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Mobile Manipulation (MoMa) is a cornerstone of autonomous robotic systems, yet real-world fine-tuning remains a formidable challenge because of high-dimensional action spaces and intricate coupling between heterogeneous modules. In this paper, we propose HiRe-MoMa (Hierarchical Residual Mobile Manipulation), a systematic framework for stable and sample-efficient real-world fine-tuning of complex MoMa systems. At its core, HiRe-MoMa adopts a Hierarchical Residual Architecture that fine-tunes a frozen base policy. A Policy-Agnostic Residual learns additive corrections atop the base policy, while Hierarchical Decoupling splits the residual into mobile-base and manipulator-arm heads with unidirectional conditioning, mitigating gradient interference and aligning corrections with the platform's physical hierarchy. To improve sample efficiency in data-expensive real-world settings, we propose Expert-Guided Value Alignment, which leverages sparse human interventions with under 20% training coverage to reshape the critic's value landscape, effectively guiding autonomous exploration through expert priors. Extensive real-world experiments on the TIAGo++ platform demonstrate that HiRe-MoMa consistently enhances task performance with only around 30 minutes of online interaction, regardless of the base policy architecture. To our knowledge, this is among the first frameworks to enable efficient on-robot fine-tuning for mobile manipulation in the real world, providing a practical paradigm for deploying complex robotic systems in dynamic, human-centric environments. Further details can be found on our project website: https://hire-moma.github.io/
Recent advances in robot learning have driven rapid progress in humanoid control, enabling increasingly agile behaviors in the real world. However, humanoid control networks are typically obtained through conventional training procedures, while comparatively little attention has been given to directly modeling the distribution of their learned weights and generating functional networks in weight space. In this work, we investigate whether high-performing humanoid control networks can be generatively modeled directly through their weights. We adopt a latent diffusion framework that couples a linear autoencoder with a Diffusion Transformer. The autoencoder compresses actor network parameters into a compact latent space, and the Diffusion Transformer models the distribution of these latents. Trained on networks collected from reinforcement learning for the Unitree G1 robot, our approach generates deployable networks that perform various motions in the real world, including walking, dancing, and spin kick. Beyond generation, we further study the learned weight space to better understand the structure captured by these humanoid control networks. We identify a structural principle in the first-layer weights that consistently reflects the robot's kinematic prior. Notably, this kinematic prior emerges under both Reinforcement Learning (RL) and Imitation Learning (IL) training, suggesting that it is not specific to a particular optimization process but may instead reflect common knowledge associated with humanoid embodiment. Together, these results demonstrate the feasibility of generative modeling in humanoid network weight space, while providing initial insights into the information encoded by their learned weights. Additional results are available on our project website: https://humanoid-weight-diffusion.github.io/
Training language agents is bottlenecked by the high cost of long-horizon rollouts, yet standard agentic reinforcement learning (RL) learns only from a terminal scalar reward, leaving the supervision in intermediate steps largely unused. Prior work exploits this supervision through value targets that estimate per-step success probabilities or observation targets that fit environment response. Both are hard to construct well: (1) value targets come from the same single scalar signal for each step in the trajectory, and (2) observation targets, such as web pages and terminal logs, are long and noisy and reach only one step ahead. We propose , which adds a third kind of multi-step action targets. On successful on-policy trajectories, trains the policy backbone to generate the action sequences that follows each history. Each action is also supervised when forecast from the preceding histories, forming a temporal ensemble that the shared backbone absorbs during training, and this enables acting and forecasting to co-evolve. The policy still acts one step at a time at inference, with no overhead. Across five benchmarks (ALFWorld, ScienceWorld, WebShop, τ^2-bench, and AppWorld), (1) achieves stronger aggregate performance than GRPO and RL baselines with predictive auxiliary targets across simulated environments, while improving overall performance on both realistic applications; (2) delivers up to 1.9and 2.0higher sample efficiency than ECHO and GRPO, respectively, on ScienceWorld; and (3) achieves these gains with a single policy backbone, without additional models, separate pretraining, or inference overhead. The codebase is available at https://github.com/ulab-uiuc/CoPE.
