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Jul 9

Unfolding Spatial Cognition: Evaluating Multimodal Models on Visual Simulations

Spatial cognition is essential for human intelligence, enabling problem-solving through visual simulations rather than solely relying on verbal reasoning. However, existing AI benchmarks primarily assess verbal reasoning, neglecting the complexities of non-verbal, multi-step visual simulation. We introduce STARE(Spatial Transformations and Reasoning Evaluation), a benchmark designed to rigorously evaluate multimodal large language models on tasks better solved through multi-step visual simulation. STARE features 4K tasks spanning foundational geometric transformations (2D and 3D), integrated spatial reasoning (cube net folding and tangram puzzles), and real-world spatial reasoning (perspective and temporal reasoning), reflecting practical cognitive challenges like object assembly, mechanical diagram interpretation, and everyday spatial navigation. Our evaluations show that models excel at reasoning over simpler 2D transformations, but perform close to random chance on more complex tasks like 3D cube net folding and tangram puzzles that require multi-step visual simulations. Humans achieve near-perfect accuracy but take considerable time (up to 28.9s) on complex tasks, significantly speeding up (down by 7.5 seconds on average) with intermediate visual simulations. In contrast, models exhibit inconsistent performance gains from visual simulations, improving on most tasks but declining in specific cases like tangram puzzles (GPT-4o, o1) and cube net folding (Claude-3.5, Gemini-2.0 Flash), indicating that models may not know how to effectively leverage intermediate visual information.

  • 8 authors
·
Jun 5, 2025 1

SpatiaLab: Can Vision-Language Models Perform Spatial Reasoning in the Wild?

Spatial reasoning is a fundamental aspect of human cognition, yet it remains a major challenge for contemporary vision-language models (VLMs). Prior work largely relied on synthetic or LLM-generated environments with limited task designs and puzzle-like setups, failing to capture the real-world complexity, visual noise, and diverse spatial relationships that VLMs encounter. To address this, we introduce SpatiaLab, a comprehensive benchmark for evaluating VLMs' spatial reasoning in realistic, unconstrained contexts. SpatiaLab comprises 1,400 visual question-answer pairs across six major categories: Relative Positioning, Depth & Occlusion, Orientation, Size & Scale, Spatial Navigation, and 3D Geometry, each with five subcategories, yielding 30 distinct task types. Each subcategory contains at least 25 questions, and each main category includes at least 200 questions, supporting both multiple-choice and open-ended evaluation. Experiments across diverse state-of-the-art VLMs, including open- and closed-source models, reasoning-focused, and specialized spatial reasoning models, reveal a substantial gap in spatial reasoning capabilities compared with humans. In the multiple-choice setup, InternVL3.5-72B achieves 54.93% accuracy versus 87.57% for humans. In the open-ended setting, all models show a performance drop of around 10-25%, with GPT-5-mini scoring highest at 40.93% versus 64.93% for humans. These results highlight key limitations in handling complex spatial relationships, depth perception, navigation, and 3D geometry. By providing a diverse, real-world evaluation framework, SpatiaLab exposes critical challenges and opportunities for advancing VLMs' spatial reasoning, offering a benchmark to guide future research toward robust, human-aligned spatial understanding. SpatiaLab is available at: https://spatialab-reasoning.github.io/.

VideoGameBench: Can Vision-Language Models complete popular video games?

Vision-language models (VLMs) have achieved strong results on coding and math benchmarks that are challenging for humans, yet their ability to perform tasks that come naturally to humans--such as perception, spatial navigation, and memory management--remains understudied. Real video games are crafted to be intuitive for humans to learn and master by leveraging innate inductive biases, making them an ideal testbed for evaluating such capabilities in VLMs. To this end, we introduce VideoGameBench, a benchmark consisting of 10 popular video games from the 1990s that VLMs directly interact with in real-time. VideoGameBench challenges models to complete entire games with access to only raw visual inputs and a high-level description of objectives and controls, a significant departure from existing setups that rely on game-specific scaffolding and auxiliary information. We keep three of the games secret to encourage solutions that generalize to unseen environments. Our experiments show that frontier vision-language models struggle to progress beyond the beginning of each game. We find inference latency to be a major limitation of frontier models in the real-time setting; therefore, we introduce VideoGameBench Lite, a setting where the game pauses while waiting for the LM's next action. The best performing model, Gemini 2.5 Pro, completes only 0.48% of VideoGameBench and 1.6% of VideoGameBench Lite. We hope that the formalization of the human skills mentioned above into this benchmark motivates progress in these research directions.

  • 4 authors
·
May 23, 2025 3

CheeseBench: Evaluating Large Language Models on Rodent Behavioral Neuroscience Paradigms

We introduce CheeseBench, a benchmark that evaluates large language models (LLMs) on nine classical behavioral neuroscience paradigms (Morris water maze, Barnes maze, T-maze, radial arm maze, star maze, operant chamber, shuttle box, conditioned place preference, and delayed non-match to sample), spanning six cognitive dimensions. Each task is grounded in peer-reviewed rodent protocols with approximate animal baselines. The agent receives a unified system prompt with no task-specific instructions and must discover goals purely from ASCII text observations and reward signals, much like a rodent placed into an unfamiliar apparatus. We evaluate six open-weight LLMs (3B to 72B parameters) on text-based ASCII renderings and compare against both a random baseline and a graph-based reinforcement learning agent. Our best model (Qwen2.5-VL-7B) reaches 52.6% average success on ASCII input, compared to 32.1% for random agents and 78.9% for approximate rodent baselines. We find that (1) scaling beyond 7B yields diminishing returns, (2) longer context history degrades performance, (3) chain-of-thought prompting hurts rather than helps, and (4) a vision-language architecture provides an advantage at 7B but hurts at 32B. Because the same model's performance ranges from 20% to 57% depending on interface parameters alone, these results characterize the agent-plus-interface system, not the model in isolation. Under this unified zero-shot ASCII protocol, current open-weight LLM agents remain well below approximate rodent reference values, particularly on tasks requiring spatial navigation and within-trial state tracking.

  • 1 authors
·
Apr 11

ReLI: A Language-Agnostic Approach to Human-Robot Interaction

Adapting autonomous agents to industrial, domestic, and other daily tasks is currently gaining momentum. However, in the global or cross-lingual application contexts, ensuring effective interaction with the environment and executing unrestricted human task-specified instructions in diverse languages remains an unsolved problem. To address this challenge, we propose ReLI, a language-agnostic framework designed to enable autonomous agents to converse naturally, semantically reason about the environment, and to perform downstream tasks, regardless of the task instruction's linguistic origin. First, we ground large-scale pre-trained foundation models and transform them into language-to-action models that can directly provide common-sense reasoning and high-level robot control through natural, free-flow human-robot conversational interactions. Further, we perform cross-lingual grounding of the models to ensure that ReLI generalises across the global languages. To demonstrate the ReLI's robustness, we conducted extensive simulated and real-world experiments on various short- and long-horizon tasks, including zero-shot and few-shot spatial navigation, scene information retrieval, and query-oriented tasks. We benchmarked the performance on 140 languages involving over 70K multi-turn conversations. On average, ReLI achieved over 90%pm0.2 accuracy in cross-lingual instruction parsing and task execution success rates. These results demonstrate the ReLI's potential to enhance natural human-robot interaction in the real world while championing linguistic diversity. Demonstrations and resources will be publicly available at https://linusnep.github.io/ReLI/.

  • 4 authors
·
May 3, 2025

$NavA^3$: Understanding Any Instruction, Navigating Anywhere, Finding Anything

Embodied navigation is a fundamental capability of embodied intelligence, enabling robots to move and interact within physical environments. However, existing navigation tasks primarily focus on predefined object navigation or instruction following, which significantly differs from human needs in real-world scenarios involving complex, open-ended scenes. To bridge this gap, we introduce a challenging long-horizon navigation task that requires understanding high-level human instructions and performing spatial-aware object navigation in real-world environments. Existing embodied navigation methods struggle with such tasks due to their limitations in comprehending high-level human instructions and localizing objects with an open vocabulary. In this paper, we propose NavA^3, a hierarchical framework divided into two stages: global and local policies. In the global policy, we leverage the reasoning capabilities of Reasoning-VLM to parse high-level human instructions and integrate them with global 3D scene views. This allows us to reason and navigate to regions most likely to contain the goal object. In the local policy, we have collected a dataset of 1.0 million samples of spatial-aware object affordances to train the NaviAfford model (PointingVLM), which provides robust open-vocabulary object localization and spatial awareness for precise goal identification and navigation in complex environments. Extensive experiments demonstrate that NavA^3 achieves SOTA results in navigation performance and can successfully complete longhorizon navigation tasks across different robot embodiments in real-world settings, paving the way for universal embodied navigation. The dataset and code will be made available. Project website: https://NavigationA3.github.io/.

  • 9 authors
·
Aug 6, 2025

Probing Visual Planning in Image Editing Models

Visual planning represents a crucial facet of human intelligence, especially in tasks that require complex spatial reasoning and navigation. Yet, in machine learning, this inherently visual problem is often tackled through a verbal-centric lens. While recent research demonstrates the promise of fully visual approaches, they suffer from significant computational inefficiency due to the step-by-step planning-by-generation paradigm. In this work, we present EAR, an editing-as-reasoning paradigm that reformulates visual planning as a single-step image transformation. To isolate intrinsic reasoning from visual recognition, we employ abstract puzzles as probing tasks and introduce AMAZE, a procedurally generated dataset that features the classical Maze and Queen problems, covering distinct, complementary forms of visual planning. The abstract nature of AMAZE also facilitates automatic evaluation of autoregressive and diffusion-based models in terms of both pixel-wise fidelity and logical validity. We assess leading proprietary and open-source editing models. The results show that they all struggle in the zero-shot setting, finetuning on basic scales enables remarkable generalization to larger in-domain scales and out-of-domain scales and geometries. However, our best model that runs on high-end hardware fails to match the zero-shot efficiency of human solvers, highlighting a persistent gap in neural visual reasoning.

