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SubscribeKnow You First and Be You Better: Modeling Human-Like User Simulators via Implicit Profiles
User simulators are crucial for replicating human interactions with dialogue systems, supporting both collaborative training and automatic evaluation, especially for large language models (LLMs). However, existing simulators often rely solely on text utterances, missing implicit user traits such as personality, speaking style, and goals. In contrast, persona-based methods lack generalizability, as they depend on predefined profiles of famous individuals or archetypes. To address these challenges, we propose User Simulator with implicit Profiles (USP), a framework that infers implicit user profiles from human-machine conversations and uses them to generate more personalized and realistic dialogues. We first develop an LLM-driven extractor with a comprehensive profile schema. Then, we refine the simulation through conditional supervised fine-tuning and reinforcement learning with cycle consistency, optimizing it at both the utterance and conversation levels. Finally, we adopt a diverse profile sampler to capture the distribution of real-world user profiles. Experimental results demonstrate that USP outperforms strong baselines in terms of authenticity and diversity while achieving comparable performance in consistency. Furthermore, dynamic multi-turn evaluations based on USP strongly align with mainstream benchmarks, demonstrating its effectiveness in real-world applications.
KAUCUS: Knowledge Augmented User Simulators for Training Language Model Assistants
An effective multi-turn instruction-following assistant can be developed by creating a simulator that can generate useful interaction data. Apart from relying on its intrinsic weights, an ideal user simulator should also be able to bootstrap external knowledge rapidly in its raw form to simulate the multifarious diversity of text available over the internet. Previous user simulators generally lacked diversity, were mostly closed domain, and necessitated rigid schema making them inefficient to rapidly scale to incorporate external knowledge. In this regard, we introduce, Kaucus, a Knowledge-Augmented User Simulator framework, to outline a process of creating diverse user simulators, that can seamlessly exploit external knowledge as well as benefit downstream assistant model training. Through two GPT-J based simulators viz., a Retrieval Augmented Simulator and a Summary Controlled Simulator we generate diverse simulator-assistant interactions. Through reward and preference model-based evaluations, we find that these interactions serve as useful training data and create more helpful downstream assistants. We also find that incorporating knowledge through retrieval augmentation or summary control helps create better assistants.
SimulatorArena: Are User Simulators Reliable Proxies for Multi-Turn Evaluation of AI Assistants?
Large language models (LLMs) are increasingly used in interactive applications, and human evaluation remains the gold standard for assessing their performance in multi-turn conversations. Since human studies are costly, time-consuming, and hard to reproduce, recent work explores using LLMs to simulate users for automatic assistant evaluation. However, there is no benchmark or systematic study to evaluate whether these simulated users are reliable stand-ins for real users. To address this, we introduce SimulatorArena, a benchmark of 909 annotated human-LLM conversations on two interactive tasks -- math tutoring and document creation. SimulatorArena evaluates simulators based on how closely their messages match human behavior and how well their assistant ratings align with human judgments. Experiments on various simulator methods show that simulators conditioned on user profiles, capturing traits like background and message styles, align closely with human judgments. They reach Spearman's rho of 0.7 on both tasks, providing a practical, scalable alternative to human evaluation. Using the best simulator for each task, we benchmark 18 assistants, including the latest LLMs such as GPT-5, Claude 4.1 Opus, and Gemini 2.5 Pro.
DuetSim: Building User Simulator with Dual Large Language Models for Task-Oriented Dialogues
User Simulators play a pivotal role in training and evaluating task-oriented dialogue systems. Traditional user simulators typically rely on human-engineered agendas, resulting in generated responses that often lack diversity and spontaneity. Although large language models (LLMs) exhibit a remarkable capacity for generating coherent and contextually appropriate utterances, they may fall short when tasked with generating responses that effectively guide users towards their goals, particularly in dialogues with intricate constraints and requirements. This paper introduces DuetSim, a novel framework designed to address the intricate demands of task-oriented dialogues by leveraging LLMs. DuetSim stands apart from conventional approaches by employing two LLMs in tandem: one dedicated to response generation and the other focused on verification. This dual LLM approach empowers DuetSim to produce responses that not only exhibit diversity but also demonstrate accuracy and are preferred by human users. We validate the efficacy of our method through extensive experiments conducted on the MultiWOZ dataset, highlighting improvements in response quality and correctness, largely attributed to the incorporation of the second LLM. Our code is accessible at: https://github.com/suntea233/DuetSim.
Flipping the Dialogue: Training and Evaluating User Language Models
Conversations with LMs involve two participants: a human user leading the conversation, and an LM assistant responding to the user's request. To satisfy this specific role, LMs are post-trained to be helpful assistants -- optimized to produce exhaustive and well-structured responses, free of ambiguity and grammar errors. User utterances, on the other hand, are rarely perfected, with each user phrasing requests in unique ways, sometimes putting in partial effort at each turn and refining on the fly. To evaluate LM performance in realistic settings, prior work simulated users in multi-turn conversations, often prompting an LLM originally trained to be a helpful assistant to act as a user. However, we show that assistant LMs make for poor user simulators, with the surprising finding that better assistants yield worse simulators. Instead, we introduce purpose-built User Language Models (User LMs) - models post-trained to simulate human users in multi-turn conversations. Through various evaluations, we show how User LMs align better with human behavior and achieve better simulation robustness than existing simulation methods. When leveraging User LMs to simulate coding and math conversations, the performance of a strong assistant (GPT-4o) drops from 74.6% to 57.4%, confirming that more realistic simulation environments lead to assistant struggles as they fail to cope with the nuances of users in multi-turn setups.
Mirroring Users: Towards Building Preference-aligned User Simulator with User Feedback in Recommendation
User simulation is increasingly vital to develop and evaluate recommender systems (RSs). While Large Language Models (LLMs) offer promising avenues to simulate user behavior, they often struggle with the absence of specific domain alignment required for RSs and the efficiency demands of large-scale simulation. A vast yet underutilized resource for enhancing this alignment is the extensive user feedback inherent in RSs. However, directly leveraging such feedback presents two significant challenges. First, user feedback in RSs is often ambiguous and noisy, which negatively impacts effective preference alignment. Second, the massive volume of feedback largely hinders the efficiency of preference alignment, necessitating an efficient filtering mechanism to identify more informative samples. To overcome these hurdles, we introduce a novel data construction framework that leverages user feedback in RSs with advanced LLM capabilities to generate high-quality simulation data. Our framework unfolds in two key phases: (1) employing LLMs to generate cognitive decision-making processes on constructed simulation samples, reducing ambiguity in raw user feedback; (2) data distillation based on uncertainty estimation and behavior sampling to filter challenging yet denoised simulation samples. Accordingly, we fine-tune lightweight LLMs, as user simulators, using such high-quality dataset with corresponding decision-making processes. Extensive experiments verify that our framework significantly boosts the alignment with human preferences and in-domain reasoning capabilities of fine-tuned LLMs, and provides more insightful and interpretable signals when interacting with RSs. We believe our work will advance the RS community and offer valuable insights for broader human-centric AI research.
Rethinking the Evaluation for Conversational Recommendation in the Era of Large Language Models
The recent success of large language models (LLMs) has shown great potential to develop more powerful conversational recommender systems (CRSs), which rely on natural language conversations to satisfy user needs. In this paper, we embark on an investigation into the utilization of ChatGPT for conversational recommendation, revealing the inadequacy of the existing evaluation protocol. It might over-emphasize the matching with the ground-truth items or utterances generated by human annotators, while neglecting the interactive nature of being a capable CRS. To overcome the limitation, we further propose an interactive Evaluation approach based on LLMs named iEvaLM that harnesses LLM-based user simulators. Our evaluation approach can simulate various interaction scenarios between users and systems. Through the experiments on two publicly available CRS datasets, we demonstrate notable improvements compared to the prevailing evaluation protocol. Furthermore, we emphasize the evaluation of explainability, and ChatGPT showcases persuasive explanation generation for its recommendations. Our study contributes to a deeper comprehension of the untapped potential of LLMs for CRSs and provides a more flexible and easy-to-use evaluation framework for future research endeavors. The codes and data are publicly available at https://github.com/RUCAIBox/iEvaLM-CRS.
Investigation of Error Simulation Techniques for Learning Dialog Policies for Conversational Error Recovery
Training dialog policies for speech-based virtual assistants requires a plethora of conversational data. The data collection phase is often expensive and time consuming due to human involvement. To address this issue, a common solution is to build user simulators for data generation. For the successful deployment of the trained policies into real world domains, it is vital that the user simulator mimics realistic conditions. In particular, speech-based assistants are heavily affected by automatic speech recognition and language understanding errors, hence the user simulator should be able to simulate similar errors. In this paper, we review the existing error simulation methods that induce errors at audio, phoneme, text, or semantic level; and conduct detailed comparisons between the audio-level and text-level methods. In the process, we improve the existing text-level method by introducing confidence score prediction and out-of-vocabulary word mapping. We also explore the impact of audio-level and text-level methods on learning a simple clarification dialog policy to recover from errors to provide insight on future improvement for both approaches.
USimAgent: Large Language Models for Simulating Search Users
Due to the advantages in the cost-efficiency and reproducibility, user simulation has become a promising solution to the user-centric evaluation of information retrieval systems. Nonetheless, accurately simulating user search behaviors has long been a challenge, because users' actions in search are highly complex and driven by intricate cognitive processes such as learning, reasoning, and planning. Recently, Large Language Models (LLMs) have demonstrated remarked potential in simulating human-level intelligence and have been used in building autonomous agents for various tasks. However, the potential of using LLMs in simulating search behaviors has not yet been fully explored. In this paper, we introduce a LLM-based user search behavior simulator, USimAgent. The proposed simulator can simulate users' querying, clicking, and stopping behaviors during search, and thus, is capable of generating complete search sessions for specific search tasks. Empirical investigation on a real user behavior dataset shows that the proposed simulator outperforms existing methods in query generation and is comparable to traditional methods in predicting user clicks and stopping behaviors. These results not only validate the effectiveness of using LLMs for user simulation but also shed light on the development of a more robust and generic user simulators.
PIPA: A Unified Evaluation Protocol for Diagnosing Interactive Planning Agents
The growing capabilities of large language models (LLMs) in instruction-following and context-understanding lead to the era of agents with numerous applications. Among these, task planning agents have become especially prominent in realistic scenarios involving complex internal pipelines, such as context understanding, tool management, and response generation. However, existing benchmarks predominantly evaluate agent performance based on task completion as a proxy for overall effectiveness. We hypothesize that merely improving task completion is misaligned with maximizing user satisfaction, as users interact with the entire agentic process and not only the end result. To address this gap, we propose PIPA, a unified evaluation protocol that conceptualizes the behavioral process of interactive task planning agents within a partially observable Markov Decision Process (POMDP) paradigm. The proposed protocol offers a comprehensive assessment of agent performance through a set of atomic evaluation criteria, allowing researchers and practitioners to diagnose specific strengths and weaknesses within the agent's decision-making pipeline. Our analyses show that agents excel in different behavioral stages, with user satisfaction shaped by both outcomes and intermediate behaviors. We also highlight future directions, including systems that leverage multiple agents and the limitations of user simulators in task planning.
Drift No More? Context Equilibria in Multi-Turn LLM Interactions
Large Language Models (LLMs) excel at single-turn tasks such as instruction following and summarization, yet real-world deployments require sustained multi-turn interactions where user goals and conversational context persist and evolve. A recurring challenge in this setting is context drift: the gradual divergence of a model's outputs from goal-consistent behavior across turns. Unlike single-turn errors, drift unfolds temporally and is poorly captured by static evaluation metrics. In this work, we present a study of context drift in multi-turn interactions and propose a simple dynamical framework to interpret its behavior. We formalize drift as the turn-wise KL divergence between the token-level predictive distributions of the test model and a goal-consistent reference model, and propose a recurrence model that interprets its evolution as a bounded stochastic process with restoring forces and controllable interventions. We instantiate this framework in both synthetic long-horizon rewriting tasks and realistic user-agent simulations such as in tau-Bench, measuring drift for several open-weight LLMs that are used as user simulators. Our experiments consistently reveal stable, noise-limited equilibria rather than runaway degradation, and demonstrate that simple reminder interventions reliably reduce divergence in line with theoretical predictions. Together, these results suggest that multi-turn drift can be understood as a controllable equilibrium phenomenon rather than as inevitable decay, providing a foundation for studying and mitigating context drift in extended interactions.
Exploring Personality-Aware Interactions in Salesperson Dialogue Agents
The integration of dialogue agents into the sales domain requires a deep understanding of how these systems interact with users possessing diverse personas. This study explores the influence of user personas, defined using the Myers-Briggs Type Indicator (MBTI), on the interaction quality and performance of sales-oriented dialogue agents. Through large-scale testing and analysis, we assess the pre-trained agent's effectiveness, adaptability, and personalization capabilities across a wide range of MBTI-defined user types. Our findings reveal significant patterns in interaction dynamics, task completion rates, and dialogue naturalness, underscoring the future potential for dialogue agents to refine their strategies to better align with varying personality traits. This work not only provides actionable insights for building more adaptive and user-centric conversational systems in the sales domain but also contributes broadly to the field by releasing persona-defined user simulators. These simulators, unconstrained by domain, offer valuable tools for future research and demonstrate the potential for scaling personalized dialogue systems across diverse applications.
ConvLab-3: A Flexible Dialogue System Toolkit Based on a Unified Data Format
Task-oriented dialogue (TOD) systems function as digital assistants, guiding users through various tasks such as booking flights or finding restaurants. Existing toolkits for building TOD systems often fall short of in delivering comprehensive arrays of data, models, and experimental environments with a user-friendly experience. We introduce ConvLab-3: a multifaceted dialogue system toolkit crafted to bridge this gap. Our unified data format simplifies the integration of diverse datasets and models, significantly reducing complexity and cost for studying generalization and transfer. Enhanced with robust reinforcement learning (RL) tools, featuring a streamlined training process, in-depth evaluation tools, and a selection of user simulators, ConvLab-3 supports the rapid development and evaluation of robust dialogue policies. Through an extensive study, we demonstrate the efficacy of transfer learning and RL and showcase that ConvLab-3 is not only a powerful tool for seasoned researchers but also an accessible platform for newcomers.
