VideoCAD: A Dataset and Model for Learning Long-Horizon 3D CAD UI Interactions from Video
Introduces synthetic CAD interaction videos, a model for learning interface actions from video, and evaluation tasks for spatial and long-horizon reasoning.
Source-reviewed research and assets tagged with Data generation.
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Introduces synthetic CAD interaction videos, a model for learning interface actions from video, and evaluation tasks for spatial and long-horizon reasoning.
Combines generated tasks, estimated success rewards, and online reinforcement learning to automate GUI-agent interaction training.
UI-Genie jointly improves a mobile GUI agent and a reward model that processes screenshots with interaction history and supplies action- and task-level feedback. Its data pipeline uses rule-based verification, corrupted trajectories, and hard negatives to support reward-guided exploration and iterative training.
BacktrackAgent adds verification, judgment, and reflection modules to detect erroneous GUI actions and guide recovery. It develops backtracking-oriented training data that includes post-action pages and evaluates task completion and step accuracy on Mobile3M and Auto-UI.
WebCoT turns reflection, look-ahead, branching and rollback procedures into chain-of-thought training rationales. Fine-tuning on these reconstructed trajectories is evaluated for web-agent self-improvement and transfer across navigation tasks.
Trains ScreenExplorer with reinforcement learning in dynamic GUI environments, using a world-model curiosity reward and experience-stream distillation to support sustained exploration.
ProgRM predicts per-step task completion progress to provide intermediate rewards during online GUI-agent training. It derives progress labels by using longest common subsequences to identify key trajectory steps, allowing useful partial progress to contribute even when a trajectory ultimately fails.
GUI-explorer generates exploration goals from screenshots and interface structure, then mines observation-action-outcome triples for app-specific transition knowledge. The resulting training-free agent uses this knowledge during mobile task execution, evaluated on SPA-Bench and AndroidWorld.
Web-Shepherd is a process reward model for assessing individual steps of web-navigation trajectories. It introduces a collection of 40,000 step-level preference pairs with checklists and a separate benchmark for comparing reward models, then evaluates verification during WebArena-lite navigation.
PC Agent-E augments 312 human computer-use trajectories with alternative action decisions synthesized by Claude 3.7 Sonnet. It studies training with this combination and introduces WindowsAgentArena-V2 as an updated evaluation benchmark.
Introduces OSWorld-G grounding evaluation and the Jedi synthesis pipeline for examples spanning layout reasoning and fine-grained interaction.
Introduces MONDAY and an automated pipeline that extracts mobile-navigation training data from instructional videos across operating-system platforms.
GUI-Shift trains an inverse-dynamics task that predicts the initial action connecting two GUI states, using trajectories without natural-language instructions. It combines rule-based reinforcement learning with data filtering and evaluates transfer to Android automation and screenshot grounding.
MobileIPL samples trees of action-planning thoughts, propagates rule-based leaf rewards backward, and forms preference pairs for reasoning-level optimization. It also expands screenshot-based instruction data through staged evolution before evaluation on mobile GUI-agent benchmarks.
ScaleTrack combines a unified collection of GUI grounding samples with a planning objective that predicts the next action while reconstructing prior actions. This backward prediction links the current screenshot to interaction history during agent training.
WebEvolver trains a co-evolving world model to predict web observations and generate additional agent-training trajectories. The same model supports look-ahead action selection at inference, with evaluation on live web-task benchmarks.
Introduces PixelWeb, a webpage GUI dataset with element images, contours, and pixel masks. Its annotation pipeline combines bitmap channel information with DOM-based visibility and stacking analysis to address occlusion and overlapping elements.
TongUI converts multimodal online tutorials, including videos and articles, into GUI-agent trajectories. Its GUI-Net dataset contains 143,000 trajectories spanning five operating systems and more than 200 applications, and supports fine-tuning for grounding and navigation.
UI-E2I-Synth uses GPT-4o to synthesize GUI grounding instructions with varied complexity, addressing small elements, imbalanced element types, and implicit requests. The accompanying UI-I2E-Bench evaluates instruction-to-element localization across these annotation challenges.
Studies whether mid-training on GUI perception, multimodal reasoning, and text reasoning transfers to GUI-agent planning. Experiments compare 11 task sources and curated mixtures using WebArena and AndroidWorld to investigate training-data choices when GUI trajectories are scarce.
Explorer collects interactable GUI elements from a live target application and records user sessions for application-specific model training. It links repeated interface states into a navigation map that supports path planning and voice-directed interaction.
Introduces GUI-Xplore exploration videos and downstream tasks, with an agent that combines action-aware modeling and graph-based environment reasoning.
