Abstract:Evaluating embodied systems on real dexterous hardware requires more than isolated primitive skills: an agent must perceive a changing tabletop scene, choose a context-appropriate action, execute it with a dexterous hand, and leave the scene usable for later decisions. We introduce DexHoldem, a real-world system-level benchmark built around Texas Hold'em dexterous manipulation with a ShadowHand. DexHoldem provides 1,470 teleoperated demonstrations across 14 Texas Hold'em manipulation primitives, a standardized physical policy benchmark, and an agentic perception benchmark that tests whether agents can recover the structured game state needed for embodied decision making. On primitive execution, $π_{0.5}$ obtains the highest task completion rate ($61.2\%$), while $π_{0.5}$ and $π_0$ tie on scene-preserving success rate ($47.5\%$). On agentic perception, Opus 4.7 obtains the best strict problem-level accuracy ($34.3\%$), while GPT 5.5 obtains the best average field-wise accuracy ($66.8\%$), exposing a gap between isolated visual sub-capabilities and complete routing-relevant state recovery. Finally, we instantiate the full embodied-agent loop in three case studies, where waiting, recovery dispatches, human-help requests, and repeated primitive execution reveal how perception and policy errors accumulate during closed-loop deployment. DexHoldem therefore evaluates dexterous tabletop execution, agentic perception, and embodied decision routing in a shared physical setting. Project page: https://dexholdem.github.io/Dexholdem/.
Abstract:Molecular optimization seeks to improve a molecule through small structural edits while preserving similarity to the starting compound. Recent language-model approaches typically treat this task as prompt-conditioned sequence generation. However, relying on natural language introduces an inherent data-scaling bottleneck, often leads to chemical hallucinations, and ignores the strong context dependence of fragment effects. We present FORGE, a two-stage framework that reformulates molecular optimization as context-aware local editing. By utilizing automatically mined, verified low-to-high edit pairs instead of expensive human text annotations, Stage 1 ranks candidate fragments by their property contribution under the full molecular context to inject chemical prior, and Stage 2 generates explicit fragment replacements. Built on a compact 0.6B language model, FORGE further adapts to unseen black-box objectives through in-context demonstrations. Across Prompt-MolOpt, PMO-1k and ChemCoTBench, FORGE consistently outperforms prior methods, including substantially larger language models and graph methods. These results highlight the value of explicit fragment-level supervision as a more easily obtainable, scalable, and hallucination-less alternative to natural language training.
Abstract:Deep search has become a crucial capability for frontier multimodal agents, enabling models to solve complex questions through active search, evidence verification, and multi-step reasoning. Despite rapid progress, top-tier multimodal search agents remain difficult to reproduce, largely due to the absence of open high-quality training data, transparent trajectory synthesis pipelines, or detailed training recipes. To this end, we introduce OpenSearch-VL, a fully open-source recipe for training frontier multimodal deep search agents with agentic reinforcement learning. First, we curated a dedicated pipeline to construct high-quality training data through Wikipedia path sampling, fuzzy entity rewriting, and source-anchor visual grounding, which jointly reduce shortcuts and one-step retrieval collapse. Based on this pipeline, we curate two training datasets, SearchVL-SFT-36k for SFT and SearchVL-RL-8k for RL. Besides, we design a diverse tool environment that unifies text search, image search, OCR, cropping, sharpening, super-resolution, and perspective correction, enabling agents to combine active perception with external knowledge acquisition. Finally, we propose a multi-turn fatal-aware GRPO training algorithm that handles cascading tool failures by masking post-failure tokens while preserving useful pre-failure reasoning through one-sided advantage clamping. Built on this recipe, OpenSearch-VL delivers substantial performance gains, with over 10-point average improvements across seven benchmarks, and achieves results comparable to proprietary commercial models on several tasks. We will release all data, code, and models to support open research on multimodal deep search agents.
