Multimodal large language models (MLLMs) have substantially advanced chart understanding and reasoning, yet their performance remains highly uneven across chart types. While modern MLLMs perform well on common charts, their accuracy drops sharply on long-tail charts with diverse visual structures and reasoning requirements. Tool-augmented agents can improve complex chart reasoning by introducing specialized visual capabilities, but manually engineering strategies and tools for the heterogeneous and evolving long tail is difficult to scale. We introduce \textbf{ChartEvo}, a recursive self-improvement framework that enables chart agents to adapt to underperforming chart types through experience-driven harness-level self-improvement. ChartEvo jointly evolves reusable chart-specific Skills and executable Tools, while learning reusable local tool-call chains to compose evolved capabilities and control the inference overhead of tool-augmented reasoning. On long-tail charts from ChartBench and ChartX, ChartEvo improves accuracy over its base MLLM, Qwen3.7-Plus, by \textbf{45.6\%} and \textbf{32.5\%}, respectively, demonstrating the effectiveness of recursive self-improvement for long-tail chart adaptation.
https://arxiv.org/abs/2610.28282
Reasoning about fine-grained placement constraints, such as support and containment, is essential for realistic 3D scene creation. It remains a significant challenge for existing methods that rely on simplified object representations like oriented bounding box (OBB), which are blind to the detailed geometry. To address this limitation, we introduce GALA, a geometry-aware language model with explicit point cloud perception for controllable object placement. Our model performs autoregressively by predicting the 6D pose of one target object at a time conditioned on the scene context and placement instruction. We utilize a two-stage training strategy: the first stage aligns geometric and textual modalities through pretraining tasks, and the second stage fine-tunes the model for placement. To facilitate this task, we also curate a multi-source scene dataset covering diverse room types and fine-grained furniture arrangements, which will be open-sourced for community benefit. Experiments on our benchmark show our model significantly outperforms baselines without explicit geometric reasoning. We further develop a multi-stage plan-place-verify agent pipeline that uses the model for text-driven scene generation. Project Page: this https URL
https://arxiv.org/abs/2610.28280
Memory-native evolution requires making memory an intrinsic capability of foundation models, enabling them to continuously accumulate and utilize information. To this end, we introduce MemT-1.0, a new architecture of memory foundation models that internalize memory as part of model computation. Building on Metis, MemT-1.0 employs Gated DeltaNet-2 with a stable token-level memory update mechanism within each turn. We further introduce Mixture-of-Storage to scale native memory capacity. Following a deliberate backbone preparation, we develop a two-stage training pipeline consisting of continued pre-training and post-training, supported by 34B tokens of training data and efficient training and inference infrastructure. We release a model family comprising MemT-1.0-Nano and MemT-1.0-Flash, and conduct a comprehensive evaluation of memory and general capabilities. The results show that they outperform the parametric memory baselines on average and remain competitive with retrieval-augmented methods, while largely preserving general capabilities. At a history length of 128K tokens, MemT-1.0-Nano achieves approximately $1.86\times$ end-to-end inference speedup and a $66\times$ reduction in persistent storage relative to full context KV cache. By internalizing retrieved procedural experience, MemT-1.0 improves task success on agentic tasks, providing a practical step toward memory-native evolution.
https://arxiv.org/abs/2610.26825
Recent advances in visuospatial understanding and agentic reasoning enable direct robotic manipulation with general-purpose multimodal models, but their embodied capabilities remain poorly understood. This paper systematically evaluate GPT-6 Astra for closed-loop robotic manipulation using a lightweight agent execution framework. We first probe three fundamental embodied capabilities-depth perception, embodied in-context learning, and tactile understanding-and demonstrate that the model can exploit depth information, acquire simple manipulation strategies from contextual demonstrations, and use tactile feedback to correct its actions. We then evaluate GPT-6 Astra across five established manipulation benchmarks along six capability dimensions. Despite competitive performance on several benchmarks-26.92\% success on RoboDojo and 76.0\% on RoboTwin 2.0-our analysis reveals a pronounced gap between semantic reasoning and physical execution, particularly in consequence-aware action planning, precision, and complex motion coordination. To further examine these limitations, we introduce LIBERO-GeoMotion, a new benchmark of geometry-constrained tasks that require precise pose alignment, coordinated translation and rotation, and anticipation of physical action consequences. GPT-6 Astra achieves only 11.1\% zero-shot success, exposing the difficulty of translating spatial understanding into physically feasible motion. Real-world experiments corroborate these findings: zero-shot execution is feasible for simple tasks, yet persistent deficits remain in motion feasibility, precise control, and physical safety, while substantial inference latency further hinders practical deployment. Overall, our results characterize the emerging embodied capabilities of general-purpose multimodal models and delineate the key challenges toward safe, efficient, and reliable robotic manipulation.
