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Jun 2

Atmospheric Transport Modeling of CO$_2$ with Neural Networks

Accurately describing the distribution of CO_2 in the atmosphere with atmospheric tracer transport models is essential for greenhouse gas monitoring and verification support systems to aid implementation of international climate agreements. Large deep neural networks are poised to revolutionize weather prediction, which requires 3D modeling of the atmosphere. While similar in this regard, atmospheric transport modeling is subject to new challenges. Both, stable predictions for longer time horizons and mass conservation throughout need to be achieved, while IO plays a larger role compared to computational costs. In this study we explore four different deep neural networks (UNet, GraphCast, Spherical Fourier Neural Operator and SwinTransformer) which have proven as state-of-the-art in weather prediction to assess their usefulness for atmospheric tracer transport modeling. For this, we assemble the CarbonBench dataset, a systematic benchmark tailored for machine learning emulators of Eulerian atmospheric transport. Through architectural adjustments, we decouple the performance of our emulators from the distribution shift caused by a steady rise in atmospheric CO_2. More specifically, we center CO_2 input fields to zero mean and then use an explicit flux scheme and a mass fixer to assure mass balance. This design enables stable and mass conserving transport for over 6 months with all four neural network architectures. In our study, the SwinTransformer displays particularly strong emulation skill (90-day R^2 > 0.99), with physically plausible emulation even for forward runs of multiple years. This work paves the way forward towards high resolution forward and inverse modeling of inert trace gases with neural networks.

  • 6 authors
·
Aug 20, 2024

HiRO-ACE: Fast and skillful AI emulation and downscaling trained on a 3 km global storm-resolving model

Kilometer-scale simulations of the atmosphere are an important tool for assessing local weather extremes and climate impacts, but computational expense limits their use to small regions, short periods, and limited ensembles. Machine learning offers a pathway to efficiently emulate these high-resolution simulations. Here we introduce HiRO-ACE, a two-stage AI modeling framework combining a stochastic version of the Ai2 Climate Emulator (ACE2S) with diffusion-based downscaling (HiRO) to generate 3 km precipitation fields over arbitrary regions of the globe. Both components are trained on data derived from a decade of atmospheric simulation by X-SHiELD, a 3 km global storm-resolving model. HiRO performs a 32x downscaling--generating 3 km 6-hourly precipitation from coarse 100 km inputs by training on paired high-resolution and coarsened X-SHiELD outputs. ACE2S is a 1^circ times 1^circ (sim100 km) stochastic autoregressive global atmosphere emulator that maintains grid-scale precipitation variability consistent with coarsened X-SHiELD, enabling its outputs to be ingested by HiRO without additional tuning. HiRO-ACE reproduces the distribution of extreme precipitation rates through the 99.99th percentile, with time-mean precipitation biases below 10% almost everywhere. The framework generates plausible tropical cyclones, fronts, and convective events from poorly resolved coarse inputs. Its computational efficiency allows generation of 6-hourly high-resolution regional precipitation for decades of simulated climate within a single day using one H100 GPU, while the probabilistic design enables ensemble generation for quantifying uncertainty. This establishes an AI-enabled pathway for affordably leveraging the realism of expensive km-scale simulations to support local climate adaptation planning and extreme event risk assessment.

  • 8 authors
·
Dec 20, 2025

SEEDS: Emulation of Weather Forecast Ensembles with Diffusion Models

Probabilistic forecasting is crucial to decision-making under uncertainty about future weather. The dominant approach is to use an ensemble of forecasts to represent and quantify uncertainty in operational numerical weather prediction. However, generating ensembles is computationally costly. In this paper, we propose to generate ensemble forecasts at scale by leveraging recent advances in generative artificial intelligence. Our approach learns a data-driven probabilistic diffusion model from the 5-member ensemble GEFS reforecast dataset. The model can then be sampled efficiently to produce realistic weather forecasts, conditioned on a few members of the operational GEFS forecasting system. The generated ensembles have similar predictive skill as the full GEFS 31-member ensemble, evaluated against ERA5 reanalysis, and emulate well the statistics of large physics-based ensembles. We also apply the same methodology to developing a diffusion model for generative post-processing: the model directly learns to correct biases present in the emulated forecasting system by leveraging reanalysis data as labels during training. Ensembles from this generative post-processing model show greater reliability and accuracy, particularly in extreme event classification. In general, they are more reliable and forecast the probability of extreme weather more accurately than the GEFS operational ensemble. Our models achieve these results at less than 1/10th of the computational cost incurred by the operational GEFS system.

  • 5 authors
·
Jun 24, 2023

Kilometer-Scale Convection Allowing Model Emulation using Generative Diffusion Modeling

Storm-scale convection-allowing models (CAMs) are an important tool for predicting the evolution of thunderstorms and mesoscale convective systems that result in damaging extreme weather. By explicitly resolving convective dynamics within the atmosphere they afford meteorologists the nuance needed to provide outlook on hazard. Deep learning models have thus far not proven skilful at km-scale atmospheric simulation, despite being competitive at coarser resolution with state-of-the-art global, medium-range weather forecasting. We present a generative diffusion model called StormCast, which emulates the high-resolution rapid refresh (HRRR) model-NOAA's state-of-the-art 3km operational CAM. StormCast autoregressively predicts 99 state variables at km scale using a 1-hour time step, with dense vertical resolution in the atmospheric boundary layer, conditioned on 26 synoptic variables. We present evidence of successfully learnt km-scale dynamics including competitive 1-6 hour forecast skill for composite radar reflectivity alongside physically realistic convective cluster evolution, moist updrafts, and cold pool morphology. StormCast predictions maintain realistic power spectra for multiple predicted variables across multi-hour forecasts. Together, these results establish the potential for autoregressive ML to emulate CAMs -- opening up new km-scale frontiers for regional ML weather prediction and future climate hazard dynamical downscaling.

  • 11 authors
·
Aug 20, 2024

Learning to Reason via Program Generation, Emulation, and Search

Program synthesis with language models (LMs) has unlocked a large set of reasoning abilities; code-tuned LMs have proven adept at generating programs that solve a wide variety of algorithmic symbolic manipulation tasks (e.g. word concatenation). However, not all reasoning tasks are easily expressible as code, e.g. tasks involving commonsense reasoning, moral decision-making, and sarcasm understanding. Our goal is to extend an LM's program synthesis skills to such tasks and evaluate the results via pseudo-programs, namely Python programs where some leaf function calls are left undefined. To that end, we propose, Code Generation and Emulated EXecution (CoGEX). CoGEX works by (1) training LMs to generate their own pseudo-programs, (2) teaching them to emulate their generated program's execution, including those leaf functions, allowing the LM's knowledge to fill in the execution gaps; and (3) using them to search over many programs to find an optimal one. To adapt the CoGEX model to a new task, we introduce a method for performing program search to find a single program whose pseudo-execution yields optimal performance when applied to all the instances of a given dataset. We show that our approach yields large improvements compared to standard in-context learning approaches on a battery of tasks, both algorithmic and soft reasoning. This result thus demonstrates that code synthesis can be applied to a much broader class of problems than previously considered. Our released dataset, fine-tuned models, and implementation can be found at https://github.com/nweir127/CoGEX.

  • 5 authors
·
May 25, 2024

SKILL0: In-Context Agentic Reinforcement Learning for Skill Internalization

Agent skills, structured packages of procedural knowledge and executable resources that agents dynamically load at inference time, have become a reliable mechanism for augmenting LLM agents. Yet inference-time skill augmentation is fundamentally limited: retrieval noise introduces irrelevant guidance, injected skill content imposes substantial token overhead, and the model never truly acquires the knowledge it merely follows. We ask whether skills can instead be internalized into model parameters, enabling zero-shot autonomous behavior without any runtime skill retrieval. We introduce SKILL0, an in-context reinforcement learning framework designed for skill internalization. SKILL0 introduces a training-time curriculum that begins with full skill context and progressively withdraws it. Skills are grouped offline by category and rendered with interaction history into a compact visual context, teaching he model tool invocation and multi-turn task completion. A Dynamic Curriculum then evaluates each skill file's on-policy helpfulness, retaining only those from which the current policy still benefits within a linearly decaying budget, until the agent operates in a fully zero-shot setting. Extensive agentic experiments demonstrate that SKILL0 achieves substantial improvements over the standard RL baseline (+9.7\% for ALFWorld and +6.6\% for Search-QA), while maintaining a highly efficient context of fewer than 0.5k tokens per step. Our code is available at https://github.com/ZJU-REAL/SkillZero.

  • 10 authors
·
Apr 1 5

SkillGenBench: Benchmarking Skill Generation Pipelines for LLM Agents

As LLM agents are increasingly built around reusable skills, a central challenge is no longer only whether agents can use provided skills, but whether they can generate correct, reusable, and executable skills from repositories and documents. Existing benchmarks primarily evaluate the efficacy of given skills or the ability of agents to solve downstream tasks from raw context, but they do not isolate skill generation itself as the object of study. We introduce SkillGenBench, a benchmark for evaluating skill generation pipelines under a unified and controlled protocol. In SkillGenBench, a generator receives raw corpora and produces standardized skill artifacts, which are then executed under fixed harnesses and assessed with unified evaluation procedures. The benchmark covers two generation regimes: task-conditioned generation, where a task-specific skill is synthesized after the task is revealed, and task-agnostic generation, where a reusable skill library must be distilled before downstream tasks are known. It also spans two complementary procedural sources: repository-grounded instances, where procedures are distributed across code, configuration, and scripts, and document-grounded instances, where procedures and constraints must be distilled from long-form text. We provide standardized task specifications, pinned environments, and evaluation protocols centered on deterministic execution-based checks, supplemented by auxiliary signals for diagnosis. Experiments across a range of skill-generation methods and backbones show substantial performance variation, highlight the difficulty of reusable skill distillation, and reveal distinct failure modes in skill generation from software repositories versus long-form documents. SkillGenBench establishes a reproducible testbed for studying skill generation as an independent research problem in agent systems.

  • 11 authors
·
May 17

BeyondMimic: From Motion Tracking to Versatile Humanoid Control via Guided Diffusion

The human-like form of humanoid robots positions them uniquely to achieve the agility and versatility in motor skills that humans possess. Learning from human demonstrations offers a scalable approach to acquiring these capabilities. However, prior works either produce unnatural motions or rely on motion-specific tuning to achieve satisfactory naturalness. Furthermore, these methods are often motion- or goal-specific, lacking the versatility to compose diverse skills, especially when solving unseen tasks. We present BeyondMimic, a framework that scales to diverse motions and carries the versatility to compose them seamlessly in tackling unseen downstream tasks. At heart, a compact motion-tracking formulation enables mastering a wide range of radically agile behaviors, including aerial cartwheels, spin-kicks, flip-kicks, and sprinting, with a single setup and shared hyperparameters, all while achieving state-of-the-art human-like performance. Moving beyond the mere imitation of existing motions, we propose a unified latent diffusion model that empowers versatile goal specification, seamless task switching, and dynamic composition of these agile behaviors. Leveraging classifier guidance, a diffusion-specific technique for test-time optimization toward novel objectives, our model extends its capability to solve downstream tasks never encountered during training, including motion inpainting, joystick teleoperation, and obstacle avoidance, and transfers these skills zero-shot to real hardware. This work opens new frontiers for humanoid robots by pushing the limits of scalable human-like motor skill acquisition from human motion and advancing seamless motion synthesis that achieves generalization and versatility beyond training setups.