Refine and Imitate: Reducing Repetition and Inconsistency in Persuasion Dialogues via Reinforcement Learning and Human Demonstration
Persuasion dialogue systems reflect the machine's ability to make strategic moves beyond verbal communication, and therefore differentiate themselves from task-oriented or open-domain dialogue systems and have their own unique values. However, the repetition and inconsistency problems still persist in dialogue response generation and could substantially impact user experience and impede the persuasion outcome. Besides, although reinforcement learning (RL) approaches have achieved big success in strategic tasks such as games, they require a sophisticated user simulator to provide real-time feedback to the dialogue system, which limits the application of RL on persuasion dialogues. To address these issues towards a better persuasion dialogue system, we apply RL to refine a language model baseline without user simulators, and distill sentence-level information about repetition, inconsistency, and task relevance through rewards. Moreover, to better accomplish the persuasion task, the model learns from human demonstration to imitate human persuasion behavior and selects the most persuasive responses. Experiments show that our model outperforms previous state-of-the-art dialogue models on both automatic metrics and human evaluation results on a donation persuasion task, and generates more diverse, consistent and persuasive conversations according to the user feedback.
UserRL: Training Interactive User-Centric Agent via Reinforcement Learning
Reinforcement learning (RL) has shown promise in training agentic models that move beyond static benchmarks to engage in dynamic, multi-turn interactions. Yet, the ultimate value of such agents lies in their ability to assist users, a setting where diversity and dynamics of user interaction pose challenges. In this work, we propose UserRL, a unified framework for training and evaluating user-centric abilities through standardized gym environments paired with simulated users. We systematically vary turn-level reward assignment and trajectory-level score calculation to analyze how different formulations affect learning under the GRPO algorithm. Our experiments across Qwen3 models reveal three key findings: (i) SFT cold start is critical for unlocking initial interaction ability and enabling sustained RL improvements; (ii) deliberate trajectory scoring yields more efficient and effective multi-turn interactions; and (iii) while stronger simulated users (e.g., GPT-4o) facilitates training, open-source simulators (e.g., Qwen3-32B) remain a cost-effective and transferable option. Together, these results highlight that careful design of reward shaping and user simulation choice is as crucial as model scale, and establish UserRL as a practical pathway for developing robust user-centric agentic models. All codes and data are public for future research.
A Survey on Open-Source Edge Computing Simulators and Emulators: The Computing and Networking Convergence Perspective
Edge computing, with its low latency, dynamic scalability, and location awareness, along with the convergence of computing and communication paradigms, has been successfully applied in critical domains such as industrial IoT, smart healthcare, smart homes, and public safety. This paper provides a comprehensive survey of open-source edge computing simulators and emulators, presented in our GitHub repository (https://github.com/qijianpeng/awesome-edge-computing), emphasizing the convergence of computing and networking paradigms. By examining more than 40 tools, including CloudSim, NS-3, and others, we identify the strengths and limitations in simulating and emulating edge environments. This survey classifies these tools into three categories: packet-level, application-level, and emulators. Furthermore, we evaluate them across five dimensions, ranging from resource representation to resource utilization. The survey highlights the integration of different computing paradigms, packet processing capabilities, support for edge environments, user-defined metric interfaces, and scenario visualization. The findings aim to guide researchers in selecting appropriate tools for developing and validating advanced computing and networking technologies.
Sim2Rec: A Simulator-based Decision-making Approach to Optimize Real-World Long-term User Engagement in Sequential Recommender Systems
Long-term user engagement (LTE) optimization in sequential recommender systems (SRS) is shown to be suited by reinforcement learning (RL) which finds a policy to maximize long-term rewards. Meanwhile, RL has its shortcomings, particularly requiring a large number of online samples for exploration, which is risky in real-world applications. One of the appealing ways to avoid the risk is to build a simulator and learn the optimal recommendation policy in the simulator. In LTE optimization, the simulator is to simulate multiple users' daily feedback for given recommendations. However, building a user simulator with no reality-gap, i.e., can predict user's feedback exactly, is unrealistic because the users' reaction patterns are complex and historical logs for each user are limited, which might mislead the simulator-based recommendation policy. In this paper, we present a practical simulator-based recommender policy training approach, Simulation-to-Recommendation (Sim2Rec) to handle the reality-gap problem for LTE optimization. Specifically, Sim2Rec introduces a simulator set to generate various possibilities of user behavior patterns, then trains an environment-parameter extractor to recognize users' behavior patterns in the simulators. Finally, a context-aware policy is trained to make the optimal decisions on all of the variants of the users based on the inferred environment-parameters. The policy is transferable to unseen environments (e.g., the real world) directly as it has learned to recognize all various user behavior patterns and to make the correct decisions based on the inferred environment-parameters. Experiments are conducted in synthetic environments and a real-world large-scale ride-hailing platform, DidiChuxing. The results show that Sim2Rec achieves significant performance improvement, and produces robust recommendations in unseen environments.
Qiskit Machine Learning: an open-source library for quantum machine learning tasks at scale on quantum hardware and classical simulators
We present Qiskit Machine Learning (ML), a high-level Python library that combines elements of quantum computing with traditional machine learning. The API abstracts Qiskit's primitives to facilitate interactions with classical simulators and quantum hardware. Qiskit ML started as a proof-of-concept code in 2019 and has since been developed to be a modular, intuitive tool for non-specialist users while allowing extensibility and fine-tuning controls for quantum computational scientists and developers. The library is available as a public, open-source tool and is distributed under the Apache version 2.0 license.
Pearl: A Review-driven Persona-Knowledge Grounded Conversational Recommendation Dataset
Conversational recommender system is an emerging area that has garnered an increasing interest in the community, especially with the advancements in large language models (LLMs) that enable diverse reasoning over conversational input. Despite the progress, the field has many aspects left to explore. The currently available public datasets for conversational recommendation lack specific user preferences and explanations for recommendations, hindering high-quality recommendations. To address such challenges, we present a novel conversational recommendation dataset named PEARL, synthesized with persona- and knowledge-augmented LLM simulators. We obtain detailed persona and knowledge from real-world reviews and construct a large-scale dataset with over 57k dialogues. Our experimental results demonstrate that utterances in PEARL include more specific user preferences, show expertise in the target domain, and provide recommendations more relevant to the dialogue context than those in prior datasets.
Large Language Model as a User Simulator
The unparalleled performance of closed-sourced ChatGPT has sparked efforts towards its democratization, with notable strides made by leveraging real user and ChatGPT conversations, as evidenced by Vicuna. However, while current endeavors like Baize and UltraChat aim to auto-generate conversational data due to challenges in gathering human participation, they primarily rely on ChatGPT to simulate human behaviors based on directives rather than genuine human learning. This results in a limited scope, diminished diversity, and an absence of genuine multi-round conversational dynamics. To address the above issues, we innovatively target human questions extracted from genuine human-machine conversations as a learning goal and train a user simulator, UserGPT, to produce a high-quality human-centric synthetic conversation dataset, RealChat. Subsequently, this dataset trains our assistant model, ReaLM. Experimentally, ReaLM outpaces baseline models in both Vicuna-Bench and MT-Bench by pairwise comparison when considering equivalent training set sizes, and manual evaluation also shows that our model is highly competitive. Impressively, when fine-tuned with the latest LLaMA 2 model, ReaLM secured a leading score of 6.33 in the MT-Bench, outshining the contemporary same-scale models, including the LLaMA-2-7B-chat model. Further in-depth analysis demonstrates the scalability and transferability of our approach. A preliminary exploration into the interplay between training set data quality and resultant model performance is also undertaken, laying a robust groundwork for future investigations. The code is available at https://github.com/FreedomIntelligence/ReaLM.
Simulating User Satisfaction for the Evaluation of Task-oriented Dialogue Systems
Evaluation is crucial in the development process of task-oriented dialogue systems. As an evaluation method, user simulation allows us to tackle issues such as scalability and cost-efficiency, making it a viable choice for large-scale automatic evaluation. To help build a human-like user simulator that can measure the quality of a dialogue, we propose the following task: simulating user satisfaction for the evaluation of task-oriented dialogue systems. The purpose of the task is to increase the evaluation power of user simulations and to make the simulation more human-like. To overcome a lack of annotated data, we propose a user satisfaction annotation dataset, USS, that includes 6,800 dialogues sampled from multiple domains, spanning real-world e-commerce dialogues, task-oriented dialogues constructed through Wizard-of-Oz experiments, and movie recommendation dialogues. All user utterances in those dialogues, as well as the dialogues themselves, have been labeled based on a 5-level satisfaction scale. We also share three baseline methods for user satisfaction prediction and action prediction tasks. Experiments conducted on the USS dataset suggest that distributed representations outperform feature-based methods. A model based on hierarchical GRUs achieves the best performance in in-domain user satisfaction prediction, while a BERT-based model has better cross-domain generalization ability.
Exploiting Simulated User Feedback for Conversational Search: Ranking, Rewriting, and Beyond
This research aims to explore various methods for assessing user feedback in mixed-initiative conversational search (CS) systems. While CS systems enjoy profuse advancements across multiple aspects, recent research fails to successfully incorporate feedback from the users. One of the main reasons for that is the lack of system-user conversational interaction data. To this end, we propose a user simulator-based framework for multi-turn interactions with a variety of mixed-initiative CS systems. Specifically, we develop a user simulator, dubbed ConvSim, that, once initialized with an information need description, is capable of providing feedback to a system's responses, as well as answering potential clarifying questions. Our experiments on a wide variety of state-of-the-art passage retrieval and neural re-ranking models show that effective utilization of user feedback can lead to 16% retrieval performance increase in terms of nDCG@3. Moreover, we observe consistent improvements as the number of feedback rounds increases (35% relative improvement in terms of nDCG@3 after three rounds). This points to a research gap in the development of specific feedback processing modules and opens a potential for significant advancements in CS. To support further research in the topic, we release over 30,000 transcripts of system-simulator interactions based on well-established CS datasets.
TOM-SWE: User Mental Modeling For Software Engineering Agents
Recent advances in coding agents have made them capable of planning, editing, running, and testing complex code bases. Despite their growing ability in coding tasks, these systems still struggle to infer and track user intent, especially when instructions are underspecified or context-dependent. To bridge this gap, we introduce ToM-SWE, a dual-agent architecture that pairs a primary software-engineering (SWE) agent with a lightweight theory-of-mind (ToM) partner agent dedicated to modeling the user's mental state. The ToM agent infers user goals, constraints, and preferences from instructions and interaction history, maintains a persistent memory of the user, and provides user-related suggestions to the SWE agent. In two software engineering benchmarks (ambiguous SWE-bench and stateful SWE-bench), ToM-SWE improves task success rates and user satisfaction. Notably, on the stateful SWE benchmark, a newly introduced evaluation that provides agents with a user simulator along with previous interaction histories, ToM-SWE achieves a substantially higher task success rate of 59.7\% compared to 18.1\% for OpenHands, a state-of-the-art SWE agent. Furthermore, in a three-week study with professional developers using ToM-SWE in their daily work, participants found it useful 86\% of the time, underscoring the value of stateful user modeling for practical coding agents.
PatientSim: A Persona-Driven Simulator for Realistic Doctor-Patient Interactions
Doctor-patient consultations require multi-turn, context-aware communication tailored to diverse patient personas. Training or evaluating doctor LLMs in such settings requires realistic patient interaction systems. However, existing simulators often fail to reflect the full range of personas seen in clinical practice. To address this, we introduce PatientSim, a patient simulator that generates realistic and diverse patient personas for clinical scenarios, grounded in medical expertise. PatientSim operates using: 1) clinical profiles, including symptoms and medical history, derived from real-world data in the MIMIC-ED and MIMIC-IV datasets, and 2) personas defined by four axes: personality, language proficiency, medical history recall level, and cognitive confusion level, resulting in 37 unique combinations. We evaluated eight LLMs for factual accuracy and persona consistency. The top-performing open-source model, Llama 3.3, was validated by four clinicians to confirm the robustness of our framework. As an open-source, customizable platform, PatientSim provides a reproducible and scalable solution that can be customized for specific training needs. Offering a privacy-compliant environment, it serves as a robust testbed for evaluating medical dialogue systems across diverse patient presentations and shows promise as an educational tool for healthcare.
RecoWorld: Building Simulated Environments for Agentic Recommender Systems
We present RecoWorld, a blueprint for building simulated environments tailored to agentic recommender systems. Such environments give agents a proper training space where they can learn from errors without impacting real users. RecoWorld distinguishes itself with a dual-view architecture: a simulated user and an agentic recommender engage in multi-turn interactions aimed at maximizing user retention. The user simulator reviews recommended items, updates its mindset, and when sensing potential user disengagement, generates reflective instructions. The agentic recommender adapts its recommendations by incorporating these user instructions and reasoning traces, creating a dynamic feedback loop that actively engages users. This process leverages the exceptional reasoning capabilities of modern LLMs. We explore diverse content representations within the simulator, including text-based, multimodal, and semantic ID modeling, and discuss how multi-turn RL enables the recommender to refine its strategies through iterative interactions. RecoWorld also supports multi-agent simulations, allowing creators to simulate the responses of targeted user populations. It marks an important first step toward recommender systems where users and agents collaboratively shape personalized information streams. We envision new interaction paradigms where "user instructs, recommender responds," jointly optimizing user retention and engagement.
CrossWOZ: A Large-Scale Chinese Cross-Domain Task-Oriented Dialogue Dataset
To advance multi-domain (cross-domain) dialogue modeling as well as alleviate the shortage of Chinese task-oriented datasets, we propose CrossWOZ, the first large-scale Chinese Cross-Domain Wizard-of-Oz task-oriented dataset. It contains 6K dialogue sessions and 102K utterances for 5 domains, including hotel, restaurant, attraction, metro, and taxi. Moreover, the corpus contains rich annotation of dialogue states and dialogue acts at both user and system sides. About 60% of the dialogues have cross-domain user goals that favor inter-domain dependency and encourage natural transition across domains in conversation. We also provide a user simulator and several benchmark models for pipelined task-oriented dialogue systems, which will facilitate researchers to compare and evaluate their models on this corpus. The large size and rich annotation of CrossWOZ make it suitable to investigate a variety of tasks in cross-domain dialogue modeling, such as dialogue state tracking, policy learning, user simulation, etc.
