Learns, maintains, and runs unified world models for Physical AI using a cross-embodiment pretraining curriculum and a hybrid linear temporal-attention architecture. Emphasizes long-horizon state persistence, theoretical bounds on error accumulation, and deployment-aware low-latency inference for real-world embodied agents.
Assesses whether coding agents can generate complete, playable games end-to-end inside the Godot engine. Implements an interaction-grounded evaluation (replayed demonstrations + rubric-guided multimodal judging) across 140 tasks and 15 game families; top agents score ~41%.
Provides a harness that lets language models control embodied manipulation via iterative perception–reasoning–action loops, semantic action abstractions, and multimodal observations. Demonstrates distilling capabilities into a 4B open-source model with under 2K simulated trajectories and shows sim-to-real generalization.
Matches detection paradigms to four stratified attack-surface layers of AI agents — infrastructure, protocol/tool, agent behavior, and model — and presents AI-Infra-Guard: an open-source red-teaming framework with rule-based infra scanning, LLM-driven audits of MCP servers and skill packages, and a jailbreak/attack-operator harness.
Evaluates how long-term memory in LLM agents amplifies sycophantic behavior and when memory should or should not influence decisions. Provides five targeted tasks, 1,550 standardized samples, an evaluation pipeline, and baseline adapters to test memory use, conflicts, scope, updates, and personalization.
Provides a benchmark and protocol to evaluate agents that iteratively edit executable policies under a fixed interaction budget, recording full execution–feedback–revise trajectories. Built from compact RL environments with trajectory-level diagnostics and hidden held-out validation.
Introduces a bounded-memory, typed-retrieval contract for long-horizon LLM agents and evaluates it in Slay the Spire 2 — assembling per-decision prompts from five typed slots rather than appending raw transcripts. Key outputs include ablationable memory layers, 298 labeled trajectories, and reproducible analysis scripts.
Provides a comprehensive benchmark to evaluate LLM-based data agents on realistic, multi-domain data-science workflows. Features skill-level ground-truth labels, 15 vertical domains (including real B2B tasks), and LLM-driven task generation to ensure coverage; includes an open testbed and agent evaluations.
Proposes SkillOpt-Lite, a minimal pipeline for optimizing LLM agent skills by treating rollout traces as filesystem files and applying trajectory exploration, consensus mining, and independent validation; integrates as a one-line VSCode Copilot command and reports cross-benchmark improvements that let smaller models sometimes outperform larger ones.
Trains cross-platform GUI agents by combining a Uni-GUI cross-platform dataset with platform-conditioned multi-teacher on-policy distillation, enabling a shared policy to adapt to new platforms while retaining platform-specific behaviors; suitable for research on continual GUI agent learning and cross-platform adaptation.
Provides a reflexive agentic framework for long-horizon video understanding that replaces costly iterative reasoning with dual contextual states: a consolidated global multimodal script and parametric latent states for fast retrieval and response, improving speed and memory efficiency.
Provides a terminal-style benchmark of 46 long-horizon tasks decomposed into fine-grained graded subtasks to produce dense intermediate rewards and partial credit, enabling evaluation of long-horizon planning, long-context management, and iterative debugging. Tasks typically require hundreds of episodes and minutes-to-hours of execution; baseline evaluations report high token and episode consumption with low pass rates, highlighting evaluation headroom.