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Oct 30

ScreenMark: Watermarking Arbitrary Visual Content on Screen

Digital watermarking has shown its effectiveness in protecting multimedia content. However, existing watermarking is predominantly tailored for specific media types, rendering them less effective for the protection of content displayed on computer screens, which is often multi-modal and dynamic. Visual Screen Content (VSC), is particularly susceptible to theft and leakage through screenshots, a vulnerability that current watermarking methods fail to adequately address.To address these challenges, we propose ScreenMark, a robust and practical watermarking method designed specifically for arbitrary VSC protection. ScreenMark utilizes a three-stage progressive watermarking framework. Initially, inspired by diffusion principles, we initialize the mutual transformation between regular watermark information and irregular watermark patterns. Subsequently, these patterns are integrated with screen content using a pre-multiplication alpha blending technique, supported by a pre-trained screen decoder for accurate watermark retrieval. The progressively complex distorter enhances the robustness of the watermark in real-world screenshot scenarios. Finally, the model undergoes fine-tuning guided by a joint-level distorter to ensure optimal performance. To validate the effectiveness of ScreenMark, we compiled a dataset comprising 100,000 screenshots from various devices and resolutions. Extensive experiments on different datasets confirm the superior robustness, imperceptibility, and practical applicability of the method.

  • 5 authors
·
Sep 5, 2024

Learning Next Action Predictors from Human-Computer Interaction

Truly proactive AI systems must anticipate what we will do next. This foresight demands far richer information than the sparse signals we type into our prompts -- it demands reasoning over the entire context of what we see and do. We formalize this as next action prediction (NAP): given a sequence of a user's multimodal interactions with a computer (screenshots, clicks, sensor data), predict that user's next action. Progress on this task requires both new data and modeling approaches. To scale data, we annotate longitudinal, naturalistic computer use with vision-language models. We release an open-source pipeline for performing this labeling on private infrastructure, and label over 360K actions across one month of continuous phone usage from 20 users, amounting to 1,800 hours of screen time. We then introduce LongNAP, a user model that combines parametric and in-context learning to reason over long interaction histories. LongNAP is trained via policy gradient methods to generate user-specific reasoning traces given some context; retrieve relevant traces from a library of past traces; and then apply retrieved traces in-context to predict future actions. Using an LLM-as-judge evaluation metric (0-1 similarity to ground truth), LongNAP significantly outperforms supervised finetuning and prompted baselines on held-out data (by 79% and 39% respectively). Additionally, LongNAP generalizes to held out users when trained across individuals. The space of next actions a user might take at any moment is unbounded, spanning thousands of possible outcomes. Despite this, 17.1% of LongNAP's predicted trajectories are well-aligned with what a user does next (LLM-judge score geq 0.5). This rises to 26% when we filter to highly confident predictions. In sum, we argue that learning from the full context of user behavior to anticipate user needs is now a viable task with substantial opportunity.

  • 11 authors
·
Mar 6

MIRIX: Multi-Agent Memory System for LLM-Based Agents

Although memory capabilities of AI agents are gaining increasing attention, existing solutions remain fundamentally limited. Most rely on flat, narrowly scoped memory components, constraining their ability to personalize, abstract, and reliably recall user-specific information over time. To this end, we introduce MIRIX, a modular, multi-agent memory system that redefines the future of AI memory by solving the field's most critical challenge: enabling language models to truly remember. Unlike prior approaches, MIRIX transcends text to embrace rich visual and multimodal experiences, making memory genuinely useful in real-world scenarios. MIRIX consists of six distinct, carefully structured memory types: Core, Episodic, Semantic, Procedural, Resource Memory, and Knowledge Vault, coupled with a multi-agent framework that dynamically controls and coordinates updates and retrieval. This design enables agents to persist, reason over, and accurately retrieve diverse, long-term user data at scale. We validate MIRIX in two demanding settings. First, on ScreenshotVQA, a challenging multimodal benchmark comprising nearly 20,000 high-resolution computer screenshots per sequence, requiring deep contextual understanding and where no existing memory systems can be applied, MIRIX achieves 35% higher accuracy than the RAG baseline while reducing storage requirements by 99.9%. Second, on LOCOMO, a long-form conversation benchmark with single-modal textual input, MIRIX attains state-of-the-art performance of 85.4%, far surpassing existing baselines. These results show that MIRIX sets a new performance standard for memory-augmented LLM agents. To allow users to experience our memory system, we provide a packaged application powered by MIRIX. It monitors the screen in real time, builds a personalized memory base, and offers intuitive visualization and secure local storage to ensure privacy.

  • 2 authors
·
Jul 10, 2025 1

OmniACT: A Dataset and Benchmark for Enabling Multimodal Generalist Autonomous Agents for Desktop and Web

For decades, human-computer interaction has fundamentally been manual. Even today, almost all productive work done on the computer necessitates human input at every step. Autonomous virtual agents represent an exciting step in automating many of these menial tasks. Virtual agents would empower users with limited technical proficiency to harness the full possibilities of computer systems. They could also enable the efficient streamlining of numerous computer tasks, ranging from calendar management to complex travel bookings, with minimal human intervention. In this paper, we introduce OmniACT, the first-of-a-kind dataset and benchmark for assessing an agent's capability to generate executable programs to accomplish computer tasks. Our scope extends beyond traditional web automation, covering a diverse range of desktop applications. The dataset consists of fundamental tasks such as "Play the next song", as well as longer horizon tasks such as "Send an email to John Doe mentioning the time and place to meet". Specifically, given a pair of screen image and a visually-grounded natural language task, the goal is to generate a script capable of fully executing the task. We run several strong baseline language model agents on our benchmark. The strongest baseline, GPT-4, performs the best on our benchmark However, its performance level still reaches only 15% of the human proficiency in generating executable scripts capable of completing the task, demonstrating the challenge of our task for conventional web agents. Our benchmark provides a platform to measure and evaluate the progress of language model agents in automating computer tasks and motivates future work towards building multimodal models that bridge large language models and the visual grounding of computer screens.

  • 7 authors
·
Feb 27, 2024 6

MME-Finance: A Multimodal Finance Benchmark for Expert-level Understanding and Reasoning

In recent years, multimodal benchmarks for general domains have guided the rapid development of multimodal models on general tasks. However, the financial field has its peculiarities. It features unique graphical images (e.g., candlestick charts, technical indicator charts) and possesses a wealth of specialized financial knowledge (e.g., futures, turnover rate). Therefore, benchmarks from general fields often fail to measure the performance of multimodal models in the financial domain, and thus cannot effectively guide the rapid development of large financial models. To promote the development of large financial multimodal models, we propose MME-Finance, an bilingual open-ended and practical usage-oriented Visual Question Answering (VQA) benchmark. The characteristics of our benchmark are finance and expertise, which include constructing charts that reflect the actual usage needs of users (e.g., computer screenshots and mobile photography), creating questions according to the preferences in financial domain inquiries, and annotating questions by experts with 10+ years of experience in the financial industry. Additionally, we have developed a custom-designed financial evaluation system in which visual information is first introduced in the multi-modal evaluation process. Extensive experimental evaluations of 19 mainstream MLLMs are conducted to test their perception, reasoning, and cognition capabilities. The results indicate that models performing well on general benchmarks cannot do well on MME-Finance; for instance, the top-performing open-source and closed-source models obtain 65.69 (Qwen2VL-72B) and 63.18 (GPT-4o), respectively. Their performance is particularly poor in categories most relevant to finance, such as candlestick charts and technical indicator charts. In addition, we propose a Chinese version, which helps compare performance of MLLMs under a Chinese context.

  • 12 authors
·
Nov 5, 2024

A Web-based Mpox Skin Lesion Detection System Using State-of-the-art Deep Learning Models Considering Racial Diversity

The recent 'Mpox' outbreak, formerly known as 'Monkeypox', has become a significant public health concern and has spread to over 110 countries globally. The challenge of clinically diagnosing mpox early on is due, in part, to its similarity to other types of rashes. Computer-aided screening tools have been proven valuable in cases where Polymerase Chain Reaction (PCR) based diagnosis is not immediately available. Deep learning methods are powerful in learning complex data representations, but their efficacy largely depends on adequate training data. To address this challenge, we present the "Mpox Skin Lesion Dataset Version 2.0 (MSLD v2.0)" as a follow-up to the previously released openly accessible dataset, one of the first datasets containing mpox lesion images. This dataset contains images of patients with mpox and five other non-mpox classes (chickenpox, measles, hand-foot-mouth disease, cowpox, and healthy). We benchmark the performance of several state-of-the-art deep learning models, including VGG16, ResNet50, DenseNet121, MobileNetV2, EfficientNetB3, InceptionV3, and Xception, to classify mpox and other infectious skin diseases. In order to reduce the impact of racial bias, we utilize a color space data augmentation method to increase skin color variability during training. Additionally, by leveraging transfer learning implemented with pre-trained weights generated from the HAM10000 dataset, an extensive collection of pigmented skin lesion images, we achieved the best overall accuracy of 83.59pm2.11%. Finally, the developed models are incorporated within a prototype web application to analyze uploaded skin images by a user and determine whether a subject is a suspected mpox patient.

