments
Enabling embodied agents to complete complex human instructions from natural language is crucial to autonomous systems in household services. Conventional methods can only accomplish human instructions in the known environment where all interactive objects are provided to the embodied agent, and directly deploying the existing approaches for the unknown environment usually generates infeasible plans that manipulate non-existing objects. On the contrary, we propose an embodied instruction following (EIF) method for complex tasks in the unknown environment, where the agent efficiently explores the unknown environment to generate feasible plans with existing objects to accomplish abstract instructions. Specifically, we build a hierarchical embodied instruction following framework including the high-level task planner and the low-level exploration controller with multimodal large language models. We then construct a semantic representation map of the scene with dynamic region attention to demonstrate the known visual clues, where the goal of task planning and scene exploration is aligned for human instruction. For the task planner, we generate the feasible step-by-step plans for human goal accomplishment according to the task completion process and the known visual clues. For the exploration controller, the optimal navigation or object interaction policy is predicted based on the generated step-wise plans and the known visual clues. The experimental results demonstrate that our method can achieve 45.09% success rate in 204 complex human instructions such as making breakfast and tidying rooms in large house-level scenes. Code and supplementary are available at https://gary3410.github.io/eif_unknown.
Alexa, play with robot: Introducing the First Alexa Prize SimBot Challenge on Embodied AI
The Alexa Prize program has empowered numerous university students to explore, experiment, and showcase their talents in building conversational agents through challenges like the SocialBot Grand Challenge and the TaskBot Challenge. As conversational agents increasingly appear in multimodal and embodied contexts, it is important to explore the affordances of conversational interaction augmented with computer vision and physical embodiment. This paper describes the SimBot Challenge, a new challenge in which university teams compete to build robot assistants that complete tasks in a simulated physical environment. This paper provides an overview of the SimBot Challenge, which included both online and offline challenge phases. We describe the infrastructure and support provided to the teams including Alexa Arena, the simulated environment, and the ML toolkit provided to teams to accelerate their building of vision and language models. We summarize the approaches the participating teams took to overcome research challenges and extract key lessons learned. Finally, we provide analysis of the performance of the competing SimBots during the competition.
Situated Language Learning via Interactive Narratives
This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.
Multitask Multimodal Prompted Training for Interactive Embodied Task Completion
Interactive and embodied tasks pose at least two fundamental challenges to existing Vision & Language (VL) models, including 1) grounding language in trajectories of actions and observations, and 2) referential disambiguation. To tackle these challenges, we propose an Embodied MultiModal Agent (EMMA): a unified encoder-decoder model that reasons over images and trajectories, and casts action prediction as multimodal text generation. By unifying all tasks as text generation, EMMA learns a language of actions which facilitates transfer across tasks. Different to previous modular approaches with independently trained components, we use a single multitask model where each task contributes to goal completion. EMMA performs on par with similar models on several VL benchmarks and sets a new state-of-the-art performance (36.81% success rate) on the Dialog-guided Task Completion (DTC), a benchmark to evaluate dialog-guided agents in the Alexa Arena
VITA-E: Natural Embodied Interaction with Concurrent Seeing, Hearing, Speaking, and Acting
Current Vision-Language-Action (VLA) models are often constrained by a rigid, static interaction paradigm, which lacks the ability to see, hear, speak, and act concurrently as well as handle real-time user interruptions dynamically. This hinders seamless embodied collaboration, resulting in an inflexible and unresponsive user experience. To address these limitations, we introduce VITA-E, a novel embodied interaction framework designed for both behavioral concurrency and nearly real-time interruption. The core of our approach is a dual-model architecture where two parallel VLA instances operate as an ``Active Model'' and a ``Standby Model'', allowing the embodied agent to observe its environment, listen to user speech, provide verbal responses, and execute actions, all concurrently and interruptibly, mimicking human-like multitasking capabilities. We further propose a ``model-as-controller'' paradigm, where we fine-tune the VLM to generate special tokens that serve as direct system-level commands, coupling the model's reasoning with the system's behavior. Experiments conducted on a physical humanoid platform demonstrate that VITA-E can reliably handle complex interactive scenarios. Our framework is compatible with various dual-system VLA models, achieving an extremely high success rate on emergency stops and speech interruptions while also successfully performing concurrent speech and action. This represents a significant step towards more natural and capable embodied assistants.
MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World
Human beings possess the capability to multiply a melange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY outperforms baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, multisensory captioning, and task decomposition.
Large Language Models for Robotics: Opportunities, Challenges, and Perspectives
Large language models (LLMs) have undergone significant expansion and have been increasingly integrated across various domains. Notably, in the realm of robot task planning, LLMs harness their advanced reasoning and language comprehension capabilities to formulate precise and efficient action plans based on natural language instructions. However, for embodied tasks, where robots interact with complex environments, text-only LLMs often face challenges due to a lack of compatibility with robotic visual perception. This study provides a comprehensive overview of the emerging integration of LLMs and multimodal LLMs into various robotic tasks. Additionally, we propose a framework that utilizes multimodal GPT-4V to enhance embodied task planning through the combination of natural language instructions and robot visual perceptions. Our results, based on diverse datasets, indicate that GPT-4V effectively enhances robot performance in embodied tasks. This extensive survey and evaluation of LLMs and multimodal LLMs across a variety of robotic tasks enriches the understanding of LLM-centric embodied intelligence and provides forward-looking insights toward bridging the gap in Human-Robot-Environment interaction.
EmbodiedEval: Evaluate Multimodal LLMs as Embodied Agents
Multimodal Large Language Models (MLLMs) have shown significant advancements, providing a promising future for embodied agents. Existing benchmarks for evaluating MLLMs primarily utilize static images or videos, limiting assessments to non-interactive scenarios. Meanwhile, existing embodied AI benchmarks are task-specific and not diverse enough, which do not adequately evaluate the embodied capabilities of MLLMs. To address this, we propose EmbodiedEval, a comprehensive and interactive evaluation benchmark for MLLMs with embodied tasks. EmbodiedEval features 328 distinct tasks within 125 varied 3D scenes, each of which is rigorously selected and annotated. It covers a broad spectrum of existing embodied AI tasks with significantly enhanced diversity, all within a unified simulation and evaluation framework tailored for MLLMs. The tasks are organized into five categories: navigation, object interaction, social interaction, attribute question answering, and spatial question answering to assess different capabilities of the agents. We evaluated the state-of-the-art MLLMs on EmbodiedEval and found that they have a significant shortfall compared to human level on embodied tasks. Our analysis demonstrates the limitations of existing MLLMs in embodied capabilities, providing insights for their future development. We open-source all evaluation data and simulation framework at https://github.com/thunlp/EmbodiedEval.
Substance over Style: Evaluating Proactive Conversational Coaching Agents
While NLP research has made strides in conversational tasks, many approaches focus on single-turn responses with well-defined objectives or evaluation criteria. In contrast, coaching presents unique challenges with initially undefined goals that evolve through multi-turn interactions, subjective evaluation criteria, mixed-initiative dialogue. In this work, we describe and implement five multi-turn coaching agents that exhibit distinct conversational styles, and evaluate them through a user study, collecting first-person feedback on 155 conversations. We find that users highly value core functionality, and that stylistic components in absence of core components are viewed negatively. By comparing user feedback with third-person evaluations from health experts and an LM, we reveal significant misalignment across evaluation approaches. Our findings provide insights into design and evaluation of conversational coaching agents and contribute toward improving human-centered NLP applications.
PaLM-E: An Embodied Multimodal Language Model
Large language models excel at a wide range of complex tasks. However, enabling general inference in the real world, e.g., for robotics problems, raises the challenge of grounding. We propose embodied language models to directly incorporate real-world continuous sensor modalities into language models and thereby establish the link between words and percepts. Input to our embodied language model are multi-modal sentences that interleave visual, continuous state estimation, and textual input encodings. We train these encodings end-to-end, in conjunction with a pre-trained large language model, for multiple embodied tasks including sequential robotic manipulation planning, visual question answering, and captioning. Our evaluations show that PaLM-E, a single large embodied multimodal model, can address a variety of embodied reasoning tasks, from a variety of observation modalities, on multiple embodiments, and further, exhibits positive transfer: the model benefits from diverse joint training across internet-scale language, vision, and visual-language domains. Our largest model, PaLM-E-562B with 562B parameters, in addition to being trained on robotics tasks, is a visual-language generalist with state-of-the-art performance on OK-VQA, and retains generalist language capabilities with increasing scale.
ConsistentChat: Building Skeleton-Guided Consistent Dialogues for Large Language Models from Scratch
Current instruction data synthesis methods primarily focus on single-turn instructions and often neglect cross-turn coherence, resulting in context drift and reduced task completion rates in extended conversations. To address this limitation, we propose Skeleton-Guided Multi-Turn Dialogue Generation, a framework that constrains multi-turn instruction synthesis by explicitly modeling human conversational intent. It operates in two stages: (1) Intent Modeling, which captures the global structure of human dialogues by assigning each conversation to one of nine well-defined intent trajectories, ensuring a coherent and goal-oriented information flow; and (2) Skeleton Generation, which constructs a structurally grounded sequence of user queries aligned with the modeled intent, thereby serving as a scaffold that constrains and guides the downstream instruction synthesis process. Based on this process, we construct ConsistentChat, a multi-turn instruction dataset with approximately 15,000 multi-turn conversations and 224,392 utterances. Experiments on the Light, Topdial, and MT-Eval benchmarks show that models fine-tuned on ConsistentChat achieve a 20-30% improvement in chat consistency and up to a 15% increase in task success rate, significantly outperforming models trained on existing single-turn and multi-turn instruction datasets.
Opportunities and Challenges in Neural Dialog Tutoring
Designing dialog tutors has been challenging as it involves modeling the diverse and complex pedagogical strategies employed by human tutors. Although there have been significant recent advances in neural conversational systems using large language models (LLMs) and growth in available dialog corpora, dialog tutoring has largely remained unaffected by these advances. In this paper, we rigorously analyze various generative language models on two dialog tutoring datasets for language learning using automatic and human evaluations to understand the new opportunities brought by these advances as well as the challenges we must overcome to build models that would be usable in real educational settings. We find that although current approaches can model tutoring in constrained learning scenarios when the number of concepts to be taught and possible teacher strategies are small, they perform poorly in less constrained scenarios. Our human quality evaluation shows that both models and ground-truth annotations exhibit low performance in terms of equitable tutoring, which measures learning opportunities for students and how engaging the dialog is. To understand the behavior of our models in a real tutoring setting, we conduct a user study using expert annotators and find a significantly large number of model reasoning errors in 45% of conversations. Finally, we connect our findings to outline future work.
Embodied-R1: Reinforced Embodied Reasoning for General Robotic Manipulation
Generalization in embodied AI is hindered by the "seeing-to-doing gap," which stems from data scarcity and embodiment heterogeneity. To address this, we pioneer "pointing" as a unified, embodiment-agnostic intermediate representation, defining four core embodied pointing abilities that bridge high-level vision-language comprehension with low-level action primitives. We introduce Embodied-R1, a 3B Vision-Language Model (VLM) specifically designed for embodied reasoning and pointing. We use a wide range of embodied and general visual reasoning datasets as sources to construct a large-scale dataset, Embodied-Points-200K, which supports key embodied pointing capabilities. We then train Embodied-R1 using a two-stage Reinforced Fine-tuning (RFT) curriculum with a specialized multi-task reward design. Embodied-R1 achieves state-of-the-art performance on 11 embodied spatial and pointing benchmarks. Critically, it demonstrates robust zero-shot generalization by achieving a 56.2% success rate in the SIMPLEREnv and 87.5% across 8 real-world XArm tasks without any task-specific fine-tuning, representing a 62% improvement over strong baselines. Furthermore, the model exhibits high robustness against diverse visual disturbances. Our work shows that a pointing-centric representation, combined with an RFT training paradigm, offers an effective and generalizable pathway to closing the perception-action gap in robotics.
