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SubscribeA Multi-Agent Conversational Recommender System
Due to strong capabilities in conducting fluent, multi-turn conversations with users, Large Language Models (LLMs) have the potential to further improve the performance of Conversational Recommender System (CRS). Unlike the aimless chit-chat that LLM excels at, CRS has a clear target. So it is imperative to control the dialogue flow in the LLM to successfully recommend appropriate items to the users. Furthermore, user feedback in CRS can assist the system in better modeling user preferences, which has been ignored by existing studies. However, simply prompting LLM to conduct conversational recommendation cannot address the above two key challenges. In this paper, we propose Multi-Agent Conversational Recommender System (MACRS) which contains two essential modules. First, we design a multi-agent act planning framework, which can control the dialogue flow based on four LLM-based agents. This cooperative multi-agent framework will generate various candidate responses based on different dialogue acts and then choose the most appropriate response as the system response, which can help MACRS plan suitable dialogue acts. Second, we propose a user feedback-aware reflection mechanism which leverages user feedback to reason errors made in previous turns to adjust the dialogue act planning, and higher-level user information from implicit semantics. We conduct extensive experiments based on user simulator to demonstrate the effectiveness of MACRS in recommendation and user preferences collection. Experimental results illustrate that MACRS demonstrates an improvement in user interaction experience compared to directly using LLMs.
A Noise-Robust Turn-Taking System for Real-World Dialogue Robots: A Field Experiment
Turn-taking is a crucial aspect of human-robot interaction, directly influencing conversational fluidity and user engagement. While previous research has explored turn-taking models in controlled environments, their robustness in real-world settings remains underexplored. In this study, we propose a noise-robust voice activity projection (VAP) model, based on a Transformer architecture, to enhance real-time turn-taking in dialogue robots. To evaluate the effectiveness of the proposed system, we conducted a field experiment in a shopping mall, comparing the VAP system with a conventional cloud-based speech recognition system. Our analysis covered both subjective user evaluations and objective behavioral analysis. The results showed that the proposed system significantly reduced response latency, leading to a more natural conversation where both the robot and users responded faster. The subjective evaluations suggested that faster responses contribute to a better interaction experience.
ReasoningBank: Scaling Agent Self-Evolving with Reasoning Memory
With the growing adoption of large language model agents in persistent real-world roles, they naturally encounter continuous streams of tasks. A key limitation, however, is their failure to learn from the accumulated interaction history, forcing them to discard valuable insights and repeat past errors. We propose ReasoningBank, a novel memory framework that distills generalizable reasoning strategies from an agent's self-judged successful and failed experiences. At test time, an agent retrieves relevant memories from ReasoningBank to inform its interaction and then integrates new learnings back, enabling it to become more capable over time. Building on this powerful experience learner, we further introduce memory-aware test-time scaling (MaTTS), which accelerates and diversifies this learning process by scaling up the agent's interaction experience. By allocating more compute to each task, the agent generates abundant, diverse experiences that provide rich contrastive signals for synthesizing higher-quality memory. The better memory in turn guides more effective scaling, establishing a powerful synergy between memory and test-time scaling. Across web browsing and software engineering benchmarks, ReasoningBank consistently outperforms existing memory mechanisms that store raw trajectories or only successful task routines, improving both effectiveness and efficiency; MaTTS further amplifies these gains. These findings establish memory-driven experience scaling as a new scaling dimension, enabling agents to self-evolve with emergent behaviors naturally arise.
Novel Human Machine Interface via Robust Hand Gesture Recognition System using Channel Pruned YOLOv5s Model
Hand gesture recognition (HGR) is a vital component in enhancing the human-computer interaction experience, particularly in multimedia applications, such as virtual reality, gaming, smart home automation systems, etc. Users can control and navigate through these applications seamlessly by accurately detecting and recognizing gestures. However, in a real-time scenario, the performance of the gesture recognition system is sometimes affected due to the presence of complex background, low-light illumination, occlusion problems, etc. Another issue is building a fast and robust gesture-controlled human-computer interface (HCI) in the real-time scenario. The overall objective of this paper is to develop an efficient hand gesture detection and classification model using a channel-pruned YOLOv5-small model and utilize the model to build a gesture-controlled HCI with a quick response time (in ms) and higher detection speed (in fps). First, the YOLOv5s model is chosen for the gesture detection task. Next, the model is simplified by using a channel-pruned algorithm. After that, the pruned model is further fine-tuned to ensure detection efficiency. We have compared our suggested scheme with other state-of-the-art works, and it is observed that our model has shown superior results in terms of mAP (mean average precision), precision (\%), recall (\%), and F1-score (\%), fast inference time (in ms), and detection speed (in fps). Our proposed method paves the way for deploying a pruned YOLOv5s model for a real-time gesture-command-based HCI to control some applications, such as the VLC media player, Spotify player, etc., using correctly classified gesture commands in real-time scenarios. The average detection speed of our proposed system has reached more than 60 frames per second (fps) in real-time, which meets the perfect requirement in real-time application control.
VITA: Towards Open-Source Interactive Omni Multimodal LLM
The remarkable multimodal capabilities and interactive experience of GPT-4o underscore their necessity in practical applications, yet open-source models rarely excel in both areas. In this paper, we introduce VITA, the first-ever open-source Multimodal Large Language Model (MLLM) adept at simultaneous processing and analysis of Video, Image, Text, and Audio modalities, and meanwhile has an advanced multimodal interactive experience. Starting from Mixtral 8x7B as a language foundation, we expand its Chinese vocabulary followed by bilingual instruction tuning. We further endow the language model with visual and audio capabilities through two-stage multi-task learning of multimodal alignment and instruction tuning. VITA demonstrates robust foundational capabilities of multilingual, vision, and audio understanding, as evidenced by its strong performance across a range of both unimodal and multimodal benchmarks. Beyond foundational capabilities, we have made considerable progress in enhancing the natural multimodal human-computer interaction experience. To the best of our knowledge, we are the first to exploit non-awakening interaction and audio interrupt in MLLM. VITA is the first step for the open-source community to explore the seamless integration of multimodal understanding and interaction. While there is still lots of work to be done on VITA to get close to close-source counterparts, we hope that its role as a pioneer can serve as a cornerstone for subsequent research. Project Page: https://vita-home.github.io.
Inpaint4Drag: Repurposing Inpainting Models for Drag-Based Image Editing via Bidirectional Warping
Drag-based image editing has emerged as a powerful paradigm for intuitive image manipulation. However, existing approaches predominantly rely on manipulating the latent space of generative models, leading to limited precision, delayed feedback, and model-specific constraints. Accordingly, we present Inpaint4Drag, a novel framework that decomposes drag-based editing into pixel-space bidirectional warping and image inpainting. Inspired by elastic object deformation in the physical world, we treat image regions as deformable materials that maintain natural shape under user manipulation. Our method achieves real-time warping previews (0.01s) and efficient inpainting (0.3s) at 512x512 resolution, significantly improving the interaction experience compared to existing methods that require minutes per edit. By transforming drag inputs directly into standard inpainting formats, our approach serves as a universal adapter for any inpainting model without architecture modification, automatically inheriting all future improvements in inpainting technology. Extensive experiments demonstrate that our method achieves superior visual quality and precise control while maintaining real-time performance. Project page: https://visual-ai.github.io/inpaint4drag/
Continuous Speech Tokens Makes LLMs Robust Multi-Modality Learners
Recent advances in GPT-4o like multi-modality models have demonstrated remarkable progress for direct speech-to-speech conversation, with real-time speech interaction experience and strong speech understanding ability. However, current research focuses on discrete speech tokens to align with discrete text tokens for language modelling, which depends on an audio codec with residual connections or independent group tokens, such a codec usually leverages large scale and diverse datasets training to ensure that the discrete speech codes have good representation for varied domain, noise, style data reconstruction as well as a well-designed codec quantizer and encoder-decoder architecture for discrete token language modelling. This paper introduces Flow-Omni, a continuous speech token based GPT-4o like model, capable of real-time speech interaction and low streaming latency. Specifically, first, instead of cross-entropy loss only, we combine flow matching loss with a pretrained autoregressive LLM and a small MLP network to predict the probability distribution of the continuous-valued speech tokens from speech prompt. second, we incorporated the continuous speech tokens to Flow-Omni multi-modality training, thereby achieving robust speech-to-speech performance with discrete text tokens and continuous speech tokens together. Experiments demonstrate that, compared to discrete text and speech multi-modality training and its variants, the continuous speech tokens mitigate robustness issues by avoiding the inherent flaws of discrete speech code's representation loss for LLM.
ReVideo: Remake a Video with Motion and Content Control
Despite significant advancements in video generation and editing using diffusion models, achieving accurate and localized video editing remains a substantial challenge. Additionally, most existing video editing methods primarily focus on altering visual content, with limited research dedicated to motion editing. In this paper, we present a novel attempt to Remake a Video (ReVideo) which stands out from existing methods by allowing precise video editing in specific areas through the specification of both content and motion. Content editing is facilitated by modifying the first frame, while the trajectory-based motion control offers an intuitive user interaction experience. ReVideo addresses a new task involving the coupling and training imbalance between content and motion control. To tackle this, we develop a three-stage training strategy that progressively decouples these two aspects from coarse to fine. Furthermore, we propose a spatiotemporal adaptive fusion module to integrate content and motion control across various sampling steps and spatial locations. Extensive experiments demonstrate that our ReVideo has promising performance on several accurate video editing applications, i.e., (1) locally changing video content while keeping the motion constant, (2) keeping content unchanged and customizing new motion trajectories, (3) modifying both content and motion trajectories. Our method can also seamlessly extend these applications to multi-area editing without specific training, demonstrating its flexibility and robustness.
Neeko: Leveraging Dynamic LoRA for Efficient Multi-Character Role-Playing Agent
Large Language Models (LLMs) have revolutionized open-domain dialogue agents but encounter challenges in multi-character role-playing (MCRP) scenarios. To address the issue, we present Neeko, an innovative framework designed for efficient multiple characters imitation. Unlike existing methods, Neeko employs a dynamic low-rank adapter (LoRA) strategy, enabling it to adapt seamlessly to diverse characters. Our framework breaks down the role-playing process into agent pre-training, multiple characters playing, and character incremental learning, effectively handling both seen and unseen roles. This dynamic approach, coupled with distinct LoRA blocks for each character, enhances Neeko's adaptability to unique attributes, personalities, and speaking patterns. As a result, Neeko demonstrates superior performance in MCRP over most existing methods, offering more engaging and versatile user interaction experiences. Code and data are available at https://github.com/weiyifan1023/Neeko.
HAMLET: Hyperadaptive Agent-based Modeling for Live Embodied Theatrics
Creating an immersive and interactive theatrical experience is a long-term goal in the field of interactive narrative. The emergence of large language model (LLM) is providing a new path to achieve this goal. However, existing LLM-based drama generation methods often result in agents that lack initiative and cannot interact with the physical scene. Furthermore, these methods typically require detailed user input to drive the drama. These limitations reduce the interactivity and immersion of online real-time performance. To address the above challenges, we propose HAMLET, a multi-agent framework focused on drama creation and online performance. Given a simple topic, the framework generates a narrative blueprint, guiding the subsequent improvisational performance. During the online performance, each actor is given an autonomous mind. This means that actors can make independent decisions based on their own background, goals, and emotional state. In addition to conversations with other actors, their decisions can also change the state of scene props through actions such as opening a letter or picking up a weapon. The change is then broadcast to other related actors, updating what they know and care about, which in turn influences their next action. To evaluate the quality of drama performance generated by HAMLET, we designed an evaluation method to assess three primary aspects, including character performance, narrative quality, and interaction experience. The experimental evaluation shows that HAMLET can create expressive and coherent theatrical experiences.
SAPIEN: Affective Virtual Agents Powered by Large Language Models
In this demo paper, we introduce SAPIEN, a platform for high-fidelity virtual agents driven by large language models that can hold open domain conversations with users in 13 different languages, and display emotions through facial expressions and voice. The platform allows users to customize their virtual agent's personality, background, and conversation premise, thus providing a rich, immersive interaction experience. Furthermore, after the virtual meeting, the user can choose to get the conversation analyzed and receive actionable feedback on their communication skills. This paper illustrates an overview of the platform and discusses the various application domains of this technology, ranging from entertainment to mental health, communication training, language learning, education, healthcare, and beyond. Additionally, we consider the ethical implications of such realistic virtual agent representations and the potential challenges in ensuring responsible use.
RDMM: Fine-Tuned LLM Models for On-Device Robotic Decision Making with Enhanced Contextual Awareness in Specific Domains
Large language models (LLMs) represent a significant advancement in integrating physical robots with AI-driven systems. We showcase the capabilities of our framework within the context of the real-world household competition. This research introduces a framework that utilizes RDMM (Robotics Decision-Making Models), which possess the capacity for decision-making within domain-specific contexts, as well as an awareness of their personal knowledge and capabilities. The framework leverages information to enhance the autonomous decision-making of the system. In contrast to other approaches, our focus is on real-time, on-device solutions, successfully operating on hardware with as little as 8GB of memory. Our framework incorporates visual perception models equipping robots with understanding of their environment. Additionally, the framework has integrated real-time speech recognition capabilities, thus enhancing the human-robot interaction experience. Experimental results demonstrate that the RDMM framework can plan with an 93\% accuracy. Furthermore, we introduce a new dataset consisting of 27k planning instances, as well as 1.3k text-image annotated samples derived from the competition. The framework, benchmarks, datasets, and models developed in this work are publicly available on our GitHub repository at https://github.com/shadynasrat/RDMM.
Agent Learning via Early Experience
A long-term goal of language agents is to learn and improve through their own experience, ultimately outperforming humans in complex, real-world tasks. However, training agents from experience data with reinforcement learning remains difficult in many environments, which either lack verifiable rewards (e.g., websites) or require inefficient long-horizon rollouts (e.g., multi-turn tool use). As a result, most current agents rely on supervised fine-tuning on expert data, which is challenging to scale and generalizes poorly. This limitation stems from the nature of expert demonstrations: they capture only a narrow range of scenarios and expose the agent to limited environment diversity. We address this limitation with a middle-ground paradigm we call early experience: interaction data generated by the agent's own actions, where the resulting future states serve as supervision without reward signals. Within this paradigm we study two strategies of using such data: (1) Implicit world modeling, which uses collected states to ground the policy in environment dynamics; and (2) Self-reflection, where the agent learns from its suboptimal actions to improve reasoning and decision-making. We evaluate across eight diverse environments and multiple model families. Our approaches consistently improve effectiveness and out-of-domain generalization, highlighting the value of early experience. Moreover, in environments with verifiable rewards, our results provide promising signals that early experience offers a strong foundation for subsequent reinforcement learning, positioning it as a practical bridge between imitation learning and fully experience-driven agents.