  • 8 authors
·
Jun 25, 2023

Screenshots or Tools? Eliciting Tool Use and Managing Multimodal Context in Hybrid GUI-MCP Computer-Use Agents

Hybrid computer-use agents can act through screenshots or call text tools. We find that having a tool available does not settle which way the effect goes. Under one identical GUI-MCP harness on the OSWorld-MCP benchmark (309 tasks), the same MCP tools improve a reasoning model by +4.0pp and degrade a non-reasoning model by -5.9pp (5 runs each, both beyond 2 SE). What separates the two is tool-decision behavior. The non-reasoning policy ignores, misnames, or falsely terminates around tools. The reasoning model avoids these failures, yet still calls a tool on only 55/309 tasks, 23.9% of the tool-reachable ones. We call this shortfall the adoption gap. Both levels of the problem share one cause: the model already has a cheaper route and is never trained to take it. Multi-turn RL probes that cause. At the action level, a dense tool bonus raises spreadsheet adoption 0.03 -> 0.33 and carries into greedy decoding, but held-out accuracy does not follow. Behavior is steerable; competence is not. The bottleneck lies in tool-call semantics. At the context level, a successful tool call often makes the next screenshot redundant. Dropping it and halving image history cuts input tokens by about a third, at a small accuracy cost. Retraining under the same observation rule removes that cost. The compressed agent then reaches 37.8% against 33.0% for the uncompressed operating point, at 53% of the input cost, and closes the rich-lean gap on a pre-registered degraded subset to zero. Tools help when the model chooses and integrates them, and current hybrid agents leave many such choices unused. Code and checkpoints: https://github.com/redai-infra/hybrid-routing-agent

  • 9 authors
·
Aug 5

ScreenSpot-Pro: GUI Grounding for Professional High-Resolution Computer Use

Recent advancements in Multi-modal Large Language Models (MLLMs) have led to significant progress in developing GUI agents for general tasks such as web browsing and mobile phone use. However, their application in professional domains remains under-explored. These specialized workflows introduce unique challenges for GUI perception models, including high-resolution displays, smaller target sizes, and complex environments. In this paper, we introduce ScreenSpot-Pro, a new benchmark designed to rigorously evaluate the grounding capabilities of MLLMs in high-resolution professional settings. The benchmark comprises authentic high-resolution images from a variety of professional domains with expert annotations. It spans 23 applications across five industries and three operating systems. Existing GUI grounding models perform poorly on this dataset, with the best model achieving only 18.9%. Our experiments reveal that strategically reducing the search area enhances accuracy. Based on this insight, we propose ScreenSeekeR, a visual search method that utilizes the GUI knowledge of a strong planner to guide a cascaded search, achieving state-of-the-art performance with 48.1% without any additional training. We hope that our benchmark and findings will advance the development of GUI agents for professional applications. Code, data and leaderboard can be found at https://gui-agent.github.io/grounding-leaderboard.

  • 8 authors
·
Apr 4, 2025

Activity Frames: Deterministic Screen-Activity Compilation for Agent Memory and Replay

Computer-use agents pay full frontier inference to re-derive routines their user has already performed, because an agent's memory today records what the user said, not what the user did. We compile passively captured screen activity into agent memory with a deterministic, zero-model pipeline: it segments a local capture stream into typed activity frames, bounded episodes carrying application, site, timing, input volume, and evidence pointers back to the raw rows, with no model in the loop, so the output is byte-identical, cacheable, and mechanically auditable. On one professional's single-user corpus of 128,756 frames over 51 active days, the compiler reduces a day of raw capture to a prompt-ready context block 86x smaller in 68 ms, and an agent reading that block answers questions about the day at 98.4% accuracy (Wilson 95% CI 91.7-99.7%) against an independent oracle, versus 66-80% for an LLM summary of the same capture, a mid-tier model reading the block matching a frontier one. The same compiler doubles as a demand-side cost instrument. Read off passive, pre-delegation human activity rather than agent rollouts, it supplies two parameters that agent-cost models assume but, to our knowledge, have not measured: the Routine Overhead Ratio R and the routine recurrence h. We report first values of R, a modeled upper bound, at 60-343x, and a delegable recurrence of 9.0% in-sample and 7.7% out-of-sample, for a realistic all-fleet token ceiling near 8%; a compiled routine replays deterministically with the model out of the loop, demonstrated live at zero model tokens on a guard-matched hit. Schema, compiler, and evaluation harness are open.

  • 1 authors
·
Aug 5 6

PreAct: Computer-Using Agents that Get Faster on Repeated Tasks

Computer-using agents drive real software through the screen -- clicking and typing -- but they solve every task from scratch: asked to repeat a task, an agent re-reads the screen, re-reasons every tap, and pays the full cost again. We present PreAct, which lets such an agent get faster on tasks it has done before. The first time it succeeds, PreAct compiles the run into a small state-machine program-states that check the screen, transitions that act-and on later runs replays it directly instead of invoking the agent 8.5-13x faster, with no per-step language-model calls. Replay is not blind: at each step PreAct checks that the screen matches what the program expects before acting, and hands control back to the agent the moment something is off. PreAct applies the same discipline when deciding what to keep: a freshly compiled program enters the store only if, re-run from a clean state, an independent evaluator confirms it solved the task-catching programs that replay to their last step yet leave the task undone. Across a mobile, a desktop, and a web benchmark, this store-time check separates repeated runs that improve from ones that degrade as faulty programs accumulate, worth 1.75-2.6 tasks per benchmark, the same direction on all three; a fallback that explores afresh when no program fits brings PreAct level with a strong record-and-replay baseline. We also report what did not matter: prompt wording, runtime guardrails, and whether a language model or a plain embedding retriever selects which program to reuse.

  • 1 authors
·
Jun 15

CADWorld: Computer-Use Benchmark for Long-Horizon Computer-Aided Design

Computer-use agents are increasingly evaluated in realistic desktop environments, but existing benchmarks provide limited coverage of professional engineering workflows whose outputs are persistent, structured artifacts. Mechanical computer-aided design (CAD) is a particularly demanding setting: an agent must manipulate geometry and constraints over long interaction horizons while producing a native project whose dimensions, construction structure, and downstream engineering state remain valid. We introduce CADWorld, a benchmark for long-horizon computer use in FreeCAD. CADWorld contains 200 tasks spanning 11 mechanical-CAD workflow categories, including sketching, part modeling, assembly, CAM, FEM, measurement, mesh processing, and technical drawing. Agents operate through screenshots and GUI actions, while success is determined by task-specific executable checks over saved FreeCAD artifacts and auxiliary outputs, covering geometric properties, parametric structure, constraints, manufacturing state, and simulation results. Across seven current agents on the full benchmark, the strongest agent achieves 17.5\% success, compared with an 87.0\% expert reference pass. We find that weaker agents often fail before producing a valid artifact, whereas stronger agents increasingly fail on structural, geometric, and construction-process requirements. CADWorld therefore exposes a gap between general GUI competence and reliable execution of persistent, verifiable engineering workflows. Project accessible at https://cad-world.github.io.

  • 7 authors
·
Sep 13 2

Moving Beyond Sparse Grounding with Complete Screen Parsing Supervision

Modern computer-use agents (CUA) must perceive a screen as a structured state, what elements are visible, where they are, and what text they contain, before they can reliably ground instructions and act. Yet, most available grounding datasets provide sparse supervision, with insufficient and low-diversity labels that annotate only a small subset of task-relevant elements per screen, which limits both coverage and generalization; moreover, practical deployment requires efficiency to enable low-latency, on-device use. We introduce ScreenParse, a large-scale dataset for complete screen parsing, with dense annotations of all visible UI elements (boxes, 55-class types, and text) across 771K web screenshots (21M elements). ScreenParse is generated by Webshot, an automated, scalable pipeline that renders diverse urls, extracts annotations and applies VLM-based relabeling and quality filtering. Using ScreenParse, we train ScreenVLM, a compact, 316M-parameter vision language model (VLM) that decodes a compact ScreenTag markup representation with a structure-aware loss that upweights structure-critical tokens. ScreenVLM substantially outperforms much larger foundation VLMs on dense parsing (e.g., 0.592 vs. 0.294 PageIoU on ScreenParse) and shows strong transfer to public benchmarks. Moreover, finetuning foundation VLMs on ScreenParse consistently improves their grounding performance, suggesting that dense screen supervision provides transferable structural priors for UI understanding. Project page: https://saidgurbuz.github.io/screenparse/.

  • 5 authors
·
Feb 15

Computer Vision for Clinical Gait Analysis: A Gait Abnormality Video Dataset

Clinical gait analysis (CGA) using computer vision is an emerging field in artificial intelligence that faces barriers of accessible, real-world data, and clear task objectives. This paper lays the foundation for current developments in CGA as well as vision-based methods and datasets suitable for gait analysis. We introduce The Gait Abnormality in Video Dataset (GAVD) in response to our review of over 150 current gait-related computer vision datasets, which highlighted the need for a large and accessible gait dataset clinically annotated for CGA. GAVD stands out as the largest video gait dataset, comprising 1874 sequences of normal, abnormal and pathological gaits. Additionally, GAVD includes clinically annotated RGB data sourced from publicly available content on online platforms. It also encompasses over 400 subjects who have undergone clinical grade visual screening to represent a diverse range of abnormal gait patterns, captured in various settings, including hospital clinics and urban uncontrolled outdoor environments. We demonstrate the validity of the dataset and utility of action recognition models for CGA using pretrained models Temporal Segment Networks(TSN) and SlowFast network to achieve video abnormality detection of 94% and 92% respectively when tested on GAVD dataset. A GitHub repository https://github.com/Rahmyyy/GAVD consisting of convenient URL links, and clinically relevant annotation for CGA is provided for over 450 online videos, featuring diverse subjects performing a range of normal, pathological, and abnormal gait patterns.