https://arxiv.org/abs/2610.28259
Despite rapid progress in text-to-motion generation, existing methods are commonly designed for single-shot generation. When users are dissatisfied with specific motion details, they are often forced to regenerate the entire sequence from scratch, which is computationally inefficient and potentially destroys previously established kinematic context. A practical generation system should instead support iterative user feedback and refine only the affected spatio-temporal regions while preserving the remaining motion. Therefore, we introduce a conversational motion generation paradigm that requires the system to coordinate instruction understanding, motion generation, localized editing, and quality assessment. Recent advances in LLM-driven multi-agent systems provide a promising foundation for such role-specialized coordination. To tackle these challenges, a Self-evolving Multi-Agent RefinemenT Framework (SMART) is proposed for conversational motion generation. Within SMART, to preserve semantic consistency, we design a semantic-guided masked motion editing mechanism, which precisely grounds natural language feedback into spatiotemporal motion regions to enable localized refinements without altering unedited regions. To reduce redundant exploration, we propose a memory-based self-evolving strategy that dynamically accumulates motion editing knowledge from interaction history and reuses past successful experience. Extensive experiments demonstrate that SMART effectively supports multi-turn conversational motion generation and enables efficient motion refinement.
https://arxiv.org/abs/2610.28210
We introduce JAXbounce, a continuous control pong-like benchmark designed to evaluate active inference beyond discrete, low dimensional environments. JAXbounce combines continuous states and stochastic dynamics in discrete time with flexible and composable observation models that allow representing the environment as a state vector or a pixel grid, corruptible through the rich family of noise models we provide. It is fully differentiable and parallelisable in JAX. We run over 10,000 agent simulations on our environment comparing a baseline deterministic solution, to a state-based active inference agent with Unscented Kalman Filter perception and expected free energy planning, and a pixel based agent whose measurement model is a pretrained neural network encoder. All agents are evaluated across three scenarios of increasing difficulty with eight different noise conditions. Our experiments characterise how performance of continuous state agents scales with planning, planning horizons, observation modalities and knowledge of the noise process, exhibiting preference-oriented behaviour even in the presence of increasing uncertainty. We release JAXbounce as a reproducible benchmark for continuous control active inference research.
https://arxiv.org/abs/2610.28203
Recursive self-improvement (RSI) of agent harnesses has emerged as an effective approach to enhancing the capabilities of large language model (LLM) agents. By searching the harness space for a specific LLM on a given dataset, RSI can discover a harness tailored to the capabilities and behavioral characteristics of that model. However, such optimization often creates a strong coupling between the learned harness and its target LLM, limiting generalization across models and requiring substantial computational resources to adapt to new LLMs. Moreover, existing RSI methods typically optimize a harness using feedback from a single model and evaluate its generalization to other models only after training. This paradigm treats model differences primarily as a criterion for evaluating generalization rather than as valuable evidence for optimization. In this paper, we introduce a new perspective that treats models as data and places the harness at the center of optimization. Building on this perspective, we propose \textsc{MaD-RSI}, a framework that directly optimizes a shared harness across multiple heterogeneous LLMs by incorporating their diverse failure trajectories into the training process. Rather than assessing model differences only after optimization, \textsc{MaD-RSI} leverages these differences as training evidence to guide the self-improvement of a shared harness. Furthermore, we introduce a new evaluation framework with two complementary metrics designed to assess the effectiveness of harness optimization across models. Experiments across multiple datasets and LLMs demonstrate that \textsc{MaD-RSI} improves generalization over existing approaches while reducing training costs.
https://arxiv.org/abs/2610.28201
Object-centric reinforcement learning agents typically receive each object's position in a fixed global frame, even though their decisions usually depend on where objects are relative to one another. These absolute views often fail to capture the local context that is most relevant to the agent's behavior. As a result, an agent must relearn the same response at every location where a configuration can occur, and its performance collapses when the scene is merely shifted. In this work, we propose a shift toward Object-Relative Coordinates fixed to Anchor (ORCA), where entities are described in a relative frame of reference. To operationalize this idea, we introduce Object-Relative inductive-Bias Transformers (ORBiT), a transformer-based architecture for processing anchor-relative inputs in reinforcement learning. Our results suggest these relative representations improve performance for both MLP and transformer agents. Furthermore, we demonstrate that ORBiT outperforms the pixel-based PPO baseline, achieving an aggregate HNS IQM greater than 1.0 over 13 Atari games. ORBiT learns the game of Foosball from scratch, dominating all baselines. In our controlled Tag environment, we further show that ORCA extends to rotations, that ORBiT generalizes to unseen numbers of distractors, and that these gains require a decision-relevant anchor.