  • 5 authors
·
Apr 22 2

MG-Nav: Dual-Scale Visual Navigation via Sparse Spatial Memory

We present MG-Nav (Memory-Guided Navigation), a dual-scale framework for zero-shot visual navigation that unifies global memory-guided planning with local geometry-enhanced control. At its core is the Sparse Spatial Memory Graph (SMG), a compact, region-centric memory where each node aggregates multi-view keyframe and object semantics, capturing both appearance and spatial structure while preserving viewpoint diversity. At the global level, the agent is localized on SMG and a goal-conditioned node path is planned via an image-to-instance hybrid retrieval, producing a sequence of reachable waypoints for long-horizon guidance. At the local level, a navigation foundation policy executes these waypoints in point-goal mode with obstacle-aware control, and switches to image-goal mode when navigating from the final node towards the visual target. To further enhance viewpoint alignment and goal recognition, we introduce VGGT-adapter, a lightweight geometric module built on the pre-trained VGGT model, which aligns observation and goal features in a shared 3D-aware space. MG-Nav operates global planning and local control at different frequencies, using periodic re-localization to correct errors. Experiments on HM3D Instance-Image-Goal and MP3D Image-Goal benchmarks demonstrate that MG-Nav achieves state-of-the-art zero-shot performance and remains robust under dynamic rearrangements and unseen scene conditions.

TheHKU Hong Kong University
·
Nov 27, 2025 2

Mem4Nav: Boosting Vision-and-Language Navigation in Urban Environments with a Hierarchical Spatial-Cognition Long-Short Memory System

Vision-and-Language Navigation (VLN) in large-scale urban environments requires embodied agents to ground linguistic instructions in complex scenes and recall relevant experiences over extended time horizons. Prior modular pipelines offer interpretability but lack unified memory, while end-to-end (M)LLM agents excel at fusing vision and language yet remain constrained by fixed context windows and implicit spatial reasoning. We introduce Mem4Nav, a hierarchical spatial-cognition long-short memory system that can augment any VLN backbone. Mem4Nav fuses a sparse octree for fine-grained voxel indexing with a semantic topology graph for high-level landmark connectivity, storing both in trainable memory tokens embedded via a reversible Transformer. Long-term memory (LTM) compresses and retains historical observations at both octree and graph nodes, while short-term memory (STM) caches recent multimodal entries in relative coordinates for real-time obstacle avoidance and local planning. At each step, STM retrieval sharply prunes dynamic context, and, when deeper history is needed, LTM tokens are decoded losslessly to reconstruct past embeddings. Evaluated on Touchdown and Map2Seq across three backbones (modular, state-of-the-art VLN with prompt-based LLM, and state-of-the-art VLN with strided-attention MLLM), Mem4Nav yields 7-13 pp gains in Task Completion, sufficient SPD reduction, and >10 pp nDTW improvement. Ablations confirm the indispensability of both the hierarchical map and dual memory modules. Our codes are open-sourced via https://github.com/tsinghua-fib-lab/Mem4Nav.

  • 6 authors
·
Jun 24, 2025 1

Is your VLM Sky-Ready? A Comprehensive Spatial Intelligence Benchmark for UAV Navigation

Vision-Language Models (VLMs), leveraging their powerful visual perception and reasoning capabilities, have been widely applied in Unmanned Aerial Vehicle (UAV) tasks. However, the spatial intelligence capabilities of existing VLMs in UAV scenarios remain largely unexplored, raising concerns about their effectiveness in navigating and interpreting dynamic environments. To bridge this gap, we introduce SpatialSky-Bench, a comprehensive benchmark specifically designed to evaluate the spatial intelligence capabilities of VLMs in UAV navigation. Our benchmark comprises two categories-Environmental Perception and Scene Understanding-divided into 13 subcategories, including bounding boxes, color, distance, height, and landing safety analysis, among others. Extensive evaluations of various mainstream open-source and closed-source VLMs reveal unsatisfactory performance in complex UAV navigation scenarios, highlighting significant gaps in their spatial capabilities. To address this challenge, we developed the SpatialSky-Dataset, a comprehensive dataset containing 1M samples with diverse annotations across various scenarios. Leveraging this dataset, we introduce Sky-VLM, a specialized VLM designed for UAV spatial reasoning across multiple granularities and contexts. Extensive experimental results demonstrate that Sky-VLM achieves state-of-the-art performance across all benchmark tasks, paving the way for the development of VLMs suitable for UAV scenarios. The source code is available at https://github.com/linglingxiansen/SpatialSKy.

  • 10 authors
·
Nov 17, 2025

PanoWorld: Towards Spatial Supersensing in 360$^\circ$ Panorama World

Multimodal large laboratory models (MLLMs) still struggle with spatial understanding under the dominant perspective-image paradigm, which inherits the narrow field of view of human-like perception. For navigation, robotic search, and 3D scene understanding, 360-degree panoramic sensing offers a form of supersensing by capturing the entire surrounding environment at once. However, existing MLLM pipelines typically decompose panoramas into multiple perspective views, leaving the spherical structure of equirectangular projection (ERP) largely implicit. In this paper, we study pano-native understanding, which requires an MLLM to reason over an ERP panorama as a continuous, observer-centered space. To this end, we first define the key abilities for pano-native understanding, including semantic anchoring, spherical localization, reference-frame transformation, and depth-aware 3D spatial reasoning. We then build a large-scale metadata construction pipeline that converts mixed-source ERP panoramas into geometry-aware, language-grounded, and depth-aware supervision, and instantiate these signals as capability-aligned instruction tuning data. On the model side, we introduce PanoWorld with Spherical Spatial Cross-Attention, which injects spherical geometry into the visual stream. We further construct PanoSpace-Bench, a diagnostic benchmark for evaluating ERP-native spatial reasoning. Experiments show that PanoWorld substantially outperforms both proprietary and open-source baselines on PanoSpace-Bench, H* Bench, and R2R-CE Val-Unseen benchmarks. These results demonstrate that robust panoramic reasoning requires dedicated pano-native supervision and geometry-aware model adaptation. All source code and proposed data will be publicly released.

Learning Navigational Visual Representations with Semantic Map Supervision

Being able to perceive the semantics and the spatial structure of the environment is essential for visual navigation of a household robot. However, most existing works only employ visual backbones pre-trained either with independent images for classification or with self-supervised learning methods to adapt to the indoor navigation domain, neglecting the spatial relationships that are essential to the learning of navigation. Inspired by the behavior that humans naturally build semantically and spatially meaningful cognitive maps in their brains during navigation, in this paper, we propose a novel navigational-specific visual representation learning method by contrasting the agent's egocentric views and semantic maps (Ego^2-Map). We apply the visual transformer as the backbone encoder and train the model with data collected from the large-scale Habitat-Matterport3D environments. Ego^2-Map learning transfers the compact and rich information from a map, such as objects, structure and transition, to the agent's egocentric representations for navigation. Experiments show that agents using our learned representations on object-goal navigation outperform recent visual pre-training methods. Moreover, our representations significantly improve vision-and-language navigation in continuous environments for both high-level and low-level action spaces, achieving new state-of-the-art results of 47% SR and 41% SPL on the test server.

  • 7 authors
·
Jul 23, 2023

Controllable Navigation Instruction Generation with Chain of Thought Prompting

Instruction generation is a vital and multidisciplinary research area with broad applications. Existing instruction generation models are limited to generating instructions in a single style from a particular dataset, and the style and content of generated instructions cannot be controlled. Moreover, most existing instruction generation methods also disregard the spatial modeling of the navigation environment. Leveraging the capabilities of Large Language Models (LLMs), we propose C-Instructor, which utilizes the chain-of-thought-style prompt for style-controllable and content-controllable instruction generation. Firstly, we propose a Chain of Thought with Landmarks (CoTL) mechanism, which guides the LLM to identify key landmarks and then generate complete instructions. CoTL renders generated instructions more accessible to follow and offers greater controllability over the manipulation of landmark objects. Furthermore, we present a Spatial Topology Modeling Task to facilitate the understanding of the spatial structure of the environment. Finally, we introduce a Style-Mixed Training policy, harnessing the prior knowledge of LLMs to enable style control for instruction generation based on different prompts within a single model instance. Extensive experiments demonstrate that instructions generated by C-Instructor outperform those generated by previous methods in text metrics, navigation guidance evaluation, and user studies.

  • 7 authors
·
Jul 10, 2024

AgentVLN: Towards Agentic Vision-and-Language Navigation

Vision-and-Language Navigation (VLN) requires an embodied agent to ground complex natural-language instructions into long-horizon navigation in unseen environments. While Vision-Language Models (VLMs) offer strong 2D semantic understanding, current VLN systems remain constrained by limited spatial perception, 2D-3D representation mismatch, and monocular scale ambiguity. In this paper, we propose AgentVLN, a novel and efficient embodied navigation framework that can be deployed on edge computing platforms. We formulate VLN as a Partially Observable Semi-Markov Decision Process (POSMDP) and introduce a VLM-as-Brain paradigm that decouples high-level semantic reasoning from perception and planning via a plug-and-play skill library. To resolve multi-level representation inconsistency, we design a cross-space representation mapping that projects perception-layer 3D topological waypoints into the image plane, yielding pixel-aligned visual prompts for the VLM. Building on this bridge, we integrate a context-aware self-correction and active exploration strategy to recover from occlusions and suppress error accumulation over long trajectories. To further address the spatial ambiguity of instructions in unstructured environments, we propose a Query-Driven Perceptual Chain-of-Thought (QD-PCoT) scheme, enabling the agent with the metacognitive ability to actively seek geometric depth information. Finally, we construct AgentVLN-Instruct, a large-scale instruction-tuning dataset with dynamic stage routing conditioned on target visibility. Extensive experiments show that AgentVLN consistently outperforms prior state-of-the-art methods (SOTA) on long-horizon VLN benchmarks, offering a practical paradigm for lightweight deployment of next-generation embodied navigation models. Code: https://github.com/Allenxinn/AgentVLN.

  • 9 authors
·
Mar 18

Image2Sim: Scaling Embodied Navigation via Generative Neural Simulator

Embodied navigation aims to build agents that interpret multimodal goals, reason in 3D space, and reach target destinations reliably in the real world. However, progress remains constrained by the lack of scalable, high-fidelity, and physically grounded interactive environments. Although real-world scanned datasets offer visual realism, they are limited by scale. In contrast, synthetic simulators scale more easily but often exhibit large sim-to-real gaps. We introduce Image2Sim, a real-time neural simulation framework that constructs high-quality interactive environments from posed RGB-D image sequences. The central idea is to decouple 3D spatial anchoring from photorealistic observation synthesis. For scene construction, Image2Sim uses a feed-forward feature Gaussian model that lifts posed RGB-D observations into a 3D feature-Gaussian representation in a single pass. For rendering, we propose a Geometry-Aware One-Step Pixel Flow model that transforms sparse and noisy Gaussian projections into high-quality panoramic RGB-D observations. Image2Sim also serves as a fully automated embodied data engine that generates high-fidelity observations, executable actions, and diverse navigation instructions at scale. It converts large collections of videos and images into nearly 20K interactive scenes and synthesizes more than 10 million navigation training samples. Navigation models trained entirely in these neural environments achieve strong improvements on major benchmarks and transfer effectively to real-world zero-shot settings. These results suggest that scalable neural simulation can serve as a practical training substrate for embodied navigation at scale.