Human-like Affective Cognition in Foundation Models
Understanding emotions is fundamental to human interaction and experience. Humans easily infer emotions from situations or facial expressions, situations from emotions, and do a variety of other affective cognition. How adept is modern AI at these inferences? We introduce an evaluation framework for testing affective cognition in foundation models. Starting from psychological theory, we generate 1,280 diverse scenarios exploring relationships between appraisals, emotions, expressions, and outcomes. We evaluate the abilities of foundation models (GPT-4, Claude-3, Gemini-1.5-Pro) and humans (N = 567) across carefully selected conditions. Our results show foundation models tend to agree with human intuitions, matching or exceeding interparticipant agreement. In some conditions, models are ``superhuman'' -- they better predict modal human judgements than the average human. All models benefit from chain-of-thought reasoning. This suggests foundation models have acquired a human-like understanding of emotions and their influence on beliefs and behavior.
ExpSeek: Self-Triggered Experience Seeking for Web Agents
Experience intervention in web agents emerges as a promising technical paradigm, enhancing agent interaction capabilities by providing valuable insights from accumulated experiences. However, existing methods predominantly inject experience passively as global context before task execution, struggling to adapt to dynamically changing contextual observations during agent-environment interaction. We propose ExpSeek, which shifts experience toward step-level proactive seeking: (1) estimating step-level entropy thresholds to determine intervention timing using the model's intrinsic signals; (2) designing step-level tailor-designed experience content. Experiments on Qwen3-8B and 32B models across four challenging web agent benchmarks demonstrate that ExpSeek achieves absolute improvements of 9.3% and 7.5%, respectively. Our experiments validate the feasibility and advantages of entropy as a self-triggering signal, reveal that even a 4B small-scale experience model can significantly boost the performance of larger agent models.
Ref-AVS: Refer and Segment Objects in Audio-Visual Scenes
Traditional reference segmentation tasks have predominantly focused on silent visual scenes, neglecting the integral role of multimodal perception and interaction in human experiences. In this work, we introduce a novel task called Reference Audio-Visual Segmentation (Ref-AVS), which seeks to segment objects within the visual domain based on expressions containing multimodal cues. Such expressions are articulated in natural language forms but are enriched with multimodal cues, including audio and visual descriptions. To facilitate this research, we construct the first Ref-AVS benchmark, which provides pixel-level annotations for objects described in corresponding multimodal-cue expressions. To tackle the Ref-AVS task, we propose a new method that adequately utilizes multimodal cues to offer precise segmentation guidance. Finally, we conduct quantitative and qualitative experiments on three test subsets to compare our approach with existing methods from related tasks. The results demonstrate the effectiveness of our method, highlighting its capability to precisely segment objects using multimodal-cue expressions. Dataset is available at https://gewu-lab.github.io/Ref-AVS{https://gewu-lab.github.io/Ref-AVS}.
Generative User-Experience Research for Developing Domain-specific Natural Language Processing Applications
User experience (UX) is a part of human-computer interaction (HCI) research and focuses on increasing intuitiveness, transparency, simplicity, and trust for system users. Most of the UX research for machine learning (ML) or natural language processing (NLP) focuses on a data-driven methodology, i.e., it fails to focus on users' requirements, and engages domain users mainly for usability evaluation. Moreover, more typical UX methods tailor the systems towards user usability, unlike learning about the user needs first. The paper proposes a methodology for integrating generative UX research into developing domain NLP applications. Generative UX research employs domain users at the initial stages of prototype development, i.e., ideation and concept evaluation, and the last stage for evaluating the change in user value. In the case study, we report the full-cycle prototype development of a domain-specific semantic search for daily operations in the process industry. Our case study shows that involving domain experts increases their interest and trust in the final NLP application. Moreover, we show that synergetic UX+NLP research efficiently considers data- and user-driven opportunities and constraints, which can be crucial for NLP applications in narrow domains
ReCreate: Reasoning and Creating Domain Agents Driven by Experience
Large Language Model agents are reshaping the industrial landscape. However, most practical agents remain human-designed because tasks differ widely, making them labor-intensive to build. This situation poses a central question: can we automatically create and adapt domain agents in the wild? While several recent approaches have sought to automate agent creation, they typically treat agent generation as a black-box procedure and rely solely on final performance metrics to guide the process. Such strategies overlook critical evidence explaining why an agent succeeds or fails, and often require high computational costs. To address these limitations, we propose ReCreate, an experience-driven framework for the automatic creation of domain agents. ReCreate systematically leverages agent interaction histories, which provide rich concrete signals on both the causes of success or failure and the avenues for improvement. Specifically, we introduce an agent-as-optimizer paradigm that effectively learns from experience via three key components: (i) an experience storage and retrieval mechanism for on-demand inspection; (ii) a reasoning-creating synergy pipeline that maps execution experience into scaffold edits; and (iii) hierarchical updates that abstract instance-level details into reusable domain patterns. In experiments across diverse domains, ReCreate consistently outperforms human-designed agents and existing automated agent generation methods, even when starting from minimal seed scaffolds.
M-$LLM^3$REC: A Motivation-Aware User-Item Interaction Framework for Enhancing Recommendation Accuracy with LLMs
Recommendation systems have been essential for both user experience and platform efficiency by alleviating information overload and supporting decision-making. Traditional methods, i.e., content-based filtering, collaborative filtering, and deep learning, have achieved impressive results in recommendation systems. However, the cold-start and sparse-data scenarios are still challenging to deal with. Existing solutions either generate pseudo-interaction sequence, which often introduces redundant or noisy signals, or rely heavily on semantic similarity, overlooking dynamic shifts in user motivation. To address these limitations, this paper proposes a novel recommendation framework, termed M-LLM^3REC, which leverages large language models for deep motivational signal extraction from limited user interactions. M-LLM^3REC comprises three integrated modules: the Motivation-Oriented Profile Extractor (MOPE), Motivation-Oriented Trait Encoder (MOTE), and Motivational Alignment Recommender (MAR). By emphasizing motivation-driven semantic modeling, M-LLM^3REC demonstrates robust, personalized, and generalizable recommendations, particularly boosting performance in cold-start situations in comparison with the state-of-the-art frameworks.
Next Edit Prediction: Learning to Predict Code Edits from Context and Interaction History
The rapid advancement of large language models (LLMs) has led to the widespread adoption of AI-powered coding assistants integrated into a development environment. On one hand, low-latency code completion offers completion suggestions but is fundamentally constrained to the cursor's current position. On the other hand, chat-based editing can perform complex modifications, yet forces developers to stop their work, describe the intent in natural language, which causes a context-switch away from the code. This creates a suboptimal user experience, as neither paradigm proactively predicts the developer's next edit in a sequence of related edits. To bridge this gap and provide the seamless code edit suggestion, we introduce the task of Next Edit Prediction, a novel task designed to infer developer intent from recent interaction history to predict both the location and content of the subsequent edit. Specifically, we curate a high-quality supervised fine-tuning dataset and an evaluation benchmark for the Next Edit Prediction task. Then, we conduct supervised fine-tuning on a series of models and performed a comprehensive evaluation of both the fine-tuned models and other baseline models, yielding several novel findings. This work lays the foundation for a new interaction paradigm that proactively collaborate with developers by anticipating their following action, rather than merely reacting to explicit instructions.
PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation
Realistic object interactions are crucial for creating immersive virtual experiences, yet synthesizing realistic 3D object dynamics in response to novel interactions remains a significant challenge. Unlike unconditional or text-conditioned dynamics generation, action-conditioned dynamics requires perceiving the physical material properties of objects and grounding the 3D motion prediction on these properties, such as object stiffness. However, estimating physical material properties is an open problem due to the lack of material ground-truth data, as measuring these properties for real objects is highly difficult. We present PhysDreamer, a physics-based approach that endows static 3D objects with interactive dynamics by leveraging the object dynamics priors learned by video generation models. By distilling these priors, PhysDreamer enables the synthesis of realistic object responses to novel interactions, such as external forces or agent manipulations. We demonstrate our approach on diverse examples of elastic objects and evaluate the realism of the synthesized interactions through a user study. PhysDreamer takes a step towards more engaging and realistic virtual experiences by enabling static 3D objects to dynamically respond to interactive stimuli in a physically plausible manner. See our project page at https://physdreamer.github.io/.
V2P-Bench: Evaluating Video-Language Understanding with Visual Prompts for Better Human-Model Interaction
Large Vision-Language Models (LVLMs) have made significant progress in the field of video understanding recently. However, current benchmarks uniformly lean on text prompts for evaluation, which often necessitate complex referential language and fail to provide precise spatial and temporal references. This limitation diminishes the experience and efficiency of human-model interaction. To address this limitation, we propose the Video Visual Prompt Benchmark(V2P-Bench), a comprehensive benchmark specifically designed to evaluate LVLMs' video understanding capabilities in multimodal human-model interaction scenarios. V2P-Bench includes 980 unique videos and 1,172 QA pairs, covering 5 main tasks and 12 dimensions, facilitating instance-level fine-grained understanding aligned with human cognition. Benchmarking results reveal that even the most powerful models perform poorly on V2P-Bench (65.4% for GPT-4o and 67.9% for Gemini-1.5-Pro), significantly lower than the human experts' 88.3%, highlighting the current shortcomings of LVLMs in understanding video visual prompts. We hope V2P-Bench will serve as a foundation for advancing multimodal human-model interaction and video understanding evaluation. Project page: https://github.com/gaotiexinqu/V2P-Bench.
The Interaction Layer: An Exploration for Co-Designing User-LLM Interactions in Parental Wellbeing Support Systems
Parenting brings emotional and physical challenges, from balancing work, childcare, and finances to coping with exhaustion and limited personal time. Yet, one in three parents never seek support. AI systems potentially offer stigma-free, accessible, and affordable solutions. Yet, user adoption often fails due to issues with explainability and reliability. To see if these issues could be solved using a co-design approach, we developed and tested NurtureBot, a wellbeing support assistant for new parents. 32 parents co-designed the system through Asynchronous Remote Communities method, identifying the key challenge as achieving a "successful chat". Aspart of co-design, parents role-played as NurturBot, rewriting its dialogues to improve user understanding, control, and outcomes. The refined prototype evaluated by 32 initial and 46 new parents, showed improved user experience and usability, with final CUQ score of 91.3/100, demonstrating successful interaction patterns. Our process revealed useful interaction design lessons for effective AI parenting support.
InterDreamer: Zero-Shot Text to 3D Dynamic Human-Object Interaction
Text-conditioned human motion generation has experienced significant advancements with diffusion models trained on extensive motion capture data and corresponding textual annotations. However, extending such success to 3D dynamic human-object interaction (HOI) generation faces notable challenges, primarily due to the lack of large-scale interaction data and comprehensive descriptions that align with these interactions. This paper takes the initiative and showcases the potential of generating human-object interactions without direct training on text-interaction pair data. Our key insight in achieving this is that interaction semantics and dynamics can be decoupled. Being unable to learn interaction semantics through supervised training, we instead leverage pre-trained large models, synergizing knowledge from a large language model and a text-to-motion model. While such knowledge offers high-level control over interaction semantics, it cannot grasp the intricacies of low-level interaction dynamics. To overcome this issue, we further introduce a world model designed to comprehend simple physics, modeling how human actions influence object motion. By integrating these components, our novel framework, InterDreamer, is able to generate text-aligned 3D HOI sequences in a zero-shot manner. We apply InterDreamer to the BEHAVE and CHAIRS datasets, and our comprehensive experimental analysis demonstrates its capability to generate realistic and coherent interaction sequences that seamlessly align with the text directives.
Scaling Agent Learning via Experience Synthesis
While reinforcement learning (RL) can empower large language model (LLM) agents by enabling self-improvement through interaction, its practical adoption remains challenging due to costly rollouts, limited task diversity, unreliable reward signals, and infrastructure complexity, all of which obstruct the collection of scalable experience data. To address these challenges, we introduce DreamGym, the first unified framework designed to synthesize diverse experiences with scalability in mind to enable effective online RL training for autonomous agents. Rather than relying on expensive real-environment rollouts, DreamGym distills environment dynamics into a reasoning-based experience model that derives consistent state transitions and feedback signals through step-by-step reasoning, enabling scalable agent rollout collection for RL. To improve the stability and quality of transitions, DreamGym leverages an experience replay buffer initialized with offline real-world data and continuously enriched with fresh interactions to actively support agent training. To improve knowledge acquisition, DreamGym adaptively generates new tasks that challenge the current agent policy, enabling more effective online curriculum learning. Experiments across diverse environments and agent backbones demonstrate that DreamGym substantially improves RL training, both in fully synthetic settings and in sim-to-real transfer scenarios. On non-RL-ready tasks like WebArena, DreamGym outperforms all baselines by over 30%. And in RL-ready but costly settings, it matches GRPO and PPO performance using only synthetic interactions. When transferring a policy trained purely on synthetic experiences to real-environment RL, DreamGym yields significant additional performance gains while requiring far fewer real-world interactions, providing a scalable warm-start strategy for general-purpose RL.
Mindalogue: LLM-Powered Nonlinear Interaction for Effective Learning and Task Exploration
Current generative AI models like ChatGPT, Claude, and Gemini are widely used for knowledge dissemination, task decomposition, and creative thinking. However, their linear interaction methods often force users to repeatedly compare and copy contextual information when handling complex tasks, increasing cognitive load and operational costs. Moreover, the ambiguity in model responses requires users to refine and simplify the information further. To address these issues, we developed "Mindalogue", a system using a non-linear interaction model based on "nodes + canvas" to enhance user efficiency and freedom while generating structured responses. A formative study with 11 users informed the design of Mindalogue, which was then evaluated through a study with 16 participants. The results showed that Mindalogue significantly reduced task steps and improved users' comprehension of complex information. This study highlights the potential of non-linear interaction in improving AI tool efficiency and user experience in the HCI field.
Experience and Evidence are the eyes of an excellent summarizer! Towards Knowledge Infused Multi-modal Clinical Conversation Summarization
With the advancement of telemedicine, both researchers and medical practitioners are working hand-in-hand to develop various techniques to automate various medical operations, such as diagnosis report generation. In this paper, we first present a multi-modal clinical conversation summary generation task that takes a clinician-patient interaction (both textual and visual information) and generates a succinct synopsis of the conversation. We propose a knowledge-infused, multi-modal, multi-tasking medical domain identification and clinical conversation summary generation (MM-CliConSummation) framework. It leverages an adapter to infuse knowledge and visual features and unify the fused feature vector using a gated mechanism. Furthermore, we developed a multi-modal, multi-intent clinical conversation summarization corpus annotated with intent, symptom, and summary. The extensive set of experiments, both quantitatively and qualitatively, led to the following findings: (a) critical significance of visuals, (b) more precise and medical entity preserving summary with additional knowledge infusion, and (c) a correlation between medical department identification and clinical synopsis generation. Furthermore, the dataset and source code are available at https://github.com/NLP-RL/MM-CliConSummation.
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.
