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Jeonghwan Kim

Publications and source records attributed to Jeonghwan Kim.

At least 19 recordsLinked to original sources

Mixture of Layers: Dynamic Layer Routing for Visual Reasoning

Pre-trained vision encoders contain layer-wise visual representations that differ in spatial granularity, semantic abstraction, and sensitivity to local details. However, most Multimodal Large Language Models (MLLMs) rely on only the final or penultimate vision encoder representations or fixed aggregation rules, making visual abstraction largely query-agnostic and limiting access to fine-grained cues such as small objects, spatial details, text, and subtle visual attributes. In this work, we propose Mixture of Layers (MoL), an instruction-conditioned layer routing approach at the visual patch level that dynamically aggregates query-relevant latent representations from intermediate vision encoder layers. Given a text query, MoL predicts routing probabilities over vision encoder layers and performs a top-k sparse aggregation over selected hidden states at either the image level, patch level, or through a hybrid routing mechanism. In doing so, MoL enables query-adaptive access to layer-specific visual features for fine-grained visual reasoning. Our experiments across 7 fine-grained visual reasoning tasks demonstrate substantial performance improvements, especially across fine-grained visual grounding and understanding tasks such as +18.9% improvement on V* in overall accuracy, +4.5% on HRBench4K, and +16.3% on CharXiv compared to the baseline MLLMs, without resorting to multi-resolution inputs, simple interleaving of multiple vision encoders, or increasing the number of patch tokens. We study vision encoders' receptive field scales across different layers and their sampling behaviors to provide an in-depth analysis of why layer-wise sampling is helpful, demonstrating that conditional visual representations are a key step towards better visual perception and reasoning in MLLMs. Our project page is available at https://wjdghks950.github.io/mol.github.io/.

cs.CV↗

Generalizable VLA Finetuning via Representation Anchoring and Language-Action Alignment

Finetuning a pretrained vision-language model (VLM) on robot demonstrations via behavior cloning (BC) has become the standard recipe for vision-language-action (VLA) policies. However, BC finetuning progressively overwrites the pretrained representations that support visual and semantic generalization. Co-training on web image-text data, a common remedy, applies language and action losses to separate observations, leaving VLAs with language-action misalignment that standard manipulation benchmarks do not expose. We propose Anchor-Align, which augments BC with two objectives: Vision-Language Anchoring distills layer-wise representations from a frozen VLM copy to prevent this drift, while Language-Action Alignment converts each action target into a discrete motion-direction label and jointly trains language and action prediction on the same robot observation. We conduct real-world evaluations across eight manipulation settings on single-arm xArm7 and bimanual YAM robots, using two VLA architectures with regression and flow-matching action heads. Across these settings, Anchor-Align consistently improves over BC on novel targets, layouts, and motion-sensitive bimanual tasks requiring coordinated control. At scale in simulation, we demonstrate consistent improvements on OOD perturbations, perceptual robustness, and long-horizon control across LIBERO-PRO, LIBERO-Plus, and CALVIN, respectively, suggesting that preserving pretrained representations and effective action learning are not fundamentally at odds. Project page: anchoralignvla.github.io

cs.RO↗

AdaExploreBench: Benchmarking LLM Agents for Proactive Exploration and Test-time Adaptation in Evolving Environments

Large Language Model (LLM) agents are increasingly deployed in unfamiliar and evolving environments, requiring them to proactively explore, understand, and adapt to environmental dynamics. However, existing benchmarks rarely test whether agents can proactively discover how an environment works and adapt as it evolves. To address this gap, we introduce AdaExploreBench, a benchmark for proactive exploration and test-time adaptation in evolving environments. By instantiating environmental dynamics as hidden rules, AdaExploreBench requires agents to actively acquire evidence and infer the rules. Under implicit rule drift, the latent rule changes without announcement, requiring agents to detect from degraded performance that prior knowledge is stale and re-explore. Experiments on eight leading LLMs show that proactive and adaptive exploration remain challenging: GPT-6 Sol achieves only 61.9% calibrated accuracy, while providing sufficient evidence or removing rule drift improves average performance significantly by close to 10%. These results reveal a critical bottleneck in current LLM agents: they can often reason effectively from informative evidence once it is available, but struggle to actively acquire the right evidence and recognize when previously acquired evidence is no longer valid.

cs.CL↗

Co${}^{2}$Skill: Whole-Body Control via Skill Composition for Long-Horizon Human-Environment Interaction

