Scene graph generation is the process of creating structured representations of scenes that capture the relationships between objects.
Large Language Models (LLMs) and Vision-Language Models (VLMs) increasingly generate indoor scenes through intermediate structures such as layouts and scene graphs, yet evaluation still relies on LLM or VLM judges that score rendered views, making judgments sensitive to viewpoint, prompt phrasing, and hallucination. When the evaluator is unstable, it becomes difficult to determine whether a model has produced a spatially plausible scene or whether the output score reflects the choice of viewpoint, rendering, or prompt. We introduce SceneCritic, a symbolic evaluator for floor-plan-level layouts. SceneCritic's constraints are grounded in SceneOnto, a structured spatial ontology we construct by aggregating indoor scene priors from 3D-FRONT, ScanNet, and Visual Genome. SceneOnto traverses this ontology to jointly verify semantic, orientation, and geometric coherence across object relationships, providing object-level and relationship-level assessments that identify specific violations and successful placements. Furthermore, we pair SceneCritic with an iterative refinement test bed that probes how models build and revise spatial structure under different critic modalities: a rule-based critic using collision constraints as feedback, an LLM critic operating on the layout as text, and a VLM critic operating on rendered observations. Through extensive experiments, we show that (a) SceneCritic aligns substantially better with human judgments than VLM-based evaluators, (b) text-only LLMs can outperform VLMs on semantic layout quality, and (c) image-based VLM refinement is the most effective critic modality for semantic and orientation correction.
Long-horizon collaborative vision-language navigation (VLN) is critical for multi-robot systems to accomplish complex tasks beyond the capability of a single agent. CoNavBench takes a first step by introducing the first collaborative long-horizon VLN benchmark with relay-style multi-robot tasks, a collaboration taxonomy, along with graph-grounded generation and evaluation to model handoffs and rendezvous in shared environments. However, existing benchmarks and evaluations often do not enforce strictly synchronized dual-robot rollout on a shared world timeline, and they typically rely on static coordination policies that cannot adapt when new cross-agent evidence emerges. We present Dialog enhanced Long-Horizon Collaborative Vision-Language Navigation (DeCoNav), a decentralized framework that couples event-triggered dialogue with dynamic task allocation and replanning for real-time, adaptive coordination. In DeCoNav, robots exchange compact semantic states via dialogue without a central controller. When informative events such as new evidence, uncertainty, or conflicts arise, dialogue is triggered to dynamically reassign subgoals and replan under synchronized execution. Implemented in DeCoNavBench with 1,213 tasks across 176 HM3D scenes, DeCoNav improves the both-success rate (BSR) by 69.2%, demonstrating the effectiveness of dialogue-driven, dynamically reallocated planning for multi-robot collaboration.
We introduce compute-grounded reasoning (CGR), a design paradigm for spatial-aware research agents in which every answerable sub-problem is resolved by deterministic computation before a language model is asked to generate. Spatial Atlas instantiates CGR as a single Agent-to-Agent (A2A) server that handles two challenging benchmarks: FieldWorkArena, a multimodal spatial question-answering benchmark spanning factory, warehouse, and retail environments, and MLE-Bench, a suite of 75 Kaggle machine learning competitions requiring end-to-end ML engineering. A structured spatial scene graph engine extracts entities and relations from vision descriptions, computes distances and safety violations deterministically, then feeds computed facts to large language models, thereby avoiding hallucinated spatial reasoning. Entropy-guided action selection maximizes information gain per step and routes queries across a three-tier frontier model stack (OpenAI + Anthropic). A self-healing ML pipeline with strategy-aware code generation, a score-driven iterative refinement loop, and a prompt-based leak audit registry round out the system. We evaluate across both benchmarks and show that CGR yields competitive accuracy while maintaining interpretability through structured intermediate representations and deterministic spatial computations.
In this work, we introduce a new perspective on comparative image assessment by representing an image pair as a structured composition of its regions. In contrast, existing methods focus on whole image analysis, while implicitly relying on region-level understanding. We extend the intra-image notion of a scene graph to inter-image, and propose a novel task of Distortion Graph (DG). DG treats paired images as a structured topology grounded in regions, and represents dense degradation information such as distortion type, severity, comparison and quality score in a compact interpretable graph structure. To realize the task of learning a distortion graph, we contribute (i) a region-level dataset, PandaSet, (ii) a benchmark suite, PandaBench, with varying region-level difficulty, and (iii) an efficient architecture, Panda, to generate distortion graphs. We demonstrate that PandaBench poses a significant challenge for state-of-the-art multimodal large language models (MLLMs) as they fail to understand region-level degradations even when fed with explicit region cues. We show that training on PandaSet or prompting with DG elicits region-wise distortion understanding, opening a new direction for fine-grained, structured pairwise image assessment.
Recent progress in brain-guided image generation has improved the quality of fMRI-based reconstructions; however, fundamental challenges remain in preserving object-level structure and semantic fidelity. Many existing approaches overlook the spatial arrangement of salient objects, leading to conceptually inconsistent outputs. We propose a saliency-driven decoding framework that employs graph-informed saliency priors to translate structural cues from brain signals into spatial masks. These masks, together with semantic information extracted from embeddings, condition a diffusion model to guide image regeneration, helping preserve object conformity while maintaining natural scene composition. In contrast to pipelines that invoke multiple diffusion stages, our approach relies on a single frozen model, offering a more lightweight yet effective design. Experiments show that this strategy improves both conceptual alignment and structural similarity to the original stimuli, while also introducing a new direction for efficient, interpretable, and structurally grounded brain decoding.
