obstacle
SIMWORLD: An Open-ended Simulator for Agents in Physical and Social Worlds
While LLM/VLM-powered AI agents have advanced rapidly in math, coding, and computer use, their applications in complex physical and social environments remain challenging. Building agents that can survive and thrive in the real world (e.g., by autonomously earning income) requires massive-scale interaction, reasoning, training, and evaluation across diverse scenarios. However, existing world simulators for such development fall short: they often rely on limited hand-crafted environments, simulate simplified game-like physics and social rules, and lack native support for LLM/VLM agents. We introduce SIMWORLD, a new simulator built on Unreal Engine 5, designed for developing and evaluating LLM/VLM agents in rich, real-world-like settings. SIMWORLD offers three core capabilities: social (1) dynamics realistic, and open-ended language-dri world ven simulation procedural, en including vironment accurate generation; physical (2) ric and h interface for LLM/VLM agents, with multi-modal world inputs/feedback and openvocabulary action outputs at varying levels of abstraction; and (3) diverse physical and social reasoning scenarios that are easily customizable by users. We demonstrate SIMWORLD by deploying frontier LLM agents (e.g., Gemini-2.5-Flash,
Train on Pins and Test on Obstacles for Rectilinear Steiner Minimum Tree
Rectilinear Steiner Minimum Tree (RSMT) is widely used in Very Large Scale Integration (VLSI) and aims at connecting a set of pins using rectilinear edges while minimizing wirelength. Recently, learning-based methods have been explored to tackle this problem effectively. However, existing methods either suffer from excessive exploration of the search space or rely on heuristic combinations that compromise effectiveness and efficiency, and this limitation becomes notably exacerbated when extended to the obstacle-avoiding RSMT (OARSMT). To address this, we propose OAREST, a reinforcement learning-based framework for constructing an Obstacle-Avoiding Rectilinear Edge Sequence (RES) Tree. We theoretically establish the optimality of RES in obstacle-avoiding scenarios, which forms the foundation of our approach. Leveraging this theoretical insight, we introduce a dynamic masking strategy that supports parallel training across varying numbers of pins and extends to obstacles during inference. Empirical evaluations on both synthetic and real-world benchmarks show superior effectiveness and efficiency for RSMT and OARSMT problems, particularly in handling obstacles without training on them.
EVAAA: AVirtual Environment Platform for Essential Variables in Autonomous and Adaptive Agents
Appendix A describes the Unity-based interface implemented in EVAAA, including an environment setup, prefab structures, and object instantiation. Appendix B provides a comprehensive introduction to Essential Variables (EVs), including their design, dynamics, and role in internal state regulation. Appendix C explains the implementation of the reward system and its connection to the balance of internal states. Appendix E outlines the modular configuration to generate EVAAA environments, along with the instructions for environment customization. Appendix F presents the structure and progression of naturalistic training environments. Appendix G describes the design of unseen experimental testbeds for evaluation. Appendix I provides analyses of agent behavior across training and test environments, including emergent behavioral patterns. All code and data are publicly available at: https://github.com/cocoanlab/evaaa A.1 Prefabs Environmental elements such as terrain, resources, obstacles, and predators are implemented as reusable and configurable Unity prefabs. Prefabs are grouped into Agents, Environment, and Materials. Each category includes reusable components for constructing and customizing interactive scenes: Agents (main agent and predators), Environment (terrain and containers), and Materials (varied textures and colors for visual distinction). This modular system enables rapid prototyping, task generation, condition randomization, and reproducible scene setup. Prefabs can be customized through the Unity Editor or programmatically at runtime, and reused across scenes without manual rebuilding.
New research enables a robot to chart a better course
In the aftermath of a devastating earthquake, unpiloted aerial vehicles (UAVs) could fly through a collapsed building to map the scene, giving rescuers information they need to quickly reach survivors. But this remains an extremely challenging problem for an autonomous robot, which would need to swiftly adjust its trajectory to avoid sudden obstacles while staying on course. Researchers from MIT and the University of Pennsylvania developed a new trajectory-planning system that tackles both challenges at once. Their technique enables a UAV to react to obstacles in milliseconds while staying on a smooth flight path that minimizes travel time. Their system uses a new mathematical formulation that ensures the robot travels safely to its destination along a feasible path, and that is less computationally intensive than other techniques.
Train on Pins and Test on Obstacles for Rectilinear Steiner Minimum Tree
Rectilinear Steiner Minimum Tree (RSMT) is widely used in Very Large Scale Integration (VLSI) and aims at connecting a set of pins using rectilinear edges while minimizing wirelength. Recently, learning-based methods have been explored to tackle this problem effectively. However, existing methods either suffer from excessive exploration of the search space or rely on heuristic combinations that compromise effectiveness and efficiency, and this limitation becomes notably exacerbated when extended to the obstacle-avoiding RSMT (OARSMT). To address this, we propose OAREST, a reinforcement learning-based framework for constructing an Obstacle-Avoiding Rectilinear Edge Sequence (RES) Tree. We theoretically establish the optimality of RES in obstacle-avoiding scenarios, which forms the foundation of our approach. Leveraging this theoretical insight, we introduce a dynamic masking strategy that supports parallel training across varying numbers of pins and extends to obstacles during inference. Empirical evaluations on both synthetic and real-world benchmarks show superior effectiveness and efficiency for RSMT and OARSMT problems, particularly in handling obstacles without training on them.