Abstract:Constructing computer-aided design (CAD) models is labor-intensive but essential for engineering and manufacturing. Recent advances in Large Language Models (LLMs) have inspired the LLM-based CAD generation by representing CAD as command sequences. But these methods struggle in practical scenarios because command sequence representation does not support entity selection (e.g. faces or edges), limiting its ability to support complex editing operations such as chamfer or fillet. Further, the discretization of a continuous variable during sketch and extrude operations may result in topological errors. To address these limitations, we present Pointer-CAD, a novel LLM-based CAD generation framework that leverages a pointer-based command sequence representation to explicitly incorporate the geometric information of B-rep models into sequential modeling. In particular, Pointer-CAD decomposes CAD model generation into steps, conditioning the generation of each subsequent step on both the textual description and the B-rep generated from previous steps. Whenever an operation requires the selection of a specific geometric entity, the LLM predicts a Pointer that selects the most feature-consistent candidate from the available set. Such a selection operation also reduces the quantization error in the command sequence-based representation. To support the training of Pointer-CAD, we develop a data annotation pipeline that produces expert-level natural language descriptions and apply it to build a dataset of approximately 575K CAD models. Extensive experimental results demonstrate that Pointer-CAD effectively supports the generation of complex geometric structures and reduces segmentation error to an extremely low level, achieving a significant improvement over prior command sequence methods, thereby significantly mitigating the topological inaccuracies introduced by quantization error.
Abstract:Humans perceive actions through key transitions that structure actions across multiple abstraction levels, whereas machines, relying on visual features, tend to over-segment. This highlights the difficulty of enabling hierarchical reasoning in video understanding. Interestingly, we observe that lower-level visual and high-level action latent variables evolve at different rates, with low-level visual variables changing rapidly, while high-level action variables evolve more slowly, making them easier to identify. Building on this insight, we propose the Hierarchical Action Learning (\textbf{HAL}) model for weakly-supervised action segmentation. Our approach introduces a hierarchical causal data generation process, where high-level latent action governs the dynamics of low-level visual features. To model these varying timescales effectively, we introduce deterministic processes to align these latent variables over time. The \textbf{HAL} model employs a hierarchical pyramid transformer to capture both visual features and latent variables, and a sparse transition constraint is applied to enforce the slower dynamics of high-level action variables. This mechanism enhances the identification of these latent variables over time. Under mild assumptions, we prove that these latent action variables are strictly identifiable. Experimental results on several benchmarks show that the \textbf{HAL} model significantly outperforms existing methods for weakly-supervised action segmentation, confirming its practical effectiveness in real-world applications.
Abstract:Chemical large language models (LLMs) predominantly rely on explicit Chain-of-Thought (CoT) in natural language to perform complex reasoning. However, chemical reasoning is inherently continuous and structural, and forcing it into discrete linguistic tokens introduces a fundamental representation mismatch that constrains both efficiency and performance. We introduce LatentChem, a latent reasoning interface that decouples chemical computation from textual generation, enabling models to perform multi-step reasoning directly in continuous latent space while emitting language only for final outputs. Remarkably, we observe a consistent emergent behavior: when optimized solely for task success, models spontaneously internalize reasoning, progressively abandoning verbose textual derivations in favor of implicit latent computation. This shift is not merely stylistic but computationally advantageous. Across diverse chemical reasoning benchmarks, LatentChem achieves a 59.88\% non-tie win rate over strong CoT-based baselines on ChemCoTBench, while delivering a 10.84$\times$ average inference speedup. Our results provide empirical evidence that chemical reasoning is more naturally and effectively realized as continuous latent dynamics rather than discretized linguistic trajectories.
Abstract:This work proposes a new generation-based 3D reconstruction method, named Cupid, that accurately infers the camera pose, 3D shape, and texture of an object from a single 2D image. Cupid casts 3D reconstruction as a conditional sampling process from a learned distribution of 3D objects, and it jointly generates voxels and pixel-voxel correspondences, enabling robust pose and shape estimation under a unified generative framework. By representing both input camera poses and 3D shape as a distribution in a shared 3D latent space, Cupid adopts a two-stage flow matching pipeline: (1) a coarse stage that produces initial 3D geometry with associated 2D projections for pose recovery; and (2) a refinement stage that integrates pose-aligned image features to enhance structural fidelity and appearance details. Extensive experiments demonstrate Cupid outperforms leading 3D reconstruction methods with an over 3 dB PSNR gain and an over 10% Chamfer Distance reduction, while matching monocular estimators on pose accuracy and delivering superior visual fidelity over baseline 3D generative models. For an immersive view of the 3D results generated by Cupid, please visit cupid3d.github.io.