  • 4 authors
·
Jul 4, 2024

Qwen-CUA: Native Computer Use for (almost) Everything

Native computer use offers a general interface for agents to operate almost any software available to people, but requires long-horizon state tracking, large-scale interactive experience, and learning from sparse yet verifiable outcomes. We introduce Qwen-CUA, a native computer-use agent with a 397B-A17B Qwen mixture-of-experts backbone. It observes only screenshots and acts through keyboard and mouse events, without DOM trees, accessibility metadata, or task-specific APIs. Its scaffold maintains up to 20 active screenshots and folds older visual history in fixed-size blocks to retain recent evidence while preserving reusable prompt prefixes. For training, we build a cloud rollout fleet with access to nearly 100,000 vCPUs and tens of thousands of concurrent environments, construct approximately 40,000 verifiable tasks, and collect personalized long-horizon workflows across everyday and professional software. We optimize complete trajectories with verifiable rewards and trajectory slicing, while iterative training runs refresh supervised data and recalibrate reinforcement-learning tasks. Across eight benchmarks, Qwen-CUA outperforms Qwen3.7 and remains competitive with leading proprietary systems, reaching 86.2 on OSWorld-Verified and 18.5/48.4 binary/partial completion on OSWorld 2.0. Scaling the same recipe to a model with over one trillion parameters yields Qwen-CUA-Max, improving these scores to 87.6 and 21.2/53.3. Qwen-CUA also reduces RedTeamCUA attack success from 36.6 to 16.4 relative to Qwen3.7. Efficiency analyses, a browser deployment, and Bash-augmented experiments further characterize practical behavior. These results establish native computer use as a broadly capable agent foundation and highlight scalable verifiable interaction and hybrid tool use as key directions.

  • 46 authors
·
Aug 3

CLI-Anything: Towards Agent-Native Computer Use

As large language models advance in reasoning and tool use capabilities, researchers increasingly seek to leverage them for computer use agents that can interact with existing software. The dominant approach develops GUI agents that control applications through visual interfaces: interpreting screenshots, locating UI elements, and executing mouse clicks to mimic human interaction. This GUI-centric paradigm fundamentally misaligns with agent capabilities. Current GUI agents struggle with brittle pixel-level interactions, timing dependencies, and coordinate-based actions that break with interface changes. They force agents to emulate human perceptual limitations rather than leverage their computational strengths in structured data processing and programmatic control. CLI-Anything argues for agent-native computer use design. Instead of forcing agents to navigate visual layouts, we create interfaces aligned with how agents naturally operate: through structured commands, explicit state representations, and deterministic feedback. We transform existing applications into command-line harnesses that preserve functionality while exposing machine-readable protocols optimized for AI-native interaction. This eliminates the lossy visual-to-computational translation that plagues GUI agents. Rather than building sophisticated screen readers and click simulators, we should redesign interaction paradigms around agent strengths: precise programmatic control and deterministic execution. We examine the methodology, architecture, evidence, and future directions for this agent-native transformation of computer use. We have built CLI-Hub as a comprehensive platform that operationalizes this agent-native computer use vision. The platform provides methodology, architecture, and infrastructure for this fundamental transformation of computer use.

  • 3 authors
·
Jun 1

StateAct: Program State, before Pixels, for Long-Horizon Computer-Use Agents

Computer-use agents are usually improved by strengthening perception: better models for reading a screenshot and choosing where to click. Yet a screenshot is only a lossy rendering of the underlying program state, e.g., the files, application backends, and DOM that hold the task data. Different states can produce the same pixels, while code can inspect and modify that state directly. StateAct is a code-first, multi-agent harness built around this distinction. Its main agent works directly with program state by using code, while a dedicated GUI subagent handles screenshot-and-click interaction on the few subgoals that need it, just 28 of 108 tasks and 1.1% of main-agent steps. The same direct access to program state also supports verification: an independent finish gate double-checks the saved result for structural failures, e.g., output that is missing, unsaved, or written to the wrong path. To stay on track over hundreds of steps, the main agent hands subgoals to fresh subagents, keeping its own context focused. On OSWorld 2.0, StateAct lifts Claude Opus 4.8 from 20.6% to 26.9% on binary success, and from 54.8% to 61.6% on partial success, at ~ 9x lower cost per task than the same model driven by screenshots alone; a code-only variant with no GUI subagent reaches only 45.9% partial, below that screenshot-based baseline's 54.8%. In general, grounding action, verification, and memory in state, what we call state-grounding, shifts the main bottleneck from perception toward reasoning: failures depend more on what the agent thinks than on what it sees.

Computer Use at the Edge of the Statistical Precipice

Evaluating Computer Use Agents (CUAs) on interactive environments is fraught with methodological pitfalls that the field has yet to systematically address. We show that a 1MB replay script that blindly executes a recorded action sequence without ever observing the screen outperforms frontier models on prominent static benchmarks, and prove that its expected success rate is exactly equal to the source agent's pass@k in deterministic environments. We trace this and other failures to two root causes: non-principled environment design (static, unsandboxed, or unreliably verified environments) and non-principled evaluation methodology (naive aggregation and misuse of pass@k for stateful UI interactions). To address the first, we propose PRISM, five design principles for CUA environments (privileged verification, realistic environments, integrity-checked configurations, sandboxed execution, and multifactorial variability) and instantiate them in DigiWorld, a benchmark of 15 realistic sandboxed mobile applications able to evaluate agents in over 3.2 million verified unique configurations. To address the second, we develop an aggregation framework pairing Wilson score intervals with hierarchical bootstrap, producing confidence intervals that correctly account for the nested structure of CUA benchmarks, as we empirically demonstrate. All together, we show that principled environment design and rigorous evaluation methodology are not optional refinements but prerequisites for meaningful CUA research.

  • 9 authors
·
May 6

Scaling Computer-Use Grounding via User Interface Decomposition and Synthesis

Graphical user interface (GUI) grounding, the ability to map natural language instructions to specific actions on graphical user interfaces, remains a critical bottleneck in computer use agent development. Current benchmarks oversimplify grounding tasks as short referring expressions, failing to capture the complexity of real-world interactions that require software commonsense, layout understanding, and fine-grained manipulation capabilities. To address these limitations, we introduce OSWorld-G, a comprehensive benchmark comprising 564 finely annotated samples across diverse task types including text matching, element recognition, layout understanding, and precise manipulation. Additionally, we synthesize and release the largest computer use grounding dataset Jedi, which contains 4 million examples through multi-perspective decoupling of tasks. Our multi-scale models trained on Jedi demonstrate its effectiveness by outperforming existing approaches on ScreenSpot-v2, ScreenSpot-Pro, and our OSWorld-G. Furthermore, we demonstrate that improved grounding with Jedi directly enhances agentic capabilities of general foundation models on complex computer tasks, improving from 5% to 27% on OSWorld. Through detailed ablation studies, we identify key factors contributing to grounding performance and verify that combining specialized data for different interface elements enables compositional generalization to novel interfaces. All benchmark, data, checkpoints, and code are open-sourced and available at https://osworld-grounding.github.io.

  • 15 authors
·
May 19, 2025 2

CUA-SWE: When Computer-Use Agents Meet Visual Software Engineering

Software development requires more than editing code: developers repeatedly run software, interact with its interfaces, visually inspect its behavior, and use these observations to decide what to change next and whether a change works. Existing coding agents and computer-use agents are largely studied in isolation, leaving this integrated development process underexplored. Diagnosing a runtime interaction failure requires agents to connect visual observations with the responsible code, then use the application again to verify the repair. We introduce CUA-SWE, a benchmark, environment, and evaluation pipeline for software engineering with computer use. Beyond studying how GUI feedback supports diagnosis and repair, we ask whether agents can complete software engineering tasks when required specification or operational information is available only through the running application's visual interface. CUA-SWE spans four software engineering domains and requires agents to modify code and configuration, execute commands, interact with running software, and inspect visual feedback within the same task. Each task includes deterministic, task-specific tests that verify whether the resulting software satisfies the requirements and preserves specified behavior. Our evaluation characterizes how frontier agents combine source-level execution with application screenshots and graphical interaction to produce verified software changes. We examine performance across domains and task information requirements, alongside the development behaviors associated with successful repairs. CUA-SWE provides a unified testbed for studying how agents use visual feedback and interaction to guide software engineering, with executable correctness criteria for the resulting software.

Towards General Computer Control: A Multimodal Agent for Red Dead Redemption II as a Case Study

Despite the success in specific tasks and scenarios, existing foundation agents, empowered by large models (LMs) and advanced tools, still cannot generalize to different scenarios, mainly due to dramatic differences in the observations and actions across scenarios. In this work, we propose the General Computer Control (GCC) setting: building foundation agents that can master any computer task by taking only screen images (and possibly audio) of the computer as input, and producing keyboard and mouse operations as output, similar to human-computer interaction. The main challenges of achieving GCC are: 1) the multimodal observations for decision-making, 2) the requirements of accurate control of keyboard and mouse, 3) the need for long-term memory and reasoning, and 4) the abilities of efficient exploration and self-improvement. To target GCC, we introduce Cradle, an agent framework with six main modules, including: 1) information gathering to extract multi-modality information, 2) self-reflection to rethink past experiences, 3) task inference to choose the best next task, 4) skill curation for generating and updating relevant skills for given tasks, 5) action planning to generate specific operations for keyboard and mouse control, and 6) memory for storage and retrieval of past experiences and known skills. To demonstrate the capabilities of generalization and self-improvement of Cradle, we deploy it in the complex AAA game Red Dead Redemption II, serving as a preliminary attempt towards GCC with a challenging target. To our best knowledge, our work is the first to enable LMM-based agents to follow the main storyline and finish real missions in complex AAA games, with minimal reliance on prior knowledge or resources. The project website is at https://baai-agents.github.io/Cradle/.