Unleashing Embodied Task Planning Ability in LLMs via Reinforcement Learning
Large Language Models (LLMs) have demonstrated remarkable capabilities across various tasks, yet they face significant challenges in embodied task planning scenarios that require continuous environmental understanding and action generation. Existing approaches generate open-loop action scripts based on static knowledge, making it difficult to learn causal relationships between actions and environmental feedback, particularly in partially observable environments. We introduce Embodied Planner-R1, a novel outcome-driven reinforcement learning framework that enables LLMs to develop interactive capabilities through autonomous exploration with minimal supervision. Our framework incorporates three key innovations: (1) Without human annotations, we employ pure reinforcement learning with group rollout, incorporating in-environment interaction through parallel exploration; (2) completion-driven sparse reward; and (3) Interactive Policy Optimization (IPO) for efficient learning from grouped trajectories. Across two challenging text-based Embodied planning benchmarks, Embodied Planner-R1 achieves impressive completion rates of 97.78% on ALFWorld and 79.92% on ScienceWorld, surpassing prior methods by a large margin, and suffers only a -3.66% drop in previously unseen environments, evidencing strong generalization.
Embodied Agent Interface: Benchmarking LLMs for Embodied Decision Making
We aim to evaluate Large Language Models (LLMs) for embodied decision making. While a significant body of work has been leveraging LLMs for decision making in embodied environments, we still lack a systematic understanding of their performance because they are usually applied in different domains, for different purposes, and built based on different inputs and outputs. Furthermore, existing evaluations tend to rely solely on a final success rate, making it difficult to pinpoint what ability is missing in LLMs and where the problem lies, which in turn blocks embodied agents from leveraging LLMs effectively and selectively. To address these limitations, we propose a generalized interface (Embodied Agent Interface) that supports the formalization of various types of tasks and input-output specifications of LLM-based modules. Specifically, it allows us to unify 1) a broad set of embodied decision-making tasks involving both state and temporally extended goals, 2) four commonly-used LLM-based modules for decision making: goal interpretation, subgoal decomposition, action sequencing, and transition modeling, and 3) a collection of fine-grained metrics which break down evaluation into various types of errors, such as hallucination errors, affordance errors, various types of planning errors, etc. Overall, our benchmark offers a comprehensive assessment of LLMs' performance for different subtasks, pinpointing the strengths and weaknesses in LLM-powered embodied AI systems, and providing insights for effective and selective use of LLMs in embodied decision making.
Building Cooperative Embodied Agents Modularly with Large Language Models
Large Language Models (LLMs) have demonstrated impressive planning abilities in single-agent embodied tasks across various domains. However, their capacity for planning and communication in multi-agent cooperation remains unclear, even though these are crucial skills for intelligent embodied agents. In this paper, we present a novel framework that utilizes LLMs for multi-agent cooperation and tests it in various embodied environments. Our framework enables embodied agents to plan, communicate, and cooperate with other embodied agents or humans to accomplish long-horizon tasks efficiently. We demonstrate that recent LLMs, such as GPT-4, can surpass strong planning-based methods and exhibit emergent effective communication using our framework without requiring fine-tuning or few-shot prompting. We also discover that LLM-based agents that communicate in natural language can earn more trust and cooperate more effectively with humans. Our research underscores the potential of LLMs for embodied AI and lays the foundation for future research in multi-agent cooperation. Videos can be found on the project website https://vis-www.cs.umass.edu/Co-LLM-Agents/.
BAP v2: An Enhanced Task Framework for Instruction Following in Minecraft Dialogues
Developing interactive agents that can understand language, perceive their surroundings, and act within the physical world is a long-standing goal of AI research. The Minecraft Collaborative Building Task (MCBT) (Narayan-Chen, Jayannavar, and Hockenmaier 2019), a two-player game in which an Architect (A) instructs a Builder (B) to construct a target structure in a simulated 3D Blocks World environment, offers a rich platform to work towards this goal. In this work, we focus on the Builder Action Prediction (BAP) subtask: predicting B's actions in a multimodal game context (Jayannavar, Narayan-Chen, and Hockenmaier 2020) - a challenging testbed for grounded instruction following, with limited training data. We holistically re-examine this task and introduce BAP v2 to address key challenges in evaluation, training data, and modeling. Specifically, we define an enhanced evaluation benchmark, featuring a cleaner test set and fairer, more insightful metrics that also reveal spatial reasoning as the primary performance bottleneck. To address data scarcity and to teach models basic spatial skills, we generate different types of synthetic MCBT data. We observe that current, LLM-based SOTA models trained on the human BAP dialogues fail on these simpler, synthetic BAP ones, but show that training models on this synthetic data improves their performance across the board. We also introduce a new SOTA model, Llama-CRAFTS, which leverages richer input representations, and achieves an F1 score of 53.0 on the BAP v2 task and strong performance on the synthetic data. While this result marks a notable 6 points improvement over previous work, it also underscores the task's remaining difficulty, establishing BAP v2 as a fertile ground for future research, and providing a useful measure of the spatial capabilities of current text-only LLMs in such embodied tasks.
EnvGen: Generating and Adapting Environments via LLMs for Training Embodied Agents
Recent SOTA approaches for embodied learning via interaction directly employ large language models (LLMs) as agents to determine the next steps in an environment. Due to their world knowledge and reasoning capabilities, LLM agents achieve stronger performance than previous smaller agents based on reinforcement learning (RL); however, frequently calling LLMs is slow and expensive. Instead of directly employing LLMs as agents, can we use LLMs' reasoning capabilities to adaptively create training environments to help smaller embodied RL agents learn useful skills that they are weak at? We propose EnvGen, a novel framework to address this question. First, we prompt an LLM to generate training environments that allow agents to quickly learn different tasks in parallel. Concretely, the LLM is given the task description and simulator objectives that the agents should learn and is then asked to generate a set of environment configurations (e.g., different terrains, items given to agents, etc.). Next, we train a small RL agent in a mixture of the original and LLM-generated environments. Then, we enable the LLM to continuously adapt the generated environments to progressively improve the skills that the agent is weak at, by providing feedback to the LLM in the form of the agent's performance. We demonstrate the usefulness of EnvGen with comprehensive experiments in Crafter and Heist environments. We find that a small RL agent trained with EnvGen can outperform SOTA methods, including a GPT-4 agent, and learns long-horizon tasks significantly faster. We show qualitatively how the LLM adapts training environments to help improve RL agents' weaker skills over time. Additionally, EnvGen is substantially more efficient as it only uses a small number of LLM calls (e.g., 4 in total), whereas LLM agents require thousands of LLM calls. Lastly, we present detailed ablation studies for our design choices.
Interactive Natural Language Processing
Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.
EmbRACE-3K: Embodied Reasoning and Action in Complex Environments
Recent advanced vision-language models(VLMs) have demonstrated strong performance on passive, offline image and video understanding tasks. However, their effectiveness in embodied settings, which require online interaction and active scene understanding remains limited. In such scenarios, an agent perceives the environment from a first-person perspective, with each action dynamically shaping subsequent observations. Even state-of-the-art models such as GPT-4o, Claude 3.5 Sonnet, and Gemini 2.5 Pro struggle in open-environment interactions, exhibiting clear limitations in spatial reasoning and long-horizon planning. To address this gap, we introduce EmRACE-3K, a dataset of over 3,000 language-guided tasks situated in diverse, photorealistic environments constructed using Unreal Engine and the UnrealCV-Zoo framework. The tasks encompass a wide range of embodied challenges, including navigation, object manipulation, and multi-stage goal execution. Each task unfolds as a multi-step trajectory, pairing first-person visual observations with high-level instructions, grounded actions, and natural language rationales that express the agent's intent at every step. Using EmRACE-3K, we establish a benchmark to evaluate the embodied reasoning capabilities of VLMs across three key dimensions: Exploration, Dynamic Spatial-Semantic Reasoning, and Multi-stage Goal Execution. In zero-shot settings, all models achieve success rates below 20%, underscoring the challenge posed by our benchmark and the current limitations of VLMs in interactive environments. To demonstrate the utility of EmRACE-3K, we further fine-tune Qwen2.5-VL-7B using supervised learning followed by reinforcement learning. This approach yields substantial improvements across all three challenge categories, highlighting the dataset's effectiveness in enabling the development of embodied reasoning capabilities.
Language-Conditioned Imitation Learning for Robot Manipulation Tasks
Imitation learning is a popular approach for teaching motor skills to robots. However, most approaches focus on extracting policy parameters from execution traces alone (i.e., motion trajectories and perceptual data). No adequate communication channel exists between the human expert and the robot to describe critical aspects of the task, such as the properties of the target object or the intended shape of the motion. Motivated by insights into the human teaching process, we introduce a method for incorporating unstructured natural language into imitation learning. At training time, the expert can provide demonstrations along with verbal descriptions in order to describe the underlying intent (e.g., "go to the large green bowl"). The training process then interrelates these two modalities to encode the correlations between language, perception, and motion. The resulting language-conditioned visuomotor policies can be conditioned at runtime on new human commands and instructions, which allows for more fine-grained control over the trained policies while also reducing situational ambiguity. We demonstrate in a set of simulation experiments how our approach can learn language-conditioned manipulation policies for a seven-degree-of-freedom robot arm and compare the results to a variety of alternative methods.
Goal Inference from Open-Ended Dialog
We present an online method for embodied agents to learn and accomplish diverse user goals. While offline methods like RLHF can represent various goals but require large datasets, our approach achieves similar flexibility with online efficiency. We extract natural language goal representations from conversations with Large Language Models (LLMs). We prompt an LLM to role play as a human with different goals and use the corresponding likelihoods to run Bayesian inference over potential goals. As a result, our method can represent uncertainty over complex goals based on unrestricted dialog. We evaluate our method in grocery shopping and home robot assistance domains using a text-based interface and AI2Thor simulation respectively. Results show our method outperforms ablation baselines that lack either explicit goal representation or probabilistic inference.
Grounding Gaps in Language Model Generations
Effective conversation requires common ground: a shared understanding between the participants. Common ground, however, does not emerge spontaneously in conversation. Speakers and listeners work together to both identify and construct a shared basis while avoiding misunderstanding. To accomplish grounding, humans rely on a range of dialogue acts, like clarification (What do you mean?) and acknowledgment (I understand.). However, it is unclear whether large language models (LLMs) generate text that reflects human grounding. To this end, we curate a set of grounding acts and propose corresponding metrics that quantify attempted grounding. We study whether LLM generations contain grounding acts, simulating turn-taking from several dialogue datasets and comparing results to humans. We find that -- compared to humans -- LLMs generate language with less conversational grounding, instead generating text that appears to simply presume common ground. To understand the roots of the identified grounding gap, we examine the role of instruction tuning and preference optimization, finding that training on contemporary preference data leads to a reduction in generated grounding acts. Altogether, we highlight the need for more research investigating conversational grounding in human-AI interaction.
