arXiv AI

Partially Observable Zero-shot coordination by Predicting Intention of Partner

The paper introduces Predicting Intention of Partner (PIP), a method for zero‑shot coordination in partially observable settings. PIP employs a Joint‑view VAE to create a partner representation from local observations and uses Partner‑State Belief networks to infer hidden partner states from interaction history. Experiments on Burrito‑PO, Overcooked‑PO, and Melting Pot, along with human evaluation, show that PIP outperforms other methods and demonstrates effective coordination with unseen partners under occlusion.

arXiv AI
Oct 9

Multi-Agent Egocentric World Model with Fine-Grained Embodied Interaction

The paper introduces Multi-agent Egocentric World Model (ME-World), a framework that generates synchronized first-person video streams for multiple agents interacting in a shared environment. It addresses fine-grained embodied actions by ensuring cross-view action consistency, shared-environment consistency, and consistent state updates across agents. Experiments on real and synthetic data demonstrate that ME-World outperforms existing methods in shared-world consistency, action control, identity preservation, and video quality.

By Dahyun Chung, Siyoon Jin, Hyunwook Choi, Honggyu An, Junyoung Seo, Hyunsung Kim, Seung Wook Kim, Seungryong Kim
arXiv AI
Aug 24

Belief Without Behavior: Measuring the Translation of Theory of Mind into Coordinated Social Action in Vision-Language Models

The paper introduces MOSAIC, a benchmark that tests how vision‑language models translate theory‑of‑mind (ToM) reasoning into coordinated social actions across verbal and nonverbal channels. Across 200 trials per model, 13 models—including 11 VLMs—failed to align their behaviors with ToM constraints, revealing bottlenecks in generating coherent nonverbal signals and interpreting others’ actions. A structured model with an explicit ToM module, PCM‑LLM, succeeded in all conditions, indicating that belief‑action coupling is crucial for these tasks.

By Tonglin Yan, Gregoire Sergeant-Perthuis, David Rudrauf
arXiv AI
Oct 2

Watch, Infer, Coordinate: Inferring Robot Partner Constraints for Zero-Shot Coordination

The paper introduces Watch, Infer, Coordinate, a benchmark and inference method for robots to deduce a partner’s physical constraints by observing joint behavior in physically coupled manipulation tasks. It demonstrates that understanding these constraints enables zero‑shot coordination on new tasks, achieving performance close to an oracle with true constraint knowledge. The study focuses on scenarios where a robot’s limitations may be unknown to its partner, such as hardware degradation or actuator faults.

By Suyu Ye, Zheyuan Zhang, Vaishnav Tadiparthi, Hossein Nourkhiz Mahjoub, Ehsan Moradi Pari, Tianmin Shu, Homanga Bharadhwaj, Nakul Agarwal
arXiv Computer Vision
Sep 3

BOLT: Online Lightweight Adaptation for Preparation-Free Heterogeneous Cooperative Perception

BOLT is a lightweight plug‑and‑play module that enables preparation‑free heterogeneous cooperative perception by adapting neighboring features online through ego‑as‑teacher distillation. It requires only ego predictions, no ground‑truth labels, and uses high‑confidence ego features to align cross‑agent feature domains while allowing neighbors to contribute in low‑confidence regions. With just 0.9 M trainable parameters, BOLT boosts AP@50 by up to 32.3 points over unadapted fusion and consistently outperforms ego‑only results on DAIR‑V2X and OPV2V.

By Kang Yang, Tianci Bu, Peng Wang, Deying Li, Yongcai Wang
arXiv AI
Oct 7

Attacca: Goal-Directed Control under State Continuity for Long-Horizon Embodied Agents

Attacca is a new approach for training visual goal‑conditioned policies that can handle continuous long‑horizon task execution in embodied agents. It decouples goal images from the execution environment by sampling class‑compatible masked goals from other worlds, enabling the policy to ground targets in the current view via a target‑mask prediction head. The method also introduces behavioral‑phase conditioning to distinguish Search, Approach, and Interact stages, and achieves significant performance gains on Minecraft tasks, outperforming baselines by up to 7× on long‑horizon scenarios.

By Gyusik Seo, Jaehong Yoon