Scaling up transformers has produced models with broad capabilities, deployed across heterogeneous hardware and fluctuating workloads. Yet, model families offer only a few fixed sizes (e.g., S, B, L), forcing users to commit to a model based on hardware and latency constraints. This rigidity is often suboptimal under varying query loads. We introduce a retraining-free method that elastifies pre-trained transformers into a single model that adapts on-the-fly across a continuum of computational budgets. Our key contribution is a differentiable relaxation of the functional unit-ranking problem: unlike prior work, which optimizes a single importance weight per MLP block or attention head, we rank every individual MLP neuron and attention head jointly, on a common scale, by minimizing the model's loss under soft pruning across many sparsity targets, all at once. Across 27 vision and text transformer encoders ranging from 22M to 8B parameters, our method yields smooth degradation up to 60% sparsity and outperforms one-shot baselines under deep pruning. For example, pruning DINOv3 ViT-H+/16 to 50% sparsity removes 427M parameters while reducing ImageNet-1k linear-probing accuracy by only 0.8%, without the need for weight correction or retraining. At 60% sparsity, a pruned AugReg ViT-B/16 model achieves up to 1.80higher throughput and 1.26lower single-query latency on an A100 GPU. Elastic models are produced in minutes, with construction time scaling sub-linearly with parameter count.
An agentic market is a decentralized serving-time market where AI agents bid to claim each user prompt. An agent's bid is based on its expected value for the prompt, which is the expectation of the reward for its response minus its inference costs. First-price auctions (FPAs), in which the highest bidder pays its bid and receives the prompt, are a natural way to allocate prompts in such a market, since they are simple and transparent to run, and do not require central knowledge of private capabilities and costs. However, FPAs are not truthful: participants may bid less than their true value in the hope of a larger profit, and the prompt may then be allocated to someone other than the bidder who values it the most. This welfare loss is quantified by the price-of-anarchy (PoA). In this paper, we argue that agentic markets are likely to possess features that reduce the price-of-anarchy. The first is a competitive floor, which occurs when multiple bidders usually value the prompt above some baseline share of the optimal welfare (e.g., because the best models are often distilled into cheaper alternatives, which perform similarly). We show that competition among them then limits the welfare loss, which can be driven to zero as the floor rises. The second feature is near-independence of values after conditioning on the prompt, which occurs when most of the predictable variation in the expected value is determined by the difficulty of the prompt. As the value distribution approaches conditional independence, we can derive an efficiency guarantee that approaches a factor of 1 - 1/e^2 of the optimal welfare. Thus, both features give rise to welfare lower bounds that are significantly better than the well-known general case of 1 - 1/e. We validate these results empirically using auctions with strategic bidders simulated on the EmbedLLM prompt routing dataset.
We introduce Continuum Attention (CA), a causal Transformer attention operator that replaces discrete key and value lookup with integration over a continuous, piecewise linear memory curve. Each query induces an exponential relevance density along the curve. Integrating the density and interpolated values yields exact normalized attention from closed form exponential moments, including half token boundary contributions. The gradients follow analytically from moments of order at most two, enabling parallel GPU implementations while retaining quadratic sequence complexity and the standard Transformer decoder. Compared with ordinary softmax and focal attention, CA reduces mean validation negative log likelihood by 0.0200 and 0.0480 nats per byte, respectively, winning all paired comparisons. An additional disjoint validation slice yields a 0.0457 nats per byte advantage over the strongest selected softmax baseline, with a paired 95% confidence interval. These findings motivate continuous integration as a promising attention alternative while leaving larger scale generalization open.
