#01Nov 6, 2026
cs.LG
Computer-Use Agents Are Embodied Generalists
Pranjal Aggarwal, Sean Welleck
In many areas of AI, general-purpose models have increasingly replaced handcrafted methods and specialized architectures. We argue that embodied AI is poised for a similar shift. Our key claim is that embodied tasks can be formulated as interaction with digital software. Specifically, we build software that renders an agent's view of a physical environment on a screen and provides controls for acting in it. A computer-use agent (CUA) can then perform embodied tasks through the same screenshots and keyboard and mouse actions that it uses to operate ordinary software. Using a single CUA design and changing only the software, our entries win first-, second-, third-, and sixth-place prizes across four ECCV workshop competitions, without any competition-specific agent tuning. These results suggest that the skills CUAs learn on software, such as visual grounding, precise clicking, and exploration, already carry over to embodied tasks, giving CUAs a far broader scope in embodied AI than previously realized. We therefore advocate that computer-use agents can be embodied generalists. Further, we advocate that, by following the training strategy that made computer-use agents general, embodied AI can converge on a single general model as well, ushering in a new era of general embodied AI. Website: https://pranjal2041.github.io/cua-embodied
#02Nov 6, 2026
cs.LG
Scaling Graph Similarity Learning with Graph Neural Networks
Ahmet Tüzen, Helge Langseth, Kjetil Nørvåg
Graph similarity computation is an important task in graph mining with many real-world applications, such as chemical compound analysis, program dependence comparison, and social network analysis. The problem is computationally challenging: Graph Edit Distance (GED) and Maximum Common Subgraph (MCS), which quantify the distance between graphs and identify their largest shared subgraph, respectively, are NP-hard to compute exactly. To address these computational challenges, Graph Neural Networks (GNNs) have been applied to this problem. However, existing GNN-based approaches have primarily focused on small-scale graph datasets, while scalability to larger scales remains underexplored. In this work, we propose FiLSim, a scalable GNN-based framework, and investigate whether a simplified GNN pipeline can maintain competitive performance on standard benchmarks while scaling to large graphs. We additionally propose a sequential graph-editing strategy to construct large-scale graph datasets with reliable GED labels to evaluate scalability. The proposed framework is evaluated on four benchmark datasets and four newly created large-scale datasets, demonstrating its effectiveness and scalability. FiLSim remains accurate on graphs with more than 150{,}000 nodes, where the baseline methods run out of memory or fail to learn, and scores all test pairs within seconds on a single GPU.
#03Nov 6, 2026
cs.CV
ZeoBench: A Benchmark for Self-Supervised Learning on 3D Zeolite Representations
Aaron Sun, Yachan Liu, Ping Yang and 2 more
Zeolites are an important class of porous crystalline materials with broad applications in gas storage, separations, and catalysis. Although hundreds of thousands of experimentally realized and hypothetical zeolite structures are known, identifying materials optimized for a target application remains challenging because property labels are expensive to obtain and available only for limited structure-molecule pairs. While prior work has demonstrated that 3D neural representations can predict zeolite properties effectively, it remains unclear which representation-learning strategies are most effective in the low-data regime relevant to materials discovery. We present ZeoBench, a benchmark for self-supervised learning on dense 3D representations of all-silica zeolites, and evaluate the resulting features on six existing downstream adsorption-property prediction tasks, across a range of training set sizes. Our study compares self-supervised 3D pretraining on volumetric zeolite data, adaptations of image-pretrained 2D ConvNets and vision transformers to 3D via multiview and channel-inflation strategies, and 3D ConvNets pretrained on out-of-domain volumetric datasets, alongside hand-crafted descriptors and supervised baselines. Using our pretraining and evaluation framework, we find self-supervised 3D representations outperform existing methods and achieve state-of-the-art performance across both in-domain label regimes and for the unseen domain of metal organic frameworks. Learned representations consistently outperform hand-crafted descriptors, and convolutional architectures are generally more effective than vision transformers in this setting. These results establish ZeoBench as a practical benchmark for 3D representation learning in zeolites and provide guidance for data-limited adsorption property prediction.
#04Nov 6, 2026
eess.IV
AdaptivePnP: Fast Auto-Tuned Plug-and-Play for Deconvolution
Haley Duba-Sullivan, Emma J. Reid, Charles A. Bouman and 1 more
Plug-and-play (PnP) methods reconstruct images by alternating a data-fitting step with an image denoiser. Their performance depends on two parameters: the step size $γ$ and the measurement noise level $σ$. In practice, $γ$ is often tuned by grid search over validation images and must be retuned whenever the problem setting changes, and $σ$ is assumed known or estimated separately. We propose AdaptivePnP, a PnP framework that jointly estimates $σ$ and $γ$ at every iteration from the data-fitting residual. To do so, we apply the PnP virtual model to the data-fitting proximal map and show that the residual is zero-mean Gaussian with covariance parameterized by $γ$ and $σ$. However, when one parameter is much larger than the other, the residual carries little information about the smaller one and using the maximum likelihood (ML) estimator can degrade the PnP iterations. We therefore introduce the identifiable maximum likelihood (IML) estimator, which restricts the ML estimator to an identifiable window in which the normalized Cramér--Rao bound of every parameter is bounded by a user-specified tolerance. For the virtual model, this window is an interval of ratios $ρ= γ/σ$, so computing the IML estimate reduces to a one-dimensional search over $ρ$. We apply AdaptivePnP to two standard PnP methods, yielding algorithms that require neither a tuned $γ$ nor a known $σ$. On image deblurring and super-resolution, AdaptivePnP matches or outperforms PnP baselines tuned with the true $σ$. Code is available at https://github.com/hdubasullivan/AdaptivePnP.
#05Nov 6, 2026
cs.CV
FlowMoP: Stochastic Multi-Person Motion Prediction
Aadya Agrawal, Ho Kei Cheng, Alexander Schwing
Predicting the future motion of multiple people is inherently stochastic: the same observed history admits many plausible continuations depending on intent, coordination, and social context. Yet the dominant paradigm in multi-person 3D motion prediction remains deterministic, with existing methods producing a fixed number of outputs per agent. In contrast, we present a conditional flow matching framework that jointly generates diverse future motions for multiple agents, modeling both global trajectories and root-relative poses. A B-spline reparameterization compresses the generative state space while enforcing temporal smoothness, and a dual-stream transformer conditions each agent's predictions on observed neighbor motion for interaction-aware forecasting. Our method achieves state-of-the-art performance on CMU-Mocap (UMPM) and 3DPW, outperforming deterministic baselines on joint position error, pose error, and final displacement error despite producing a full predictive distribution. We additionally establish the first motion prediction baseline on WorldPose, a large-scale professional soccer dataset, where social conditioning demonstrably concentrates predictive uncertainty along interaction-constrained directions.