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Lifeng Fan

Publications and source records attributed to Lifeng Fan.

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EvoNav-Bench: Benchmarking Lifelong Navigation in Evolving Environments

Lifelong navigation (LN) requires an embodied agent to solve a sequence of navigation subtasks in the same environment. Since solving each subtask from scratch incurs redundant exploration, an LN agent must consolidate experience from earlier stages and reuse it in later stages, often through persistent scene representations such as scene graphs or visual snapshots. However, existing approaches typically assume a stationary environment, whereas in real-world LN settings, human activities can cause the environment to evolve. With the stationary assumption violated, existing methods may fuse outdated prior observations with new observations, yet current benchmarks cannot reveal this failure mode. In this paper, we present EvoNav-Bench, which extends the GOAT-Bench style LN formulation in the context of evolving environments. Built on the ProcTHOR framework, EvoNav-Bench introduces environment modifications between navigation tasks, making prior experience useful but not fully reliable. This design enables controlled evaluation of how environment evolution affects LN agents that reuse prior scene observations. Using EvoNav-Bench, we benchmark three recent methods that build and reuse scene representations for navigation. We also compare three simple heuristic strategies for handling environment evolution: Frontier-Update, Fail-then-Update, and Stage-Reset. Our results show that existing methods are brittle under environment evolution, while the heuristic strategies enable a controlled analysis of how agents can adapt to scene changes and mitigate their impact.

cs.RO

Selective Knowledge Control for Continual GUI Agent Learning over Application Streams

Continual learning is a crucial capability for Graphical User Interface (GUI) agents to adapt to evolving applications while retaining knowledge acquired from previous applications. Such application streams pose a challenging knowledge modeling problem: new applications often share underlying knowledge with past ones, yet also introduce specific knowledge that must not interfere with historical knowledge. In this paper, we propose activation-conditioned selective knowledge control, a lightweight method that achieves selective knowledge retention via neuron-level gradient manipulation. Our method maintains a compact historical knowledge state to protect highly activated MLP neurons that preserve previous knowledge. When a new application arrives, it performs real-time gradient surgery conditioned on forward activation. Concretely, the protected neurons are categorized into two types: unactivated neurons holding specific knowledge, whose gradients are truncated to prevent interference; and activated neurons holding shared knowledge, whose gradients are orthogonally projected to preserve stability while enabling adaptation. After each application stage, newly identified critical neurons are merged into the historical state for future learning. Empirical evaluations on multi-app sequential benchmark demonstrate that our method effectively mitigates catastrophic forgetting on prior applications while sustaining robust adaptation to new ones.

cs.CV

IntentQA: Intent Question Answering in Videos by Cognitive Context Reasoning

Video understanding requires intelligent agents to transcend mere recognition of visual facts and comprehend the underlying intents behind human actions (often termed the "dark matter" of social intelligence). To bridge the gap between visual observation and intent reasoning, we introduce a novel task, IntentQA, and contribute a large-scale VideoQA dataset specifically tailored for this purpose. However, recognizing that standard metrics may overestimate capabilities due to dataset biases, we go beyond simple accuracy to rigorously evaluate model robustness. We augment the benchmark by generating five distinct contrast sets via Large Language Models (LLMs) and introducing a "Contrast Performance Decline" metric. We propose the X-CaVIR (eXplainable Context-aware Video Intent Reasoning) framework, which leverages three types of "Cognitive Context" to enhance video analysis: i) Situational Context via a cross-modal Video Query Language (VQL) module, ii) Contrastive Context via a Contrastive Learning module, and iii) Commonsense Context via a Commonsense Reasoning module. Crucially, to overcome the opacity of traditional black-box models, we refine the integration of LLMs within X-CaVIR by employing a transparent pipeline that synergizes video captions with VQA model outputs. This approach not only improves performance by effectively utilizing rich commonsense knowledge but also renders the reasoning process explicitly interpretable. Extensive experiments demonstrate the effectiveness of our components, the superiority of X-CaVIR over state-of-the-art baselines, and its stability against perturbations on the contrast sets.

cs.CV

Continual Reasoning Gym: Diagnosing and Harnessing Shared Reasoning in Continual RLVR