Developmental Curiosity and Social Interaction in Virtual Agents
Infants explore their complex physical and social environment in an organized way. To gain insight into what intrinsic motivations may help structure this exploration, we create a virtual infant agent and place it in a developmentally-inspired 3D environment with no external rewards. The environment has a virtual caregiver agent with the capability to interact contingently with the infant agent in ways that resemble play. We test intrinsic reward functions that are similar to motivations that have been proposed to drive exploration in humans: surprise, uncertainty, novelty, and learning progress. These generic reward functions lead the infant agent to explore its environment and discover the contingencies that are embedded into the caregiver agent. The reward functions that are proxies for novelty and uncertainty are the most successful in generating diverse experiences and activating the environment contingencies. We also find that learning a world model in the presence of an attentive caregiver helps the infant agent learn how to predict scenarios with challenging social and physical dynamics. Taken together, our findings provide insight into how curiosity-like intrinsic rewards and contingent social interaction lead to dynamic social behavior and the creation of a robust predictive world model.
LLaMA-Omni: Seamless Speech Interaction with Large Language Models
Models like GPT-4o enable real-time interaction with large language models (LLMs) through speech, significantly enhancing user experience compared to traditional text-based interaction. However, there is still a lack of exploration on how to build speech interaction models based on open-source LLMs. To address this, we propose LLaMA-Omni, a novel model architecture designed for low-latency and high-quality speech interaction with LLMs. LLaMA-Omni integrates a pretrained speech encoder, a speech adaptor, an LLM, and a streaming speech decoder. It eliminates the need for speech transcription, and can simultaneously generate text and speech responses directly from speech instructions with extremely low latency. We build our model based on the latest Llama-3.1-8B-Instruct model. To align the model with speech interaction scenarios, we construct a dataset named InstructS2S-200K, which includes 200K speech instructions and corresponding speech responses. Experimental results show that compared to previous speech-language models, LLaMA-Omni provides better responses in both content and style, with a response latency as low as 226ms. Additionally, training LLaMA-Omni takes less than 3 days on just 4 GPUs, paving the way for the efficient development of speech-language models in the future.
Building the Web for Agents: A Declarative Framework for Agent-Web Interaction
The increasing deployment of autonomous AI agents on the web is hampered by a fundamental misalignment: agents must infer affordances from human-oriented user interfaces, leading to brittle, inefficient, and insecure interactions. To address this, we introduce VOIX, a web-native framework that enables websites to expose reliable, auditable, and privacy-preserving capabilities for AI agents through simple, declarative HTML elements. VOIX introduces <tool> and <context> tags, allowing developers to explicitly define available actions and relevant state, thereby creating a clear, machine-readable contract for agent behavior. This approach shifts control to the website developer while preserving user privacy by disconnecting the conversational interactions from the website. We evaluated the framework's practicality, learnability, and expressiveness in a three-day hackathon study with 16 developers. The results demonstrate that participants, regardless of prior experience, were able to rapidly build diverse and functional agent-enabled web applications. Ultimately, this work provides a foundational mechanism for realizing the Agentic Web, enabling a future of seamless and secure human-AI collaboration on the web.
Scaling Environments for LLM Agents in the Era of Learning from Interaction: A Survey
LLM-based agents can autonomously accomplish complex tasks across various domains. However, to further cultivate capabilities such as adaptive behavior and long-term decision-making, training on static datasets built from human-level knowledge is insufficient. These datasets are costly to construct and lack both dynamism and realism. A growing consensus is that agents should instead interact directly with environments and learn from experience through reinforcement learning. We formalize this iterative process as the Generation-Execution-Feedback (GEF) loop, where environments generate tasks to challenge agents, return observations in response to agents' actions during task execution, and provide evaluative feedback on rollouts for subsequent learning. Under this paradigm, environments function as indispensable producers of experiential data, highlighting the need to scale them toward greater complexity, realism, and interactivity. In this survey, we systematically review representative methods for environment scaling from a pioneering environment-centric perspective and organize them along the stages of the GEF loop, namely task generation, task execution, and feedback. We further analyze benchmarks, implementation strategies, and applications, consolidating fragmented advances and outlining future research directions for agent intelligence.
Duplex Conversation: Towards Human-like Interaction in Spoken Dialogue Systems
In this paper, we present Duplex Conversation, a multi-turn, multimodal spoken dialogue system that enables telephone-based agents to interact with customers like a human. We use the concept of full-duplex in telecommunication to demonstrate what a human-like interactive experience should be and how to achieve smooth turn-taking through three subtasks: user state detection, backchannel selection, and barge-in detection. Besides, we propose semi-supervised learning with multimodal data augmentation to leverage unlabeled data to increase model generalization. Experimental results on three sub-tasks show that the proposed method achieves consistent improvements compared with baselines. We deploy the Duplex Conversation to Alibaba intelligent customer service and share lessons learned in production. Online A/B experiments show that the proposed system can significantly reduce response latency by 50%.
EmpathicStories++: A Multimodal Dataset for Empathy towards Personal Experiences
Modeling empathy is a complex endeavor that is rooted in interpersonal and experiential dimensions of human interaction, and remains an open problem within AI. Existing empathy datasets fall short in capturing the richness of empathy responses, often being confined to in-lab or acted scenarios, lacking longitudinal data, and missing self-reported labels. We introduce a new multimodal dataset for empathy during personal experience sharing: the EmpathicStories++ dataset (https://mitmedialab.github.io/empathic-stories-multimodal/) containing 53 hours of video, audio, and text data of 41 participants sharing vulnerable experiences and reading empathically resonant stories with an AI agent. EmpathicStories++ is the first longitudinal dataset on empathy, collected over a month-long deployment of social robots in participants' homes, as participants engage in natural, empathic storytelling interactions with AI agents. We then introduce a novel task of predicting individuals' empathy toward others' stories based on their personal experiences, evaluated in two contexts: participants' own personal shared story context and their reflections on stories they read. We benchmark this task using state-of-the-art models to pave the way for future improvements in contextualized and longitudinal empathy modeling. Our work provides a valuable resource for further research in developing empathetic AI systems and understanding the intricacies of human empathy within genuine, real-world settings.
FLEX: Continuous Agent Evolution via Forward Learning from Experience
Autonomous agents driven by Large Language Models (LLMs) have revolutionized reasoning and problem-solving but remain static after training, unable to grow with experience as intelligent beings do during deployment. We introduce Forward Learning with EXperience (FLEX), a gradient-free learning paradigm that enables LLM agents to continuously evolve through accumulated experience. Specifically, FLEX cultivates scalable and inheritable evolution by constructing a structured experience library through continual reflection on successes and failures during interaction with the environment. FLEX delivers substantial improvements on mathematical reasoning, chemical retrosynthesis, and protein fitness prediction (up to 23% on AIME25, 10% on USPTO50k, and 14% on ProteinGym). We further identify a clear scaling law of experiential growth and the phenomenon of experience inheritance across agents, marking a step toward scalable and inheritable continuous agent evolution. Project Page: https://flex-gensi-thuair.github.io.
Dyna-Mind: Learning to Simulate from Experience for Better AI Agents
Reasoning models have recently shown remarkable progress in domains such as math and coding. However, their expert-level abilities in math and coding contrast sharply with their performance in long-horizon, interactive tasks such as web navigation and computer/phone-use. Inspired by literature on human cognition, we argue that current AI agents need ''vicarious trial and error'' - the capacity to mentally simulate alternative futures before acting - in order to enhance their understanding and performance in complex interactive environments. We introduce Dyna-Mind, a two-stage training framework that explicitly teaches (V)LM agents to integrate such simulation into their reasoning. In stage 1, we introduce Reasoning with Simulations (ReSim), which trains the agent to generate structured reasoning traces from expanded search trees built from real experience gathered through environment interactions. ReSim thus grounds the agent's reasoning in faithful world dynamics and equips it with the ability to anticipate future states in its reasoning. In stage 2, we propose Dyna-GRPO, an online reinforcement learning method to further strengthen the agent's simulation and decision-making ability by using both outcome rewards and intermediate states as feedback from real rollouts. Experiments on two synthetic benchmarks (Sokoban and ALFWorld) and one realistic benchmark (AndroidWorld) demonstrate that (1) ReSim effectively infuses simulation ability into AI agents, and (2) Dyna-GRPO leverages outcome and interaction-level signals to learn better policies for long-horizon, planning-intensive tasks. Together, these results highlight the central role of simulation in enabling AI agents to reason, plan, and act more effectively in the ever more challenging environments.
Metabook: An Automatically Generated Augmented Reality Storybook Interaction System to Improve Children's Engagement in Storytelling
Storytelling serves as a crucial avenue for children to acquire knowledge, offering numerous benefits such as enhancing children's sensitivity to various forms of syntax, diction, and rhetoric; recognizing patterns in language and human experience; stimulating creativity; and providing practice in problem-solving, decision-making, and evaluation. However, current storytelling book facing these problems:1.Traditional 3D storybooks lack flexibility in dealing with text changing, as adding a new story requires remaking of the 3D book by artists. 2. Children often have many questions after reading stories, but traditional 3D books are unable to provide answers or explanations for children.3.Children can easily feel bored when reading text, and traditional 3D books still rely on text to tell stories, thus limiting their ability to increase children's enthusiasm for reading. So, we propose the Metabook: an automatically generated interactive 3D storybook. Our main contributions are as follows: First, we propose a story to 3D generation scheme, enabling 3D books to be automatically generated based on stories. Next, we introduce cartoon Metahumans for storytelling, utilizing lip-syncing and eye-tracking technology to enable facial interaction with children, enhancing the fun of reading. Last but not least, we connect GPT-4 to the brain of the metahuman, which provides answers and explanations to the questions children have after reading.
Andes: Defining and Enhancing Quality-of-Experience in LLM-Based Text Streaming Services
The advent of large language models (LLMs) has transformed text-based services, enabling capabilities ranging from real-time translation to AI-driven chatbots. However, existing serving systems primarily focus on optimizing server-side aggregate metrics like token generation throughput, ignoring individual user experience with streamed text. As a result, under high and/or bursty load, a significant number of users can receive unfavorable service quality or poor Quality-of-Experience (QoE). In this paper, we first formally define QoE of text streaming services, where text is delivered incrementally and interactively to users, by considering the end-to-end token delivery process throughout the entire interaction with the user. Thereafter, we propose Andes, a QoE-aware serving system that enhances user experience for LLM-enabled text streaming services. At its core, Andes strategically allocates contended GPU resources among multiple requests over time to optimize their QoE. Our evaluations demonstrate that, compared to the state-of-the-art LLM serving systems like vLLM, Andes improves the average QoE by up to 3.2times under high request rate, or alternatively, it attains up to 1.6times higher request rate while preserving high QoE.
X-Streamer: Unified Human World Modeling with Audiovisual Interaction
We introduce X-Streamer, an end-to-end multimodal human world modeling framework for building digital human agents capable of infinite interactions across text, speech, and video within a single unified architecture. Starting from a single portrait, X-Streamer enables real-time, open-ended video calls driven by streaming multimodal inputs. At its core is a Thinker-Actor dual-transformer architecture that unifies multimodal understanding and generation, turning a static portrait into persistent and intelligent audiovisual interactions. The Thinker module perceives and reasons over streaming user inputs, while its hidden states are translated by the Actor into synchronized multimodal streams in real time. Concretely, the Thinker leverages a pretrained large language-speech model, while the Actor employs a chunk-wise autoregressive diffusion model that cross-attends to the Thinker's hidden states to produce time-aligned multimodal responses with interleaved discrete text and audio tokens and continuous video latents. To ensure long-horizon stability, we design inter- and intra-chunk attentions with time-aligned multimodal positional embeddings for fine-grained cross-modality alignment and context retention, further reinforced by chunk-wise diffusion forcing and global identity referencing. X-Streamer runs in real time on two A100 GPUs, sustaining hours-long consistent video chat experiences from arbitrary portraits and paving the way toward unified world modeling of interactive digital humans.
Characterizing LLM-Empowered Personalized Story-Reading and Interaction for Children: Insights from Multi-Stakeholder Perspectives
Personalized interaction is highly valued by parents in their story-reading activities with children. While AI-empowered story-reading tools have been increasingly used, their abilities to support personalized interaction with children are still limited. Recent advances in large language models (LLMs) show promise in facilitating personalized interactions, but little is known about how to effectively and appropriately use LLMs to enhance children's personalized story-reading experiences. This work explores this question through a design-based study. Drawing on a formative study, we designed and developed StoryMate, an LLM-empowered personalized interactive story-reading tool for children, following an empirical study with children, parents, and education experts. Our participants valued the personalized features in StoryMate, and also highlighted the need to support personalized content, guiding mechanisms, reading context variations, and interactive interfaces. Based on these findings, we propose a series of design recommendations for better using LLMs to empower children's personalized story reading and interaction.
CloChat: Understanding How People Customize, Interact, and Experience Personas in Large Language Models
Large language models (LLMs) have facilitated significant strides in generating conversational agents, enabling seamless, contextually relevant dialogues across diverse topics. However, the existing LLM-driven conversational agents have fixed personalities and functionalities, limiting their adaptability to individual user needs. Creating personalized agent personas with distinct expertise or traits can address this issue. Nonetheless, we lack knowledge of how people customize and interact with agent personas. In this research, we investigated how users customize agent personas and their impact on interaction quality, diversity, and dynamics. To this end, we developed CloChat, an interface supporting easy and accurate customization of agent personas in LLMs. We conducted a study comparing how participants interact with CloChat and ChatGPT. The results indicate that participants formed emotional bonds with the customized agents, engaged in more dynamic dialogues, and showed interest in sustaining interactions. These findings contribute to design implications for future systems with conversational agents using LLMs.
Static Vs. Agentic Game Master AI for Facilitating Solo Role-Playing Experiences
This paper presents a game master AI for single-player role-playing games. The AI is designed to deliver interactive text-based narratives and experiences typically associated with multiplayer tabletop games like Dungeons & Dragons. We report on the design process and the series of experiments to improve the functionality and experience design, resulting in two functional versions of the system. While v1 of our system uses simplified prompt engineering, v2 leverages a multi-agent architecture and the ReAct framework to include reasoning and action. A comparative evaluation demonstrates that v2 as an agentic system maintains play while significantly improving modularity and game experience, including immersion and curiosity. Our findings contribute to the evolution of AI-driven interactive fiction, highlighting new avenues for enhancing solo role-playing experiences.
OmniCharacter: Towards Immersive Role-Playing Agents with Seamless Speech-Language Personality Interaction
Role-Playing Agents (RPAs), benefiting from large language models, is an emerging interactive AI system that simulates roles or characters with diverse personalities. However, existing methods primarily focus on mimicking dialogues among roles in textual form, neglecting the role's voice traits (e.g., voice style and emotions) as playing a crucial effect in interaction, which tends to be more immersive experiences in realistic scenarios. Towards this goal, we propose OmniCharacter, a first seamless speech-language personality interaction model to achieve immersive RPAs with low latency. Specifically, OmniCharacter enables agents to consistently exhibit role-specific personality traits and vocal traits throughout the interaction, enabling a mixture of speech and language responses. To align the model with speech-language scenarios, we construct a dataset named OmniCharacter-10K, which involves more distinctive characters (20), richly contextualized multi-round dialogue (10K), and dynamic speech response (135K). Experimental results showcase that our method yields better responses in terms of both content and style compared to existing RPAs and mainstream speech-language models, with a response latency as low as 289ms. Code and dataset are available at https://github.com/AlibabaResearch/DAMO-ConvAI/tree/main/OmniCharacter.
