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Kangrui Wang

Publications and source records attributed to Kangrui Wang.

At least 19 recordsLinked to original sources

Why Do LLM Agents Fail in Exploring New Environments? A World-Modeling Perspective

Large Language Models (LLMs) as agents often fail to improve in new environments. We identify and characterize a failure mode we call exploration collapse: under reinforcement learning (RL) in environments whose states are unfamiliar to the policy, Pass@k, the probability that at least one of k sampled trajectories succeeds, drops markedly over training even as Pass@1 edges up, revealing increasingly brittle exploration; environments closer to the pretraining distribution show no such decline. We trace this collapse to weak grounding in environment states and dynamics, and study a simple remedy: explicitly teaching the agent to estimate the current state and predict its transitions before optimizing for reward. We instantiate it as SPA, an explore-then-exploit recipe that cold-starts the policy with a Self-Experience supervised finetuning (SFT) stage, collecting the model's own interaction trajectories and supervising state and next-state prediction, and then runs standard RL. The resulting world model serves as a grounded initialization for RL rather than an inference-time planner. Across unseen environments, SPA consistently and substantially improves over vanilla RL: for example, it raises the Sokoban success rate from 25.6% to 59.8% on Qwen2.5-1.5B-Instruct, letting sub-3B models surpass a 20B baseline on these tasks. Controlled studies indicate that the gains track four factors: grounded state representations, explicit transition modeling, self-experience trajectories from a sufficiently strong exploration policy, and adequate coverage of transition data.

cs.LG

WorldAgen: Unified State-Action Prediction with Test-Time World Model Training

How can vision-language-action (VLA) models adapt to new environments where world dynamics shift? While recent research has combined world modeling and action prediction to improve VLA performance, existing methods largely rely on pretraining on static datasets, without mechanisms for active adaptation at deployment time. As a result, these models often fail to generalize when deployed in unseen scenarios with novel object configurations or dynamics. We present WorldAgen, a unified framework that jointly learns world modeling and action prediction while enabling Test-Time Training (TTT) to adapt to new environments. WorldAgen employs a shared Transformer backbone with two heads: (1) a world model head that predicts future states from past state-action trajectories, and (2) an agent model head that predicts actions conditioned on task instructions. We design a Mixed Unidirectional Attention Mask to separate these two models. During test time, WorldAgen samples exploratory actions, collects ground-truth state transitions, and performs lightweight TTT updates to refine its world model. This adaptation improves the model's understanding of the environment and leads to more accurate action predictions. Experiments on the CALVIN and LIBERO benchmarks demonstrate that our baseline model achieves comparable, and in some cases superior, performance to current state-of-the-art approaches. Moreover, with TTT on a small number of samples, our method surpasses existing state-of-the-art models, highlighting the effectiveness of adapting world models at inference time.

cs.AI

Learning Random Geometric Graphs Drawn in Probabilistic Metric Spaces

We present a new data-driven learning of a Random Geometric Graph (RGG) of a multivariate dataset, where the graph is drawn in a probabilistic metric space. This graph learning works for generic datasets, irrespective of the type of the observables; their probability distributions; or size of the data. We identify a metric of the space that the graph is drawn in, as a probability distribution of a random variable that we introduce, namely, a variable that represents the disparity between the connectedness of two vertices of the graph, and the correlation between the two random variables that are attached to the respective vertex. It is the closed-form {\it{cdf}} of this disparity variable that we advance as the distance function of the host space of the learnt RGG, such that the edge exists between any two nodes, if this inter-nodal distance falls short of a chosen cutoff probability. Drawing the RGG in this probabilistic space leads to the graph being an Soft RGG, such that any edge - if it exists - exists with an identified probability. We forward a simple Rejection Sampling-based technique for learning the probability of any edge. The expected degree distribution of a vertex of this RGG is identified as local, and dependent on the inter-observable correlation matrix. If said correlation matrix is not known, it can be learnt given the data, using its closed-form posterior probability density function, that we forward. We illustrate our graph learning method by learning multiple RGGs of highly multivariate real datasets.

stat.ML

SENTINEL: A Multi-Level Formal Framework for Safety Evaluation of Foundation Model-based Embodied Agents