Augmented Co-Speech Gesture Generation: Including Form and Meaning Features to Guide Learning-Based Gesture Synthesis
Due to their significance in human communication, the automatic generation of co-speech gestures in artificial embodied agents has received a lot of attention. Although modern deep learning approaches can generate realistic-looking conversational gestures from spoken language, they often lack the ability to convey meaningful information and generate contextually appropriate gestures. This paper presents an augmented approach to the generation of co-speech gestures that additionally takes into account given form and meaning features for the gestures. Our framework effectively acquires this information from a small corpus with rich semantic annotations and a larger corpus without such information. We provide an analysis of the effects of distinctive feature targets and we report on a human rater evaluation study demonstrating that our framework achieves semantic coherence and person perception on the same level as human ground truth behavior. We make our data pipeline and the generation framework publicly available.
Book2Dial: Generating Teacher-Student Interactions from Textbooks for Cost-Effective Development of Educational Chatbots
Educational chatbots are a promising tool for assisting student learning. However, the development of effective chatbots in education has been challenging, as high-quality data is seldom available in this domain. In this paper, we propose a framework for generating synthetic teacher-student interactions grounded in a set of textbooks. Our approaches capture one aspect of learning interactions where curious students with partial knowledge interactively ask a teacher questions about the material in the textbook. We highlight various quality criteria that such dialogues should fulfill and compare several approaches relying on either prompting or fine-tuning large language models. We use synthetic dialogues to train educational chatbots and show benefits of further fine-tuning in different educational domains. However, human evaluation shows that our best data synthesis method still suffers from hallucinations and tends to reiterate information from previous conversations. Our findings offer insights for future efforts in synthesizing conversational data that strikes a balance between size and quality. We will open-source our data and code.
ERA: Transforming VLMs into Embodied Agents via Embodied Prior Learning and Online Reinforcement Learning
Recent advances in embodied AI highlight the potential of vision language models (VLMs) as agents capable of perception, reasoning, and interaction in complex environments. However, top-performing systems rely on large-scale models that are costly to deploy, while smaller VLMs lack the necessary knowledge and skills to succeed. To bridge this gap, we present Embodied Reasoning Agent (ERA), a two-stage framework that integrates prior knowledge learning and online reinforcement learning (RL). The first stage, Embodied Prior Learning, distills foundational knowledge from three types of data: (1) Trajectory-Augmented Priors, which enrich existing trajectory data with structured reasoning generated by stronger models; (2) Environment-Anchored Priors, which provide in-environment knowledge and grounding supervision; and (3) External Knowledge Priors, which transfer general knowledge from out-of-environment datasets. In the second stage, we develop an online RL pipeline that builds on these priors to further enhance agent performance. To overcome the inherent challenges in agent RL, including long horizons, sparse rewards, and training instability, we introduce three key designs: self-summarization for context management, dense reward shaping, and turn-level policy optimization. Extensive experiments on both high-level planning (EB-ALFRED) and low-level control (EB-Manipulation) tasks demonstrate that ERA-3B surpasses both prompting-based large models and previous training-based baselines. Specifically, it achieves overall improvements of 8.4\% on EB-ALFRED and 19.4\% on EB-Manipulation over GPT-4o, and exhibits strong generalization to unseen tasks. Overall, ERA offers a practical path toward scalable embodied intelligence, providing methodological insights for future embodied AI systems.
RoboOmni: Proactive Robot Manipulation in Omni-modal Context
Recent advances in Multimodal Large Language Models (MLLMs) have driven rapid progress in Vision-Language-Action (VLA) models for robotic manipulation. Although effective in many scenarios, current approaches largely rely on explicit instructions, whereas in real-world interactions, humans rarely issue instructions directly. Effective collaboration requires robots to infer user intentions proactively. In this work, we introduce cross-modal contextual instructions, a new setting where intent is derived from spoken dialogue, environmental sounds, and visual cues rather than explicit commands. To address this new setting, we present RoboOmni, a Perceiver-Thinker-Talker-Executor framework based on end-to-end omni-modal LLMs that unifies intention recognition, interaction confirmation, and action execution. RoboOmni fuses auditory and visual signals spatiotemporally for robust intention recognition, while supporting direct speech interaction. To address the absence of training data for proactive intention recognition in robotic manipulation, we build OmniAction, comprising 140k episodes, 5k+ speakers, 2.4k event sounds, 640 backgrounds, and six contextual instruction types. Experiments in simulation and real-world settings show that RoboOmni surpasses text- and ASR-based baselines in success rate, inference speed, intention recognition, and proactive assistance.
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.
Situated and Interactive Multimodal Conversations
Next generation virtual assistants are envisioned to handle multimodal inputs (e.g., vision, memories of previous interactions, in addition to the user's utterances), and perform multimodal actions (e.g., displaying a route in addition to generating the system's utterance). We introduce Situated Interactive MultiModal Conversations (SIMMC) as a new direction aimed at training agents that take multimodal actions grounded in a co-evolving multimodal input context in addition to the dialog history. We provide two SIMMC datasets totalling ~13K human-human dialogs (~169K utterances) using a multimodal Wizard-of-Oz (WoZ) setup, on two shopping domains: (a) furniture (grounded in a shared virtual environment) and, (b) fashion (grounded in an evolving set of images). We also provide logs of the items appearing in each scene, and contextual NLU and coreference annotations, using a novel and unified framework of SIMMC conversational acts for both user and assistant utterances. Finally, we present several tasks within SIMMC as objective evaluation protocols, such as Structural API Prediction and Response Generation. We benchmark a collection of existing models on these SIMMC tasks as strong baselines, and demonstrate rich multimodal conversational interactions. Our data, annotations, code, and models are publicly available.
An Android Robot Head as Embodied Conversational Agent
This paper describes, how current Machine Learning (ML) techniques combined with simple rule-based animation routines make an android robot head an embodied conversational agent with ChatGPT as its core component. The android robot head is described, technical details are given of how lip-sync animation is being achieved, and general software design decisions are presented. A public presentation of the system revealed improvement opportunities that are reported and that lead our iterative implementation approach.
Agent AI: Surveying the Horizons of Multimodal Interaction
Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.
WALL-E: Embodied Robotic WAiter Load Lifting with Large Language Model
Enabling robots to understand language instructions and react accordingly to visual perception has been a long-standing goal in the robotics research community. Achieving this goal requires cutting-edge advances in natural language processing, computer vision, and robotics engineering. Thus, this paper mainly investigates the potential of integrating the most recent Large Language Models (LLMs) and existing visual grounding and robotic grasping system to enhance the effectiveness of the human-robot interaction. We introduce the WALL-E (Embodied Robotic WAiter load lifting with Large Language model) as an example of this integration. The system utilizes the LLM of ChatGPT to summarize the preference object of the users as a target instruction via the multi-round interactive dialogue. The target instruction is then forwarded to a visual grounding system for object pose and size estimation, following which the robot grasps the object accordingly. We deploy this LLM-empowered system on the physical robot to provide a more user-friendly interface for the instruction-guided grasping task. The further experimental results on various real-world scenarios demonstrated the feasibility and efficacy of our proposed framework. See the project website at: https://star-uu-wang.github.io/WALL-E/
From LLMs to Actions: Latent Codes as Bridges in Hierarchical Robot Control
Hierarchical control for robotics has long been plagued by the need to have a well defined interface layer to communicate between high-level task planners and low-level policies. With the advent of LLMs, language has been emerging as a prospective interface layer. However, this has several limitations. Not all tasks can be decomposed into steps that are easily expressible in natural language (e.g. performing a dance routine). Further, it makes end-to-end finetuning on embodied data challenging due to domain shift and catastrophic forgetting. We introduce our method -- Learnable Latent Codes as Bridges (LCB) -- as an alternate architecture to overcome these limitations. \method~uses a learnable latent code to act as a bridge between LLMs and low-level policies. This enables LLMs to flexibly communicate goals in the task plan without being entirely constrained by language limitations. Additionally, it enables end-to-end finetuning without destroying the embedding space of word tokens learned during pre-training. Through experiments on Language Table and Calvin, two common language based benchmarks for embodied agents, we find that \method~outperforms baselines (including those w/ GPT-4V) that leverage pure language as the interface layer on tasks that require reasoning and multi-step behaviors.
PFEA: An LLM-based High-Level Natural Language Planning and Feedback Embodied Agent for Human-Centered AI
The rapid advancement of Large Language Models (LLMs) has marked a significant breakthrough in Artificial Intelligence (AI), ushering in a new era of Human-centered Artificial Intelligence (HAI). HAI aims to better serve human welfare and needs, thereby placing higher demands on the intelligence level of robots, particularly in aspects such as natural language interaction, complex task planning, and execution. Intelligent agents powered by LLMs have opened up new pathways for realizing HAI. However, existing LLM-based embodied agents often lack the ability to plan and execute complex natural language control tasks online. This paper explores the implementation of intelligent robotic manipulating agents based on Vision-Language Models (VLMs) in the physical world. We propose a novel embodied agent framework for robots, which comprises a human-robot voice interaction module, a vision-language agent module and an action execution module. The vision-language agent itself includes a vision-based task planner, a natural language instruction converter, and a task performance feedback evaluator. Experimental results demonstrate that our agent achieves a 28\% higher average task success rate in both simulated and real environments compared to approaches relying solely on LLM+CLIP, significantly improving the execution success rate of high-level natural language instruction tasks.
Integrating Representational Gestures into Automatically Generated Embodied Explanations and its Effects on Understanding and Interaction Quality
In human interaction, gestures serve various functions such as marking speech rhythm, highlighting key elements, and supplementing information. These gestures are also observed in explanatory contexts. However, the impact of gestures on explanations provided by virtual agents remains underexplored. A user study was carried out to investigate how different types of gestures influence perceived interaction quality and listener understanding. This study addresses the effect of gestures in explanation by developing an embodied virtual explainer integrating both beat gestures and iconic gestures to enhance its automatically generated verbal explanations. Our model combines beat gestures generated by a learned speech-driven synthesis module with manually captured iconic gestures, supporting the agent's verbal expressions about the board game Quarto! as an explanation scenario. Findings indicate that neither the use of iconic gestures alone nor their combination with beat gestures outperforms the baseline or beat-only conditions in terms of understanding. Nonetheless, compared to prior research, the embodied agent significantly enhances understanding.
"No, to the Right" -- Online Language Corrections for Robotic Manipulation via Shared Autonomy
Systems for language-guided human-robot interaction must satisfy two key desiderata for broad adoption: adaptivity and learning efficiency. Unfortunately, existing instruction-following agents cannot adapt, lacking the ability to incorporate online natural language supervision, and even if they could, require hundreds of demonstrations to learn even simple policies. In this work, we address these problems by presenting Language-Informed Latent Actions with Corrections (LILAC), a framework for incorporating and adapting to natural language corrections - "to the right," or "no, towards the book" - online, during execution. We explore rich manipulation domains within a shared autonomy paradigm. Instead of discrete turn-taking between a human and robot, LILAC splits agency between the human and robot: language is an input to a learned model that produces a meaningful, low-dimensional control space that the human can use to guide the robot. Each real-time correction refines the human's control space, enabling precise, extended behaviors - with the added benefit of requiring only a handful of demonstrations to learn. We evaluate our approach via a user study where users work with a Franka Emika Panda manipulator to complete complex manipulation tasks. Compared to existing learned baselines covering both open-loop instruction following and single-turn shared autonomy, we show that our corrections-aware approach obtains higher task completion rates, and is subjectively preferred by users because of its reliability, precision, and ease of use.