Achieving human-level dexterity in complex, unstructured environments requires the seamless integration of whole-body scene interaction and dexterous object manipulation skills. While existing physics-based controllers generate physically plausible behaviors in each domain, they largely address these two capabilities independently. In this paper, we present Co${}^{2}$Skill that integrates scene interaction and dexterous manipulation through a unified policy formulation. Built on a pretrained motion prior, the policy uses task and phase dependent observation masks to select information relevant to the current interaction goals. We introduce a goal-conditioned loco-manipulation curriculum that combines partial reference guidance for precision with exploration from varied initial states while allowing goal-directed execution beyond the demonstrated trajectories. We further introduce a cross-task curriculum that jointly trains individual skills and selected task sequences, preserving physical states across task boundaries and maintaining grasps during subsequent scene interactions. Together, these support sequential task execution and simultaneous scene interaction with object manipulation. We evaluate sitting, standing, climbing, stair traversal, and goal-directed manipulation, together with sequential execution and with random different conditions. Additionally, we demonstrate skill compositions in indoor environments, illustrating their integration within the same control formulation.

cs.RO↗

PixSearch: Region-Grounded Retrieval for Knowledgeable Large Multimodal Models

Multimodal Retrieval-Augmented Generation (MM-RAG) augments visual question answering (VQA) with external knowledge, but many systems rely on modular pipelines that separate visual grounding, query construction, and answer generation. This separation can propagate errors from intermediate detections, masks, or captions into retrieval while adding latency and limiting coordination with ongoing reasoning. These limitations are especially consequential for egocentric images, where questions often concern small, off-center, or long-tail entities that global retrieval can overlook. We propose PixSearch, an end-to-end segmenting Large Multimodal Model (LMM) that unifies region-level visual grounding with retrieval-augmented reasoning. During autoregressive generation, PixSearch learns when to retrieve, how to route queries across text, whole-image, and region-level retrieval, and how to crop the target entity as a visual query using a jointly trained mask decoder. A two-stage supervised fine-tuning regimen with search-interleaved supervision teaches retrieval triggering, query selection, and evidence-grounded answer generation while preserving segmentation ability. On egocentric and entity-centric VQA benchmarks, PixSearch achieves an 18.3% relative accuracy gain on CRAG-MM over whole-image retrieval, with particularly strong gains on egocentric images, while remaining competitive on broader VQA and text-only QA tasks. It also reduces inference latency by 36.4% compared with a cached GroundedSAM-LLaVA pipeline.

cs.CV↗

OmniRobotHome: A Multi-Camera Home Platform for Real-Time Human-Robot Interaction

Robots that assist people must respond promptly and appropriately to human activity, which requires low-latency processing, accurate perception, and anticipation of human motion. These requirements are especially difficult to meet in living environments, where perception must cover wide areas, remain robust to occlusion, and capture natural behavior without wearable devices. We present OmniRobotHome, a testbed that addresses these challenges in a fully furnished home that supports natural everyday activity. Its 48 hardware-synchronized cameras provide room-wide coverage, enabling accurate markerless perception under occlusion. A distributed perception pipeline processes these streams in parallel and delivers persistent human and object states to robot controllers with low latency. We demonstrate OmniRobotHome through two human-robot interaction studies: proactive yielding for safety and nonverbal intent recognition for assistance. Through these studies, we analyze how camera coverage, state latency, multi-view pose, hand, and gaze estimation, and behavior-memory-based forecasting affect overall task performance. Our results highlight the value of OmniRobotHome as a testbed for studying human-robot assistance in real living environments.

cs.RO↗

DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation

Physics-based character control for dexterous Human-Object Interaction (HOI) relies heavily on motion-capture data, which limits its applicability beyond captured scenarios. Meanwhile, video generative models can synthesize realistic HOI videos for unseen objects and scenarios directly from text prompts, but 3D interactions learned from such synthetic data remain kinematic without ensuring physical plausibility. Imitating these videos with physics-based control is a promising direction, yet unreliable object tracking and hand-object misalignment make it difficult to obtain accurate imitation targets. We present DeVI (Dexterous Video Imitation), a novel framework that learns physics-based character control for dexterous HOI by imitating text-conditioned synthetic videos. To address unreliable 3D object motion reconstruction, we introduce hybrid imitation targets that combine reconstructed 3D human motion with tracked 2D object trajectories, bypassing the explicit reconstruction of the 3D object motion. Our Visual HOI Alignment further refines the human reference to align with both the generated video and the initial 3D object configuration, making it suitable for physical interaction. Extensive experiments show that DeVI's hybrid representation is more effective than those used by the baselines and that Visual HOI Alignment improves reconstruction quality and imitation success. We further demonstrate physically plausible functional manipulation from text instructions, including target-aware interactions and articulated object manipulation, without requiring motion-capture demonstrations.