I Can Tell What I am Doing: Toward Real-World Natural Language Grounding of Robot Experiences
Understanding robot behaviors and experiences through natural language is crucial for developing intelligent and transparent robotic systems. Recent advancement in large language models (LLMs) makes it possible to translate complex, multi-modal robotic experiences into coherent, human-readable narratives. However, grounding real-world robot experiences into natural language is challenging due to many reasons, such as multi-modal nature of data, differing sample rates, and data volume. We introduce RONAR, an LLM-based system that generates natural language narrations from robot experiences, aiding in behavior announcement, failure analysis, and human interaction to recover failure. Evaluated across various scenarios, RONAR outperforms state-of-the-art methods and improves failure recovery efficiency. Our contributions include a multi-modal framework for robot experience narration, a comprehensive real-robot dataset, and empirical evidence of RONAR's effectiveness in enhancing user experience in system transparency and failure analysis.
Can Large Models Teach Student Models to Solve Mathematical Problems Like Human Beings? A Reasoning Distillation Method via Multi-LoRA Interaction
Recent studies have demonstrated that Large Language Models (LLMs) have strong mathematical reasoning abilities but rely on hundreds of billions of parameters. To tackle the challenge of poor reasoning in Small Language Models (SLMs), existing methods typically leverage LLMs to generate massive amounts of data for cramming training. In psychology, they are akin to System 1 thinking, which resolves reasoning problems rapidly based on experience and intuition. However, human learning also requires System 2 thinking, where knowledge is first acquired and then reinforced through practice. Inspired by such two distinct modes of thinking, we propose a novel method based on the multi-LoRA Interaction for mathematical reasoning Distillation (LoRID). First, we input the question and reasoning of each sample into an LLM to create knowledge-enhanced datasets. Subsequently, we train a LoRA block on the student model as an Intuitive Reasoner (IR), which directly generates Chain-of-Thoughts for problem-solving. Then, to imitate System 2 thinking, we train the Knowledge Generator (KG) and Deep Reasoner (DR), respectively. The former outputs only knowledge after receiving problems, while the latter uses that knowledge to perform reasoning. Finally, to address the randomness in the generation of IR and DR, we evaluate whether their outputs are consistent, and the inference process needs to be iterated if not. This step can enhance the mathematical reasoning ability of SLMs through mutual feedback. Experimental results show that LoRID achieves state-of-the-art performance, especially on the GSM8K dataset, where it outperforms the second-best method by 2.3%, 16.1%, 2.4%, 12.3%, and 1.8% accuracy across the five base models, respectively.
KAOS: Large Model Multi-Agent Operating System
The intelligent interaction model based on large models reduces the differences in user experience across various system platforms but faces challenges in multi-agent collaboration and resource sharing. To demonstrate a uniform user experience across different foundational software platforms and address resource coordination management challenges, this paper proposes KAOS, a multi-agent operating system based on the open-source Kylin. The research method involves empowering agents with large models to serve applications. First, by introducing management role agents and vertical multi-agent collaboration to construct or replace typical application software. Second, by studying system-level shared resource scheduling strategies to enhance user experience and optimize resource utilization. And finally, by validating the efficiency and superiority of the large model multi-agent operating system through real applications and scoring intelligence. The feasibility of this system is demonstrated, providing a new perspective for the development of multi-agent operating systems. Experimental results show significant advantages of multi-agent collaboration in various application scenarios.
Short-Form Video Recommendations with Multimodal Embeddings: Addressing Cold-Start and Bias Challenges
In recent years, social media users have spent significant amounts of time on short-form video platforms. As a result, established platforms in other domains, such as e-commerce, have begun introducing short-form video content to engage users and increase their time spent on the platform. The success of these experiences is due not only to the content itself but also to a unique UI innovation: instead of offering users a list of choices to click, platforms actively recommend content for users to watch one at a time. This creates new challenges for recommender systems, especially when launching a new video experience. Beyond the limited interaction data, immersive feed experiences introduce stronger position bias due to the UI and duration bias when optimizing for watch-time, as models tend to favor shorter videos. These issues, together with the feedback loop inherent in recommender systems, make it difficult to build effective solutions. In this paper, we highlight the challenges faced when introducing a new short-form video experience and present our experience showing that, even with sufficient video interaction data, it can be more beneficial to leverage a video retrieval system using a fine-tuned multimodal vision-language model to overcome these challenges. This approach demonstrated greater effectiveness compared to conventional supervised learning methods in online experiments conducted on our e-commerce platform.
Beyond Sight: Finetuning Generalist Robot Policies with Heterogeneous Sensors via Language Grounding
Interacting with the world is a multi-sensory experience: achieving effective general-purpose interaction requires making use of all available modalities -- including vision, touch, and audio -- to fill in gaps from partial observation. For example, when vision is occluded reaching into a bag, a robot should rely on its senses of touch and sound. However, state-of-the-art generalist robot policies are typically trained on large datasets to predict robot actions solely from visual and proprioceptive observations. In this work, we propose FuSe, a novel approach that enables finetuning visuomotor generalist policies on heterogeneous sensor modalities for which large datasets are not readily available by leveraging natural language as a common cross-modal grounding. We combine a multimodal contrastive loss with a sensory-grounded language generation loss to encode high-level semantics. In the context of robot manipulation, we show that FuSe enables performing challenging tasks that require reasoning jointly over modalities such as vision, touch, and sound in a zero-shot setting, such as multimodal prompting, compositional cross-modal prompting, and descriptions of objects it interacts with. We show that the same recipe is applicable to widely different generalist policies, including both diffusion-based generalist policies and large vision-language-action (VLA) models. Extensive experiments in the real world show that FuSeis able to increase success rates by over 20% compared to all considered baselines.
ProactiveBench: A Comprehensive Benchmark Evaluating Proactive Interactions in Video Large Language Models
With the growing research focus on multimodal dialogue systems, the capability for proactive interaction is gradually gaining recognition. As an alternative to conventional turn-by-turn dialogue, users increasingly expect multimodal systems to be more initiative, for example, by autonomously determining the timing of multi-turn responses in real time during video playback. To facilitate progress in this emerging area, we introduce ProactiveBench, the first comprehensive benchmark to evaluate a system's ability to engage in proactive interaction. Since model responses are generated at varying timestamps, we further propose PAUC, the first metric that accounts for the temporal dynamics of model responses. This enables a more accurate evaluation of systems operating in proactive settings. Through extensive benchmarking of various baseline systems on ProactiveBench and a user study of human preferences, we show that PAUC is in better agreement with human preferences than traditional evaluation metrics, which typically only consider the textual content of responses. These findings demonstrate that PAUC provides a more faithful assessment of user experience in proactive interaction scenarios. Project homepage: https://github.com/yellow-binary-tree/ProactiveBench
Advancing Speech Language Models by Scaling Supervised Fine-Tuning with Over 60,000 Hours of Synthetic Speech Dialogue Data
The GPT-4o represents a significant milestone in enabling real-time interaction with large language models (LLMs) through speech, its remarkable low latency and high fluency not only capture attention but also stimulate research interest in the field. This real-time speech interaction is particularly valuable in scenarios requiring rapid feedback and immediate responses, dramatically enhancing user experience. However, there is a notable lack of research focused on real-time large speech language models, particularly for Chinese. In this work, we present KE-Omni, a seamless large speech language model built upon Ke-SpeechChat, a large-scale high-quality synthetic speech interaction dataset consisting of 7 million Chinese and English conversations, featuring 42,002 speakers, and totaling over 60,000 hours, This contributes significantly to the advancement of research and development in this field. The demos can be accessed at https://huggingface.co/spaces/KE-Team/KE-Omni.
Rethinking Theory of Mind Benchmarks for LLMs: Towards A User-Centered Perspective
The last couple of years have witnessed emerging research that appropriates Theory-of-Mind (ToM) tasks designed for humans to benchmark LLM's ToM capabilities as an indication of LLM's social intelligence. However, this approach has a number of limitations. Drawing on existing psychology and AI literature, we summarize the theoretical, methodological, and evaluation limitations by pointing out that certain issues are inherently present in the original ToM tasks used to evaluate human's ToM, which continues to persist and exacerbated when appropriated to benchmark LLM's ToM. Taking a human-computer interaction (HCI) perspective, these limitations prompt us to rethink the definition and criteria of ToM in ToM benchmarks in a more dynamic, interactional approach that accounts for user preferences, needs, and experiences with LLMs in such evaluations. We conclude by outlining potential opportunities and challenges towards this direction.
Online Training of Large Language Models: Learn while chatting
Large Language Models(LLMs) have dramatically revolutionized the field of Natural Language Processing(NLP), offering remarkable capabilities that have garnered widespread usage. However, existing interaction paradigms between LLMs and users are constrained by either inflexibility, limitations in customization, or a lack of persistent learning. This inflexibility is particularly evident as users, especially those without programming skills, have restricted avenues to enhance or personalize the model. Existing frameworks further complicate the model training and deployment process due to their computational inefficiencies and lack of user-friendly interfaces. To overcome these challenges, this paper introduces a novel interaction paradigm-'Online Training using External Interactions'-that merges the benefits of persistent, real-time model updates with the flexibility for individual customization through external interactions such as AI agents or online/offline knowledge bases.
SimpleMem: Efficient Lifelong Memory for LLM Agents
To support reliable long-term interaction in complex environments, LLM agents require memory systems that efficiently manage historical experiences. Existing approaches either retain full interaction histories via passive context extension, leading to substantial redundancy, or rely on iterative reasoning to filter noise, incurring high token costs. To address this challenge, we introduce SimpleMem, an efficient memory framework based on semantic lossless compression. We propose a three-stage pipeline designed to maximize information density and token utilization: (1) Semantic Structured Compression, which applies entropy-aware filtering to distill unstructured interactions into compact, multi-view indexed memory units; (2) Recursive Memory Consolidation, an asynchronous process that integrates related units into higher-level abstract representations to reduce redundancy; and (3) Adaptive Query-Aware Retrieval, which dynamically adjusts retrieval scope based on query complexity to construct precise context efficiently. Experiments on benchmark datasets show that our method consistently outperforms baseline approaches in accuracy, retrieval efficiency, and inference cost, achieving an average F1 improvement of 26.4% while reducing inference-time token consumption by up to 30-fold, demonstrating a superior balance between performance and efficiency. Code is available at https://github.com/aiming-lab/SimpleMem.
SimsChat: A Customisable Persona-Driven Role-Playing Agent
Large Language Models (LLMs) possess the remarkable capability to understand human instructions and generate high-quality text, enabling them to act as agents that simulate human behaviours. This capability allows LLMs to emulate human beings in a more advanced manner, beyond merely replicating simple human behaviours. However, there is a lack of exploring into leveraging LLMs to craft characters from several aspects. In this work, we introduce the Customisable Conversation Agent Framework, which employs LLMs to simulate real-world characters that can be freely customised according to different user preferences. The customisable framework is helpful for designing customisable characters and role-playing agents according to human's preferences. We first propose the SimsConv dataset, which comprises 68 different customised characters, 1,360 multi-turn role-playing dialogues, and encompasses 13,971 interaction dialogues in total. The characters are created from several real-world elements, such as career, aspiration, trait, and skill. Building on these foundations, we present SimsChat, a freely customisable role-playing agent. It incorporates different real-world scenes and topic-specific character interaction dialogues, simulating characters' life experiences in various scenarios and topic-specific interactions with specific emotions. Experimental results show that our proposed framework achieves desirable performance and provides helpful guideline for building better simulacra of human beings in the future. Our data and code are available at https://github.com/Bernard-Yang/SimsChat.
MINDSTORES: Memory-Informed Neural Decision Synthesis for Task-Oriented Reinforcement in Embodied Systems
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world environments like Minecraft. We introduce MINDSTORES, an experience-augmented planning framework that enables embodied agents to build and leverage mental models through natural interaction with their environment. Drawing inspiration from how humans construct and refine cognitive mental models, our approach extends existing zero-shot LLM planning by maintaining a database of past experiences that informs future planning iterations. The key innovation is representing accumulated experiences as natural language embeddings of (state, task, plan, outcome) tuples, which can then be efficiently retrieved and reasoned over by an LLM planner to generate insights and guide plan refinement for novel states and tasks. Through extensive experiments in the MineDojo environment, a simulation environment for agents in Minecraft that provides low-level controls for Minecraft, we find that MINDSTORES learns and applies its knowledge significantly better than existing memory-based LLM planners while maintaining the flexibility and generalization benefits of zero-shot approaches, representing an important step toward more capable embodied AI systems that can learn continuously through natural experience.
Freeze-Omni: A Smart and Low Latency Speech-to-speech Dialogue Model with Frozen LLM
Rapidly developing large language models (LLMs) have brought tremendous intelligent applications. Especially, the GPT-4o's excellent duplex speech interaction ability has brought impressive experience to users. Researchers have recently proposed several multi-modal LLMs in this direction that can achieve user-agent speech-to-speech conversations. This paper proposes a novel speech-text multimodal LLM architecture called Freeze-Omni. Our main contribution is that the speech input and output modalities can be easily connected to a textual LLM while keeping the LLM's parameters frozen throughout the training process. We design a three-stage training strategy for modeling both the speech input and output, enabling Freeze-Omni to obtain speech-to-speech conversation ability using text-speech paired data (such as ASR and TTS data) and only 60,000 multi-round text Q&A data on 8 GPUs. Moreover, we can effectively ensure that the intelligence of the Freeze-Omni in the speech modality is at the same level compared with that in the text modality of its backbone LLM, while achieving low latency end-to-end spoken response. In addition, we also designed a method to achieve duplex dialogue ability through multi-task training, giving Freeze-Omni a more natural style of dialogue ability between users and agents. In summary, Freeze-Omni holds great potential to conduct speech-to-speech dialogue based on a multimodal LLM under the condition of a frozen LLM, avoiding the catastrophic forgetting problem caused by limited data and training resources.