  • 7 authors
·
Aug 11, 2025

Program Synthesis Benchmark for Visual Programming in XLogoOnline Environment

Large language and multimodal models have shown remarkable successes on various benchmarks focused on specific skills such as general-purpose programming, natural language understanding, math word problem-solving, and visual question answering. However, it is unclear how well these models perform on tasks that require a combination of these skills. In this paper, we curate a novel program synthesis benchmark based on the XLogoOnline visual programming environment. The benchmark comprises 85 real-world tasks from the Mini-level of the XLogoOnline environment, each requiring a combination of different skills such as spatial planning, basic programming, and logical reasoning. Our evaluation shows that current state-of-the-art models like GPT-4V and Llama3-70B struggle to solve these tasks, achieving only 20% and 2.35% success rates. Next, we develop a fine-tuning pipeline to boost the performance of models by leveraging a large-scale synthetic training dataset with over 80000 tasks. Moreover, we showcase how emulator-driven feedback can be used to design a curriculum over training data distribution. We showcase that a fine-tuned Llama3-8B drastically outperforms GPT-4V and Llama3-70B models, and provide an in-depth analysis of the models' expertise across different skill dimensions. We will publicly release the benchmark for future research on program synthesis in visual programming.

  • 3 authors
·
Jun 17, 2024

An Emulator for Fine-Tuning Large Language Models using Small Language Models

Widely used language models (LMs) are typically built by scaling up a two-stage training pipeline: a pre-training stage that uses a very large, diverse dataset of text and a fine-tuning (sometimes, 'alignment') stage that uses targeted examples or other specifications of desired behaviors. While it has been hypothesized that knowledge and skills come from pre-training, and fine-tuning mostly filters this knowledge and skillset, this intuition has not been extensively tested. To aid in doing so, we introduce a novel technique for decoupling the knowledge and skills gained in these two stages, enabling a direct answer to the question, "What would happen if we combined the knowledge learned by a large model during pre-training with the knowledge learned by a small model during fine-tuning (or vice versa)?" Using an RL-based framework derived from recent developments in learning from human preferences, we introduce emulated fine-tuning (EFT), a principled and practical method for sampling from a distribution that approximates (or 'emulates') the result of pre-training and fine-tuning at different scales. Our experiments with EFT show that scaling up fine-tuning tends to improve helpfulness, while scaling up pre-training tends to improve factuality. Beyond decoupling scale, we show that EFT enables test-time adjustment of competing behavioral traits like helpfulness and harmlessness without additional training. Finally, a special case of emulated fine-tuning, which we call LM up-scaling, avoids resource-intensive fine-tuning of large pre-trained models by ensembling them with small fine-tuned models, essentially emulating the result of fine-tuning the large pre-trained model. Up-scaling consistently improves helpfulness and factuality of instruction-following models in the Llama, Llama-2, and Falcon families, without additional hyperparameters or training.

  • 5 authors
·
Oct 19, 2023 1

Evidence Over Plans: Online Trajectory Verification for Skill Distillation

Agent skills can remarkably improve task success rates by using human-written procedural documents, but their quality is difficult to assess without environment-grounded verification. Existing skill generation methods heavily rely on preference logs rather than direct environment interaction, often yielding negligible or even degraded gains. We identify that it is a fundamental timing bottleneck: robust skills should be posterior-based, distilled from empirical environment interaction rather than prior plans. In this study, we introduce the Posterior Distillation Index (PDI), a trajectory-level metric that quantifies how well a distilled skill is grounded in the task-environment evidence. To operationalize PDI, we present SPARK (Structured Pipelines for Autonomous Runnable tasKs and sKill generation) for preserving task execution evidence towards full trajectory-level analysis. SPARK generates environment-verified trajectories used to compute PDI, and it applies PDI as an online diagnostic and intervention signal to ensure posterior skill formation. Across 86 runnable tasks, SPARK-generated skills consistently surpass no-skill baselines and outperform human-written skills on student models (inference cost up to 1,000x cheaper than teacher models). These findings show that PDI-guided distillation produces efficient and transferable skills grounded in the task-environment interaction. We release our code at https://github.com/EtaYang10th/spark-skills .

  • 10 authors
·
May 8

SkillX: Automatically Constructing Skill Knowledge Bases for Agents

Learning from experience is critical for building capable large language model (LLM) agents, yet prevailing self-evolving paradigms remain inefficient: agents learn in isolation, repeatedly rediscover similar behaviors from limited experience, resulting in redundant exploration and poor generalization. To address this problem, we propose SkillX, a fully automated framework for constructing a plug-and-play skill knowledge base that can be reused across agents and environments. SkillX operates through a fully automated pipeline built on three synergistic innovations: (i) Multi-Level Skills Design, which distills raw trajectories into three-tiered hierarchy of strategic plans, functional skills, and atomic skills; (ii) Iterative Skills Refinement, which automatically revises skills based on execution feedback to continuously improve library quality; and (iii) Exploratory Skills Expansion, which proactively generates and validates novel skills to expand coverage beyond seed training data. Using a strong backbone agent (GLM-4.6), we automatically build a reusable skill library and evaluate its transferability on challenging long-horizon, user-interactive benchmarks, including AppWorld, BFCL-v3, and τ^2-Bench. Experiments show that SkillKB consistently improves task success and execution efficiency when plugged into weaker base agents, highlighting the importance of structured, hierarchical experience representations for generalizable agent learning. Our code will be publicly available soon at https://github.com/zjunlp/SkillX.

zjunlp ZJUNLP
·
Apr 5 2

SkillEvolBench: Benchmarking the Evolution from Episodic Experience to Procedural Skills

Large language model (LLM) agents accumulate rich episodic trajectories while solving real-world tasks, but it remains unclear whether such experience can be distilled into reusable procedural skills. We introduce SkillEvolBench, a diagnostic benchmark for evaluating this step from experience reuse to skill formation. It contains 180 tasks across six real-world agent environments, organized into role-conditioned task families with shared latent procedures. Agents learn from acquisition tasks, update an external skill library using compacted trajectories and verifier feedback, and then face frozen deployment tasks testing context shift, adversarial shortcuts, and composition. By comparing self-generated and curated-start skill evolution against no-skill and raw-trajectory controls, SkillEvolBench separates procedural abstraction from base capability, curated prior knowledge, and direct reuse of episodic traces. Across ten model configurations and three agent harnesses, we find that current agents often adapt locally but rarely form robust reusable skills. Skill-based conditions can improve acquisition or replay, and individual models sometimes gain on specific deployment axes, but these gains are unstable under frozen deployment. Raw-trajectory reuse frequently outperforms distilled skills, suggesting that current abstraction procedures discard contextual and procedural cues that remain useful for future tasks. Capacity and cost analyses further show that writing more skills or larger Tier-3 resource libraries is not sufficient: additional updates can improve coverage while introducing episode-specific drift and procedural clutter. These findings position SkillEvolBench as a testbed for measuring when one-off experience becomes durable procedural knowledge rather than task-local memory.

SoK: Agentic Skills -- Beyond Tool Use in LLM Agents

Agentic systems increasingly rely on reusable procedural capabilities, a.k.a., agentic skills, to execute long-horizon workflows reliably. These capabilities are callable modules that package procedural knowledge with explicit applicability conditions, execution policies, termination criteria, and reusable interfaces. Unlike one-off plans or atomic tool calls, skills operate (and often do well) across tasks. This paper maps the skill layer across the full lifecycle (discovery, practice, distillation, storage, composition, evaluation, and update) and introduces two complementary taxonomies. The first is a system-level set of seven design patterns capturing how skills are packaged and executed in practice, from metadata-driven progressive disclosure and executable code skills to self-evolving libraries and marketplace distribution. The second is an orthogonal representation times scope taxonomy describing what skills are (natural language, code, policy, hybrid) and what environments they operate over (web, OS, software engineering, robotics). We analyze the security and governance implications of skill-based agents, covering supply-chain risks, prompt injection via skill payloads, and trust-tiered execution, grounded by a case study of the ClawHavoc campaign in which nearly 1{,}200 malicious skills infiltrated a major agent marketplace, exfiltrating API keys, cryptocurrency wallets, and browser credentials at scale. We further survey deterministic evaluation approaches, anchored by recent benchmark evidence that curated skills can substantially improve agent success rates while self-generated skills may degrade them. We conclude with open challenges toward robust, verifiable, and certifiable skills for real-world autonomous agents.

  • 7 authors
·
Feb 24

SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations

We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.

  • 7 authors
·
May 4, 2025 1

Uni-Skill: Building Self-Evolving Skill Repository for Generalizable Robotic Manipulation

While skill-centric approaches leverage foundation models to enhance generalization in compositional tasks, they often rely on fixed skill libraries, limiting adaptability to new tasks without manual intervention. To address this, we propose Uni-Skill, a Unified Skill-centric framework that supports skill-aware planning and facilitates automatic skill evolution. Unlike prior methods that restrict planning to predefined skills, Uni-Skill requests for new skill implementations when existing ones are insufficient, ensuring adaptable planning with self-augmented skill library. To support automatic implementation of diverse skills requested by the planning module, we construct SkillFolder, a VerbNet-inspired repository derived from large-scale unstructured robotic videos. SkillFolder introduces a hierarchical skill taxonomy that captures diverse skill descriptions at multiple levels of abstraction. By populating this taxonomy with large-scale, automatically annotated demonstrations, Uni-Skill shifts the paradigm of skill acquisition from inefficient manual annotation to efficient offline structural retrieval. Retrieved examples provide semantic supervision over behavior patterns and fine-grained references for spatial trajectories, enabling few-shot skill inference without deployment-time demonstrations. Comprehensive experiments in both simulation and real-world settings verify the state-of-the-art performance of Uni-Skill over existing VLM-based skill-centric approaches, highlighting its advanced reasoning capabilities and strong zero-shot generalization across a wide range of novel tasks.