We present SENTINEL, a framework for formally evaluating the physical safety of foundation model (FM)-based embodied agents. SENTINEL is the first to provide multi-level safety evaluation across semantic interpretation, plan generation, and physical execution within a unified formal framework. Unlike prior methods that rely on heuristic rules or subjective FM judgments, SENTINEL grounds practical safety requirements in formal temporal logic (TL) semantics that can precisely specify state invariants, temporal dependencies, and timing constraints. It employs a multi-level verification pipeline where (i) at the semantic level, intuitive natural language safety requirements are formalized into TL formulas and the agent's understanding of these requirements is probed for alignment with the TL formulas; (ii) at the plan level, high-level action plans and subgoals generated by the agent are verified against the TL formulas to detect unsafe plans before execution; and (iii) at the trajectory level, multiple execution trajectories are merged into a computation tree and efficiently verified against physically-detailed TL specifications for a final safety check. We apply SENTINEL in VirtualHome and AI2-THOR, and formally evaluate multiple FM-based embodied agents against diverse safety requirements. Our experiments show that by grounding physical safety in temporal logic and applying verification methods across multiple levels, SENTINEL provides a rigorous foundation for systematically evaluating the safety of FM-based embodied agents in simulation-based physical environments, and can effectively expose potential safety violations in interpreting, planning, and executing the tasks.

cs.AI

Planning with the Views

Can VLMs predict how each camera move changes the view, and plan many such moves ahead? We call this capability view planning, requiring (1)understanding how a single action transforms the view, and (2)composing many such transformations across multi-turn plans to identify a target view. We probe both abilities in our proposed ViewSuite, a 3D point-cloud environment on real ScanNet scenes. Across 13 frontier VLMs, a critical planning gap emerges: they possess basic view-action knowledge but fail to compose it across multi-turn plans, with the gap widening as viewpoint distance grows. To close this gap, we propose an iterative framework that alternates self-exploration with view graph distillation. The key insight is that all exploration trajectories, regardless of their outcome, collectively form a view graph that compactly captures how viewpoints connect across a scene. Distilling this graph into diverse supervised tasks reshapes the policy distribution and overcomes the sparse rewards that stall pure RL. This improves Qwen2.5-VL-7B from 2.5% to 47.8% on interactive view planning, surpassing GPT-5.4 Pro (18.5%) and Gemini 3.1 Pro (21.4%). Self-exploration emerges as a promising path toward VLMs that can actively reason and plan in 3D space. Code and Data are at https://viewsuite.github.io.

cs.AI

RAGEN-2: Reasoning Collapse in Agentic RL

RL training of multi-turn LLM agents is inherently unstable, and reasoning quality directly determines task performance. Entropy is widely used to track reasoning stability. However, entropy only measures diversity within the same input, and cannot tell whether reasoning actually responds to different inputs. In RAGEN-2, we find that even with stable entropy, models can rely on fixed templates that look diverse but are input-agnostic. We call this template collapse, a failure mode invisible to entropy and all existing metrics. To diagnose this failure, we decompose reasoning quality into within-input diversity (Entropy) and cross-input distinguishability (Mutual Information, MI), and introduce a family of mutual information proxies for online diagnosis. Across diverse tasks, mutual information correlates with final performance much more strongly than entropy, making it a more reliable proxy for reasoning quality. We further explain template collapse with a signal-to-noise ratio (SNR) mechanism. Low reward variance weakens task gradients, letting regularization terms dominate and erase cross-input reasoning differences. To address this, we propose SNR-Aware Filtering to select high-signal prompts per iteration using reward variance as a lightweight proxy. Across planning, math reasoning, web navigation, and code execution, the method consistently improves both input dependence and task performance.

cs.LG

MindCube: Spatial Mental Modeling from Limited Views

Can Vision-Language Models (VLMs) imagine the full scene from just a few views, like humans do? Humans form spatial mental models naturally, internal representations of unseen space, to reason about layout, perspective, and motion. Our MindCube benchmark with 21,154 questions across 3,268 images exposes this critical gap, where existing VLMs exhibit near-random performance. Using MindCube, we systematically evaluate how well VLMs build robust spatial mental models through representing positions (cognitive mapping), orientations (perspective-taking), and dynamics (mental simulation for "what-if" movements). We then explore three approaches to help approximate spatial mental models in VLMs, focusing on incorporating unseen intermediate views, natural language reasoning chains, and cognitive maps. The significant improvement comes from a synergistic approach, "map-then-reason", that jointly trains the model to first generate a cognitive map and then reason upon it. By training models to reason over these internal maps, we boosted accuracy from 37.8% to 57.8% (+20.0%). Adding reinforcement learning pushed performance even further to 61.3% (+23.5%). Our key insight is that such scaffolding of spatial mental models, actively constructing and utilizing internal structured spatial representations with flexible reasoning processes, significantly improves understanding of unobservable space.

cs.AI

SkillCraft: Can LLM Agents Learn to Use Tools Skillfully?