OS-Harm: A Benchmark for Measuring Safety of Computer Use Agents

Computer use agents are LLM-based agents that can directly interact with a graphical user interface, by processing screenshots or accessibility trees. While these systems are gaining popularity, their safety has been largely overlooked, despite the fact that evaluating and understanding their potential for harmful behavior is essential for widespread adoption. To address this gap, we introduce OS-Harm, a new benchmark for measuring safety of computer use agents. OS-Harm is built on top of the OSWorld environment and aims to test models across three categories of harm: deliberate user misuse, prompt injection attacks, and model misbehavior. To cover these cases, we create 150 tasks that span several types of safety violations (harassment, copyright infringement, disinformation, data exfiltration, etc.) and require the agent to interact with a variety of OS applications (email client, code editor, browser, etc.). Moreover, we propose an automated judge to evaluate both accuracy and safety of agents that achieves high agreement with human annotations (0.76 and 0.79 F1 score). We evaluate computer use agents based on a range of frontier models - such as o4-mini, Claude 3.7 Sonnet, Gemini 2.5 Pro - and provide insights into their safety. In particular, all models tend to directly comply with many deliberate misuse queries, are relatively vulnerable to static prompt injections, and occasionally perform unsafe actions. The OS-Harm benchmark is available at https://github.com/tml-epfl/os-harm.

  • 7 authors
·
Jun 17, 2025 2

Adaptive Vision-Language Model Routing for Computer Use Agents

Computer Use Agents (CUAs) translate natural-language instructions into Graphical User Interface (GUI) actions such as clicks, keystrokes, and scrolls by relying on a Vision-Language Model (VLM) to interpret screenshots and predict grounded tool calls. However, grounding accuracy varies dramatically across VLMs, while current CUA systems typically route every action to a single fixed model regardless of difficulty. We propose Adaptive VLM Routing (AVR), a framework that inserts a lightweight semantic routing layer between the CUA orchestrator and a pool of VLMs. For each tool call, AVR estimates action difficulty from multimodal embeddings, probes a small VLM to measure confidence, and routes the action to the cheapest model whose predicted accuracy satisfies a target reliability threshold. For warm agents with memory of prior UI interactions, retrieved context further narrows the capability gap between small and large models, allowing many actions to be handled without escalation. We formalize routing as a cost--accuracy trade-off, derive a threshold-based policy for model selection, and evaluate AVR using ScreenSpot-Pro grounding data together with the OpenClaw agent routing benchmark. Across these settings, AVR projects inference cost reductions of up to 78\% while staying within 2 percentage points of an all-large-model baseline. When combined with the Visual Confused Deputy guardrail, AVR also escalates high-risk actions directly to the strongest available model, unifying efficiency and safety within a single routing framework. Materials are also provided Model, benchmark, and code: https://github.com/vllm-project/semantic-router.

  • 6 authors
·
Mar 12

Ponder & Press: Advancing Visual GUI Agent towards General Computer Control

Most existing GUI agents typically depend on non-vision inputs like HTML source code or accessibility trees, limiting their flexibility across diverse software environments and platforms. Current multimodal large language models (MLLMs), which excel at using vision to ground real-world objects, offer a potential alternative. However, they often struggle with accurately localizing GUI elements -- a critical requirement for effective GUI automation -- due to the semantic gap between real-world objects and GUI elements. In this work, we introduce Ponder & Press, a divide-and-conquer framework for general computer control using only visual input. Our approach combines an general-purpose MLLM as an 'interpreter', responsible for translating high-level user instructions into detailed action descriptions, with a GUI-specific MLLM as a 'locator' that precisely locates GUI elements for action placement. By leveraging a purely visual input, our agent offers a versatile, human-like interaction paradigm applicable to a wide range of applications. Ponder & Press locator outperforms existing models by +22.5% on the ScreenSpot GUI grounding benchmark. Both offline and interactive agent benchmarks across various GUI environments -- including web pages, desktop software, and mobile UIs -- demonstrate that Ponder & Press framework achieves state-of-the-art performance, highlighting the potential of visual GUI agents. Refer to the project homepage https://invinciblewyq.github.io/ponder-press-page/

  • 4 authors
·
Dec 2, 2024

Creating General User Models from Computer Use

Human-computer interaction has long imagined technology that understands us-from our preferences and habits, to the timing and purpose of our everyday actions. Yet current user models remain fragmented, narrowly tailored to specific apps, and incapable of the flexible reasoning required to fulfill these visions. This paper presents an architecture for a general user model (GUM) that learns about you by observing any interaction you have with your computer. The GUM takes as input any unstructured observation of a user (e.g., device screenshots) and constructs confidence-weighted propositions that capture that user knowledge and preferences. GUMs can infer that a user is preparing for a wedding they're attending from messages with a friend. Or recognize that a user is struggling with a collaborator's feedback on a draft by observing multiple stalled edits and a switch to reading related work. GUMs introduce an architecture that infers new propositions about a user from multimodal observations, retrieves related propositions for context, and continuously revises existing propositions. To illustrate the breadth of applications that GUMs enable, we demonstrate how they augment chat-based assistants with context, manage OS notifications to selectively surface important information, and enable interactive agents that adapt to preferences across apps. We also instantiate proactive assistants (GUMBOs) that discover and execute useful suggestions on a user's behalf using their GUM. In our evaluations, we find that GUMs make calibrated and accurate inferences about users, and that assistants built on GUMs proactively identify and perform actions that users wouldn't think to request explicitly. Altogether, GUMs introduce methods that leverage multimodal models to understand unstructured context, enabling long-standing visions of HCI and entirely new interactive systems that anticipate user needs.

  • 7 authors
·
May 16, 2025 2

AgentHorizon: Evaluating Agentic Judges for Long-Horizon Computer-Use Tasks

Computer-use agents are capable of completing complex tasks, increasing the use of automatic judges to determine success, either for training or for evaluation without human involvement. Despite their flexibility, their reliability on long tasks spanning multiple applications remains unclear. A trajectory, composed of long sequences of screenshots and actions, may appear complete, but in reality violates constraints from the instruction or introduces an unwanted side effect. To identify these errors, a judge needs to examine the trajectory with respect to the user's instruction. To this end, we introduce AgentHorizon, a benchmark of 1,373 computer-use tasks (instruction-trajectory pairs) drawn from 166 hours of human-recorded trajectories spanning three operating systems. By recording trajectories for closely related instructions, we can construct negative tasks by swapping the instructions. This paired design evaluates judges on their ability to distinguish a successful trajectory from one that completed a similar (but incompatible) request. We release the benchmark under three splits: a frontier split, AgentHorizon (AH), a simplified split, AgentHorizon-Simple (AH-S), and a development split, AgentHorizon-Development (AH-D). We further evaluate eleven judges by (1) directly passing the full trajectory (with up to 300 screenshots and actions), and (2) using them as coding agents across five agent harnesses. We find that our best agentic judge, GPT-5.5, achieves 80.9% balanced accuracy on the AH subset. We find that tool-use improves certain models but results in worse performance for open-weight models, and that judges differ drastically in their ability to accept a valid trajectory and reject failed ones. Our findings highlight the need for judges that are capable of locating and verifying often hidden evidence that a task was properly completed inside long interaction histories.

  • 10 authors
·
Oct 7

CUA-Suite: Massive Human-annotated Video Demonstrations for Computer-Use Agents

Computer-use agents (CUAs) hold great promise for automating complex desktop workflows, yet progress toward general-purpose agents is bottlenecked by the scarcity of continuous, high-quality human demonstration videos. Recent work emphasizes that continuous video, not sparse screenshots, is the critical missing ingredient for scaling these agents. However, the largest existing open dataset, ScaleCUA, contains only 2 million screenshots, equating to less than 20 hours of video. To address this bottleneck, we introduce CUA-Suite, a large-scale ecosystem of expert video demonstrations and dense annotations for professional desktop computer-use agents. At its core is VideoCUA, which provides approximately 10,000 human-demonstrated tasks across 87 diverse applications with continuous 30 fps screen recordings, kinematic cursor traces, and multi-layerfed reasoning annotations, totaling approximately 55 hours and 6 million frames of expert video. Unlike sparse datasets that capture only final click coordinates, these continuous video streams preserve the full temporal dynamics of human interaction, forming a superset of information that can be losslessly transformed into the formats required by existing agent frameworks. CUA-Suite further provides two complementary resources: UI-Vision, a rigorous benchmark for evaluating grounding and planning capabilities in CUAs, and GroundCUA, a large-scale grounding dataset with 56K annotated screenshots and over 3.6 million UI element annotations. Preliminary evaluation reveals that current foundation action models struggle substantially with professional desktop applications (~60% task failure rate). Beyond evaluation, CUA-Suite's rich multimodal corpus supports emerging research directions including generalist screen parsing, continuous spatial control, video-based reward modeling, and visual world models. All data and models are publicly released.