https://arxiv.org/abs/2610.28197
Recursive self-improvement (RSI) requires agents to diagnose system bottlenecks and coordinate improvements across training and inference. We refer to the agents' capability to jointly optimize training data, the trainer, and the inference harness as cross-component co-design. We introduce VibeTraining-Bench, a benchmark for evaluating this capability across tasks spanning terminal operation, software engineering, multi-turn tool use, and mathematical reasoning. Within each task, research agents start from an identical initial agent system under a fixed resource budget. Guided by validation feedback, they iteratively refine data, trainers, and inference harnesses, then select and submit a final agent system for evaluation on the test set. To prevent reward hacking, we enforce three safeguards: test data isolation, separate research and grading containers, and network restrictions for research agents. Our evaluation results show that frontier research agents substantially improve target agent systems. For example, on SWE-bench Verified, GPT-6-Astra raises the target agent system's performance from 32.9% to 53.7%, comparable to the human-developed instruct model's 55.4%. However, there is still room to improve their ability to co-design and iteratively refine data, trainer, and harness to achieve cumulative performance gains. We hope that VibeTraining-Bench will serve as a unified platform for advancing RSI, deepening our understanding of cross-component optimization for agent systems. Code and data are available at this https URL.
https://arxiv.org/abs/2610.26342
Programmable Logic Controller (PLC) coding remains a manual, IDE-centric task that demands constant context switching between documentation, project files, and code editors. Recent work has demonstrated that retrieval-augmented large language models can generate vendor-compliant Structured Text at high compilation rates \cite{pred}, yet these systems treat code generation as a one-shot pipeline: the engineer submits a query and receives code, with no persistent knowledge of the specific plant. We present a plant-aware conversational copilot that extends this paradigm in three directions: plant-specific context ingestion, a chat-first interaction model for explanation and debugging, and a graduated tool-access ladder from chat to deployment. The system is designed for real plant infrastructure and keeps the engineer in control of each step that produces real-world effects.
https://arxiv.org/abs/2610.28160
Safe autonomous navigation of UASs requires tactical deconfliction to address conflicts that strategic coordination cannot prevent. This task is challenging under partial observability, when sensor or traffic data are missing, delayed, or degraded. Geometry-based methods can offer separation assurances but face limitations in dense encounters. Recurrent reinforcement learning has therefore been proposed to learn navigation policies that integrate observation-action histories to optimise long-term safety-efficiency trade-offs. However, operational safeguards may require a remote pilot, onboard detect-and-avoid system, or runtime assurance mechanism to temporarily override the learned policy. A research gap remains in understanding how these interruptions affect recurrent policies when the agent regains authority. Benchmark evidence shows that interruptions make task variables less decodable from the recurrent hidden state and increase post-interruption collision risk. The findings suggest that altered recurrent context prolongs post-handback degradation through an action-observation feedback loop, in which changed actions alter the flight path and subsequent recurrent updates. To address this vulnerability, we propose three interruption-aware architectures that condition recurrent processing on interruption context through separate feature streams, dedicated interruption memory, or gated environmental features. Across simulations, all three architectures preserve more decodable task information than a standard recurrent policy. Moreover, the strongest architecture reduces post-interruption collisions by 74% and interruption-induced mission failures by 69% relative to the recurrent baseline, without degrading interruption-free performance. These results show that safe interruption does not guarantee safe handback, and support interruption-aware recurrent design for resilient UAS autonomy.
https://arxiv.org/abs/2610.28121
Vision-language-action (VLA) models have achieved strong performance on standard robotic manipulation benchmarks. However, their reliability can degrade substantially when task conditions deviate from the nominal setting. Perturbations in object positions and task instructions may lead to complete task failure. Existing VLA policies generally lack an explicit runtime mechanism for distinguishing these failure modes and selecting an appropriate recovery strategy. To systematically mitigate this issue, we propose FIT-MAC, a failure-aware, closed-loop multi-agent control framework for improving the robustness of VLA policies at inference time. FIT-MAC augments a VLA policy with an inference-time control layer. First, the Planner Agent parses the language instruction into a structured task specification that captures the manipulation goal and spatial constraints, and the Grounder Agent resolves each instruction-level reference to a visual target. Next, the Verifier Agent tracks phase-specific execution progress, distinguishes target-binding errors from local execution failures, and determines whether intervention is warranted. The Correction Agent then routes permitted interventions to target rebinding or bounded grasping or placement recovery, depending on the failure type. When no intervention is required, the pretrained VLA remains the default action generator. Extensive experiments on LIBERO-PRO demonstrate that FIT-MAC improves robustness across multiple VLA backbones, consistently increasing success rates and achieving state-of-the-art performance under diverse perturbations.
