Search arXiv⌕ Search

arXiv · 2609.33412

Resolving State-Representation Mismatch: State-Space Visual Reasoning for Open-Loop VLA Planning

Abstract

Despite rapid progress in vision-language-action (VLA) models, existing reasoning paradigms still face a fundamental \emph{state-representation mismatch} in open-loop planning. Given only an initial observation, models must internally simulate action-conditioned state transitions, whereas text-, pixel-, and latent-space reasoning can suffer from lossy spatial compression, error-accumulating visual generation, and bypass of intermediate latent tokens, respectively, undermining reliable long-horizon planning. We propose \textbf{State-Space Visual Reasoning} (SSVR), which decouples static visual context, language constraints, and a recurrent latent state. SSVR encodes the initial image and instruction once, then conditions each action prediction on the latent state and updates it with an action-conditioned GRU. Using Qwen2.5-VL as the backbone, SSVR achieves 99.5/99.6, 96.3/98.0, and 83.9/90.6 EM/PR on FrozenLake, Maze, and MiniBehavior, substantially outperforming prior methods. Extensive experiments support the effectiveness of recurrent state modeling for VLA open-loop planning across input transformations and transfer settings. By reusing static visual-textual context and updating a compact recurrent state, SSVR supports efficient multi-step inference, achieving up to $98.58\times$ faster Maze decoding rollouts than the evaluated baselines with the prefix cache prebuilt.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Junhao Xiao, Haoxiang Zhao, Menghao Fang, Jinkui Zhang, Jinghan Yu, Xinyu Huang, Zhiyu Wu, Kaiming Xu, Yi Chen, Youjun Bao, Zhiyuan Ma. 2026-09-27. Resolving State-Representation Mismatch: State-Space Visual Reasoning for Open-Loop VLA Planning. https://arxiv.org/abs/2609.33412

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MoCA-Video: Motion-Aware Concept Alignment for Consistent Video Editing

Unlike traditional video editing or inpainting, video semantic mixing fuses a reference concept with a moving target entity to produce a hybrid while preserving the source video's motion and layout. We propose MoCA-Video, a training-free framework that steers a frozen video-diffusion denoising trajectory through concept-localized reference injection. At selected low-noise steps, MoCA-Video uses concept attention to localize the target object and injects the reference latent into the localized region, where object structure has formed but appearance remains editable. A momentum-based correction carries the injected prediction across frames to encourage coherent concept integration through the sequence. We further introduce CASS, a CLIP-based metric that measures the output's directional alignment shift toward the reference and away from the source prompt. Using the denoiser's internal attention avoids an external localization model; in our A100 FP16 setup, MoCA-Video takes 3.2 seconds per output frame, excluding preprocessing. Across the evaluated baselines, MoCA-Video achieves the highest CASS, rel-CASS, and ImageReward, while LPIPS-T and FVD expose separate temporal-coherence and video-quality trade-offs.

cs.CV↗

Matrix-game 2.0: An open-source, real-time, and streaming interactive world model

Recent advances in interactive video generations have demonstrated diffusion model's potential as world models by capturing complex physical dynamics and interactive behaviors. However, existing interactive world models depend on bidirectional attention and lengthy inference steps, severely limiting real-time performance. Consequently, they are hard to simulate real-world dynamics, where outcomes must update instantaneously based on historical context and current actions. To address this, we present Matrix-Game 2.0, an interactive world model generates long videos on-the-fly via few-step auto-regressive diffusion. Our framework consists of three key components: (1) A scalable data production pipeline for Unreal Engine and GTA5 environments to effectively produce massive amounts (about 1200 hours) of video data with diverse interaction annotations; (2) An action injection module that enables frame-level mouse and keyboard inputs as interactive conditions; (3) A few-step distillation based on the casual architecture for real-time and streaming video generation. Matrix Game 2.0 can generate high-quality minute-level videos across diverse scenes at an ultra-fast speed of 25 FPS. We open-source our model weights and codebase to advance research in interactive world modeling.

cs.CV↗

Mitigating Cross-Image Information Leakage in Multi-Image Understanding with Large Vision-Language Models

Large Vision-Language Models (LVLMs) exhibit strong performance on single-image tasks. However, their performance degrades significantly when handling multi-image inputs. While this degradation has been observed in prior work, its nature remains poorly understood. We empirically observe visual elements from different images become entangled in the model's representations and responses. We refer to this phenomenon as cross-image information leakage. To address this issue, we propose FOCUS, a training-free and architecture-agnostic method. FOCUS masks all but one image with random noise, guiding the model to focus on the single clean image. This process is applied across the target images to obtain logits under partially masked contexts. These logits are aggregated and then refined using a noise-only reference input, which suppresses the leakage and yields more accurate outputs. FOCUS consistently improves performance on diverse multi-image benchmarks. We further show that FOCUS generalizes to video understanding, extending its applicability beyond static multi-image inputs. This demonstrates that FOCUS offers a general solution for enhancing multi-image reasoning without additional training or architectural modifications.

cs.CV↗