Jonghyuk Park, Alex Lascarides, Subramanian Ramamoorthycs.AI
This paper describes a neurosymbolic architecture for learning to assemble novel structures using evidence from embodied conversations and task demonstrations. We focus on scenarios where an agent encounters, after deployment, semantic constraints on structures--in other words, constraints as to which part types and features make valid structures--that were not available during training, and where it is initially unaware of the relevant structure and component part concepts. The agent must acquire and exploit such knowledge through user interactions while attempting assembly. We study this setting in a simulated toy truck assembly domain, learning from symbolic evidence encoded in natural language and from dense visual observations. Our experiments show that communicating semantic constraints through natural language (e.g., "dump trucks have a dumper") yields more data-efficient online adaptation than relying only on task demonstrations and/or only naming the parts through natural language.
This paper introduces SCHEDBench, a natural-language benchmark for evaluating combinatorial scheduling constraint faithfulness under surface-form variation. Grounded in canonical scheduling instances and solver-derived feasibility and optimality, SCHEDBench assesses whether large language models (LLMs) generate schedules with the same constraint-feasible behavior across varied natural-language (NL) surface forms. SCHEDBench spans 1,132 instances across job-shop scheduling problems (JSP), single and multi-mode resource-constrained project scheduling problems (RCPSP), nurse rostering/scheduling, and curriculum timetabling problems of varying difficulty. Instances are templated into natural language problems using domain-specific templates, themed entities, lexical-syntactic template rephrasing, and constraint-level surface-form variation, with reference solutions verified for feasibility and objective optimality. Across thirteen frontier and open-weight LLMs, we find that models are not reliably invariant to semantically equivalent renderings of the same scheduling problem. Surface-form variation reduces feasibility and induces above-noise shifts in per-instance hard-constraint violations on matched instances. Among the tested isolated axes, constraint reordering yields the clearest above-noise sensitivity.
Hongxin Zhang, Chunru Lin, Junyan Li +3cs.RO cs.AI cs.CL cs.CV
Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/
Zachary Wojtowicz, Ayush Nayak, Jacob Andreascs.LG cs.AI cs.CL cs.HC
The growing use of statistical learning algorithms to infer human preferences from high-dimensional choice data runs up against a fundamental challenge: choice alternatives typically differ in many ways simultaneously, so it is generally unclear which factors actually drove an observed decision and should be credited as preferences. Compounding this problem, the opacity of these methods leaves human operators unable to inspect, contest, or correct models when they err. We introduce \emph{weights to words}, a method that takes a dataset of choice problems as input and automatically discovers a collection of domain-relevant preference dimensions, each described in natural language and paired with a vector in the model's representational space. These dimensions address both under-determination and opacity: they can be applied to concentrate attribution on a small set of meaningful factors, and they can externalize the model's inferences in natural language so that users can inspect and edit them in real time. We first qualitatively illustrate the method's versatility on four diverse domains: moral dilemmas, movies, wines, and free-form LLM responses. We then report two pre-registered human-subjects experiments, on moral dilemmas ($N=450$) and movie selection ($N=449$), that demonstrate its benefits for learning preference models: (1) regularizing a preference model toward the learned basis increases prediction accuracy on held-out choices, and (2) incorporating participants' structured edits further improves accuracy. In head-to-head comparisons, participants prefer the method's inferred preference profiles and endorse its predictions as more accurate.