Current approaches for steady partial differential equations surrogate models on unstructured meshes apply a single mixing mechanism to the whole solution. This paper proposes an architecture that partitions the solution among vanilla transformer experts, each focused on a different spectral scale. The partition is built from a discrete Hodge Laplacian L_0=_0^{-1} d_0^{}_1 d_0, that serves as a fitting layer measuring high-frequency content. A gating mechanism takes the mesh as input and produces the per-vertex weights that recombine the expert outputs. AirFRANS is a steady Reynolds-averaged Navier--Stokes (RANS) airfoil benchmark. We evaluate our approach in a reduced remeshed version of the benchmark with each unstructured mesh counting 9.6K faces and 4.9K vertices. We compare our approach with the Transolver on the same dataset and dataset slit. Our approach reduces relative L_2 error by 31\% and interior mean squared error by 47\%.
Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.
Long contexts enlarge key--value (KV) caches, increasing memory use and attention costs during generation. Compressing these caches must preserve information for unseen questions. We introduce **Latent Compaction**, which learns a compact document-specific cache through test-time training. We initialize cache entries using reconstruction importance, teacher attention, and key-space diversity. Training first fits attention outputs and log-normalizers to those of the full cache, with reconstruction-selected entries held fixed. It then jointly optimizes the entire cache through end-to-end distillation from the full-cache model. Model weights remain frozen throughout, and training uses only generic prompts about the document, without access to downstream questions or answers. Experiments on RULER, LongBench, and Phonebook Lookup demonstrate substantial gains over budget-matched compression baselines. On a RULER, for example, our method achieves 96.7% accuracy at 32compression, compared with 40.0% for KVZip+. The method also transfers across model scales and families, with retrieval gains on both Qwen3 and MiniCPM5. These results show that treating the KV cache as a neural network and optimizing it with test-time training can preserve retrieval accuracy under aggressive compression. The code is released at https://www.github.com/THUNLP/latent-compaction
Post-training binds the competence of an LLM agent to the interface it was trained on. Semantics-preserving perturbations of that interface, such as renaming an action or changing the notation, leave the underlying task unchanged yet make the agent worse at it. Scoring each sample independently means interface randomization only broadens this dependence from a single interface to the training interface distribution, so out-of-distribution perturbations still degrade the agent. We propose Cross-Interface Policy Regularization (CIPR), a self-supervised objective that replaces action names with uninformative identifiers and presents each training sample under two interfaces in which equivalent actions are identified by construction. CIPR penalizes the KL divergence between the action distributions induced under the two interfaces, so the policy behaves consistently across them. We evaluate CIPR in both supervised and reinforcement-learning post-training, where it improves robustness. On agentic function calling, held-out interface perturbations reduce the accuracy of a post-trained agent by nearly 25%, and CIPR recovers 10.5% while leaving accuracy on the unchanged interface intact.
We introduce a novel method for verifying Lean formalizations that goes beyond LLM-judged faithfulness. Unlike most verification methods, which rely on LLMs or trained models, our method combines LLM-based semantic review with mechanical numerical and vacuity checks, providing checkable feedback and detecting errors missed by LLM judges. We apply this method, along with our Extract-Verify-Proof autoformalization pipeline, to construct the Formalized Library of Mathematical Functions (FLMF), a partial formalization of the NIST Digital Library of Mathematical Functions (DLMF). On three labeled datasets, our method achieves the lowest accepted-error rate among the evaluated methods, measured as the fraction of incorrect statements accepted by the verification method. Expert review of the results also identifies translation and source defects in existing datasets. Code available at https://github.com/annamei1/FLMF-Ch7ErrFunc-Release.git.
On-policy distillation (OPD) trains a student model on its own rollouts with token-level supervision from a teacher, assuming that the teacher can reach a correct answer from any prefix the student writes. We call this property the recoverability of the teacher and show it fails on incorrect rollouts: the teacher follows student errors, although it recognizes them. We propose CriticOPD, using error recognition to restore recoverability. The teacher critiques an incorrect rollout, allowing the student to rewrite its solution following the error. The resulting output, including the critique as privileged information, is scored by the teacher while the student uses the revision without the critique for training. On two Qwen3 students and six mathematical reasoning benchmarks, CriticOPD improves OPD, with the largest gains on competition problems.