Reinforcement learning with verifiable rewards (RLVR) commonly post-trains reasoning models on multiple tasks, while rerunning multitask RLVR (MTRL) as new tasks are added makes capability expansion costly. We therefore study continual RLVR, which updates the existing model as each task arrives. The central question is whether a model updated this way can perform as well as a jointly trained model. To answer this question, we introduce Continual Reasoning Gym, a continual-RLVR environment that organizes text and visual reasoning tasks into five task sequences. In this setting, we identify two key observations: Sequential RLVR exhibits modest forgetting, yet its final performance remains below that of MTRL. To understand the latter, we decompose final performance and show that forgetting accounts for only part of the gap. To explain the former, we identify shared reasoning: transferable reasoning structure allows training on one task to support others on average. We therefore introduce Continual Prompt Replay (CPR), which harnesses shared reasoning to improve learning on the arriving and future tasks by replaying previous-task prompts and regenerating their responses with the current policy. On average, only CPR reaches MTRL-level performance.

cs.LG

Interactive Reward Agent: GUI Task Evaluation via Environment-State Verification

Graphical user interface task evaluation aims to determine whether a GUI agent has successfully completed a user instruction. Automated GUI task evaluation has received increasing attention because the evaluation results can serve as reward signals for both test-time scaling and post-training. However, reliable GUI task evaluation remains challenging because the judgments often require access to environment states, such as system configurations, file data, and application settings, beyond the screenshots of execution trajectories. In this paper, we propose an interactive reward agent (IRA) based on a propose-then-verify framework to acquire and verify evidence from the post-execution environment. Given a task instruction and a GUI environment after the GUI agent execution, IRA first proposes the task completion conditions and then verifies them by invoking system tools, application tools, and GUI tools. This design combines evidence from both visible interfaces and the environment state in an interactive process. We further introduce GUI-RewardBench, a benchmark of 321 GUI task trajectories spanning 10 Ubuntu desktop application categories. Experiments show that IRA achieves 86.9% accuracy on GUI-RewardBench, outperforming existing evaluator baselines. We further apply IRA to reinforcement learning of GUI agents, achieving a 34.0% OSWorld success rate, which demonstrates that IRA can provide effective reward signals for training GUI agents.

cs.AI

UniLM-Nav: A Unified Framework for Zero-Shot Last-Mile Navigation

Mobile manipulation requires a robot to navigate to a target object or receptacle and then perform intended manipulation. However, reaching the vicinity of the target does not guarantee a manipulation-ready base pose, a problem known as last-mile navigation. Prior methods for last-mile navigation either rely on manual pose annotation or task-specific training, limiting their scalability to open-vocabulary settings with fine-grained spatial constraints. We propose UniLM-Nav, a unified framework for zero-shot open-vocabulary last-mile navigation. UniLM-Nav decomposes last-mile navigation into view selection, task-conditioned affordance grounding, and geometry-aware base-pose reasoning, all resolved with a shared multimodal large language model (MLLM) backend. Specifically, UniLM-Nav first selects a reference view that best captures the target object or receptacle from recently collected observations. It then grounds task-relevant affordance point in the selected view and lifts the result into the robot-centric coordinate frame. Finally, conditioned on the grounded affordance, task context, and robot geometry, it infers a manipulation-ready base pose for the robot. We evaluate UniLM-Nav on the OVMM benchmark, where it outperforms the previous state-of-the-art method, MoTo, by 3.13 percentage points. Analyses show that the components of our method are crucial to final performance, and that the choice of MLLM also has a substantial effect. We further deploy UniLM-Nav on a Unitree B2 quadruped robot with a 6-DoF Unitree Z1 manipulator, validating its applicability to real-world mobile manipulation tasks.

cs.RO

Automatic Cognitive Task Generation for In-Situ Evaluation of Embodied Agents

As general intelligent agents are poised for widespread deployment in diverse households, evaluation tailored to each unique unseen 3D environment has become a critical prerequisite. However, existing benchmarks suffer from severe data contamination and a lack of scene specificity, inadequate for assessing agent capabilities in unseen settings. To address this, we propose a dynamic in-situ task generation method for unseen environments inspired by human cognition. We define tasks through a structured graph representation and construct a two-stage interaction-evolution task generation system for embodied agents (TEA). In the interaction stage, the agent actively interacts with the environment, creating a loop between task execution and generation that allows for continuous task generation. In the evolution stage, task graph modeling allows us to recombine and reuse existing tasks to generate new ones without external data. Experiments across 10 unseen scenes demonstrate that TEA automatically generated 87,876 tasks in two cycles, which human verification confirmed to be physically reasonable and encompassing essential daily cognitive capabilities. Benchmarking SOTA models against humans on our in-situ tasks reveals that models, despite excelling on public benchmarks, perform surprisingly poorly on basic perception tasks, severely lack 3D interaction awareness and show high sensitivity to task types in reasoning. These sobering findings highlight the necessity of in-situ evaluation before deploying agents into real-world human environments.