cs.CV↗

MemGuard: Preventing Memory Contamination in Long-Term Memory-Augmented Large Language Models

Memory-augmented large language models extend reasoning beyond a fixed context window by maintaining long-term memory across interactions. However, existing memory systems often collapse stable user facts, episodic events, and behavioral rules into a shared space, allowing functionally distinct memories to be retrieved and used as interchangeable evidence. We identify this failure mode as heterogeneous memory contamination, where context-specific events become overgeneralized claims, or semantically relevant but functionally incompatible memories mislead generation. To this end, we introduce MemGuard, a type-aware memory framework that preserves functional memory boundaries during memory construction and retrieval. It assigns each memory an explicit functional role at write time, maintains relations across type-isolated memories, and selectively composes evidence only from necessary memory types, reducing contamination from irrelevant or functionally incompatible evidence. Across hallucination and long-horizon conversation benchmarks, MemGuard improves memory reliability by up to 28.27% while retrieving up to 5.8x fewer memory tokens than prior methods. These results suggest that reliable long-term reasoning depends on principled organization and selective use of heterogeneous memory.

cs.CL↗

Game-Guided Skill Discovery through Self-Play for Playable Agent Control

We present Game-Guided Skill Discovery (GGSD), a framework that uses self-play in games to discover motor skills that are directly playable by humans. Playable skills provide a compact abstraction for controlling embodied agents through a small set of learned behaviors rather than low-level actions. To be effective, these skills should be semantically distinct, interpretable, and expressive; properties that existing unsupervised skill-discovery methods often fail to achieve simultaneously. GGSD achieves these desiderata by grounding skill discovery in competitive gameplay. A hierarchical agent competes against its past selves, with a high-level policy selecting from a small discrete skill set and a skill-conditioned low-level policy learning the corresponding behaviors. After training, a human can replace the high-level policy and directly control the agent through the same discrete skills. Despite the small number of high-level actions, skill transitions give rise to emergent combo behaviors, expanding expressivity beyond individual primitives. Across Ant, Franka-arm, and Unitree G1 environments, we show that GGSD produces human-playable skills that humans can compose to solve unseen tasks, such as Maze and CubePush, without additional training. An interactive demo is available at https://ggsd-demo.github.io.

cs.LG↗

Constructive Distortion: Improving MLLMs with Attention-Guided Image Warping

Multimodal large language models (MLLMs) often miss small details and spatial relations in cluttered scenes, leading to errors in fine-grained perceptual grounding. We introduce AttWarp, a lightweight method that allocates more resolution to query-relevant content while compressing less informative areas, all while preserving global context. At test time, the approach uses an MLLM's cross-modal attention to perform rectilinear warping of the input image, reallocating spatial resolution toward regions the model deems important, without changing model weights or architecture. This attention-guided warping preserves all original image information but redistributes it non-uniformly, so small objects and subtle relationships become easier for the same model to read while the global layout remains intact. Across five benchmarks (TextVQA, GQA, DocVQA, POPE, MMMU) and four MLLMs (LLaVA, Qwen-VL, InternVL, and InstructBLIP), AttWarp consistently improves accuracy, strengthens compositional reasoning, and reduces hallucinations, outperforming four competitive baselines that manipulate raw images at test time. Together, these results show that attention-guided warping prioritizes information relevant to the query while preserving context, and that the same MLLMs perform better when given such warped inputs.

cs.CV↗

Fraglingo: Molecular Design via Attachment-Aware Autoregressive Fragment Generation

We introduce Fraglingo, an autoregressive molecular generator that constructs molecules step by step from chemically meaningful fragments connected through predefined attachment sites. At each generation step, Fraglingo jointly predicts which fragment to add and how it should attach by producing an attachment-aware fragment embedding and retrieving the nearest fragment through latent-space search. A wildcard-anchored readout represents both the growing molecule and candidate fragments relative to their attachment sites, enabling a single latent prediction to determine both fragment identity and attachment configuration. Because prediction operates in a continuous embedding space rather than over fixed fragment identifiers, larger fragment libraries can be introduced at inference time without retraining. This retrieval-based formulation provides a unified generation primitive for molecule generation, scaffold generation, scaffold decoration, and molecule optimization. Fraglingo also supports property-conditional generation, allowing desired molecular properties to guide the generation process. On controlled property-conditional benchmarks, Fraglingo achieves stronger joint property control than comparably trained baselines while maintaining competitive validity, uniqueness, and novelty. It also generalizes to fragment libraries up to four times larger than those used during training without retraining. Code is available at: https://anonymous.4open.science/r/FragLingo-3551.