STG-Avatar: Animatable Human Avatars via Spacetime Gaussian
Realistic animatable human avatars from monocular videos are crucial for advancing human-robot interaction and enhancing immersive virtual experiences. While recent research on 3DGS-based human avatars has made progress, it still struggles with accurately representing detailed features of non-rigid objects (e.g., clothing deformations) and dynamic regions (e.g., rapidly moving limbs). To address these challenges, we present STG-Avatar, a 3DGS-based framework for high-fidelity animatable human avatar reconstruction. Specifically, our framework introduces a rigid-nonrigid coupled deformation framework that synergistically integrates Spacetime Gaussians (STG) with linear blend skinning (LBS). In this hybrid design, LBS enables real-time skeletal control by driving global pose transformations, while STG complements it through spacetime adaptive optimization of 3D Gaussians. Furthermore, we employ optical flow to identify high-dynamic regions and guide the adaptive densification of 3D Gaussians in these regions. Experimental results demonstrate that our method consistently outperforms state-of-the-art baselines in both reconstruction quality and operational efficiency, achieving superior quantitative metrics while retaining real-time rendering capabilities. Our code is available at https://github.com/jiangguangan/STG-Avatar
Agentic Web: Weaving the Next Web with AI Agents
The emergence of AI agents powered by large language models (LLMs) marks a pivotal shift toward the Agentic Web, a new phase of the internet defined by autonomous, goal-driven interactions. In this paradigm, agents interact directly with one another to plan, coordinate, and execute complex tasks on behalf of users. This transition from human-driven to machine-to-machine interaction allows intent to be delegated, relieving users from routine digital operations and enabling a more interactive, automated web experience. In this paper, we present a structured framework for understanding and building the Agentic Web. We trace its evolution from the PC and Mobile Web eras and identify the core technological foundations that support this shift. Central to our framework is a conceptual model consisting of three key dimensions: intelligence, interaction, and economics. These dimensions collectively enable the capabilities of AI agents, such as retrieval, recommendation, planning, and collaboration. We analyze the architectural and infrastructural challenges involved in creating scalable agentic systems, including communication protocols, orchestration strategies, and emerging paradigms such as the Agent Attention Economy. We conclude by discussing the potential applications, societal risks, and governance issues posed by agentic systems, and outline research directions for developing open, secure, and intelligent ecosystems shaped by both human intent and autonomous agent behavior. A continuously updated collection of relevant studies for agentic web is available at: https://github.com/SafeRL-Lab/agentic-web.
Optimizing Retrieval-Augmented Generation with Elasticsearch for Enhanced Question-Answering Systems
This study aims to improve the accuracy and quality of large-scale language models (LLMs) in answering questions by integrating Elasticsearch into the Retrieval Augmented Generation (RAG) framework. The experiment uses the Stanford Question Answering Dataset (SQuAD) version 2.0 as the test dataset and compares the performance of different retrieval methods, including traditional methods based on keyword matching or semantic similarity calculation, BM25-RAG and TF-IDF- RAG, and the newly proposed ES-RAG scheme. The results show that ES-RAG not only has obvious advantages in retrieval efficiency but also performs well in key indicators such as accuracy, which is 0.51 percentage points higher than TF-IDF-RAG. In addition, Elasticsearch's powerful search capabilities and rich configuration options enable the entire question-answering system to better handle complex queries and provide more flexible and efficient responses based on the diverse needs of users. Future research directions can further explore how to optimize the interaction mechanism between Elasticsearch and LLM, such as introducing higher-level semantic understanding and context-awareness capabilities, to achieve a more intelligent and humanized question-answering experience.
Compositional Conservatism: A Transductive Approach in Offline Reinforcement Learning
Offline reinforcement learning (RL) is a compelling framework for learning optimal policies from past experiences without additional interaction with the environment. Nevertheless, offline RL inevitably faces the problem of distributional shifts, where the states and actions encountered during policy execution may not be in the training dataset distribution. A common solution involves incorporating conservatism into the policy or the value function to safeguard against uncertainties and unknowns. In this work, we focus on achieving the same objectives of conservatism but from a different perspective. We propose COmpositional COnservatism with Anchor-seeking (COCOA) for offline RL, an approach that pursues conservatism in a compositional manner on top of the transductive reparameterization (Netanyahu et al., 2023), which decomposes the input variable (the state in our case) into an anchor and its difference from the original input. Our COCOA seeks both in-distribution anchors and differences by utilizing the learned reverse dynamics model, encouraging conservatism in the compositional input space for the policy or value function. Such compositional conservatism is independent of and agnostic to the prevalent behavioral conservatism in offline RL. We apply COCOA to four state-of-the-art offline RL algorithms and evaluate them on the D4RL benchmark, where COCOA generally improves the performance of each algorithm. The code is available at https://github.com/runamu/compositional-conservatism.
QoNext: Towards Next-generation QoE for Foundation Models
Existing evaluations of foundation models, including recent human-centric approaches, fail to capture what truly matters: user's experience during interaction. Current methods treat evaluation as a matter of output correctness alone, overlooking that user satisfaction emerges from the interplay between response quality and interaction, which limits their ability to account for the mechanisms underlying user experience. To address this gap, we introduce QoNext, the first framework that adapts Quality of Experience (QoE) principles from networking and multimedia to the assessment of foundation models. QoNext identifies experiential factors that shape user experience and incorporates them into controlled experiments, where human ratings are collected under varied configurations. From these studies we construct a QoE-oriented database and train predictive models that estimate perceived user experience from measurable system parameters. Our results demonstrate that QoNext not only enables proactive and fine-grained evaluation but also provides actionable guidance for productized services of optimizing foundation models in practice.
UniEgoMotion: A Unified Model for Egocentric Motion Reconstruction, Forecasting, and Generation
Egocentric human motion generation and forecasting with scene-context is crucial for enhancing AR/VR experiences, improving human-robot interaction, advancing assistive technologies, and enabling adaptive healthcare solutions by accurately predicting and simulating movement from a first-person perspective. However, existing methods primarily focus on third-person motion synthesis with structured 3D scene contexts, limiting their effectiveness in real-world egocentric settings where limited field of view, frequent occlusions, and dynamic cameras hinder scene perception. To bridge this gap, we introduce Egocentric Motion Generation and Egocentric Motion Forecasting, two novel tasks that utilize first-person images for scene-aware motion synthesis without relying on explicit 3D scene. We propose UniEgoMotion, a unified conditional motion diffusion model with a novel head-centric motion representation tailored for egocentric devices. UniEgoMotion's simple yet effective design supports egocentric motion reconstruction, forecasting, and generation from first-person visual inputs in a unified framework. Unlike previous works that overlook scene semantics, our model effectively extracts image-based scene context to infer plausible 3D motion. To facilitate training, we introduce EE4D-Motion, a large-scale dataset derived from EgoExo4D, augmented with pseudo-ground-truth 3D motion annotations. UniEgoMotion achieves state-of-the-art performance in egocentric motion reconstruction and is the first to generate motion from a single egocentric image. Extensive evaluations demonstrate the effectiveness of our unified framework, setting a new benchmark for egocentric motion modeling and unlocking new possibilities for egocentric applications.
VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality
As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.
Hierarchical Cross-Attention Network for Virtual Try-On
In this paper, we present an innovative solution for the challenges of the virtual try-on task: our novel Hierarchical Cross-Attention Network (HCANet). HCANet is crafted with two primary stages: geometric matching and try-on, each playing a crucial role in delivering realistic virtual try-on outcomes. A key feature of HCANet is the incorporation of a novel Hierarchical Cross-Attention (HCA) block into both stages, enabling the effective capture of long-range correlations between individual and clothing modalities. The HCA block enhances the depth and robustness of the network. By adopting a hierarchical approach, it facilitates a nuanced representation of the interaction between the person and clothing, capturing intricate details essential for an authentic virtual try-on experience. Our experiments establish the prowess of HCANet. The results showcase its performance across both quantitative metrics and subjective evaluations of visual realism. HCANet stands out as a state-of-the-art solution, demonstrating its capability to generate virtual try-on results that excel in accuracy and realism. This marks a significant step in advancing virtual try-on technologies.
AWorld: Orchestrating the Training Recipe for Agentic AI
The learning from practice paradigm is crucial for developing capable Agentic AI systems, yet it is severely hampered by inefficient experience generation, a bottleneck especially pronounced in complex benchmarks like GAIA. To address this, we introduce AWorld, an open-source system engineered for large-scale agent-environment interaction. By distributing tasks across a cluster, AWorld accelerates experience collection by 14.6x compared to standard single-node, sequential execution. This critical speedup makes extensive reinforcement learning practical and scalable. Leveraging this capability, we trained a Qwen3-32B-based agent that significantly outperforms its base model, increasing its overall GAIA accuracy from 21.59% to 32.23%. On the benchmark's most challenging levels, our agent achieves a score of 16.33%, surpassing the performance of leading proprietary models. Our open-source system and resulting agent provide a practical blueprint for a complete agentic AI training pipeline, from efficient interaction to demonstrable model improvement.
Reinforcement Learning for Self-Improving Agent with Skill Library
Large Language Model (LLM)-based agents have demonstrated remarkable capabilities in complex reasoning and multi-turn interactions but struggle to continuously improve and adapt when deployed in new environments. One promising approach is implementing skill libraries that allow agents to learn, validate, and apply new skills. However, current skill library approaches rely primarily on LLM prompting, making consistent skill library implementation challenging. To overcome these challenges, we propose a Reinforcement Learning (RL)-based approach to enhance agents' self-improvement capabilities with a skill library. Specifically, we introduce Skill Augmented GRPO for self-Evolution (SAGE), a novel RL framework that systematically incorporates skills into learning. The framework's key component, Sequential Rollout, iteratively deploys agents across a chain of similar tasks for each rollout. As agents navigate through the task chain, skills generated from previous tasks accumulate in the library and become available for subsequent tasks. Additionally, the framework enhances skill generation and utilization through a Skill-integrated Reward that complements the original outcome-based rewards. Experimental results on AppWorld demonstrate that SAGE, when applied to supervised-finetuned model with expert experience, achieves 8.9% higher Scenario Goal Completion while requiring 26% fewer interaction steps and generating 59% fewer tokens, substantially outperforming existing approaches in both accuracy and efficiency.
RedOne: Revealing Domain-specific LLM Post-Training in Social Networking Services
As a primary medium for modern information dissemination, social networking services (SNS) have experienced rapid growth, which has proposed significant challenges for platform content management and interaction quality improvement. Recently, the development of large language models (LLMs) has offered potential solutions but existing studies focus on isolated tasks, which not only encounter diminishing benefit from the data scaling within individual scenarios but also fail to flexibly adapt to diverse real-world context. To address these challenges, we introduce RedOne, a domain-specific LLM designed to break the performance bottleneck of single-task baselines and establish a comprehensive foundation for the SNS. RedOne was developed through a three-stage training strategy consisting of continue pretraining, supervised fine-tuning, and preference optimization, using a large-scale real-world dataset. Through extensive experiments, RedOne maintains strong general capabilities, and achieves an average improvement up to 14.02% across 8 major SNS tasks and 7.56% in SNS bilingual evaluation benchmark, compared with base models. Furthermore, through online testing, RedOne reduced the exposure rate in harmful content detection by 11.23% and improved the click page rate in post-view search by 14.95% compared with single-tasks finetuned baseline models. These results establish RedOne as a robust domain-specific LLM for SNS, demonstrating excellent generalization across various tasks and promising applicability in real-world scenarios.
CloneMem: Benchmarking Long-Term Memory for AI Clones
AI Clones aim to simulate an individual's thoughts and behaviors to enable long-term, personalized interaction, placing stringent demands on memory systems to model experiences, emotions, and opinions over time. Existing memory benchmarks primarily rely on user-agent conversational histories, which are temporally fragmented and insufficient for capturing continuous life trajectories. We introduce CloneMem, a benchmark for evaluating longterm memory in AI Clone scenarios grounded in non-conversational digital traces, including diaries, social media posts, and emails, spanning one to three years. CloneMem adopts a hierarchical data construction framework to ensure longitudinal coherence and defines tasks that assess an agent's ability to track evolving personal states. Experiments show that current memory mechanisms struggle in this setting, highlighting open challenges for life-grounded personalized AI. Code and dataset are available at https://github.com/AvatarMemory/CloneMemBench
IPR-1: Interactive Physical Reasoner
Humans learn by observing, interacting with environments, and internalizing physics and causality. Here, we aim to ask whether an agent can similarly acquire human-like reasoning from interaction and keep improving with more experience. We study this in a Game-to-Unseen (G2U) setting, curating 1,000+ heterogeneous games with diverse physical and causal mechanisms, and evaluate at three human-like levels: Survival, Curiosity, Utility, from primitive intuition to goal-driven reasoning. Our analysis reveals complementary failures: VLM/VLA agents reason but lack look-ahead in interactive settings, while world models imagine but imitate visual patterns rather than analyze physics and causality. We therefore propose IPR (Interactive Physical Reasoner), using world-model rollouts to score and reinforce a VLM's policy, and introduce PhysCode, a physics-centric action code aligning semantic intent with dynamics to provide a shared action space for prediction and reasoning. Pretrained on 1,000+ games, our IPR performs robustly on three levels, matches GPT-5 overall, and surpasses it on Curiosity. We find that performance improves with more training games and interaction steps, and that the model also zero-shot transfers to unseen games. These results support physics-centric interaction as a path to steadily improving physical reasoning.
UQABench: Evaluating User Embedding for Prompting LLMs in Personalized Question Answering
Large language models (LLMs) achieve remarkable success in natural language processing (NLP). In practical scenarios like recommendations, as users increasingly seek personalized experiences, it becomes crucial to incorporate user interaction history into the context of LLMs to enhance personalization. However, from a practical utility perspective, user interactions' extensive length and noise present challenges when used directly as text prompts. A promising solution is to compress and distill interactions into compact embeddings, serving as soft prompts to assist LLMs in generating personalized responses. Although this approach brings efficiency, a critical concern emerges: Can user embeddings adequately capture valuable information and prompt LLMs? To address this concern, we propose \name, a benchmark designed to evaluate the effectiveness of user embeddings in prompting LLMs for personalization. We establish a fair and standardized evaluation process, encompassing pre-training, fine-tuning, and evaluation stages. To thoroughly evaluate user embeddings, we design three dimensions of tasks: sequence understanding, action prediction, and interest perception. These evaluation tasks cover the industry's demands in traditional recommendation tasks, such as improving prediction accuracy, and its aspirations for LLM-based methods, such as accurately understanding user interests and enhancing the user experience. We conduct extensive experiments on various state-of-the-art methods for modeling user embeddings. Additionally, we reveal the scaling laws of leveraging user embeddings to prompt LLMs. The benchmark is available online.
FAtiMA Toolkit -- Toward an effective and accessible tool for the development of intelligent virtual agents and social robots
More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this paper, we describe FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, FAtiMA Toolkit's library based design allows developers to easily integrate it with other frameworks, its meta-cognitive model affords different internal reasoners and affective components and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.
