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Alessandro Suglia

Publications and source records attributed to Alessandro Suglia.

At least 19 recordsLinked to original sources

Evaluating Cultural Knowledge Editing in Vision-Language Models

Current Vision-Language Models (VLMs) frequently fail to recognize culture-specific concepts, especially from underrepresented regions. Effectively injecting this long-tail knowledge into existing models remains a challenge. In this work, we investigate knowledge editing as a targeted alternative by introducing CulturalBind, a benchmark comprising 3.2K images of 1K concepts from 6 domains, designed to evaluate culture-aware cross-modal knowledge as well as concept-level knowledge editing in VLMs. Pre-edit evaluation reveals that textual and visual knowledge is decoupled: models often demonstrate text-based knowledge of cultural concepts but fail to identify them from images. We then evaluate editing methods in single and sequential scenarios. Although current methods successfully correct individual visual recognition errors, they exhibit low cross-modal portability, failing to integrate edits into the model's broader parametric knowledge. Furthermore, performance degrades rapidly under sequential editing, highlighting the need for comprehensive adaptation approaches that better consolidate multimodal knowledge over time.

cs.CV↗

How Well Do Vision-Language Models Understand Movies?

Vision-language models (VLMs) can increasingly handle extended contexts and answer questions about long videos--but can they understand the narrative structure of movies as humans do? To investigate this question, we introduce MF$^2$ (Movie Facts and Fibs), a fully manually curated benchmark designed to evaluate whether models can identify, recall, and comprehend information central to the movie's storyline, using both the visual and textual modalities. MF$^2$ includes over 50 open-licensed movies, each paired with manually constructed sets of claim pairs: one true claim (fact) and one plausible but false (fib), totaling over 850 pairs. Our analysis across 20 open-source and 2 proprietary models reveals a substantial gap relative to human performance. While subtitles provide a strong signal for narrative understanding, other textual sources (e.g., synopses) are less informative. In contrast, when visual information is distributed across the entire movie and jointly embedded with subtitles, models struggle to identify and effectively use the relevant content. However, when the visual input is restricted to claim-relevant visual content, models improve significantly, indicating substantial room for improvement in processing large multimodal contexts and distinguishing relevant from irrelevant information. Overall, our findings highlight persistent challenges in multimodal narrative understanding for current VLMs. We release our data and code to support further research in this direction.

cs.CV↗

On the Limits of Scale: Inverse Scaling in Vision-Language Models

Scaling laws suggest that increasing model size, training data, and compute generally yields monotonic performance improvements. While this often holds at the aggregate level, we present systematic evidence that vision-language models (VLMs) exhibit inverse scaling at the subtask level: specific question categories on which larger models perform worse than smaller counterparts within the same model family. We evaluate 19 models from four distinct model families across eight multimodal benchmarks (nine evaluation splits), answering 29,386 questions per model, 558,334 model-question evaluations in total. Using per-question pairwise analysis across all model pairs in each family, we identify 375 subtask-model-pair combinations exhibiting inverse scaling, spanning 4,342 unique queries where a smaller model answers correctly but a larger model fails, and we find that these patterns replicate across independently developed architectures. We identify 13 subtask-dataset pairs that show inverse scaling across multiple families, consistent with the phenomenon being task-driven rather than model-specific. The most affected domains in our study include multi-image spatial reasoning, visual perception, and university-level STEM knowledge, with accuracy gaps exceeding 20 percentage points in several cases, while diagram understanding appears comparatively resistant. These findings challenge the assumption that increasing model size uniformly improves multimodal capabilities and suggest that model selection should be task-aware.

cs.CV↗

MIXAR: Scaling Autoregressive Pixel-based Language Models to Multiple Languages and Scripts

Pixel-based language models are gaining momentum as alternatives to traditional token-based approaches, promising to circumvent tokenization challenges; however, existing models remain English-centric and are hard to train as generators. This paper introduces MIXAR, the first generative multilingual pixel-based language model, pretrained on eight high-resource languages spanning Latin and CJK scripts and scaled up to 0.5B parameters. Although pretrained on high-resource languages only, MIXAR generalizes to unseen low-resource languages better than a tokenizer-based model pretrained on the same corpus, with its largest gains on the scripts most distant from the pretraining mix, taking a step toward more equitable language technology. To make free generation work in pixel space, MIXAR replaces the notoriously unstable adversarial training stage of prior pixel-based models with a GRPO-based reinforcement-learning stage that rewards the model on its own free-running generations: it proves more stable and multiplies free-generation accuracy by up to 2.3x on multilingual benchmarks. Finally, MIXAR performs on par with comparable tokenizer-based models on discriminative benchmarks, improves consistently with scale, and withstands orthographic attacks more gracefully than tokenizer-based models. Code and models are available at https://github.com/april-tools/mixar.