VLingNav: Embodied Navigation with Adaptive Reasoning and Visual-Assisted Linguistic Memory

VLA models have shown promising potential in embodied navigation by unifying perception and planning while inheriting the strong generalization abilities of large VLMs. However, most existing VLA models rely on reactive mappings directly from observations to actions, lacking the explicit reasoning capabilities and persistent memory required for complex, long-horizon navigation tasks. To address these challenges, we propose VLingNav, a VLA model for embodied navigation grounded in linguistic-driven cognition. First, inspired by the dual-process theory of human cognition, we introduce an adaptive chain-of-thought mechanism, which dynamically triggers explicit reasoning only when necessary, enabling the agent to fluidly switch between fast, intuitive execution and slow, deliberate planning. Second, to handle long-horizon spatial dependencies, we develop a visual-assisted linguistic memory module that constructs a persistent, cross-modal semantic memory, enabling the agent to recall past observations to prevent repetitive exploration and infer movement trends for dynamic environments. For the training recipe, we construct Nav-AdaCoT-2.9M, the largest embodied navigation dataset with reasoning annotations to date, enriched with adaptive CoT annotations that induce a reasoning paradigm capable of adjusting both when to think and what to think about. Moreover, we incorporate an online expert-guided reinforcement learning stage, enabling the model to surpass pure imitation learning and to acquire more robust, self-explored navigation behaviors. Extensive experiments demonstrate that VLingNav achieves state-of-the-art performance across a wide range of embodied navigation benchmarks. Notably, VLingNav transfers to real-world robotic platforms in a zero-shot manner, executing various navigation tasks and demonstrating strong cross-domain and cross-task generalization.

RoboHop: Segment-based Topological Map Representation for Open-World Visual Navigation

Mapping is crucial for spatial reasoning, planning and robot navigation. Existing approaches range from metric, which require precise geometry-based optimization, to purely topological, where image-as-node based graphs lack explicit object-level reasoning and interconnectivity. In this paper, we propose a novel topological representation of an environment based on "image segments", which are semantically meaningful and open-vocabulary queryable, conferring several advantages over previous works based on pixel-level features. Unlike 3D scene graphs, we create a purely topological graph with segments as nodes, where edges are formed by a) associating segment-level descriptors between pairs of consecutive images and b) connecting neighboring segments within an image using their pixel centroids. This unveils a "continuous sense of a place", defined by inter-image persistence of segments along with their intra-image neighbours. It further enables us to represent and update segment-level descriptors through neighborhood aggregation using graph convolution layers, which improves robot localization based on segment-level retrieval. Using real-world data, we show how our proposed map representation can be used to i) generate navigation plans in the form of "hops over segments" and ii) search for target objects using natural language queries describing spatial relations of objects. Furthermore, we quantitatively analyze data association at the segment level, which underpins inter-image connectivity during mapping and segment-level localization when revisiting the same place. Finally, we show preliminary trials on segment-level `hopping' based zero-shot real-world navigation. Project page with supplementary details: oravus.github.io/RoboHop/

  • 7 authors
·
May 9, 2024

VL-MemKnG: Hybrid Memory with a Spatio-Temporal Knowledge Graph for Question Answering over Long Egocentric Navigation Trajectories

Answering navigation-relevant questions over long egocentric videos requires retrieving and organizing evidence distributed across distant temporal moments while maintaining spatial and contextual consistency. Although long-context vision--language models can achieve strong answer quality, they are computationally expensive for long trajectories and inefficient for repeated querying. Recent graph-based approaches such as VL-KnG address this challenge through persistent spatio-temporal knowledge graphs, but graph-centric retrieval alone may underrepresent broader temporal continuity and contextual cues. We present VL-MemKnG, a hybrid memory framework that extends VL-KnG by combining a spatio-temporal knowledge graph with persistent segment-level contextual memory. The knowledge graph captures structured relational information and long-range object associations, while segment-level memory preserves broader temporal context for long-horizon evidence retrieval. A hybrid retrieval-and-reasoning module jointly operates over both memory representations to produce evidence-grounded answers and temporally organized supporting evidence. We also introduce WalkieKnowledgeT+, an extension of WalkieKnowledge for long-horizon navigation-oriented video question answering. The benchmark includes temporally distributed reasoning tasks requiring evidence aggregation across multiple non-cooccurring moments. On WalkieKnowledgeT+, VL-MemKnG improves Top-1 retrieval accuracy from 58% to 67% and Recall@1 from 34.50% to 40.55%, outperforming all compared methods, including Gemini 2.5 Pro and Qwen 3.5+. The gains are particularly pronounced on temporal-global and temporally scattered aggregation questions, demonstrating the benefits of combining structured relational memory with segment-level contextual memory while maintaining efficient query-time inference.

  • 5 authors
·
Jun 14

WalkGPT: Grounded Vision-Language Conversation with Depth-Aware Segmentation for Pedestrian Navigation

Ensuring accessible pedestrian navigation requires reasoning about both semantic and spatial aspects of complex urban scenes, a challenge that existing Large Vision-Language Models (LVLMs) struggle to meet. Although these models can describe visual content, their lack of explicit grounding leads to object hallucinations and unreliable depth reasoning, limiting their usefulness for accessibility guidance. We introduce WalkGPT, a pixel-grounded LVLM for the new task of Grounded Navigation Guide, unifying language reasoning and segmentation within a single architecture for depth-aware accessibility guidance. Given a pedestrian-view image and a navigation query, WalkGPT generates a conversational response with segmentation masks that delineate accessible and harmful features, along with relative depth estimation. The model incorporates a Multi-Scale Query Projector (MSQP) that shapes the final image tokens by aggregating them along text tokens across spatial hierarchies, and a Calibrated Text Projector (CTP), guided by a proposed Region Alignment Loss, that maps language embeddings into segmentation-aware representations. These components enable fine-grained grounding and depth inference without user-provided cues or anchor points, allowing the model to generate complete and realistic navigation guidance. We also introduce PAVE, a large-scale benchmark of 41k pedestrian-view images paired with accessibility-aware questions and depth-grounded answers. Experiments show that WalkGPT achieves strong grounded reasoning and segmentation performance. The source code and dataset are available on the https://sites.google.com/view/walkgpt-26/home{project website}.

  • 7 authors
·
Mar 11

Visual Language Maps for Robot Navigation

Grounding language to the visual observations of a navigating agent can be performed using off-the-shelf visual-language models pretrained on Internet-scale data (e.g., image captions). While this is useful for matching images to natural language descriptions of object goals, it remains disjoint from the process of mapping the environment, so that it lacks the spatial precision of classic geometric maps. To address this problem, we propose VLMaps, a spatial map representation that directly fuses pretrained visual-language features with a 3D reconstruction of the physical world. VLMaps can be autonomously built from video feed on robots using standard exploration approaches and enables natural language indexing of the map without additional labeled data. Specifically, when combined with large language models (LLMs), VLMaps can be used to (i) translate natural language commands into a sequence of open-vocabulary navigation goals (which, beyond prior work, can be spatial by construction, e.g., "in between the sofa and TV" or "three meters to the right of the chair") directly localized in the map, and (ii) can be shared among multiple robots with different embodiments to generate new obstacle maps on-the-fly (by using a list of obstacle categories). Extensive experiments carried out in simulated and real world environments show that VLMaps enable navigation according to more complex language instructions than existing methods. Videos are available at https://vlmaps.github.io.

  • 4 authors
·
Oct 11, 2022

Multimodal Spatial Reasoning in the Large Model Era: A Survey and Benchmarks

Humans possess spatial reasoning abilities that enable them to understand spaces through multimodal observations, such as vision and sound. Large multimodal reasoning models extend these abilities by learning to perceive and reason, showing promising performance across diverse spatial tasks. However, systematic reviews and publicly available benchmarks for these models remain limited. In this survey, we provide a comprehensive review of multimodal spatial reasoning tasks with large models, categorizing recent progress in multimodal large language models (MLLMs) and introducing open benchmarks for evaluation. We begin by outlining general spatial reasoning, focusing on post-training techniques, explainability, and architecture. Beyond classical 2D tasks, we examine spatial relationship reasoning, scene and layout understanding, as well as visual question answering and grounding in 3D space. We also review advances in embodied AI, including vision-language navigation and action models. Additionally, we consider emerging modalities such as audio and egocentric video, which contribute to novel spatial understanding through new sensors. We believe this survey establishes a solid foundation and offers insights into the growing field of multimodal spatial reasoning. Updated information about this survey, codes and implementation of the open benchmarks can be found at https://github.com/zhengxuJosh/Awesome-Spatial-Reasoning.

When and How Much to Imagine: Adaptive Test-Time Scaling with World Models for Visual Spatial Reasoning

Despite rapid progress in Multimodal Large Language Models (MLLMs), visual spatial reasoning remains unreliable when correct answers depend on how a scene would appear under unseen or alternative viewpoints. Recent work addresses this by augmenting reasoning with world models for visual imagination, but questions such as when imagination is actually necessary, how much of it is beneficial, and when it becomes harmful, remain poorly understood. In practice, indiscriminate imagination can increase computation and even degrade performance by introducing misleading evidence. In this work, we present an in-depth analysis of test-time visual imagination as a controllable resource for spatial reasoning. We study when static visual evidence is sufficient, when imagination improves reasoning, and how excessive or unnecessary imagination affects accuracy and efficiency. To support this analysis, we introduce AVIC, an adaptive test-time framework with world models that explicitly reasons about the sufficiency of current visual evidence before selectively invoking and scaling visual imagination. Across spatial reasoning benchmarks (SAT, MMSI) and an embodied navigation benchmark (R2R), our results reveal clear scenarios where imagination is critical, marginal, or detrimental, and show that selective control can match or outperform fixed imagination strategies with substantially fewer world-model calls and language tokens. Overall, our findings highlight the importance of analyzing and controlling test-time imagination for efficient and reliable spatial reasoning.