https://arxiv.org/abs/2610.28109
AI agents keep long-term memory, much of which comes from web pages and tool results. Agent harnesses, the software that runs the model, do not record who may act on this memory, so an instruction hidden in a fetched page can be treated as the user's own instruction. We propose ClawMMU, a protection layer that labels every piece of memory with its owner, scope, origins, and authority. ClawMMU checks these labels whenever content enters the model's context, is written to storage, returns from storage, or drives a tool call. Its central rule is that information may rise in authority, but authority never lifts itself. Because the checks depend on where content came from, not on what it says, memory attacks become classical protection faults that the harness stops even when the model is fooled.
https://arxiv.org/abs/2610.28093
Memory systems for persistent personal agents must move beyond isolated memories, maintaining both personal memory about whom they serve and procedural memory about how to act. Crucially, in harness-based personal assistance, procedures or skills are inherently user-conditioned: personal context determines which procedures apply, how they are instantiated, and when they should change. Existing benchmarks typically emphasize either personal or procedural memory, leaving their interaction underexplored. We introduce PraxisMemBench, a harness-based benchmark for persistent personal assistance across daily-life and work trajectories, where personal and procedural memory evolve together and later tasks depend on both. Experiments show that maintaining two memory types separately is insufficient, with completion dropping from single-type to interdependent dependencies (84.6% to 77.9%). More broadly, across existing methods, relation-related failures increase from early to late sessions as interaction history grows (59.8% to 72.9%), revealing a continual-maintenance challenge: writing correct memories is not enough if their evolving content and organization cannot be preserved for later retrieval. To address this, we propose PraxisMem, which uses privileged joint-state supervision to internalize the ability to maintain memory content and organization into the memory manager, with location-aware GRPO and dynamic residual-routed OPSD. PraxisMem reaches 40.78% overall Session Success Rate, compared with 20.60% for Claude Code's native memory. Our code is publicly available at this https URL.
https://arxiv.org/abs/2610.20022
Evaluating software agents on a full benchmark is expensive. A small task subset can preserve agent rankings while yielding inaccurate scores. Historical responses provide useful structure, but tasks with identical source responses can have different outcomes for a new target agent. We introduce Hierarchical Score Posterior Recovery (HSPR), which combines source-fitted response factors with uncertain group success rates. Observed target outcomes update the posteriors over the target latent state and group rates; posterior-guided acquisition selects subsequent tasks. Its score-based criterion equals the expected one-step reduction in full-score posterior variance. Observed successes and posterior-predictive counts for unqueried tasks yield a full-score posterior. The final estimate uses its median with source-selected calibration. At a 10% task budget on four task banks from the SWE-bench family, HSPR achieves the lowest mean absolute error (MAE) on three banks and the lowest maximum absolute error (MaxErr) on all four among the methods compared. Removing group uncertainty or replacing adaptive queries increases macro MAE in the respective controls. Macro MAE decreases across 5-20% budgets. Code and project resources are publicly available.
https://arxiv.org/abs/2610.24611
Reinforcement learning (RL) enables adaptive and autonomous decision-making in embedded, edge, and heterogeneous computing systems. Field-programmable gate arrays (FPGAs) and integrated circuits (ICs) offer low latency, energy efficiency, and architectural flexibility for RL deployment, while introducing challenges in resource constraints, implementation complexity, and hardware-algorithm co-design. This review surveys more than 100 studies on RL implementations across FPGA and IC platforms, emphasizing architectures, implementation strategies, performance evaluation, and applications. The literature is organized by RL family, including model-based Markov decision processes, classical value-based methods, deep RL, actor-critic, policy-gradient, and multi-agent approaches. We further classify studies by abstraction level, hardware realization strategy, and application domain, examining how RL algorithms map onto reconfigurable and fixed hardware. Unlike surveys restricted to particular algorithms or platforms, this work provides a unified analysis of FPGA and IC implementations, covering acceleration, reconfigurable architectures, energy-aware control, and system-level optimization. Comparative assessments consider resource utilization, latency, throughput, power consumption, and reported performance gains. Finally, we identify recurring architectural patterns, practical limitations, open challenges, and research directions for efficient RL-driven hardware systems. The survey offers a consolidated reference for researchers developing and evaluating RL solutions on specialized hardware.