A Multi-Agent Conversational Recommender System
Due to strong capabilities in conducting fluent, multi-turn conversations with users, Large Language Models (LLMs) have the potential to further improve the performance of Conversational Recommender System (CRS). Unlike the aimless chit-chat that LLM excels at, CRS has a clear target. So it is imperative to control the dialogue flow in the LLM to successfully recommend appropriate items to the users. Furthermore, user feedback in CRS can assist the system in better modeling user preferences, which has been ignored by existing studies. However, simply prompting LLM to conduct conversational recommendation cannot address the above two key challenges. In this paper, we propose Multi-Agent Conversational Recommender System (MACRS) which contains two essential modules. First, we design a multi-agent act planning framework, which can control the dialogue flow based on four LLM-based agents. This cooperative multi-agent framework will generate various candidate responses based on different dialogue acts and then choose the most appropriate response as the system response, which can help MACRS plan suitable dialogue acts. Second, we propose a user feedback-aware reflection mechanism which leverages user feedback to reason errors made in previous turns to adjust the dialogue act planning, and higher-level user information from implicit semantics. We conduct extensive experiments based on user simulator to demonstrate the effectiveness of MACRS in recommendation and user preferences collection. Experimental results illustrate that MACRS demonstrates an improvement in user interaction experience compared to directly using LLMs.
ChatBench: From Static Benchmarks to Human-AI Evaluation
With the rapid adoption of LLM-based chatbots, there is a pressing need to evaluate what humans and LLMs can achieve together. However, standard benchmarks, such as MMLU, measure LLM capabilities in isolation (i.e., "AI-alone"). Here, we design and conduct a user study to convert MMLU questions into user-AI conversations, by seeding the user with the question and having them carry out a conversation with the LLM to answer their question. We release ChatBench, a new dataset with AI-alone, user-alone, and user-AI data for 396 questions and two LLMs, including 144K answers and 7,336 user-AI conversations. We find that AI-alone accuracy fails to predict user-AI accuracy, with significant differences across multiple subjects (math, physics, and moral reasoning), and we analyze the user-AI conversations to provide insight into how they diverge from AI-alone benchmarks. Finally, we show that fine-tuning a user simulator on a subset of ChatBench improves its ability to estimate user-AI accuracies, increasing correlation on held-out questions by more than 20 points, creating possibilities for scaling interactive evaluation.
Expectation Confirmation Preference Optimization for Multi-Turn Conversational Recommendation Agent
Recent advancements in Large Language Models (LLMs) have significantly propelled the development of Conversational Recommendation Agents (CRAs). However, these agents often generate short-sighted responses that fail to sustain user guidance and meet expectations. Although preference optimization has proven effective in aligning LLMs with user expectations, it remains costly and performs poorly in multi-turn dialogue. To address this challenge, we introduce a novel multi-turn preference optimization (MTPO) paradigm ECPO, which leverages Expectation Confirmation Theory to explicitly model the evolution of user satisfaction throughout multi-turn dialogues, uncovering the underlying causes of dissatisfaction. These causes can be utilized to support targeted optimization of unsatisfactory responses, thereby achieving turn-level preference optimization. ECPO ingeniously eliminates the significant sampling overhead of existing MTPO methods while ensuring the optimization process drives meaningful improvements. To support ECPO, we introduce an LLM-based user simulator, AILO, to simulate user feedback and perform expectation confirmation during conversational recommendations. Experimental results show that ECPO significantly enhances CRA's interaction capabilities, delivering notable improvements in both efficiency and effectiveness over existing MTPO methods.
Emotionally Intelligent Task-oriented Dialogue Systems: Architecture, Representation, and Optimisation
Task-oriented dialogue (ToD) systems are designed to help users achieve specific goals through natural language interaction. While recent advances in large language models (LLMs) have significantly improved linguistic fluency and contextual understanding, building effective and emotionally intelligent ToD systems remains a complex challenge. Effective ToD systems must optimise for task success, emotional understanding and responsiveness, and precise information conveyance, all within inherently noisy and ambiguous conversational environments. In this work, we investigate architectural, representational, optimisational as well as emotional considerations of ToD systems. We set up systems covering these design considerations with a challenging evaluation environment composed of a natural-language user simulator coupled with an imperfect natural language understanding module. We propose LUSTER, an LLM-based Unified System for Task-oriented dialogue with End-to-end Reinforcement learning with both short-term (user sentiment) and long-term (task success) rewards. Our findings demonstrate that combining LLM capability with structured reward modelling leads to more resilient and emotionally responsive ToD systems, offering a practical path forward for next-generation conversational agents.
A Hybrid Task-Oriented Dialog System with Domain and Task Adaptive Pretraining
This paper describes our submission for the End-to-end Multi-domain Task Completion Dialog shared task at the 9th Dialog System Technology Challenge (DSTC-9). Participants in the shared task build an end-to-end task completion dialog system which is evaluated by human evaluation and a user simulator based automatic evaluation. Different from traditional pipelined approaches where modules are optimized individually and suffer from cascading failure, we propose an end-to-end dialog system that 1) uses Generative Pretraining 2 (GPT-2) as the backbone to jointly solve Natural Language Understanding, Dialog State Tracking, and Natural Language Generation tasks, 2) adopts Domain and Task Adaptive Pretraining to tailor GPT-2 to the dialog domain before finetuning, 3) utilizes heuristic pre/post-processing rules that greatly simplify the prediction tasks and improve generalizability, and 4) equips a fault tolerance module to correct errors and inappropriate responses. Our proposed method significantly outperforms baselines and ties for first place in the official evaluation. We make our source code publicly available.
BIRD-INTERACT: Re-imagining Text-to-SQL Evaluation for Large Language Models via Lens of Dynamic Interactions
Large language models (LLMs) have demonstrated remarkable performance on single-turn text-to-SQL tasks, but real-world database applications predominantly require multi-turn interactions to handle ambiguous queries, execution errors, and evolving user requirements. Existing multi-turn benchmarks fall short by treating conversation histories as static context or limiting evaluation to read-only operations, failing to reflect production-grade database assistant challenges. We introduce BIRD-INTERACT, a benchmark that restores this realism through: (1) a comprehensive interaction environment coupling each database with a hierarchical knowledge base, metadata files, and a function-driven user simulator, enabling models to solicit clarifications, retrieve knowledge, and recover from errors without human supervision; (2) two evaluation settings consisting of a pre-defined conversational protocol (c-Interact) and an open-ended agentic setting (a-Interact) where models autonomously decide when to query the user simulator or explore the environment; (3) a challenging task suite covering the full CRUD spectrum for business-intelligence and operational use cases, guarded by executable test cases. Each task features ambiguous and follow-up sub-tasks requiring dynamic interaction. The suite comprises BIRD-INTERACT-FULL (600 tasks, up to 11,796 interactions) for comprehensive performance assessment, and BIRD-INTERACT-LITE (300 tasks with simplified databases) for detailed behavioral analysis and rapid method development. Our empirical results highlight BIRD-INTERACT's difficulty: GPT-5 completes only 8.67% of tasks in c-Interact and 17.00% in a-Interact. Analysis via memory grafting and Interaction Test-time Scaling validates the importance of effective interaction for complex, dynamic text-to-SQL tasks.
Leveraging Large Language Models in Conversational Recommender Systems
A Conversational Recommender System (CRS) offers increased transparency and control to users by enabling them to engage with the system through a real-time multi-turn dialogue. Recently, Large Language Models (LLMs) have exhibited an unprecedented ability to converse naturally and incorporate world knowledge and common-sense reasoning into language understanding, unlocking the potential of this paradigm. However, effectively leveraging LLMs within a CRS introduces new technical challenges, including properly understanding and controlling a complex conversation and retrieving from external sources of information. These issues are exacerbated by a large, evolving item corpus and a lack of conversational data for training. In this paper, we provide a roadmap for building an end-to-end large-scale CRS using LLMs. In particular, we propose new implementations for user preference understanding, flexible dialogue management and explainable recommendations as part of an integrated architecture powered by LLMs. For improved personalization, we describe how an LLM can consume interpretable natural language user profiles and use them to modulate session-level context. To overcome conversational data limitations in the absence of an existing production CRS, we propose techniques for building a controllable LLM-based user simulator to generate synthetic conversations. As a proof of concept we introduce RecLLM, a large-scale CRS for YouTube videos built on LaMDA, and demonstrate its fluency and diverse functionality through some illustrative example conversations.
Prompt-Based Monte-Carlo Tree Search for Goal-Oriented Dialogue Policy Planning
Planning for goal-oriented dialogue often requires simulating future dialogue interactions and estimating task progress. Many approaches thus consider training neural networks to perform look-ahead search algorithms such as A* search and Monte Carlo Tree Search (MCTS). However, this training often requires abundant annotated data, which creates challenges when faced with noisy annotations or low-resource settings. We introduce GDP-Zero, an approach using Open-Loop MCTS to perform goal-oriented dialogue policy planning without any model training. GDP-Zero prompts a large language model to act as a policy prior, value function, user simulator, and system model during the tree search. We evaluate GDP-Zero on the goal-oriented task PersuasionForGood, and find that its responses are preferred over ChatGPT up to 59.32% of the time, and are rated more persuasive than ChatGPT during interactive evaluations.
How to Evaluate Your Dialogue Models: A Review of Approaches
Evaluating the quality of a dialogue system is an understudied problem. The recent evolution of evaluation method motivated this survey, in which an explicit and comprehensive analysis of the existing methods is sought. We are first to divide the evaluation methods into three classes, i.e., automatic evaluation, human-involved evaluation and user simulator based evaluation. Then, each class is covered with main features and the related evaluation metrics. The existence of benchmarks, suitable for the evaluation of dialogue techniques are also discussed in detail. Finally, some open issues are pointed out to bring the evaluation method into a new frontier.
ToolSandbox: A Stateful, Conversational, Interactive Evaluation Benchmark for LLM Tool Use Capabilities
Recent large language models (LLMs) advancements sparked a growing research interest in tool assisted LLMs solving real-world challenges, which calls for comprehensive evaluation of tool-use capabilities. While previous works focused on either evaluating over stateless web services (RESTful API), based on a single turn user prompt, or an off-policy dialog trajectory, ToolSandbox includes stateful tool execution, implicit state dependencies between tools, a built-in user simulator supporting on-policy conversational evaluation and a dynamic evaluation strategy for intermediate and final milestones over an arbitrary trajectory. We show that open source and proprietary models have a significant performance gap, and complex tasks like State Dependency, Canonicalization and Insufficient Information defined in ToolSandbox are challenging even the most capable SOTA LLMs, providing brand-new insights into tool-use LLM capabilities. ToolSandbox evaluation framework is released at https://github.com/apple/ToolSandbox
$τ^2$-Bench: Evaluating Conversational Agents in a Dual-Control Environment
Existing benchmarks for conversational AI agents simulate single-control environments, where only the AI agent can use tools to interact with the world, while the user remains a passive information provider. This differs from real-world scenarios like technical support, where users need to actively participate in modifying the state of the (shared) world. In order to address this gap, we introduce tau^2-bench, with four key contributions: 1) A novel Telecom dual-control domain modeled as a Dec-POMDP, where both agent and user make use of tools to act in a shared, dynamic environment that tests both agent coordination and communication, 2) A compositional task generator that programmatically creates diverse, verifiable tasks from atomic components, ensuring domain coverage and controlled complexity, 3) A reliable user simulator tightly coupled with the environment, whose behavior is constrained by tools and observable states, improving simulation fidelity, 4) Fine-grained analysis of agent performance through multiple ablations including separating errors arising from reasoning vs communication/coordination. In particular, our experiments show significant performance drops when agents shift from no-user to dual-control, highlighting the challenges of guiding users. Overall, tau^2-bench provides a controlled testbed for agents that must both reason effectively and guide user actions.
LLMs as Scalable, General-Purpose Simulators For Evolving Digital Agent Training
Digital agents require diverse, large-scale UI trajectories to generalize across real-world tasks, yet collecting such data is prohibitively expensive in both human annotation, infra and engineering perspectives. To this end, we introduce UI-Simulator, a scalable paradigm that generates structured UI states and transitions to synthesize training trajectories at scale. Our paradigm integrates a digital world simulator for diverse UI states, a guided rollout process for coherent exploration, and a trajectory wrapper that produces high-quality and diverse trajectories for agent training. We further propose UI-Simulator-Grow, a targeted scaling strategy that enables more rapid and data-efficient scaling by prioritizing high-impact tasks and synthesizes informative trajectory variants. Experiments on WebArena and AndroidWorld show that UI-Simulator rivals or surpasses open-source agents trained on real UIs with significantly better robustness, despite using weaker teacher models. Moreover, UI-Simulator-Grow matches the performance of Llama-3-70B-Instruct using only Llama-3-8B-Instruct as the base model, highlighting the potential of targeted synthesis scaling paradigm to continuously and efficiently enhance the digital agents.
SimUSER: Simulating User Behavior with Large Language Models for Recommender System Evaluation
Recommender systems play a central role in numerous real-life applications, yet evaluating their performance remains a significant challenge due to the gap between offline metrics and online behaviors. Given the scarcity and limits (e.g., privacy issues) of real user data, we introduce SimUSER, an agent framework that serves as believable and cost-effective human proxies. SimUSER first identifies self-consistent personas from historical data, enriching user profiles with unique backgrounds and personalities. Then, central to this evaluation are users equipped with persona, memory, perception, and brain modules, engaging in interactions with the recommender system. SimUSER exhibits closer alignment with genuine humans than prior work, both at micro and macro levels. Additionally, we conduct insightful experiments to explore the effects of thumbnails on click rates, the exposure effect, and the impact of reviews on user engagement. Finally, we refine recommender system parameters based on offline A/B test results, resulting in improved user engagement in the real world.