Content moderation systems classify images as safe or unsafe but lack spatial grounding and interpretability: they cannot explain what sensitive behavior was detected, who is involved, or where it occurs. We introduce the Sensitive Benchmark (SenBen), the first large-scale scene graph benchmark for sensitive content, comprising 13,999 frames from 157 movies annotated with Visual Genome-style scene graphs (25 object classes, 28 attributes including affective states such as pain, fear, aggression, and distress, 14 predicates) and 16 sensitivity tags across 5 categories. We distill a frontier VLM into a compact 241M student model using a multi-task recipe that addresses vocabulary imbalance in autoregressive scene graph generation through suffix-based object identity, Vocabulary-Aware Recall (VAR) Loss, and a decoupled Query2Label tag head with asymmetric loss, yielding a +6.4 percentage point improvement in SenBen Recall over standard cross-entropy training. On grounded scene graph metrics, our student model outperforms all evaluated VLMs except Gemini models and all commercial safety APIs, while achieving the highest object detection and captioning scores across all models, at $7.6\times$ faster inference and $16\times$ less GPU memory.
Existing multi-agent video generation systems use LLM agents to orchestrate neural video generators, producing visually impressive but semantically unreliable outputs with no ground truth annotations. We present an agentic system that inverts this paradigm: instead of generating pixels, the LLM constructs a formal Graph of Events in Space and Time (GEST) -- a structured specification of actors, actions, objects, and temporal constraints -- which is then executed deterministically in a 3D game engine. A staged LLM refinement pipeline fails entirely at this task (0 of 50 attempts produce an executable specification), motivating a fundamentally different architecture based on a separation of concerns: the LLM handles narrative planning through natural language reasoning, while a programmatic state backend enforces all simulator constraints through validated tool calls, guaranteeing that every generated specification is executable by construction. The system uses a hierarchical two-agent architecture -- a Director that plans the story and a Scene Builder that constructs individual scenes through a round-based state machine -- with dedicated Relation Subagents that populate the logical and semantic edge types of the GEST formalism that procedural generation leaves empty, making this the first approach to exercise the full expressive capacity of the representation. We evaluate in two stages: autonomous generation against procedural baselines via a 3-model LLM jury, where agentic narratives win 79% of text and 74% of video comparisons; and seeded generation where the same text is given to our system, VEO 3.1, and WAN 2.2, with human annotations showing engine-generated videos substantially outperform neural generators on physical validity (58% vs 25% and 20%) and semantic alignment (3.75/5 vs 2.33 and 1.50).
3D Scene Graph (3DSG) generation plays a pivotal role in spatial understanding and semantic-affordance perception. However, its generalizability is often constrained by data scarcity. Current solutions primarily focus on cross-modal assisted representation learning and object-centric generation pre-training. The former relies heavily on predicate annotations, while the latter's predicate learning may be bypassed due to strong object priors. Consequently, they could not often provide a label-free and robust self-supervised proxy task for 3DSG fine-tuning. To bridge this gap, we propose a Topological Layout Learning (ToLL) for 3DSG pretraining framework. In detail, we design an Anchor-Conditioned Topological Geometry Reasoning, with a GNN to recover the global layout of zero-centered subgraphs by the spatial priors from sparse anchors. This process is strictly modulated by predicate features, thereby enforcing the predicate relation learning. Furthermore, we construct a Structural Multi-view Augmentation to avoid semantic corruption, and enhancing representations via self-distillation. The extensive experiments on 3DSSG dataset demonstrate that our ToLL could improve representation quality, outperforming state-of-the-art baselines.
Multimodal large language models (MLLMs) are increasingly being applied to spatial cognition tasks, where they are expected to understand and interact with complex environments. Most existing works improve spatial reasoning by introducing 3D priors or geometric supervision, which enhances performance but incurs substantial data preparation and alignment costs. In contrast, purely 2D approaches often struggle with multi-frame spatial reasoning due to their limited ability to capture cross-frame spatial relationships. To address these limitations, we propose EgoMind, a Chain-of-Thought framework that enables geometry-free spatial reasoning through Role-Play Caption, which jointly constructs a coherent linguistic scene graph across frames, and Progressive Spatial Analysis, which progressively reasons toward task-specific questions. With only 5K auto-generated SFT samples and 20K RL samples, EgoMind achieves competitive results on VSI-Bench, SPAR-Bench, SITE-Bench, and SPBench, demonstrating its effectiveness in strengthening the spatial reasoning capabilities of MLLMs and highlighting the potential of linguistic reasoning for spatial cognition. Code and data are released at https://github.com/Hyggge/EgoMind.
Semantic world models enable embodied agents to reason about objects, relations, and spatial context beyond purely geometric representations. In Organic Computing, such models are a key enabler for objective-driven self-adaptation under uncertainty and resource constraints. The core challenge is to acquire observations maximising model quality and downstream usefulness within a limited action budget. Semantic scene graphs (SSGs) provide a structured and compact representation for this purpose. However, constructing them within a finite action horizon requires exploration strategies that trade off information gain against navigation cost and decide when additional actions yield diminishing returns. This work presents a modular navigation component for Embodied Semantic Scene Graph Generation and modernises its decision-making by replacing the policy-optimisation method and revisiting the discrete action formulation. We study compact and finer-grained, larger discrete motion sets and compare a single-head policy over atomic actions with a factorised multi-head policy over action components. We evaluate curriculum learning and optional depth-based collision supervision, and assess SSG completeness, execution safety, and navigation behaviour. Results show that replacing the optimisation algorithm alone improves SSG completeness by 21\% relative to the baseline under identical reward shaping. Depth mainly affects execution safety (collision-free motion), while completeness remains largely unchanged. Combining modern optimisation with a finer-grained, factorised action representation yields the strongest overall completeness--efficiency trade-off.