  • 4 authors
·
Mar 3

SkillForge: Forging Domain-Specific, Self-Evolving Agent Skills in Cloud Technical Support

Deploying LLM-powered agents in enterprise scenarios such as cloud technical support demands high-quality, domain-specific skills. However, existing skill creators lack domain grounding, producing skills poorly aligned with real-world task requirements. Moreover, once deployed, there is no systematic mechanism to trace execution failures back to skill deficiencies and drive targeted refinements, leaving skill quality stagnant despite accumulating operational evidence. We introduce SkillForge, a self-evolving framework that closes an end-to-end creation-evaluation-refinement loop. To produce well-aligned initial skills, a Domain-Contextualized Skill Creator grounds skill synthesis in knowledge bases and historical support tickets. To enable continuous self-optimization, a three-stage pipeline -- Failure Analyzer, Skill Diagnostician, and Skill Optimizer -- automatically diagnoses execution failures in batch, pinpoints the underlying skill deficiencies, and rewrites the skill to eliminate them. This cycle runs iteratively, allowing skills to self-improve with every round of deployment feedback. Evaluated on five real-world cloud support scenarios spanning 1,883 tickets and 3,737 tasks, experiments show that: (1) the Domain-Contextualized Skill Creator produces substantially better initial skills than the generic skill creator, as measured by consistency with expert-authored reference responses from historical tickets; and (2) the self-evolution loop progressively improves skill quality from diverse starting points (including expert-authored, domain-created, and generic skills) across successive rounds, demonstrating that automated evolution can surpass manually curated expert knowledge.

  • 6 authors
·
Apr 8

ESC-Skills: Discovering and Self-Evolving Skills for Emotional Support Conversations

Existing emotional support conversation (ESC) systems mainly rely on end-to-end response generation or coarse strategy supervision, offering limited interpretability and little support for systematic skill improvement. We propose ESC-Skills, a skill-centric framework that discovers and self-evolves executable emotional support skills. We first model localized support interactions as Intervention Units (IUs), which capture state--action--outcome dynamics between seeker states, support interventions, and post-response emotional changes. Based on IUs extracted from both successful and failed ESC dialogues, we construct the ESC-Skills Bank, a repository of executable emotional support skills containing intervention guidance, applicability conditions, expected outcomes, and potential risks. To further improve robustness, we introduce a multi-profile self-evolutionary refinement framework in which an ESC agent interacts with diverse simulated seeker profiles under SAGE evaluation. The resulting interaction traces are analyzed to identify missing skills, unsafe interventions, and profile-specific failure patterns, which are then used to refine the Skills Bank through simulation-based verification. Experimental results demonstrate that ESC-Skills improves both response-level quality and dialogue-level emotional outcomes while providing more interpretable and controllable support behaviors. We will release the code, prompts, and ESC-Skills Bank at https://github.com/aliyun/qwen-dianjin.

DianJin Qwen DianJin
·
May 26 2

Characterizing Model-Native Skills

Skills are a natural unit for describing what a language model can do and how its behavior can be changed. However, existing characterizations rely on human-written taxonomies, textual descriptions, or manual profiling pipelines--all external hypotheses about what matters that need not align with the model's internal representations. We argue that when the goal is to intervene on model behavior, skill characterization should be *model-native*: grounded in the model's own representations rather than imposed through external ontologies. We instantiate this view by recovering a compact orthogonal basis from sequence-level activations. The resulting basis is semantically interpretable but need not correspond to any predefined human ontology; instead, it captures axes of behavioral variation that the model itself organizes around. We validate this characterization on reasoning post-training, using the recovered basis for both SFT data selection and inference-time steering. We develop lightweight proxy interventions to identify which directions are most useful for a given model. Across Llama3-8B and Qwen2.5-3B, selecting data along those directions improves Pass@1 by up to 20% on MATH and 41% on AMC, outperforming data selection based on human-characterized skills. Because the basis lives in activation space, the same directions also serve as steering vectors at inference time, improving Pass@8 by up to 4.8% on MATH--an intervention that human-characterized skills cannot support. We further validate the characterization on safety alignment, where selecting adversarial training data for model-native skill coverage rather than textual diversity yields more sample-efficient learning. These results suggest that recovering skills from the model's own representations, rather than imposing them externally, provides a more effective foundation for intervening on model behavior. Codes are open-sourced.

  • 4 authors
·
Apr 18

SkillBlender: Towards Versatile Humanoid Whole-Body Loco-Manipulation via Skill Blending

Humanoid robots hold significant potential in accomplishing daily tasks across diverse environments thanks to their flexibility and human-like morphology. Recent works have made significant progress in humanoid whole-body control and loco-manipulation leveraging optimal control or reinforcement learning. However, these methods require tedious task-specific tuning for each task to achieve satisfactory behaviors, limiting their versatility and scalability to diverse tasks in daily scenarios. To that end, we introduce SkillBlender, a novel hierarchical reinforcement learning framework for versatile humanoid loco-manipulation. SkillBlender first pretrains goal-conditioned task-agnostic primitive skills, and then dynamically blends these skills to accomplish complex loco-manipulation tasks with minimal task-specific reward engineering. We also introduce SkillBench, a parallel, cross-embodiment, and diverse simulated benchmark containing three embodiments, four primitive skills, and eight challenging loco-manipulation tasks, accompanied by a set of scientific evaluation metrics balancing accuracy and feasibility. Extensive simulated experiments show that our method significantly outperforms all baselines, while naturally regularizing behaviors to avoid reward hacking, resulting in more accurate and feasible movements for diverse loco-manipulation tasks in our daily scenarios. Our code and benchmark will be open-sourced to the community to facilitate future research. Project page: https://usc-gvl.github.io/SkillBlender-web/.

  • 8 authors
·
Jun 10, 2025 2

Trace2Skill: Distill Trajectory-Local Lessons into Transferable Agent Skills

Equipping Large Language Model (LLM) agents with domain-specific skills is critical for tackling complex tasks. Yet, manual authoring creates a severe scalability bottleneck. Conversely, automated skill generation often yields fragile or fragmented results because it either relies on shallow parametric knowledge or sequentially overfits to non-generalizable trajectory-local lessons. To overcome this, we introduce Trace2Skill, a framework that mirrors how human experts author skills: by holistically analyzing broad execution experience before distilling it into a single, comprehensive guide. Instead of reacting sequentially to individual trajectories, Trace2Skill dispatches a parallel fleet of sub-agents to analyze a diverse pool of executions. It extracts trajectory-specific lessons and hierarchically consolidates them into a unified, conflict-free skill directory via inductive reasoning. Trace2Skill supports both deepening existing human-written skills and creating new ones from scratch. Experiments in challenging domains, such as spreadsheet, VisionQA and math reasoning, show that Trace2Skill significantly improves upon strong baselines, including Anthropic's official xlsx skills. Crucially, this trajectory-grounded evolution does not merely memorize task instances or model-specific quirks: evolved skills transfer across LLM scales and generalize to OOD settings. For example, skills evolved by Qwen3.5-35B on its own trajectories improved a Qwen3.5-122B agent by up to 57.65 absolute percentage points on WikiTableQuestions. Ultimately, our results demonstrate that complex agent experience can be packaged into highly transferable, declarative skills -- requiring no parameter updates, no external retrieval modules, and utilizing open-source models as small as 35B parameters.

  • 9 authors
·
Mar 26 14

SKILLFOUNDRY: Building Self-Evolving Agent Skill Libraries from Heterogeneous Scientific Resources

Modern scientific ecosystems are rich in procedural knowledge across repositories, APIs, scripts, notebooks, documentation, databases, and papers, yet much of this knowledge remains fragmented across heterogeneous artifacts that agents cannot readily operationalize. This gap between abundant scientific know-how and usable agent capabilities is a key bottleneck for building effective scientific agents. We present SkillFoundry, a self-evolving framework that converts such resources into validated agent skills, reusable packages that encode task scope, inputs and outputs, execution steps, environment assumptions, provenance, and tests. SkillFoundry organizes a target domain as a domain knowledge tree, mines resources from high-value branches, extracts operational contracts, compiles them into executable skill packages, and then iteratively expands, repairs, merges, or prunes the resulting library through a closed-loop validation process. SkillFoundry produces a substantially novel and internally valid skill library, with 71.1\% of mined skills differing from existing skill libraries such as SkillHub and SkillSMP. We demonstrate that these mined skills improve coding agent performance on five of the six MoSciBench datasets. We further show that SkillFoundry can design new task-specific skills on demand for concrete scientific objectives, and that the resulting skills substantially improve performance on two challenging genomics tasks: cell type annotation and the scDRS workflow. Together, these results show that automatically mined skills improve agent performance on benchmarks and domain-specific tasks, expand coverage beyond hand-crafted skill libraries, and provide a practical foundation for more capable scientific agents.

  • 6 authors
·
Apr 4

MMSkills: Towards Multimodal Skills for General Visual Agents

Reusable skills have become a core substrate for improving agent capabilities, yet most existing skill packages encode reusable behavior primarily as textual prompts, executable code, or learned routines. For visual agents, however, procedural knowledge is inherently multimodal: reuse depends not only on what operation to perform, but also on recognizing the relevant state, interpreting visual evidence of progress or failure, and deciding what to do next. We formalize this requirement as multimodal procedural knowledge and address three practical challenges: (I) what a multimodal skill package should contain; (II) where such packages can be derived from public interaction experience; and (III) how agents can consult multimodal evidence at inference time without excessive image context or over-anchoring to reference screenshots. We introduce MMSkills, a framework for representing, generating, and using reusable multimodal procedures for runtime visual decision making. Each MMSkill is a compact, state-conditioned package that couples a textual procedure with runtime state cards and multi-view keyframes. To construct these packages, we develop an agentic trajectory-to-skill Generator that transforms public non-evaluation trajectories into reusable multimodal skills through workflow grouping, procedure induction, visual grounding, and meta-skill-guided auditing. To use them, we introduce a branch-loaded multimodal skill agent: selected state cards and keyframes are inspected in a temporary branch, aligned with the live environment, and distilled into structured guidance for the main agent. Experiments across GUI and game-based visual-agent benchmarks show that MMSkills consistently improve both frontier and smaller multimodal agents, suggesting that external multimodal procedural knowledge complements model-internal priors.

Skill is Not One-Size-Fits-All: Model-Aware Skill Alignment for LLM Agents

LLM agents increasingly retrieve externally curated skills-procedural instructions retrieved at decision time-to improve performance on long-horizon interactive tasks. Existing skill libraries are typically treated as model-agnostic, reusing the same skill formulations across backbones with substantially different capacities and behaviors. However, our controlled experiments across multiple model scales show that skill effectiveness is strongly model-dependent: a skill that benefits one backbone can harm another. Motivated by this observation, we propose MASA Model-Aware Skill Alignment, a framework that adapts skills to each target backbone without modifying agent weights. MASA operates in two stages: (1) a hierarchical skill evolution pipeline that iteratively rewrites general and task-specific skills using hill climbing and UCB-driven tree search, guided by environment feedback and model capability profiles; and (2) a lightweight model-conditioned skill rewriter trained on evolution trajectories to reproduce the adaptation in a single forward pass. Experiments across three interactive environments and four backbones show that MASA consistently achieves the best overall performance, with gains of up to 25.8 points over the strongest baseline. The learned rewriter further generalizes to unseen tasks and environments without additional search, consistently outperforming a much larger teacher LLM at a fraction of the inference cost.

