

Papers - 2026-04-17
吾能观之数千而面色如故
3D LLM#
GameWorld: Towards Standardized and Verifiable Evaluation of Multimodal Game Agents
Towards an embodied generalist for real-world interaction, Multimodal Large Language Model (MLLM) agents still suffer from challenging latency, sparse feedback, and irreversible mistakes. Video games offer an ideal testbed with rich visual observations and closed-loop interaction, demanding fine-grained perception, long-horizon planning, and precise control. However, systematically evaluating these capabilities is currently hindered by heterogeneous action interfaces and heuristic verification. To this end, we introduce GameWorld, a benchmark designed for standardized and verifiable evaluation of MLLMs as generalist game agents in browser environments. Two game agent interfaces are studied: (i) computer-use agents that directly emit keyboard and mouse controls, and (ii) generalist multimodal agents that act in a semantic action space via deterministic Semantic Action Parsing. GameWorld contains 34 diverse games and 170 tasks, each paired with state-verifiable metrics for outcome-based evaluation. The results across 18 model-interface pairs suggest that even the best performing agent is far from achieving human capabilities on video games. Extensive experiments of repeated full-benchmark reruns demonstrate the robustness of the benchmark, while further studies on real-time interaction, context-memory sensitivity, and action validity expose more challenges ahead for game agents. Together, by offering a standardized, verifiable, and reproducible evaluation framework, GameWorld lays a robust foundation for advancing research on multimodal game agents and beyond. The project page is at https://gameworld-bench.github.io.
SpatialEvo: Self-Evolving Spatial Intelligence via Deterministic Geometric Environments
Spatial reasoning over three-dimensional scenes is a core capability for embodied intelligence, yet continuous model improvement remains bottlenecked by the cost of geometric annotation. The self-evolving paradigm offers a promising path, but its reliance on model consensus to construct pseudo-labels causes training to reinforce rather than correct the model's own geometric errors. We identify a property unique to 3D spatial reasoning that circumvents this limitation: ground truth is a deterministic consequence of the underlying geometry, computable exactly from point clouds and camera poses without any model involvement. Building on this insight, we present SpatialEvo, a self-evolving framework for 3D spatial reasoning, centered on the Deterministic Geometric Environment (DGE). The DGE formalizes 16 spatial reasoning task categories under explicit geometric validation rules and converts unannotated 3D scenes into zero-noise interactive oracles, replacing model consensus with objective physical feedback. A single shared-parameter policy co-evolves across questioner and solver roles under DGE constraints: the questioner generates physically valid spatial questions grounded in scene observations, while the solver derives precise answers against DGE-verified ground truth. A task-adaptive scheduler endogenously concentrates training on the model's weakest categories, producing a dynamic curriculum without manual design. Experiments across nine benchmarks demonstrate that SpatialEvo achieves the highest average score at both 3B and 7B scales, with consistent gains on spatial reasoning benchmarks and no degradation on general visual understanding.
OccuBench: Evaluating AI Agents on Real-World Professional Tasks via Language World Models
AI agents are expected to perform professional work across hundreds of occupational domains (from emergency department triage to nuclear reactor safety monitoring to customs import processing), yet existing benchmarks can only evaluate agents in the few domains where public environments exist. We introduce OccuBench, a benchmark covering 100 real-world professional task scenarios across 10 industry categories and 65 specialized domains, enabled by Language World Models (LWMs) that simulate domain-specific environments through LLM-driven tool response generation. Our multi-agent synthesis pipeline automatically produces evaluation instances with guaranteed solvability, calibrated difficulty, and document-grounded diversity. OccuBench evaluates agents along two complementary dimensions: task completion across professional domains and environmental robustness under controlled fault injection (explicit errors, implicit data degradation, and mixed faults). We evaluate 15 frontier models across 8 model families and find that: (1) no single model dominates all industries, as each has a distinct occupational capability profile; (2) implicit faults (truncated data, missing fields) are harder than both explicit errors (timeouts, 500s) and mixed faults, because they lack overt error signals and require the agent to independently detect data degradation; (3) larger models, newer generations, and higher reasoning effort consistently improve performance. GPT-5.2 improves by 27.5 points from minimal to maximum reasoning effort; and (4) strong agents are not necessarily strong environment simulators. Simulator quality is critical for LWM-based evaluation reliability. OccuBench provides the first systematic cross-industry evaluation of AI agents on professional occupational tasks.