ServiceNow ServiceNow
·
Mar 25 5

GUI-360: A Comprehensive Dataset and Benchmark for Computer-Using Agents

We introduce GUI-360^circ, a large-scale, comprehensive dataset and benchmark suite designed to advance computer-using agents (CUAs). CUAs present unique challenges and is constrained by three persistent gaps: a scarcity of real-world CUA tasks, the lack of automated collection-and-annotation pipelines for multi-modal trajectories, and the absence of a unified benchmark that jointly evaluates GUI grounding, screen parsing, and action prediction. GUI-360^circ addresses these gaps with an LLM-augmented, largely automated pipeline for query sourcing, environment-template construction, task instantiation, batched execution, and LLM-driven quality filtering. The released corpus contains over 1.2M executed action steps across thousands of trajectories in popular Windows office applications, and includes full-resolution screenshots, accessibility metadata when available, instantiated goals, intermediate reasoning traces, and both successful and failed action trajectories. The dataset supports three canonical tasks, GUI grounding, screen parsing, and action prediction, and a hybrid GUI+API action space that reflects modern agent designs. Benchmarking state-of-the-art vision--language models on GUI-360^circ reveals substantial out-of-the-box shortcomings in grounding and action prediction; supervised fine-tuning and reinforcement learning yield significant gains but do not close the gap to human-level reliability. We release GUI-360^circ and accompanying code to facilitate reproducible research and accelerate progress on robust desktop CUAs. The full dataset has been made public on https://huggingface.co/datasets/vyokky/GUI-360.

microsoft Microsoft
·
Nov 6, 2025 2

CaMeLs Can Use Computers Too: System-level Security for Computer Use Agents

AI agents are vulnerable to prompt injection attacks, where malicious content hijacks agent behavior to steal credentials or cause financial loss. The only known robust defense is architectural isolation that strictly separates trusted task planning from untrusted environment observations. However, applying this design to Computer Use Agents (CUAs) -- systems that automate tasks by viewing screens and executing actions -- presents a fundamental challenge: current agents require continuous observation of UI state to determine each action, conflicting with the isolation required for security. We resolve this tension by demonstrating that UI workflows, while dynamic, are structurally predictable. We introduce Single-Shot Planning for CUAs, where a trusted planner generates a complete execution graph with conditional branches before any observation of potentially malicious content, providing provable control flow integrity guarantees against arbitrary instruction injections. Although this architectural isolation successfully prevents instruction injections, we show that additional measures are needed to prevent Branch Steering attacks, which manipulate UI elements to trigger unintended valid paths within the plan. We evaluate our design on OSWorld, and retain up to 57% of the performance of frontier models while improving performance for smaller open-source models by up to 19%, demonstrating that rigorous security and utility can coexist in CUAs.

  • 9 authors
·
Jan 14 2

A History-Aware Visually Grounded Critic for Computer Use Agents

Various test-time interventions for Computer Use Agents (CUAs), including critic models, have been developed to improve performance through pre-execution action evaluation in complex Graphical User Interface (GUI) environments. However, existing critics suffer from two key limitations: they (1) focus primarily on short-sighted decision loops (e.g., forgetting earlier actions) and (2) lack the visual grounding needed to detect flawed actions (e.g., clicking wrong UI elements). To address these, we introduce HiViG, a History-aware Visually Grounded test-time framework, built around a multimodal critic trained on real GUI trajectories to abstract past interactions into a compact record and to evaluate actions with visual grounding. At test time, HiViG integrates the critic into the policy decision loop to provide macro-action history, which summarizes the policy's completed achievements, and visually grounded critique, which verifies raw execution coordinates against the current screenshot to intercept errors before execution. Across web, mobile, and desktop benchmarks, HiViG consistently outperforms existing scalar and verbal critics, improving average success rates over the strongest baseline by 5.8% for Qwen3-VL-32B and 9.0% for Gemini-3-Flash, and demonstrates strong cross-platform generalization. Ablations show that macro-action history mitigates short-sighted planning and visually grounded critique reduces execution errors, with both components being critical for test-time scaling in long-horizon GUI tasks.

  • 10 authors
·
Jun 8

DeskForge: Dense Supervision from Desktop Environments for Computer-Use Agents

Computer-use agents need to reliably ground action targets in complex desktop scenes, where multiple applications, overlapping windows, and visually similar controls compete for attention. Existing training data rarely pair such scenes with dense annotations or vary them in a controlled way. We introduce DeskForge, a controllable desktop environment that composes and explores real applications to generate large-scale supervision for computer-use agents. It varies application states, content, window layout, appearance, and resolution, and fuses screenshots, accessibility trees, and window geometry into dense element annotations while recording the outcome of each executed action. Using this environment, we construct DeskForge-1M, a corpus of 1.2M annotated desktop observations containing 159.7M element instances. We fine-tune four vision-language models on 200K grounding examples drawn from DeskForge-1M. All four improve across held-out desktop conditions and on all five external GUI grounding benchmarks; for Qwen3.5-4B, accuracy increases by 11.51 percentage points on ScreenSpot-Pro and 10.11 points on OSWorld-G. The gains also translate to long-horizon task completion: under a fixed planner, the fine-tuned action models solve more WebArena-Infinity and OpenApps tasks, with Qwen3.5-4B increasing from 31 to 50 of 119 tasks and from 3 to 15 of 100 tasks, respectively. These results show that controllable composition of real desktop environments provides a scalable source of supervision for improving both GUI grounding and long-horizon computer use. The framework code, the dataset, and the fine-tuned model are available from the project page: https://saidgurbuz.github.io/deskforge/

docling-project Docling
·
Sep 30 2

EvoCUA-1.5: Online Reinforcement Learning for Multi-turn Computer-Use Agents

Computer-use agents must solve long-horizon tasks through repeated interaction with partially observable, multimodal desktop environments. Although imitation learning and offline trajectory refinement provide strong priors, static traces cannot cover the causal feedback loop of real computer use: each action changes the screen state, future action space, and recovery options. EvoCUA-1.5 extends self-evolving computer-use agents from offline experience learning to online reinforcement learning, where policies interact with executable sandbox environments and improve from verifiable task outcomes. Online RL in this setting requires more than directly reusing single-turn language-RL recipes. Multi-turn interaction introduces context-managed observations, sparse terminal rewards, variable-length trajectories, and slow environment feedback. EvoCUA-1.5 addresses these challenges with Step-Level Policy Optimization (STEPO), which preserves trajectory-level advantage balance after decomposition into step-level samples; policy-aware filtering and pass-rate calibration over verifiable synthesized tasks; Dynamic Tri-Adaptive Curriculum (DTAC), which combines learnable tasks, difficult positive replay, and controlled infeasible-task exposure; and a fully asynchronous RL infrastructure with staleness control and mini-group batching. Experiments show that these components improve training stability and downstream performance. EvoCUA-1.5 achieves 63.2\% success on OSWorld-Verified, outperforming comparable 32B/35B-scale open-weight baselines and even approaching models with significantly larger parameter counts. Overall, EvoCUA-1.5 provides a practical framework for scaling online RL in multi-turn computer-use agents.

  • 16 authors
·
Sep 3

The Art of Building Verifiers for Computer Use Agents

Verifying the success of computer use agent (CUA) trajectories is a critical challenge: without reliable verification, neither evaluation nor training signal can be trusted. In this paper, we present lessons learned from building a best-in-class verifier for web tasks we call the Universal Verifier. We design the Universal Verifier around four key principles: 1) constructing rubrics with meaningful, non-overlapping criteria to reduce noise; 2) separating process and outcome rewards that yield complementary signals, capturing cases where an agent follows the right steps but gets blocked or succeeds through an unexpected path; 3) distinguishing between controllable and uncontrollable failures scored via a cascading-error-free strategy for finer-grained failure understanding; and 4) a divide-and-conquer context management scheme that attends to all screenshots in a trajectory, improving reliability on longer task horizons. We validate these findings on CUAVerifierBench, a new set of CUA trajectories with both process and outcome human labels, showing that our Universal Verifier agrees with humans as often as humans agree with each other. We report a reduction in false positive rates to near zero compared to baselines like WebVoyager (geq 45\%) and WebJudge (geq 22\%). We emphasize that these gains stem from the cumulative effect of the design choices above. We also find that an auto-research agent achieves 70\% of expert quality in 5\% of the time, but fails to discover all strategies required to replicate the Universal Verifier. We open-source our Universal Verifier system along with CUAVerifierBench; available at https://github.com/microsoft/fara.