ReSee: Responding through Seeing Fine-grained Visual Knowledge in Open-domain Dialogue
Incorporating visual knowledge into text-only dialogue systems has become a potential direction to imitate the way humans think, imagine, and communicate. However, existing multimodal dialogue systems are either confined by the scale and quality of available datasets or the coarse concept of visual knowledge. To address these issues, we provide a new paradigm of constructing multimodal dialogues as well as two datasets extended from text-only dialogues under such paradigm (ReSee-WoW, ReSee-DD). We propose to explicitly split the visual knowledge into finer granularity (``turn-level'' and ``entity-level''). To further boost the accuracy and diversity of augmented visual information, we retrieve them from the Internet or a large image dataset. To demonstrate the superiority and universality of the provided visual knowledge, we propose a simple but effective framework ReSee to add visual representation into vanilla dialogue models by modality concatenations. We also conduct extensive experiments and ablations w.r.t. different model configurations and visual knowledge settings. Empirical, encouraging results not only demonstrate the effectiveness of introducing visual knowledge at both entity and turn level but also verify the proposed model ReSee outperforms several state-of-the-art methods on automatic and human evaluations. By leveraging text and vision knowledge, ReSee can produce informative responses with real-world visual concepts. Our code is available at https://github.com/ImKeTT/ReSee.
D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI
Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations, and 1K+ hours of pseudo-labeled gameplay), we achieve a total of 96.6% success rate on LIBERO manipulation and 83.3% on CANVAS navigation benchmarks. This validates that sensorimotor primitives in digital interactions exhibit sufficient invariance to transfer meaningfully to physical embodied tasks, establishing desktop pretraining as a practical paradigm for robotics. We will make all our work public, including the OWA toolkit, datasets of human-collected and pseudo-labeled, and VAPT-trained models available at https://worv-ai.github.io/d2e/
EmbodiedBench: Comprehensive Benchmarking Multi-modal Large Language Models for Vision-Driven Embodied Agents
Leveraging Multi-modal Large Language Models (MLLMs) to create embodied agents offers a promising avenue for tackling real-world tasks. While language-centric embodied agents have garnered substantial attention, MLLM-based embodied agents remain underexplored due to the lack of comprehensive evaluation frameworks. To bridge this gap, we introduce EmbodiedBench, an extensive benchmark designed to evaluate vision-driven embodied agents. EmbodiedBench features: (1) a diverse set of 1,128 testing tasks across four environments, ranging from high-level semantic tasks (e.g., household) to low-level tasks involving atomic actions (e.g., navigation and manipulation); and (2) six meticulously curated subsets evaluating essential agent capabilities like commonsense reasoning, complex instruction understanding, spatial awareness, visual perception, and long-term planning. Through extensive experiments, we evaluated 13 leading proprietary and open-source MLLMs within EmbodiedBench. Our findings reveal that: MLLMs excel at high-level tasks but struggle with low-level manipulation, with the best model, GPT-4o, scoring only 28.9% on average. EmbodiedBench provides a multifaceted standardized evaluation platform that not only highlights existing challenges but also offers valuable insights to advance MLLM-based embodied agents. Our code is available at https://embodiedbench.github.io.
Do We Really Need a Complex Agent System? Distill Embodied Agent into a Single Model
With the power of large language models (LLMs), open-ended embodied agents can flexibly understand human instructions, generate interpretable guidance strategies, and output executable actions. Nowadays, Multi-modal Language Models~(MLMs) integrate multi-modal signals into LLMs, further bringing richer perception to entity agents and allowing embodied agents to perceive world-understanding tasks more delicately. However, existing works: 1) operate independently by agents, each containing multiple LLMs, from perception to action, resulting in gaps between complex tasks and execution; 2) train MLMs on static data, struggling with dynamics in open-ended scenarios; 3) input prior knowledge directly as prompts, suppressing application flexibility. We propose STEVE-2, a hierarchical knowledge distillation framework for open-ended embodied tasks, characterized by 1) a hierarchical system for multi-granular task division, 2) a mirrored distillation method for parallel simulation data, and 3) an extra expert model for bringing additional knowledge into parallel simulation. After distillation, embodied agents can complete complex, open-ended tasks without additional expert guidance, utilizing the performance and knowledge of a versatile MLM. Extensive evaluations on navigation and creation tasks highlight the superior performance of STEVE-2 in open-ended tasks, with 1.4 times - 7.3 times in performance.
Playpen: An Environment for Exploring Learning Through Conversational Interaction
Interaction between learner and feedback-giver has come into focus recently for post-training of Large Language Models (LLMs), through the use of reward models that judge the appropriateness of a model's response. In this paper, we investigate whether Dialogue Games -- goal-directed and rule-governed activities driven predominantly by verbal actions -- can also serve as a source of feedback signals for learning. We introduce Playpen, an environment for off- and online learning through Dialogue Game self-play, and investigate a representative set of post-training methods: supervised fine-tuning; direct alignment (DPO); and reinforcement learning with GRPO. We experiment with post-training a small LLM (Llama-3.1-8B-Instruct), evaluating performance on unseen instances of training games as well as unseen games, and on standard benchmarks. We find that imitation learning through SFT improves performance on unseen instances, but negatively impacts other skills, while interactive learning with GRPO shows balanced improvements without loss of skills. We release the framework and the baseline training setups to foster research in the promising new direction of learning in (synthetic) interaction.
Improving Vision-and-Language Navigation with Image-Text Pairs from the Web
Following a navigation instruction such as 'Walk down the stairs and stop at the brown sofa' requires embodied AI agents to ground scene elements referenced via language (e.g. 'stairs') to visual content in the environment (pixels corresponding to 'stairs'). We ask the following question -- can we leverage abundant 'disembodied' web-scraped vision-and-language corpora (e.g. Conceptual Captions) to learn visual groundings (what do 'stairs' look like?) that improve performance on a relatively data-starved embodied perception task (Vision-and-Language Navigation)? Specifically, we develop VLN-BERT, a visiolinguistic transformer-based model for scoring the compatibility between an instruction ('...stop at the brown sofa') and a sequence of panoramic RGB images captured by the agent. We demonstrate that pretraining VLN-BERT on image-text pairs from the web before fine-tuning on embodied path-instruction data significantly improves performance on VLN -- outperforming the prior state-of-the-art in the fully-observed setting by 4 absolute percentage points on success rate. Ablations of our pretraining curriculum show each stage to be impactful -- with their combination resulting in further positive synergistic effects.
Embodied-R: Collaborative Framework for Activating Embodied Spatial Reasoning in Foundation Models via Reinforcement Learning
Humans can perceive and reason about spatial relationships from sequential visual observations, such as egocentric video streams. However, how pretrained models acquire such abilities, especially high-level reasoning, remains unclear. This paper introduces Embodied-R, a collaborative framework combining large-scale Vision-Language Models (VLMs) for perception and small-scale Language Models (LMs) for reasoning. Using Reinforcement Learning (RL) with a novel reward system considering think-answer logical consistency, the model achieves slow-thinking capabilities with limited computational resources. After training on only 5k embodied video samples, Embodied-R with a 3B LM matches state-of-the-art multimodal reasoning models (OpenAI-o1, Gemini-2.5-pro) on both in-distribution and out-of-distribution embodied spatial reasoning tasks. Embodied-R also exhibits emergent thinking patterns such as systematic analysis and contextual integration. We further explore research questions including response length, training on VLM, strategies for reward design, and differences in model generalization after SFT (Supervised Fine-Tuning) and RL training.
Dialogue Planning via Brownian Bridge Stochastic Process for Goal-directed Proactive Dialogue
Goal-directed dialogue systems aim to proactively reach a pre-determined target through multi-turn conversations. The key to achieving this task lies in planning dialogue paths that smoothly and coherently direct conversations towards the target. However, this is a challenging and under-explored task. In this work, we propose a coherent dialogue planning approach that uses a stochastic process to model the temporal dynamics of dialogue paths. We define a latent space that captures the coherence of goal-directed behavior using a Brownian bridge process, which allows us to incorporate user feedback flexibly in dialogue planning. Based on the derived latent trajectories, we generate dialogue paths explicitly using pre-trained language models. We finally employ these paths as natural language prompts to guide dialogue generation. Our experiments show that our approach generates more coherent utterances and achieves the goal with a higher success rate.
From Multimodal LLMs to Generalist Embodied Agents: Methods and Lessons
We examine the capability of Multimodal Large Language Models (MLLMs) to tackle diverse domains that extend beyond the traditional language and vision tasks these models are typically trained on. Specifically, our focus lies in areas such as Embodied AI, Games, UI Control, and Planning. To this end, we introduce a process of adapting an MLLM to a Generalist Embodied Agent (GEA). GEA is a single unified model capable of grounding itself across these varied domains through a multi-embodiment action tokenizer. GEA is trained with supervised learning on a large dataset of embodied experiences and with online RL in interactive simulators. We explore the data and algorithmic choices necessary to develop such a model. Our findings reveal the importance of training with cross-domain data and online RL for building generalist agents. The final GEA model achieves strong generalization performance to unseen tasks across diverse benchmarks compared to other generalist models and benchmark-specific approaches.
EmbodiedGPT: Vision-Language Pre-Training via Embodied Chain of Thought
Embodied AI is a crucial frontier in robotics, capable of planning and executing action sequences for robots to accomplish long-horizon tasks in physical environments. In this work, we introduce EmbodiedGPT, an end-to-end multi-modal foundation model for embodied AI, empowering embodied agents with multi-modal understanding and execution capabilities. To achieve this, we have made the following efforts: (i) We craft a large-scale embodied planning dataset, termed EgoCOT. The dataset consists of carefully selected videos from the Ego4D dataset, along with corresponding high-quality language instructions. Specifically, we generate a sequence of sub-goals with the "Chain of Thoughts" mode for effective embodied planning. (ii) We introduce an efficient training approach to EmbodiedGPT for high-quality plan generation, by adapting a 7B large language model (LLM) to the EgoCOT dataset via prefix tuning. (iii) We introduce a paradigm for extracting task-related features from LLM-generated planning queries to form a closed loop between high-level planning and low-level control. Extensive experiments show the effectiveness of EmbodiedGPT on embodied tasks, including embodied planning, embodied control, visual captioning, and visual question answering. Notably, EmbodiedGPT significantly enhances the success rate of the embodied control task by extracting more effective features. It has achieved a remarkable 1.6 times increase in success rate on the Franka Kitchen benchmark and a 1.3 times increase on the Meta-World benchmark, compared to the BLIP-2 baseline fine-tuned with the Ego4D dataset.
PCA-Bench: Evaluating Multimodal Large Language Models in Perception-Cognition-Action Chain
We present PCA-Bench, a multimodal decision-making benchmark for evaluating the integrated capabilities of Multimodal Large Language Models (MLLMs). Departing from previous benchmarks focusing on simplistic tasks and individual model capability, PCA-Bench introduces three complex scenarios: autonomous driving, domestic robotics, and open-world games. Given task instructions and diverse contexts, the model is required to seamlessly integrate multiple capabilities of Perception, Cognition, and Action in a reasoning chain to make accurate decisions. Moreover, PCA-Bench features error localization capabilities, scrutinizing model inaccuracies in areas such as perception, knowledge, or reasoning. This enhances the reliability of deploying MLLMs. To balance accuracy and efficiency in evaluation, we propose PCA-Eval, an automatic evaluation protocol, and assess 10 prevalent MLLMs. The results reveal significant performance disparities between open-source models and powerful proprietary models like GPT-4 Vision. To address this, we introduce Embodied-Instruction-Evolution (EIE), an automatic framework for synthesizing instruction tuning examples in multimodal embodied environments. EIE generates 7,510 training examples in PCA-Bench and enhances the performance of open-source MLLMs, occasionally surpassing GPT-4 Vision (+3\% in decision accuracy), thereby validating the effectiveness of EIE. Our findings suggest that robust MLLMs like GPT4-Vision show promise for decision-making in embodied agents, opening new avenues for MLLM research.