cs.AI

R^3-VQA: "Read the Room" by Video Social Reasoning

"Read the room" is a significant social reasoning capability in human daily life. Humans can infer others' mental states from subtle social cues. Previous social reasoning tasks and datasets lack complexity (e.g., simple scenes, basic interactions, incomplete mental state variables, single-step reasoning, etc.) and fall far short of the challenges present in real-life social interactions. In this paper, we contribute a valuable, high-quality, and comprehensive video dataset named R^3-VQA with precise and fine-grained annotations of social events and mental states (i.e., belief, intent, desire, and emotion) as well as corresponding social causal chains in complex social scenarios. Moreover, we include human-annotated and model-generated QAs. Our task R^3-VQA includes three aspects: Social Event Understanding, Mental State Estimation, and Social Causal Reasoning. As a benchmark, we comprehensively evaluate the social reasoning capabilities and consistencies of current state-of-the-art large vision-language models (LVLMs). Comprehensive experiments show that (i) LVLMs are still far from human-level consistent social reasoning in complex social scenarios; (ii) Theory of Mind (ToM) prompting can help LVLMs perform better on social reasoning tasks. We provide some of our dataset and codes in supplementary material and will release our full dataset and codes upon acceptance.

cs.CV

Multi-Grained Compositional Visual Clue Learning for Image Intent Recognition

In an era where social media platforms abound, individuals frequently share images that offer insights into their intents and interests, impacting individual life quality and societal stability. Traditional computer vision tasks, such as object detection and semantic segmentation, focus on concrete visual representations, while intent recognition relies more on implicit visual clues. This poses challenges due to the wide variation and subjectivity of such clues, compounded by the problem of intra-class variety in conveying abstract concepts, e.g. "enjoy life". Existing methods seek to solve the problem by manually designing representative features or building prototypes for each class from global features. However, these methods still struggle to deal with the large visual diversity of each intent category. In this paper, we introduce a novel approach named Multi-grained Compositional visual Clue Learning (MCCL) to address these challenges for image intent recognition. Our method leverages the systematic compositionality of human cognition by breaking down intent recognition into visual clue composition and integrating multi-grained features. We adopt class-specific prototypes to alleviate data imbalance. We treat intent recognition as a multi-label classification problem, using a graph convolutional network to infuse prior knowledge through label embedding correlations. Demonstrated by a state-of-the-art performance on the Intentonomy and MDID datasets, our approach advances the accuracy of existing methods while also possessing good interpretability. Our work provides an attempt for future explorations in understanding complex and miscellaneous forms of human expression.

cs.CV

Do Theory of Mind Benchmarks Need Explicit Human-like Reasoning in Language Models?

Theory of Mind (ToM), the ability to attribute mental states to others, is fundamental for human social intelligence and a critical capability for advanced Artificial Intelligence. Recent advancements in Large Language Models (LLMs) have shown promising performance on ToM benchmarks, raising the question: Do these benchmarks necessitate explicit human-like reasoning processes, or can models succeed through alternative strategies? We investigate this question empirically by applying Reinforcement Learning (RL) and Supervised Fine-Tuning (SFT) to LLMs of varying scales (0.5B to 7B parameters) and evaluating them across multiple ToM datasets. Our results reveal a scale-dependent impact of RL: while RL significantly improves accuracy and fosters high-quality, interpretable, and transferable belief-tracking reasoning in larger models (7B), it leads to "reasoning collapse" in smaller models ($\leq$3B), where high accuracy and generalization ability are achieved via drastically shortened, less meaningful responses. Surprisingly, further SFT achieves competitive and generalizable performance across these benchmarks, often matching or exceeding RL models in accuracy, despite not being explicitly trained to produce structured reasoning traces. These findings highlight a critical discrepancy between benchmark accuracy and the nature of learned reasoning. Our work suggests that current ToM benchmarks may be solvable without requiring the explicit, human-like simulation of mental states they were designed to probe. LLMs, particularly when scale is limited or training signals focus solely on output correctness, may leverage alternative rules effective for benchmark data structures.