cs.AI↗

Long-Horizon Embodied Decision-Making via Multimodal Memory Compression

Agents are increasingly expected to act not only as task executors, but also as decision-makers on behalf of human users. This shift requires agents to accumulate evidence over long horizons, interpret implicit user preferences, and compare multiple candidates under partial observations. In this work, we propose DunphyBench, a new benchmark for evaluating agents on long-horizon human-centered embodied decision-making, where the agent must navigate through multiple embodied housing environments and make decisions that align with multi-dimensional human preferences. Unlike standard embodied reasoning tasks that often focus on procedural planning or immediate goal completion, our setting requires agents to integrate multimodal, multi-source input into coherent knowledge that supports complex reasoning across long horizon. The evaluation results reveal that there is a substantial gap between current agents and human performance. Furthermore, our diagnosis of state-of-the-art VLM-driven agents reveals that memory management is one of the bottlenecks, where raw multimodal history introduces noise that hinders decision quality. Motivated by this finding, we design MeMento, a preference-conditioned multimodal memory compressor that selectively compresses decision-relevant information from long-horizon history based on user preferences with a fixed set of memory tokens. Experiments show that MeMento helps VLM-driven agents improve accuracy by 7.18%, while reducing memory usage by 85.38% compared to the strongest baseline.

cs.CV↗

AdaPlanBench: Evaluating Adaptive Planning in Large Language Model Agents under World and User Constraints

Planning for real-world problems by language models often involves both world and user constraints, which may not be fully specified upfront and are progressively disclosed through interaction. However, existing benchmarks still underexplore adaptive planning under such progressively revealed dual constraints. To address this gap, we introduce AdaPlanBench, a dynamic interactive benchmark for evaluating whether Large Language Model (LLM) agents can adaptively plan and re-plan under progressively revealed world and user constraints. AdaPlanBench is built on 307 household tasks, with a scalable constraint construction pipeline that augments each task with dual constraints. At runtime, agents interact with the environment in a multi-turn protocol where hidden constraints are revealed only when the agent proposes a plan that violates them, requiring iterative plan revision under accumulating feedback. This makes planning challenging, as agents must infer and track constraints from feedback while re-planning effectively. Experiments on ten leading LLMs show that adaptive planning under dual constraints remains challenging, with the best model reaching only 67.75% accuracy. We further observe that performance degrades as more constraints accumulate, with user constraints posing a particularly large challenge and failures often stemming from weaker physical grounding and reduced effectiveness. These results establish AdaPlanBench as a testbed for dual-constrained interactive planning and highlight the challenge of reliable adaptation to dynamically revealed constraints in LLM agents.

cs.CL↗

PEARL: Self-Evolving Assistant for Time Management with Reinforcement Learning

Overlapping calendar invitations force busy professionals to repeatedly decide which meetings to attend, reschedule, or decline. We refer to this preference-driven decision process as calendar conflict resolution. Automating this decision process is crucial yet challenging. Scheduling logistics can drain hours, and human delegation often fails at scale, which motivates us to ask: Can we trust large language models (LLMs) or language agents to manage time? To enable a systematic study of this question, we introduce CalConflictBench, a benchmark for long-horizon calendar conflict resolution. In CalConflictBench, conflicts are presented to agents round-by-round over a calendar year, requiring them to infer and adapt to user preferences progressively. Our experiments show that current LLM agents perform poorly with high error rates, e.g., Qwen-3-30B-Think has an average error rate of 35%. To address this gap, we propose PEARL, a reinforcement-learning framework that (i) augments the language agent with an external preference memory that stores and updates inferred strategies (e.g., attendee priorities, topic importance, time/location preferences), and (ii) optimizes the agent with round-wise rewards that directly supervise decision correctness, ranking quality, and memory usage across rounds. Experiments on CalConflictBench show that PEARL achieves an error reduction rate of 0.76 and a 55% improvement in average error rate compared to the strongest baseline.

cs.CL↗

SceneConductor: 3D Scene Generation from a Single Image with Multi-Agent Orchestration