cs.CL↗

Is Success All You Need? Investigating the Impact of Input Perturbations on VLA Behaviour in Tabletop Manipulation Tasks

Vision-Language-Action (VLA) models have achieved high task success rates on robot manipulation task benchmarks. More recently, there has been an emphasis on evaluating the robustness of VLA models to perturbations. However, this robustness is still predominantly measured through Task Success Rate (TSR). In this work, we propose a benchmark-agnostic evaluation framework to measure the behavioural robustness of models by characterising how successful trajectories are executed under perturbation. We implement this methodology by extending the widely-used LIBERO and LIBERO-Plus benchmarks. Across three state-of-the-art VLA models, four LIBERO task suites and seven perturbation conditions, we evaluate changes in both typical successful behaviour and its variability, including metrics of motion smoothness, efficiency and gripper behaviour. We find that perturbations can alter the behaviour of successful trajectories, a phenomenon which cannot necessarily be inferred from TSR alone. Across LIBERO suites, we identify cases where state-of-the-art VLA models achieve comparable TSR under the same perturbation condition, yet behaviour on successful trajectories diverges substantially. Therefore, to have a more robust assessment of task performance, we argue that suitable measures of robustness should capture not only whether a task is completed, but also how the robot behaves while completing it. When evaluating the robustness of VLA models, TSR may be complemented by behavioural evaluation metrics that characterise the nature and variability of successful task execution by robots.

cs.RO↗

Decoupled Early Exits for Task-Dependent Compute Allocation in Flow-Matching VLAs

Flow-matching Vision-Language-Action (VLA) models have emerged as a potential solution for generalist robot control, designed by combining a pretrained Vision-Language Model (VLM) backbone with an action expert that generates continuous robot actions. While these models exhibit impressive capabilities, due to their very high number of parameters, their computational requirements are often prohibitive for robotics control. To mitigate these inefficiencies, existing methods predominantly skip VLM backbone layers with early exits or reduce denoising steps, while leaving action expert depth untouched. We propose a framework that exposes backbone depth $V$, action expert depth $A$, and denoising steps $D$ as three jointly configurable compute axes in a VLA. Starting from a pretrained VLA, we attach lightweight Exit Transformers (ET) at intermediate depths in both the backbone and the action expert, trained to distil the last layer of the policy into each exit. Furthermore, we introduce a KV Cache synthesis mechanism that manages the missing keys and values of the skipped backbone layers, allowing the action expert to exit deeper than the backbone. Finally, we show that the optimal compute budget is task-dependent, with different tasks benefiting from different axes and depths. Notably, our method does not require training the original policy from scratch, and for each exit, it increases the number of parameters by only $2.1\%$ for SmolVLA and $4.1\%$ for $π_{0.5}$. We validate our approach across two flow-matching VLAs (SmolVLA, $π_{0.5}$) and two benchmarks (LIBERO, Meta-World), revealing complementary effects: $V$ and $A$ respectively reduce FLOPs and latency, while $D$ improves both. Our joint configurations $(V,A,D)$ reduce latency by $79.2\%$ and computation (FLOPs) by $31.8\%$, while improving mean success rate by $5.6\%$.

cs.RO↗

Same Answer, Different Representations: Hidden instability in VLMs

The robustness of Vision Language Models (VLMs) is commonly assessed through output-level invariance, implicitly assuming that stable predictions reflect stable multimodal processing. In this work, we argue that this assumption is insufficient. We introduce a representation-aware and frequency-aware evaluation framework that measures internal embedding drift, spectral sensitivity, and structural smoothness (spatial consistency of vision tokens), alongside standard label-based metrics. Applying this framework to modern VLMs across the SEEDBench, MMMU, and POPE datasets reveals three distinct failure modes. First, models frequently preserve predicted answers while undergoing substantial internal representation drift; for perturbations such as text overlays, this drift approaches the magnitude of inter-image variability, indicating that representations move to regions typically occupied by unrelated inputs despite unchanged outputs. Second, robustness does not improve with scale; larger models achieve higher accuracy but exhibit equal or greater sensitivity, consistent with sharper yet more fragile decision boundaries. Third, we find that perturbations affect tasks differently: they harm reasoning when they disrupt how models combine coarse and fine visual cues, but on the hallucination benchmarks, they can reduce false positives by making models generate more conservative answers.