  • 5 authors
·
Apr 4

WeaveBench: A Long-Horizon, Real-World Benchmark for Computer-Use Agents with Hybrid Interfaces

Computer-use agents (CUAs) increasingly operate in runtimes that combine visual desktop control, command-line execution, code editing, browsers, and external tools. Existing benchmarks, however, often evaluate these interfaces as separable capabilities, leaving long-horizon cross-interface orchestration under-tested. Thus, we introduce WeaveBench, a long-horizon hybrid-interface benchmark with 114 tasks across 8 real-world work domains, grounded in real user requests and publicly verifiable artifacts. Each task requires agents to combine GUI observations/actions with CLI/code operations within a single trajectory. We evaluate these tasks on a real Ubuntu desktop inside deployed CLI-agent runtimes, augmented with a minimal desktop-control plugin. We also propose a companion trajectory-aware judge that inspects deliverables, files, screenshots, logs, and action traces, while detecting shortcut behaviors such as fabricated visual evidence or hard-coded metrics. Across frontier model-runtime pairings, the best PassRate reaches only 41.2%, showing the benchmark remains far from saturated. The trajectory-aware judge further reveals that outcome-only grading substantially overestimates agent performance. Overall, WeaveBench exposes a critical gap in CUA evaluation and provides an effective testbed to measure whether agents can orchestrate GUI, CLI, and code operations across long-horizon real-world tasks.

microsoft Microsoft
·
Jun 7 2

GUI-Primitives: Diagnosing Spatial Reasoning Failures in Vision-Language GUI Grounding

Computer-use agents ground natural-language instructions in screenshots to locate interface elements, yet existing benchmarks do not isolate whether models bind relational language to the correct element. We introduce GUI-Primitives, a 994-item benchmark of contrastive instruction pairs over seven spatial relations in graphical user interfaces (left/right, above/below, containment, alignment, proximity, list ordinal, occlusion). Each pair holds the screenshot and anchor fixed while changing the relation expression, so the correct target moves between two designated candidates. Five annotators validate a 196-item subset (κ= 0.94 well-formedness; κ= 0.79 target selection). Nineteen vision-language models reach at most 32% strict point-in-box accuracy. Because models emit unconstrained coordinates, we classify each prediction by the candidate region it falls within. Predictions fall outside both candidates on 60-92% of items. Conditional on falling within a candidate region, target selection reaches 0.82-0.90 for horizontal position, vertical position, proximity, and list ordinal, but does not differ significantly from 0.50 for containment and occlusion: most failures reflect candidate localization rather than relation understanding. Across ten models, benchmark accuracy correlates with ScreenSpot-Pro accuracy (Spearman ρ= +0.74), an exploratory association at this sample size. Marking the two designated candidates raises selection accuracy by 35--57 percentage points, an oracle diagnostic that supplies the candidate set rather than a deployable method. We release the benchmark, predictions, and code.

Player-1: Learning to Play from Synthetic Experience

Computer-use agents have demonstrated strong capabilities in interpreting screens and executing keyboard and mouse actions. However, games, with their visually rich worlds and diverse mechanics, remain challenging and offer a demanding next step toward general digital control. Current game-agent learning pipelines often rely on large-scale demonstrations with limited coverage of dynamic game states, while scalable environments for interactive training remain difficult to obtain. We introduce Player-1, a post-training framework for learning game control beyond demonstrations through synthetic experience. We extend the computer-use action space with relative pointer motion, sustained inputs, and composite actions. For supervised initialization, we fine-tune computer-use models on 6,044 curated gameplay trajectories that pair recorded actions with task instructions and visual reasoning. We construct Player-1-Gym, sixteen synthetic 2D and 3D environments designed around control demands shared across games. Programmatically verifiable rewards and randomized observations and control dynamics support multi-environment reinforcement learning with PPO. The resulting Player-1-9B and Player-1-35B-A3B improve MineDojo-300 success over their SFT policies by 27.8 and 17.7 percentage points, respectively. Player-1-9B reaches 38.33% success compared with 12.63% for the strongest evaluated baseline, with further gains over SFT on ViZDoom-10 and GameWorld. Further analyses show that broader synthetic environment coverage improves transfer, while the use of composite actions that combine multiple keyboard and mouse inputs increases during RL. We demonstrate that learning from synthetic experience substantially improves game control beyond supervised initialization, with gains that generalize beyond the RL training suite.

ProCUA-SFT Technical Report

Training computer-use agents (CUAs) -- models that interact with graphical desktops through screenshots and keyboard/mouse actions -- requires large-scale, diverse trajectory data collected in full desktop environments. The largest public resource, AgentNet (22.5K human trajectories), leads to negative transfer when used for supervised fine-tuning (SFT): continuing training UI-TARS 7B on AgentNet causes OSWorld success rate to fall from 26.3% to 8-10%. We present ProCUA-SFT, a dataset of 3.1M step-level SFT samples distilled from 93K synthetic trajectories across 2,484 application combinations. The dataset is produced by a fully automated pipeline that (i) synthesizes grounded tasks on live desktops seeded with real-world content -- 912 spreadsheets from SpreadsheetBench, approximately 10K permissively-licensed presentations from Zenodo10K, and multi-application OSWorld configs -- and (ii) verifies each task's feasibility through binary precondition checking before rollout. A single VLM (Kimi-K2.5) serves as goal generator, precondition judge, and trajectory executor, eliminating planner-actor capability gaps. Each trajectory is expanded into step-prefix samples that exactly reproduce the context layout seen at inference time. Fine-tuning UI-TARS 7B on ProCUA-SFT for one epoch yields 45.0% on OSWorld -- an 18.7 percentage-point improvement over the base model and over 35% above AgentNet-trained counterparts. A subset of ProCUA was incorporated into the training data for the Nemotron 3 Nano Omni model, contributing to its computer-use capabilities.

nvidia NVIDIA
·
Jun 14 1

Healthy Counterfactual Generation via Diffusion Inpainting for Mammography Classification

False negatives remain a critical limitation of computer-aided diagnosis (CAD) systems for breast cancer screening due to delayed detection and treatment. To address this issue, we propose a counterfactual data augmentation strategy that generates healthy mammograms by "erasing" lesions from anomalous images, thereby enriching the training distribution. We train a Denoising Diffusion Probabilistic Model on BI-RADS 1 (healthy) mammograms and use a RePaint-based sampling strategy to inpaint realistic normal tissue within annotated lesion bounding boxes. The resulting healthy counterfactuals replace annotated lesion regions with realistic healthy tissue while preserving patient-specific anatomical structure, as supported by similarity metrics between real and generated images. Image realism was further assessed by radiologists and found to be consistent with the original dataset quality. We evaluate counterfactual augmentation across four representative classifier architectures: a convolutional neural network (ConvNeXt), a vision transformer (ViT), a vision-language model pre-trained on mammogram-report pairs (Mammo-CLIP) and a multi-scale attention-based multiple-instance learning framework (FPN-MIL). Experiments conducted on the VinDr-Mammo dataset show improvements in sensitivity across all architectures, particularly at 80\% fixed specificity, contributing towards more reliable CAD systems for breast cancer. Code is available at: https://github.com/ines03garcia/diffusion-based-counterfactual-generation.

  • 5 authors
·
Oct 7

sudo rm -rf agentic_security

Large Language Models (LLMs) are increasingly deployed as computer-use agents, autonomously performing tasks within real desktop or web environments. While this evolution greatly expands practical use cases for humans, it also creates serious security exposures. We present SUDO (Screen-based Universal Detox2Tox Offense), a novel attack framework that systematically bypasses refusal-trained safeguards in commercial computer-use agents, such as Claude for Computer Use. The core mechanism, Detox2Tox, transforms harmful requests (that agents initially reject) into seemingly benign requests via detoxification, secures detailed instructions from advanced vision language models (VLMs), and then reintroduces malicious content via toxification just before execution. Unlike conventional jailbreaks, SUDO iteratively refines its attacks based on a built-in refusal feedback, making it increasingly effective against robust policy filters. In extensive tests spanning 50 real-world tasks and multiple state-of-the-art VLMs, SUDO achieves a stark attack success rate of 24.41% (with no refinement), and up to 41.33% (by its iterative refinement) in Claude for Computer Use. By revealing these vulnerabilities and demonstrating the ease with which they can be exploited in real-world computing environments, this paper highlights an immediate need for robust, context-aware safeguards. WARNING: This paper includes harmful or offensive model outputs

AIM-Intelligence AIM Intelligence
·
Mar 26, 2025

LUMOS: A Semantic Operating-System Layer for Accessibility-Grounded AI Agents

Current operating systems expose interfaces optimized for human users but not for AI agents. Humans benefit from pixels, icons, windows, visual grouping, mouse movement, and keyboard shortcuts; AI agents instead need compact semantic state, grounded actions, and reliable feedback. As a result, many computer-use agents are forced to interpret screenshots, OCR output, and visual crops, introducing high token costs, visual ambiguity, latency, and coordinate uncertainty. This paper introduces LUMOS (Language Model Unified Machine-Readable Operating-System Semantics), a semantic interaction layer between AI agents and operating systems. LUMOS converts native accessibility metadata and browser UI structures into machine readable semantic blueprints with stable identifiers, roles, names, values, bounds, and action affordances. It also supports live semantic pointer grounding by querying the UI element under or near the cursor through operating-system automation APIs. An LLM then acts through an accessibility grounded observe act loop using constrained visible-UI primitives rather than application-specific scripts. LUMOS does not claim to replace visual agents; instead, it reduces dependence on screenshots when operating systems already provide semantic structure. These results suggest a path toward AI-native operating systems and machine-readable interaction layers.