  • 6 authors
·
May 28 1

OpenGame: Open Agentic Coding for Games

Game development sits at the intersection of creative design and intricate software engineering, demanding the joint orchestration of game engines, real-time loops, and tightly coupled state across many files. While Large Language Models (LLMs) and code agents now solve isolated programming tasks with ease, they consistently stumble when asked to produce a fully playable game from a high-level design, collapsing under cross-file inconsistencies, broken scene wiring, and logical incoherence. We bridge this gap with OpenGame, the first open-source agentic framework explicitly designed for end-to-end web game creation. At its core lies Game Skill, a reusable, evolving capability composed of a Template Skill that grows a library of project skeletons from experience and a Debug Skill that maintains a living protocol of verified fixes - together enabling the agent to scaffold stable architectures and systematically repair integration errors rather than patch isolated syntax bugs. Powering this framework is GameCoder-27B, a code LLM specialized for game engine mastery through a three-stage pipeline of continual pre-training, supervised fine-tuning, and execution-grounded reinforcement learning. Since verifying interactive playability is fundamentally harder than checking static code, we further introduce OpenGame-Bench, an evaluation pipeline that scores agentic game generation along Build Health, Visual Usability, and Intent Alignment via headless browser execution and VLM judging. Across 150 diverse game prompts, OpenGame establishes a new state-of-the-art. We hope OpenGame pushes code agents beyond discrete software engineering problems and toward building complex, interactive real-world applications. Our framework will be fully open-sourced.

  • 11 authors
·
Apr 19 7

A Comprehensive Survey on Agent Skills: Taxonomy, Techniques, and Applications

Large language model (LLM)-based agents that reason, plan, and act through tools, memory, and structured interaction are emerging as a promising paradigm for automating complex workflows. Recent systems such as OpenClaw and Claude Code exemplify a broader shift from passive response generation to action-oriented task execution. Yet as agents move toward open-ended, real-world deployment, relying on from-scratch reasoning and low-level tool calls for every task become increasingly inefficient, error-prone, and hard to maintain. This survey examines this challenge through the lens of agent skills, which we define as reusable procedural artifacts that coordinate tools, memory, and runtime context under task-specific constraints. Under this view, agents and skills play complementary roles: agents handle high-level reasoning and planning, while skills form the operational layer that enables reliable, reusable, and composable execution. Skills are therefore central to the scalability, robustness, and maintainability of modern agent systems. We organize the literature around four stages of the agent skill lifecycle -- representation, acquisition, retrieval, and evolution -- and review representative methods, ecosystem resources, and application settings across each stage. We conclude by discussing open challenges in quality control, interoperability, safe updating, and long-term capability management. All related resources, including research papers, open-source data, and projects, are collected for the community in blue{https://github.com/JayLZhou/Awesome-Agent-Skills}.

  • 6 authors
·
May 25

Agent Skills for Large Language Models: Architecture, Acquisition, Security, and the Path Forward

The transition from monolithic language models to modular, skill-equipped agents marks a defining shift in how large language models (LLMs) are deployed in practice. Rather than encoding all procedural knowledge within model weights, agent skills -- composable packages of instructions, code, and resources that agents load on demand -- enable dynamic capability extension without retraining. It is formalized in a paradigm of progressive disclosure, portable skill definitions, and integration with the Model Context Protocol (MCP). This survey provides a comprehensive treatment of the agent skills landscape, as it has rapidly evolved during the last few months. We organize the field along four axes: (i) architectural foundations, examining the SKILL.md specification, progressive context loading, and the complementary roles of skills and MCP; (ii) skill acquisition, covering reinforcement learning with skill libraries, autonomous skill discovery (SEAgent), and compositional skill synthesis; (iii) deployment at scale, including the computer-use agent (CUA) stack, GUI grounding advances, and benchmark progress on OSWorld and SWE-bench; and (iv) security, where recent empirical analyses reveal that 26.1% of community-contributed skills contain vulnerabilities, motivating our proposed Skill Trust and Lifecycle Governance Framework -- a four-tier, gate-based permission model that maps skill provenance to graduated deployment capabilities. We identify seven open challenges -- from cross-platform skill portability to capability-based permission models -- and propose a research agenda for realizing trustworthy, self-improving skill ecosystems. Unlike prior surveys that broadly cover LLM agents or tool use, this work focuses specifically on the emerging skill abstraction layer and its implications for the next generation of agentic systems. Project repo: https://github.com/scienceaix/agentskills

  • 2 authors
·
Feb 12

Memento-Skills: Let Agents Design Agents

We introduce Memento-Skills, a generalist, continually-learnable LLM agent system that functions as an agent-designing agent: it autonomously constructs, adapts, and improves task-specific agents through experience. The system is built on a memory-based reinforcement learning framework with stateful prompts, where reusable skills (stored as structured markdown files) serve as persistent, evolving memory. These skills encode both behaviour and context, enabling the agent to carry forward knowledge across interactions. Starting from simple elementary skills (like Web search and terminal operations), the agent continually improves via the Read--Write Reflective Learning mechanism introduced in Memento~2~wang2025memento2. In the read phase, a behaviour-trainable skill router selects the most relevant skill conditioned on the current stateful prompt; in the write phase, the agent updates and expands its skill library based on new experience. This closed-loop design enables continual learning without updating LLM parameters, as all adaptation is realised through the evolution of externalised skills and prompts. Unlike prior approaches that rely on human-designed agents, Memento-Skills enables a generalist agent to design agents end-to-end for new tasks. Through iterative skill generation and refinement, the system progressively improves its own capabilities. Experiments on the General AI Assistants benchmark and Humanity's Last Exam demonstrate sustained gains, achieving 26.2\% and 116.2\% relative improvements in overall accuracy, respectively. Code is available at https://github.com/Memento-Teams/Memento-Skills.

Chain of Thought Imitation with Procedure Cloning

Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert's mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert's behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert's procedure directly is infeasible.

  • 4 authors
·
May 22, 2022

COLLEAGUE.SKILL: Automated AI Skill Generation via Expert Knowledge Distillation

LLM agents are increasingly expected not only to complete isolated tasks, but also to carry bounded representations of human expertise, judgment, and interaction style. Building such person-grounded agents remains difficult because actionable knowledge associated with a person or role is usually embedded in heterogeneous traces rather than written as clean instructions. Existing memory and persona systems capture fragments of this evidence, while skill frameworks provide portable packaging formats; however, there is no end-to-end workflow for distilling these traces into inspectable, correctable, and agent-usable skills. We present an automated trace-to-skill distillation system for generating person-grounded AI skills via expert knowledge distillation. Given materials from a target person or role, COLLEAGUE.SKILL produces a versioned skill package with two coordinated tracks: a capability track for practices, mental models, and decision heuristics, and a bounded behavior track for communication style, interaction rules, and correction history. The package can be inspected, invoked, updated through natural-language feedback, rolled back, installed across agent hosts, and optionally prepared for controlled distribution. We describe the artifact contract, generation workflow, correction lifecycle, deployment surface, and domain presets implemented in the open-source system. At the time of writing, the public repository has approximately 18.5k GitHub stars; the gallery lists 215 skills from 165 contributors and more than 100k cumulative stars across listed skill cards. The system illustrates how person-grounded skills can be represented as portable, correctable packages rather than opaque prompts or hidden memories.

OpenSkillEval: Automatically Auditing the Open Skill Ecosystem for LLM Agents

Skills, i.e., structured workflow instructions distilled for large language models (LLMs), are becoming an increasingly important mechanism for improving agent performance on real-world downstream tasks. However, as the open-source skill ecosystem rapidly expands, it remains unclear how different models and agent frameworks interact with skills, how to evaluate skill quality, and how users should select skills under practical cost-performance trade-offs. In this paper, we present OpenSkillEval, an automatic evaluation framework for both skill-augmented agent systems and the skills themselves. Instead of relying on static benchmarks, OpenSkillEval automatically constructs realistic task instances from evolving real-world artifacts across five categories of downstream applications: presentation generation, front-end web design, poster generation, data visualization, and report generation. It further collects and organizes community-contributed skills for controlled comparison under unified task settings. Using more than 600 dynamically generated task instances and 30 open-source skills, we conduct a systematic evaluation of state-of-the-art models and agent frameworks. Our results show that skill availability does not guarantee effective skill usage, that the benefit of skill augmentation depends strongly on both the underlying model and the agent framework, and that many publicly popular skills do not consistently outperform base agents without skills. These findings highlight the need for dynamic, task-grounded evaluation and provide practical insights into the design, selection, and deployment of skills for LLM agents. Additional cases and benchmark resources are available on the project website: https://yingjiahao14.github.io/OpenSkillEval-Web/.

  • 5 authors
·
May 27 2

RT-Sketch: Goal-Conditioned Imitation Learning from Hand-Drawn Sketches

Natural language and images are commonly used as goal representations in goal-conditioned imitation learning (IL). However, natural language can be ambiguous and images can be over-specified. In this work, we propose hand-drawn sketches as a modality for goal specification in visual imitation learning. Sketches are easy for users to provide on the fly like language, but similar to images they can also help a downstream policy to be spatially-aware and even go beyond images to disambiguate task-relevant from task-irrelevant objects. We present RT-Sketch, a goal-conditioned policy for manipulation that takes a hand-drawn sketch of the desired scene as input, and outputs actions. We train RT-Sketch on a dataset of paired trajectories and corresponding synthetically generated goal sketches. We evaluate this approach on six manipulation skills involving tabletop object rearrangements on an articulated countertop. Experimentally we find that RT-Sketch is able to perform on a similar level to image or language-conditioned agents in straightforward settings, while achieving greater robustness when language goals are ambiguous or visual distractors are present. Additionally, we show that RT-Sketch has the capacity to interpret and act upon sketches with varied levels of specificity, ranging from minimal line drawings to detailed, colored drawings. For supplementary material and videos, please refer to our website: http://rt-sketch.github.io.

  • 13 authors
·
Mar 5, 2024 1

Learning Human Skill Generators at Key-Step Levels

We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for embodied intelligence. Although current video generation models can synthesis simple and atomic human operations, they struggle with human skills due to their complex procedure process. Human skills involve multi-step, long-duration actions and complex scene transitions, so the existing naive auto-regressive methods for synthesizing long videos cannot generate human skills. To address this, we propose a novel task, the Key-step Skill Generation (KS-Gen), aimed at reducing the complexity of generating human skill videos. Given the initial state and a skill description, the task is to generate video clips of key steps to complete the skill, rather than a full-length video. To support this task, we introduce a carefully curated dataset and define multiple evaluation metrics to assess performance. Considering the complexity of KS-Gen, we propose a new framework for this task. First, a multimodal large language model (MLLM) generates descriptions for key steps using retrieval argument. Subsequently, we use a Key-step Image Generator (KIG) to address the discontinuity between key steps in skill videos. Finally, a video generation model uses these descriptions and key-step images to generate video clips of the key steps with high temporal consistency. We offer a detailed analysis of the results, hoping to provide more insights on human skill generation. All models and data are available at https://github.com/MCG-NJU/KS-Gen.