https://arxiv.org/abs/2610.28699
Scaling data, diversity and model capacity has improved embodied learning in physical environments, where diverse experiences remain grounded in shared physical laws. Whether these gains extend to virtual worlds with different visual styles, dynamics, controls, and objectives remains unclear. We investigate this question through a controlled study of continued pre-training (CPT) across three axes: data volume, diversity, and model size. Our 120 training configurations span four model sizes from 0.8B to 27B, six data budgets from 50 to 1,600 hours, and five mixtures ranging from Minecraft-only data to diverse multi-world corpora. We assess performance and generalization using three-level validation losses and gameplay benchmarks from in-corpus worlds to unseen worlds. Our results show: (1) more data improves in-corpus performance, diversity improves transfer to related worlds with limited gains in distant worlds, and model size improves data efficiency but generalizes worse to distant worlds under single-world training; (2) we observe an early interface phase with broad cross-world benefits and a later world phase with gains narrowed to in-corpus and related worlds, and fit an empirical scaling law relating validation loss to data volume, diversity and model size; and (3) our models are competitive with Minecraft specialists and frontier models in 3D worlds, and perform best in real-time settings. However, the limits of imitation and persistent gaps in distant worlds suggest that building generalist embodied agents requires richer training stages beyond continued pre-training.
https://arxiv.org/abs/2610.28698
Moving from controllable videos to genuinely playable worlds requires persistent world state, executable game rules, and low-latency interaction. We outline a roadmap for the next generation of Matrix-Game that separates game execution from visual generation through an executable game harness, and introduce Matrix-Game 4.0 as the first system built on this design. A lightweight game engine maintains world state and executes interaction rules, a multimodal coding agent translates player ideas into game code and dynamic scene captions, and a renderer based on autoregressive video model transforms engine-rendered low-poly proxies into detailed visuals, conditioned on dynamic captions and memory references. This framework provides continuous guidance for visual generation and enables natural-language creation and modification of scenes and gameplay. Our renderer is trained on aligned low-poly and high-fidelity video pairs and distilled into a causal generator that generates in four-frame chunks with one or two denoising steps. Together with targeted inference optimizations, Matrix-Game 4.0 enables 480p, 60 FPS gameplay on a single NVIDIA RTX5090 with a key-press-to-display latency of 112ms. Single-step generation achieves 83FPS steady-state throughput with 18.2GiB of peak GPU memory usage. With fixed prompts, steady-state throughput also reaches 67FPS on an RTX5080 and 58FPS on an RTX5070Ti. We demonstrate customizable shooter and driving games with engine-enforced mechanics, and release code, model weights, and low-poly game assets to support research and creation of playable game worlds.
https://arxiv.org/abs/2610.27999
Reasoning-enabled language model agents can incur substantial computation before acting, although the reasoning needed varies across decisions. Existing stopping signals, such as confidence and intermediate-answer stability, can vary in effectiveness across reasoning models; signals obtained from hidden states or token probabilities also require internal access that may be unavailable or impractical. We introduce StreamStop, which learns model-specific stopping policies offline from prefix-level action agreement. A frozen prefix reader encodes available reasoning text for a lightweight stop head, allowing stopping without access to the reasoning model's internal signals. We construct and publicly release a dataset of agent reasoning trajectories with prefix-level action annotations. These annotations compare each prefix action with the full-reasoning reference action, enabling offline comparison of stopping rules and exact expected-return optimization of a discounted action-agreement objective. Conditioning the head on the discount factor allows the agreement-token trade-off to be adjusted at inference without retraining. In closed-loop evaluations on WebShop and ScienceWorld, StreamStop achieves higher observed success than most validation-selected fixed-budget settings while using fewer reasoning tokens than Full thinking. On WebShop with Qwen3.8-27B, it uses 42% fewer reasoning tokens per episode with similar observed task success.
https://arxiv.org/abs/2610.27981
We introduce Muse Glimmer, an open-source 30B parameter causal language model with perception encoder, purpose-built for autonomous agentic tasks on consumer hardware. Muse Glimmer integrates multi-step reasoning, reliable tool use and failure recovery into a single model that runs locally on consumer devices without requiring cloud infrastructure. The model accepts text and image inputs and produces text outputs, was trained on data from over a hundred languages, and is quantized to approximately 4-bit precision for efficient single-GPU inference. Muse Glimmer achieves state-of-the-art performance for its size class on agentic benchmarks, setting a new standard compared to the models of its size: Gemma4-31B and Qwen3.6-27B on tool use, multi-step planning, and agentic task completion. We release the model under the Apache 2.0 license to foster open-source development of capable, safe, local AI agents.
https://arxiv.org/abs/2610.24628