Memory Transfer Learning: How Memories are Transferred Across Domains in Coding Agents
Memory-based self-evolution has emerged as a promising paradigm for coding agents. However, existing approaches typically restrict memory utilization to homogeneous task domains, failing to leverage the shared infrastructural foundations, such as runtime environments and programming languages, that exist across diverse real-world coding problems. To address this limitation, we investigate \textbf{Memory Transfer Learning} (MTL) by harnessing a unified memory pool from heterogeneous domains. We evaluate performance across 6 coding benchmarks using four memory representations, ranging from concrete traces to abstract insights. Our experiments demonstrate that cross-domain memory improves average performance by 3.7\%, primarily by transferring meta-knowledge, such as validation routines, rather than task-specific code. Importantly, we find that abstraction dictates transferability; high-level insights generalize well, whereas low-level traces often induce negative transfer due to excessive specificity. Furthermore, we show that transfer effectiveness scales with the size of the memory pool, and memory can be transferred even between different models. Our work establishes empirical design principles for expanding memory utilization beyond single-domain silos. Project page: https://memorytransfer.github.io/
Exploration and Exploitation Errors Are Measurable for Language Model Agents
Language Model (LM) agents are increasingly used in complex open-ended decision-making tasks, from AI coding to physical AI. A core requirement in these settings is the ability to both explore the problem space and exploit acquired knowledge effectively. However, systematically distinguishing and quantifying exploration and exploitation from observed actions without access to the agent's internal policy remains challenging. To address this, we design controllable environments inspired by practical embodied AI scenarios. Each environment consists of a partially observable 2D grid map and an unknown task Directed Acyclic Graph (DAG). The map generation can be programmatically adjusted to emphasize exploration or exploitation difficulty. To enable policy-agnostic evaluation, we design a metric to quantify exploration and exploitation errors from agent's actions. We evaluate a variety of frontier LM agents and find that even state-of-the-art models struggle on our task, with different models exhibiting distinct failure modes. We further observe that reasoning models solve the task more effectively and show both exploration and exploitation can be significantly improved through minimal harness engineering. We release our code \href{https://github.com/jjj-madison/measurable-explore-exploit}{here}.
Sema Code: Decoupling AI Coding Agents into Programmable, Embeddable Infrastructure
AI coding agents have become central to developer workflows, yet every existing solution locks its reasoning capabilities within a specific delivery form, such as a CLI, IDE plugin, or web application. This limitation creates systemic barriers when enterprises attempt to reuse these capabilities across heterogeneous engineering environments. To address this challenge, we present Sema Code, an open AI coding framework built on the principle of being embeddable, pluggable, and framework-first. Sema Code completely decouples the core agent engine from all client layers, publishing it as a standalone npm library that any runtime can drive programmatically. Built around this architecture, we designed eight key mechanisms: multi-tenant engine isolation, FIFO input queuing with safe session reconstruction, adaptive context compression, multi-agent collaborative scheduling, intelligent Todo-based process management, four-layer asynchronous permission control, three-tier ecosystem integration spanning MCP, Skills, and Plugins, and a background task framework with separated execution and observation privileges. These mechanisms collectively address the engineering challenges of transforming a complex agent engine into a shared, programmable core. Demonstrating its architectural versatility, the same Sema Core engine simultaneously powers a VSCode extension and a multi-channel messaging gateway, which we name SemaClaw, to unify agent interactions across platforms such as Telegram and Feishu. These represent two fundamentally different product forms sharing an identical reasoning kernel, differing only at the client layer.
SemaClaw: A Step Towards General-Purpose Personal AI Agents through Harness Engineering
The rise of OpenClaw in early 2026 marks the moment when millions of users began deploying personal AI agents into their daily lives, delegating tasks ranging from travel planning to multi-step research. This scale of adoption signals that two parallel arcs of development have reached an inflection point. First is a paradigm shift in AI engineering, evolving from prompt and context engineering to harness engineering-designing the complete infrastructure necessary to transform unconstrained agents into controllable, auditable, and production-reliable systems. As model capabilities converge, this harness layer is becoming the primary site of architectural differentiation. Second is the evolution of human-agent interaction from discrete tasks toward a persistent, contextually aware collaborative relationship, which demands open, trustworthy and extensible harness infrastructure. We present SemaClaw, an open-source multi-agent application framework that addresses these shifts by taking a step towards general-purpose personal AI agents through harness engineering. Our primary contributions include a DAG-based two-phase hybrid agent team orchestration method, a PermissionBridge behavioral safety system, a three-tier context management architecture, and an agentic wiki skill for automated personal knowledge base construction.
Multimodal World Model#
Seedance 2.0: Advancing Video Generation for World Complexity
Seedance 2.0 is a new native multi-modal audio-video generation model, officially released in China in early February 2026. Compared with its predecessors, Seedance 1.0 and 1.5 Pro, Seedance 2.0 adopts a unified, highly efficient, and large-scale architecture for multi-modal audio-video joint generation. This allows it to support four input modalities: text, image, audio, and video, by integrating one of the most comprehensive suites of multi-modal content reference and editing capabilities available in the industry to date. It delivers substantial, well-rounded improvements across all key sub-dimensions of video and audio generation. In both expert evaluations and public user tests, the model has demonstrated performance on par with the leading levels in the field. Seedance 2.0 supports direct generation of audio-video content with durations ranging from 4 to 15 seconds, with native output resolutions of 480p and 720p. For multi-modal inputs as reference, its current open platform supports up to 3 video clips, 9 images, and 3 audio clips. In addition, we provide Seedance 2.0 Fast version, an accelerated variant of Seedance 2.0 designed to boost generation speed for low-latency scenarios. Seedance 2.0 has delivered significant improvements to its foundational generation capabilities and multi-modal generation performance, bringing an enhanced creative experience for end users.