  • 7 authors
·
Feb 12, 2025

From f(x) and g(x) to f(g(x)): LLMs Learn New Skills in RL by Composing Old Ones

Does RL teach LLMs genuinely new skills, or does it merely activate existing ones? This question lies at the core of ongoing debates about the role of RL in LLM post-training. On one side, strong empirical results can be achieved with RL even without preceding supervised finetuning; on the other, critics argue that RL contributes little beyond reweighting existing reasoning strategies. This work provides concrete evidence that LLMs can acquire genuinely new skills during RL by composing existing ones, mirroring one of the central mechanisms by which humans acquire new cognitive skills. To mitigate data contamination and other confounding factors, and to allow precise control over task complexity, we develop a synthetic framework for our investigation. Specifically, we define a skill as the ability to infer the output of a string transformation function f(x) given x. When an LLM has already learned f and g prior to RL, our experiments reveal that RL enables it to learn unseen compositions of them h(x)=g(f(x)). Further, this compositional ability generalizes to more difficult problems such as compositions of >2 functions unseen during RL training. Surprisingly, our experiments show that compositional skill acquired on a source task transfers to a different target task. This transfer happens even without compositional training on the target, requiring only prior knowledge of the target's atomic skills. Our qualitative analysis shows that RL fundamentally changes the reasoning behaviors of the models. In contrast, next-token training with the same data yields none of these findings. Our systematic experiments provide fresh insights into LLM learning, suggesting the value of first building base models with basic skills, then using RL to incentivize advanced, generalizable skills for complex problems.

  • 10 authors
·
Sep 29, 2025 2

EvoSkill: Automated Skill Discovery for Multi-Agent Systems

Coding agents are increasingly used as general-purpose problem solvers, but their flexibility does not by itself confer the domain expertise needed for specialized tasks. Recent work addresses this through agent skills: reusable workflows, and code, that augment agents with domain-specific capabilities. Most skills today are hand-crafted, and existing evolutionary approaches optimize low-level artifacts (e.g. prompts \& code) that are tightly coupled to specific models and tasks. We introduce EvoSkill, a self-evolving framework that automatically discovers and refines agent skills through iterative failure analysis. EvoSkill analyzes execution failures, proposes new skills or edits to existing ones, and materializes them into structured, reusable skill folders. A Pareto frontier of agent programs governs selection, retaining only skills that improve held-out validation performance while the underlying model remains frozen. We evaluate EvoSkill on two benchmarks: OfficeQA, a grounded reasoning benchmark over U.S.\ Treasury data, where it improves exact-match accuracy by 7.3\% (60.6\% to 67.9\%); and SealQA, a search-augmented QA benchmark with noisy retrieval, where it yields a 12.1\% gain (26.6\% to 38.7\%). We also investigate the zero-shot transfer capabilties of skills evolved on one task to the other; in particular: skills evolved from SealQA transfers zero-shot to BrowseComp, improving accuracy by 5.3\% without modification demonstrating that skill-level optimization produces transferable capabilities beyond the training task.

  • 5 authors
·
Mar 3

Open-World Skill Discovery from Unsegmented Demonstrations

Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.

  • 5 authors
·
Mar 11, 2025 3

Agent Skills Should Go Beyond Text: The Case for Visual Skills

Reusable skills are a key mechanism for extending agent capabilities, allowing agents to accumulate experience and solve increasingly complex tasks. Yet most existing skill-learning methods store reusable experience as text-only assets, such as instructions, reasoning traces, or summarized trajectories. We argue that this text-only paradigm creates a fundamental bottleneck for visual-centric tasks, where reusable knowledge often depends on spatial layout, visual grounding, fine-grained appearance, and localized state changes. To address this limitation, we propose \NAME, a multimodal skill paradigm that combines declarative textual logic with explicit visual support. We distinguish three reusable forms: static priors for stable spatial conventions, dynamic priors for in-situ visual working memory, and interleaved visual skills that bind ordered text steps to the source frames, screenshots, or page regions that justify them. Rather than only describing what to do, visual skills also encode where to look, how to inspect, and how to verify visual outcomes. To scale visual-skill construction, we introduce \SYSTEM, an automatic system that converts agent experience into reusable multimodal skills by preserving textual reasoning, spatial references, visual boundaries, and interaction patterns from task trajectories. Experiments on GUI and other visual-centric tasks show that visual skills consistently outperform text-only skills, particularly when success requires spatial correspondence, visual evidence, and state-aware interaction. These results support our central position: reusable agent skills should go beyond text and become multimodal assets for future multimodal agents.

  • 4 authors
·
May 30 1

Extraneousness-Aware Imitation Learning

Visual imitation learning provides an effective framework to learn skills from demonstrations. However, the quality of the provided demonstrations usually significantly affects the ability of an agent to acquire desired skills. Therefore, the standard visual imitation learning assumes near-optimal demonstrations, which are expensive or sometimes prohibitive to collect. Previous works propose to learn from noisy demonstrations; however, the noise is usually assumed to follow a context-independent distribution such as a uniform or gaussian distribution. In this paper, we consider another crucial yet underexplored setting -- imitation learning with task-irrelevant yet locally consistent segments in the demonstrations (e.g., wiping sweat while cutting potatoes in a cooking tutorial). We argue that such noise is common in real world data and term them "extraneous" segments. To tackle this problem, we introduce Extraneousness-Aware Imitation Learning (EIL), a self-supervised approach that learns visuomotor policies from third-person demonstrations with extraneous subsequences. EIL learns action-conditioned observation embeddings in a self-supervised manner and retrieves task-relevant observations across visual demonstrations while excluding the extraneous ones. Experimental results show that EIL outperforms strong baselines and achieves comparable policies to those trained with perfect demonstration on both simulated and real-world robot control tasks. The project page can be found at https://sites.google.com/view/eil-website.

  • 5 authors
·
Oct 4, 2022

SkillFlow:Benchmarking Lifelong Skill Discovery and Evolution for Autonomous Agents

As the capability frontier of autonomous agents continues to expand, they are increasingly able to complete specialized tasks through plug-and-play external skills. Yet current benchmarks mostly test whether models can use provided skills, leaving open whether they can discover skills from experience, repair them after failure, and maintain a coherent library over time. We introduce SkillFlow, a benchmark of 166 tasks across 20 families in which task construction within each family follows a Domain-Agnostic Execution Flow (DAEF) that defines an agent workflow framework, allowing these tasks to share a consistent workflow. Agents are evaluated under an Agentic Lifelong Learning protocol in which they begin without skills, solve tasks sequentially within each family, externalize lessons through trajectory- and rubric-driven skill patches, and carry the updated library forward. Experiments reveal a substantial capability gap. For Claude Opus 4.6, lifelong skill evolution improves task success from 62.65% to 71.08% (+8.43 points). However, high skill usage does not necessarily imply high utility: Kimi K2.5 gains only +0.60 points despite 66.87% skill usage, while Qwen-Coder-Next reaches only a 44.58% task completion rate and still regresses relative to the vanilla setting. SkillFlow contributes a structured testbed for this direction and an in-depth empirical analysis of skill discovery, patching, transfer, and their failure modes under lifelong evaluation.

  • 16 authors
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Apr 18 2

SkillLearnBench: Benchmarking Continual Learning Methods for Agent Skill Generation on Real-World Tasks

Skills have become the de facto way to enable LLM agents to perform complex real-world tasks with customized instructions, workflows, and tools, but how to learn them automatically and effectively remains unclear. We introduce SkillLearnBench, the first benchmark for evaluating continual skill learning methods, comprising 20 verified, skill-dependent tasks across 15 sub-domains derived from a real-world skill taxonomy , evaluated at three levels: skill quality, execution trajectory, and task outcome. Using this benchmark, we evaluate recent continual learning techniques, those leveraging one-shot, self/teacher feedback, and skill creator to generate skills from agent experiences. We find that all continual learning methods improve over the no-skill baseline, yet consistent gains remain elusive: no method leads across all tasks and LLMs, and scaling to stronger LLMs does not reliably help. Continual learning improves tasks with clear, reusable workflows but struggles on open-ended tasks, and using stronger LLM backbones does not consistently produce better skills. Our analysis also revealed that multiple iterations in continual learning facilitate genuine improvement via external feedback, whereas self-feedback alone induces recursive drift. Our data and code are open-source at https://github.com/cxcscmu/SkillLearnBench to enable further studies of automatic skill generation and continual learning techniques.

HumanX: Toward Agile and Generalizable Humanoid Interaction Skills from Human Videos

Enabling humanoid robots to perform agile and adaptive interactive tasks has long been a core challenge in robotics. Current approaches are bottlenecked by either the scarcity of realistic interaction data or the need for meticulous, task-specific reward engineering, which limits their scalability. To narrow this gap, we present HumanX, a full-stack framework that compiles human video into generalizable, real-world interaction skills for humanoids, without task-specific rewards. HumanX integrates two co-designed components: XGen, a data generation pipeline that synthesizes diverse and physically plausible robot interaction data from video while supporting scalable data augmentation; and XMimic, a unified imitation learning framework that learns generalizable interaction skills. Evaluated across five distinct domains--basketball, football, badminton, cargo pickup, and reactive fighting--HumanX successfully acquires 10 different skills and transfers them zero-shot to a physical Unitree G1 humanoid. The learned capabilities include complex maneuvers such as pump-fake turnaround fadeaway jumpshots without any external perception, as well as interactive tasks like sustained human-robot passing sequences over 10 consecutive cycles--learned from a single video demonstration. Our experiments show that HumanX achieves over 8 times higher generalization success than prior methods, demonstrating a scalable and task-agnostic pathway for learning versatile, real-world robot interactive skills.

  • 9 authors
·
Feb 2

SkVM: Compiling Skills for Efficient Execution Everywhere

LLM agents increasingly adopt skills as a reusable unit of composition. While skills are shared across diverse agent platforms, current systems treat them as raw context, causing the same skill to behave inconsistently for different agents. This fragility undermines skill portability and execution efficiency. To address this challenge, we analyze 118,000 skills and draw inspiration from traditional compiler design. We treat skills as code and LLMs as heterogeneous processors. To make portability actionable, we decompose a skill's requirements into a set of primitive capabilities, and measure how well each model-harness pair supports them. Based on these capability profiles, we propose SkVM, a compilation and runtime system designed for portable and efficient skill execution. At compile time, SkVM performs capability-based compilation, environment binding, and concurrency extraction. At runtime, SkVM applies JIT code solidification and adaptive recompilation for performance optimization. We evaluate SkVM across eight LLMs of varying scales and three agent harnesses, covering SkillsBench and representative skill tasks. Results demonstrate that SkVM significantly improves task completion rates across different models and environments while reducing token consumption by up to 40%. In terms of performance, SkVM achieves up to 3.2x speedup with enhanced parallelism, and 19-50x latency reduction through code solidification.