SleepWalk: A Three-Tier Benchmark for Stress-Testing Instruction-Guided Vision-Language Navigation

Vision-Language Models (VLMs) have advanced rapidly in multimodal perception and language understanding, yet it remains unclear whether they can reliably ground language into spatially coherent, plausibly executable actions in 3D digital environments. We introduce SleepWalk, a benchmark for evaluating instruction-grounded trajectory prediction in single-scene 3D worlds generated from textual scene descriptions and filtered for navigability. Unlike prior navigation benchmarks centered on long-range exploration across rooms, SleepWalk targets localized, interaction-centric embodied reasoning: given rendered visual observations and a natural-language instruction, a model must predict a trajectory that respects scene geometry, avoids collisions, and terminates at an action-compatible location. The benchmark covers diverse indoor and outdoor environments and organizes tasks into three tiers of spatial and temporal difficulty, enabling fine-grained analysis of grounding under increasing compositional complexity. Using a standardized pointwise judge-based evaluation protocol, we evaluate three frontier VLMs on 2,472 curated 3D environments with nine instructions per scene. Results reveal systematic failures in grounded spatial reasoning, especially under occlusion, interaction constraints, and multi-step instructions: performance drops as the difficulty level of the tasks increase. In general, current VLMs can somewhat produce trajectories that are simultaneously spatially coherent, plausibly executable, and aligned with intended actions. By exposing failures in a controlled yet scalable setting, SleepWalk provides a critical benchmark for advancing grounded multimodal reasoning, embodied planning, vision-language navigation, and action-capable agents in 3D environments.

  • 8 authors
·
May 10 1

JanusVLN: Decoupling Semantics and Spatiality with Dual Implicit Memory for Vision-Language Navigation

Vision-and-Language Navigation requires an embodied agent to navigate through unseen environments, guided by natural language instructions and a continuous video stream. Recent advances in VLN have been driven by the powerful semantic understanding of Multimodal Large Language Models. However, these methods typically rely on explicit semantic memory, such as building textual cognitive maps or storing historical visual frames. This type of method suffers from spatial information loss, computational redundancy, and memory bloat, which impede efficient navigation. Inspired by the implicit scene representation in human navigation, analogous to the left brain's semantic understanding and the right brain's spatial cognition, we propose JanusVLN, a novel VLN framework featuring a dual implicit neural memory that models spatial-geometric and visual-semantic memory as separate, compact, and fixed-size neural representations. This framework first extends the MLLM to incorporate 3D prior knowledge from the spatial-geometric encoder, thereby enhancing the spatial reasoning capabilities of models based solely on RGB input. Then, the historical key-value caches from the spatial-geometric and visual-semantic encoders are constructed into a dual implicit memory. By retaining only the KVs of tokens in the initial and sliding window, redundant computation is avoided, enabling efficient incremental updates. Extensive experiments demonstrate that JanusVLN outperforms over 20 recent methods to achieve SOTA performance. For example, the success rate improves by 10.5-35.5 compared to methods using multiple data types as input and by 3.6-10.8 compared to methods using more RGB training data. This indicates that the proposed dual implicit neural memory, as a novel paradigm, explores promising new directions for future VLN research. Ours project page: https://miv-xjtu.github.io/JanusVLN.github.io/.

  • 9 authors
·
Sep 26, 2025 1

Dynam3D: Dynamic Layered 3D Tokens Empower VLM for Vision-and-Language Navigation

Vision-and-Language Navigation (VLN) is a core task where embodied agents leverage their spatial mobility to navigate in 3D environments toward designated destinations based on natural language instructions. Recently, video-language large models (Video-VLMs) with strong generalization capabilities and rich commonsense knowledge have shown remarkable performance when applied to VLN tasks. However, these models still encounter the following challenges when applied to real-world 3D navigation: 1) Insufficient understanding of 3D geometry and spatial semantics; 2) Limited capacity for large-scale exploration and long-term environmental memory; 3) Poor adaptability to dynamic and changing environments.To address these limitations, we propose Dynam3D, a dynamic layered 3D representation model that leverages language-aligned, generalizable, and hierarchical 3D representations as visual input to train 3D-VLM in navigation action prediction. Given posed RGB-D images, our Dynam3D projects 2D CLIP features into 3D space and constructs multi-level 3D patch-instance-zone representations for 3D geometric and semantic understanding with a dynamic and layer-wise update strategy. Our Dynam3D is capable of online encoding and localization of 3D instances, and dynamically updates them in changing environments to provide large-scale exploration and long-term memory capabilities for navigation. By leveraging large-scale 3D-language pretraining and task-specific adaptation, our Dynam3D sets new state-of-the-art performance on VLN benchmarks including R2R-CE, REVERIE-CE and NavRAG-CE under monocular settings. Furthermore, experiments for pre-exploration, lifelong memory, and real-world robot validate the effectiveness of practical deployment.

City Navigation in the Wild: Exploring Emergent Navigation from Web-Scale Knowledge in MLLMs

Leveraging multimodal large language models (MLLMs) to develop embodied agents offers significant promise for addressing complex real-world tasks. However, current evaluation benchmarks remain predominantly language-centric or heavily reliant on simulated environments, rarely probing the nuanced, knowledge-intensive reasoning essential for practical, real-world scenarios. To bridge this critical gap, we introduce the task of Sparsely Grounded Visual Navigation, explicitly designed to evaluate the sequential decision-making abilities of MLLMs in challenging, knowledge-intensive real-world environment. We operationalize this task with CityNav, a comprehensive benchmark encompassing four diverse global cities, specifically constructed to assess raw MLLM-driven agents in city navigation. Agents are required to rely solely on visual inputs and internal multimodal reasoning to sequentially navigate 50+ decision points without additional environmental annotations or specialized architectural modifications. Crucially, agents must autonomously achieve localization through interpreting city-specific cues and recognizing landmarks, perform spatial reasoning, and strategically plan and execute routes to their destinations. Through extensive evaluations, we demonstrate that current state-of-the-art MLLMs, reasoning techniques (e.g., GEPA, chain-of-thought, reflection) and competitive baseline PReP significantly underperform in this challenging setting. To address this, we propose Verbalization of Path(VoP), which explicitly grounds the agent's internal reasoning by probing city-scale cognitive maps (key landmarks and directions toward the destination) from the MLLM, substantially enhancing navigation success. Project Webpage: https://dwipddalal.github.io/AgentNav/

  • 4 authors
·
Dec 17, 2025

Online Navigation Refinement: Achieving Lane-Level Guidance by Associating Standard-Definition and Online Perception Maps

Lane-level navigation is critical for geographic information systems and navigation-based tasks, offering finer-grained guidance than road-level navigation by standard definition (SD) maps. However, it currently relies on expansive global HD maps that cannot adapt to dynamic road conditions. Recently, online perception (OP) maps have become research hotspots, providing real-time geometry as an alternative, but lack the global topology needed for navigation. To address these issues, Online Navigation Refinement (ONR), a new mission is introduced that refines SD-map-based road-level routes into accurate lane-level navigation by associating SD maps with OP maps. The map-to-map association to handle many-to-one lane-to-road mappings under two key challenges: (1) no public dataset provides lane-to-road correspondences; (2) severe misalignment from spatial fluctuations, semantic disparities, and OP map noise invalidates traditional map matching. For these challenges, We contribute: (1) Online map association dataset (OMA), the first ONR benchmark with 30K scenarios and 2.6M annotated lane vectors; (2) MAT, a transformer with path-aware attention to aligns topology despite spatial fluctuations and semantic disparities and spatial attention for integrates noisy OP features via global context; and (3) NR P-R, a metric evaluating geometric and semantic alignment. Experiments show that MAT outperforms existing methods at 34 ms latency, enabling low-cost and up-to-date lane-level navigation.

  • 10 authors
·
Jul 10, 2025

UAV-VLN: End-to-End Vision Language guided Navigation for UAVs

A core challenge in AI-guided autonomy is enabling agents to navigate realistically and effectively in previously unseen environments based on natural language commands. We propose UAV-VLN, a novel end-to-end Vision-Language Navigation (VLN) framework for Unmanned Aerial Vehicles (UAVs) that seamlessly integrates Large Language Models (LLMs) with visual perception to facilitate human-interactive navigation. Our system interprets free-form natural language instructions, grounds them into visual observations, and plans feasible aerial trajectories in diverse environments. UAV-VLN leverages the common-sense reasoning capabilities of LLMs to parse high-level semantic goals, while a vision model detects and localizes semantically relevant objects in the environment. By fusing these modalities, the UAV can reason about spatial relationships, disambiguate references in human instructions, and plan context-aware behaviors with minimal task-specific supervision. To ensure robust and interpretable decision-making, the framework includes a cross-modal grounding mechanism that aligns linguistic intent with visual context. We evaluate UAV-VLN across diverse indoor and outdoor navigation scenarios, demonstrating its ability to generalize to novel instructions and environments with minimal task-specific training. Our results show significant improvements in instruction-following accuracy and trajectory efficiency, highlighting the potential of LLM-driven vision-language interfaces for safe, intuitive, and generalizable UAV autonomy.

  • 3 authors
·
Apr 30, 2025

Beyond Physical Reach: Comparing Head- and Cane-Mounted Cameras for Last-Mile Navigation by Blind Users

Blind individuals face persistent challenges in last-mile navigation, including locating entrances, identifying obstacles, and navigating complex or cluttered spaces. Although wearable cameras are increasingly used in assistive systems, there has been no systematic, vantage-focused comparison to guide their design. This paper addresses that gap through a two-part investigation. First, we surveyed ten experienced blind cane users, uncovering navigation strategies, pain points, and technology preferences. Participants stressed the importance of multi-sensory integration, destination-focused travel, and assistive tools that complement (rather than replace) the cane's tactile utility. Second, we conducted controlled data collection with a blind participant navigating five real-world environments using synchronized head- and cane-mounted cameras, isolating vantage placement as the primary variable. To assess how each vantage supports spatial perception, we evaluated SLAM performance (for localization and mapping) and NeRF-based 3D reconstruction (for downstream scene understanding). Head-mounted sensors delivered superior localization accuracy, while cane-mounted views offered broader ground-level coverage and richer environmental reconstructions. A combined (head+cane) configuration consistently outperformed both. These results highlight the complementary strengths of different sensor placements and offer actionable guidance for developing hybrid navigation aids that are perceptive, robust, and user-aligned.