cs.AI↗

GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

Multimodal models are increasingly deployed to solve tasks collaboratively with humans or other artificial agents. While existing benchmarks show that they possess the fundamental capabilities, the various conditions that coincide when collaborating---time pressure, information asymmetry, and imperfect communication---have traditionally been studied in isolation. To address this gap, we introduce GPTNT, a benchmark built on the cooperative video game Keep Talking and Nobody Explodes, in which two agents must coordinate to defuse procedurally generated bomb puzzles against a live countdown. One agent has access to the bomb but not the instructions for defusing it; the other holds the instructions but cannot see or manipulate the bomb. Neither agent can succeed alone: the task requires contributions from both, and is solvable only through effective, efficient communication. We remove turn-taking proxies or simplifications, instead requiring agents to act asynchronously and communicate in real time. GPTNT is designed to expose how models collaborate versus how they perform alone: the instruction manual, the partner, or both, can optionally be withheld to surface what a model has memorised versus what it derives in the moment. We demonstrate that GPTNT poses a considerable challenge to the state-of-the-art: not one of the closed- and open-source models we test defuses a single bomb in real time, a bar that human players clear. In a range of controlled experiments, we explore where capabilities break down, identifying critical weaknesses in state tracking, efficient acting within the time budget, handling ambiguity, and error recovery. Since it runs on the real game, GPTNT benefits from procedural generation and inherits a living modding community: as models improve, the benchmark can be evolved to remain challenging, rather than being solved once and retired.

cs.AI↗

Investigating Knowledge Transfer Across Interactive Dialogue Games

Dialogue games represent a challenging setting where complex cognitive skills are required to accomplish tasks while coordinating with other players. Considering that language represents an interface for both understanding the game rules and executing actions, it is reasonable to assume that training on a specific language game will enhance specific capabilities that might be relevant for other tasks as well. Motivated by this rationale, in this paper, we investigate how knowledge transfers across different dialogue games. We study transferability by finetuning LLM models on games from the clembench suite (Chalamalasetti et al., 2023) and performing two analyses: i) we derive a task-transferability graph using a binary integer optimization program from Zamir et al. (2018), using task performance as the main metric; and ii) we compute task vectors (Ilharco et al., 2022) for each game to study similarities across finetuned models and their task transferability. In our first analysis, we find that some games benefit more from transfer than finetuning, and that the visuospatial family (e.g., exploration games) transfers best. With our task vector analysis instead, we find that similarity-based approaches capture game-role relationships but almost no transferability patterns, suggesting that more complex metrics are required.

cs.CL↗

Retrievit: In-context Retrieval Capabilities of Transformers, State Space Models, and Hybrid Architectures

Transformers excel at in-context retrieval but suffer from quadratic complexity with sequence length, while State Space Models (SSMs) offer efficient linear-time processing but have limited retrieval capabilities. We investigate whether hybrid architectures combining Transformers and SSMs can achieve the best of both worlds on two synthetic in-context retrieval tasks. The first task, n-gram retrieval, requires the model to reproduce an n-gram that succeeds the query within the input sequence. The second task, position retrieval, presents the model with a query token and requires it to perform a two-hop lookup: first locating the corresponding element in the sequence, and then outputting its positional index. Under controlled conditions, we assess data efficiency, length generalization, robustness to out of domain training examples, and learned representations across Transformers, SSMs, and hybrid architectures. We find that hybrid models outperform SSMs and match or exceed Transformers in terms of data efficiency and extrapolation for tasks that require precise information retrieval from the input context. However, Transformers maintain superiority in position retrieval tasks. Through representation analysis, we discover that SSM-based models develop locality-aware embeddings where tokens representing adjacent positions become neighbors in embedding space, forming interpretable structures. This property is absent in Transformers as causal attention is sufficient for acquiring positional associations, and the introduction of positional encoding amplifies this behavior, leading to improvement in data efficiency. SSMs on the other hand update their internal representations incrementally and without positional encodings, are required to learn these associations. Our findings reveal fundamental differences in how Transformers and SSMs, and hybrid models learn positional associations.

cs.AI↗

Do Composed Image Retrieval Benchmarks Require Multimodal Composition?