Abstract:Recently, remarkable progress has been made in Unified Multimodal Models (UMMs), which integrate vision-language generation and understanding capabilities within a single framework. However, a significant gap exists where a model's strong visual understanding often fails to transfer to its visual generation. A model might correctly understand an image based on user instructions, yet be unable to generate a faithful image from text prompts. This phenomenon directly raises a compelling question: Can a model achieve self-improvement by using its understanding module to reward its generation module? To bridge this gap and achieve self-improvement, we introduce SRUM, a self-rewarding post-training framework that can be directly applied to existing UMMs of various designs. SRUM creates a feedback loop where the model's own understanding module acts as an internal ``evaluator'', providing corrective signals to improve its generation module, without requiring additional human-labeled data. To ensure this feedback is comprehensive, we designed a global-local dual reward system. To tackle the inherent structural complexity of images, this system offers multi-scale guidance: a \textbf{global reward} ensures the correctness of the overall visual semantics and layout, while a \textbf{local reward} refines fine-grained, object-level fidelity. SRUM leads to powerful capabilities and shows strong generalization, boosting performance on T2I-CompBench from 82.18 to \textbf{88.37} and on T2I-ReasonBench from 43.82 to \textbf{46.75}. Overall, our work establishes a powerful new paradigm for enabling a UMMs' understanding module to guide and enhance its own generation via self-rewarding.
Abstract:We introduce Mesh Silksong, a compact and efficient mesh representation tailored to generate the polygon mesh in an auto-regressive manner akin to silk weaving. Existing mesh tokenization methods always produce token sequences with repeated vertex tokens, wasting the network capability. Therefore, our approach tokenizes mesh vertices by accessing each mesh vertice only once, reduces the token sequence's redundancy by 50\%, and achieves a state-of-the-art compression rate of approximately 22\%. Furthermore, Mesh Silksong produces polygon meshes with superior geometric properties, including manifold topology, watertight detection, and consistent face normals, which are critical for practical applications. Experimental results demonstrate the effectiveness of our approach, showcasing not only intricate mesh generation but also significantly improved geometric integrity.
Abstract:Currently almost all state-of-the-art novel view synthesis and reconstruction models rely on calibrated cameras or additional geometric priors for training. These prerequisites significantly limit their applicability to massive uncalibrated data. To alleviate this requirement and unlock the potential for self-supervised training on large-scale uncalibrated videos, we propose a novel two-stage strategy to train a view synthesis model from only raw video frames or multi-view images, without providing camera parameters or other priors. In the first stage, we learn to reconstruct the scene implicitly in a latent space without relying on any explicit 3D representation. Specifically, we predict per-frame latent camera and scene context features, and employ a view synthesis model as a proxy for explicit rendering. This pretraining stage substantially reduces the optimization complexity and encourages the network to learn the underlying 3D consistency in a self-supervised manner. The learned latent camera and implicit scene representation have a large gap compared with the real 3D world. To reduce this gap, we introduce the second stage training by explicitly predicting 3D Gaussian primitives. We additionally apply explicit Gaussian Splatting rendering loss and depth projection loss to align the learned latent representations with physically grounded 3D geometry. In this way, Stage 1 provides a strong initialization and Stage 2 enforces 3D consistency - the two stages are complementary and mutually beneficial. Extensive experiments demonstrate the effectiveness of our approach, achieving high-quality novel view synthesis and accurate camera pose estimation, compared to methods that employ supervision with calibration, pose, or depth information. The code is available at https://github.com/Dwawayu/Pensieve.