  • 4 authors
·
Apr 26, 2025

DriVerse: Navigation World Model for Driving Simulation via Multimodal Trajectory Prompting and Motion Alignment

This paper presents DriVerse, a generative model for simulating navigation-driven driving scenes from a single image and a future trajectory. Previous autonomous driving world models either directly feed the trajectory or discrete control signals into the generation pipeline, leading to poor alignment between the control inputs and the implicit features of the 2D base generative model, which results in low-fidelity video outputs. Some methods use coarse textual commands or discrete vehicle control signals, which lack the precision to guide fine-grained, trajectory-specific video generation, making them unsuitable for evaluating actual autonomous driving algorithms. DriVerse introduces explicit trajectory guidance in two complementary forms: it tokenizes trajectories into textual prompts using a predefined trend vocabulary for seamless language integration, and converts 3D trajectories into 2D spatial motion priors to enhance control over static content within the driving scene. To better handle dynamic objects, we further introduce a lightweight motion alignment module, which focuses on the inter-frame consistency of dynamic pixels, significantly enhancing the temporal coherence of moving elements over long sequences. With minimal training and no need for additional data, DriVerse outperforms specialized models on future video generation tasks across both the nuScenes and Waymo datasets. The code and models will be released to the public.

  • 8 authors
·
Apr 22, 2025

SpatialUAV: Benchmarking Spatial Intelligence for Low-Altitude UAV Perception, Collaboration, and Motion

Spatial intelligence is essential for low-altitude unmanned aerial vehicle (UAV) perception, collaboration, and navigation. However, existing UAV benchmarks often emphasize image-level recognition, single-view understanding, or narrow answer formats, leaving 3D spatial inference, multi-view collaboration, scene dynamics, and diverse task formulations insufficiently evaluated. To address these gaps, we introduce SpatialUAV, a real low-altitude UAV benchmark comprising 4,331 curated instances across 14 fine-grained task types, covering semantic discrimination, spatial relation, aerial--aerial collaboration, aerial--ground collaboration, and motion understanding. SpatialUAV organizes all samples into a unified visual-input--question--answer schema, while supporting seven input configurations and nine answer formats, including option labels, region identifiers, geometric values, cross-view correspondences, and free-form motion descriptions. To ensure reliable and grounded evaluation, our data construction pipeline integrates detector-assisted regions, depth supervision, metadata-derived rules, extensive manual annotation, blind filtering, and multi-turn human validation, together with task-specific metrics for heterogeneous outputs. Evaluating representative vision-language models across three categories, we show that current models remain far from human-level performance, with pronounced bottlenecks in cross-view association, structured grounding, geometric reasoning, and temporal viewpoint understanding. These results offer empirical guidance for advancing low-altitude UAV spatial intelligence. Code and data are available at https://github.com/Hyu-Zhang/SpatialUAV.

  • 6 authors
·
Jun 25

Reinforcing Spatial Reasoning in Vision-Language Models with Interwoven Thinking and Visual Drawing

As textual reasoning with large language models (LLMs) has advanced significantly, there has been growing interest in enhancing the multimodal reasoning capabilities of large vision-language models (LVLMs). However, existing methods primarily approach multimodal reasoning in a straightforward, text-centric manner, where both reasoning and answer derivation are conducted purely through text, with the only difference being the presence of multimodal input. As a result, these methods often encounter fundamental limitations in spatial reasoning tasks that demand precise geometric understanding and continuous spatial tracking-capabilities that humans achieve through mental visualization and manipulation. To address the limitations, we propose drawing to reason in space, a novel paradigm that enables LVLMs to reason through elementary drawing operations in the visual space. By equipping models with basic drawing operations, including annotating bounding boxes and drawing auxiliary lines, we empower them to express and analyze spatial relationships through direct visual manipulation, meanwhile avoiding the performance ceiling imposed by specialized perception tools in previous tool-integrated reasoning approaches. To cultivate this capability, we develop a three-stage training framework: cold-start training with synthetic data to establish basic drawing abilities, reflective rejection sampling to enhance self-reflection behaviors, and reinforcement learning to directly optimize for target rewards. Extensive experiments demonstrate that our model, named VILASR, consistently outperforms existing methods across diverse spatial reasoning benchmarks, involving maze navigation, static spatial reasoning, video-based reasoning, and multi-view-based reasoning tasks, with an average improvement of 18.4%.

  • 8 authors
·
Jun 11, 2025

GROKE: Vision-Free Navigation Instruction Evaluation via Graph Reasoning on OpenStreetMap

The evaluation of navigation instructions remains a persistent challenge in Vision-and-Language Navigation (VLN) research. Traditional reference-based metrics such as BLEU and ROUGE fail to capture the functional utility of spatial directives, specifically whether an instruction successfully guides a navigator to the intended destination. Although existing VLN agents could serve as evaluators, their reliance on high-fidelity visual simulators introduces licensing constraints and computational costs, and perception errors further confound linguistic quality assessment. This paper introduces GROKE(Graph-based Reasoning over OSM Knowledge for instruction Evaluation), a vision-free training-free hierarchical LLM-based framework for evaluating navigation instructions using OpenStreetMap data. Through systematic ablation studies, we demonstrate that structured JSON and textual formats for spatial information substantially outperform grid-based and visual graph representations. Our hierarchical architecture combines sub-instruction planning with topological graph navigation, reducing navigation error by 68.5% compared to heuristic and sampling baselines on the Map2Seq dataset. The agent's execution success, trajectory fidelity, and decision patterns serve as proxy metrics for functional navigability given OSM-visible landmarks and topology, establishing a scalable and interpretable evaluation paradigm without visual dependencies. Code and data are available at https://anonymous.4open.science/r/groke.

  • 4 authors
·
Jan 12

LeCropFollow: Latent Space Planning for Navigation in Unstructured Crop Fields

Unstructured navigational features, such as irregular planting or discontinuities, remain the primary failure mode for under-canopy agricultural robots. Existing geometric approaches often fail in these scenarios because they compress high-dimensional visual data into deterministic spatial references, effectively discarding the uncertainty and semantic context required to navigate ambiguous terrain. To address this, we present LeCropFollow, a visual navigation framework that bypasses explicit geometric modeling in favor of a learned latent representation. By integrating a self-supervised semantic heatmap extractor with TD-MPC2, a Model-Based Reinforcement Learning (MBRL) planner, our system optimizes trajectories directly within a latent manifold. The framework operates over the uncompressed heatmap signal, preserving the semantic context that geometric reductions discard. We demonstrate that this representational shift enables zero-shot transfer from simplified simulation to the physical world without fine-tuning. Extensive field experiments in late-stage corn fields show that LeCropFollow matches state-of-the-art baselines in unstructured rows but significantly outperforms them in plantation gaps, achieving a 2.4x reduction in semantic failures compared to keypoint-based methods. These results suggest that latent planning offers a robust alternative to geometric estimation for operations in heterogeneous agricultural environments. Code, models, and data available: https://felipe-tommaselli.github.io/lecropfollow .

  • 7 authors
·
Jun 29

VEGA: Learning Navigation VLAs from In-the-Wild Egocentric Video with Geometric Trajectory Supervision

We introduce VEGA, an approach for training navigation VisionLanguage-Action (VLA) models from unlabeled egocentric navigation videos. Internet-scale egocentric videos provide a scalable source of navigation-relevant visual observations, capturing cluttered scenes, close-range obstacles, and natural human motion through real-world spaces. However, these videos are not directly usable for policy learning because they do not provide obstacle-aware trajectories conditioned on explicit navigation goals in the robot's coordinate frame. VEGA addresses this gap by reconstructing local scene geometry from monocular video, sampling navigation goals (represented as text, image, or spatial waypoints) and generating obstacle-aware trajectories using the constructed geometry. The resulting trajectory distribution is then used to train a flow-matching VLA navigation policy. By using geometry exclusively during training, VEGA distills obstacle-aware planning directly into a vision-based policy. Furthermore, we introduce VEGA-Bench, a benchmark containing 250k scenes and approximately 5 million navigation goals paired with scene geometry, designed to evaluate goal progress, collision avoidance, and obstacle clearance of VLAs. Our evaluation shows that VEGA achieves competitive goal progress while reducing collisions by 33.0% and improving obstacle clearance by 17.9% over the strongest baseline on VEGABench, while improving success by at least 150.0%, reducing collisions by at least 66.7%, and improving obstacle clearance by at least 60.0% in real-world trials. Ultimately, we demonstrate that video-derived geometric supervision provides a scalable and effective signal for training obstacle-aware navigation VLAs. The code and benchmark will be released at the time of publication.

  • 5 authors
·
Jun 15

ArchSIBench: Benchmarking the Architectural Spatial Intelligence of Vision-Language Models

Architectural spatial intelligence, the ability to recognize and infer architectural space, is fundamental to tasks such as robot navigation, embodied interaction, and 3D scene understanding and generation. Although extensive research has evaluated the basic spatial skills of Vision-Language Models (VLMs) such as relative orientation, distance comparison, and object counting, these tasks cover only the most elementary levels of spatial cognition and largely overlook higher-level cognition of architectural space, including layout understanding, circulation patterns, and functional zoning. In this work, we present ArchSIBench, a Benchmark for Architectural Spatial Intelligence based on the perspectives from architecture, cognitive science, and psychology. ArchSIBench covers five core dimensions: perception, reasoning, navigation, transformation, and configuration, comprising 17 fine-grained subtasks. Through careful manual annotation by experts with architectural backgrounds, we construct 3,000 question-answer pairs to enable comprehensive evaluation of architectural spatial intelligence. Based on ArchSIBench, we evaluate various VLMs and find that the architectural spatial intelligence of most models shows significant differences from human baselines; additionally, models exhibit substantial variability across capability dimensions. Some state-of-the-art models can approach the level of human evaluators without architectural training. However, a clear gap remains compared to human evaluators with architectural training, particularly in spatial transformation and configuration reasoning. We believe that ArchSIBench will provide important insights and systematic resources for measuring and advancing the architectural spatial intelligence of VLMs. The dataset and code are available at https://huggingface.co/datasets/ArchSIBench/ArchSIBench.