Composed Image Retrieval (CIR) is a multimodal retrieval task where a query consists of a reference image and a textual modification, and the goal is to retrieve a target image satisfying both. In principle, strong performance on CIR benchmarks is assumed to require multimodal composition, i.e., combining complementary information from reference image and textual modification. In this work, we show that this assumption does not always hold. Across four widely used CIR benchmarks and eleven Generalist Multimodal Embedding models, a large fraction of queries can be solved using a single modality (from 32.2% to 83.6%), revealing pervasive unimodal shortcuts. Thus, high CIR performance can arise from unimodal signals rather than true multimodal composition. To better understand this issue, we perform a two-stage audit. First, we identify shortcut-solvable queries through cross-model analysis. Second, we conduct human validation on 4,741 shortcut-free queries, of which only 1,689 are well-formed, with common issues including ambiguous edits and mismatched targets. Re-evaluating models on this validated subset reveals qualitatively different behaviour: queries can no longer be solved with a single modality, and successful retrieval requires combining both inputs. While accuracy decreases, reliance on multimodal information increases. Overall, current CIR benchmarks conflate shortcut-solvable, noisy, and genuinely compositional queries, leading to an overestimation of model capability in multimodal composition.

cs.CV↗

AgriPath: A Systematic Exploration of Architectural Trade-offs for Crop Disease Classification

Reliable crop disease detection requires models that perform consistently across diverse acquisition conditions, yet existing evaluations often focus on single architectural families or lab-generated datasets. This work presents a systematic empirical comparison of three model paradigms for fine-grained crop disease classification: Convolutional Neural Networks (CNNs), contrastive Vision-Language Models (VLMs), and generative VLMs. To enable controlled analysis of domain effects, we introduce AgriPath-LF16, a benchmark of 111k images spanning 16 crops and 41 diseases with explicit separation between laboratory and field imagery, alongside a balanced 30k subset for standardised training and evaluation. We train and evaluate all models under unified protocols across full, lab-only, and field-only training regimes using macro-F1 and Parse Success Rate (PSR) to account for generative reliability (i.e., output parsability measured via PSR). The results reveal distinct performance profiles: CNNs achieve the highest accuracy on in-domain imagery but exhibit pronounced degradation under domain shift; contrastive VLMs provide a robust and parameter-efficient alternative with competitive cross-domain performance; generative VLMs demonstrate the strongest resilience to distributional variation, albeit with additional failure modes stemming from free-text generation. These findings highlight that architectural choice should be guided by deployment context rather than aggregate performance alone.

cs.CV↗

VLM-RobustBench: A Comprehensive Benchmark for Robustness of Vision-Language Models

Vision-language models (VLMs) achieve strong performance on standard, high-quality datasets, but we still do not fully understand how they perform under real-world image distortions. We present VLM-RobustBench, a benchmark spanning 49 augmentation types across noise, blur, weather, digital, and geometric perturbations, evaluated under graded severities (low/mid/high) and binary transforms, yielding 133 corrupted settings. We evaluate VLMs from four families (Qwen, InternVL, Molmo, Gemma) on two complementary benchmarks: MMBench (visually grounded) and MMMU-Pro (reasoning-oriented). Our results reveal that visual severity is a weak predictor of difficulty: low-severity spatial perturbations often degrade performance more than visually severe photometric corruptions. In particular, low-severity glass_blur reduces MMBench accuracy by about 8 pp on average across models, while the largest drops arise from resampling and geometric distortions (e.g., upsample, elastic_transform), reaching up to 34 pp. Overall, our findings suggest current VLMs are semantically strong but spatially fragile, motivating the definition of novel robustness evaluation protocols and training regimes that emphasize resampling and geometric invariances.

cs.CV↗

FOSSIL: Harnessing Feedback on Suboptimal Samples for Data-Efficient Generalisation with Imitation Learning for Embodied Vision-and-Language Tasks

Current approaches to embodied AI tend to learn policies from expert demonstrations. However, without a mechanism to evaluate the quality of demonstrated actions, they are limited to learning from optimal behaviour, or they risk replicating errors and inefficiencies. While reinforcement learning offers one alternative, the associated exploration typically results in sacrificing data efficiency. This work explores how agents trained with imitation learning can learn robust representations from both optimal and suboptimal demonstrations when given access to constructive language feedback as a means to contextualise different modes of behaviour. We directly provide language feedback embeddings as part of the input sequence into a Transformer-based policy, and optionally complement the traditional next action prediction objective with auxiliary self-supervised learning objectives for feedback prediction. We test our approach on a range of embodied Vision-and-Language tasks in our custom BabyAI-XGen environment and show significant improvements in agents' compositional generalisation abilities and robustness, suggesting that our data-efficient method allows models to successfully convert suboptimal behaviour into learning opportunities. Overall, our results suggest that language feedback is a competitive and intuitive alternative to intermediate scalar rewards for language-specified embodied tasks.