Real-world tool-using agents operate over long-horizon workflows with recurring structure and diverse demands, where effective behavior requires not only invoking atomic tools but also abstracting, and reusing higher-level tool compositions. However, existing benchmarks mainly measure instance-level success under static tool sets, offering limited insight into agents' ability to acquire such reusable skills. We address this gap by introducing SkillCraft, a benchmark explicitly stress-test agent ability to form and reuse higher-level tool compositions, where we call Skills. SkillCraft features realistic, highly compositional tool-use scenarios with difficulty scaled along both quantitative and structural dimensions, designed to elicit skill abstraction and cross-task reuse. We further propose a lightweight evaluation protocol that enables agents to auto-compose atomic tools into executable Skills, cache and reuse them inside and across tasks, thereby improving efficiency while accumulating a persistent library of reusable skills. Evaluating state-of-the-art agents on SkillCraft, we observe substantial efficiency gains, with token usage reduced by up to 80% by skill saving and reuse. Moreover, success rate strongly correlates with tool composition ability at test time, underscoring compositional skill acquisition as a core capability.

cs.CL

VAGEN: Reinforcing World Model Reasoning for Multi-Turn VLM Agents

A key challenge in training Vision-Language Model (VLM) agents, compared to Language Model (LLM) agents, lies in the shift from textual states to complex visual observations. This transition introduces partial observability and demands robust world modeling. We ask: Can VLM agents construct internal world models through explicit visual state reasoning? To address this question, we architecturally enforce and reward the agent's reasoning process via reinforcement learning (RL), formulating it as a Partially Observable Markov Decision Process (POMDP). We find that decomposing the agent's reasoning into State Estimation ("what is the current state?") and Transition Modeling ("what comes next?") is critical for success, as demonstrated through five reasoning strategies. Our investigation into how agents represent internal beliefs reveals that the optimal representation is task-dependent: Natural Language excels at capturing semantic relationships in general tasks, while Structured formats are indispensable for precise manipulation and control. Building on these insights, we design a World Modeling Reward that provides dense, turn-level supervision for accurate state prediction, and introduce Bi-Level General Advantage Estimation (Bi-Level GAE) for turn-aware credit assignment. Through this form of visual state reasoning, a 3B-parameter model achieves a score of 0.82 across five diverse agent benchmarks, representing a 3$\times$ improvement over its untrained counterpart (0.21) and outperforming proprietary reasoning models such as GPT-5 (0.75), Gemini 2.5 Pro (0.67) and Claude 4.5 (0.62). All experiments are conducted within our VAGEN framework, a scalable system for training and analyzing multi-turn VLM agents in diverse visual environments. Code and data are publicly available at https://vagen-ai.github.io.

cs.AI

ERA: Transforming VLMs into Embodied Agents via Embodied Prior Learning and Online Reinforcement Learning

Recent advances in embodied AI highlight the potential of vision language models (VLMs) as agents capable of perception, reasoning, and interaction in complex environments. However, top-performing systems rely on large-scale models that are costly to deploy, while smaller VLMs lack the necessary knowledge and skills to succeed. To bridge this gap, we present \textit{Embodied Reasoning Agent (ERA)}, a two-stage framework that integrates prior knowledge learning and online reinforcement learning (RL). The first stage, \textit{Embodied Prior Learning}, distills foundational knowledge from three types of data: (1) Trajectory-Augmented Priors, which enrich existing trajectory data with structured reasoning generated by stronger models; (2) Environment-Anchored Priors, which provide in-environment knowledge and grounding supervision; and (3) External Knowledge Priors, which transfer general knowledge from out-of-environment datasets. In the second stage, we develop an online RL pipeline that builds on these priors to further enhance agent performance. To overcome the inherent challenges in agent RL, including long horizons, sparse rewards, and training instability, we introduce three key designs: self-summarization for context management, dense reward shaping, and turn-level policy optimization. Extensive experiments on both high-level planning (EB-ALFRED) and low-level control (EB-Manipulation) tasks demonstrate that ERA-3B surpasses both prompting-based large models and previous training-based baselines. Specifically, it achieves overall improvements of 8.4\% on EB-ALFRED and 19.4\% on EB-Manipulation over GPT-4o, and exhibits strong generalization to unseen tasks. Overall, ERA offers a practical path toward scalable embodied intelligence, providing methodological insights for future embodied AI systems.