TextBind: Multi-turn Interleaved Multimodal Instruction-following
Large language models with instruction-following abilities have revolutionized the field of artificial intelligence. These models show exceptional generalizability to tackle various real-world tasks through their natural language interfaces. However, their performance heavily relies on high-quality exemplar data, which is often difficult to obtain. This challenge is further exacerbated when it comes to multimodal instruction following. We introduce TextBind, an almost annotation-free framework for empowering larger language models with the multi-turn interleaved multimodal instruction-following capabilities. Our approach requires only image-caption pairs and generates multi-turn multimodal instruction-response conversations from a language model. We release our dataset, model, and demo to foster future research in the area of multimodal instruction following.
Let's Go Real Talk: Spoken Dialogue Model for Face-to-Face Conversation
In this paper, we introduce a novel Face-to-Face spoken dialogue model. It processes audio-visual speech from user input and generates audio-visual speech as the response, marking the initial step towards creating an avatar chatbot system without relying on intermediate text. To this end, we newly introduce MultiDialog, the first large-scale multimodal (i.e., audio and visual) spoken dialogue corpus containing 340 hours of approximately 9,000 dialogues, recorded based on the open domain dialogue dataset, TopicalChat. The MultiDialog contains parallel audio-visual recordings of conversation partners acting according to the given script with emotion annotations, which we expect to open up research opportunities in multimodal synthesis. Our Face-to-Face spoken dialogue model incorporates a textually pretrained large language model and adapts it into the audio-visual spoken dialogue domain by incorporating speech-text joint pretraining. Through extensive experiments, we validate the effectiveness of our model in facilitating a face-to-face conversation. Demo and data are available at https://multidialog.github.io and https://huggingface.co/datasets/IVLLab/MultiDialog, respectively.
Does Visual Grounding Enhance the Understanding of Embodied Knowledge in Large Language Models?
Despite significant progress in multimodal language models (LMs), it remains unclear whether visual grounding enhances their understanding of embodied knowledge compared to text-only models. To address this question, we propose a novel embodied knowledge understanding benchmark based on the perceptual theory from psychology, encompassing visual, auditory, tactile, gustatory, olfactory external senses, and interoception. The benchmark assesses the models' perceptual abilities across different sensory modalities through vector comparison and question-answering tasks with over 1,700 questions. By comparing 30 state-of-the-art LMs, we surprisingly find that vision-language models (VLMs) do not outperform text-only models in either task. Moreover, the models perform significantly worse in the visual dimension compared to other sensory dimensions. Further analysis reveals that the vector representations are easily influenced by word form and frequency, and the models struggle to answer questions involving spatial perception and reasoning. Our findings underscore the need for more effective integration of embodied knowledge in LMs to enhance their understanding of the physical world.
VLMbench: A Compositional Benchmark for Vision-and-Language Manipulation
Benefiting from language flexibility and compositionality, humans naturally intend to use language to command an embodied agent for complex tasks such as navigation and object manipulation. In this work, we aim to fill the blank of the last mile of embodied agents -- object manipulation by following human guidance, e.g., "move the red mug next to the box while keeping it upright." To this end, we introduce an Automatic Manipulation Solver (AMSolver) system and build a Vision-and-Language Manipulation benchmark (VLMbench) based on it, containing various language instructions on categorized robotic manipulation tasks. Specifically, modular rule-based task templates are created to automatically generate robot demonstrations with language instructions, consisting of diverse object shapes and appearances, action types, and motion constraints. We also develop a keypoint-based model 6D-CLIPort to deal with multi-view observations and language input and output a sequence of 6 degrees of freedom (DoF) actions. We hope the new simulator and benchmark will facilitate future research on language-guided robotic manipulation.
Embodied BERT: A Transformer Model for Embodied, Language-guided Visual Task Completion
Language-guided robots performing home and office tasks must navigate in and interact with the world. Grounding language instructions against visual observations and actions to take in an environment is an open challenge. We present Embodied BERT (EmBERT), a transformer-based model which can attend to high-dimensional, multi-modal inputs across long temporal horizons for language-conditioned task completion. Additionally, we bridge the gap between successful object-centric navigation models used for non-interactive agents and the language-guided visual task completion benchmark, ALFRED, by introducing object navigation targets for EmBERT training. We achieve competitive performance on the ALFRED benchmark, and EmBERT marks the first transformer-based model to successfully handle the long-horizon, dense, multi-modal histories of ALFRED, and the first ALFRED model to utilize object-centric navigation targets.
DEMO: Reframing Dialogue Interaction with Fine-grained Element Modeling
Large language models (LLMs) have made dialogue one of the central modes of human-machine interaction, leading to the accumulation of vast amounts of conversation logs and increasing demand for dialogue generation. A conversational life-cycle spans from the Prelude through the Interlocution to the Epilogue, encompassing various elements. Despite the existence of numerous dialogue-related studies, there is a lack of benchmarks that encompass comprehensive dialogue elements, hindering precise modeling and systematic evaluation. To bridge this gap, we introduce an innovative research task Dialogue Element MOdeling, including Element Awareness and Dialogue Agent Interaction, and propose a novel benchmark, DEMO, designed for a comprehensive dialogue modeling and assessment. Inspired by imitation learning, we further build the agent which possesses the adept ability to model dialogue elements based on the DEMO benchmark. Extensive experiments indicate that existing LLMs still exhibit considerable potential for enhancement, and our DEMO agent has superior performance in both in-domain and out-of-domain tasks.
Towards Dialogues for Joint Human-AI Reasoning and Value Alignment
We argue that enabling human-AI dialogue, purposed to support joint reasoning (i.e., 'inquiry'), is important for ensuring that AI decision making is aligned with human values and preferences. In particular, we point to logic-based models of argumentation and dialogue, and suggest that the traditional focus on persuasion dialogues be replaced by a focus on inquiry dialogues, and the distinct challenges that joint inquiry raises. Given recent dramatic advances in the performance of large language models (LLMs), and the anticipated increase in their use for decision making, we provide a roadmap for research into inquiry dialogues for supporting joint human-LLM reasoning tasks that are ethically salient, and that thereby require that decisions are value aligned.
EDEN: Empathetic Dialogues for English learning
Dialogue systems have been used as conversation partners in English learning, but few have studied whether these systems improve learning outcomes. Student passion and perseverance, or grit, has been associated with language learning success. Recent work establishes that as students perceive their English teachers to be more supportive, their grit improves. Hypothesizing that the same pattern applies to English-teaching chatbots, we create EDEN, a robust open-domain chatbot for spoken conversation practice that provides empathetic feedback. To construct EDEN, we first train a specialized spoken utterance grammar correction model and a high-quality social chit-chat conversation model. We then conduct a preliminary user study with a variety of strategies for empathetic feedback. Our experiment suggests that using adaptive empathetic feedback leads to higher perceived affective support. Furthermore, elements of perceived affective support positively correlate with student grit.
ICAL: Continual Learning of Multimodal Agents by Transforming Trajectories into Actionable Insights
Large-scale generative language and vision-language models (LLMs and VLMs) excel in few-shot in-context learning for decision making and instruction following. However, they require high-quality exemplar demonstrations to be included in their context window. In this work, we ask: Can LLMs and VLMs generate their own prompt examples from generic, sub-optimal demonstrations? We propose In-Context Abstraction Learning (ICAL), a method that builds a memory of multimodal experience insights from sub-optimal demonstrations and human feedback. Given a noisy demonstration in a new domain, VLMs abstract the trajectory into a general program by fixing inefficient actions and annotating cognitive abstractions: task relationships, object state changes, temporal subgoals, and task construals. These abstractions are refined and adapted interactively through human feedback while the agent attempts to execute the trajectory in a similar environment. The resulting abstractions, when used as exemplars in the prompt, significantly improve decision-making in retrieval-augmented LLM and VLM agents. Our ICAL agent surpasses the state-of-the-art in dialogue-based instruction following in TEACh, multimodal web agents in VisualWebArena, and action anticipation in Ego4D. In TEACh, we achieve a 12.6% improvement in goal-condition success. In VisualWebArena, our task success rate improves over the SOTA from 14.3% to 22.7%. In Ego4D action forecasting, we improve over few-shot GPT-4V and remain competitive with supervised models. We show finetuning our retrieval-augmented in-context agent yields additional improvements. Our approach significantly reduces reliance on expert-crafted examples and consistently outperforms in-context learning from action plans that lack such insights.
Can LLMs Generate Human-Like Wayfinding Instructions? Towards Platform-Agnostic Embodied Instruction Synthesis
We present a novel approach to automatically synthesize "wayfinding instructions" for an embodied robot agent. In contrast to prior approaches that are heavily reliant on human-annotated datasets designed exclusively for specific simulation platforms, our algorithm uses in-context learning to condition an LLM to generate instructions using just a few references. Using an LLM-based Visual Question Answering strategy, we gather detailed information about the environment which is used by the LLM for instruction synthesis. We implement our approach on multiple simulation platforms including Matterport3D, AI Habitat and ThreeDWorld, thereby demonstrating its platform-agnostic nature. We subjectively evaluate our approach via a user study and observe that 83.3% of users find the synthesized instructions accurately capture the details of the environment and show characteristics similar to those of human-generated instructions. Further, we conduct zero-shot navigation with multiple approaches on the REVERIE dataset using the generated instructions, and observe very close correlation with the baseline on standard success metrics (< 1% change in SR), quantifying the viability of generated instructions in replacing human-annotated data. We finally discuss the applicability of our approach in enabling a generalizable evaluation of embodied navigation policies. To the best of our knowledge, ours is the first LLM-driven approach capable of generating "human-like" instructions in a platform-agnostic manner, without training.
LLM-Planner: Few-Shot Grounded Planning for Embodied Agents with Large Language Models
This study focuses on using large language models (LLMs) as a planner for embodied agents that can follow natural language instructions to complete complex tasks in a visually-perceived environment. The high data cost and poor sample efficiency of existing methods hinders the development of versatile agents that are capable of many tasks and can learn new tasks quickly. In this work, we propose a novel method, LLM-Planner, that harnesses the power of large language models to do few-shot planning for embodied agents. We further propose a simple but effective way to enhance LLMs with physical grounding to generate and update plans that are grounded in the current environment. Experiments on the ALFRED dataset show that our method can achieve very competitive few-shot performance: Despite using less than 0.5% of paired training data, LLM-Planner achieves competitive performance with recent baselines that are trained using the full training data. Existing methods can barely complete any task successfully under the same few-shot setting. Our work opens the door for developing versatile and sample-efficient embodied agents that can quickly learn many tasks. Website: https://dki-lab.github.io/LLM-Planner
LoHoRavens: A Long-Horizon Language-Conditioned Benchmark for Robotic Tabletop Manipulation
The convergence of embodied agents and large language models (LLMs) has brought significant advancements to embodied instruction following. Particularly, the strong reasoning capabilities of LLMs make it possible for robots to perform long-horizon tasks without expensive annotated demonstrations. However, public benchmarks for testing the long-horizon reasoning capabilities of language-conditioned robots in various scenarios are still missing. To fill this gap, this work focuses on the tabletop manipulation task and releases a simulation benchmark, LoHoRavens, which covers various long-horizon reasoning aspects spanning color, size, space, arithmetics and reference. Furthermore, there is a key modality bridging problem for long-horizon manipulation tasks with LLMs: how to incorporate the observation feedback during robot execution for the LLM's closed-loop planning, which is however less studied by prior work. We investigate two methods of bridging the modality gap: caption generation and learnable interface for incorporating explicit and implicit observation feedback to the LLM, respectively. These methods serve as the two baselines for our proposed benchmark. Experiments show that both methods struggle to solve some tasks, indicating long-horizon manipulation tasks are still challenging for current popular models. We expect the proposed public benchmark and baselines can help the community develop better models for long-horizon tabletop manipulation tasks.