RecAgent: A Novel Simulation Paradigm for Recommender Systems
Recommender system has deeply revolutionized people's daily life and production, bringing a large amount of business value. In the recommendation domain, simulation and real data-based studies are two typical research paradigms, with each having different advantages. Previously, real data-based studies occupy more important positions, since accurately simulating the user preference is quite difficult. Recently, large language models (LLM) have shown great potential to achieve human-like intelligence, which provides new opportunities to overcome the shortcomings of simulation-based studies and thus highlight their advantages, such as much more application scenarios and cheaper data acquisition strategies. To shed lights on this direction, in this paper, we introduce an LLM-based recommender simulator called RecAgent. Our simulator is composed of two modules: (1) the user module and (2) the recommender module. The user module can browse the recommendation website, communicate with other users and broadcast messages on the social media. The recommender module is designed to provide search or recommendation lists to the users, and one can design different models to implement the recommender. All the users take actions based on LLMs, and can freely evolve like in the real world. We present several case studies to demonstrate that the users in our simulator can indeed behave in a reasonable manner as expected. Our project has been released at https://github.com/RUC-GSAI/YuLan-Rec.
Designing VR Simulation System for Clinical Communication Training with LLMs-Based Embodied Conversational Agents
VR simulation in Health Professions (HP) education demonstrates huge potential, but fixed learning content with little customization limits its application beyond lab environments. To address these limitations in the context of VR for patient communication training, we conducted a user-centered study involving semi-structured interviews with advanced HP students to understand their challenges in clinical communication training and perceptions of VR-based solutions. From this, we derived design insights emphasizing the importance of realistic scenarios, simple interactions, and unpredictable dialogues. Building on these insights, we developed the Virtual AI Patient Simulator (VAPS), a novel VR system powered by Large Language Models (LLMs) and Embodied Conversational Agents (ECAs), supporting dynamic and customizable patient interactions for immersive learning. We also provided an example of how clinical professors could use user-friendly design forms to create personalized scenarios that align with course objectives in VAPS and discuss future implications of integrating AI-driven technologies into VR education.
NeuralOS: Towards Simulating Operating Systems via Neural Generative Models
We introduce NeuralOS, a neural framework that simulates graphical user interfaces (GUIs) of operating systems by directly predicting screen frames in response to user inputs such as mouse movements, clicks, and keyboard events. NeuralOS combines a recurrent neural network (RNN), which tracks computer state, with a diffusion-based neural renderer that generates screen images. The model is trained on a large-scale dataset of Ubuntu XFCE recordings, which include both randomly generated interactions and realistic interactions produced by AI agents. Experiments show that NeuralOS successfully renders realistic GUI sequences, accurately captures mouse interactions, and reliably predicts state transitions like application launches. Although modeling fine-grained keyboard interactions precisely remains challenging, NeuralOS offers a step toward creating fully adaptive, generative neural interfaces for future human-computer interaction systems.
SimWorld: An Open-ended Realistic Simulator for Autonomous Agents in Physical and Social Worlds
While LLM/VLM-powered AI agents have advanced rapidly in math, coding, and computer use, their applications in complex physical and social environments remain challenging. Building agents that can survive and thrive in the real world (for example, by autonomously earning income or running a business) requires massive-scale interaction, reasoning, training, and evaluation across diverse embodied scenarios. However, existing world simulators for such development fall short: they often rely on limited hand-crafted environments, simulate simplified game-like physics and social rules, and lack native support for LLM/VLM agents. We introduce SimWorld, a new simulator built on Unreal Engine 5, designed for developing and evaluating LLM/VLM agents in rich, real-world-like settings. SimWorld offers three core capabilities: (1) realistic, open-ended world simulation, including accurate physical and social dynamics and language-driven procedural environment generation; (2) a rich interface for LLM/VLM agents, with multimodal world inputs and open-vocabulary actions at varying levels of abstraction; and (3) diverse and extensible physical and social reasoning scenarios that are easily customizable by users. We demonstrate SimWorld by deploying frontier LLM agents (e.g., GPT-4o, Gemini-2.5-Flash, Claude-3.5, and DeepSeek-Prover-V2) on long-horizon multi-agent delivery tasks involving strategic cooperation and competition. The results reveal distinct reasoning patterns and limitations across models. We open-source SimWorld and hope it becomes a foundational platform for advancing real-world agent intelligence across disciplines: https://simworld.org.
From Pixels to UI Actions: Learning to Follow Instructions via Graphical User Interfaces
Much of the previous work towards digital agents for graphical user interfaces (GUIs) has relied on text-based representations (derived from HTML or other structured data sources), which are not always readily available. These input representations have been often coupled with custom, task-specific action spaces. This paper focuses on creating agents that interact with the digital world using the same conceptual interface that humans commonly use -- via pixel-based screenshots and a generic action space corresponding to keyboard and mouse actions. Building upon recent progress in pixel-based pretraining, we show, for the first time, that it is possible for such agents to outperform human crowdworkers on the MiniWob++ benchmark of GUI-based instruction following tasks.
Learning Interactive Real-World Simulators
Generative models trained on internet data have revolutionized how text, image, and video content can be created. Perhaps the next milestone for generative models is to simulate realistic experience in response to actions taken by humans, robots, and other interactive agents. Applications of a real-world simulator range from controllable content creation in games and movies, to training embodied agents purely in simulation that can be directly deployed in the real world. We explore the possibility of learning a universal simulator (UniSim) of real-world interaction through generative modeling. We first make the important observation that natural datasets available for learning a real-world simulator are often rich along different axes (e.g., abundant objects in image data, densely sampled actions in robotics data, and diverse movements in navigation data). With careful orchestration of diverse datasets, each providing a different aspect of the overall experience, UniSim can emulate how humans and agents interact with the world by simulating the visual outcome of both high-level instructions such as "open the drawer" and low-level controls such as "move by x, y" from otherwise static scenes and objects. There are numerous use cases for such a real-world simulator. As an example, we use UniSim to train both high-level vision-language planners and low-level reinforcement learning policies, each of which exhibit zero-shot real-world transfer after training purely in a learned real-world simulator. We also show that other types of intelligence such as video captioning models can benefit from training with simulated experience in UniSim, opening up even wider applications. Video demos can be found at https://universal-simulator.github.io.
Can LLMs Simulate Personas with Reversed Performance? A Benchmark for Counterfactual Instruction Following
Large Language Models (LLMs) are now increasingly widely used to simulate personas in virtual environments, leveraging their instruction-following capability. However, we discovered that even state-of-the-art LLMs cannot simulate personas with reversed performance (e.g., student personas with low proficiency in educational settings), which impairs the simulation diversity and limits the practical applications of the simulated environments. In this work, using mathematical reasoning as a representative scenario, we propose the first benchmark dataset for evaluating LLMs on simulating personas with reversed performance, a capability that we dub "counterfactual instruction following". We evaluate both open-weight and closed-source LLMs on this task and find that LLMs, including the OpenAI o1 reasoning model, all struggle to follow counterfactual instructions for simulating reversedly performing personas. Intersectionally simulating both the performance level and the race population of a persona worsens the effect even further. These results highlight the challenges of counterfactual instruction following and the need for further research.
Building reliable sim driving agents by scaling self-play
Simulation agents are essential for designing and testing systems that interact with humans, such as autonomous vehicles (AVs). These agents serve various purposes, from benchmarking AV performance to stress-testing the system's limits, but all use cases share a key requirement: reliability. A simulation agent should behave as intended by the designer, minimizing unintended actions like collisions that can compromise the signal-to-noise ratio of analyses. As a foundation for reliable sim agents, we propose scaling self-play to thousands of scenarios on the Waymo Open Motion Dataset under semi-realistic limits on human perception and control. Training from scratch on a single GPU, our agents nearly solve the full training set within a day. They generalize effectively to unseen test scenes, achieving a 99.8% goal completion rate with less than 0.8% combined collision and off-road incidents across 10,000 held-out scenarios. Beyond in-distribution generalization, our agents show partial robustness to out-of-distribution scenes and can be fine-tuned in minutes to reach near-perfect performance in those cases. Demonstrations of agent behaviors can be found at this link. We open-source both the pre-trained agents and the complete code base. Demonstrations of agent behaviors can be found at https://sites.google.com/view/reliable-sim-agents.
TextWorldExpress: Simulating Text Games at One Million Steps Per Second
Text-based games offer a challenging test bed to evaluate virtual agents at language understanding, multi-step problem-solving, and common-sense reasoning. However, speed is a major limitation of current text-based games, capping at 300 steps per second, mainly due to the use of legacy tooling. In this work we present TextWorldExpress, a high-performance simulator that includes implementations of three common text game benchmarks that increases simulation throughput by approximately three orders of magnitude, reaching over one million steps per second on common desktop hardware. This significantly reduces experiment runtime, enabling billion-step-scale experiments in about one day.
Physics-based Motion Retargeting from Sparse Inputs
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.
SimsChat: A Customisable Persona-Driven Role-Playing Agent
Large Language Models (LLMs) possess the remarkable capability to understand human instructions and generate high-quality text, enabling them to act as agents that simulate human behaviours. This capability allows LLMs to emulate human beings in a more advanced manner, beyond merely replicating simple human behaviours. However, there is a lack of exploring into leveraging LLMs to craft characters from several aspects. In this work, we introduce the Customisable Conversation Agent Framework, which employs LLMs to simulate real-world characters that can be freely customised according to different user preferences. The customisable framework is helpful for designing customisable characters and role-playing agents according to human's preferences. We first propose the SimsConv dataset, which comprises 68 different customised characters, 1,360 multi-turn role-playing dialogues, and encompasses 13,971 interaction dialogues in total. The characters are created from several real-world elements, such as career, aspiration, trait, and skill. Building on these foundations, we present SimsChat, a freely customisable role-playing agent. It incorporates different real-world scenes and topic-specific character interaction dialogues, simulating characters' life experiences in various scenarios and topic-specific interactions with specific emotions. Experimental results show that our proposed framework achieves desirable performance and provides helpful guideline for building better simulacra of human beings in the future. Our data and code are available at https://github.com/Bernard-Yang/SimsChat.
A Survey of Robotic Navigation and Manipulation with Physics Simulators in the Era of Embodied AI
Navigation and manipulation are core capabilities in Embodied AI, yet training agents with these capabilities in the real world faces high costs and time complexity. Therefore, sim-to-real transfer has emerged as a key approach, yet the sim-to-real gap persists. This survey examines how physics simulators address this gap by analyzing their properties overlooked in previous surveys. We also analyze their features for navigation and manipulation tasks, along with hardware requirements. Additionally, we offer a resource with benchmark datasets, metrics, simulation platforms, and cutting-edge methods-such as world models and geometric equivariance-to help researchers select suitable tools while accounting for hardware constraints.
The Matrix: Infinite-Horizon World Generation with Real-Time Moving Control
We present The Matrix, the first foundational realistic world simulator capable of generating continuous 720p high-fidelity real-scene video streams with real-time, responsive control in both first- and third-person perspectives, enabling immersive exploration of richly dynamic environments. Trained on limited supervised data from AAA games like Forza Horizon 5 and Cyberpunk 2077, complemented by large-scale unsupervised footage from real-world settings like Tokyo streets, The Matrix allows users to traverse diverse terrains -- deserts, grasslands, water bodies, and urban landscapes -- in continuous, uncut hour-long sequences. Operating at 16 FPS, the system supports real-time interactivity and demonstrates zero-shot generalization, translating virtual game environments to real-world contexts where collecting continuous movement data is often infeasible. For example, The Matrix can simulate a BMW X3 driving through an office setting--an environment present in neither gaming data nor real-world sources. This approach showcases the potential of AAA game data to advance robust world models, bridging the gap between simulations and real-world applications in scenarios with limited data.
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script Generation
Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.
Aerial Gym Simulator: A Framework for Highly Parallelized Simulation of Aerial Robots
This paper contributes the Aerial Gym Simulator, a highly parallelized, modular framework for simulation and rendering of arbitrary multirotor platforms based on NVIDIA Isaac Gym. Aerial Gym supports the simulation of under-, fully- and over-actuated multirotors offering parallelized geometric controllers, alongside a custom GPU-accelerated rendering framework for ray-casting capable of capturing depth, segmentation and vertex-level annotations from the environment. Multiple examples for key tasks, such as depth-based navigation through reinforcement learning are provided. The comprehensive set of tools developed within the framework makes it a powerful resource for research on learning for control, planning, and navigation using state information as well as exteroceptive sensor observations. Extensive simulation studies are conducted and successful sim2real transfer of trained policies is demonstrated. The Aerial Gym Simulator is open-sourced at: https://github.com/ntnu-arl/aerial_gym_simulator.
CitySim: Modeling Urban Behaviors and City Dynamics with Large-Scale LLM-Driven Agent Simulation
Modeling human behavior in urban environments is fundamental for social science, behavioral studies, and urban planning. Prior work often rely on rigid, hand-crafted rules, limiting their ability to simulate nuanced intentions, plans, and adaptive behaviors. Addressing these challenges, we envision an urban simulator (CitySim), capitalizing on breakthroughs in human-level intelligence exhibited by large language models. In CitySim, agents generate realistic daily schedules using a recursive value-driven approach that balances mandatory activities, personal habits, and situational factors. To enable long-term, lifelike simulations, we endow agents with beliefs, long-term goals, and spatial memory for navigation. CitySim exhibits closer alignment with real humans than prior work, both at micro and macro levels. Additionally, we conduct insightful experiments by modeling tens of thousands of agents and evaluating their collective behaviors under various real-world scenarios, including estimating crowd density, predicting place popularity, and assessing well-being. Our results highlight CitySim as a scalable, flexible testbed for understanding and forecasting urban phenomena.
EgoSim: An Egocentric Multi-view Simulator and Real Dataset for Body-worn Cameras during Motion and Activity
Research on egocentric tasks in computer vision has mostly focused on head-mounted cameras, such as fisheye cameras or embedded cameras inside immersive headsets. We argue that the increasing miniaturization of optical sensors will lead to the prolific integration of cameras into many more body-worn devices at various locations. This will bring fresh perspectives to established tasks in computer vision and benefit key areas such as human motion tracking, body pose estimation, or action recognition -- particularly for the lower body, which is typically occluded. In this paper, we introduce EgoSim, a novel simulator of body-worn cameras that generates realistic egocentric renderings from multiple perspectives across a wearer's body. A key feature of EgoSim is its use of real motion capture data to render motion artifacts, which are especially noticeable with arm- or leg-worn cameras. In addition, we introduce MultiEgoView, a dataset of egocentric footage from six body-worn cameras and ground-truth full-body 3D poses during several activities: 119 hours of data are derived from AMASS motion sequences in four high-fidelity virtual environments, which we augment with 5 hours of real-world motion data from 13 participants using six GoPro cameras and 3D body pose references from an Xsens motion capture suit. We demonstrate EgoSim's effectiveness by training an end-to-end video-only 3D pose estimation network. Analyzing its domain gap, we show that our dataset and simulator substantially aid training for inference on real-world data. EgoSim code & MultiEgoView dataset: https://siplab.org/projects/EgoSim
GUI Agents: A Survey
Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems or software applications via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.