Simulating Classroom Education with LLM-Empowered Agents
Large language models (LLMs) have been employed in various intelligent educational tasks to assist teaching. While preliminary explorations have focused on independent LLM-empowered agents for specific educational tasks, the potential for LLMs within a multi-agent collaborative framework to simulate a classroom with real user participation remains unexplored. In this work, we propose SimClass, a multi-agent classroom simulation framework involving user participation. We recognize representative class roles and introduce a novel class control mechanism for automatic classroom teaching, and conduct user experiments in two real-world courses. Utilizing the Flanders Interactive Analysis System and Community of Inquiry theoretical frame works from educational analysis, we demonstrate that LLMs can simulate traditional classroom interaction patterns effectively while enhancing user's experience. We also observe emergent group behaviors among agents in SimClass, where agents collaborate to create enlivening interactions in classrooms to improve user learning process. We hope this work pioneers the application of LLM-empowered multi-agent systems in virtual classroom teaching.
Stream-Omni: Simultaneous Multimodal Interactions with Large Language-Vision-Speech Model
The emergence of GPT-4o-like large multimodal models (LMMs) has raised the exploration of integrating text, vision, and speech modalities to support more flexible multimodal interaction. Existing LMMs typically concatenate representation of modalities along the sequence dimension and feed them into a large language model (LLM) backbone. While sequence-dimension concatenation is straightforward for modality integration, it often relies heavily on large-scale data to learn modality alignments. In this paper, we aim to model the relationships between modalities more purposefully, thereby achieving more efficient and flexible modality alignments. To this end, we propose Stream-Omni, a large language-vision-speech model with efficient modality alignments, which can simultaneously support interactions under various modality combinations. Stream-Omni employs LLM as the backbone and aligns the vision and speech to the text based on their relationships. For vision that is semantically complementary to text, Stream-Omni uses sequence-dimension concatenation to achieve vision-text alignment. For speech that is semantically consistent with text, Stream-Omni introduces a CTC-based layer-dimension mapping to achieve speech-text alignment. In this way, Stream-Omni can achieve modality alignments with less data (especially speech), enabling the transfer of text capabilities to other modalities. Experiments on various benchmarks demonstrate that Stream-Omni achieves strong performance on visual understanding, speech interaction, and vision-grounded speech interaction tasks. Owing to the layer-dimensional mapping, Stream-Omni can simultaneously provide intermediate text outputs (such as ASR transcriptions and model responses) during speech interaction, offering users a comprehensive multimodal experience.
Beyond Pipelines: A Survey of the Paradigm Shift toward Model-Native Agentic AI
The rapid evolution of agentic AI marks a new phase in artificial intelligence, where Large Language Models (LLMs) no longer merely respond but act, reason, and adapt. This survey traces the paradigm shift in building agentic AI: from Pipeline-based systems, where planning, tool use, and memory are orchestrated by external logic, to the emerging Model-native paradigm, where these capabilities are internalized within the model's parameters. We first position Reinforcement Learning (RL) as the algorithmic engine enabling this paradigm shift. By reframing learning from imitating static data to outcome-driven exploration, RL underpins a unified solution of LLM + RL + Task across language, vision and embodied domains. Building on this, the survey systematically reviews how each capability -- Planning, Tool use, and Memory -- has evolved from externally scripted modules to end-to-end learned behaviors. Furthermore, it examines how this paradigm shift has reshaped major agent applications, specifically the Deep Research agent emphasizing long-horizon reasoning and the GUI agent emphasizing embodied interaction. We conclude by discussing the continued internalization of agentic capabilities like Multi-agent collaboration and Reflection, alongside the evolving roles of the system and model layers in future agentic AI. Together, these developments outline a coherent trajectory toward model-native agentic AI as an integrated learning and interaction framework, marking the transition from constructing systems that apply intelligence to developing models that grow intelligence through experience.
Leveraging Large Language Models for Multimodal Search
Multimodal search has become increasingly important in providing users with a natural and effective way to ex-press their search intentions. Images offer fine-grained details of the desired products, while text allows for easily incorporating search modifications. However, some existing multimodal search systems are unreliable and fail to address simple queries. The problem becomes harder with the large variability of natural language text queries, which may contain ambiguous, implicit, and irrelevant in-formation. Addressing these issues may require systems with enhanced matching capabilities, reasoning abilities, and context-aware query parsing and rewriting. This paper introduces a novel multimodal search model that achieves a new performance milestone on the Fashion200K dataset. Additionally, we propose a novel search interface integrating Large Language Models (LLMs) to facilitate natural language interaction. This interface routes queries to search systems while conversationally engaging with users and considering previous searches. When coupled with our multimodal search model, it heralds a new era of shopping assistants capable of offering human-like interaction and enhancing the overall search experience.
AI-Enhanced Virtual Reality in Medicine: A Comprehensive Survey
With the rapid advance of computer graphics and artificial intelligence technologies, the ways we interact with the world have undergone a transformative shift. Virtual Reality (VR) technology, aided by artificial intelligence (AI), has emerged as a dominant interaction media in multiple application areas, thanks to its advantage of providing users with immersive experiences. Among those applications, medicine is considered one of the most promising areas. In this paper, we present a comprehensive examination of the burgeoning field of AI-enhanced VR applications in medical care and services. By introducing a systematic taxonomy, we meticulously classify the pertinent techniques and applications into three well-defined categories based on different phases of medical diagnosis and treatment: Visualization Enhancement, VR-related Medical Data Processing, and VR-assisted Intervention. This categorization enables a structured exploration of the diverse roles that AI-powered VR plays in the medical domain, providing a framework for a more comprehensive understanding and evaluation of these technologies. To our best knowledge, this is the first systematic survey of AI-powered VR systems in medical settings, laying a foundation for future research in this interdisciplinary domain.
WhatELSE: Shaping Narrative Spaces at Configurable Level of Abstraction for AI-bridged Interactive Storytelling
Generative AI significantly enhances player agency in interactive narratives (IN) by enabling just-in-time content generation that adapts to player actions. While delegating generation to AI makes IN more interactive, it becomes challenging for authors to control the space of possible narratives - within which the final story experienced by the player emerges from their interaction with AI. In this paper, we present WhatELSE, an AI-bridged IN authoring system that creates narrative possibility spaces from example stories. WhatELSE provides three views (narrative pivot, outline, and variants) to help authors understand the narrative space and corresponding tools leveraging linguistic abstraction to control the boundaries of the narrative space. Taking innovative LLM-based narrative planning approaches, WhatELSE further unfolds the narrative space into executable game events. Through a user study (N=12) and technical evaluations, we found that WhatELSE enables authors to perceive and edit the narrative space and generates engaging interactive narratives at play-time.
Exploitation Is All You Need... for Exploration
Ensuring sufficient exploration is a central challenge when training meta-reinforcement learning (meta-RL) agents to solve novel environments. Conventional solutions to the exploration-exploitation dilemma inject explicit incentives such as randomization, uncertainty bonuses, or intrinsic rewards to encourage exploration. In this work, we hypothesize that an agent trained solely to maximize a greedy (exploitation-only) objective can nonetheless exhibit emergent exploratory behavior, provided three conditions are met: (1) Recurring Environmental Structure, where the environment features repeatable regularities that allow past experience to inform future choices; (2) Agent Memory, enabling the agent to retain and utilize historical interaction data; and (3) Long-Horizon Credit Assignment, where learning propagates returns over a time frame sufficient for the delayed benefits of exploration to inform current decisions. Through experiments in stochastic multi-armed bandits and temporally extended gridworlds, we observe that, when both structure and memory are present, a policy trained on a strictly greedy objective exhibits information-seeking exploratory behavior. We further demonstrate, through controlled ablations, that emergent exploration vanishes if either environmental structure or agent memory is absent (Conditions 1 & 2). Surprisingly, removing long-horizon credit assignment (Condition 3) does not always prevent emergent exploration-a result we attribute to the pseudo-Thompson Sampling effect. These findings suggest that, under the right prerequisites, exploration and exploitation need not be treated as orthogonal objectives but can emerge from a unified reward-maximization process.
A Survey on (M)LLM-Based GUI Agents
Graphical User Interface (GUI) Agents have emerged as a transformative paradigm in human-computer interaction, evolving from rule-based automation scripts to sophisticated AI-driven systems capable of understanding and executing complex interface operations. This survey provides a comprehensive examination of the rapidly advancing field of LLM-based GUI Agents, systematically analyzing their architectural foundations, technical components, and evaluation methodologies. We identify and analyze four fundamental components that constitute modern GUI Agents: (1) perception systems that integrate text-based parsing with multimodal understanding for comprehensive interface comprehension; (2) exploration mechanisms that construct and maintain knowledge bases through internal modeling, historical experience, and external information retrieval; (3) planning frameworks that leverage advanced reasoning methodologies for task decomposition and execution; and (4) interaction systems that manage action generation with robust safety controls. Through rigorous analysis of these components, we reveal how recent advances in large language models and multimodal learning have revolutionized GUI automation across desktop, mobile, and web platforms. We critically examine current evaluation frameworks, highlighting methodological limitations in existing benchmarks while proposing directions for standardization. This survey also identifies key technical challenges, including accurate element localization, effective knowledge retrieval, long-horizon planning, and safety-aware execution control, while outlining promising research directions for enhancing GUI Agents' capabilities. Our systematic review provides researchers and practitioners with a thorough understanding of the field's current state and offers insights into future developments in intelligent interface automation.
Beyond Training: Enabling Self-Evolution of Agents with MOBIMEM
Large Language Model (LLM) agents are increasingly deployed to automate complex workflows in mobile and desktop environments. However, current model-centric agent architectures struggle to self-evolve post-deployment: improving personalization, capability, and efficiency typically requires continuous model retraining/fine-tuning, which incurs prohibitive computational overheads and suffers from an inherent trade-off between model accuracy and inference efficiency. To enable iterative self-evolution without model retraining, we propose MOBIMEM, a memory-centric agent system. MOBIMEM first introduces three specialized memory primitives to decouple agent evolution from model weights: (1) Profile Memory uses a lightweight distance-graph (DisGraph) structure to align with user preferences, resolving the accuracy-latency trade-off in user profile retrieval; (2) Experience Memory employs multi-level templates to instantiate execution logic for new tasks, ensuring capability generalization; and (3) Action Memory records fine-grained interaction sequences, reducing the reliance on expensive model inference. Building upon this memory architecture, MOBIMEM further integrates a suite of OS-inspired services to orchestrate execution: a scheduler that coordinates parallel sub-task execution and memory operations; an agent record-and-replay (AgentRR) mechanism that enables safe and efficient action reuse; and a context-aware exception handling that ensures graceful recovery from user interruptions and runtime errors. Evaluation on AndroidWorld and top-50 apps shows that MOBIMEM achieves 83.1% profile alignment with 23.83 ms retrieval time (280x faster than GraphRAG baselines), improves task success rates by up to 50.3%, and reduces end-to-end latency by up to 9x on mobile devices.
CharacterGLM: Customizing Chinese Conversational AI Characters with Large Language Models
In this paper, we present CharacterGLM, a series of models built upon ChatGLM, with model sizes ranging from 6B to 66B parameters. Our CharacterGLM is designed for generating Character-based Dialogues (CharacterDial), which aims to equip a conversational AI system with character customization for satisfying people's inherent social desires and emotional needs. On top of CharacterGLM, we can customize various AI characters or social agents by configuring their attributes (identities, interests, viewpoints, experiences, achievements, social relationships, etc.) and behaviors (linguistic features, emotional expressions, interaction patterns, etc.). Our model outperforms most mainstream close-source large langauge models, including the GPT series, especially in terms of consistency, human-likeness, and engagement according to manual evaluations. We will release our 6B version of CharacterGLM and a subset of training data to facilitate further research development in the direction of character-based dialogue generation.
Generative Interfaces for Language Models
Large language models (LLMs) are increasingly seen as assistants, copilots, and consultants, capable of supporting a wide range of tasks through natural conversation. However, most systems remain constrained by a linear request-response format that often makes interactions inefficient in multi-turn, information-dense, and exploratory tasks. To address these limitations, we propose Generative Interfaces for Language Models, a paradigm in which LLMs respond to user queries by proactively generating user interfaces (UIs) that enable more adaptive and interactive engagement. Our framework leverages structured interface-specific representations and iterative refinements to translate user queries into task-specific UIs. For systematic evaluation, we introduce a multidimensional assessment framework that compares generative interfaces with traditional chat-based ones across diverse tasks, interaction patterns, and query types, capturing functional, interactive, and emotional aspects of user experience. Results show that generative interfaces consistently outperform conversational ones, with humans preferring them in over 70% of cases. These findings clarify when and why users favor generative interfaces, paving the way for future advancements in human-AI interaction.
From Human Memory to AI Memory: A Survey on Memory Mechanisms in the Era of LLMs
Memory is the process of encoding, storing, and retrieving information, allowing humans to retain experiences, knowledge, skills, and facts over time, and serving as the foundation for growth and effective interaction with the world. It plays a crucial role in shaping our identity, making decisions, learning from past experiences, building relationships, and adapting to changes. In the era of large language models (LLMs), memory refers to the ability of an AI system to retain, recall, and use information from past interactions to improve future responses and interactions. Although previous research and reviews have provided detailed descriptions of memory mechanisms, there is still a lack of a systematic review that summarizes and analyzes the relationship between the memory of LLM-driven AI systems and human memory, as well as how we can be inspired by human memory to construct more powerful memory systems. To achieve this, in this paper, we propose a comprehensive survey on the memory of LLM-driven AI systems. In particular, we first conduct a detailed analysis of the categories of human memory and relate them to the memory of AI systems. Second, we systematically organize existing memory-related work and propose a categorization method based on three dimensions (object, form, and time) and eight quadrants. Finally, we illustrate some open problems regarding the memory of current AI systems and outline possible future directions for memory in the era of large language models.
G-Memory: Tracing Hierarchical Memory for Multi-Agent Systems
Large language model (LLM)-powered multi-agent systems (MAS) have demonstrated cognitive and execution capabilities that far exceed those of single LLM agents, yet their capacity for self-evolution remains hampered by underdeveloped memory architectures. Upon close inspection, we are alarmed to discover that prevailing MAS memory mechanisms (1) are overly simplistic, completely disregarding the nuanced inter-agent collaboration trajectories, and (2) lack cross-trial and agent-specific customization, in stark contrast to the expressive memory developed for single agents. To bridge this gap, we introduce G-Memory, a hierarchical, agentic memory system for MAS inspired by organizational memory theory, which manages the lengthy MAS interaction via a three-tier graph hierarchy: insight, query, and interaction graphs. Upon receiving a new user query, G-Memory performs bi-directional memory traversal to retrieve both high-level, generalizable insights that enable the system to leverage cross-trial knowledge, and fine-grained, condensed interaction trajectories that compactly encode prior collaboration experiences. Upon task execution, the entire hierarchy evolves by assimilating new collaborative trajectories, nurturing the progressive evolution of agent teams. Extensive experiments across five benchmarks, three LLM backbones, and three popular MAS frameworks demonstrate that G-Memory improves success rates in embodied action and accuracy in knowledge QA by up to 20.89% and 10.12%, respectively, without any modifications to the original frameworks. Our codes are available at https://github.com/bingreeky/GMemory.