  • 8 authors
·
May 19

GIST: Multimodal Knowledge Extraction and Spatial Grounding via Intelligent Semantic Topology

Navigating complex, densely packed environments like retail stores, warehouses, and hospitals poses a significant spatial grounding challenge for humans and embodied AI. In these spaces, dense visual features quickly become stale given the quasi-static nature of items, and long-tail semantic distributions challenge traditional computer vision. While Vision-Language Models (VLMs) help assistive systems navigate semantically-rich spaces, they still struggle with spatial grounding in cluttered environments. We present GIST (Grounded Intelligent Semantic Topology), a multimodal knowledge extraction pipeline that transforms a consumer-grade mobile point cloud into a semantically annotated navigation topology. Our architecture distills the scene into a 2D occupancy map, extracts its topological layout, and overlays a lightweight semantic layer via intelligent keyframe and semantic selection. We demonstrate the versatility of this structured spatial knowledge through critical downstream Human-AI interaction tasks: (1) an intent-driven Semantic Search engine that actively infers categorical alternatives and zones when exact matches fail; (2) a one-shot Semantic Localizer achieving a 1.04 m top-5 mean translation error; (3) a Zone Classification module that segments the walkable floor plan into high-level semantic regions; and (4) a Visually-Grounded Instruction Generator that synthesizes optimal paths into egocentric, landmark-rich natural language routing. In multi-criteria LLM evaluations, GIST outperforms sequence-based instruction generation baselines. Finally, an in-situ formative evaluation (N=5) yields an 80% navigation success rate relying solely on verbal cues, validating the system's capacity for universal design.

  • 2 authors
·
Apr 15

UrbanNav: Learning Language-Guided Urban Navigation from Web-Scale Human Trajectories

Navigating complex urban environments using natural language instructions poses significant challenges for embodied agents, including noisy language instructions, ambiguous spatial references, diverse landmarks, and dynamic street scenes. Current visual navigation methods are typically limited to simulated or off-street environments, and often rely on precise goal formats, such as specific coordinates or images. This limits their effectiveness for autonomous agents like last-mile delivery robots navigating unfamiliar cities. To address these limitations, we introduce UrbanNav, a scalable framework that trains embodied agents to follow free-form language instructions in diverse urban settings. Leveraging web-scale city walking videos, we develop an scalable annotation pipeline that aligns human navigation trajectories with language instructions grounded in real-world landmarks. UrbanNav encompasses over 1,500 hours of navigation data and 3 million instruction-trajectory-landmark triplets, capturing a wide range of urban scenarios. Our model learns robust navigation policies to tackle complex urban scenarios, demonstrating superior spatial reasoning, robustness to noisy instructions, and generalization to unseen urban settings. Experimental results show that UrbanNav significantly outperforms existing methods, highlighting the potential of large-scale web video data to enable language-guided, real-world urban navigation for embodied agents.

  • 8 authors
·
Dec 10, 2025

GoViG: Goal-Conditioned Visual Navigation Instruction Generation

We introduce Goal-Conditioned Visual Navigation Instruction Generation (GoViG), a new task that aims to autonomously generate precise and contextually coherent navigation instructions solely from egocentric visual observations of initial and goal states. Unlike conventional approaches that rely on structured inputs such as semantic annotations or environmental maps, GoViG exclusively leverages raw egocentric visual data, substantially improving its adaptability to unseen and unstructured environments. Our method addresses this task by decomposing it into two interconnected subtasks: (1) visual forecasting, which predicts intermediate visual states bridging the initial and goal views; and (2) instruction generation, which synthesizes linguistically coherent instructions grounded in both observed and anticipated visuals. These subtasks are integrated within an autoregressive multimodal large language model trained with tailored objectives to ensure spatial accuracy and linguistic clarity. Furthermore, we introduce two complementary multimodal reasoning strategies, one-pass and interleaved reasoning, to mimic incremental human cognitive processes during navigation. To evaluate our method, we propose the R2R-Goal dataset, combining diverse synthetic and real-world trajectories. Empirical results demonstrate significant improvements over state-of-the-art methods, achieving superior BLEU-4 and CIDEr scores along with robust cross-domain generalization.

  • 8 authors
·
Aug 13, 2025

LEGO-Puzzles: How Good Are MLLMs at Multi-Step Spatial Reasoning?

Multi-step spatial reasoning entails understanding and reasoning about spatial relationships across multiple sequential steps, which is crucial for tackling complex real-world applications, such as robotic manipulation, autonomous navigation, and automated assembly. To assess how well current Multimodal Large Language Models (MLLMs) have acquired this fundamental capability, we introduce LEGO-Puzzles, a scalable benchmark designed to evaluate both spatial understanding and sequential reasoning in MLLMs through LEGO-based tasks. LEGO-Puzzles consists of 1,100 carefully curated visual question-answering (VQA) samples spanning 11 distinct tasks, ranging from basic spatial understanding to complex multi-step reasoning. Based on LEGO-Puzzles, we conduct a comprehensive evaluation of state-of-the-art MLLMs and uncover significant limitations in their spatial reasoning capabilities: even the most powerful MLLMs can answer only about half of the test cases, whereas human participants achieve over 90\% accuracy. In addition to VQA tasks, we evaluate MLLMs' abilities to generate LEGO images following assembly illustrations. Our experiments show that only Gemini-2.0-Flash and GPT-4o exhibit a limited ability to follow these instructions, while other MLLMs either replicate the input image or generate completely irrelevant outputs. Overall, LEGO-Puzzles exposes critical deficiencies in existing MLLMs' spatial understanding and sequential reasoning capabilities, and underscores the need for further advancements in multimodal spatial reasoning.

  • 9 authors
·
Mar 25, 2025 2

MapEval: A Map-Based Evaluation of Geo-Spatial Reasoning in Foundation Models

Recent advancements in foundation models have enhanced AI systems' capabilities in autonomous tool usage and reasoning. However, their ability in location or map-based reasoning - which improves daily life by optimizing navigation, facilitating resource discovery, and streamlining logistics - has not been systematically studied. To bridge this gap, we introduce MapEval, a benchmark designed to assess diverse and complex map-based user queries with geo-spatial reasoning. MapEval features three task types (textual, API-based, and visual) that require collecting world information via map tools, processing heterogeneous geo-spatial contexts (e.g., named entities, travel distances, user reviews or ratings, images), and compositional reasoning, which all state-of-the-art foundation models find challenging. Comprising 700 unique multiple-choice questions about locations across 180 cities and 54 countries, MapEval evaluates foundation models' ability to handle spatial relationships, map infographics, travel planning, and navigation challenges. Using MapEval, we conducted a comprehensive evaluation of 28 prominent foundation models. While no single model excelled across all tasks, Claude-3.5-Sonnet, GPT-4o, and Gemini-1.5-Pro achieved competitive performance overall. However, substantial performance gaps emerged, particularly in MapEval, where agents with Claude-3.5-Sonnet outperformed GPT-4o and Gemini-1.5-Pro by 16% and 21%, respectively, and the gaps became even more amplified when compared to open-source LLMs. Our detailed analyses provide insights into the strengths and weaknesses of current models, though all models still fall short of human performance by more than 20% on average, struggling with complex map images and rigorous geo-spatial reasoning. This gap highlights MapEval's critical role in advancing general-purpose foundation models with stronger geo-spatial understanding.

  • 8 authors
·
Dec 31, 2024 2

FantasyVLN: Unified Multimodal Chain-of-Thought Reasoning for Vision-Language Navigation

Achieving human-level performance in Vision-and-Language Navigation (VLN) requires an embodied agent to jointly understand multimodal instructions and visual-spatial context while reasoning over long action sequences. Recent works, such as NavCoT and NavGPT-2, demonstrate the potential of Chain-of-Thought (CoT) reasoning for improving interpretability and long-horizon planning. Moreover, multimodal extensions like OctoNav-R1 and CoT-VLA further validate CoT as a promising pathway toward human-like navigation reasoning. However, existing approaches face critical drawbacks: purely textual CoTs lack spatial grounding and easily overfit to sparse annotated reasoning steps, while multimodal CoTs incur severe token inflation by generating imagined visual observations, making real-time navigation impractical. In this work, we propose FantasyVLN, a unified implicit reasoning framework that preserves the benefits of CoT reasoning without explicit token overhead. Specifically, imagined visual tokens are encoded into a compact latent space using a pretrained Visual AutoRegressor (VAR) during CoT reasoning training, and the model jointly learns from textual, visual, and multimodal CoT modes under a unified multi-CoT strategy. At inference, our model performs direct instruction-to-action mapping while still enjoying reasoning-aware representations. Extensive experiments on LH-VLN show that our approach achieves reasoning-aware yet real-time navigation, improving success rates and efficiency while reducing inference latency by an order of magnitude compared to explicit CoT methods.

3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of areas, such as autonomous navigation, robotics, and AR/VR. While large multi-modal models (LMMs) have achieved remarkable progress in a wide range of image and video understanding tasks, their capabilities to perform 3D spatial reasoning on diverse natural images are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 2,772 manually annotated visual question-answer pairs across 12 question types. We conduct robust and thorough evaluation of 3D spatial reasoning capabilities by balancing the data distribution and adopting a novel FlipEval strategy. To further study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench includes two subsets with 3D spatial reasoning questions on paired images with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, uncovering their limitations in various aspects of 3D awareness, such as height, orientation, location, and multi-object reasoning, as well as their degraded performance on images with uncommon camera viewpoints. Our 3DSRBench provide valuable findings and insights about the future development of LMMs with strong 3D reasoning capabilities. Our project page and dataset is available https://3dsrbench.github.io.