VR-GPT: Visual Language Model for Intelligent Virtual Reality Applications
The advent of immersive Virtual Reality applications has transformed various domains, yet their integration with advanced artificial intelligence technologies like Visual Language Models remains underexplored. This study introduces a pioneering approach utilizing VLMs within VR environments to enhance user interaction and task efficiency. Leveraging the Unity engine and a custom-developed VLM, our system facilitates real-time, intuitive user interactions through natural language processing, without relying on visual text instructions. The incorporation of speech-to-text and text-to-speech technologies allows for seamless communication between the user and the VLM, enabling the system to guide users through complex tasks effectively. Preliminary experimental results indicate that utilizing VLMs not only reduces task completion times but also improves user comfort and task engagement compared to traditional VR interaction methods.
Unity: A General Platform for Intelligent Agents
Recent advances in artificial intelligence have been driven by the presence of increasingly realistic and complex simulated environments. However, many of the existing environments provide either unrealistic visuals, inaccurate physics, low task complexity, restricted agent perspective, or a limited capacity for interaction among artificial agents. Furthermore, many platforms lack the ability to flexibly configure the simulation, making the simulated environment a black-box from the perspective of the learning system. In this work, we propose a novel taxonomy of existing simulation platforms and discuss the highest level class of general platforms which enable the development of learning environments that are rich in visual, physical, task, and social complexity. We argue that modern game engines are uniquely suited to act as general platforms and as a case study examine the Unity engine and open source Unity ML-Agents Toolkit. We then survey the research enabled by Unity and the Unity ML-Agents Toolkit, discussing the kinds of research a flexible, interactive and easily configurable general platform can facilitate.
RoboVerse: Towards a Unified Platform, Dataset and Benchmark for Scalable and Generalizable Robot Learning
Data scaling and standardized evaluation benchmarks have driven significant advances in natural language processing and computer vision. However, robotics faces unique challenges in scaling data and establishing evaluation protocols. Collecting real-world data is resource-intensive and inefficient, while benchmarking in real-world scenarios remains highly complex. Synthetic data and simulation offer promising alternatives, yet existing efforts often fall short in data quality, diversity, and benchmark standardization. To address these challenges, we introduce RoboVerse, a comprehensive framework comprising a simulation platform, a synthetic dataset, and unified benchmarks. Our simulation platform supports multiple simulators and robotic embodiments, enabling seamless transitions between different environments. The synthetic dataset, featuring high-fidelity physics and photorealistic rendering, is constructed through multiple approaches. Additionally, we propose unified benchmarks for imitation learning and reinforcement learning, enabling evaluation across different levels of generalization. At the core of the simulation platform is MetaSim, an infrastructure that abstracts diverse simulation environments into a universal interface. It restructures existing simulation environments into a simulator-agnostic configuration system, as well as an API aligning different simulator functionalities, such as launching simulation environments, loading assets with initial states, stepping the physics engine, etc. This abstraction ensures interoperability and extensibility. Comprehensive experiments demonstrate that RoboVerse enhances the performance of imitation learning, reinforcement learning, world model learning, and sim-to-real transfer. These results validate the reliability of our dataset and benchmarks, establishing RoboVerse as a robust solution for advancing robot learning.
UserBench: An Interactive Gym Environment for User-Centric Agents
Large Language Models (LLMs)-based agents have made impressive progress in reasoning and tool use, enabling them to solve complex tasks. However, their ability to proactively collaborate with users, especially when goals are vague, evolving, or indirectly expressed, remains underexplored. To address this gap, we introduce UserBench, a user-centric benchmark designed to evaluate agents in multi-turn, preference-driven interactions. UserBench features simulated users who start with underspecified goals and reveal preferences incrementally, requiring agents to proactively clarify intent and make grounded decisions with tools. Our evaluation of leading open- and closed-source LLMs reveals a significant disconnect between task completion and user alignment. For instance, models provide answers that fully align with all user intents only 20% of the time on average, and even the most advanced models uncover fewer than 30% of all user preferences through active interaction. These results highlight the challenges of building agents that are not just capable task executors, but true collaborative partners. UserBench offers an interactive environment to measure and advance this critical capability.
AgentTrek: Agent Trajectory Synthesis via Guiding Replay with Web Tutorials
Graphical User Interface (GUI) agents hold great potential for automating complex tasks across diverse digital environments, from web applications to desktop software. However, the development of such agents is hindered by the lack of high-quality, multi-step trajectory data required for effective training. Existing approaches rely on expensive and labor-intensive human annotation, making them unsustainable at scale. To address this challenge, we propose AgentTrek, a scalable data synthesis pipeline that generates high-quality GUI agent trajectories by leveraging web tutorials. Our method automatically gathers tutorial-like texts from the internet, transforms them into task goals with step-by-step instructions, and employs a visual-language model agent to simulate their execution in a real digital environment. A VLM-based evaluator ensures the correctness of the generated trajectories. We demonstrate that training GUI agents with these synthesized trajectories significantly improves their grounding and planning performance over the current models. Moreover, our approach is more cost-efficient compared to traditional human annotation methods. This work underscores the potential of guided replay with web tutorials as a viable strategy for large-scale GUI agent training, paving the way for more capable and autonomous digital agents.
ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies
Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models
We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal training data is scarce, or where the design goal requires the synthesis of internal dynamics, intuitive analysis, or advanced interactivity. Our framework relies on text interaction and the Unity game engine. By incorporating techniques for scene understanding, task planning, self-debugging, and memory management, LLMR outperforms the standard GPT-4 by 4x in average error rate. We demonstrate LLMR's cross-platform interoperability with several example worlds, and evaluate it on a variety of creation and modification tasks to show that it can produce and edit diverse objects, tools, and scenes. Finally, we conducted a usability study (N=11) with a diverse set that revealed participants had positive experiences with the system and would use it again.
NarrativePlay: Interactive Narrative Understanding
In this paper, we introduce NarrativePlay, a novel system that allows users to role-play a fictional character and interact with other characters in narratives such as novels in an immersive environment. We leverage Large Language Models (LLMs) to generate human-like responses, guided by personality traits extracted from narratives. The system incorporates auto-generated visual display of narrative settings, character portraits, and character speech, greatly enhancing user experience. Our approach eschews predefined sandboxes, focusing instead on main storyline events extracted from narratives from the perspective of a user-selected character. NarrativePlay has been evaluated on two types of narratives, detective and adventure stories, where users can either explore the world or improve their favorability with the narrative characters through conversations.
Immersed in my Ideas: Using Virtual Reality and Multimodal Interactions to Visualize Users' Ideas and Thoughts
This paper introduces VIVRA (Voice Interactive Virtual Reality Annotation), a VR application combining multimodal interaction with large language models (LLMs) to transform users' ideas into interactive 3D visualizations. VIVRA converts verbalized thoughts into "idea balloons" that summarize and expand on detected topics by an LLM. VIVRA allows users to verbalize their thoughts in real time or record their ideas to display the topics later. We evaluated the effectiveness of VIVRA in an exploratory study with 29 participants and a user study with 10 participants. Our results show that VIVRA enhanced users' ability to reflect on and develop ideas, achieving high levels of satisfaction, usability, and engagement. Participants valued VIVRA as a reflective tool for exploring personal thoughts and ideas. We discuss the potential advantages and uses of this application, highlighting the potential of combining immersive technologies with LLMs to create powerful ideation and reflection tools.
TinyTroupe: An LLM-powered Multiagent Persona Simulation Toolkit
Recent advances in Large Language Models (LLM) have led to a new class of autonomous agents, renewing and expanding interest in the area. LLM-powered Multiagent Systems (MAS) have thus emerged, both for assistive and simulation purposes, yet tools for realistic human behavior simulation -- with its distinctive challenges and opportunities -- remain underdeveloped. Existing MAS libraries and tools lack fine-grained persona specifications, population sampling facilities, experimentation support, and integrated validation, among other key capabilities, limiting their utility for behavioral studies, social simulation, and related applications. To address these deficiencies, in this work we introduce TinyTroupe, a simulation toolkit enabling detailed persona definitions (e.g., nationality, age, occupation, personality, beliefs, behaviors) and programmatic control via numerous LLM-driven mechanisms. This allows for the concise formulation of behavioral problems of practical interest, either at the individual or group level, and provides effective means for their solution. TinyTroupe's components are presented using representative working examples, such as brainstorming and market research sessions, thereby simultaneously clarifying their purpose and demonstrating their usefulness. Quantitative and qualitative evaluations of selected aspects are also provided, highlighting possibilities, limitations, and trade-offs. The approach, though realized as a specific Python implementation, is meant as a novel conceptual contribution, which can be partially or fully incorporated in other contexts. The library is available as open source at https://github.com/microsoft/tinytroupe.
Learning 3D Particle-based Simulators from RGB-D Videos
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
Agent S: An Open Agentic Framework that Uses Computers Like a Human
We present Agent S, an open agentic framework that enables autonomous interaction with computers through a Graphical User Interface (GUI), aimed at transforming human-computer interaction by automating complex, multi-step tasks. Agent S aims to address three key challenges in automating computer tasks: acquiring domain-specific knowledge, planning over long task horizons, and handling dynamic, non-uniform interfaces. To this end, Agent S introduces experience-augmented hierarchical planning, which learns from external knowledge search and internal experience retrieval at multiple levels, facilitating efficient task planning and subtask execution. In addition, it employs an Agent-Computer Interface (ACI) to better elicit the reasoning and control capabilities of GUI agents based on Multimodal Large Language Models (MLLMs). Evaluation on the OSWorld benchmark shows that Agent S outperforms the baseline by 9.37% on success rate (an 83.6% relative improvement) and achieves a new state-of-the-art. Comprehensive analysis highlights the effectiveness of individual components and provides insights for future improvements. Furthermore, Agent S demonstrates broad generalizability to different operating systems on a newly-released WindowsAgentArena benchmark. Code available at https://github.com/simular-ai/Agent-S.
DISCOVERSE: Efficient Robot Simulation in Complex High-Fidelity Environments
We present the first unified, modular, open-source 3DGS-based simulation framework for Real2Sim2Real robot learning. It features a holistic Real2Sim pipeline that synthesizes hyper-realistic geometry and appearance of complex real-world scenarios, paving the way for analyzing and bridging the Sim2Real gap. Powered by Gaussian Splatting and MuJoCo, Discoverse enables massively parallel simulation of multiple sensor modalities and accurate physics, with inclusive supports for existing 3D assets, robot models, and ROS plugins, empowering large-scale robot learning and complex robotic benchmarks. Through extensive experiments on imitation learning, Discoverse demonstrates state-of-the-art zero-shot Sim2Real transfer performance compared to existing simulators. For code and demos: https://air-discoverse.github.io/.
Benchmarking the Sim-to-Real Gap in Cloth Manipulation
Realistic physics engines play a crucial role for learning to manipulate deformable objects such as garments in simulation. By doing so, researchers can circumvent challenges such as sensing the deformation of the object in the realworld. In spite of the extensive use of simulations for this task, few works have evaluated the reality gap between deformable object simulators and real-world data. We present a benchmark dataset to evaluate the sim-to-real gap in cloth manipulation. The dataset is collected by performing a dynamic as well as a quasi-static cloth manipulation task involving contact with a rigid table. We use the dataset to evaluate the reality gap, computational time, and simulation stability of four popular deformable object simulators: MuJoCo, Bullet, Flex, and SOFA. Additionally, we discuss the benefits and drawbacks of each simulator. The benchmark dataset is open-source. Supplementary material, videos, and code, can be found at https://sites.google.com/view/cloth-sim2real-benchmark.
CGMI: Configurable General Multi-Agent Interaction Framework
Benefiting from the powerful capabilities of large language models (LLMs), agents based on LLMs have shown the potential to address domain-specific tasks and emulate human behaviors. However, the content generated by these agents remains somewhat superficial, owing to their limited domain expertise and the absence of an effective cognitive architecture. To address this, we present the Configurable General Multi-Agent Interaction (CGMI) framework, designed to replicate human interactions in real-world scenarios. Specifically, we propose a tree-structured methodology for the assignment, detection, and maintenance of agent personality. Additionally, we designed a cognitive architecture equipped with a skill library based on the ACT* model, which contains memory, reflection, and planning modules. We have also integrated general agents to augment the virtual environment's realism. Using the CGMI framework, we simulated numerous classroom interactions between teacher and students. The experiments indicate that aspects such as the teaching methodology, curriculum, and student performance closely mirror real classroom settings. We will open source our work.
Instruction-aware User Embedding via Synergistic Language and Representation Modeling
User representation modeling has become increasingly crucial for personalized applications, yet existing approaches struggle with generalizability across domains and sensitivity to noisy behavioral signals. We present InstructUE, an instruction-aware user embedding foundation model that leverages large language models (LLMs) to generate general and instruction-aware user representations. InstructUE introduces a multi-encoder architecture with a lightweight adapter that efficiently processes heterogeneous data from six different sources while preserving their structural characteristics. Additionally, it proposes a novel contrastive-autoregressive training framework that bridges language and representation spaces through a curated UserQA dataset. The contrastive-autoregressive training framework simultaneously leverages autoregressive learning to capture domain knowledge in language space and contrastive learning to align user-text embeddings in representation space, thereby enhancing the instruction-awareness and noise-robustness of user embeddings. Through extensive experiments on real-world applications, we demonstrate that InstructUE significantly outperforms existing methods across multiple domains including user prediction, marketing, and recommendation scenarios. Our results show that instruction-aware user modeling can effectively achieve instruction-guided denoising of user information in specific scenarios, paving the way for more generalizable and robust user representation learning.
