Abstract:Existing Vision-Language Navigation (VLN) task requires agents to follow verbose instructions, ignoring some potentially useful global spatial priors, limiting their capability to reason about spatial structures. Although human-readable spatial schematics (e.g., floor plans) are ubiquitous in real-world buildings, current agents lack the cognitive ability to comprehend and utilize them. To bridge this gap, we introduce \textbf{FloorPlan-VLN}, a new paradigm that leverages structured semantic floor plans as global spatial priors to enable navigation with only concise instructions. We first construct the FloorPlan-VLN dataset, which comprises over 10k episodes across 72 scenes. It pairs more than 100 semantically annotated floor plans with Matterport3D-based navigation trajectories and concise instructions that omit step-by-step guidance. Then, we propose a simple yet effective method \textbf{FP-Nav} that uses a dual-view, spatio-temporally aligned video sequence, and auxiliary reasoning tasks to align observations, floor plans, and instructions. When evaluated under this new benchmark, our method significantly outperforms adapted state-of-the-art VLN baselines, achieving more than a 60\% relative improvement in navigation success rate. Furthermore, comprehensive noise modeling and real-world deployments demonstrate the feasibility and robustness of FP-Nav to actuation drift and floor plan distortions. These results validate the effectiveness of floor plan guided navigation and highlight FloorPlan-VLN as a promising step toward more spatially intelligent navigation.
Abstract:In this paper, we introduce visual query segmentation (VQS), a new paradigm of visual query localization (VQL) that aims to segment all pixel-level occurrences of an object of interest in an untrimmed video, given an external visual query. Compared to existing VQL locating only the last appearance of a target using bounding boxes, VQS enables more comprehensive (i.e., all object occurrences) and precise (i.e., pixel-level masks) localization, making it more practical for real-world scenarios. To foster research on this task, we present VQS-4K, a large-scale benchmark dedicated to VQS. Specifically, VQS-4K contains 4,111 videos with more than 1.3 million frames and covers a diverse set of 222 object categories. Each video is paired with a visual query defined by a frame outside the search video and its target mask, and annotated with spatial-temporal masklets corresponding to the queried target. To ensure high quality, all videos in VQS-4K are manually labeled with meticulous inspection and iterative refinement. To the best of our knowledge, VQS-4K is the first benchmark specifically designed for VQS. Furthermore, to stimulate future research, we present a simple yet effective method, named VQ-SAM, which extends SAM 2 by leveraging target-specific and background distractor cues from the video to progressively evolve the memory through a novel multi-stage framework with an adaptive memory generation (AMG) module for VQS, significantly improving the performance. In our extensive experiments on VQS-4K, VQ-SAM achieves promising results and surpasses all existing approaches, demonstrating its effectiveness. With the proposed VQS-4K and VQ-SAM, we expect to go beyond the current VQL paradigm and inspire more future research and practical applications on VQS. Our benchmark, code, and results will be made publicly available.
Abstract:In real scenarios, videos can span several minutes or even hours. However, existing research on spatio-temporal video grounding (STVG), given a textual query, mainly focuses on localizing targets in short videos of tens of seconds, typically less than one minute, which limits real-world applications. In this paper, we explore Long-Form STVG (LF-STVG), which aims to locate targets in long-term videos. Compared with short videos, long-term videos contain much longer temporal spans and more irrelevant information, making it difficult for existing STVG methods that process all frames at once. To address this challenge, we propose an AutoRegressive Transformer architecture for LF-STVG, termed ART-STVG. Unlike conventional STVG methods that require the entire video sequence to make predictions at once, ART-STVG treats the video as streaming input and processes frames sequentially, enabling efficient handling of long videos. To model spatio-temporal context, we design spatial and temporal memory banks and apply them to the decoders. Since memories from different moments are not always relevant to the current frame, we introduce simple yet effective memory selection strategies to provide more relevant information to the decoders, significantly improving performance. Furthermore, instead of parallel spatial and temporal localization, we propose a cascaded spatio-temporal design that connects the spatial decoder to the temporal decoder, allowing fine-grained spatial cues to assist complex temporal localization in long videos. Experiments on newly extended LF-STVG datasets show that ART-STVG significantly outperforms state-of-the-art methods, while achieving competitive performance on conventional short-form STVG.
Abstract:Traditional video retrieval benchmarks focus on matching precise descriptions to closed video pools, failing to reflect real-world searches characterized by fuzzy, multi-dimensional memories on the open web. We present \textbf{RVMS-Bench}, a comprehensive system for evaluating real-world video memory search. It consists of \textbf{1,440 samples} spanning \textbf{20 diverse categories} and \textbf{four duration groups}, sourced from \textbf{real-world open-web videos}. RVMS-Bench utilizes a hierarchical description framework encompassing \textbf{Global Impression, Key Moment, Temporal Context, and Auditory Memory} to mimic realistic multi-dimensional search cues, with all samples strictly verified via a human-in-the-loop protocol. We further propose \textbf{RACLO}, an agentic framework that employs abductive reasoning to simulate the human ``Recall-Search-Verify'' cognitive process, effectively addressing the challenge of searching for videos via fuzzy memories in the real world. Experiments reveal that existing MLLMs still demonstrate insufficient capabilities in real-world Video Retrieval and Moment Localization based on fuzzy memories. We believe this work will facilitate the advancement of video retrieval robustness in real-world unstructured scenarios.
Abstract:Transforming scientific papers into multimodal presentation content is essential for research dissemination but remains labor intensive. Existing automated solutions typically treat each format as an isolated downstream task, leading to redundant processing and semantic inconsistency. We introduce PaperX, a unified framework that models academic presentation generation as a structural transformation and rendering process. Central to our approach is the Scholar DAG, an intermediate representation that decouples the paper's logical structure from its final presentation syntax. By applying adaptive graph traversal strategies, PaperX generates diverse, high quality outputs from a single source. Comprehensive evaluations demonstrate that our framework achieves the state of the art performance in content fidelity and aesthetic quality while significantly improving cost efficiency compared to specialized single task agents.