cs.CL

Evaluating and Modeling Social Intelligence: A Comparative Study of Human and AI Capabilities

Facing the current debate on whether Large Language Models (LLMs) attain near-human intelligence levels (Mitchell & Krakauer, 2023; Bubeck et al., 2023; Kosinski, 2023; Shiffrin & Mitchell, 2023; Ullman, 2023), the current study introduces a benchmark for evaluating social intelligence, one of the most distinctive aspects of human cognition. We developed a comprehensive theoretical framework for social dynamics and introduced two evaluation tasks: Inverse Reasoning (IR) and Inverse Inverse Planning (IIP). Our approach also encompassed a computational model based on recursive Bayesian inference, adept at elucidating diverse human behavioral patterns. Extensive experiments and detailed analyses revealed that humans surpassed the latest GPT models in overall performance, zero-shot learning, one-shot generalization, and adaptability to multi-modalities. Notably, GPT models demonstrated social intelligence only at the most basic order (order = 0), in stark contrast to human social intelligence (order >= 2). Further examination indicated a propensity of LLMs to rely on pattern recognition for shortcuts, casting doubt on their possession of authentic human-level social intelligence. Our codes, dataset, appendix and human data are released at https://github.com/bigai-ai/Evaluate-n-Model-Social-Intelligence.

cs.AI

Smart Help: Strategic Opponent Modeling for Proactive and Adaptive Robot Assistance in Households

Despite the significant demand for assistive technology among vulnerable groups (e.g., the elderly, children, and the disabled) in daily tasks, research into advanced AI-driven assistive solutions that genuinely accommodate their diverse needs remains sparse. Traditional human-machine interaction tasks often require machines to simply help without nuanced consideration of human abilities and feelings, such as their opportunity for practice and learning, sense of self-improvement, and self-esteem. Addressing this gap, we define a pivotal and novel challenge Smart Help, which aims to provide proactive yet adaptive support to human agents with diverse disabilities and dynamic goals in various tasks and environments. To establish this challenge, we leverage AI2-THOR to build a new interactive 3D realistic household environment for the Smart Help task. We introduce an innovative opponent modeling module that provides a nuanced understanding of the main agent's capabilities and goals, in order to optimize the assisting agent's helping policy. Rigorous experiments validate the efficacy of our model components and show the superiority of our holistic approach against established baselines. Our findings illustrate the potential of AI-imbued assistive robots in improving the well-being of vulnerable groups.

cs.RO

Learning Concept-Based Causal Transition and Symbolic Reasoning for Visual Planning

Visual planning simulates how humans make decisions to achieve desired goals in the form of searching for visual causal transitions between an initial visual state and a final visual goal state. It has become increasingly important in egocentric vision with its advantages in guiding agents to perform daily tasks in complex environments. In this paper, we propose an interpretable and generalizable visual planning framework consisting of i) a novel Substitution-based Concept Learner (SCL) that abstracts visual inputs into disentangled concept representations, ii) symbol abstraction and reasoning that performs task planning via the self-learned symbols, and iii) a Visual Causal Transition model (ViCT) that grounds visual causal transitions to semantically similar real-world actions. Given an initial state, we perform goal-conditioned visual planning with a symbolic reasoning method fueled by the learned representations and causal transitions to reach the goal state. To verify the effectiveness of the proposed model, we collect a large-scale visual planning dataset based on AI2-THOR, dubbed as CCTP. Extensive experiments on this challenging dataset demonstrate the superior performance of our method in visual task planning. Empirically, we show that our framework can generalize to unseen task trajectories, unseen object categories, and real-world data. Further details of this work are provided at https://fqyqc.github.io/ConTranPlan/.

cs.AI

Emergent Graphical Conventions in a Visual Communication Game

Humans communicate with graphical sketches apart from symbolic languages. Primarily focusing on the latter, recent studies of emergent communication overlook the sketches; they do not account for the evolution process through which symbolic sign systems emerge in the trade-off between iconicity and symbolicity. In this work, we take the very first step to model and simulate this process via two neural agents playing a visual communication game; the sender communicates with the receiver by sketching on a canvas. We devise a novel reinforcement learning method such that agents are evolved jointly towards successful communication and abstract graphical conventions. To inspect the emerged conventions, we define three fundamental properties -- iconicity, symbolicity, and semanticity -- and design evaluation methods accordingly. Our experimental results under different controls are consistent with the observation in studies of human graphical conventions. Of note, we find that evolved sketches can preserve the continuum of semantics under proper environmental pressures. More interestingly, co-evolved agents can switch between conventionalized and iconic communication based on their familiarity with referents. We hope the present research can pave the path for studying emergent communication with the modality of sketches.