GUI-AIMA: Aligning Intrinsic Multimodal Attention with a Context Anchor for GUI Grounding

Graphical user interface (GUI) grounding is a key function of computer-use agents, which maps natural-language instructions to actionable screen regions. Existing approaches based on Multimodal Large Language Models (MLLMs) typically formulate it as a text-based coordinate generation task, yet directly generating precise coordinates from visual inputs remains challenging and computationally intensive. An intuitive way to implement GUI grounding is to first select visual patches relevant to the instructions and then determine the precise click location within those patches. Based on the observations that general MLLMs have some native grounding capability, nested within their attentions, we propose GUI-AIMA, an attention-based and coordinate-free supervised fine-tuning framework for efficient GUI grounding. GUI-AIMA aligns the intrinsic multimodal attention of MLLMs with patch-wise grounding signals. These signals are calculated adaptively for diverse user instructions by multi-head aggregation on simplified query-visual attention matrices. Besides, its coordinate-free manner can easily integrate a plug-and-play zoom-in stage. GUI-AIMA-3B was trained with only 85k screenshots, demonstrating exceptional data efficiency and verifying that light training can trigger the native grounding capability of MLLMs. It achieves state-of-the-art performance among 3B models, attaining an average accuracy of 58.6% on ScreenSpot-Pro and 62.2% on OSWorld-G. Project page: https://github.com/sjz5202/GUI-AIMA

  • 7 authors
·
Nov 2, 2025 1

Breast Cancer Diagnosis Using Machine Learning Techniques

Breast cancer is one of the most threatening diseases in women's life; thus, the early and accurate diagnosis plays a key role in reducing the risk of death in a patient's life. Mammography stands as the reference technique for breast cancer screening; nevertheless, many countries still lack access to mammograms due to economic, social, and cultural issues. Latest advances in computational tools, infrared cameras and devices for bio-impedance quantification, have given a chance to emerge other reference techniques like thermography, infrared thermography, electrical impedance tomography and biomarkers found in blood tests, therefore being faster, reliable and cheaper than other methods. In the last two decades, the techniques mentioned above have been considered as parallel and extended approaches for breast cancer diagnosis, as well many authors concluded that false positives and false negatives rates are significantly reduced. Moreover, when a screening method works together with a computational technique, it generates a "computer-aided diagnosis" system. The present work aims to review the last breakthroughs about the three techniques mentioned earlier, suggested machine learning techniques to breast cancer diagnosis, thus, describing the benefits of some methods in relation with other ones, such as, logistic regression, decision trees, random forest, deep and convolutional neural networks. With this, we studied several hyperparameters optimization approaches with parzen tree optimizers to improve the performance of baseline models. An exploratory data analysis for each database and a benchmark of convolutional neural networks for the database of thermal images are presented. The benchmark process, reviews image classification techniques with convolutional neural networks, like, Resnet50, NasNetmobile, InceptionResnet and Xception.

  • 1 authors
·
May 3, 2023 1

ImagenWorld: Stress-Testing Image Generation Models with Explainable Human Evaluation on Open-ended Real-World Tasks

Advances in diffusion, autoregressive, and hybrid models have enabled high-quality image synthesis for tasks such as text-to-image, editing, and reference-guided composition. Yet, existing benchmarks remain limited, either focus on isolated tasks, cover only narrow domains, or provide opaque scores without explaining failure modes. We introduce ImagenWorld, a benchmark of 3.6K condition sets spanning six core tasks (generation and editing, with single or multiple references) and six topical domains (artworks, photorealistic images, information graphics, textual graphics, computer graphics, and screenshots). The benchmark is supported by 20K fine-grained human annotations and an explainable evaluation schema that tags localized object-level and segment-level errors, complementing automated VLM-based metrics. Our large-scale evaluation of 14 models yields several insights: (1) models typically struggle more in editing tasks than in generation tasks, especially in local edits. (2) models excel in artistic and photorealistic settings but struggle with symbolic and text-heavy domains such as screenshots and information graphics. (3) closed-source systems lead overall, while targeted data curation (e.g., Qwen-Image) narrows the gap in text-heavy cases. (4) modern VLM-based metrics achieve Kendall accuracies up to 0.79, approximating human ranking, but fall short of fine-grained, explainable error attribution. ImagenWorld provides both a rigorous benchmark and a diagnostic tool to advance robust image generation.

Comfy-Org Comfy Org
·
Mar 29 2

GUIPilot: A Consistency-based Mobile GUI Testing Approach for Detecting Application-specific Bugs

In this work, we propose GUIPilot, an approach for detecting inconsistencies between the mobile design and their implementations. The mobile design usually consists of design mock-ups that specify (1) the expected screen appearances (e.g., widget layouts, colors, and shapes) and (2) the expected screen behaviors, regarding how one screen can transition into another (e.g., labeled widgets with textual description). Given a design mock-up and the implementation of its application, GUIPilot reports both their screen inconsistencies as well as process inconsistencies. On the one hand, GUIPilot detects the screen inconsistencies by abstracting every screen into a widget container where each widget is represented by its position, width, height, and type. By defining the partial order of widgets and the costs of replacing, inserting, and deleting widgets in a screen, we convert the screen-matching problem into an optimizable widget alignment problem. On the other hand, we translate the specified GUI transition into stepwise actions on the mobile screen (e.g., click, long-press, input text on some widgets). To this end, we propose a visual prompt for the vision-language model to infer widget-specific actions on the screen. By this means, we can validate the presence or absence of expected transitions in the implementation. Our extensive experiments on 80 mobile applications and 160 design mock-ups show that (1) GUIPilot can achieve 94.5% precision and 99.6% recall in detecting screen inconsistencies, outperforming the state-of-the-art approach, such as GVT, by 66.2% and 56.6% respectively, and (2) GUIPilot reports zero errors in detecting process inconsistencies. Furthermore, our industrial case study on applying GUIPilot on a trading mobile application shows that GUIPilot has detected nine application bugs, and all the bugs were confirmed by the original application experts.

  • 7 authors
·
Jun 8, 2025

Right Screen, Wrong Transition: World Models as Verifiers for GUI Agents

A login screen that appears after a tap on Sign in is expected; the same screen after a tap on View order is an attack. For GUI agents, safety is therefore a property of the transition rather than of the screen, and a monitor that inspects only screens can be defeated by reusing a legitimate one. Judging a transition requires an expectation of what should have followed the action. Existing GUI world models provide one, but they output it as text, code, or images, so checking it against the observed screen requires a second model to judge the two. We argue that a world model meant for verification should instead predict in the space in which observations are encoded, and present LGWM, a decoder-free, action-conditioned world model that predicts the representation of the next screen directly, trained without semantic annotation on 1.85M real GUI transitions. Verification reduces to a vector comparison, and the same signal reveals whether a mismatch is harmful. We evaluate on RSWT-BENCH, a diagnostic where each credential screen appears under both a legitimate and a hijacked transition, so detectors that see only the screen are at chance by construction. The training-free score reaches 0.987 AUC at 17 ms per decision, on par with the strongest closed-source VLMs and about ten AUC points above generative GUI world models at over three orders of magnitude lower latency. The residual direction reaches 0.953 AUC at separating harmful from benign violations, where prompted VLMs are near chance. Further analyses show that the prediction is a usable future state rather than an anomaly score. World models have mostly served as simulators or planners; our results point to a third role, verification, for which predicting in representation space is the natural design.

  • 6 authors
·
Oct 7 2

Read Anywhere Pointed: Layout-aware GUI Screen Reading with Tree-of-Lens Grounding

Graphical User Interfaces (GUIs) are central to our interaction with digital devices. Recently, growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (SPR) task. This task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the SPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed SPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: screen-point-and-read.github.io

  • 9 authors
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Jun 27, 2024 2

GroundGUI: GUI Grounding by High-Quality Data and Distillation-to-Reinforcement Learning

Constructing robust GUI agents relies on multimodal visual grounding: the ability to precisely map natural language intents to actionable on-screen components. Despite abundant desktop, web, and mobile benchmarks, high-fidelity resources tailored for diverse environments are surprisingly scarce. To bridge this gap, we introduce the Screen Referring Grounding Dataset (ScreenRef), a comprehensive GUI grounding dataset consisting of GUI screenshots paired with natural language referring expressions and box or point annotations. Spanning desktop, web, and mobile domains, ScreenRef comprises 586K screenshots and over 633K referring expression instances, covering tasks such as text recognition, visual matching, spatial understanding, and refusal scenarios. To boost the model's grounding performance, we propose the Distillation-to-Reinforcement Learning (D2RL) method to address the limited generalization of supervised fine-tuning and the sparse reward problem in reinforcement learning. Utilizing ScreenRef, we train Qwen3-VL-8B-Instruct via sequential SFT and D2RL training, yielding GroundGUI-8B. GroundGUI-8B achieves 95.2% on ScreenSpot-V2, 63.9% on ScreenSpot-Pro, 65.4% on OSWorld-G, 86.8% on MMBench-GUI L2, and 38.3% on UI-Vision. Among 8B-scale models, it produces substantial gains over models trained on open-source datasets, with performance comparable or even superior to models trained on closed-source data. Code, models, and datasets are available at https://github.com/PrentisAI/GroundGUI.

  • 8 authors
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Oct 12 2

Screen2AX: Vision-Based Approach for Automatic macOS Accessibility Generation

Desktop accessibility metadata enables AI agents to interpret screens and supports users who depend on tools like screen readers. Yet, many applications remain largely inaccessible due to incomplete or missing metadata provided by developers - our investigation shows that only 33% of applications on macOS offer full accessibility support. While recent work on structured screen representation has primarily addressed specific challenges, such as UI element detection or captioning, none has attempted to capture the full complexity of desktop interfaces by replicating their entire hierarchical structure. To bridge this gap, we introduce Screen2AX, the first framework to automatically create real-time, tree-structured accessibility metadata from a single screenshot. Our method uses vision-language and object detection models to detect, describe, and organize UI elements hierarchically, mirroring macOS's system-level accessibility structure. To tackle the limited availability of data for macOS desktop applications, we compiled and publicly released three datasets encompassing 112 macOS applications, each annotated for UI element detection, grouping, and hierarchical accessibility metadata alongside corresponding screenshots. Screen2AX accurately infers hierarchy trees, achieving a 77% F1 score in reconstructing a complete accessibility tree. Crucially, these hierarchy trees improve the ability of autonomous agents to interpret and interact with complex desktop interfaces. We introduce Screen2AX-Task, a benchmark specifically designed for evaluating autonomous agent task execution in macOS desktop environments. Using this benchmark, we demonstrate that Screen2AX delivers a 2.2x performance improvement over native accessibility representations and surpasses the state-of-the-art OmniParser V2 system on the ScreenSpot benchmark.