  • 6 authors
·
Dec 10, 2024 2

SeeNav-Agent: Enhancing Vision-Language Navigation with Visual Prompt and Step-Level Policy Optimization

Existing Vision-Language Navigation (VLN) agents based on Large Vision-Language Models (LVLMs) often suffer from perception errors, reasoning errors, and planning errors, which significantly hinder their navigation performance. To address these limitations, a novel VLN agent framework, named SeeNav-Agent, is proposed in this work. First, to reduce perception hallucinations of the visual module of the VLN agent, a dual-view Visual Prompt (VP) technique is introduced in the input space, which can also improve the agent's understanding of current spatial states. Subsequently, a novel step-level Reinforcement Fine-Tuning (RFT) method, Step Reward Group Policy Optimization (SRGPO), is designed for the post-training of VLN agents. In SRGPO, we first define verifiable process rewards for the navigation task, and then perform efficient step-level advantage estimation by randomly grouping different navigation steps. SRGPO provides dense reward signals for the reinforcement learning process of the VLN agent and enhances its planning capability. Experimental results on the EmbodiedBench Navigation benchmark indicate that by introducing the zero-shot VP module, the GPT-4.1 achieves a navigation success rate of 86.7%, surpassing the current best LVLM by approximately 20 percentage points (pp). Through post-training based on SRGPO, the Qwen2.5-VL-3B model reaches a navigation success rate of 72.3%, outperforming the best existing LVLM model by 5.6 pp. Moreover, compared to RFT algorithms such as GRPO and GiGPO, the proposed SRGPO demonstrates significant improvements in training stability, convergence efficiency, and generalization capability.

tencent Tencent
·
Dec 2, 2025 2

SOUS VIDE: Cooking Visual Drone Navigation Policies in a Gaussian Splatting Vacuum

We propose a new simulator, training approach, and policy architecture, collectively called SOUS VIDE, for end-to-end visual drone navigation. Our trained policies exhibit zero-shot sim-to-real transfer with robust real-world performance using only onboard perception and computation. Our simulator, called FiGS, couples a computationally simple drone dynamics model with a high visual fidelity Gaussian Splatting scene reconstruction. FiGS can quickly simulate drone flights producing photorealistic images at up to 130 fps. We use FiGS to collect 100k-300k image/state-action pairs from an expert MPC with privileged state and dynamics information, randomized over dynamics parameters and spatial disturbances. We then distill this expert MPC into an end-to-end visuomotor policy with a lightweight neural architecture, called SV-Net. SV-Net processes color image, optical flow and IMU data streams into low-level thrust and body rate commands at 20 Hz onboard a drone. Crucially, SV-Net includes a learned module for low-level control that adapts at runtime to variations in drone dynamics. In a campaign of 105 hardware experiments, we show SOUS VIDE policies to be robust to 30% mass variations, 40 m/s wind gusts, 60% changes in ambient brightness, shifting or removing objects from the scene, and people moving aggressively through the drone's visual field. Code, data, and experiment videos can be found on our project page: https://stanfordmsl.github.io/SousVide/.

  • 5 authors
·
Dec 20, 2024

Mind the Gap: Benchmarking Spatial Reasoning in Vision-Language Models

Vision-Language Models (VLMs) have recently emerged as powerful tools, excelling in tasks that integrate visual and textual comprehension, such as image captioning, visual question answering, and image-text retrieval. However, existing benchmarks for VLMs include spatial components, which often fail to isolate spatial reasoning from related tasks such as object detection or semantic comprehension. In this paper, we address these deficiencies with a multi-faceted approach towards understanding spatial reasoning. Informed by the diverse and multi-dimensional nature of human spatial reasoning abilities, we present a detailed analysis that first delineates the core elements of spatial reasoning: spatial relations, orientation and navigation, mental rotation, and spatial visualization, and then assesses the performance of these models in both synthetic and real-world images, bridging controlled and naturalistic contexts. We analyze 13 state-of-the-art Vision-Language Models, uncovering pivotal insights into their spatial reasoning performance. Our results reveal profound shortcomings in current VLMs, with average accuracy across the 13 models approximating random chance, highlighting spatial reasoning as a persistent obstacle. This work not only exposes the pressing need to advance spatial reasoning within VLMs but also establishes a solid platform for future exploration. Code available on GitHub (https://github.com/stogiannidis/srbench) and dataset available on HuggingFace (https://huggingface.co/datasets/stogiannidis/srbench).

  • 3 authors
·
Mar 25, 2025

Sparkle: Mastering Basic Spatial Capabilities in Vision Language Models Elicits Generalization to Composite Spatial Reasoning

Vision language models (VLMs) have demonstrated impressive performance across a wide range of downstream tasks. However, their proficiency in spatial reasoning remains limited, despite its crucial role in tasks involving navigation and interaction with physical environments. Specifically, most of these tasks rely on the core spatial reasoning capabilities in two-dimensional (2D) environments, and our evaluation reveals that state-of-the-art VLMs frequently generate implausible and incorrect responses to composite spatial reasoning problems, including simple pathfinding tasks that humans can solve effortlessly at a glance. To address this, we explore an effective approach to enhance 2D spatial reasoning within VLMs by training the model solely on basic spatial capabilities. We begin by disentangling the key components of 2D spatial reasoning: direction comprehension, distance estimation, and localization. Our central hypothesis is that mastering these basic spatial capabilities can significantly enhance a model's performance on composite spatial tasks requiring advanced spatial understanding and combinatorial problem-solving, with generalized improvements in visual-spatial tasks. To investigate this hypothesis, we introduce Sparkle, a framework that fine-tunes VLMs on these three basic spatial capabilities by synthetic data generation and targeted supervision to form an instruction dataset for each capability. Our experiments demonstrate that VLMs fine-tuned with Sparkle achieve significant performance gains, not only in the basic tasks themselves but also in generalizing to composite and out-of-distribution spatial reasoning tasks. These findings underscore the effectiveness of mastering basic spatial capabilities in enhancing composite spatial problem-solving, offering insights into systematic strategies for improving VLMs' spatial reasoning capabilities.

  • 10 authors
·
Oct 21, 2024

Qwen-RobotNav Technical Report: A Scalable Navigation Model Designed for an Agentic Navigation System

Agentic navigation systems require a base navigation model whose observation strategy can be externally reconfigured at inference time, because instruction following, object search, target tracking, and autonomous driving share the same perception-planning backbone yet demand fundamentally different strategies for consuming the visual stream. We present Qwen-RobotNav, a scalable navigation model built on Qwen-RobotNav that addresses it through a parameterised interface with two complementary dimensions: multiple task modes that select the navigation behaviour, and controllable observation parameters (e.g., token budget, per-camera weights) that govern how visual history is encoded. With training-time randomization over all parameters, Qwen-RobotNav is robust to any inference-time configuration requiring zero architectural modification to the Qwen-RobotNav backbone. We train Qwen-RobotNav on 15.6M samples; co-training with vision-language data prevents the collapse into reactive action-sequence mappers observed in trajectory-only training. The parameterised interface also makes Qwen-RobotNav a natural building block for agentic systems: for long-horizon scenarios, an upper-level planner decomposes goals into sub-tasks and dynamically switches Qwen-RobotNav's task mode and context strategy mid-episode, composing complex behaviours from repeated calls to the same model. Extensive experiments show that Qwen-RobotNav sets new state-of-the-art results across major navigation benchmarks. The model exhibits favourable scaling from 2B to 8B parameters, with joint multi-task training developing a shared spatial-planning substrate that transfers across task families, and demonstrates strong zero-shot generalisation to real-world robots across diverse environments.

Qwen Qwen
·
Jun 17 2

WorldCraft: From Camera Navigation to Object Manipulation in Interactive Video World Models

Recent video-based world models have made pixel-space environments interactive at the camera level: users can navigate viewpoints while the model generates coherent visual continuations. Yet their action spaces remain incomplete: users can move the camera, but cannot act on individual objects. Since real-world interaction is inherently object-centric, such models remain closer to passive scene observers than truly manipulable environments. We present WorldCraft, a framework that expands interactive video world models from camera navigation to object-level trajectory actions. Given a user click and a sketched path, WorldCraft generates future frames in which the selected object follows the prescribed trajectory while the camera continues to navigate the scene. WorldCraft achieves this through a trajectory-centric control pipeline: First, Normalized World Trajectory (NWT) represents user-drawn motion in a camera-invariant world coordinate system and dynamically re-projects it under the current camera pose, separating object motion from camera-induced screen-space displacement; Spatial-Pathway LoRA (SP-LoRA) then injects this world-space signal through the model's spatial-control pathway, adding object manipulation capability while preserving the pretrained camera controller; finally, Trajectory-Anchored State Persistence (TASP) treats the world trajectory as a persistent spatial state and refreshes autoregressive memory after trajectory-conditioned generation, allowing moved objects to reappear at their updated positions after leaving the camera view. Experiments show that WorldCraft enables accurate object control, preserves the video-based world model's camera fidelity under camera-only evaluation, and maintains object state across long autoregressive rollouts with off-camera excursions.

tencent Tencent
·
May 23 2

ObjectReact: Learning Object-Relative Control for Visual Navigation

Visual navigation using only a single camera and a topological map has recently become an appealing alternative to methods that require additional sensors and 3D maps. This is typically achieved through an "image-relative" approach to estimating control from a given pair of current observation and subgoal image. However, image-level representations of the world have limitations because images are strictly tied to the agent's pose and embodiment. In contrast, objects, being a property of the map, offer an embodiment- and trajectory-invariant world representation. In this work, we present a new paradigm of learning "object-relative" control that exhibits several desirable characteristics: a) new routes can be traversed without strictly requiring to imitate prior experience, b) the control prediction problem can be decoupled from solving the image matching problem, and c) high invariance can be achieved in cross-embodiment deployment for variations across both training-testing and mapping-execution settings. We propose a topometric map representation in the form of a "relative" 3D scene graph, which is used to obtain more informative object-level global path planning costs. We train a local controller, dubbed "ObjectReact", conditioned directly on a high-level "WayObject Costmap" representation that eliminates the need for an explicit RGB input. We demonstrate the advantages of learning object-relative control over its image-relative counterpart across sensor height variations and multiple navigation tasks that challenge the underlying spatial understanding capability, e.g., navigating a map trajectory in the reverse direction. We further show that our sim-only policy is able to generalize well to real-world indoor environments. Code and supplementary material are accessible via project page: https://object-react.github.io/

  • 8 authors
·
Sep 11, 2025 1

Seq-DeepIPC: Sequential Sensing for End-to-End Control in Legged Robot Navigation

We present Seq-DeepIPC, a sequential end-to-end perception-to-control model for legged robot navigation in real-world environments. Seq-DeepIPC advances intelligent sensing for autonomous legged navigation by tightly integrating multi-modal perception (RGB-D + GNSS) with temporal fusion and control. The model jointly predicts semantic segmentation and depth estimation, giving richer spatial features for planning and control. For efficient deployment on edge devices, we use a lightweight model as the encoder, reducing computation while maintaining accuracy. Heading estimation is simplified by removing the noisy IMU and instead deriving global heading via differential analysis of sequential GNSS coordinates. We collected a larger and more diverse dataset that includes both road and grass terrains, and validated Seq-DeepIPC on a robot dog. Comparative and ablation studies show that sequential inputs improve perception and control in our models, while other baselines do not benefit. Seq-DeepIPC achieves competitive or better results with reasonable model size; although GNSS-only heading is less reliable near tall buildings, it is robust in open areas. Overall, Seq-DeepIPC extends end-to-end navigation beyond wheeled robots to more versatile and temporally-aware systems. To support future research, we will release the codes to our GitHub repo at https://github.com/oskarnatan/Seq-DeepIPC.

