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Jan 8

Habitat 3.0: A Co-Habitat for Humans, Avatars and Robots

We present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities.

  • 23 authors
·
Oct 19, 2023 3

Social Simulacra: Creating Populated Prototypes for Social Computing Systems

Social computing prototypes probe the social behaviors that may arise in an envisioned system design. This prototyping practice is currently limited to recruiting small groups of people. Unfortunately, many challenges do not arise until a system is populated at a larger scale. Can a designer understand how a social system might behave when populated, and make adjustments to the design before the system falls prey to such challenges? We introduce social simulacra, a prototyping technique that generates a breadth of realistic social interactions that may emerge when a social computing system is populated. Social simulacra take as input the designer's description of a community's design -- goal, rules, and member personas -- and produce as output an instance of that design with simulated behavior, including posts, replies, and anti-social behaviors. We demonstrate that social simulacra shift the behaviors that they generate appropriately in response to design changes, and that they enable exploration of "what if?" scenarios where community members or moderators intervene. To power social simulacra, we contribute techniques for prompting a large language model to generate thousands of distinct community members and their social interactions with each other; these techniques are enabled by the observation that large language models' training data already includes a wide variety of positive and negative behavior on social media platforms. In evaluations, we show that participants are often unable to distinguish social simulacra from actual community behavior and that social computing designers successfully refine their social computing designs when using social simulacra.

  • 6 authors
·
Aug 8, 2022

RedOne 2.0: Rethinking Domain-specific LLM Post-Training in Social Networking Services

As a key medium for human interaction and information exchange, social networking services (SNS) pose unique challenges for large language models (LLMs): heterogeneous workloads, fast-shifting norms and slang, and multilingual, culturally diverse corpora that induce sharp distribution shift. Supervised fine-tuning (SFT) can specialize models but often triggers a ``seesaw'' between in-distribution gains and out-of-distribution robustness, especially for smaller models. To address these challenges, we introduce RedOne 2.0, an SNS-oriented LLM trained with a progressive, RL-prioritized post-training paradigm designed for rapid and stable adaptation. The pipeline consist in three stages: (1) Exploratory Learning on curated SNS corpora to establish initial alignment and identify systematic weaknesses; (2) Targeted Fine-Tuning that selectively applies SFT to the diagnosed gaps while mixing a small fraction of general data to mitigate forgetting; and (3) Refinement Learning that re-applies RL with SNS-centric signals to consolidate improvements and harmonize trade-offs across tasks. Across various tasks spanning three categories, our 4B scale model delivers an average improvements about 2.41 over the 7B sub-optimal baseline. Additionally, RedOne 2.0 achieves average performance lift about 8.74 from the base model with less than half the data required by SFT-centric method RedOne, evidencing superior data efficiency and stability at compact scales. Overall, RedOne 2.0 establishes a competitive, cost-effective baseline for domain-specific LLMs in SNS scenario, advancing capability without sacrificing robustness.

  • 12 authors
·
Nov 10, 2025 2