Violation of Expectation via Metacognitive Prompting Reduces Theory of Mind Prediction Error in Large Language Models
Recent research shows that Large Language Models (LLMs) exhibit a compelling level of proficiency in Theory of Mind (ToM) tasks. This ability to impute unobservable mental states to others is vital to human social cognition and may prove equally important in principal-agent relations between individual humans and Artificial Intelligences (AIs). In this paper, we explore how a mechanism studied in developmental psychology known as Violation of Expectation (VoE) can be implemented to reduce errors in LLM prediction about users by leveraging emergent ToM affordances. And we introduce a metacognitive prompting framework to apply VoE in the context of an AI tutor. By storing and retrieving facts derived in cases where LLM expectation about the user was violated, we find that LLMs are able to learn about users in ways that echo theories of human learning. Finally, we discuss latent hazards and augmentative opportunities associated with modeling user psychology and propose ways to mitigate risk along with possible directions for future inquiry.
Bootstrapping LLM-based Task-Oriented Dialogue Agents via Self-Talk
Large language models (LLMs) are powerful dialogue agents, but specializing them towards fulfilling a specific function can be challenging. Instructing tuning, i.e. tuning models on instruction and sample responses generated by humans (Ouyang et al., 2022), has proven as an effective method to do so, yet requires a number of data samples that a) might not be available or b) costly to generate. Furthermore, this cost increases when the goal is to make the LLM follow a specific workflow within a dialogue instead of single instructions. Inspired by the self-play technique in reinforcement learning and the use of LLMs to simulate human agents, we propose a more effective method for data collection through LLMs engaging in a conversation in various roles. This approach generates a training data via "self-talk" of LLMs that can be refined and utilized for supervised fine-tuning. We introduce an automated way to measure the (partial) success of a dialogue. This metric is used to filter the generated conversational data that is fed back in LLM for training. Based on our automated and human evaluations of conversation quality, we demonstrate that such self-talk data improves results. In addition, we examine the various characteristics that showcase the quality of generated dialogues and how they can be connected to their potential utility as training data.
Role-Play with Large Language Models
As dialogue agents become increasingly human-like in their performance, it is imperative that we develop effective ways to describe their behaviour in high-level terms without falling into the trap of anthropomorphism. In this paper, we foreground the concept of role-play. Casting dialogue agent behaviour in terms of role-play allows us to draw on familiar folk psychological terms, without ascribing human characteristics to language models they in fact lack. Two important cases of dialogue agent behaviour are addressed this way, namely (apparent) deception and (apparent) self-awareness.
Large Model Empowered Embodied AI: A Survey on Decision-Making and Embodied Learning
Embodied AI aims to develop intelligent systems with physical forms capable of perceiving, decision-making, acting, and learning in real-world environments, providing a promising way to Artificial General Intelligence (AGI). Despite decades of explorations, it remains challenging for embodied agents to achieve human-level intelligence for general-purpose tasks in open dynamic environments. Recent breakthroughs in large models have revolutionized embodied AI by enhancing perception, interaction, planning and learning. In this article, we provide a comprehensive survey on large model empowered embodied AI, focusing on autonomous decision-making and embodied learning. We investigate both hierarchical and end-to-end decision-making paradigms, detailing how large models enhance high-level planning, low-level execution, and feedback for hierarchical decision-making, and how large models enhance Vision-Language-Action (VLA) models for end-to-end decision making. For embodied learning, we introduce mainstream learning methodologies, elaborating on how large models enhance imitation learning and reinforcement learning in-depth. For the first time, we integrate world models into the survey of embodied AI, presenting their design methods and critical roles in enhancing decision-making and learning. Though solid advances have been achieved, challenges still exist, which are discussed at the end of this survey, potentially as the further research directions.
LEGENT: Open Platform for Embodied Agents
Despite advancements in Large Language Models (LLMs) and Large Multimodal Models (LMMs), their integration into language-grounded, human-like embodied agents remains incomplete, hindering complex real-life task performance in physical environments. Existing integrations often feature limited open sourcing, challenging collective progress in this field. We introduce LEGENT, an open, scalable platform for developing embodied agents using LLMs and LMMs. LEGENT offers a dual approach: a rich, interactive 3D environment with communicable and actionable agents, paired with a user-friendly interface, and a sophisticated data generation pipeline utilizing advanced algorithms to exploit supervision from simulated worlds at scale. In our experiments, an embryonic vision-language-action model trained on LEGENT-generated data surpasses GPT-4V in embodied tasks, showcasing promising generalization capabilities.
Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning
Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/
BEAR: Benchmarking and Enhancing Multimodal Language Models for Atomic Embodied Capabilities
Embodied capabilities refer to a suite of fundamental abilities for an agent to perceive, comprehend, and interact with the physical world. While multimodal large language models (MLLMs) show promise as embodied agents, a thorough and systematic evaluation of their embodied capabilities remains underexplored, as existing benchmarks primarily focus on specific domains such as planning or spatial understanding. To bridge this gap, we introduce BEAR, a comprehensive and fine-grained benchmark that evaluates MLLMs on atomic embodied capabilities. BEAR comprises 4,469 interleaved image-video-text entries across 14 domains in 6 categories, including tasks from low-level pointing, trajectory understanding, spatial reasoning, to high-level planning. Extensive evaluation results of 20 representative MLLMs reveal their persistent limitations across all domains of embodied capabilities. To tackle the shortfall, we propose BEAR-Agent, a multimodal conversable agent that integrates pretrained vision models to strengthen MLLM perception, 3D understanding, and planning capabilities. It substantially enhances MLLM performance across diverse embodied capabilities on BEAR, yielding a 9.12% absolute gain and a relative improvement of 17.5% on GPT-5. Furthermore, our experiments indicate that improving MLLM embodied capabilities can benefit embodied tasks in simulated environments. Project website: https://bear-official66.github.io/
Multi-Party Chat: Conversational Agents in Group Settings with Humans and Models
Current dialogue research primarily studies pairwise (two-party) conversations, and does not address the everyday setting where more than two speakers converse together. In this work, we both collect and evaluate multi-party conversations to study this more general case. We use the LIGHT environment to construct grounded conversations, where each participant has an assigned character to role-play. We thus evaluate the ability of language models to act as one or more characters in such conversations. Models require two skills that pairwise-trained models appear to lack: (1) being able to decide when to talk; (2) producing coherent utterances grounded on multiple characters. We compare models trained on our new dataset to existing pairwise-trained dialogue models, as well as large language models with few-shot prompting. We find that our new dataset, MultiLIGHT, which we will publicly release, can help bring significant improvements in the group setting.
Incorporating Spatial Awareness in Data-Driven Gesture Generation for Virtual Agents
This paper focuses on enhancing human-agent communication by integrating spatial context into virtual agents' non-verbal behaviors, specifically gestures. Recent advances in co-speech gesture generation have primarily utilized data-driven methods, which create natural motion but limit the scope of gestures to those performed in a void. Our work aims to extend these methods by enabling generative models to incorporate scene information into speech-driven gesture synthesis. We introduce a novel synthetic gesture dataset tailored for this purpose. This development represents a critical step toward creating embodied conversational agents that interact more naturally with their environment and users.
Think Before You Speak: Cultivating Communication Skills of Large Language Models via Inner Monologue
The emergence of large language models (LLMs) further improves the capabilities of open-domain dialogue systems and can generate fluent, coherent, and diverse responses. However, LLMs still lack a crucial ability: communication skills. This limitation renders them more like information seeking tools rather than anthropomorphic chatbots. Communication skills, such as topic transition, proactively asking questions, concept guidance, empathy, and summarising often should be taken into consideration, to make LLMs more anthropomorphic and proactive during the conversation, thereby increasing the interest of users and attracting them to chat for longer. However, enabling these communication skills in black-box LLMs remains a key challenge because they do not have the same utterance formation mode as real people: think before speaking. Inspired by linguistics and cognitive science, we empower LLMs with communication skills through inner monologues. To evaluate various communication skills, we construct a benchmark named Cskills, which can also more comprehensively evaluate the dialogue generation ability of the model. Experimental results show that the proposed CSIM strategy improves the backbone models and outperforms the baselines.
InstructDial: Improving Zero and Few-shot Generalization in Dialogue through Instruction Tuning
Instruction tuning is an emergent paradigm in NLP wherein natural language instructions are leveraged with language models to induce zero-shot performance on unseen tasks. Instructions have been shown to enable good performance on unseen tasks and datasets in both large and small language models. Dialogue is an especially interesting area to explore instruction tuning because dialogue systems perform multiple kinds of tasks related to language (e.g., natural language understanding and generation, domain-specific interaction), yet instruction tuning has not been systematically explored for dialogue-related tasks. We introduce InstructDial, an instruction tuning framework for dialogue, which consists of a repository of 48 diverse dialogue tasks in a unified text-to-text format created from 59 openly available dialogue datasets. Next, we explore cross-task generalization ability on models tuned on InstructDial across diverse dialogue tasks. Our analysis reveals that InstructDial enables good zero-shot performance on unseen datasets and tasks such as dialogue evaluation and intent detection, and even better performance in a few-shot setting. To ensure that models adhere to instructions, we introduce novel meta-tasks. We establish benchmark zero-shot and few-shot performance of models trained using the proposed framework on multiple dialogue tasks.
A Mixture-of-Expert Approach to RL-based Dialogue Management
Despite recent advancements in language models (LMs), their application to dialogue management (DM) problems and ability to carry on rich conversations remain a challenge. We use reinforcement learning (RL) to develop a dialogue agent that avoids being short-sighted (outputting generic utterances) and maximizes overall user satisfaction. Most existing RL approaches to DM train the agent at the word-level, and thus, have to deal with a combinatorially complex action space even for a medium-size vocabulary. As a result, they struggle to produce a successful and engaging dialogue even if they are warm-started with a pre-trained LM. To address this issue, we develop a RL-based DM using a novel mixture of expert language model (MoE-LM) that consists of (i) a LM capable of learning diverse semantics for conversation histories, (ii) a number of {\em specialized} LMs (or experts) capable of generating utterances corresponding to a particular attribute or personality, and (iii) a RL-based DM that performs dialogue planning with the utterances generated by the experts. Our MoE approach provides greater flexibility to generate sensible utterances with different intents and allows RL to focus on conversational-level DM. We compare it with SOTA baselines on open-domain dialogues and demonstrate its effectiveness both in terms of the diversity and sensibility of the generated utterances and the overall DM performance.
Grounding Task Assistance with Multimodal Cues from a Single Demonstration
A person's demonstration often serves as a key reference for others learning the same task. However, RGB video, the dominant medium for representing these demonstrations, often fails to capture fine-grained contextual cues such as intent, safety-critical environmental factors, and subtle preferences embedded in human behavior. This sensory gap fundamentally limits the ability of Vision Language Models (VLMs) to reason about why actions occur and how they should adapt to individual users. To address this, we introduce MICA (Multimodal Interactive Contextualized Assistance), a framework that improves conversational agents for task assistance by integrating eye gaze and speech cues. MICA segments demonstrations into meaningful sub-tasks and extracts keyframes and captions that capture fine-grained intent and user-specific cues, enabling richer contextual grounding for visual question answering. Evaluations on questions derived from real-time chat-assisted task replication show that multimodal cues significantly improve response quality over frame-based retrieval. Notably, gaze cues alone achieves 93% of speech performance, and their combination yields the highest accuracy. Task type determines the effectiveness of implicit (gaze) vs. explicit (speech) cues, underscoring the need for adaptable multimodal models. These results highlight the limitations of frame-based context and demonstrate the value of multimodal signals for real-world AI task assistance.
