Provides synchronized four-perspective Rocket League match recordings with per-frame H.264 video, player action streams, event logs, and privileged physics state — released as WebDataset shards in a ~4,000-hour slice (1,000 match-hours × 4 perspectives). Includes 720p@20fps video, multi-hot keyboard actions, and CC BY-NC-SA-4.0 license.
Provides ~494.7 hours of trimmed native PC/console gameplay screen recordings organized by game, with per-session clips plus input and per-frame event annotations. Each workflow includes clip.mp4, events.json, frame_events.json, and metadata — suitable for training vision-action, behavior-cloning, and gameplay understanding models.
Trains a transformer-based graph encoder with RL-guided adaptive masking so retrieved subgraphs embed relationships that better align with frozen LLM text encoders, improving GraphRAG performance with non-parametric retrievers on GraphQA benchmarks.
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.
Provides a systematic benchmark and design roadmap for video-based world models to evaluate robot policies, introducing WMBench and GigaWorld-1 optimized for long-horizon, action-faithful rollouts. Offers controlled comparisons across model families, action encodings, and 324k+ simulated vs real rollouts, with code, models, and datasets released for reproducible evaluation.
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.
Detects when an action-chunked VLA policy drifts from expected visual dynamics and triggers lightweight corrective replanning via a latent-space vision monitor and online gradient guidance; creates an event-driven adaptive action horizon without retraining the backbone.
Evaluates generalist robot manipulation policies across simulation and real-world settings using 42 sim tasks and 18 real tasks; measures generalization, memory, precision, long-horizon execution and open-vocabulary instruction following, and provides a cloud-accessible real-world evaluation system with XPolicyLab integration and a public leaderboard.
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.
Stabilizes on-policy policy distillation by dynamically constructing a proximal teacher that controls gradient variance. Provides theoretical global convergence and monotonic improvement bounds, and shows improved training stability, sample efficiency, and final performance on mathematical reasoning tasks with zero extra compute overhead.
Transfers RL-induced policy shifts from a smaller 'weak' teacher to a stronger target by using the teacher's post-/pre-RL log-ratio as a dense implicit reward applied on the student's on-policy states. Enables reuse of RL supervision without running RL rollouts on the target, improving sample/time efficiency.
Reconstructs historical experience into latent memory tokens and weaves short- and long-term latent memories directly into vision-language-action reasoning to improve long-horizon robotic manipulation. Uses a four-part pipeline (curator, seeker, condenser, weaver) so memory participates natively in multimodal action formation.