Enabling hand gesture customization on wrist-worn devices
We present a framework for gesture customization requiring minimal examples from users, all without degrading the performance of existing gesture sets. To achieve this, we first deployed a large-scale study (N=500+) to collect data and train an accelerometer-gyroscope recognition model with a cross-user accuracy of 95.7% and a false-positive rate of 0.6 per hour when tested on everyday non-gesture data. Next, we design a few-shot learning framework which derives a lightweight model from our pre-trained model, enabling knowledge transfer without performance degradation. We validate our approach through a user study (N=20) examining on-device customization from 12 new gestures, resulting in an average accuracy of 55.3%, 83.1%, and 87.2% on using one, three, or five shots when adding a new gesture, while maintaining the same recognition accuracy and false-positive rate from the pre-existing gesture set. We further evaluate the usability of our real-time implementation with a user experience study (N=20). Our results highlight the effectiveness, learnability, and usability of our customization framework. Our approach paves the way for a future where users are no longer bound to pre-existing gestures, freeing them to creatively introduce new gestures tailored to their preferences and abilities.
OPeRA: A Dataset of Observation, Persona, Rationale, and Action for Evaluating LLMs on Human Online Shopping Behavior Simulation
Can large language models (LLMs) accurately simulate the next web action of a specific user? While LLMs have shown promising capabilities in generating ``believable'' human behaviors, evaluating their ability to mimic real user behaviors remains an open challenge, largely due to the lack of high-quality, publicly available datasets that capture both the observable actions and the internal reasoning of an actual human user. To address this gap, we introduce OPERA, a novel dataset of Observation, Persona, Rationale, and Action collected from real human participants during online shopping sessions. OPERA is the first public dataset that comprehensively captures: user personas, browser observations, fine-grained web actions, and self-reported just-in-time rationales. We developed both an online questionnaire and a custom browser plugin to gather this dataset with high fidelity. Using OPERA, we establish the first benchmark to evaluate how well current LLMs can predict a specific user's next action and rationale with a given persona and <observation, action, rationale> history. This dataset lays the groundwork for future research into LLM agents that aim to act as personalized digital twins for human.
Lexi: Self-Supervised Learning of the UI Language
Humans can learn to operate the user interface (UI) of an application by reading an instruction manual or how-to guide. Along with text, these resources include visual content such as UI screenshots and images of application icons referenced in the text. We explore how to leverage this data to learn generic visio-linguistic representations of UI screens and their components. These representations are useful in many real applications, such as accessibility, voice navigation, and task automation. Prior UI representation models rely on UI metadata (UI trees and accessibility labels), which is often missing, incompletely defined, or not accessible. We avoid such a dependency, and propose Lexi, a pre-trained vision and language model designed to handle the unique features of UI screens, including their text richness and context sensitivity. To train Lexi we curate the UICaption dataset consisting of 114k UI images paired with descriptions of their functionality. We evaluate Lexi on four tasks: UI action entailment, instruction-based UI image retrieval, grounding referring expressions, and UI entity recognition.
VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to address this need, we introduce `VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres. For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We continuously expand VR.net and envision its next version offering 10X more data than the current form. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.
Creating General User Models from Computer Use
Human-computer interaction has long imagined technology that understands us-from our preferences and habits, to the timing and purpose of our everyday actions. Yet current user models remain fragmented, narrowly tailored to specific apps, and incapable of the flexible reasoning required to fulfill these visions. This paper presents an architecture for a general user model (GUM) that learns about you by observing any interaction you have with your computer. The GUM takes as input any unstructured observation of a user (e.g., device screenshots) and constructs confidence-weighted propositions that capture that user knowledge and preferences. GUMs can infer that a user is preparing for a wedding they're attending from messages with a friend. Or recognize that a user is struggling with a collaborator's feedback on a draft by observing multiple stalled edits and a switch to reading related work. GUMs introduce an architecture that infers new propositions about a user from multimodal observations, retrieves related propositions for context, and continuously revises existing propositions. To illustrate the breadth of applications that GUMs enable, we demonstrate how they augment chat-based assistants with context, manage OS notifications to selectively surface important information, and enable interactive agents that adapt to preferences across apps. We also instantiate proactive assistants (GUMBOs) that discover and execute useful suggestions on a user's behalf using their GUM. In our evaluations, we find that GUMs make calibrated and accurate inferences about users, and that assistants built on GUMs proactively identify and perform actions that users wouldn't think to request explicitly. Altogether, GUMs introduce methods that leverage multimodal models to understand unstructured context, enabling long-standing visions of HCI and entirely new interactive systems that anticipate user needs.
Re^3Sim: Generating High-Fidelity Simulation Data via 3D-Photorealistic Real-to-Sim for Robotic Manipulation
Real-world data collection for robotics is costly and resource-intensive, requiring skilled operators and expensive hardware. Simulations offer a scalable alternative but often fail to achieve sim-to-real generalization due to geometric and visual gaps. To address these challenges, we propose a 3D-photorealistic real-to-sim system, namely, RE^3SIM, addressing geometric and visual sim-to-real gaps. RE^3SIM employs advanced 3D reconstruction and neural rendering techniques to faithfully recreate real-world scenarios, enabling real-time rendering of simulated cross-view cameras within a physics-based simulator. By utilizing privileged information to collect expert demonstrations efficiently in simulation, and train robot policies with imitation learning, we validate the effectiveness of the real-to-sim-to-real pipeline across various manipulation task scenarios. Notably, with only simulated data, we can achieve zero-shot sim-to-real transfer with an average success rate exceeding 58%. To push the limit of real-to-sim, we further generate a large-scale simulation dataset, demonstrating how a robust policy can be built from simulation data that generalizes across various objects. Codes and demos are available at: http://xshenhan.github.io/Re3Sim/.
Mazed and Confused: A Dataset of Cybersickness, Working Memory, Mental Load, Physical Load, and Attention During a Real Walking Task in VR
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities. However, the relationship between cognitive activities, physical activities, and familiar feelings of cybersickness is not well understood and thus can be unpredictable for developers. Researchers have previously provided labeled datasets for predicting cybersickness while users are stationary, but there have been few labeled datasets on cybersickness while users are physically walking. Thus, from 39 participants, we collected head orientation, head position, eye tracking, images, physiological readings from external sensors, and the self-reported cybersickness severity, physical load, and mental load in VR. Throughout the data collection, participants navigated mazes via real walking and performed tasks challenging their attention and working memory. To demonstrate the dataset's utility, we conducted a case study of training classifiers in which we achieved 95% accuracy for cybersickness severity classification. The noteworthy performance of the straightforward classifiers makes this dataset ideal for future researchers to develop cybersickness detection and reduction models. To better understand the features that helped with classification, we performed SHAP(SHapley Additive exPlanations) analysis, highlighting the importance of eye tracking and physiological measures for cybersickness prediction while walking. This open dataset can allow future researchers to study the connection between cybersickness and cognitive loads and develop prediction models. This dataset will empower future VR developers to design efficient and effective Virtual Environments by improving cognitive load management and minimizing cybersickness.
From Virtual Games to Real-World Play
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
Language Conditioned Traffic Generation
Simulation forms the backbone of modern self-driving development. Simulators help develop, test, and improve driving systems without putting humans, vehicles, or their environment at risk. However, simulators face a major challenge: They rely on realistic, scalable, yet interesting content. While recent advances in rendering and scene reconstruction make great strides in creating static scene assets, modeling their layout, dynamics, and behaviors remains challenging. In this work, we turn to language as a source of supervision for dynamic traffic scene generation. Our model, LCTGen, combines a large language model with a transformer-based decoder architecture that selects likely map locations from a dataset of maps, and produces an initial traffic distribution, as well as the dynamics of each vehicle. LCTGen outperforms prior work in both unconditional and conditional traffic scene generation in terms of realism and fidelity. Code and video will be available at https://ariostgx.github.io/lctgen.
PATIENT-Ψ: Using Large Language Models to Simulate Patients for Training Mental Health Professionals
Mental illness remains one of the most critical public health issues. Despite its importance, many mental health professionals highlight a disconnect between their training and actual real-world patient practice. To help bridge this gap, we propose PATIENT-{\Psi}, a novel patient simulation framework for cognitive behavior therapy (CBT) training. To build PATIENT-{\Psi}, we construct diverse patient cognitive models based on CBT principles and use large language models (LLMs) programmed with these cognitive models to act as a simulated therapy patient. We propose an interactive training scheme, PATIENT-{\Psi}-TRAINER, for mental health trainees to practice a key skill in CBT -- formulating the cognitive model of the patient -- through role-playing a therapy session with PATIENT-{\Psi}. To evaluate PATIENT-{\Psi}, we conducted a comprehensive user study of 13 mental health trainees and 20 experts. The results demonstrate that practice using PATIENT-{\Psi}-TRAINER enhances the perceived skill acquisition and confidence of the trainees beyond existing forms of training such as textbooks, videos, and role-play with non-patients. Based on the experts' perceptions, PATIENT-{\Psi} is perceived to be closer to real patient interactions than GPT-4, and PATIENT-{\Psi}-TRAINER holds strong promise to improve trainee competencies. Our code and data are released at https://github.com/ruiyiw/patient-psi.
Help, Anna! Visual Navigation with Natural Multimodal Assistance via Retrospective Curiosity-Encouraging Imitation Learning
Mobile agents that can leverage help from humans can potentially accomplish more complex tasks than they could entirely on their own. We develop "Help, Anna!" (HANNA), an interactive photo-realistic simulator in which an agent fulfills object-finding tasks by requesting and interpreting natural language-and-vision assistance. An agent solving tasks in a HANNA environment can leverage simulated human assistants, called ANNA (Automatic Natural Navigation Assistants), which, upon request, provide natural language and visual instructions to direct the agent towards the goals. To address the HANNA problem, we develop a memory-augmented neural agent that hierarchically models multiple levels of decision-making, and an imitation learning algorithm that teaches the agent to avoid repeating past mistakes while simultaneously predicting its own chances of making future progress. Empirically, our approach is able to ask for help more effectively than competitive baselines and, thus, attains higher task success rate on both previously seen and previously unseen environments. We publicly release code and data at https://github.com/khanhptnk/hanna . A video demo is available at https://youtu.be/18P94aaaLKg .
FlightForge: Advancing UAV Research with Procedural Generation of High-Fidelity Simulation and Integrated Autonomy
Robotic simulators play a crucial role in the development and testing of autonomous systems, particularly in the realm of Uncrewed Aerial Vehicles (UAV). However, existing simulators often lack high-level autonomy, hindering their immediate applicability to complex tasks such as autonomous navigation in unknown environments. This limitation stems from the challenge of integrating realistic physics, photorealistic rendering, and diverse sensor modalities into a single simulation environment. At the same time, the existing photorealistic UAV simulators use mostly hand-crafted environments with limited environment sizes, which prevents the testing of long-range missions. This restricts the usage of existing simulators to only low-level tasks such as control and collision avoidance. To this end, we propose the novel FlightForge UAV open-source simulator. FlightForge offers advanced rendering capabilities, diverse control modalities, and, foremost, procedural generation of environments. Moreover, the simulator is already integrated with a fully autonomous UAV system capable of long-range flights in cluttered unknown environments. The key innovation lies in novel procedural environment generation and seamless integration of high-level autonomy into the simulation environment. Experimental results demonstrate superior sensor rendering capability compared to existing simulators, and also the ability of autonomous navigation in almost infinite environments.
MM-Conv: A Multi-modal Conversational Dataset for Virtual Humans
In this paper, we present a novel dataset captured using a VR headset to record conversations between participants within a physics simulator (AI2-THOR). Our primary objective is to extend the field of co-speech gesture generation by incorporating rich contextual information within referential settings. Participants engaged in various conversational scenarios, all based on referential communication tasks. The dataset provides a rich set of multimodal recordings such as motion capture, speech, gaze, and scene graphs. This comprehensive dataset aims to enhance the understanding and development of gesture generation models in 3D scenes by providing diverse and contextually rich data.
Dynamics as Prompts: In-Context Learning for Sim-to-Real System Identifications
Sim-to-real transfer remains a significant challenge in robotics due to the discrepancies between simulated and real-world dynamics. Traditional methods like Domain Randomization often fail to capture fine-grained dynamics, limiting their effectiveness for precise control tasks. In this work, we propose a novel approach that dynamically adjusts simulation environment parameters online using in-context learning. By leveraging past interaction histories as context, our method adapts the simulation environment dynamics to real-world dynamics without requiring gradient updates, resulting in faster and more accurate alignment between simulated and real-world performance. We validate our approach across two tasks: object scooping and table air hockey. In the sim-to-sim evaluations, our method significantly outperforms the baselines on environment parameter estimation by 80% and 42% in the object scooping and table air hockey setups, respectively. Furthermore, our method achieves at least 70% success rate in sim-to-real transfer on object scooping across three different objects. By incorporating historical interaction data, our approach delivers efficient and smooth system identification, advancing the deployment of robots in dynamic real-world scenarios. Demos are available on our project page: https://sim2real-capture.github.io/
Don't Trust Generative Agents to Mimic Communication on Social Networks Unless You Benchmarked their Empirical Realism
The ability of Large Language Models (LLMs) to mimic human behavior triggered a plethora of computational social science research, assuming that empirical studies of humans can be conducted with AI agents instead. Since there have been conflicting research findings on whether and when this hypothesis holds, there is a need to better understand the differences in their experimental designs. We focus on replicating the behavior of social network users with the use of LLMs for the analysis of communication on social networks. First, we provide a formal framework for the simulation of social networks, before focusing on the sub-task of imitating user communication. We empirically test different approaches to imitate user behavior on X in English and German. Our findings suggest that social simulations should be validated by their empirical realism measured in the setting in which the simulation components were fitted. With this paper, we argue for more rigor when applying generative-agent-based modeling for social simulation.