Beyond Prompts: Dynamic Conversational Benchmarking of Large Language Models
We introduce a dynamic benchmarking system for conversational agents that evaluates their performance through a single, simulated, and lengthy userleftrightarrowagent interaction. The interaction is a conversation between the user and agent, where multiple tasks are introduced and then undertaken concurrently. We context switch regularly to interleave the tasks, which constructs a realistic testing scenario in which we assess the Long-Term Memory, Continual Learning, and Information Integration capabilities of the agents. Results from both proprietary and open-source Large-Language Models show that LLMs in general perform well on single-task interactions, but they struggle on the same tasks when they are interleaved. Notably, short-context LLMs supplemented with an LTM system perform as well as or better than those with larger contexts. Our benchmark suggests that there are other challenges for LLMs responding to more natural interactions that contemporary benchmarks have heretofore not been able to capture.
BIRD-INTERACT: Re-imagining Text-to-SQL Evaluation for Large Language Models via Lens of Dynamic Interactions
Large language models (LLMs) have demonstrated remarkable performance on single-turn text-to-SQL tasks, but real-world database applications predominantly require multi-turn interactions to handle ambiguous queries, execution errors, and evolving user requirements. Existing multi-turn benchmarks fall short by treating conversation histories as static context or limiting evaluation to read-only operations, failing to reflect production-grade database assistant challenges. We introduce BIRD-INTERACT, a benchmark that restores this realism through: (1) a comprehensive interaction environment coupling each database with a hierarchical knowledge base, metadata files, and a function-driven user simulator, enabling models to solicit clarifications, retrieve knowledge, and recover from errors without human supervision; (2) two evaluation settings consisting of a pre-defined conversational protocol (c-Interact) and an open-ended agentic setting (a-Interact) where models autonomously decide when to query the user simulator or explore the environment; (3) a challenging task suite covering the full CRUD spectrum for business-intelligence and operational use cases, guarded by executable test cases. Each task features ambiguous and follow-up sub-tasks requiring dynamic interaction. The suite comprises BIRD-INTERACT-FULL (600 tasks, up to 11,796 interactions) for comprehensive performance assessment, and BIRD-INTERACT-LITE (300 tasks with simplified databases) for detailed behavioral analysis and rapid method development. Our empirical results highlight BIRD-INTERACT's difficulty: GPT-5 completes only 8.67% of tasks in c-Interact and 17.00% in a-Interact. Analysis via memory grafting and Interaction Test-time Scaling validates the importance of effective interaction for complex, dynamic text-to-SQL tasks.
Towards Enhanced Immersion and Agency for LLM-based Interactive Drama
LLM-based Interactive Drama is a novel AI-based dialogue scenario, where the user (i.e. the player) plays the role of a character in the story, has conversations with characters played by LLM agents, and experiences an unfolding story. This paper begins with understanding interactive drama from two aspects: Immersion, the player's feeling of being present in the story, and Agency, the player's ability to influence the story world. Both are crucial to creating an enjoyable interactive experience, while they have been underexplored in previous work. To enhance these two aspects, we first propose Playwriting-guided Generation, a novel method that helps LLMs craft dramatic stories with substantially improved structures and narrative quality. Additionally, we introduce Plot-based Reflection for LLM agents to refine their reactions to align with the player's intentions. Our evaluation relies on human judgment to assess the gains of our methods in terms of immersion and agency.
The OMG-Empathy Dataset: Evaluating the Impact of Affective Behavior in Storytelling
Processing human affective behavior is important for developing intelligent agents that interact with humans in complex interaction scenarios. A large number of current approaches that address this problem focus on classifying emotion expressions by grouping them into known categories. Such strategies neglect, among other aspects, the impact of the affective responses from an individual on their interaction partner thus ignoring how people empathize towards each other. This is also reflected in the datasets used to train models for affective processing tasks. Most of the recent datasets, in particular, the ones which capture natural interactions ("in-the-wild" datasets), are designed, collected, and annotated based on the recognition of displayed affective reactions, ignoring how these displayed or expressed emotions are perceived. In this paper, we propose a novel dataset composed of dyadic interactions designed, collected and annotated with a focus on measuring the affective impact that eight different stories have on the listener. Each video of the dataset contains around 5 minutes of interaction where a speaker tells a story to a listener. After each interaction, the listener annotated, using a valence scale, how the story impacted their affective state, reflecting how they empathized with the speaker as well as the story. We also propose different evaluation protocols and a baseline that encourages participation in the advancement of the field of artificial empathy and emotion contagion.
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models
We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal training data is scarce, or where the design goal requires the synthesis of internal dynamics, intuitive analysis, or advanced interactivity. Our framework relies on text interaction and the Unity game engine. By incorporating techniques for scene understanding, task planning, self-debugging, and memory management, LLMR outperforms the standard GPT-4 by 4x in average error rate. We demonstrate LLMR's cross-platform interoperability with several example worlds, and evaluate it on a variety of creation and modification tasks to show that it can produce and edit diverse objects, tools, and scenes. Finally, we conducted a usability study (N=11) with a diverse set that revealed participants had positive experiences with the system and would use it again.
InteractComp: Evaluating Search Agents With Ambiguous Queries
Language agents have demonstrated remarkable potential in web search and information retrieval. However, these search agents assume user queries are complete and unambiguous, an assumption that diverges from reality where users begin with incomplete queries requiring clarification through interaction. Yet most agents lack interactive mechanisms during the search process, and existing benchmarks cannot assess this capability. To address this gap, we introduce InteractComp, a benchmark designed to evaluate whether search agents can recognize query ambiguity and actively interact to resolve it during search. Following the principle of easy to verify, interact to disambiguate, we construct 210 expert-curated questions across 9 domains through a target-distractor methodology that creates genuine ambiguity resolvable only through interaction. Evaluation of 17 models reveals striking failure: the best model achieves only 13.73% accuracy despite 71.50% with complete context, exposing systematic overconfidence rather than reasoning deficits. Forced interaction produces dramatic gains, demonstrating latent capability current strategies fail to engage. Longitudinal analysis shows interaction capabilities stagnated over 15 months while search performance improved seven-fold, revealing a critical blind spot. This stagnation, coupled with the immediate feedback inherent to search tasks, makes InteractComp a valuable resource for both evaluating and training interaction capabilities in search agents. The code is available at https://github.com/FoundationAgents/InteractComp.
DrawTalking: Building Interactive Worlds by Sketching and Speaking
We introduce DrawTalking, an approach to building and controlling interactive worlds by sketching and speaking while telling stories. It emphasizes user control and flexibility, and gives programming-like capability without requiring code. An early open-ended study with our prototype shows that the mechanics resonate and are applicable to many creative-exploratory use cases, with the potential to inspire and inform research in future natural interfaces for creative exploration and authoring.
Survey of User Interface Design and Interaction Techniques in Generative AI Applications
The applications of generative AI have become extremely impressive, and the interplay between users and AI is even more so. Current human-AI interaction literature has taken a broad look at how humans interact with generative AI, but it lacks specificity regarding the user interface designs and patterns used to create these applications. Therefore, we present a survey that comprehensively presents taxonomies of how a human interacts with AI and the user interaction patterns designed to meet the needs of a variety of relevant use cases. We focus primarily on user-guided interactions, surveying interactions that are initiated by the user and do not include any implicit signals given by the user. With this survey, we aim to create a compendium of different user-interaction patterns that can be used as a reference for designers and developers alike. In doing so, we also strive to lower the entry barrier for those attempting to learn more about the design of generative AI applications.
Retrospective Learning from Interactions
Multi-turn interactions between large language models (LLMs) and users naturally include implicit feedback signals. If an LLM responds in an unexpected way to an instruction, the user is likely to signal it by rephrasing the request, expressing frustration, or pivoting to an alternative task. Such signals are task-independent and occupy a relatively constrained subspace of language, allowing the LLM to identify them even if it fails on the actual task. This creates an avenue for continually learning from interactions without additional annotations. We introduce ReSpect, a method to learn from such signals in past interactions via retrospection. We deploy ReSpect in a new multimodal interaction scenario, where humans instruct an LLM to solve an abstract reasoning task with a combinatorial solution space. Through thousands of interactions with humans, we show how ReSpect gradually improves task completion rate from 31% to 82%, all without any external annotation.
LLM Agents in Interaction: Measuring Personality Consistency and Linguistic Alignment in Interacting Populations of Large Language Models
While both agent interaction and personalisation are vibrant topics in research on large language models (LLMs), there has been limited focus on the effect of language interaction on the behaviour of persona-conditioned LLM agents. Such an endeavour is important to ensure that agents remain consistent to their assigned traits yet are able to engage in open, naturalistic dialogues. In our experiments, we condition GPT-3.5 on personality profiles through prompting and create a two-group population of LLM agents using a simple variability-inducing sampling algorithm. We then administer personality tests and submit the agents to a collaborative writing task, finding that different profiles exhibit different degrees of personality consistency and linguistic alignment to their conversational partners. Our study seeks to lay the groundwork for better understanding of dialogue-based interaction between LLMs and highlights the need for new approaches to crafting robust, more human-like LLM personas for interactive environments.
SHARE: Shared Memory-Aware Open-Domain Long-Term Dialogue Dataset Constructed from Movie Script
Shared memories between two individuals strengthen their bond and are crucial for facilitating their ongoing conversations. This study aims to make long-term dialogue more engaging by leveraging these shared memories. To this end, we introduce a new long-term dialogue dataset named SHARE, constructed from movie scripts, which are a rich source of shared memories among various relationships. Our dialogue dataset contains the summaries of persona information and events of two individuals, as explicitly revealed in their conversation, along with implicitly extractable shared memories. We also introduce EPISODE, a long-term dialogue framework based on SHARE that utilizes shared experiences between individuals. Through experiments using SHARE, we demonstrate that shared memories between two individuals make long-term dialogues more engaging and sustainable, and that EPISODE effectively manages shared memories during dialogue. Our new dataset is publicly available at https://anonymous.4open.science/r/SHARE-AA1E/SHARE.json.
Learning Manipulation by Predicting Interaction
Representation learning approaches for robotic manipulation have boomed in recent years. Due to the scarcity of in-domain robot data, prevailing methodologies tend to leverage large-scale human video datasets to extract generalizable features for visuomotor policy learning. Despite the progress achieved, prior endeavors disregard the interactive dynamics that capture behavior patterns and physical interaction during the manipulation process, resulting in an inadequate understanding of the relationship between objects and the environment. To this end, we propose a general pre-training pipeline that learns Manipulation by Predicting the Interaction (MPI) and enhances the visual representation.Given a pair of keyframes representing the initial and final states, along with language instructions, our algorithm predicts the transition frame and detects the interaction object, respectively. These two learning objectives achieve superior comprehension towards "how-to-interact" and "where-to-interact". We conduct a comprehensive evaluation of several challenging robotic tasks.The experimental results demonstrate that MPI exhibits remarkable improvement by 10% to 64% compared with previous state-of-the-art in real-world robot platforms as well as simulation environments. Code and checkpoints are publicly shared at https://github.com/OpenDriveLab/MPI.
Advances and Challenges in Conversational Recommender Systems: A Survey
Recommender systems exploit interaction history to estimate user preference, having been heavily used in a wide range of industry applications. However, static recommendation models are difficult to answer two important questions well due to inherent shortcomings: (a) What exactly does a user like? (b) Why does a user like an item? The shortcomings are due to the way that static models learn user preference, i.e., without explicit instructions and active feedback from users. The recent rise of conversational recommender systems (CRSs) changes this situation fundamentally. In a CRS, users and the system can dynamically communicate through natural language interactions, which provide unprecedented opportunities to explicitly obtain the exact preference of users. Considerable efforts, spread across disparate settings and applications, have been put into developing CRSs. Existing models, technologies, and evaluation methods for CRSs are far from mature. In this paper, we provide a systematic review of the techniques used in current CRSs. We summarize the key challenges of developing CRSs in five directions: (1) Question-based user preference elicitation. (2) Multi-turn conversational recommendation strategies. (3) Dialogue understanding and generation. (4) Exploitation-exploration trade-offs. (5) Evaluation and user simulation. These research directions involve multiple research fields like information retrieval (IR), natural language processing (NLP), and human-computer interaction (HCI). Based on these research directions, we discuss some future challenges and opportunities. We provide a road map for researchers from multiple communities to get started in this area. We hope this survey can help to identify and address challenges in CRSs and inspire future research.
Touch-based Curiosity for Sparse-Reward Tasks
Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.
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.
MM-Conv: A Multi-modal Conversational Dataset for Virtual Humans
In this paper, we present a novel dataset captured using a VR headset to record conversations between participants within a physics simulator (AI2-THOR). Our primary objective is to extend the field of co-speech gesture generation by incorporating rich contextual information within referential settings. Participants engaged in various conversational scenarios, all based on referential communication tasks. The dataset provides a rich set of multimodal recordings such as motion capture, speech, gaze, and scene graphs. This comprehensive dataset aims to enhance the understanding and development of gesture generation models in 3D scenes by providing diverse and contextually rich data.
Learn-by-interact: A Data-Centric Framework for Self-Adaptive Agents in Realistic Environments
Autonomous agents powered by large language models (LLMs) have the potential to enhance human capabilities, assisting with digital tasks from sending emails to performing data analysis. The abilities of existing LLMs at such tasks are often hindered by the lack of high-quality agent data from the corresponding environments they interact with. We propose Learn-by-interact, a data-centric framework to adapt LLM agents to any given environments without human annotations. Learn-by-interact synthesizes trajectories of agent-environment interactions based on documentations, and constructs instructions by summarizing or abstracting the interaction histories, a process called backward construction. We assess the quality of our synthetic data by using them in both training-based scenarios and training-free in-context learning (ICL), where we craft innovative retrieval approaches optimized for agents. Extensive experiments on SWE-bench, WebArena, OSWorld and Spider2-V spanning across realistic coding, web, and desktop environments show the effectiveness of Learn-by-interact in various downstream agentic tasks -- baseline results are improved by up to 12.2\% for ICL with Claude-3.5 and 19.5\% for training with Codestral-22B. We further demonstrate the critical role of backward construction, which provides up to 14.0\% improvement for training. Our ablation studies demonstrate the efficiency provided by our synthesized data in ICL and the superiority of our retrieval pipeline over alternative approaches like conventional retrieval-augmented generation (RAG). We expect that Learn-by-interact will serve as a foundation for agent data synthesis as LLMs are increasingly deployed at real-world environments.