Generating complete 3D scenes from a single image requires inferring globally consistent geometry, object relationships, and environmental context from inherently ambiguous visual evidence. Despite recent progress in joint layout-and-mesh generation, existing methods often rely on holistic or weakly decomposed pipelines that entangle many factors at once and demand extensive scene-level supervision, limiting their generalization to complex real-world environments. We propose a multi-agent orchestration framework that decomposes single-image 3D scene generation into three structured stages: scene initialization, environment construction, and multi-agent refinement. The initialization stage extracts image-derived object masks, builds object-level 3D representations, and predicts an initial spatial layout to form a coarse 3D scene. The environment-construction stage then leverages this initialization together with point-map geometry to build an environmental scaffold of supporting surfaces, room boundaries, materials, and illumination. Finally, in the refinement stage, a planner agent identifies structural and visual inconsistencies, applies simple corrections directly, and dispatches specialist agents for complex localized revisions that are reintegrated into the global scene. To provide reliable structural initialization while reducing reliance on scene-level annotations, we further introduce a geometry-aware layout predictor supervised by sparse geometric priors derived from point maps. Unlike fully supervised layout generators, the predictor can be trained from segmentation-level data and generalizes robustly to diverse real-world scenes. Extensive experiments on benchmark datasets show that our method consistently outperforms prior approaches in geometric accuracy, spatial consistency, and perceptual realism.

cs.CV↗

Jury Duty: Calibration and Orientation Failures in MLLM-as-a-Judge Under Cultural Ambiguity

MLLM-as-a-Judge is conventionally validated by agreement with human annotations, but this metric is undefined when the human pool is culturally heterogeneous. We introduce VOIR DIRE, a multimodal benchmark of 626 culturally paired image--prompt artifacts spanning U.S. and mainland Chinese contexts across food, fashion, and architecture, with annotator pools that are within-pool reliable (a = 0.86/0.74) but cross-pool divergent on evaluation (Q1 r = -0.12). Across six MLLMs, the bias decomposes into two failures: a positivity-floor calibration failure (compressed scale use) and an orientation failure (default to one cultural norm). On this corpus, where contested items are sampled to split the two pools, the floor mechanically validates the more-permissive Chinese reading; persona prompting partially recovers calibration, but the orientation residual survives, evidence the tilt is not reducible to scale compression. Reference-pool in-context demonstrations deepen the orientation residual and inflate the high end rather than restoring use of the low end. Model origin adds a small additive tilt (~0.10 MAE) that is approximately invariant under demonstration. We recommend reporting alignment against each reference pool separately and treating cross-pool divergence as a judge property.

cs.CV↗

Online Agent-as-a-Judge: Situation-Generating Evaluation for Interactive Agents

Evaluating LLM-powered interactive social agents is challenging because socially relevant behaviors depend not only on isolated outputs, but also on prior interactions, social roles, and downstream actions. Existing methods typically allow a target agent to act freely in an environment and then score the resulting trajectory. However, this passive setup can miss capabilities that only become observable under specific social circumstances; for example, conflict handling may remain untested if no disagreement arises. We propose Online Agent-as-a-Judge, a situation-generating evaluation framework for interactive social agents. Online Agent-as-a-Judge deploys an in-world evaluator agent that interacts with the target agent through the environment's native dialogue and action protocol, actively eliciting situations relevant to the evaluation criteria. The resulting trajectories provide evidence for assessing both immediate responses and subsequent behavior. In a life-simulation environment with $32$ designer-authored social criteria, Online Agent-as-a-Judge improves criteria coverage and agreement with human labels, yielding more reliable evidence-grounded evaluations of behaviors that passive methods can leave unobserved.

cs.AI↗

Advancing Creative Physical Intelligence in Large Multimodal Models

Large multimodal models (LMMs) have rapidly advanced in perception and reasoning; however, it remains unclear whether these capabilities generalize to discovering visually grounded solutions in open-ended environments, beyond pattern recognition. In such settings, intelligence requires more than answering well-posed questions: it involves identifying how elements in a scene can be repurposed in non-obvious yet physically feasible ways. This form of creative problem-solving is central to human intelligence, but remains largely untested in current benchmarks. To evaluate this ability, we introduce MM-CreativityBench, a benchmark for affordance-grounded creative tool use in visually rich, physically constrained environments. Each instance presents a scenario image with structured views of candidate entities and their parts, enabling fine-grained, interactive evaluation of how models iteratively inspect the scene, identify relevant affordances, and compose visually and physically grounded solutions. Our experiments show that current LMMs often fall short, not due to lack of generative capability, but because they do not sustain grounded exploration. Models often overlook relevant entities, under-examine critical parts, or hallucinate attributes not grounded in the image. Motivated by this failure mode, we propose affordance-grounded alignment, which casts creative tool use as a preference learning problem. Using Direct Preference Optimization, we encourage models to prefer attribute-affordance reasoning grounded in visual evidence over hallucinated alternatives. In addition, we incorporate supervision derived from an affordance knowledge base to guide broader entity exploration and multi-turn planning. Our results show consistent gains in selecting the correct entities and parts, while substantially reducing hallucination and grounding-related errors.

cs.AI↗