  • 5 authors
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Jul 22, 2025

Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding

Computer vision has a great potential to help our daily lives by searching for lost keys, watering flowers or reminding us to take a pill. To succeed with such tasks, computer vision methods need to be trained from real and diverse examples of our daily dynamic scenes. While most of such scenes are not particularly exciting, they typically do not appear on YouTube, in movies or TV broadcasts. So how do we collect sufficiently many diverse but boring samples representing our lives? We propose a novel Hollywood in Homes approach to collect such data. Instead of shooting videos in the lab, we ensure diversity by distributing and crowdsourcing the whole process of video creation from script writing to video recording and annotation. Following this procedure we collect a new dataset, Charades, with hundreds of people recording videos in their own homes, acting out casual everyday activities. The dataset is composed of 9,848 annotated videos with an average length of 30 seconds, showing activities of 267 people from three continents. Each video is annotated by multiple free-text descriptions, action labels, action intervals and classes of interacted objects. In total, Charades provides 27,847 video descriptions, 66,500 temporally localized intervals for 157 action classes and 41,104 labels for 46 object classes. Using this rich data, we evaluate and provide baseline results for several tasks including action recognition and automatic description generation. We believe that the realism, diversity, and casual nature of this dataset will present unique challenges and new opportunities for computer vision community.

  • 6 authors
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Apr 6, 2016

OmniParser for Pure Vision Based GUI Agent

The recent success of large vision language models shows great potential in driving the agent system operating on user interfaces. However, we argue that the power multimodal models like GPT-4V as a general agent on multiple operating systems across different applications is largely underestimated due to the lack of a robust screen parsing technique capable of: 1) reliably identifying interactable icons within the user interface, and 2) understanding the semantics of various elements in a screenshot and accurately associate the intended action with the corresponding region on the screen. To fill these gaps, we introduce OmniParser, a comprehensive method for parsing user interface screenshots into structured elements, which significantly enhances the ability of GPT-4V to generate actions that can be accurately grounded in the corresponding regions of the interface. We first curated an interactable icon detection dataset using popular webpages and an icon description dataset. These datasets were utilized to fine-tune specialized models: a detection model to parse interactable regions on the screen and a caption model to extract the functional semantics of the detected elements. OmniParser significantly improves GPT-4V's performance on ScreenSpot benchmark. And on Mind2Web and AITW benchmark, OmniParser with screenshot only input outperforms the GPT-4V baselines requiring additional information outside of screenshot.

  • 4 authors
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Jul 31, 2024 7

Latent World Action Model for GUI Agents

Pixel-space world models have recently emerged as a promising approach for GUI agents, predicting future screens prior to execution and subsequently re-perceiving them for action selection. However, this two-stage paradigm faces two key challenges in GUI environments: (L1) the high computational cost of pixel reconstruction and (L2) the need to reconstruct large and diverse appearance-level details beyond what is required for action selection. In practice, this screen-generation objective can induce an identity shortcut problem, where future-state prediction largely preserves the current state rather than capturing action-induced changes. In this work, we reformulate GUI world modeling by shifting the prediction target from full-screen reconstruction to action-induced future information in latent space. Concretely, we leverage a large multimodal model as the latent world model, whose shared representations support two dedicated heads for both action selection and predictive transition modeling. The action head directly translates these latent representations into action selection, while the transition head captures action-conditioned future information. To mitigate the identity shortcut, we further introduce an action-aware contrastive objective that encourages the transition representations to capture discriminative action-induced changes. Extensive experiments across offline and online GUI settings show that our method achieves up to 31.9% and 40.6% relative gains in success rate over pixel-space world models, respectively, while substantially reducing inference latency by up to 98.9%. Our code is available at https://github.com/sjyu001/latent2world.

kaist-ai KAIST AI
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Oct 8 2

AutoFocus: Uncertainty-Aware Active Visual Search for GUI Grounding

Vision-Language Models (VLMs) have enabled autonomous GUI agents that translate natural language instructions into executable screen coordinates. However, grounding performance degrades in high-resolution interfaces, where dense layouts and small interactive elements expose a resolution gap between modern displays and model input constraints. Existing zoom-in strategies rely on fixed anchors, heuristic grids, or reinforcement learning, lacking a principled mechanism to adaptively determine where refinement is needed and how much spatial uncertainty should be explored. We propose AutoFocus, a training-free, uncertainty-aware active visual search framework for GUI grounding. Our key insight is that token-level perplexity in coordinate generation naturally reflects spatial uncertainty. Rather than committing to a single prediction, AutoFocus samples multiple coordinate hypotheses and converts their axial perplexities into an anisotropic gaussian spatial probability field, explicitly modeling directional uncertainty. Based on this field, we generate global and local region proposals and introduce Shape-Aware Zooming to balance tight localization with contextual preservation. A visual prompt-based aggregation step then selects the most consistent prediction via structured comparison. Extensive experiments on ScreenSpot-Pro and ScreenSpot-V2 demonstrate consistent improvements across both general-purpose and GUI-specialized VLMs.

  • 5 authors
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May 3

Understanding Mobile GUI: from Pixel-Words to Screen-Sentences

The ubiquity of mobile phones makes mobile GUI understanding an important task. Most previous works in this domain require human-created metadata of screens (e.g. View Hierarchy) during inference, which unfortunately is often not available or reliable enough for GUI understanding. Inspired by the impressive success of Transformers in NLP tasks, targeting for purely vision-based GUI understanding, we extend the concepts of Words/Sentence to Pixel-Words/Screen-Sentence, and propose a mobile GUI understanding architecture: Pixel-Words to Screen-Sentence (PW2SS). In analogy to the individual Words, we define the Pixel-Words as atomic visual components (text and graphic components), which are visually consistent and semantically clear across screenshots of a large variety of design styles. The Pixel-Words extracted from a screenshot are aggregated into Screen-Sentence with a Screen Transformer proposed to model their relations. Since the Pixel-Words are defined as atomic visual components, the ambiguity between their visual appearance and semantics is dramatically reduced. We are able to make use of metadata available in training data to auto-generate high-quality annotations for Pixel-Words. A dataset, RICO-PW, of screenshots with Pixel-Words annotations is built based on the public RICO dataset, which will be released to help to address the lack of high-quality training data in this area. We train a detector to extract Pixel-Words from screenshots on this dataset and achieve metadata-free GUI understanding during inference. We conduct experiments and show that Pixel-Words can be well extracted on RICO-PW and well generalized to a new dataset, P2S-UI, collected by ourselves. The effectiveness of PW2SS is further verified in the GUI understanding tasks including relation prediction, clickability prediction, screen retrieval, and app type classification.

  • 6 authors
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May 25, 2021

VideoGUI: A Benchmark for GUI Automation from Instructional Videos

Graphical User Interface (GUI) automation holds significant promise for enhancing human productivity by assisting with computer tasks. Existing task formulations primarily focus on simple tasks that can be specified by a single, language-only instruction, such as "Insert a new slide." In this work, we introduce VideoGUI, a novel multi-modal benchmark designed to evaluate GUI assistants on visual-centric GUI tasks. Sourced from high-quality web instructional videos, our benchmark focuses on tasks involving professional and novel software (e.g., Adobe Photoshop or Stable Diffusion WebUI) and complex activities (e.g., video editing). VideoGUI evaluates GUI assistants through a hierarchical process, allowing for identification of the specific levels at which they may fail: (i) high-level planning: reconstruct procedural subtasks from visual conditions without language descriptions; (ii) middle-level planning: generate sequences of precise action narrations based on visual state (i.e., screenshot) and goals; (iii) atomic action execution: perform specific actions such as accurately clicking designated elements. For each level, we design evaluation metrics across individual dimensions to provide clear signals, such as individual performance in clicking, dragging, typing, and scrolling for atomic action execution. Our evaluation on VideoGUI reveals that even the SoTA large multimodal model GPT4o performs poorly on visual-centric GUI tasks, especially for high-level planning.

  • 8 authors
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Jun 14, 2024 1

Think Twice, Click Once: Enhancing GUI Grounding via Fast and Slow Systems

Humans can flexibly switch between different modes of thinking based on task complexity: from rapid intuitive judgments to in-depth analytical understanding. However, current Graphical User Interface (GUI) grounding systems which locate interface elements based on natural language instructions rely solely on immediate prediction without reasoning, struggling to understand complex interface layouts with nested structures and hierarchical relationships, limiting their effectiveness on complex interfaces. Inspired by human dual-system cognition, we present Focus, a novel GUI grounding framework that combines fast prediction with systematic analysis. The framework dynamically switches between rapid and deliberate processing through an adaptive system switching based on task complexity, optimizing both efficiency and accuracy. Focus decomposes grounding into progressive stages: interface summarization, visual focused analysis, and precise coordinate prediction. This structured decomposition enables systematic understanding of both interface layouts and visual relationships. Extensive experiments show that Focus achieves state-of-the-art performance using only 300K of the training data with a 2B parameter model compared to existing approaches. Focus demonstrates superior performance particularly in complex GUI scenarios, achieving 77.4% average accuracy on ScreenSpot and 13.3% on the more challenging ScreenSpot-Pro. Our analysis reveals the effectiveness of this dual-system approach while demonstrating its potential for improving complex GUI interaction scenarios.

  • 10 authors
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Mar 9, 2025