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Ali Shamsaddinlou

Publications and source records attributed to Ali Shamsaddinlou.

2 recordsLinked to original sources

FactorSmith: Agentic Simulation Generation via Markov Decision Process Decomposition with Planner-Designer-Critic Refinement

Generating executable simulations from natural language specifications remains a challenging problem due to the limited reasoning capacity of large language models (LLMs) when confronted with large, interconnected codebases. This paper presents FactorSmith, a framework that synthesizes playable game simulations in code from textual descriptions by combining two complementary ideas: factored POMDP decomposition for principled context reduction and a hierarchical planner-designer-critic agentic workflow for iterative quality refinement at every generation step. Drawing on the factored partially observable Markov decision process (POMDP) representation introduced by FactorSim [Sun et al., 2024], the proposed method decomposes a simulation specification into modular steps where each step operates only on a minimal subset of relevant state variables, limiting the context window that any single LLM call must process. Inspired by the agentic trio architecture of SceneSmith [Pfaff et al., 2025], FactorSmith embeds within every factored step a three-agent interaction: a planner that orchestrates workflow, a designer that proposes code artifacts, and a critic that evaluates quality through structured scoring, enabling iterative refinement with checkpoint rollback. This paper formalizes the combined approach, presents the mathematical framework underpinning context selection and agentic refinement, and describes the open-source implementation. Experiments on the PyGame Learning Environment benchmark demonstrate that FactorSmith generates simulations with improved prompt alignment, fewer runtime errors, and higher code quality compared to non-agentic factored baselines.

cs.AI↗

RoboLayout: Differentiable 3D Scene Generation for Embodied Agents

Recent advances in vision language models (VLMs) have shown strong potential for spatial reasoning and 3D scene layout generation from open-ended language instructions. However, generating layouts that are not only semantically coherent but also feasible for interaction by embodied agents remains challenging, particularly in physically constrained indoor environments. In this paper, RoboLayout is introduced as an extension of LayoutVLM that augments the original framework with agent-aware reasoning and improved optimization stability. RoboLayout integrates explicit reachability constraints into a differentiable layout optimization process, enabling the generation of layouts that are navigable and actionable by embodied agents. Importantly, the agent abstraction is not limited to a specific robot platform and can represent diverse entities with distinct physical capabilities, such as service robots, warehouse robots, humans of different age groups, or animals, allowing environment design to be tailored to the intended agent. In addition, a local refinement stage is proposed that selectively reoptimizes problematic object placements while keeping the remainder of the scene fixed, improving convergence efficiency without increasing global optimization iterations. Overall, RoboLayout preserves the strong semantic alignment and physical plausibility of LayoutVLM while enhancing applicability to agent-centric indoor scene generation, as demonstrated by experimental results across diverse scene configurations.

cs.AI↗