cs.AI

EmbodiedBench: Comprehensive Benchmarking Multi-modal Large Language Models for Vision-Driven Embodied Agents

Leveraging Multi-modal Large Language Models (MLLMs) to create embodied agents offers a promising avenue for tackling real-world tasks. While language-centric embodied agents have garnered substantial attention, MLLM-based embodied agents remain underexplored due to the lack of comprehensive evaluation frameworks. To bridge this gap, we introduce EmbodiedBench, an extensive benchmark designed to evaluate vision-driven embodied agents. EmbodiedBench features: (1) a diverse set of 1,128 testing tasks across four environments, ranging from high-level semantic tasks (e.g., household) to low-level tasks involving atomic actions (e.g., navigation and manipulation); and (2) six meticulously curated subsets evaluating essential agent capabilities like commonsense reasoning, complex instruction understanding, spatial awareness, visual perception, and long-term planning. Through extensive experiments, we evaluated 24 leading proprietary and open-source MLLMs within EmbodiedBench. Our findings reveal that: MLLMs excel at high-level tasks but struggle with low-level manipulation, with the best model, GPT-4o, scoring only 28.9\% on average. EmbodiedBench provides a multifaceted standardized evaluation platform that not only highlights existing challenges but also offers valuable insights to advance MLLM-based embodied agents. Our code and dataset are available at https://embodiedbench.github.io.

cs.AI

RAGEN: Understanding Self-Evolution in LLM Agents via Multi-Turn Reinforcement Learning

Training large language models (LLMs) as interactive agents presents unique challenges including long-horizon decision making and interacting with stochastic environment feedback. While reinforcement learning (RL) has enabled progress in static tasks, multi-turn agent RL training remains underexplored. We propose StarPO (State-Thinking-Actions-Reward Policy Optimization), a general framework for trajectory-level agent RL, and introduce RAGEN, a modular system for training and evaluating LLM agents. Our study on four stylized environments reveals three core findings. First, our agent RL training shows a recurring mode of Echo Trap where reward variance cliffs and gradient spikes; we address this with StarPO-S, a stabilized variant with trajectory filtering, critic incorporation, and gradient stabilization. Second, we find the shaping of RL rollouts would benefit from diverse initial states, medium interaction granularity and more frequent sampling. Third, we show that without fine-grained, reasoning-aware reward signals, agent reasoning hardly emerge through multi-turn RL and they may show shallow strategies or hallucinated thoughts. Code and environments are available at https://github.com/RAGEN-AI/RAGEN.

cs.LG

Embodied Agent Interface: Benchmarking LLMs for Embodied Decision Making

We aim to evaluate Large Language Models (LLMs) for embodied decision making. While a significant body of work has been leveraging LLMs for decision making in embodied environments, we still lack a systematic understanding of their performance because they are usually applied in different domains, for different purposes, and built based on different inputs and outputs. Furthermore, existing evaluations tend to rely solely on a final success rate, making it difficult to pinpoint what ability is missing in LLMs and where the problem lies, which in turn blocks embodied agents from leveraging LLMs effectively and selectively. To address these limitations, we propose a generalized interface (Embodied Agent Interface) that supports the formalization of various types of tasks and input-output specifications of LLM-based modules. Specifically, it allows us to unify 1) a broad set of embodied decision-making tasks involving both state and temporally extended goals, 2) four commonly-used LLM-based modules for decision making: goal interpretation, subgoal decomposition, action sequencing, and transition modeling, and 3) a collection of fine-grained metrics which break down evaluation into various types of errors, such as hallucination errors, affordance errors, various types of planning errors, etc. Overall, our benchmark offers a comprehensive assessment of LLMs' performance for different subtasks, pinpointing the strengths and weaknesses in LLM-powered embodied AI systems, and providing insights for effective and selective use of LLMs in embodied decision making.

cs.CL

MANGO: A Benchmark for Evaluating Mapping and Navigation Abilities of Large Language Models