cs.CL

Learning Triadic Belief Dynamics in Nonverbal Communication from Videos

Humans possess a unique social cognition capability; nonverbal communication can convey rich social information among agents. In contrast, such crucial social characteristics are mostly missing in the existing scene understanding literature. In this paper, we incorporate different nonverbal communication cues (e.g., gaze, human poses, and gestures) to represent, model, learn, and infer agents' mental states from pure visual inputs. Crucially, such a mental representation takes the agent's belief into account so that it represents what the true world state is and infers the beliefs in each agent's mental state, which may differ from the true world states. By aggregating different beliefs and true world states, our model essentially forms "five minds" during the interactions between two agents. This "five minds" model differs from prior works that infer beliefs in an infinite recursion; instead, agents' beliefs are converged into a "common mind". Based on this representation, we further devise a hierarchical energy-based model that jointly tracks and predicts all five minds. From this new perspective, a social event is interpreted by a series of nonverbal communication and belief dynamics, which transcends the classic keyframe video summary. In the experiments, we demonstrate that using such a social account provides a better video summary on videos with rich social interactions compared with state-of-the-art keyframe video summary methods.

cs.CV

Joint Inference of States, Robot Knowledge, and Human (False-)Beliefs

Aiming to understand how human (false-)belief--a core socio-cognitive ability--would affect human interactions with robots, this paper proposes to adopt a graphical model to unify the representation of object states, robot knowledge, and human (false-)beliefs. Specifically, a parse graph (pg) is learned from a single-view spatiotemporal parsing by aggregating various object states along the time; such a learned representation is accumulated as the robot's knowledge. An inference algorithm is derived to fuse individual pg from all robots across multi-views into a joint pg, which affords more effective reasoning and inference capability to overcome the errors originated from a single view. In the experiments, through the joint inference over pg-s, the system correctly recognizes human (false-)belief in various settings and achieves better cross-view accuracy on a challenging small object tracking dataset.

cs.CV

Dark, Beyond Deep: A Paradigm Shift to Cognitive AI with Humanlike Common Sense

Recent progress in deep learning is essentially based on a "big data for small tasks" paradigm, under which massive amounts of data are used to train a classifier for a single narrow task. In this paper, we call for a shift that flips this paradigm upside down. Specifically, we propose a "small data for big tasks" paradigm, wherein a single artificial intelligence (AI) system is challenged to develop "common sense", enabling it to solve a wide range of tasks with little training data. We illustrate the potential power of this new paradigm by reviewing models of common sense that synthesize recent breakthroughs in both machine and human vision. We identify functionality, physics, intent, causality, and utility (FPICU) as the five core domains of cognitive AI with humanlike common sense. When taken as a unified concept, FPICU is concerned with the questions of "why" and "how", beyond the dominant "what" and "where" framework for understanding vision. They are invisible in terms of pixels but nevertheless drive the creation, maintenance, and development of visual scenes. We therefore coin them the "dark matter" of vision. Just as our universe cannot be understood by merely studying observable matter, we argue that vision cannot be understood without studying FPICU. We demonstrate the power of this perspective to develop cognitive AI systems with humanlike common sense by showing how to observe and apply FPICU with little training data to solve a wide range of challenging tasks, including tool use, planning, utility inference, and social learning. In summary, we argue that the next generation of AI must embrace "dark" humanlike common sense for solving novel tasks.

cs.AI

Understanding Human Gaze Communication by Spatio-Temporal Graph Reasoning

This paper addresses a new problem of understanding human gaze communication in social videos from both atomic-level and event-level, which is significant for studying human social interactions. To tackle this novel and challenging problem, we contribute a large-scale video dataset, VACATION, which covers diverse daily social scenes and gaze communication behaviors with complete annotations of objects and human faces, human attention, and communication structures and labels in both atomic-level and event-level. Together with VACATION, we propose a spatio-temporal graph neural network to explicitly represent the diverse gaze interactions in the social scenes and to infer atomic-level gaze communication by message passing. We further propose an event network with encoder-decoder structure to predict the event-level gaze communication. Our experiments demonstrate that the proposed model improves various baselines significantly in predicting the atomic-level and event-level gaze

cs.CV