RationalRewards: Reasoning Rewards Scale Visual Generation Both Training and Test Time
Most reward models for visual generation reduce rich human judgments to a single unexplained score, discarding the reasoning that underlies preference. We show that teaching reward models to produce explicit, multi-dimensional critiques before scoring transforms them from passive evaluators into active optimization tools, improving generators in two complementary ways: at training time, structured rationales provide interpretable, fine-grained rewards for reinforcement learning; at test time, a Generate-Critique-Refine loop turns critiques into targeted prompt revisions that improve outputs without any parameter updates. To train such a reward model without costly rationale annotations, we introduce Preference-Anchored Rationalization (PARROT), a principled framework that recovers high-quality rationales from readily available preference data through anchored generation, consistency filtering, and distillation. The resulting model, RationalRewards (8B), achieves state-of-the-art preference prediction among open-source reward models, competitive with Gemini-2.5-Pro, while using 10-20x less training data than comparable baselines. As an RL reward, it consistently improves text-to-image and image-editing generators beyond scalar alternatives. Most strikingly, its test-time critique-and-refine loop matches or exceeds RL-based fine-tuning on several benchmarks, suggesting that structured reasoning can unlock latent capabilities in existing generators that suboptimal prompts fail to elicit.
From $P(y|x)$ to $P(y)$: Investigating Reinforcement Learning in Pre-train Space
While reinforcement learning with verifiable rewards (RLVR) significantly enhances LLM reasoning by optimizing the conditional distribution P(y|x), its potential is fundamentally bounded by the base model's existing output distribution. Optimizing the marginal distribution P(y) in the Pre-train Space addresses this bottleneck by encoding reasoning ability and preserving broad exploration capacity. Yet, conventional pre-training relies on static corpora for passive learning, leading to a distribution shift that hinders targeted reasoning enhancement. In this paper, we introduce PreRL (Pre-train Space RL), which applies reward-driven online updates directly to P(y). We theoretically and empirically validate the strong gradient alignment between log P(y) and log P(y|x), establishing PreRL as a viable surrogate for standard RL. Furthermore, we uncover a critical mechanism: Negative Sample Reinforcement (NSR) within PreRL serves as an exceptionally effective driver for reasoning. NSR-PreRL rapidly prunes incorrect reasoning spaces while stimulating endogenous reflective behaviors, increasing transition and reflection thoughts by 14.89x and 6.54x, respectively. Leveraging these insights, we propose Dual Space RL (DSRL), a Policy Reincarnation strategy that initializes models with NSR-PreRL to expand the reasoning horizon before transitioning to standard RL for fine-grained optimization. Extensive experiments demonstrate that DSRL consistently outperforms strong baselines, proving that pre-train space pruning effectively steers the policy toward a refined correct reasoning subspace.
Target Policy Optimization
In RL, given a prompt, we sample a group of completions from a model and score them. Two questions follow: which completions should gain probability mass, and how should the parameters move to realize that change? Standard policy-gradient methods answer both at once, so the update can overshoot or undershoot depending on the learning rate, clipping, and other optimizer choices. We introduce \emph{Target Policy Optimization} (TPO), which separates the two questions. Given scored completions, TPO constructs a target distribution $q_i \propto p_i^{\,\mathrm{old}} \exp(u_i)$ and fits the policy to it by cross-entropy. The loss gradient on sampled-completion logits is $p^θ- q$, which vanishes once the policy matches the target. On tabular bandits, transformer sequence tasks, and billion-parameter LLM RLVR, TPO matches PG, PPO, GRPO, and DG on easy tasks and substantially outperforms them under sparse reward. Code is available at https://github.com/JeanKaddour/tpo.
Free Geometry: Refining 3D Reconstruction from Longer Versions of Itself
Feed-forward 3D reconstruction models are efficient but rigid: once trained, they perform inference in a zero-shot manner and cannot adapt to the test scene. As a result, visually plausible reconstructions often contain errors, particularly under occlusions, specularities, and ambiguous cues. To address this, we introduce Free Geometry, a framework that enables feed-forward 3D reconstruction models to self-evolve at test time without any 3D ground truth. Our key insight is that, when the model receives more views, it produces more reliable and view-consistent reconstructions. Leveraging this property, given a testing sequence, we mask a subset of frames to construct a self-supervised task. Free Geometry enforces cross-view feature consistency between representations from full and partial observations, while maintaining the pairwise relations implied by the held-out frames. This self-supervision allows for fast recalibration via lightweight LoRA updates, taking less than 2 minutes per dataset on a single GPU. Our approach consistently improves state-of-the-art foundation models, including Depth Anything 3 and VGGT, across 4 benchmark datasets, yielding an average improvement of 3.73% in camera pose accuracy and 2.88% in point map prediction. Code is available at https://github.com/hiteacherIamhumble/Free-Geometry .