SkillOS: Learning Skill Curation for Self-Evolving Agents

LLM-based agents are increasingly deployed to handle streaming tasks, yet they often remain one-off problem solvers that fail to learn from past interactions. Reusable skills distilled from experience provide a natural substrate for self-evolution, where high-quality skill curation serves as the key bottleneck. Existing approaches either rely on manual skill curation, prescribe heuristic skill operations, or train for short-horizon skill operations. However, they still struggle to learn complex long-term curation policies from indirect and delayed feedback. To tackle this challenge, we propose SkillOS, an experience-driven RL training recipe for learning skill curation in self-evolving agents. SkillOS pairs a frozen agent executor that retrieves and applies skills with a trainable skill curator that updates an external SkillRepo from accumulated experience. To provide learning signals for curation, we design composite rewards and train on grouped task streams based on skill-relevant task dependencies, where earlier trajectories update the SkillRepo, and later related tasks evaluate these updates. Across multi-turn agentic tasks and single-turn reasoning tasks, SkillOS consistently outperforms memory-free and strong memory-based baselines in both effectiveness and efficiency, with the learned skill curator generalizing across different executor backbones and task domains. Further analyses show that the learned curator produces more targeted skill use, while the skills in SkillRepo evolve into more richly structured Markdown files that encode higher-level meta-skills over time.

  • 16 authors
·
May 6 3

Interactive incremental learning of generalizable skills with local trajectory modulation

The problem of generalization in learning from demonstration (LfD) has received considerable attention over the years, particularly within the context of movement primitives, where a number of approaches have emerged. Recently, two important approaches have gained recognition. While one leverages via-points to adapt skills locally by modulating demonstrated trajectories, another relies on so-called task-parameterized models that encode movements with respect to different coordinate systems, using a product of probabilities for generalization. While the former are well-suited to precise, local modulations, the latter aim at generalizing over large regions of the workspace and often involve multiple objects. Addressing the quality of generalization by leveraging both approaches simultaneously has received little attention. In this work, we propose an interactive imitation learning framework that simultaneously leverages local and global modulations of trajectory distributions. Building on the kernelized movement primitives (KMP) framework, we introduce novel mechanisms for skill modulation from direct human corrective feedback. Our approach particularly exploits the concept of via-points to incrementally and interactively 1) improve the model accuracy locally, 2) add new objects to the task during execution and 3) extend the skill into regions where demonstrations were not provided. We evaluate our method on a bearing ring-loading task using a torque-controlled, 7-DoF, DLR SARA robot.

  • 4 authors
·
Feb 20, 2025

Mimic Intent, Not Just Trajectories

While imitation learning (IL) has achieved impressive success in dexterous manipulation through generative modeling and pretraining, state-of-the-art approaches like Vision-Language-Action (VLA) models still struggle with adaptation to environmental changes and skill transfer. We argue this stems from mimicking raw trajectories without understanding the underlying intent. To address this, we propose explicitly disentangling behavior intent from execution details in end-2-end IL: Mimic Intent, Not just Trajectories(MINT). We achieve this via multi-scale frequency-space tokenization, which enforces a spectral decomposition of action chunk representation. We learn action tokens with a multi-scale coarse-to-fine structure, and force the coarsest token to capture low-frequency global structure and finer tokens to encode high-frequency details. This yields an abstract Intent token that facilitates planning and transfer, and multi-scale Execution tokens that enable precise adaptation to environmental dynamics. Building on this hierarchy, our policy generates trajectories through next-scale autoregression, performing progressive intent-to-execution reasoning, thus boosting learning efficiency and generalization. Crucially, this disentanglement enables one-shot transfer of skills, by simply injecting the Intent token from a demonstration into the autoregressive generation process. Experiments on several manipulation benchmarks and on a real robot demonstrate state-of-the-art success rates, superior inference efficiency, robust generalization against disturbances, and effective one-shot transfer.

  • 6 authors
·
Mar 27 2

SkillOpt: Executive Strategy for Self-Evolving Agent Skills

Agent skills today are hand-crafted, generated one-shot, or evolved through loosely controlled self-revision, none of which behaves like a deep-learning optimizer for the skill, and none of which reliably improves over its starting point under feedback. We argue the skill should instead be trained as the external state of a frozen agent, with the same discipline that makes weight-space optimization reproducible. SkillOpt is, to our knowledge, the first systematic controllable text-space optimizer for agent skills: a separate optimizer model turns scored rollouts into bounded add/delete/replace edits on a single skill document, and an edit is accepted only when it strictly improves a held-out validation score. A textual learning-rate budget, rejected-edit buffer, and epoch-wise slow/meta update make skill training stable while adding zero inference-time model calls at deployment. Across six benchmarks, seven target models, and three execution harnesses (direct chat, Codex, Claude Code), SkillOpt is best or tied on all 52 evaluated (model, benchmark, harness) cells and beats every per-cell competitor among human, one-shot LLM, Trace2Skill, TextGrad, GEPA, and EvoSkill skills. On GPT-5.5 it lifts the average no-skill accuracy by +23.5 points in direct chat, by +24.8 inside the Codex agentic loop, and by +19.1 inside Claude Code. Transfer experiments further show that optimized skill artifacts retain value when moved across model scales, between Codex and Claude Code execution environments, and to a nearby math benchmark without further optimization.

AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control

Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. These motion clips are used to train an adversarial motion prior, which specifies style-rewards for training the character through reinforcement learning (RL). The adversarial RL procedure automatically selects which motion to perform, dynamically interpolating and generalizing from the dataset. Our system produces high-quality motions that are comparable to those achieved by state-of-the-art tracking-based techniques, while also being able to easily accommodate large datasets of unstructured motion clips. Composition of disparate skills emerges automatically from the motion prior, without requiring a high-level motion planner or other task-specific annotations of the motion clips. We demonstrate the effectiveness of our framework on a diverse cast of complex simulated characters and a challenging suite of motor control tasks.

  • 5 authors
·
May 11, 2022

SkillWrapper: Generative Predicate Invention for Skill Abstraction

Generalizing from individual skill executions to solving long-horizon tasks remains a core challenge in building autonomous agents. A promising direction is learning high-level, symbolic abstractions of the low-level skills of the agents, enabling reasoning and planning independent of the low-level state space. Among possible high-level representations, object-centric skill abstraction with symbolic predicates has been proven to be efficient because of its compatibility with domain-independent planners. Recent advances in foundation models have made it possible to generate symbolic predicates that operate on raw sensory inputs, a process we call generative predicate invention, to facilitate downstream abstraction learning. However, it remains unclear which formal properties the learned representations must satisfy, and how they can be learned to guarantee these properties. In this paper, we address both questions by presenting a formal theory of generative predicate invention for skill abstraction, resulting in symbolic operators that can be used for provably sound and complete planning. Within this framework, we propose SkillWrapper, a method that leverages foundation models to actively collect robot data and learn human-interpretable, plannable representations of black-box skills, using only RGB image observations. Our extensive empirical evaluation in simulation and on real robots shows that SkillWrapper learns abstract representations that enable solving unseen, long-horizon tasks in the real world with black-box skills.

  • 11 authors
·
Nov 22, 2025

From Context to Skills: Can Language Models Learn from Context Skillfully?

Many real-world tasks require language models (LMs) to reason over complex contexts that exceed their parametric knowledge. This calls for context learning, where LMs directly learn relevant knowledge from the given context. An intuitive solution is inference-time skill augmentation: extracting the rules and procedures from context into natural-language skills. However, constructing such skills for context learning scenarios faces two challenges: the prohibitive cost of manual skill annotation for long, technically dense contexts, and the lack of external feedback for automated skill construction. In this paper, we propose Ctx2Skill, a self-evolving framework that autonomously discovers, refines, and selects context-specific skills without human supervision or external feedback. At its core, a multi-agent self-play loop has a Challenger that generates probing tasks and rubrics, a Reasoner that attempts to solve them guided by an evolving skill set, and a neutral Judge that provides binary feedback. Crucially, both the Challenger and the Reasoner evolve through accumulated skills: dedicated Proposer and Generator agents analyze failure cases and synthesize them into targeted skill updates for both sides, enabling automated skill discovery and refinement. To prevent adversarial collapse caused by increasingly extreme task generation and over-specialized skill accumulation, we further introduce a Cross-time Replay mechanism that identifies the skill set achieving the best balance across representative cases for the Reasoner side, ensuring robust and generalizable skill evolution. The resulting skills can be plugged into any language model to obtain better context learning capability. Evaluated on four context learning tasks from CL-bench, Ctx2Skill consistently improves solving rates across backbone models.

  • 13 authors
·
May 2 3

MimicDroid: In-Context Learning for Humanoid Robot Manipulation from Human Play Videos

We aim to enable humanoid robots to efficiently solve new manipulation tasks from a few video examples. In-context learning (ICL) is a promising framework for achieving this goal due to its test-time data efficiency and rapid adaptability. However, current ICL methods rely on labor-intensive teleoperated data for training, which restricts scalability. We propose using human play videos -- continuous, unlabeled videos of people interacting freely with their environment -- as a scalable and diverse training data source. We introduce MimicDroid, which enables humanoids to perform ICL using human play videos as the only training data. MimicDroid extracts trajectory pairs with similar manipulation behaviors and trains the policy to predict the actions of one trajectory conditioned on the other. Through this process, the model acquired ICL capabilities for adapting to novel objects and environments at test time. To bridge the embodiment gap, MimicDroid first retargets human wrist poses estimated from RGB videos to the humanoid, leveraging kinematic similarity. It also applies random patch masking during training to reduce overfitting to human-specific cues and improve robustness to visual differences. To evaluate few-shot learning for humanoids, we introduce an open-source simulation benchmark with increasing levels of generalization difficulty. MimicDroid outperformed state-of-the-art methods and achieved nearly twofold higher success rates in the real world. Additional materials can be found on: ut-austin-rpl.github.io/MimicDroid

  • 8 authors
·
Sep 11, 2025

Universal Humanoid Motion Representations for Physics-Based Control

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high-dimensionality of humanoid control as well as the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers its applicability in complex tasks. Our work closes this gap, significantly increasing the coverage of motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. Sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using natural and realistic human behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

  • 7 authors
·
Oct 6, 2023

From Skill Text to Skill Structure: The Scheduling-Structural-Logical Representation for Agent Skills

LLM agents increasingly rely on reusable skills, capability packages that combine instructions, control flow, constraints, and tool calls. In most current agent systems, however, skills are still represented by text-heavy artifacts, including SKILL.md-style documents and structured records whose machine-usable evidence remains embedded largely in natural-language descriptions. This poses a challenge for skill-centered agent systems: managing skill collections and using skills to support agent both require reasoning over invocation interfaces, execution structure, and concrete side effects that are often entangled in a single textual surface. An explicit representation of skill knowledge may therefore help make these artifacts easier for machines to acquire and leverage. Drawing on Memory Organization Packets, Script Theory, and Conceptual Dependency from Schank and Abelson's classical work on linguistic knowledge representation, we introduce what is, to our knowledge, the first structured representation for agent skill artifacts that disentangles skill-level scheduling signals, scene-level execution structure, and logic-level action and resource-use evidence: the Scheduling-Structural-Logical (SSL) representation. We instantiate SSL with an LLM-based normalizer and evaluate it on a corpus of skills in two tasks, Skill Discovery and Risk Assessment, and superiorly outperform the text-only baselines: in Skill Discovery, SSL improves MRR from 0.573 to 0.707; in Risk Assessment, it improves macro F1 from 0.744 to 0.787. These findings reveal that explicit, source-grounded structure makes agent skills easier to search and review. They also suggest that SSL is best understood as a practical step toward more inspectable, reusable, and operationally actionable skill representations for agent systems, rather than as a finished standard or an end-to-end mechanism for managing and using skills.