NeuroNCAP: Photorealistic Closed-loop Safety Testing for Autonomous Driving
We present a versatile NeRF-based simulator for testing autonomous driving (AD) software systems, designed with a focus on sensor-realistic closed-loop evaluation and the creation of safety-critical scenarios. The simulator learns from sequences of real-world driving sensor data and enables reconfigurations and renderings of new, unseen scenarios. In this work, we use our simulator to test the responses of AD models to safety-critical scenarios inspired by the European New Car Assessment Programme (Euro NCAP). Our evaluation reveals that, while state-of-the-art end-to-end planners excel in nominal driving scenarios in an open-loop setting, they exhibit critical flaws when navigating our safety-critical scenarios in a closed-loop setting. This highlights the need for advancements in the safety and real-world usability of end-to-end planners. By publicly releasing our simulator and scenarios as an easy-to-run evaluation suite, we invite the research community to explore, refine, and validate their AD models in controlled, yet highly configurable and challenging sensor-realistic environments. Code and instructions can be found at https://github.com/atonderski/neuro-ncap
DialSim: A Real-Time Simulator for Evaluating Long-Term Dialogue Understanding of Conversational Agents
Recent advancements in Large Language Models (LLMs) have significantly enhanced the capabilities of conversational agents, making them applicable to various fields (e.g., education). Despite their progress, the evaluation of the agents often overlooks the complexities of real-world conversations, such as real-time interactions, multi-party dialogues, and extended contextual dependencies. To bridge this gap, we introduce DialSim, a real-time dialogue simulator. In this simulator, an agent is assigned the role of a character from popular TV shows, requiring it to respond to spontaneous questions using past dialogue information and to distinguish between known and unknown information. Key features of DialSim include evaluating the agent's ability to respond within a reasonable time limit, handling long-term multi-party dialogues, and managing adversarial settings (e.g., swap character names) to challenge the agent's reliance on pre-trained knowledge. We utilized this simulator to evaluate the latest conversational agents and analyze their limitations. Our experiments highlight both the strengths and weaknesses of these agents, providing valuable insights for future improvements in the field of conversational AI. DialSim is available at https://github.com/jiho283/Simulator.
PlayerOne: Egocentric World Simulator
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately construct the corresponding world and generate egocentric videos that are strictly aligned with the real scene human motion of the user captured by an exocentric camera. PlayerOne is trained in a coarse-to-fine pipeline that first performs pretraining on large-scale egocentric text-video pairs for coarse-level egocentric understanding, followed by finetuning on synchronous motion-video data extracted from egocentric-exocentric video datasets with our automatic construction pipeline. Besides, considering the varying importance of different components, we design a part-disentangled motion injection scheme, enabling precise control of part-level movements. In addition, we devise a joint reconstruction framework that progressively models both the 4D scene and video frames, ensuring scene consistency in the long-form video generation. Experimental results demonstrate its great generalization ability in precise control of varying human movements and worldconsistent modeling of diverse scenarios. It marks the first endeavor into egocentric real-world simulation and can pave the way for the community to delve into fresh frontiers of world modeling and its diverse applications.
Simulating Influence Dynamics with LLM Agents
This paper introduces a simulator designed for opinion dynamics researchers to model competing influences within social networks in the presence of LLM-based agents. By integrating established opinion dynamics principles with state-of-the-art LLMs, this tool enables the study of influence propagation and counter-misinformation strategies. The simulator is particularly valuable for researchers in social science, psychology, and operations research, allowing them to analyse societal phenomena without requiring extensive coding expertise. Additionally, the simulator will be openly available on GitHub, ensuring accessibility and adaptability for those who wish to extend its capabilities for their own research.
PingPong: A Benchmark for Role-Playing Language Models with User Emulation and Multi-Model Evaluation
We introduce a novel benchmark for evaluating the role-playing capabilities of language models. Our approach leverages language models themselves to emulate users in dynamic, multi-turn conversations and to assess the resulting dialogues. The framework consists of three main components: a player model assuming a specific character role, an interrogator model simulating user behavior, and a judge model evaluating conversation quality. We conducted experiments comparing automated evaluations with human annotations to validate our approach, demonstrating strong correlations across multiple criteria. This work provides a foundation for a robust and dynamic evaluation of model capabilities in interactive scenarios.
Discovering User Types: Mapping User Traits by Task-Specific Behaviors in Reinforcement Learning
When assisting human users in reinforcement learning (RL), we can represent users as RL agents and study key parameters, called user traits, to inform intervention design. We study the relationship between user behaviors (policy classes) and user traits. Given an environment, we introduce an intuitive tool for studying the breakdown of "user types": broad sets of traits that result in the same behavior. We show that seemingly different real-world environments admit the same set of user types and formalize this observation as an equivalence relation defined on environments. By transferring intervention design between environments within the same equivalence class, we can help rapidly personalize interventions.
Demonstrating Wheeled Lab: Modern Sim2Real for Low-cost, Open-source Wheeled Robotics
Simulation has been pivotal in recent robotics milestones and is poised to play a prominent role in the field's future. However, recent robotic advances often rely on expensive and high-maintenance platforms, limiting access to broader robotics audiences. This work introduces Wheeled Lab, a framework for the low-cost, open-source wheeled platforms that are already widely established in education and research. Through integration with Isaac Lab, Wheeled Lab introduces modern techniques in Sim2Real, such as domain randomization, sensor simulation, and end-to-end learning, to new user communities. To kickstart education and demonstrate the framework's capabilities, we develop three state-of-the-art policies for small-scale RC cars: controlled drifting, elevation traversal, and visual navigation, each trained in simulation and deployed in the real world. By bridging the gap between advanced Sim2Real methods and affordable, available robotics, Wheeled Lab aims to democratize access to cutting-edge tools, fostering innovation and education in a broader robotics context. The full stack, from hardware to software, is low cost and open-source.
ProPerSim: Developing Proactive and Personalized AI Assistants through User-Assistant Simulation
As large language models (LLMs) become increasingly integrated into daily life, there is growing demand for AI assistants that are not only reactive but also proactive and personalized. While recent advances have pushed forward proactivity and personalization individually, their combination remains underexplored. To bridge this gap, we introduce ProPerSim, a new task and simulation framework for developing assistants capable of making timely, personalized recommendations in realistic home scenarios. In our simulation environment, a user agent with a rich persona interacts with the assistant, providing ratings on how well each suggestion aligns with its preferences and context. The assistant's goal is to use these ratings to learn and adapt to achieve higher scores over time. Built on ProPerSim, we propose ProPerAssistant, a retrieval-augmented, preference-aligned assistant that continually learns and adapts through user feedback. Experiments across 32 diverse personas show that ProPerAssistant adapts its strategy and steadily improves user satisfaction, highlighting the promise of uniting proactivity and personalization.
SocioVerse: A World Model for Social Simulation Powered by LLM Agents and A Pool of 10 Million Real-World Users
Social simulation is transforming traditional social science research by modeling human behavior through interactions between virtual individuals and their environments. With recent advances in large language models (LLMs), this approach has shown growing potential in capturing individual differences and predicting group behaviors. However, existing methods face alignment challenges related to the environment, target users, interaction mechanisms, and behavioral patterns. To this end, we introduce SocioVerse, an LLM-agent-driven world model for social simulation. Our framework features four powerful alignment components and a user pool of 10 million real individuals. To validate its effectiveness, we conducted large-scale simulation experiments across three distinct domains: politics, news, and economics. Results demonstrate that SocioVerse can reflect large-scale population dynamics while ensuring diversity, credibility, and representativeness through standardized procedures and minimal manual adjustments.
OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments
Autonomous agents that accomplish complex computer tasks with minimal human interventions have the potential to transform human-computer interaction, significantly enhancing accessibility and productivity. However, existing benchmarks either lack an interactive environment or are limited to environments specific to certain applications or domains, failing to reflect the diverse and complex nature of real-world computer use, thereby limiting the scope of tasks and agent scalability. To address this issue, we introduce OSWorld, the first-of-its-kind scalable, real computer environment for multimodal agents, supporting task setup, execution-based evaluation, and interactive learning across various operating systems such as Ubuntu, Windows, and macOS. OSWorld can serve as a unified, integrated computer environment for assessing open-ended computer tasks that involve arbitrary applications. Building upon OSWorld, we create a benchmark of 369 computer tasks involving real web and desktop apps in open domains, OS file I/O, and workflows spanning multiple applications. Each task example is derived from real-world computer use cases and includes a detailed initial state setup configuration and a custom execution-based evaluation script for reliable, reproducible evaluation. Extensive evaluation of state-of-the-art LLM/VLM-based agents on OSWorld reveals significant deficiencies in their ability to serve as computer assistants. While humans can accomplish over 72.36% of the tasks, the best model achieves only 12.24% success, primarily struggling with GUI grounding and operational knowledge. Comprehensive analysis using OSWorld provides valuable insights for developing multimodal generalist agents that were not possible with previous benchmarks. Our code, environment, baseline models, and data are publicly available at https://os-world.github.io.
MOSAIC: Modeling Social AI for Content Dissemination and Regulation in Multi-Agent Simulations
We present a novel, open-source social network simulation framework, MOSAIC, where generative language agents predict user behaviors such as liking, sharing, and flagging content. This simulation combines LLM agents with a directed social graph to analyze emergent deception behaviors and gain a better understanding of how users determine the veracity of online social content. By constructing user representations from diverse fine-grained personas, our system enables multi-agent simulations that model content dissemination and engagement dynamics at scale. Within this framework, we evaluate three different content moderation strategies with simulated misinformation dissemination, and we find that they not only mitigate the spread of non-factual content but also increase user engagement. In addition, we analyze the trajectories of popular content in our simulations, and explore whether simulation agents' articulated reasoning for their social interactions truly aligns with their collective engagement patterns. We open-source our simulation software to encourage further research within AI and social sciences.
Fine-Grained Behavior Simulation with Role-Playing Large Language Model on Social Media
Large language models (LLMs) have demonstrated impressive capabilities in role-playing tasks. However, there is limited research on whether LLMs can accurately simulate user behavior in real-world scenarios, such as social media. This requires models to effectively analyze a user's history and simulate their role. In this paper, we introduce FineRob, a novel fine-grained behavior simulation dataset. We collect the complete behavioral history of 1,866 distinct users across three social media platforms. Each behavior is decomposed into three fine-grained elements: object, type, and content, resulting in 78.6k QA records. Based on FineRob, we identify two dominant reasoning patterns in LLMs' behavior simulation processes and propose the OM-CoT fine-tuning method to enhance the capability. Through comprehensive experiments, we conduct an in-depth analysis of key factors of behavior simulation and also demonstrate the effectiveness of OM-CoT approachCode and dataset are available at \url{https://github.com/linkseed18612254945/FineRob}
Synthesizing Diverse Human Motions in 3D Indoor Scenes
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: https://zkf1997.github.io/DIMOS.
STEVE: AStep Verification Pipeline for Computer-use Agent Training
Developing AI agents to autonomously manipulate graphical user interfaces is a long challenging task. Recent advances in data scaling law inspire us to train computer-use agents with a scaled instruction set, yet using behavior cloning to train agents still requires immense high-quality trajectories. To meet the scalability need, we designed STEVE, a step verification pipeline for computer-use agent training. First, we establish a large instruction set for computer-use agents and collect trajectory data with some suboptimal agents. GPT-4o is used to verify the correctness of each step in the trajectories based on the screens before and after the action execution, assigning each step with a binary label. Last, we adopt the Kahneman and Tversky Optimization to optimize the agent from the binary stepwise labels. Extensive experiments manifest that our agent outperforms supervised finetuning by leveraging both positive and negative actions within a trajectory. Also, STEVE enables us to train a 7B vision-language model as a computer-use agent, achieving leading performance in the challenging live desktop environment WinAgentArena with great efficiency at a reduced cost. Code and data: https://github.com/FanbinLu/STEVE.
From Persona to Personalization: A Survey on Role-Playing Language Agents
Recent advancements in large language models (LLMs) have significantly boosted the rise of Role-Playing Language Agents (RPLAs), i.e., specialized AI systems designed to simulate assigned personas. By harnessing multiple advanced abilities of LLMs, including in-context learning, instruction following, and social intelligence, RPLAs achieve a remarkable sense of human likeness and vivid role-playing performance. RPLAs can mimic a wide range of personas, ranging from historical figures and fictional characters to real-life individuals. Consequently, they have catalyzed numerous AI applications, such as emotional companions, interactive video games, personalized assistants and copilots, and digital clones. In this paper, we conduct a comprehensive survey of this field, illustrating the evolution and recent progress in RPLAs integrating with cutting-edge LLM technologies. We categorize personas into three types: 1) Demographic Persona, which leverages statistical stereotypes; 2) Character Persona, focused on well-established figures; and 3) Individualized Persona, customized through ongoing user interactions for personalized services. We begin by presenting a comprehensive overview of current methodologies for RPLAs, followed by the details for each persona type, covering corresponding data sourcing, agent construction, and evaluation. Afterward, we discuss the fundamental risks, existing limitations, and future prospects of RPLAs. Additionally, we provide a brief review of RPLAs in AI applications, which reflects practical user demands that shape and drive RPLA research. Through this work, we aim to establish a clear taxonomy of RPLA research and applications, and facilitate future research in this critical and ever-evolving field, and pave the way for a future where humans and RPLAs coexist in harmony.
Synthesizing Post-Training Data for LLMs through Multi-Agent Simulation
Post-training is essential for enabling large language models (LLMs) to follow human instructions. However, its effectiveness depends on high-quality instruction data, which is challenging to obtain in the real world due to privacy concerns, data scarcity, and high annotation costs. To fill this gap, inspired by the recent success of using LLMs to simulate human society, we propose MATRIX, a multi-agent simulator that automatically generates diverse text-based scenarios, capturing a wide range of real-world human needs in a realistic and scalable manner. Leveraging these outputs, we introduce a novel scenario-driven instruction generator MATRIX-Gen for controllable and highly realistic data synthesis. Extensive experiments demonstrate that our framework effectively generates both general and domain-specific data. On AlpacaEval 2 and Arena-Hard benchmarks, Llama-3-8B-Base, post-trained on datasets synthesized by MATRIX-Gen with just 20K instruction-response pairs, outperforms Meta's Llama-3-8B-Instruct model, which was trained on over 10M pairs.
Learning to Fly -- a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control
Robotic simulators are crucial for academic research and education as well as the development of safety-critical applications. Reinforcement learning environments -- simple simulations coupled with a problem specification in the form of a reward function -- are also important to standardize the development (and benchmarking) of learning algorithms. Yet, full-scale simulators typically lack portability and parallelizability. Vice versa, many reinforcement learning environments trade-off realism for high sample throughputs in toy-like problems. While public data sets have greatly benefited deep learning and computer vision, we still lack the software tools to simultaneously develop -- and fairly compare -- control theory and reinforcement learning approaches. In this paper, we propose an open-source OpenAI Gym-like environment for multiple quadcopters based on the Bullet physics engine. Its multi-agent and vision based reinforcement learning interfaces, as well as the support of realistic collisions and aerodynamic effects, make it, to the best of our knowledge, a first of its kind. We demonstrate its use through several examples, either for control (trajectory tracking with PID control, multi-robot flight with downwash, etc.) or reinforcement learning (single and multi-agent stabilization tasks), hoping to inspire future research that combines control theory and machine learning.
