Contemporary language models can converse fluently and influence human decisions, yet their exchanges do not enter a continuing, vulnerable life of their own. Linguistic-agency theory identifies this missing connection as linguistic agency and characterizes it through embodiment, linguistic participation, and precariousness: a body that acts and bears consequences, interaction that changes both agent and partner, and a future that can be sustained or lost. Two coordinated studies examine how this organization can appear in artificial systems. First, we translate these relations into inspectable criteria for Synthetic Linguistic Agency (SLA) and identify several existing SLA systems. Second, building on Homeostatically Regulated Reinforcement Learning, we develop a mortality-grounded linguistic-reinforcement-learning model and instantiate it in an Embodied Mortal Agent (EMA). The EMA learns how ways of speaking change a partner's willingness to protect it and chooses expressions by considering what those responses mean for its remaining life. Controlled experiments show that linguistic choices depend on the EMA's body and social history, change partner behavior, and adapt through experience with particular partners. When bodily consequences persist, linguistic choices alter the future of the same life; when the body is reset, their social effects remain but no longer shape continued viability. The resulting EMA exhibits SLA under our operational definition. This work motivates further research on synthetic empathy and strategic human-AI interaction: how artificial agents with persistent bodies, histories, and futures might develop and express empathy, and how people might care for, negotiate with, or govern them.
Serdar Ozsoy, Lars Doorenbos, Juergen Gallcs.CV cs.AI
Accurately forecasting the movement of people in complex scenes requires reasoning over the past and present state of the entire environment. In this context, effectively incorporating object information and social interactions into a unified framework remains particularly challenging. To address this, we propose Object-Conditioned Social Diffusion (OCSD), a conditional diffusion model that integrates motion history, multi-person interactions, and object cues into a single framework. OCSD uses an object-conditioning mechanism that modulates denoising at every timestep, enabling fine-grained human-object reasoning, and a social encoder that models the interactions between all humans in the scene. As a result, our model naturally handles varying group sizes, complex social interactions, and supports sampling multiple plausible futures. Extensive experiments show that OCSD achieves state-of-the-art results on the Humans in Kitchens (HiK) and HOI-M3 benchmarks. It reduces the two-second path error by 121.5 mm (31.3%) on HiK and 130.5 mm (33.2%) on HOI-M3 compared to prior work, and produces more realistic long-term forecasts.
Tonglin Yan, Gregoire Sergeant-Perthuis, David Rudraufcs.AI
Effective social interaction requires agents to translate mental state inferences into coordinated behavioral signals across verbal and nonverbal channels simultaneously. Yet existing benchmarks evaluate theory of mind (ToM) reasoning and embodied behavior in isolation, leaving unmeasured the gap between social inference and social action. We introduce MOSAIC (Multimodal Orchestration of Social Action, Inference, and Communication), a controlled benchmark in which two embodied agents interact across cooperative and competitive scenarios requiring integration of verbal statements, spatial trajectories, gaze direction, and facial expression under systematically varied ToM constraints. Evaluating 13 models, including 11 VLMs, across 200 trials per model, we find that VLMs fail to produce behaviors consistent with the expected outcomes under ToM-order constraints, and that imposing explicit ToM-order constraints produces no reliable behavioral change aligned with the specified reasoning level. Signal-level analysis reveals two sequential bottlenecks: most models cannot produce directionally coherent nonverbal signals, and even when signals are present, VLM agents fail to interpret others behaviors and react to them. PCM-LLM, included as a structured architectural reference point with an explicit ToM module, succeeds across all conditions, suggesting that explicit belief-action coupling is a sufficient ingredient for this class of tasks.
Trajectory prediction has shifted toward structured formulations with explicit social modeling. However, existing methods inadequately distinguish the functional roles of social influence in trajectory planning. Observing that agents typically form motion plans by anticipating others' future behaviors before making local reactive adjustments, we identify social interactions as playing staged roles, namely planning precedes reaction. We propose INTraJ, a unified framework that decomposes social influence into two stages: a planning stage constructs reference trajectories using future social information, and a reaction stage recovers local adjustments from the residual between full-context prediction and the reference. INTraJ supports both multi-target and single-target paradigms. Extensive experiments on four standard benchmarks, including Argoverse 2, Argoverse 2-ped, ETH/UCY, and SDD, demonstrate consistent improvements, particularly in FDE and long-horizon consistency, with state-of-the-art performance achieved in several settings. INTraJ reframes trajectory prediction as a planning-driven two-stage process, validating that staged social modeling is critical for stable predictions. The code is publicly available at https://github.com/11isnotavailable/INTraJ.
Despite the remarkable recent progress of video world models, social interaction between users and the characters within these worlds remains unsupported. To fill this gap, we present HelloWorld, a video world model that enables social interaction with in-world characters. With a single button press, users can prompt the on-screen character to respond toward the camera, e.g., turning to the viewer, waving, nodding, or speaking a short greeting. To make these interactions natural, we propose a self-distillation pipeline that finetunes the video generation model on data synthesized by itself. Each synthesized clip contains both social interactions and camera motion, allowing the model to learn camera-pose conditioning without degrading interaction quality. At inference, we further introduce a training-free module that determines when the interaction occurs. Upon a button press, it modulates the cross-attention masks of the DiT so that the interaction-related text prompt attends only to the frames within the press window, temporally localizing the character's response. We further build HelloWorldBench, a 400-sample benchmark with three social interaction metrics alongside three conventional metrics, for evaluation. Experiments demonstrate that HelloWorld surpasses a variety of baselines in interaction quality, while maintaining state-of-the-art picture aesthetics and camera-pose following. Project page: https://github.com/AlayaLab/HelloWorld
Pedestrian trajectory prediction requires modeling temporal dynamics, multimodal cues, and social interactions in crowded environments. Existing methods often address these factors separately or entangle them in costly attention blocks, limiting scalability, flexibility, and interpretability. We propose a three-step hierarchical Transformer that explicitly separates temporal encoding, multimodal fusion, and scene-level interaction reasoning. Lightweight GRU summaries enable efficient cross-modal attention, while social attention over time--agent tokens captures inter-pedestrian influences at manageable cost. Experiments on JTA, JRDB, and the Pedestrians and Cyclists in Road Traffic dataset show state-of-the-art performance on real-world datasets (JRDB, Urban) and competitive results on JTA. Ablation and qualitative analyses confirm the contribution of each stage and the model's ability to anticipate complex behaviors such as early turning.
Long-term human path forecasting in crowds is critical for autonomous moving platforms (like autonomous driving cars and social robots) to avoid collision and make high-quality planning. Although the current research take into account social interactions for prediction, they don't reveal the exact kinds of social interactions happened among people and how the social interactions affect the decision-making process of pedestrians, which further limits its robustness. Social interactions in pedestrian walking are intuitively massive and hard to label and quantify. In this paper, we explore creatively to quantify and interpret how pedestrians interact with others by proposing Learn to Cluster. Our clustering social interactions is probabilistic latent variable generative, learning directly from sequential trajectory observations, scalable to arbitrary number of pedestrians. Learn to cluster is label-free and can be naturally integrated into the training process of the prediction model. The latent variables will then serve as 'labels' to categorize social interactions. Extensive experiments over several trajectory prediction benchmarks demonstrate that our method is able to learn the patterns of social interactions and effectively integrate the patterns to pedestrian trajectory prediction.