  • 2 authors
·
May 30

USS-Nav: Unified Spatio-Semantic Scene Graph for Lightweight UAV Zero-Shot Object Navigation

Zero-Shot Object Navigation in unknown environments poses significant challenges for Unmanned Aerial Vehicles (UAVs) due to the conflict between high-level semantic reasoning requirements and limited onboard computational resources. To address this, we present USS-Nav, a lightweight framework that incrementally constructs a Unified Spatio-Semantic scene graph and enables efficient Large Language Model (LLM)-augmented Zero-Shot Object Navigation in unknown environments. Specifically, we introduce an incremental Spatial Connectivity Graph generation method utilizing polyhedral expansion to capture global geometric topology, which is dynamically partitioned into semantic regions via graph clustering. Concurrently, open-vocabulary object semantics are instantiated and anchored to this topology to form a hierarchical environmental representation. Leveraging this hierarchical structure, we present a coarse-to-fine exploration strategy: LLM grounded in the scene graph's semantics to determine global target regions, while a local planner optimizes frontier coverage based on information gain. Experimental results demonstrate that our framework outperforms state-of-the-art methods in terms of computational efficiency and real-time update frequency (15 Hz) on a resource-constrained platform. Furthermore, ablation studies confirm the effectiveness of our framework, showing substantial improvements in Success weighted by Path Length (SPL). The source code will be made publicly available to foster further research.

  • 9 authors
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Jan 31

HERO: Hierarchical Traversable 3D Scene Graphs for Embodied Navigation Among Movable Obstacles

3D Scene Graphs (3DSGs) constitute a powerful representation of the physical world, distinguished by their abilities to explicitly model the complex spatial, semantic, and functional relationships between entities, rendering a foundational understanding that enables agents to interact intelligently with their environment and execute versatile behaviors. Embodied navigation, as a crucial component of such capabilities, leverages the compact and expressive nature of 3DSGs to enable long-horizon reasoning and planning in complex, large-scale environments. However, prior works rely on a static-world assumption, defining traversable space solely based on static spatial layouts and thereby treating interactable obstacles as non-traversable. This fundamental limitation severely undermines their effectiveness in real-world scenarios, leading to limited reachability, low efficiency, and inferior extensibility. To address these issues, we propose HERO, a novel framework for constructing Hierarchical Traversable 3DSGs, that redefines traversability by modeling operable obstacles as pathways, capturing their physical interactivity, functional semantics, and the scene's relational hierarchy. The results show that, relative to its baseline, HERO reduces PL by 35.1% in partially obstructed environments and increases SR by 79.4% in fully obstructed ones, demonstrating substantially higher efficiency and reachability.

  • 8 authors
·
Dec 16, 2025

RoboAfford++: A Generative AI-Enhanced Dataset for Multimodal Affordance Learning in Robotic Manipulation and Navigation

Robotic manipulation and navigation are fundamental capabilities of embodied intelligence, enabling effective robot interactions with the physical world. Achieving these capabilities requires a cohesive understanding of the environment, including object recognition to localize target objects, object affordances to identify potential interaction areas and spatial affordances to discern optimal areas for both object placement and robot movement. While Vision-Language Models (VLMs) excel at high-level task planning and scene understanding, they often struggle to infer actionable positions for physical interaction, such as functional grasping points and permissible placement regions. This limitation stems from the lack of fine-grained annotations for object and spatial affordances in their training datasets. To tackle this challenge, we introduce RoboAfford++, a generative AI-enhanced dataset for multimodal affordance learning for both robotic manipulation and navigation. Our dataset comprises 869,987 images paired with 2.0 million question answering (QA) annotations, covering three critical tasks: object affordance recognition to identify target objects based on attributes and spatial relationships, object affordance prediction to pinpoint functional parts for manipulation, and spatial affordance localization to identify free space for object placement and robot navigation. Complementing this dataset, we propose RoboAfford-Eval, a comprehensive benchmark for assessing affordance-aware prediction in real-world scenarios, featuring 338 meticulously annotated samples across the same three tasks. Extensive experimental results reveal the deficiencies of existing VLMs in affordance learning, while fine-tuning on the RoboAfford++ dataset significantly enhances their ability to reason about object and spatial affordances, validating the dataset's effectiveness.

  • 9 authors
·
Nov 15, 2025

SocialNav-SUB: Benchmarking VLMs for Scene Understanding in Social Robot Navigation

Robot navigation in dynamic, human-centered environments requires socially-compliant decisions grounded in robust scene understanding. Recent Vision-Language Models (VLMs) exhibit promising capabilities such as object recognition, common-sense reasoning, and contextual understanding-capabilities that align with the nuanced requirements of social robot navigation. However, it remains unclear whether VLMs can accurately understand complex social navigation scenes (e.g., inferring the spatial-temporal relations among agents and human intentions), which is essential for safe and socially compliant robot navigation. While some recent works have explored the use of VLMs in social robot navigation, no existing work systematically evaluates their ability to meet these necessary conditions. In this paper, we introduce the Social Navigation Scene Understanding Benchmark (SocialNav-SUB), a Visual Question Answering (VQA) dataset and benchmark designed to evaluate VLMs for scene understanding in real-world social robot navigation scenarios. SocialNav-SUB provides a unified framework for evaluating VLMs against human and rule-based baselines across VQA tasks requiring spatial, spatiotemporal, and social reasoning in social robot navigation. Through experiments with state-of-the-art VLMs, we find that while the best-performing VLM achieves an encouraging probability of agreeing with human answers, it still underperforms simpler rule-based approach and human consensus baselines, indicating critical gaps in social scene understanding of current VLMs. Our benchmark sets the stage for further research on foundation models for social robot navigation, offering a framework to explore how VLMs can be tailored to meet real-world social robot navigation needs. An overview of this paper along with the code and data can be found at https://larg.github.io/socialnav-sub .

  • 9 authors
·
Sep 10, 2025

A Neural Representation Framework with LLM-Driven Spatial Reasoning for Open-Vocabulary 3D Visual Grounding

Open-vocabulary 3D visual grounding aims to localize target objects based on free-form language queries, which is crucial for embodied AI applications such as autonomous navigation, robotics, and augmented reality. Learning 3D language fields through neural representations enables accurate understanding of 3D scenes from limited viewpoints and facilitates the localization of target objects in complex environments. However, existing language field methods struggle to accurately localize instances using spatial relations in language queries, such as ``the book on the chair.'' This limitation mainly arises from inadequate reasoning about spatial relations in both language queries and 3D scenes. In this work, we propose SpatialReasoner, a novel neural representation-based framework with large language model (LLM)-driven spatial reasoning that constructs a visual properties-enhanced hierarchical feature field for open-vocabulary 3D visual grounding. To enable spatial reasoning in language queries, SpatialReasoner fine-tunes an LLM to capture spatial relations and explicitly infer instructions for the target, anchor, and spatial relation. To enable spatial reasoning in 3D scenes, SpatialReasoner incorporates visual properties (opacity and color) to construct a hierarchical feature field. This field represents language and instance features using distilled CLIP features and masks extracted via the Segment Anything Model (SAM). The field is then queried using the inferred instructions in a hierarchical manner to localize the target 3D instance based on the spatial relation in the language query. Extensive experiments show that our framework can be seamlessly integrated into different neural representations, outperforming baseline models in 3D visual grounding while empowering their spatial reasoning capability.

  • 7 authors
·
Jul 9, 2025

Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation

Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \textbf{M}ove \textbf{t}o \textbf{U}nderstand (\model), a unified framework that integrates active perception with \textbf{3D} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines Vision-Language-Exploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.

  • 12 authors
·
Jul 5, 2025

VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation

Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.

  • 6 authors
·
Nov 18, 2024

TopViewRS: Vision-Language Models as Top-View Spatial Reasoners

Top-view perspective denotes a typical way in which humans read and reason over different types of maps, and it is vital for localization and navigation of humans as well as of `non-human' agents, such as the ones backed by large Vision-Language Models (VLMs). Nonetheless, spatial reasoning capabilities of modern VLMs remain unattested and underexplored. In this work, we thus study their capability to understand and reason over spatial relations from the top view. The focus on top view also enables controlled evaluations at different granularity of spatial reasoning; we clearly disentangle different abilities (e.g., recognizing particular objects versus understanding their relative positions). We introduce the TopViewRS (Top-View Reasoning in Space) dataset, consisting of 11,384 multiple-choice questions with either realistic or semantic top-view map as visual input. We then use it to study and evaluate VLMs across 4 perception and reasoning tasks with different levels of complexity. Evaluation of 10 representative open- and closed-source VLMs reveals the gap of more than 50% compared to average human performance, and it is even lower than the random baseline in some cases. Although additional experiments show that Chain-of-Thought reasoning can boost model capabilities by 5.82% on average, the overall performance of VLMs remains limited. Our findings underscore the critical need for enhanced model capability in top-view spatial reasoning and set a foundation for further research towards human-level proficiency of VLMs in real-world multimodal tasks.

  • 6 authors
·
Jun 4, 2024

CoWs on Pasture: Baselines and Benchmarks for Language-Driven Zero-Shot Object Navigation

For robots to be generally useful, they must be able to find arbitrary objects described by people (i.e., be language-driven) even without expensive navigation training on in-domain data (i.e., perform zero-shot inference). We explore these capabilities in a unified setting: language-driven zero-shot object navigation (L-ZSON). Inspired by the recent success of open-vocabulary models for image classification, we investigate a straightforward framework, CLIP on Wheels (CoW), to adapt open-vocabulary models to this task without fine-tuning. To better evaluate L-ZSON, we introduce the Pasture benchmark, which considers finding uncommon objects, objects described by spatial and appearance attributes, and hidden objects described relative to visible objects. We conduct an in-depth empirical study by directly deploying 21 CoW baselines across Habitat, RoboTHOR, and Pasture. In total, we evaluate over 90k navigation episodes and find that (1) CoW baselines often struggle to leverage language descriptions, but are proficient at finding uncommon objects. (2) A simple CoW, with CLIP-based object localization and classical exploration -- and no additional training -- matches the navigation efficiency of a state-of-the-art ZSON method trained for 500M steps on Habitat MP3D data. This same CoW provides a 15.6 percentage point improvement in success over a state-of-the-art RoboTHOR ZSON model.

  • 5 authors
·
Mar 19, 2022