Action Inference by Maximising Evidence: Zero-Shot Imitation from Observation with World Models

Unlike most reinforcement learning agents which require an unrealistic amount of environment interactions to learn a new behaviour, humans excel at learning quickly by merely observing and imitating others. This ability highly depends on the fact that humans have a model of their own embodiment that allows them to infer the most likely actions that led to the observed behaviour. In this paper, we propose Action Inference by Maximising Evidence (AIME) to replicate this behaviour using world models. AIME consists of two distinct phases. In the first phase, the agent learns a world model from its past experience to understand its own body by maximising the ELBO. While in the second phase, the agent is given some observation-only demonstrations of an expert performing a novel task and tries to imitate the expert's behaviour. AIME achieves this by defining a policy as an inference model and maximising the evidence of the demonstration under the policy and world model. Our method is "zero-shot" in the sense that it does not require further training for the world model or online interactions with the environment after given the demonstration. We empirically validate the zero-shot imitation performance of our method on the Walker and Cheetah embodiment of the DeepMind Control Suite and find it outperforms the state-of-the-art baselines. Code is available at: https://github.com/argmax-ai/aime.

  • 4 authors
·
Dec 4, 2023

DexterityGen: Foundation Controller for Unprecedented Dexterity

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

  • 14 authors
·
Feb 6, 2025

From Raw Experience to Skill Consumption: A Systematic Study of Model-Generated Agent Skills

Language agents increasingly improve by reusing skills -- structured procedural artifacts distilled from past experience. In particular, domain-level and model-generated skills are especially promising. They offer fast adaptation within a domain by encoding domain-specific recurring procedures, and they scale beyond labor-intensive hand-crafting. However, while extraction methods continue to proliferate, understanding remains limited, with no comprehensive study spanning the full skill lifecycle -- experience generation, skill extraction, and skill consumption -- to ask whether such skills actually work, when they work, and what makes them succeed or fail. To close this gap, we build a utility-grounded evaluation framework that provides systematic experimental results across extractors and target agents, covering five diverse agentic task domains. We find that model-generated skills are beneficial on average but exhibit non-trivial negative transfer, and that neither extractors nor targets behave uniformly. A model can be a strong extractor yet a weak consumer, or vice versa, with skill utility independent of model scale or baseline task strength. To explain these patterns, we then dissect each lifecycle stage in depth, analyzing how experience composition shapes skill quality, what properties characterize useful skills, and how the same skill transfers across different consumers. Finally, we translate these findings into a concrete meta-skill that guides skill extraction toward the features tied to actual utility, which consistently improves skill quality across domains and substantially reduces negative transfer.

ZeroMimic: Distilling Robotic Manipulation Skills from Web Videos

Many recent advances in robotic manipulation have come through imitation learning, yet these rely largely on mimicking a particularly hard-to-acquire form of demonstrations: those collected on the same robot in the same room with the same objects as the trained policy must handle at test time. In contrast, large pre-recorded human video datasets demonstrating manipulation skills in-the-wild already exist, which contain valuable information for robots. Is it possible to distill a repository of useful robotic skill policies out of such data without any additional requirements on robot-specific demonstrations or exploration? We present the first such system ZeroMimic, that generates immediately deployable image goal-conditioned skill policies for several common categories of manipulation tasks (opening, closing, pouring, pick&place, cutting, and stirring) each capable of acting upon diverse objects and across diverse unseen task setups. ZeroMimic is carefully designed to exploit recent advances in semantic and geometric visual understanding of human videos, together with modern grasp affordance detectors and imitation policy classes. After training ZeroMimic on the popular EpicKitchens dataset of ego-centric human videos, we evaluate its out-of-the-box performance in varied real-world and simulated kitchen settings with two different robot embodiments, demonstrating its impressive abilities to handle these varied tasks. To enable plug-and-play reuse of ZeroMimic policies on other task setups and robots, we release software and policy checkpoints of our skill policies.

  • 8 authors
·
Mar 31, 2025

Knowledge is Not Enough: Injecting RL Skills for Continual Adaptation

Large Language Models (LLMs) face the "knowledge cutoff" challenge, where their frozen parametric memory prevents direct internalization of new information. While Supervised Fine-Tuning (SFT) is commonly used to update model knowledge, it often updates factual content without reliably improving the model's ability to use the newly incorporated information for question answering or decision-making. Reinforcement Learning (RL) is essential for acquiring reasoning skills; however, its high computational cost makes it impractical for efficient online adaptation. We empirically observe that the parameter updates induced by SFT and RL are nearly orthogonal. Based on this observation, we propose Parametric Skill Transfer (PaST), a framework that supports modular skill transfer for efficient and effective knowledge adaptation. By extracting a domain-agnostic Skill Vector from a source domain, we can linearly inject knowledge manipulation skills into a target model after it has undergone lightweight SFT on new data. Experiments on knowledge-incorporation QA (SQuAD, LooGLE) and agentic tool-use benchmarks (ToolBench) demonstrate the effectiveness of our method. On SQuAD, PaST outperforms the state-of-the-art self-editing SFT baseline by up to 9.9 points. PaST further scales to long-context QA on LooGLE with an 8.0-point absolute accuracy gain, and improves zero-shot ToolBench success rates by +10.3 points on average with consistent gains across tool categories, indicating strong scalability and cross-domain transferability of the Skill Vector.

SkillReducer: Optimizing LLM Agent Skills for Token Efficiency

LLM-based coding agents rely on skills, pre-packaged instruction sets that extend agent capabilities, yet every token of skill content injected into the context window incurs both monetary cost and attention dilution. To understand the severity of this problem, we conduct a large-scale empirical study of 55,315 publicly available skills and find systemic inefficiencies: 26.4\% lack routing descriptions entirely, over 60\% of body content is non-actionable, and reference files can inject tens of thousands of tokens per invocation. Motivated by these findings, we present SkillReducer, a two-stage optimization framework. Stage~1 optimizes the routing layer by compressing verbose descriptions and generating missing ones via adversarial delta debugging. Stage~2 restructures skill bodies through taxonomy-driven classification and progressive disclosure, separating actionable core rules from supplementary content loaded on demand, validated by faithfulness checks and a self-correcting feedback loop. Evaluated on 600 skills and the SkillsBench benchmark, SkillReducer achieves 48\% description compression and 39\% body compression while improving functional quality by 2.8\%, revealing a less-is-more effect where removing non-essential content reduces distraction in the context window. These benefits transfer across five models from four families with a mean retention of 0.965, and generalize to an independent agent framework.

  • 6 authors
·
Mar 30

See Once, Then Act: Vision-Language-Action Model with Task Learning from One-Shot Video Demonstrations

Developing robust and general-purpose manipulation policies represents a fundamental objective in robotics research. While Vision-Language-Action (VLA) models have demonstrated promising capabilities for end-to-end robot control, existing approaches still exhibit limited generalization to tasks beyond their training distributions. In contrast, humans possess remarkable proficiency in acquiring novel skills by simply observing others performing them once. Inspired by this capability, we propose ViVLA, a generalist robotic manipulation policy that achieves efficient task learning from a single expert demonstration video at test time. Our approach jointly processes an expert demonstration video alongside the robot's visual observations to predict both the demonstrated action sequences and subsequent robot actions, effectively distilling fine-grained manipulation knowledge from expert behavior and transferring it seamlessly to the agent. To enhance the performance of ViVLA, we develop a scalable expert-agent pair data generation pipeline capable of synthesizing paired trajectories from easily accessible human videos, further augmented by curated pairs from publicly available datasets. This pipeline produces a total of 892,911 expert-agent samples for training ViVLA. Experimental results demonstrate that our ViVLA is able to acquire novel manipulation skills from only a single expert demonstration video at test time. Our approach achieves over 30% improvement on unseen LIBERO tasks and maintains above 35% gains with cross-embodiment videos. Real-world experiments demonstrate effective learning from human videos, yielding more than 38% improvement on unseen tasks.

  • 13 authors
·
Dec 8, 2025

WebXSkill: Skill Learning for Autonomous Web Agents

Autonomous web agents powered by large language models (LLMs) have shown promise in completing complex browser tasks, yet they still struggle with long-horizon workflows. A key bottleneck is the grounding gap in existing skill formulations: textual workflow skills provide natural language guidance but cannot be directly executed, while code-based skills are executable but opaque to the agent, offering no step-level understanding for error recovery or adaptation. We introduce WebXSkill, a framework that bridges this gap with executable skills, each pairing a parameterized action program with step-level natural language guidance, enabling both direct execution and agent-driven adaptation. WebXSkill operates in three stages: skill extraction mines reusable action subsequences from readily available synthetic agent trajectories and abstracts them into parameterized skills, skill organization indexes skills into a URL-based graph for context-aware retrieval, and skill deployment exposes two complementary modes, grounded mode for fully automated multi-step execution and guided mode where skills serve as step-by-step instructions that the agent follows with its native planning. On WebArena and WebVoyager, WebXSkill improves task success rate by up to 9.8 and 12.9 points over the baseline, respectively, demonstrating the effectiveness of executable skills for web agents. The code is publicly available at https://github.com/aiming-lab/WebXSkill.