WorldGUI: Dynamic Testing for Comprehensive Desktop GUI Automation
Current GUI agents have achieved outstanding performance in GUI element grounding. However, planning remains highly challenging, especially due to sensitivity to the initial state of the environment. Specifically, slight differences in the initial state-such as the target software not being open or the interface not being in its default state-often lead to planning errors. This issue is widespread in real user scenarios, but existing benchmarks fail to evaluate it. In this paper, we present WorldGUI, a novel GUI benchmark that designs GUI tasks with various initial states to simulate real computer-user interactions. The benchmark spans a wide range of tasks across 10 popular software applications, including PowerPoint, VSCode, and Adobe Acrobat. In addition, to address the challenges of dynamic GUI automation tasks, we propose GUI-Thinker, a holistic framework, leveraging a critique mechanism, that effectively manages the unpredictability and complexity of GUI interactions. Experimental results demonstrate that GUI-Thinker significantly outperforms Claude-3.5 (Computer Use) by 14.9% in success rate on WorldGUI tasks. This improvement underscores the effectiveness of our critical-thinking-based framework in enhancing GUI automation.
ReALFRED: An Embodied Instruction Following Benchmark in Photo-Realistic Environments
Simulated virtual environments have been widely used to learn robotic agents that perform daily household tasks. These environments encourage research progress by far, but often provide limited object interactability, visual appearance different from real-world environments, or relatively smaller environment sizes. This prevents the learned models in the virtual scenes from being readily deployable. To bridge the gap between these learning environments and deploying (i.e., real) environments, we propose the ReALFRED benchmark that employs real-world scenes, objects, and room layouts to learn agents to complete household tasks by understanding free-form language instructions and interacting with objects in large, multi-room and 3D-captured scenes. Specifically, we extend the ALFRED benchmark with updates for larger environmental spaces with smaller visual domain gaps. With ReALFRED, we analyze previously crafted methods for the ALFRED benchmark and observe that they consistently yield lower performance in all metrics, encouraging the community to develop methods in more realistic environments. Our code and data are publicly available.
Force Prompting: Video Generation Models Can Learn and Generalize Physics-based Control Signals
Recent advances in video generation models have sparked interest in world models capable of simulating realistic environments. While navigation has been well-explored, physically meaningful interactions that mimic real-world forces remain largely understudied. In this work, we investigate using physical forces as a control signal for video generation and propose force prompts which enable users to interact with images through both localized point forces, such as poking a plant, and global wind force fields, such as wind blowing on fabric. We demonstrate that these force prompts can enable videos to respond realistically to physical control signals by leveraging the visual and motion prior in the original pretrained model, without using any 3D asset or physics simulator at inference. The primary challenge of force prompting is the difficulty in obtaining high quality paired force-video training data, both in the real world due to the difficulty of obtaining force signals, and in synthetic data due to limitations in the visual quality and domain diversity of physics simulators. Our key finding is that video generation models can generalize remarkably well when adapted to follow physical force conditioning from videos synthesized by Blender, even with limited demonstrations of few objects. Our method can generate videos which simulate forces across diverse geometries, settings, and materials. We also try to understand the source of this generalization and perform ablations that reveal two key elements: visual diversity and the use of specific text keywords during training. Our approach is trained on only around 15k training examples for a single day on four A100 GPUs, and outperforms existing methods on force adherence and physics realism, bringing world models closer to real-world physics interactions. We release all datasets, code, weights, and interactive video demos at our project page.
CARLA2Real: a tool for reducing the sim2real gap in CARLA simulator
Simulators are indispensable for research in autonomous systems such as self-driving cars, autonomous robots and drones. Despite significant progress in various simulation aspects, such as graphical realism, an evident gap persists between the virtual and real-world environments. Since the ultimate goal is to deploy the autonomous systems in the real world, closing the sim2real gap is of utmost importance. In this paper, we employ a state-of-the-art approach to enhance the photorealism of simulated data, aligning them with the visual characteristics of real-world datasets. Based on this, we developed CARLA2Real, an easy-to-use, publicly available tool (plug-in) for the widely used and open-source CARLA simulator. This tool enhances the output of CARLA in near real-time, achieving a frame rate of 13 FPS, translating it to the visual style and realism of real-world datasets such as Cityscapes, KITTI, and Mapillary Vistas. By employing the proposed tool, we generated synthetic datasets from both the simulator and the enhancement model outputs, including their corresponding ground truth annotations for tasks related to autonomous driving. Then, we performed a number of experiments to evaluate the impact of the proposed approach on feature extraction and semantic segmentation methods when trained on the enhanced synthetic data. The results demonstrate that the sim2real gap is significant and can indeed be reduced by the introduced approach.
Mano Report
Graphical user interfaces (GUIs) are the primary medium for human-computer interaction, yet automating GUI interactions remains challenging due to the complexity of visual elements, dynamic environments, and the need for multi-step reasoning. Existing methods based on vision-language models (VLMs) often suffer from limited resolution, domain mismatch, and insufficient sequential decisionmaking capability. To address these issues, we propose Mano, a robust GUI agent built upon a multi-modal foundation model pre-trained on extensive web and computer system data. Our approach integrates a novel simulated environment for high-fidelity data generation, a three-stage training pipeline (supervised fine-tuning, offline reinforcement learning, and online reinforcement learning), and a verification module for error recovery. Mano demonstrates state-of-the-art performance on multiple GUI benchmarks, including Mind2Web and OSWorld, achieving significant improvements in success rate and operational accuracy. Our work provides new insights into the effective integration of reinforcement learning with VLMs for practical GUI agent deployment, highlighting the importance of domain-specific data, iterative training, and holistic reward design.
GUI Exploration Lab: Enhancing Screen Navigation in Agents via Multi-Turn Reinforcement Learning
With the rapid development of Large Vision Language Models, the focus of Graphical User Interface (GUI) agent tasks shifts from single-screen tasks to complex screen navigation challenges. However, real-world GUI environments, such as PC software and mobile Apps, are often complex and proprietary, making it difficult to obtain the comprehensive environment information needed for agent training and evaluation. This limitation hinders systematic investigation and benchmarking of agent navigation capabilities. To address this limitation, we introduce GUI Exploration Lab, a simulation environment engine for GUI agent navigation research that enables flexible definition and composition of screens, icons, and navigation graphs, while providing full access to environment information for comprehensive agent training and evaluation. Through extensive experiments, we find that supervised fine-tuning enables effective memorization of fundamental knowledge, serving as a crucial foundation for subsequent training. Building on this, single-turn reinforcement learning further enhances generalization to unseen scenarios. Finally, multi-turn reinforcement learning encourages the development of exploration strategies through interactive trial and error, leading to further improvements in screen navigation performance. We validate our methods on both static and interactive benchmarks, demonstrating that our findings generalize effectively to real-world scenarios. These findings demonstrate the advantages of reinforcement learning approaches in GUI navigation and offer practical guidance for building more capable and generalizable GUI agents.
PhysID: Physics-based Interactive Dynamics from a Single-view Image
Transforming static images into interactive experiences remains a challenging task in computer vision. Tackling this challenge holds the potential to elevate mobile user experiences, notably through interactive and AR/VR applications. Current approaches aim to achieve this either using pre-recorded video responses or requiring multi-view images as input. In this paper, we present PhysID, that streamlines the creation of physics-based interactive dynamics from a single-view image by leveraging large generative models for 3D mesh generation and physical property prediction. This significantly reduces the expertise required for engineering-intensive tasks like 3D modeling and intrinsic property calibration, enabling the process to be scaled with minimal manual intervention. We integrate an on-device physics-based engine for physically plausible real-time rendering with user interactions. PhysID represents a leap forward in mobile-based interactive dynamics, offering real-time, non-deterministic interactions and user-personalization with efficient on-device memory consumption. Experiments evaluate the zero-shot capabilities of various Multimodal Large Language Models (MLLMs) on diverse tasks and the performance of 3D reconstruction models. These results demonstrate the cohesive functioning of all modules within the end-to-end framework, contributing to its effectiveness.
WebVIA: A Web-based Vision-Language Agentic Framework for Interactive and Verifiable UI-to-Code Generation
User interface (UI) development requires translating design mockups into functional code, a process that remains repetitive and labor-intensive. While recent Vision-Language Models (VLMs) automate UI-to-Code generation, they generate only static HTML/CSS/JavaScript layouts lacking interactivity. To address this, we propose WebVIA, the first agentic framework for interactive UI-to-Code generation and validation. The framework comprises three components: 1) an exploration agent to capture multi-state UI screenshots; 2) a UI2Code model that generates executable interactive code; 3) a validation module that verifies the interactivity. Experiments demonstrate that WebVIA-Agent achieves more stable and accurate UI exploration than general-purpose agents (e.g., Gemini-2.5-Pro). In addition, our fine-tuned WebVIA-UI2Code models exhibit substantial improvements in generating executable and interactive HTML/CSS/JavaScript code, outperforming their base counterparts across both interactive and static UI2Code benchmarks. Our code and models are available at https://zheny2751-dotcom.github.io/webvia.github.io/{https://webvia.github.io}.
UrbanVerse: Scaling Urban Simulation by Watching City-Tour Videos
Urban embodied AI agents, ranging from delivery robots to quadrupeds, are increasingly populating our cities, navigating chaotic streets to provide last-mile connectivity. Training such agents requires diverse, high-fidelity urban environments to scale, yet existing human-crafted or procedurally generated simulation scenes either lack scalability or fail to capture real-world complexity. We introduce UrbanVerse, a data-driven real-to-sim system that converts crowd-sourced city-tour videos into physics-aware, interactive simulation scenes. UrbanVerse consists of: (i) UrbanVerse-100K, a repository of 100k+ annotated urban 3D assets with semantic and physical attributes, and (ii) UrbanVerse-Gen, an automatic pipeline that extracts scene layouts from video and instantiates metric-scale 3D simulations using retrieved assets. Running in IsaacSim, UrbanVerse offers 160 high-quality constructed scenes from 24 countries, along with a curated benchmark of 10 artist-designed test scenes. Experiments show that UrbanVerse scenes preserve real-world semantics and layouts, achieving human-evaluated realism comparable to manually crafted scenes. In urban navigation, policies trained in UrbanVerse exhibit scaling power laws and strong generalization, improving success by +6.3% in simulation and +30.1% in zero-shot sim-to-real transfer comparing to prior methods, accomplishing a 300 m real-world mission with only two interventions.
Simulating Classroom Education with LLM-Empowered Agents
Large language models (LLMs) have been employed in various intelligent educational tasks to assist teaching. While preliminary explorations have focused on independent LLM-empowered agents for specific educational tasks, the potential for LLMs within a multi-agent collaborative framework to simulate a classroom with real user participation remains unexplored. In this work, we propose SimClass, a multi-agent classroom simulation framework involving user participation. We recognize representative class roles and introduce a novel class control mechanism for automatic classroom teaching, and conduct user experiments in two real-world courses. Utilizing the Flanders Interactive Analysis System and Community of Inquiry theoretical frame works from educational analysis, we demonstrate that LLMs can simulate traditional classroom interaction patterns effectively while enhancing user's experience. We also observe emergent group behaviors among agents in SimClass, where agents collaborate to create enlivening interactions in classrooms to improve user learning process. We hope this work pioneers the application of LLM-empowered multi-agent systems in virtual classroom teaching.
RMTBench: Benchmarking LLMs Through Multi-Turn User-Centric Role-Playing
Recent advancements in Large Language Models (LLMs) have shown outstanding potential for role-playing applications. Evaluating these capabilities is becoming crucial yet remains challenging. Existing benchmarks mostly adopt a character-centric approach, simplify user-character interactions to isolated Q&A tasks, and fail to reflect real-world applications. To address this limitation, we introduce RMTBench, a comprehensive user-centric bilingual role-playing benchmark featuring 80 diverse characters and over 8,000 dialogue rounds. RMTBench includes custom characters with detailed backgrounds and abstract characters defined by simple traits, enabling evaluation across various user scenarios. Our benchmark constructs dialogues based on explicit user motivations rather than character descriptions, ensuring alignment with practical user applications. Furthermore, we construct an authentic multi-turn dialogue simulation mechanism. With carefully selected evaluation dimensions and LLM-based scoring, this mechanism captures the complex intention of conversations between the user and the character. By shifting focus from character background to user intention fulfillment, RMTBench bridges the gap between academic evaluation and practical deployment requirements, offering a more effective framework for assessing role-playing capabilities in LLMs. All code and datasets will be released soon.
MLLM as a UI Judge: Benchmarking Multimodal LLMs for Predicting Human Perception of User Interfaces
In an ideal design pipeline, user interface (UI) design is intertwined with user research to validate decisions, yet studies are often resource-constrained during early exploration. Recent advances in multimodal large language models (MLLMs) offer a promising opportunity to act as early evaluators, helping designers narrow options before formal testing. Unlike prior work that emphasizes user behavior in narrow domains such as e-commerce with metrics like clicks or conversions, we focus on subjective user evaluations across varied interfaces. We investigate whether MLLMs can mimic human preferences when evaluating individual UIs and comparing them. Using data from a crowdsourcing platform, we benchmark GPT-4o, Claude, and Llama across 30 interfaces and examine alignment with human judgments on multiple UI factors. Our results show that MLLMs approximate human preferences on some dimensions but diverge on others, underscoring both their potential and limitations in supplementing early UX research.
From Model-Based to Data-Driven Simulation: Challenges and Trends in Autonomous Driving
Simulation is an integral part in the process of developing autonomous vehicles and advantageous for training, validation, and verification of driving functions. Even though simulations come with a series of benefits compared to real-world experiments, various challenges still prevent virtual testing from entirely replacing physical test-drives. Our work provides an overview of these challenges with regard to different aspects and types of simulation and subsumes current trends to overcome them. We cover aspects around perception-, behavior- and content-realism as well as general hurdles in the domain of simulation. Among others, we observe a trend of data-driven, generative approaches and high-fidelity data synthesis to increasingly replace model-based simulation.