ERRA: An Embodied Representation and Reasoning Architecture for Long-horizon Language-conditioned Manipulation Tasks
This letter introduces ERRA, an embodied learning architecture that enables robots to jointly obtain three fundamental capabilities (reasoning, planning, and interaction) for solving long-horizon language-conditioned manipulation tasks. ERRA is based on tightly-coupled probabilistic inferences at two granularity levels. Coarse-resolution inference is formulated as sequence generation through a large language model, which infers action language from natural language instruction and environment state. The robot then zooms to the fine-resolution inference part to perform the concrete action corresponding to the action language. Fine-resolution inference is constructed as a Markov decision process, which takes action language and environmental sensing as observations and outputs the action. The results of action execution in environments provide feedback for subsequent coarse-resolution reasoning. Such coarse-to-fine inference allows the robot to decompose and achieve long-horizon tasks interactively. In extensive experiments, we show that ERRA can complete various long-horizon manipulation tasks specified by abstract language instructions. We also demonstrate successful generalization to the novel but similar natural language instructions.
Plan Verification for LLM-Based Embodied Task Completion Agents
Large language model (LLM) based task plans and corresponding human demonstrations for embodied AI may be noisy, with unnecessary actions, redundant navigation, and logical errors that reduce policy quality. We propose an iterative verification framework in which a Judge LLM critiques action sequences and a Planner LLM applies the revisions, yielding progressively cleaner and more spatially coherent trajectories. Unlike rule-based approaches, our method relies on natural language prompting, enabling broad generalization across error types including irrelevant actions, contradictions, and missing steps. On a set of manually annotated actions from the TEACh embodied AI dataset, our framework achieves up to 90% recall and 100% precision across four state-of-the-art LLMs (GPT o4-mini, DeepSeek-R1, Gemini 2.5, LLaMA 4 Scout). The refinement loop converges quickly, with 96.5% of sequences requiring at most three iterations, while improving both temporal efficiency and spatial action organization. Crucially, the method preserves human error-recovery patterns rather than collapsing them, supporting future work on robust corrective behavior. By establishing plan verification as a reliable LLM capability for spatial planning and action refinement, we provide a scalable path to higher-quality training data for imitation learning in embodied AI.
Towards a Progression-Aware Autonomous Dialogue Agent
Recent advances in large-scale language modeling and generation have enabled the creation of dialogue agents that exhibit human-like responses in a wide range of conversational scenarios spanning a diverse set of tasks, from general chit-chat to focused goal-oriented discourse. While these agents excel at generating high-quality responses that are relevant to prior context, they suffer from a lack of awareness of the overall direction in which the conversation is headed, and the likelihood of task success inherent therein. Thus, we propose a framework in which dialogue agents can evaluate the progression of a conversation toward or away from desired outcomes, and use this signal to inform planning for subsequent responses. Our framework is composed of three key elements: (1) the notion of a "global" dialogue state (GDS) space, (2) a task-specific progression function (PF) computed in terms of a conversation's trajectory through this space, and (3) a planning mechanism based on dialogue rollouts by which an agent may use progression signals to select its next response.
Language Models Meet World Models: Embodied Experiences Enhance Language Models
While large language models (LMs) have shown remarkable capabilities across numerous tasks, they often struggle with simple reasoning and planning in physical environments, such as understanding object permanence or planning household activities. The limitation arises from the fact that LMs are trained only on written text and miss essential embodied knowledge and skills. In this paper, we propose a new paradigm of enhancing LMs by finetuning them with world models, to gain diverse embodied knowledge while retaining their general language capabilities. Our approach deploys an embodied agent in a world model, particularly a simulator of the physical world (VirtualHome), and acquires a diverse set of embodied experiences through both goal-oriented planning and random exploration. These experiences are then used to finetune LMs to teach diverse abilities of reasoning and acting in the physical world, e.g., planning and completing goals, object permanence and tracking, etc. Moreover, it is desirable to preserve the generality of LMs during finetuning, which facilitates generalizing the embodied knowledge across tasks rather than being tied to specific simulations. We thus further introduce the classical elastic weight consolidation (EWC) for selective weight updates, combined with low-rank adapters (LoRA) for training efficiency. Extensive experiments show our approach substantially improves base LMs on 18 downstream tasks by 64.28% on average. In particular, the small LMs (1.3B and 6B) enhanced by our approach match or even outperform much larger LMs (e.g., ChatGPT).
Self-Explanation Prompting Improves Dialogue Understanding in Large Language Models
Task-oriented dialogue (TOD) systems facilitate users in executing various activities via multi-turn dialogues, but Large Language Models (LLMs) often struggle to comprehend these intricate contexts. In this study, we propose a novel "Self-Explanation" prompting strategy to enhance the comprehension abilities of LLMs in multi-turn dialogues. This task-agnostic approach requires the model to analyze each dialogue utterance before task execution, thereby improving performance across various dialogue-centric tasks. Experimental results from six benchmark datasets confirm that our method consistently outperforms other zero-shot prompts and matches or exceeds the efficacy of few-shot prompts, demonstrating its potential as a powerful tool in enhancing LLMs' comprehension in complex dialogue tasks.
A Survey on Vision-Language-Action Models for Embodied AI
Embodied AI is widely recognized as a key element of artificial general intelligence because it involves controlling embodied agents to perform tasks in the physical world. Building on the success of large language models and vision-language models, a new category of multimodal models -- referred to as vision-language-action models (VLAs) -- has emerged to address language-conditioned robotic tasks in embodied AI by leveraging their distinct ability to generate actions. In recent years, a myriad of VLAs have been developed, making it imperative to capture the rapidly evolving landscape through a comprehensive survey. To this end, we present the first survey on VLAs for embodied AI. This work provides a detailed taxonomy of VLAs, organized into three major lines of research. The first line focuses on individual components of VLAs. The second line is dedicated to developing control policies adept at predicting low-level actions. The third line comprises high-level task planners capable of decomposing long-horizon tasks into a sequence of subtasks, thereby guiding VLAs to follow more general user instructions. Furthermore, we provide an extensive summary of relevant resources, including datasets, simulators, and benchmarks. Finally, we discuss the challenges faced by VLAs and outline promising future directions in embodied AI. We have created a project associated with this survey, which is available at https://github.com/yueen-ma/Awesome-VLA.
LMRL Gym: Benchmarks for Multi-Turn Reinforcement Learning with Language Models
Large language models (LLMs) provide excellent text-generation capabilities, but standard prompting and generation methods generally do not lead to intentional or goal-directed agents and might necessitate considerable prompt tuning. This becomes particularly apparent in multi-turn conversations: even the best current LLMs rarely ask clarifying questions, engage in explicit information gathering, or take actions now that lead to better decisions after multiple turns. Reinforcement learning has the potential to leverage the powerful modeling capabilities of LLMs, as well as their internal representation of textual interactions, to create capable goal-directed language agents. This can enable intentional and temporally extended interactions, such as with humans, through coordinated persuasion and carefully crafted questions, or in goal-directed play through text games to bring about desired final outcomes. However, enabling this requires the community to develop stable and reliable reinforcement learning algorithms that can effectively train LLMs. Developing such algorithms requires tasks that can gauge progress on algorithm design, provide accessible and reproducible evaluations for multi-turn interactions, and cover a range of task properties and challenges in improving reinforcement learning algorithms. Our paper introduces the LMRL-Gym benchmark for evaluating multi-turn RL for LLMs, together with an open-source research framework containing a basic toolkit for getting started on multi-turn RL with offline value-based and policy-based RL methods. Our benchmark consists of 8 different language tasks, which require multiple rounds of language interaction and cover a range of tasks in open-ended dialogue and text games.
Embodied Referring Expression Comprehension in Human-Robot Interaction
As robots enter human workspaces, there is a crucial need for them to comprehend embodied human instructions, enabling intuitive and fluent human-robot interaction (HRI). However, accurate comprehension is challenging due to a lack of large-scale datasets that capture natural embodied interactions in diverse HRI settings. Existing datasets suffer from perspective bias, single-view collection, inadequate coverage of nonverbal gestures, and a predominant focus on indoor environments. To address these issues, we present the Refer360 dataset, a large-scale dataset of embodied verbal and nonverbal interactions collected across diverse viewpoints in both indoor and outdoor settings. Additionally, we introduce MuRes, a multimodal guided residual module designed to improve embodied referring expression comprehension. MuRes acts as an information bottleneck, extracting salient modality-specific signals and reinforcing them into pre-trained representations to form complementary features for downstream tasks. We conduct extensive experiments on four HRI datasets, including the Refer360 dataset, and demonstrate that current multimodal models fail to capture embodied interactions comprehensively; however, augmenting them with MuRes consistently improves performance. These findings establish Refer360 as a valuable benchmark and exhibit the potential of guided residual learning to advance embodied referring expression comprehension in robots operating within human environments.
When Words Outperform Vision: VLMs Can Self-Improve Via Text-Only Training For Human-Centered Decision Making
Embodied decision-making is fundamental for AI agents operating in real-world environments. While Visual Language Models (VLMs) have advanced this capability, they still struggle with complex decisions, particularly in human-centered situations that require deep reasoning about human needs and values. In this study, we systematically evaluate open-sourced VLMs on multimodal human-centered decision-making tasks. We find that LLMs receiving only textual descriptions unexpectedly outperform their VLM counterparts of similar scale that process actual images, suggesting that visual alignment may hinder VLM abilities. To address this challenge, we propose a novel text-only training approach with synthesized textual data. This method strengthens VLMs' language components and transfers the learned abilities to multimodal inference, eliminating the need for expensive image-text paired data. Furthermore, we show that VLMs can achieve substantial performance gains through self-improvement, using training data generated by their LLM counterparts rather than relying on larger teacher models like GPT-4. Our findings establish a more efficient and scalable approach to enhancing VLMs' human-centered decision-making capabilities, opening new avenues for optimizing VLMs through self-improvement mechanisms.
CARTIER: Cartographic lAnguage Reasoning Targeted at Instruction Execution for Robots
This work explores the capacity of large language models (LLMs) to address problems at the intersection of spatial planning and natural language interfaces for navigation.Our focus is on following relatively complex instructions that are more akin to natural conversation than traditional explicit procedural directives seen in robotics. Unlike most prior work, where navigation directives are provided as imperative commands (e.g., go to the fridge), we examine implicit directives within conversational interactions. We leverage the 3D simulator AI2Thor to create complex and repeatable scenarios at scale, and augment it by adding complex language queries for 40 object types. We demonstrate that a robot can better parse descriptive language queries than existing methods by using an LLM to interpret the user interaction in the context of a list of the objects in the scene.
LEATHER: A Framework for Learning to Generate Human-like Text in Dialogue
Algorithms for text-generation in dialogue can be misguided. For example, in task-oriented settings, reinforcement learning that optimizes only task-success can lead to abysmal lexical diversity. We hypothesize this is due to poor theoretical understanding of the objectives in text-generation and their relation to the learning process (i.e., model training). To this end, we propose a new theoretical framework for learning to generate text in dialogue. Compared to existing theories of learning, our framework allows for analysis of the multi-faceted goals inherent to text-generation. We use our framework to develop theoretical guarantees for learners that adapt to unseen data. As an example, we apply our theory to study data-shift within a cooperative learning algorithm proposed for the GuessWhat?! visual dialogue game. From this insight, we propose a new algorithm, and empirically, we demonstrate our proposal improves both task-success and human-likeness of the generated text. Finally, we show statistics from our theory are empirically predictive of multiple qualities of the generated dialogue, suggesting our theory is useful for model-selection when human evaluations are not available.