cs.CL↗

Improving Cooperation in Collaborative Embodied AI

The integration of Large Language Models (LLMs) into multiagent systems has opened new possibilities for collaborative reasoning and cooperation with AI agents. This paper explores different prompting methods and evaluates their effectiveness in enhancing agent collaborative behaviour and decision-making. We enhance CoELA, a framework designed for building Collaborative Embodied Agents that leverage LLMs for multi-agent communication, reasoning, and task coordination in shared virtual spaces. Through systematic experimentation, we examine different LLMs and prompt engineering strategies to identify optimised combinations that maximise collaboration performance. Furthermore, we extend our research by integrating speech capabilities, enabling seamless collaborative voice-based interactions. Our findings highlight the effectiveness of prompt optimisation in enhancing collaborative agent performance; for example, our best combination improved the efficiency of the system running with Gemma3 by 22% compared to the original CoELA system. In addition, the speech integration provides a more engaging user interface for iterative system development and demonstrations.

cs.AI↗

Triangulating LLM Progress through Benchmarks, Games, and Cognitive Tests

We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the former two-benchmarks or games-is most effective at discriminating LLMs of varying quality. Then, inspired by human cognitive assessments, we compile a suite of targeted tests that measure cognitive abilities deemed essential for effective language use, and we investigate their correlation with model performance in benchmarks and games. Our analyses reveal that interactive games are superior to standard benchmarks in discriminating models. Causal and logical reasoning correlate with both static and interactive tests, while differences emerge regarding core executive functions and social/emotional skills, which correlate more with games. We advocate for the development of new interactive benchmarks and targeted cognitive tasks inspired by assessing human abilities but designed specifically for LLMs.

cs.CL↗

Playpen: An Environment for Exploring Learning Through Conversational Interaction

Interaction between learner and feedback-giver has come into focus recently for post-training of Large Language Models (LLMs), through the use of reward models that judge the appropriateness of a model's response. In this paper, we investigate whether Dialogue Games -- goal-directed and rule-governed activities driven predominantly by verbal actions -- can also serve as a source of feedback signals for learning. We introduce Playpen, an environment for off- and online learning through Dialogue Game self-play, and investigate a representative set of post-training methods: supervised fine-tuning; direct alignment (DPO); and reinforcement learning with GRPO. We experiment with post-training a small LLM (Llama-3.1-8B-Instruct), evaluating performance on unseen instances of training games as well as unseen games, and on standard benchmarks. We find that imitation learning through SFT improves performance on unseen instances, but negatively impacts other skills, while interactive learning with GRPO shows balanced improvements without loss of skills. We release the framework and the baseline training setups to foster research in the promising new direction of learning in (synthetic) interaction.

cs.CL↗

VoyagerVision: Investigating the Role of Multi-modal Information for Open-ended Learning Systems

Open-endedness is an active field of research in the pursuit of capable Artificial General Intelligence (AGI), allowing models to pursue tasks of their own choosing. Simultaneously, recent advancements in Large Language Models (LLMs) such as GPT-4o [9] have allowed such models to be capable of interpreting image inputs. Implementations such as OMNI-EPIC [4] have made use of such features, providing an LLM with pixel data of an agent's POV to parse the environment and allow it to solve tasks. This paper proposes that providing these visual inputs to a model gives it greater ability to interpret spatial environments, and as such, can increase the number of tasks it can successfully perform, extending its open-ended potential. To this aim, this paper proposes VoyagerVision -- a multi-modal model capable of creating structures within Minecraft using screenshots as a form of visual feedback, building on the foundation of Voyager. VoyagerVision was capable of creating an average of 2.75 unique structures within fifty iterations of the system, as Voyager was incapable of this, it is an extension in an entirely new direction. Additionally, in a set of building unit tests VoyagerVision was successful in half of all attempts in flat worlds, with most failures arising in more complex structures. Project website is available at https://esmyth-dev.github.io/VoyagerVision.github.io/

cs.AI↗