  • 15 authors
·
Apr 13

GeneralVLA: Generalizable Vision-Language-Action Models with Knowledge-Guided Trajectory Planning

Large foundation models have shown strong open-world generalization to complex problems in vision and language, but similar levels of generalization have yet to be achieved in robotics. One fundamental challenge is that the models exhibit limited zero-shot capability, which hampers their ability to generalize effectively to unseen scenarios. In this work, we propose GeneralVLA (Generalizable Vision-Language-Action Models with Knowledge-Guided Trajectory Planning), a hierarchical vision-language-action (VLA) model that can be more effective in utilizing the generalization of foundation models, enabling zero-shot manipulation and automatically generating data for robotics. In particular, we study a class of hierarchical VLA model where the high-level ASM (Affordance Segmentation Module) is finetuned to perceive image keypoint affordances of the scene; the mid-level 3DAgent carries out task understanding, skill knowledge, and trajectory planning to produce a 3D path indicating the desired robot end-effector trajectory. The intermediate 3D path prediction is then served as guidance to the low-level, 3D-aware control policy capable of precise manipulation. Compared to alternative approaches, our method requires no real-world robotic data collection or human demonstration, making it much more scalable to diverse tasks and viewpoints. Empirically, GeneralVLA successfully generates trajectories for 14 tasks, significantly outperforming state-of-the-art methods such as VoxPoser. The generated demonstrations can train more robust behavior cloning policies than training with human demonstrations or from data generated by VoxPoser, Scaling-up, and Code-As-Policies. We believe GeneralVLA can be the scalable method for both generating data for robotics and solving novel tasks in a zero-shot setting. Code: https://github.com/AIGeeksGroup/GeneralVLA. Website: https://aigeeksgroup.github.io/GeneralVLA.

SMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control

Data-driven motion priors that can guide agents toward producing naturalistic behaviors play a pivotal role in creating life-like virtual characters. Adversarial imitation learning has been a highly effective method for learning motion priors from reference motion data. However, adversarial priors, with few exceptions, need to be retrained for each new controller, thereby limiting their reusability and necessitating the retention of the reference motion data when applied to downstream tasks. In this work, we present Score-Matching Motion Priors (SMP), which leverages pre-trained motion diffusion models and score distillation sampling (SDS) to create reusable task-agnostic motion priors. SMPs can be pre-trained on a motion dataset, independent of any control policy or task. Once trained, SMPs can be kept frozen and reused as general-purpose reward functions to train new policies to produce naturalistic behaviors for downstream tasks. We show that a general motion prior trained on large-scale datasets can be repurposed into a variety of style-specific priors. Furthermore, SMP can compose different styles to synthesize new styles not present in the original dataset. Our method can create reusable and modular motion priors that produce high-quality motions comparable to state-of-the-art adversarial imitation learning methods. In our experiments, we demonstrate the effectiveness of SMP across a diverse suite of control tasks with physically simulated humanoid characters. Video available at https://youtu.be/jBA2tWk6vzU

  • 12 authors
·
Apr 23

SkillTrojan: Backdoor Attacks on Skill-Based Agent Systems

Skill-based agent systems tackle complex tasks by composing reusable skills, improving modularity and scalability while introducing a largely unexamined security attack surface. We propose SkillTrojan, a backdoor attack that targets skill implementations rather than model parameters or training data. SkillTrojan embeds malicious logic inside otherwise plausible skills and leverages standard skill composition to reconstruct and execute an attacker-specified payload. The attack partitions an encrypted payload across multiple benign-looking skill invocations and activates only under a predefined trigger. SkillTrojan also supports automated synthesis of backdoored skills from arbitrary skill templates, enabling scalable propagation across skill-based agent ecosystems. To enable systematic evaluation, we release a dataset of 3,000+ curated backdoored skills spanning diverse skill patterns and trigger-payload configurations. We instantiate SkillTrojan in a representative code-based agent setting and evaluate both clean-task utility and attack success rate. Our results show that skill-level backdoors can be highly effective with minimal degradation of benign behavior, exposing a critical blind spot in current skill-based agent architectures and motivating defenses that explicitly reason about skill composition and execution. Concretely, on EHR SQL, SkillTrojan attains up to 97.2% ASR while maintaining 89.3% clean ACC on GPT-5.2-1211-Global.

  • 9 authors
·
Apr 7

ASkDAgger: Active Skill-level Data Aggregation for Interactive Imitation Learning

Human teaching effort is a significant bottleneck for the broader applicability of interactive imitation learning. To reduce the number of required queries, existing methods employ active learning to query the human teacher only in uncertain, risky, or novel situations. However, during these queries, the novice's planned actions are not utilized despite containing valuable information, such as the novice's capabilities, as well as corresponding uncertainty levels. To this end, we allow the novice to say: "I plan to do this, but I am uncertain." We introduce the Active Skill-level Data Aggregation (ASkDAgger) framework, which leverages teacher feedback on the novice plan in three key ways: (1) S-Aware Gating (SAG): Adjusts the gating threshold to track sensitivity, specificity, or a minimum success rate; (2) Foresight Interactive Experience Replay (FIER), which recasts valid and relabeled novice action plans into demonstrations; and (3) Prioritized Interactive Experience Replay (PIER), which prioritizes replay based on uncertainty, novice success, and demonstration age. Together, these components balance query frequency with failure incidence, reduce the number of required demonstration annotations, improve generalization, and speed up adaptation to changing domains. We validate the effectiveness of ASkDAgger through language-conditioned manipulation tasks in both simulation and real-world environments. Code, data, and videos are available at https://askdagger.github.io.

  • 4 authors
·
Aug 7, 2025

SkillMimic: Learning Reusable Basketball Skills from Demonstrations

Mastering basketball skills such as diverse layups and dribbling involves complex interactions with the ball and requires real-time adjustments. Traditional reinforcement learning methods for interaction skills rely on labor-intensive, manually designed rewards that do not generalize well across different skills. Inspired by how humans learn from demonstrations, we propose SkillMimic, a data-driven approach that mimics both human and ball motions to learn a wide variety of basketball skills. SkillMimic employs a unified configuration to learn diverse skills from human-ball motion datasets, with skill diversity and generalization improving as the dataset grows. This approach allows training a single policy to learn multiple skills, enabling smooth skill switching even if these switches are not present in the reference dataset. The skills acquired by SkillMimic can be easily reused by a high-level controller to accomplish complex basketball tasks. To evaluate our approach, we introduce two basketball datasets: one estimated through monocular RGB videos and the other using advanced motion capture equipment, collectively containing about 35 minutes of diverse basketball skills. Experiments show that our method can effectively learn various basketball skills included in the dataset with a unified configuration, including various styles of dribbling, layups, and shooting. Furthermore, by training a high-level controller to reuse the acquired skills, we can achieve complex basketball tasks such as layup scoring, which involves dribbling toward the basket, timing the dribble and layup to score, retrieving the rebound, and repeating the process. The project page and video demonstrations are available at https://ingrid789.github.io/SkillMimic/

  • 13 authors
·
Aug 12, 2024

OSExpert: Computer-Use Agents Learning Professional Skills via Exploration

General-purpose computer-use agents have shown impressive performance across diverse digital environments. However, our new benchmark, OSExpert-Eval, indicates they remain far less helpful than human experts. Although inference-time scaling enables adaptation, these agents complete complex tasks inefficiently with degraded performance, transfer poorly to unseen UIs, and struggle with fine-grained action sequences. To solve the problem, we introduce a GUI-based depth-first search (GUI-DFS) exploration algorithm to comprehensively explore and verify an environment's unit functions. The agent then exploits compositionality between unit skills to self-construct a curriculum for composite tasks. To support fine-grained actions, we curate a database of action primitives for agents to discover during exploration; these are saved as a skill set once the exploration is complete. We use the learned skills to improve the agent's performance and efficiency by (1) enriching agents with ready-to-use procedural knowledge, allowing them to plan only once for long trajectories and generate accurate actions, and (2) enabling them to end inference-time scaling earlier by realizing their boundary of capabilities. Extensive experiments show that our environment-learned agent takes a meaningful step toward expert-level computer use, achieving a around 20 percent performance gain on OSExpert-Eval and closing the efficiency gap to humans by around 80 percent

  • 9 authors
·
Mar 8

SWE-Skills-Bench: Do Agent Skills Actually Help in Real-World Software Engineering?

Agent skills, structured procedural knowledge packages injected at inference time, are increasingly used to augment LLM agents on software engineering tasks. However, their real utility in end-to-end development settings remains unclear. We present SWE-Skills-Bench, the first requirement-driven benchmark that isolates the marginal utility of agent skills in real-world software engineering (SWE). It pairs 49 public SWE skills with authentic GitHub repositories pinned at fixed commits and requirement documents with explicit acceptance criteria, yielding approximately 565 task instances across six SWE subdomains. We introduce a deterministic verification framework that maps each task's acceptance criteria to execution-based tests, enabling controlled paired evaluation with and without the skill. Our results show that skill injection benefits are far more limited than rapid adoption suggests: 39 of 49 skills yield zero pass-rate improvement, and the average gain is only +1.2%. Token overhead varies from modest savings to a 451% increase while pass rates remain unchanged. Only seven specialized skills produce meaningful gains (up to +30%), while three degrade performance (up to -10%) due to version-mismatched guidance conflicting with project context. These findings suggest that agent skills are a narrow intervention whose utility depends strongly on domain fit, abstraction level, and contextual compatibility. SWE-Skills-Bench provides a testbed for evaluating the design, selection, and deployment of skills in software engineering agents. SWE-Skills-Bench is available at https://github.com/GeniusHTX/SWE-Skills-Bench.

SkillRouter: Retrieve-and-Rerank Skill Selection for LLM Agents at Scale

As LLM agent ecosystems grow, the number of available skills (tools, plugins) has reached tens of thousands, making it infeasible to inject all skills into an agent's context. This creates a need for skill routing -- retrieving the most relevant skills from a large pool given a user task. The problem is compounded by pervasive functional overlap in community skill repositories, where many skills share similar names and purposes yet differ in implementation details. Despite its practical importance, skill routing remains under-explored. Current agent architectures adopt a progressive disclosure design -- exposing only skill names and descriptions to the agent while keeping the full implementation body hidden -- implicitly treating metadata as sufficient for selection. We challenge this assumption through a systematic empirical study on a benchmark of ~$80K skills and 75 expert-verified queries. Our key finding is that the skill body (full implementation text) is the decisive signal: removing it causes 29--44 percentage point degradation across all retrieval methods, and cross-encoder attention analysis reveals 91.7% of attention concentrating on the body field. Motivated by this finding, we propose SkillRouter, a two-stage retrieve-and-rerank pipeline totaling only 1.2B parameters (0.6B encoder + 0.6B reranker). SkillRouter achieves 74.0% top-1 routing accuracy and delivers the strongest average result among the compact and zero-shot baselines we evaluate, while remaining deployable on consumer hardware.

  • 7 authors
·
Mar 23