Embodied-Reasoner: Synergizing Visual Search, Reasoning, and Action for Embodied Interactive Tasks
Recent advances in deep thinking models have demonstrated remarkable reasoning capabilities on mathematical and coding tasks. However, their effectiveness in embodied domains which require continuous interaction with environments through image action interleaved trajectories remains largely -unexplored. We present Embodied Reasoner, a model that extends o1 style reasoning to interactive embodied search tasks. Unlike mathematical reasoning that relies primarily on logical deduction, embodied scenarios demand spatial understanding, temporal reasoning, and ongoing self-reflection based on interaction history. To address these challenges, we synthesize 9.3k coherent Observation-Thought-Action trajectories containing 64k interactive images and 90k diverse thinking processes (analysis, spatial reasoning, reflection, planning, and verification). We develop a three-stage training pipeline that progressively enhances the model's capabilities through imitation learning, self-exploration via rejection sampling, and self-correction through reflection tuning. The evaluation shows that our model significantly outperforms those advanced visual reasoning models, e.g., it exceeds OpenAI o1, o3-mini, and Claude-3.7 by +9\%, 24\%, and +13\%. Analysis reveals our model exhibits fewer repeated searches and logical inconsistencies, with particular advantages in complex long-horizon tasks. Real-world environments also show our superiority while exhibiting fewer repeated searches and logical inconsistency cases.
Towards Learning a Generalist Model for Embodied Navigation
Building a generalist agent that can interact with the world is the intriguing target of AI systems, thus spurring the research for embodied navigation, where an agent is required to navigate according to instructions or respond to queries. Despite the major progress attained, previous works primarily focus on task-specific agents and lack generalizability to unseen scenarios. Recently, LLMs have presented remarkable capabilities across various fields, and provided a promising opportunity for embodied navigation. Drawing on this, we propose the first generalist model for embodied navigation, NaviLLM. It adapts LLMs to embodied navigation by introducing schema-based instruction. The schema-based instruction flexibly casts various tasks into generation problems, thereby unifying a wide range of tasks. This approach allows us to integrate diverse data sources from various datasets into the training, equipping NaviLLM with a wide range of capabilities required by embodied navigation. We conduct extensive experiments to evaluate the performance and generalizability of our model. The experimental results demonstrate that our unified model achieves state-of-the-art performance on CVDN, SOON, and ScanQA. Specifically, it surpasses the previous stats-of-the-art method by a significant margin of 29% in goal progress on CVDN. Moreover, our model also demonstrates strong generalizability and presents impressive results on unseen tasks, e.g., embodied question answering and 3D captioning.
PRINCIPLES: Synthetic Strategy Memory for Proactive Dialogue Agents
Dialogue agents based on large language models (LLMs) have shown promising performance in proactive dialogue, which requires effective strategy planning. However, existing approaches to strategy planning for proactive dialogue face several limitations: limited strategy coverage, preference bias in planning, and reliance on costly additional training. To address these, we propose PRINCIPLES: a synthetic strategy memory for proactive dialogue agents. PRINCIPLES is derived through offline self-play simulations and serves as reusable knowledge that guides strategy planning during inference, eliminating the need for additional training and data annotation. We evaluate PRINCIPLES in both emotional support and persuasion domains, demonstrating consistent improvements over strong baselines. Furthermore, PRINCIPLES maintains its robustness across extended and more diverse evaluation settings. See our project page at https://huggingface.co/spaces/kimnamssya/Principles.
MMMT-IF: A Challenging Multimodal Multi-Turn Instruction Following Benchmark
Evaluating instruction following capabilities for multimodal, multi-turn dialogue is challenging. With potentially multiple instructions in the input model context, the task is time-consuming for human raters and we show LLM based judges are biased towards answers from the same model. We propose MMMT-IF, an image based multi-turn Q&A evaluation set with added global instructions between questions, constraining the answer format. This challenges models to retrieve instructions dispersed across long dialogues and reason under instruction constraints. All instructions are objectively verifiable through code execution. We introduce the Programmatic Instruction Following (PIF) metric to measure the fraction of the instructions that are correctly followed while performing a reasoning task. The PIF-N-K set of metrics further evaluates robustness by measuring the fraction of samples in a corpus where, for each sample, at least K out of N generated model responses achieve a PIF score of one. The PIF metric aligns with human instruction following ratings, showing 60 percent correlation. Experiments show Gemini 1.5 Pro, GPT-4o, and Claude 3.5 Sonnet, have a PIF metric that drops from 0.81 on average at turn 1 across the models, to 0.64 at turn 20. Across all turns, when each response is repeated 4 times (PIF-4-4), GPT-4o and Gemini successfully follow all instructions only 11% of the time. When all the instructions are also appended to the end of the model input context, the PIF metric improves by 22.3 points on average, showing that the challenge with the task lies not only in following the instructions, but also in retrieving the instructions spread out in the model context. We plan to open source the MMMT-IF dataset and metric computation code.
POSQA: Probe the World Models of LLMs with Size Comparisons
Embodied language comprehension emphasizes that language understanding is not solely a matter of mental processing in the brain but also involves interactions with the physical and social environment. With the explosive growth of Large Language Models (LLMs) and their already ubiquitous presence in our daily lives, it is becoming increasingly necessary to verify their real-world understanding. Inspired by cognitive theories, we propose POSQA: a Physical Object Size Question Answering dataset with simple size comparison questions to examine the extremity and analyze the potential mechanisms of the embodied comprehension of the latest LLMs. We show that even the largest LLMs today perform poorly under the zero-shot setting. We then push their limits with advanced prompting techniques and external knowledge augmentation. Furthermore, we investigate whether their real-world comprehension primarily derives from contextual information or internal weights and analyse the impact of prompt formats and report bias of different objects. Our results show that real-world understanding that LLMs shaped from textual data can be vulnerable to deception and confusion by the surface form of prompts, which makes it less aligned with human behaviours.
VELMA: Verbalization Embodiment of LLM Agents for Vision and Language Navigation in Street View
Incremental decision making in real-world environments is one of the most challenging tasks in embodied artificial intelligence. One particularly demanding scenario is Vision and Language Navigation~(VLN) which requires visual and natural language understanding as well as spatial and temporal reasoning capabilities. The embodied agent needs to ground its understanding of navigation instructions in observations of a real-world environment like Street View. Despite the impressive results of LLMs in other research areas, it is an ongoing problem of how to best connect them with an interactive visual environment. In this work, we propose VELMA, an embodied LLM agent that uses a verbalization of the trajectory and of visual environment observations as contextual prompt for the next action. Visual information is verbalized by a pipeline that extracts landmarks from the human written navigation instructions and uses CLIP to determine their visibility in the current panorama view. We show that VELMA is able to successfully follow navigation instructions in Street View with only two in-context examples. We further finetune the LLM agent on a few thousand examples and achieve 25%-30% relative improvement in task completion over the previous state-of-the-art for two datasets.
Retrospectives on the Embodied AI Workshop
We present a retrospective on the state of Embodied AI research. Our analysis focuses on 13 challenges presented at the Embodied AI Workshop at CVPR. These challenges are grouped into three themes: (1) visual navigation, (2) rearrangement, and (3) embodied vision-and-language. We discuss the dominant datasets within each theme, evaluation metrics for the challenges, and the performance of state-of-the-art models. We highlight commonalities between top approaches to the challenges and identify potential future directions for Embodied AI research.
Collaborative Reasoning on Multi-Modal Semantic Graphs for Video-Grounded Dialogue Generation
We study video-grounded dialogue generation, where a response is generated based on the dialogue context and the associated video. The primary challenges of this task lie in (1) the difficulty of integrating video data into pre-trained language models (PLMs) which presents obstacles to exploiting the power of large-scale pre-training; and (2) the necessity of taking into account the complementarity of various modalities throughout the reasoning process. Although having made remarkable progress in video-grounded dialogue generation, existing methods still fall short when it comes to integrating with PLMs in a way that allows information from different modalities to complement each other. To alleviate these issues, we first propose extracting pertinent information from videos and turning it into reasoning paths that are acceptable to PLMs. Additionally, we propose a multi-agent reinforcement learning method to collaboratively perform reasoning on different modalities (i.e., video and dialogue context). Empirical experiment results on two public datasets indicate that the proposed model can significantly outperform state-of-the-art models by large margins on both automatic and human evaluations.
Grounding Conversations with Improvised Dialogues
Effective dialogue involves grounding, the process of establishing mutual knowledge that is essential for communication between people. Modern dialogue systems are not explicitly trained to build common ground, and therefore overlook this important aspect of communication. Improvisational theater (improv) intrinsically contains a high proportion of dialogue focused on building common ground, and makes use of the yes-and principle, a strong grounding speech act, to establish coherence and an actionable objective reality. We collect a corpus of more than 26,000 yes-and turns, transcribing them from improv dialogues and extracting them from larger, but more sparsely populated movie script dialogue corpora, via a bootstrapped classifier. We fine-tune chit-chat dialogue systems with our corpus to encourage more grounded, relevant conversation and confirm these findings with human evaluations.
Emotionally Intelligent Task-oriented Dialogue Systems: Architecture, Representation, and Optimisation
Task-oriented dialogue (ToD) systems are designed to help users achieve specific goals through natural language interaction. While recent advances in large language models (LLMs) have significantly improved linguistic fluency and contextual understanding, building effective and emotionally intelligent ToD systems remains a complex challenge. Effective ToD systems must optimise for task success, emotional understanding and responsiveness, and precise information conveyance, all within inherently noisy and ambiguous conversational environments. In this work, we investigate architectural, representational, optimisational as well as emotional considerations of ToD systems. We set up systems covering these design considerations with a challenging evaluation environment composed of a natural-language user simulator coupled with an imperfect natural language understanding module. We propose LUSTER, an LLM-based Unified System for Task-oriented dialogue with End-to-end Reinforcement learning with both short-term (user sentiment) and long-term (task success) rewards. Our findings demonstrate that combining LLM capability with structured reward modelling leads to more resilient and emotionally responsive ToD systems, offering a practical path forward for next-generation conversational agents.
Fake it to make it: Using synthetic data to remedy the data shortage in joint multimodal speech-and-gesture synthesis
Although humans engaged in face-to-face conversation simultaneously communicate both verbally and non-verbally, methods for joint and unified synthesis of speech audio and co-speech 3D gesture motion from text are a new and emerging field. These technologies hold great promise for more human-like, efficient, expressive, and robust synthetic communication, but are currently held back by the lack of suitably large datasets, as existing methods are trained on parallel data from all constituent modalities. Inspired by student-teacher methods, we propose a straightforward solution to the data shortage, by simply synthesising additional training material. Specifically, we use unimodal synthesis models trained on large datasets to create multimodal (but synthetic) parallel training data, and then pre-train a joint synthesis model on that material. In addition, we propose a new synthesis architecture that adds better and more controllable prosody modelling to the state-of-the-art method in the field. Our results confirm that pre-training on large amounts of synthetic data improves the quality of both the speech and the motion synthesised by the multimodal model, with the proposed architecture yielding further benefits when pre-trained on the synthetic data. See https://shivammehta25.github.io/MAGI/ for example output.