Large language models such as ChatGPT and GPT-4 have recently achieved astonishing performance on a variety of natural language processing tasks. In this paper, we propose MANGO, a benchmark to evaluate their capabilities to perform text-based mapping and navigation. Our benchmark includes 53 mazes taken from a suite of textgames: each maze is paired with a walkthrough that visits every location but does not cover all possible paths. The task is question-answering: for each maze, a large language model reads the walkthrough and answers hundreds of mapping and navigation questions such as "How should you go to Attic from West of House?" and "Where are we if we go north and east from Cellar?". Although these questions are easy to humans, it turns out that even GPT-4, the best-to-date language model, performs poorly at answering them. Further, our experiments suggest that a strong mapping and navigation ability would benefit large language models in performing relevant downstream tasks, such as playing textgames. Our MANGO benchmark will facilitate future research on methods that improve the mapping and navigation capabilities of language models. We host our leaderboard, data, code, and evaluation program at https://mango.ttic.edu and https://github.com/oaklight/mango/.

cs.CL

Explicit Planning Helps Language Models in Logical Reasoning

Language models have been shown to perform remarkably well on a wide range of natural language processing tasks. In this paper, we propose LEAP, a novel system that uses language models to perform multi-step logical reasoning and incorporates explicit planning into the inference procedure. Explicit planning enables the system to make more informed reasoning decisions at each step by looking ahead into their future effects. Moreover, we propose a training strategy that safeguards the planning process from being led astray by spurious features. Our full system significantly outperforms other competing methods on multiple standard datasets. When using small T5 models as its core selection and deduction components, our system performs competitively compared to GPT-3 despite having only about 1B parameters (i.e., 175 times smaller than GPT-3). When using GPT-3.5, it significantly outperforms chain-of-thought prompting on the challenging PrOntoQA dataset. We have conducted extensive empirical studies to demonstrate that explicit planning plays a crucial role in the system's performance.

cs.CL

Language Models Can Improve Event Prediction by Few-Shot Abductive Reasoning

Large language models have shown astonishing performance on a wide range of reasoning tasks. In this paper, we investigate whether they could reason about real-world events and help improve the prediction performance of event sequence models. We design LAMP, a framework that integrates a large language model in event prediction. Particularly, the language model performs abductive reasoning to assist an event sequence model: the event model proposes predictions on future events given the past; instructed by a few expert-annotated demonstrations, the language model learns to suggest possible causes for each proposal; a search module finds out the previous events that match the causes; a scoring function learns to examine whether the retrieved events could actually cause the proposal. Through extensive experiments on several challenging real-world datasets, we demonstrate that our framework -- thanks to the reasoning capabilities of large language models -- could significantly outperform the state-of-the-art event sequence models.

cs.CL

Trap of Feature Diversity in the Learning of MLPs

In this paper, we focus on a typical two-phase phenomenon in the learning of multi-layer perceptrons (MLPs), and we aim to explain the reason for the decrease of feature diversity in the first phase. Specifically, people find that, in the training of MLPs, the training loss does not decrease significantly until the second phase. To this end, we further explore the reason why the diversity of features over different samples keeps decreasing in the first phase, which hurts the optimization of MLPs. We explain such a phenomenon in terms of the learning dynamics of MLPs. Furthermore, we theoretically explain why four typical operations can alleviate the decrease of the feature diversity.

cs.LG

Soft Random Graphs in Probabilistic Metric Spaces & Inter-graph Distance

We present a new method for learning Soft Random Geometric Graphs (SRGGs), drawn in probabilistic metric spaces, with the connection function of the graph defined as the marginal posterior probability of an edge random variable, given the correlation between the nodes connected by that edge. In fact, this inter-node correlation matrix is itself a random variable in our learning strategy, and we learn this by identifying each node as a random variable, measurements of which comprise a column of a given multivariate dataset. We undertake inference with Metropolis with a 2-block update scheme. The SRGG is shown to be generated by a non-homogeneous Poisson point process, the intensity of which is location-dependent. Given the multivariate dataset, likelihood of the inter-column correlation matrix is attained following achievement of a closed-form marginalisation over all inter-row correlation matrices. Distance between a pair of graphical models learnt given the respective datasets, offers the absolute correlation between the given datasets; such inter-graph distance computation is our ultimate objective, and is achieved using a newly introduced metric that resembles an uncertainty-normalised Hellinger distance between posterior probabilities of the two learnt SRGGs, given the respective datasets. Two sets of empirical illustrations on real data are undertaken, and application to simulated data is included to exemplify the effect of incorporating measurement noise in the learning of a graphical model.

stat.ME