Beyond Single-Turn: A Survey on Multi-Turn Interactions with Large Language Models
Recent advancements in large language models (LLMs) have revolutionized their ability to handle single-turn tasks, yet real-world applications demand sophisticated multi-turn interactions. This survey provides a comprehensive review of recent advancements in evaluating and enhancing multi-turn interactions in LLMs. Focusing on task-specific scenarios, from instruction following in diverse domains such as math and coding to complex conversational engagements in roleplay, healthcare, education, and even adversarial jailbreak settings, we systematically examine the challenges of maintaining context, coherence, fairness, and responsiveness over prolonged dialogues. The paper organizes current benchmarks and datasets into coherent categories that reflect the evolving landscape of multi-turn dialogue evaluation. In addition, we review a range of enhancement methodologies under multi-turn settings, including model-centric strategies (contextual learning, supervised fine-tuning, reinforcement learning, and new architectures), external integration approaches (memory-augmented, retrieval-based methods, and knowledge graph), and agent-based techniques for collaborative interactions. Finally, we discuss open challenges and propose future directions for research to further advance the robustness and effectiveness of multi-turn interactions in LLMs. Related resources and papers are available at https://github.com/yubol-cmu/Awesome-Multi-Turn-LLMs.
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.
A Survey on Conversational Recommender Systems
Recommender systems are software applications that help users to find items of interest in situations of information overload. Current research often assumes a one-shot interaction paradigm, where the users' preferences are estimated based on past observed behavior and where the presentation of a ranked list of suggestions is the main, one-directional form of user interaction. Conversational recommender systems (CRS) take a different approach and support a richer set of interactions. These interactions can, for example, help to improve the preference elicitation process or allow the user to ask questions about the recommendations and to give feedback. The interest in CRS has significantly increased in the past few years. This development is mainly due to the significant progress in the area of natural language processing, the emergence of new voice-controlled home assistants, and the increased use of chatbot technology. With this paper, we provide a detailed survey of existing approaches to conversational recommendation. We categorize these approaches in various dimensions, e.g., in terms of the supported user intents or the knowledge they use in the background. Moreover, we discuss technological approaches, review how CRS are evaluated, and finally identify a number of gaps that deserve more research in the future.
ID.8: Co-Creating Visual Stories with Generative AI
Storytelling is an integral part of human culture and significantly impacts cognitive and socio-emotional development and connection. Despite the importance of interactive visual storytelling, the process of creating such content requires specialized skills and is labor-intensive. This paper introduces ID.8, an open-source system designed for the co-creation of visual stories with generative AI. We focus on enabling an inclusive storytelling experience by simplifying the content creation process and allowing for customization. Our user evaluation confirms a generally positive user experience in domains such as enjoyment and exploration, while highlighting areas for improvement, particularly in immersiveness, alignment, and partnership between the user and the AI system. Overall, our findings indicate promising possibilities for empowering people to create visual stories with generative AI. This work contributes a novel content authoring system, ID.8, and insights into the challenges and potential of using generative AI for multimedia content creation.
Latent Compass: Creation by Navigation
In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.
Human Learning by Model Feedback: The Dynamics of Iterative Prompting with Midjourney
Generating images with a Text-to-Image model often requires multiple trials, where human users iteratively update their prompt based on feedback, namely the output image. Taking inspiration from cognitive work on reference games and dialogue alignment, this paper analyzes the dynamics of the user prompts along such iterations. We compile a dataset of iterative interactions of human users with Midjourney. Our analysis then reveals that prompts predictably converge toward specific traits along these iterations. We further study whether this convergence is due to human users, realizing they missed important details, or due to adaptation to the model's ``preferences'', producing better images for a specific language style. We show initial evidence that both possibilities are at play. The possibility that users adapt to the model's preference raises concerns about reusing user data for further training. The prompts may be biased towards the preferences of a specific model, rather than align with human intentions and natural manner of expression.
ARIG: Autoregressive Interactive Head Generation for Real-time Conversations
Face-to-face communication, as a common human activity, motivates the research on interactive head generation. A virtual agent can generate motion responses with both listening and speaking capabilities based on the audio or motion signals of the other user and itself. However, previous clip-wise generation paradigm or explicit listener/speaker generator-switching methods have limitations in future signal acquisition, contextual behavioral understanding, and switching smoothness, making it challenging to be real-time and realistic. In this paper, we propose an autoregressive (AR) based frame-wise framework called ARIG to realize the real-time generation with better interaction realism. To achieve real-time generation, we model motion prediction as a non-vector-quantized AR process. Unlike discrete codebook-index prediction, we represent motion distribution using diffusion procedure, achieving more accurate predictions in continuous space. To improve interaction realism, we emphasize interactive behavior understanding (IBU) and detailed conversational state understanding (CSU). In IBU, based on dual-track dual-modal signals, we summarize short-range behaviors through bidirectional-integrated learning and perform contextual understanding over long ranges. In CSU, we use voice activity signals and context features of IBU to understand the various states (interruption, feedback, pause, etc.) that exist in actual conversations. These serve as conditions for the final progressive motion prediction. Extensive experiments have verified the effectiveness of our model.
Persona-L has Entered the Chat: Leveraging LLM and Ability-based Framework for Personas of People with Complex Needs
We present Persona-L, a novel approach for creating personas using Large Language Models (LLMs) and an ability-based framework, specifically designed to improve the representation of users with complex needs. Traditional methods of persona creation often fall short of accurately depicting the dynamic and diverse nature of complex needs, resulting in oversimplified or stereotypical profiles. Persona-L enables users to create and interact with personas through a chat interface. Persona-L was evaluated through interviews with UX designers (N=6), where we examined its effectiveness in reflecting the complexities of lived experiences of people with complex needs. We report our findings that indicate the potential of Persona-L to increase empathy and understanding of complex needs while also revealing the need for transparency of data used in persona creation, the role of the language and tone, and the need to provide a more balanced presentation of abilities with constraints.
Beyond ChatBots: ExploreLLM for Structured Thoughts and Personalized Model Responses
Large language model (LLM) powered chatbots are primarily text-based today, and impose a large interactional cognitive load, especially for exploratory or sensemaking tasks such as planning a trip or learning about a new city. Because the interaction is textual, users have little scaffolding in the way of structure, informational "scent", or ability to specify high-level preferences or goals. We introduce ExploreLLM that allows users to structure thoughts, help explore different options, navigate through the choices and recommendations, and to more easily steer models to generate more personalized responses. We conduct a user study and show that users find it helpful to use ExploreLLM for exploratory or planning tasks, because it provides a useful schema-like structure to the task, and guides users in planning. The study also suggests that users can more easily personalize responses with high-level preferences with ExploreLLM. Together, ExploreLLM points to a future where users interact with LLMs beyond the form of chatbots, and instead designed to support complex user tasks with a tighter integration between natural language and graphical user interfaces.
Designing a Dashboard for Transparency and Control of Conversational AI
Conversational LLMs function as black box systems, leaving users guessing about why they see the output they do. This lack of transparency is potentially problematic, especially given concerns around bias and truthfulness. To address this issue, we present an end-to-end prototype-connecting interpretability techniques with user experience design-that seeks to make chatbots more transparent. We begin by showing evidence that a prominent open-source LLM has a "user model": examining the internal state of the system, we can extract data related to a user's age, gender, educational level, and socioeconomic status. Next, we describe the design of a dashboard that accompanies the chatbot interface, displaying this user model in real time. The dashboard can also be used to control the user model and the system's behavior. Finally, we discuss a study in which users conversed with the instrumented system. Our results suggest that users appreciate seeing internal states, which helped them expose biased behavior and increased their sense of control. Participants also made valuable suggestions that point to future directions for both design and machine learning research. The project page and video demo of our TalkTuner system are available at https://bit.ly/talktuner-project-page
CUPID: Evaluating Personalized and Contextualized Alignment of LLMs from Interactions
Personalization of Large Language Models (LLMs) often assumes users hold static preferences that reflect globally in all tasks. In reality, humans hold dynamic preferences that change depending on the context. As users interact with an LLM in various contexts, they naturally reveal their contextual preferences, which a model must infer and apply in future contexts to ensure alignment. To assess this, we introduce CUPID, a benchmark of 756 human-curated interaction session histories between users and LLM-based chat assistants. In each interaction session, the user provides a request in a specific context and expresses their preference through multi-turn feedback. Given a new user request and prior interaction sessions, our benchmark assesses whether LLMs can infer the preference relevant to this request and generate a response that satisfies this preference. With CUPID, we evaluated 10 open and proprietary LLMs, revealing that state-of-the-art LLMs struggle to infer preferences from multi-turn interactions and fail to discern what previous context is relevant to a new request -- under 50% precision and 65% recall. Our work highlights the need to advance LLM capabilities for more contextually personalized interactions and proposes CUPID as a resource to drive these improvements.
Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction
Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.
Designing VR Simulation System for Clinical Communication Training with LLMs-Based Embodied Conversational Agents
VR simulation in Health Professions (HP) education demonstrates huge potential, but fixed learning content with little customization limits its application beyond lab environments. To address these limitations in the context of VR for patient communication training, we conducted a user-centered study involving semi-structured interviews with advanced HP students to understand their challenges in clinical communication training and perceptions of VR-based solutions. From this, we derived design insights emphasizing the importance of realistic scenarios, simple interactions, and unpredictable dialogues. Building on these insights, we developed the Virtual AI Patient Simulator (VAPS), a novel VR system powered by Large Language Models (LLMs) and Embodied Conversational Agents (ECAs), supporting dynamic and customizable patient interactions for immersive learning. We also provided an example of how clinical professors could use user-friendly design forms to create personalized scenarios that align with course objectives in VAPS and discuss future implications of integrating AI-driven technologies into VR education.
FreeAskWorld: An Interactive and Closed-Loop Simulator for Human-Centric Embodied AI
As embodied intelligence emerges as a core frontier in artificial intelligence research, simulation platforms must evolve beyond low-level physical interactions to capture complex, human-centered social behaviors. We introduce FreeAskWorld, an interactive simulation framework that integrates large language models (LLMs) for high-level behavior planning and semantically grounded interaction, informed by theories of intention and social cognition. Our framework supports scalable, realistic human-agent simulations and includes a modular data generation pipeline tailored for diverse embodied tasks.To validate the framework, we extend the classic Vision-and-Language Navigation (VLN) task into a interaction enriched Direction Inquiry setting, wherein agents can actively seek and interpret navigational guidance. We present and publicly release FreeAskWorld, a large-scale benchmark dataset comprising reconstructed environments, six diverse task types, 16 core object categories, 63,429 annotated sample frames, and more than 17 hours of interaction data to support training and evaluation of embodied AI systems. We benchmark VLN models, and human participants under both open-loop and closed-loop settings. Experimental results demonstrate that models fine-tuned on FreeAskWorld outperform their original counterparts, achieving enhanced semantic understanding and interaction competency. These findings underscore the efficacy of socially grounded simulation frameworks in advancing embodied AI systems toward sophisticated high-level planning and more naturalistic human-agent interaction. Importantly, our work underscores that interaction itself serves as an additional information modality.
Self-Evolving GPT: A Lifelong Autonomous Experiential Learner
To improve the performance of large language models (LLMs), researchers have explored providing LLMs with textual task-solving experience via prompts. However, they rely on manual efforts to acquire and apply such experience for each task, which is not feasible for the growing demand for LLMs and the variety of user questions. To address this issue, we design a lifelong autonomous experiential learning framework based on LLMs to explore whether LLMs can imitate human ability for learning and utilizing experience. It autonomously learns and accumulates experience through experience transfer and induction, categorizing the types of input questions to select which accumulated experience to employ for them. Experimental results on six widely used NLP datasets show that our framework performs reliably in each intermediate step and effectively improves the performance of GPT-3.5 and GPT-4. This validates the feasibility of using LLMs to mimic human experiential learning and application capabilities. Additionally, we provide a detailed analysis of the behavior of our framework at each step.
Creating General User Models from Computer Use
Human-computer interaction has long imagined technology that understands us-from our preferences and habits, to the timing and purpose of our everyday actions. Yet current user models remain fragmented, narrowly tailored to specific apps, and incapable of the flexible reasoning required to fulfill these visions. This paper presents an architecture for a general user model (GUM) that learns about you by observing any interaction you have with your computer. The GUM takes as input any unstructured observation of a user (e.g., device screenshots) and constructs confidence-weighted propositions that capture that user knowledge and preferences. GUMs can infer that a user is preparing for a wedding they're attending from messages with a friend. Or recognize that a user is struggling with a collaborator's feedback on a draft by observing multiple stalled edits and a switch to reading related work. GUMs introduce an architecture that infers new propositions about a user from multimodal observations, retrieves related propositions for context, and continuously revises existing propositions. To illustrate the breadth of applications that GUMs enable, we demonstrate how they augment chat-based assistants with context, manage OS notifications to selectively surface important information, and enable interactive agents that adapt to preferences across apps. We also instantiate proactive assistants (GUMBOs) that discover and execute useful suggestions on a user's behalf using their GUM. In our evaluations, we find that GUMs make calibrated and accurate inferences about users, and that assistants built on GUMs proactively identify and perform actions that users wouldn't think to request explicitly. Altogether, GUMs introduce methods that leverage multimodal models to understand unstructured context, enabling long-standing visions of HCI and entirely new interactive systems that anticipate user needs.
RecoWorld: Building Simulated Environments for Agentic Recommender Systems
We present RecoWorld, a blueprint for building simulated environments tailored to agentic recommender systems. Such environments give agents a proper training space where they can learn from errors without impacting real users. RecoWorld distinguishes itself with a dual-view architecture: a simulated user and an agentic recommender engage in multi-turn interactions aimed at maximizing user retention. The user simulator reviews recommended items, updates its mindset, and when sensing potential user disengagement, generates reflective instructions. The agentic recommender adapts its recommendations by incorporating these user instructions and reasoning traces, creating a dynamic feedback loop that actively engages users. This process leverages the exceptional reasoning capabilities of modern LLMs. We explore diverse content representations within the simulator, including text-based, multimodal, and semantic ID modeling, and discuss how multi-turn RL enables the recommender to refine its strategies through iterative interactions. RecoWorld also supports multi-agent simulations, allowing creators to simulate the responses of targeted user populations. It marks an important first step toward recommender systems where users and agents collaboratively shape personalized information streams. We envision new interaction paradigms where "user instructs, recommender responds," jointly optimizing user retention and engagement.
Synthetically Expressive: Evaluating gesture and voice for emotion and empathy in VR and 2D scenarios
The creation of virtual humans increasingly leverages automated synthesis of speech and gestures, enabling expressive, adaptable agents that effectively engage users. However, the independent development of voice and gesture generation technologies, alongside the growing popularity of virtual reality (VR), presents significant questions about the integration of these signals and their ability to convey emotional detail in immersive environments. In this paper, we evaluate the influence of real and synthetic gestures and speech, alongside varying levels of immersion (VR vs. 2D displays) and emotional contexts (positive, neutral, negative) on user perceptions. We investigate how immersion affects the perceived match between gestures and speech and the impact on key aspects of user experience, including emotional and empathetic responses and the sense of co-presence. Our findings indicate that while VR enhances the perception of natural gesture-voice pairings, it does not similarly improve synthetic ones - amplifying the perceptual gap between them. These results highlight the need to reassess gesture appropriateness and refine AI-driven synthesis for immersive environments. Supplementary video: https://youtu.be/WMfjIB1X-dc