Abstract:Embodied world models have emerged as a promising paradigm in robotics, most of which leverage large-scale Internet videos or pretrained video generation models to enrich visual and motion priors. However, they still face key challenges: a misalignment between coordinate-space actions and pixel-space videos, sensitivity to camera viewpoint, and non-unified architectures across embodiments. To this end, we present BridgeV2W, which converts coordinate-space actions into pixel-aligned embodiment masks rendered from the URDF and camera parameters. These masks are then injected into a pretrained video generation model via a ControlNet-style pathway, which aligns the action control signals with predicted videos, adds view-specific conditioning to accommodate camera viewpoints, and yields a unified world model architecture across embodiments. To mitigate overfitting to static backgrounds, BridgeV2W further introduces a flow-based motion loss that focuses on learning dynamic and task-relevant regions. Experiments on single-arm (DROID) and dual-arm (AgiBot-G1) datasets, covering diverse and challenging conditions with unseen viewpoints and scenes, show that BridgeV2W improves video generation quality compared to prior state-of-the-art methods. We further demonstrate the potential of BridgeV2W on downstream real-world tasks, including policy evaluation and goal-conditioned planning. More results can be found on our project website at https://BridgeV2W.github.io .
Abstract:In recent years, large language models (LLMs) have made rapid progress in information retrieval, yet existing research has mainly focused on text or static multimodal settings. Open-domain video shot retrieval, which involves richer temporal structure and more complex semantics, still lacks systematic benchmarks and analysis. To fill this gap, we introduce ShotFinder, a benchmark that formalizes editing requirements as keyframe-oriented shot descriptions and introduces five types of controllable single-factor constraints: Temporal order, Color, Visual style, Audio, and Resolution. We curate 1,210 high-quality samples from YouTube across 20 thematic categories, using large models for generation with human verification. Based on the benchmark, we propose ShotFinder, a text-driven three-stage retrieval and localization pipeline: (1) query expansion via video imagination, (2) candidate video retrieval with a search engine, and (3) description-guided temporal localization. Experiments on multiple closed-source and open-source models reveal a significant gap to human performance, with clear imbalance across constraints: temporal localization is relatively tractable, while color and visual style remain major challenges. These results reveal that open-domain video shot retrieval is still a critical capability that multimodal large models have yet to overcome.
Abstract:When performing 3D manipulation tasks, robots have to execute action planning based on perceptions from multiple fixed cameras. The multi-camera setup introduces substantial redundancy and irrelevant information, which increases computational costs and forces the model to spend extra training time extracting crucial task-relevant details. To filter out redundant information and accurately extract task-relevant features, we propose the VERM (Virtual Eye for Robotic Manipulation) method, leveraging the knowledge in foundation models to imagine a virtual task-adaptive view from the constructed 3D point cloud, which efficiently captures necessary information and mitigates occlusion. To facilitate 3D action planning and fine-grained manipulation, we further design a depth-aware module and a dynamic coarse-to-fine procedure. Extensive experimental results on both simulation benchmark RLBench and real-world evaluations demonstrate the effectiveness of our method, surpassing previous state-of-the-art methods while achieving 1.89x speedup in training time and 1.54x speedup in inference speed. More results can be found on our project website at https://verm-ral.github.io .
Abstract:In this paper, we propose a Differentially Private Stochastic Gradient Push with Compressed communication (termed DP-CSGP) for decentralized learning over directed graphs. Different from existing works, the proposed algorithm is designed to maintain high model utility while ensuring both rigorous differential privacy (DP) guarantees and efficient communication. For general non-convex and smooth objective functions, we show that the proposed algorithm achieves a tight utility bound of $\mathcal{O}\left( \sqrt{d\log \left( \frac{1}δ \right)}/(\sqrt{n}Jε) \right)$ ($J$ and $d$ are the number of local samples and the dimension of decision variables, respectively) with $\left(ε, δ\right)$-DP guarantee for each node, matching that of decentralized counterparts with exact communication. Extensive experiments on benchmark tasks show that, under the same privacy budget, DP-CSGP achieves comparable model accuracy with significantly lower communication cost than existing decentralized counterparts with exact communication.




Abstract:In embodied intelligence, the embodiment gap between robotic and human hands brings significant challenges for learning from human demonstrations. Although some studies have attempted to bridge this gap using reinforcement learning, they remain confined to merely reproducing human manipulation, resulting in limited task performance. In this paper, we propose UniBYD, a unified framework that uses a dynamic reinforcement learning algorithm to discover manipulation policies aligned with the robot's physical characteristics. To enable consistent modeling across diverse robotic hand morphologies, UniBYD incorporates a unified morphological representation (UMR). Building on UMR, we design a dynamic PPO with an annealed reward schedule, enabling reinforcement learning to transition from imitation of human demonstrations to explore policies adapted to diverse robotic morphologies better, thereby going beyond mere imitation of human hands. To address the frequent failures of learning human priors in the early training stage, we design a hybrid Markov-based shadow engine that enables reinforcement learning to imitate human manipulations in a fine-grained manner. To evaluate UniBYD comprehensively, we propose UniManip, the first benchmark encompassing robotic manipulation tasks spanning multiple hand morphologies. Experiments demonstrate a 67.90% improvement in success rate over the current state-of-the-art. Upon acceptance of the paper, we will release our code and benchmark at https://github.com/zhanheng-creator/UniBYD.