Uses specialized graphical, textual, and spatial perception components with a data-collection pipeline to improve GUI understanding.
Labels individual computer-use actions by comparing surrounding screenshots, then trains agents from both successful and unsuccessful steps.
Introduces AutoCaptioner, DeskVision, and GUIExplorer for generating desktop region descriptions and training interface-understanding models.
Separates planning from execution and creates synthetic plan annotations for training agents on extended web-navigation tasks.
Introduces SpiritSight and GUI-Lasagne data, combining multilevel GUI annotations with visual block parsing for high-resolution interface navigation.
Selects critical steps from expert interaction trajectories for targeted agent fine-tuning, studying efficiency and generalization across tasks.
Synthesizes multimodal web trajectories through exploration and refinement, then trains a browser agent to study the effect of scaling interaction data.
Couples large- and small-model web-agent exploration with trajectory synthesis and distillation to improve both model types iteratively.
AppVLM first learns app actions from AndroidControl and then refines its policy through data collected in AndroidWorld. The study compares offline action prediction and online task completion for a lightweight vision-language smartphone agent.
Studies automatic annotation and federated training of mobile GUI agents from decentralized user interaction data with heterogeneous distributions.
Splits mobile tasks into reaching the required page and operating on it, using subtask data and preferred GUI trajectories for training.
Infers element functionality from UI changes before and after interaction to produce verified annotations for grounding-model training.
Collects environment-specific interaction data through autonomous exploration to adapt grounding models to previously unseen GUIs.
Studies a screenshot-driven native GUI model with unified actions, deliberate reasoning, and iterative training on interaction traces.
Builds self-critique training examples from searched recovery paths to improve agents' ability to detect and correct errors during interaction.
Builds GUI trajectories by exploring environments first and deriving tasks retrospectively, with reward-model filtering of generated trajectories.
Combines PC Tracker interaction capture, completion of action and reasoning annotations, and planning and grounding agents for desktop workflows.
Combines autonomous task proposal, web interaction, and visual success evaluation to discover skills and improve browser-agent policies.
Uses a Windows-agent case study to describe a development workflow for large action models, covering data collection, training, grounding, environment integration, and evaluation.
Converts public tutorials into task specifications and executes them with an agent to synthesize multimodal interaction trajectories.
Pretrains GUI-context understanding with instruction-free web interactions before fine-tuning Falcon-UI on instructed GUI tasks.
Uses screenshots, a unified action space, and staged grounding and reasoning training for cross-platform GUI interaction.
Introduces data and a generation pipeline for translating natural-language requests into Android intent invocations using compact language models.
Adapts multimodal web agents to unfamiliar websites using a small number of human demonstrations through prompting or meta-learning.
Provides a shared Android action environment, reproducible tasks, and instruction data for training and comparing language and multimodal agents.
Combines cross-platform GUI grounding data synthesis with action-model training to study generalization to unfamiliar interfaces.
Develops multimodal browser agents through repeated cycles of real-web exploration, trajectory feedback, and policy optimization.
Synthesizes GUI training examples at multiple levels of detail from webpages and studies transfer of learned understanding to other interface environments.
Builds MultiUI by generating instructions from webpage accessibility trees and pairing them with screenshots for multimodal training. Evaluation examines web-interface understanding, including VisualWebBench and Mind2Web, and transfer to other text-rich visual tasks.
Introduces UGround, a visual target-localization model trained with large-scale synthetic references to elements in GUI screenshots.
Generates browser-agent demonstrations through autonomous exploration and retrospective task labeling, pruning trajectories that lack meaningful subtasks.
Generates labeled slides and interface visuals through code to support visual element detection, description, and classification with less manual annotation.
Synatra converts indirect procedural knowledge, including human-oriented tutorials, into direct demonstrations for digital agents. It trains a 7B CodeLlama on 100,000 synthesized demonstrations and evaluates the resulting policy on Mind2Web, MiniWoB++, and WebArena.
MobileVLM adds two pretraining stages and four UI tasks to learn element detail and relationships between successive screens. Its Mobile3M dataset contains three million Chinese mobile UI pages connected by recorded transition actions.
Builds mobile screenshot and view-hierarchy pairs through automated application traversal and evaluates their usefulness for GUI grounding.
Benchmarks visual agents across GUI, embodied, and design tasks, with training trajectories collected through solvers, agents, and human demonstrations.
Introduces annotated cross-application mobile trajectories and studies history-aware navigation over long task sequences.
Textual Foresight learns UI representations by describing the future screen expected after an action on the current interface. The OpenApp dataset supports pretraining and downstream evaluation of representations that connect individual elements with whole-screen changes.
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