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BlueLM-GUI Technical Report: A Real-Device-Centric Flywheel for Self-Improving Mobile GUI Agents

arXiv:2609.12394v1 Announce Type: new Abstract: Mobile GUI agents are shifting from multi-module frameworks to native models trained end-to-end, yet industrial deployment faces three persistent gaps. Sandbox training produces a distribution mismatch with production environments; expensive real-device failures remain underutilized; and fixed benchmarks saturate, losing the power to guide iteration. We present BlueLM-GUI, a 35B-A3B mobile GUI agent built as a real-device-centric flywheel that closes these gaps through three principles. Every Sample Matters: a dual-track pipeline with Heterogeneous Triple-System Consensus evaluation and an Error Correction \& Derivation Module salvages every trajectory into usable supervision. Every Rollout Is Real: a three-stage recipe---continual pre-training, supervised fine-tuning, and agentic reinforcement learning on hundreds of real phones---grounds every rollout in real production environments, so the capability the model learns transfers directly to deployment. Every Query Evolves: a quota-driven benchmark methodology with three orthogonal axes enables precise attribution and allows the benchmark to be systematically upgraded as the model improves. BlueLM-GUI achieves 87.4 on MobileGUI-VBench, surpassing the best closed-source model by 5.1 points, and 84.9 on AndroidWorld, the best result among open-source models and competitive with closed-source models. These results demonstrate that grounding model training and iterative improvement in both real devices and the three Every principles yields strong, robust, and transferable mobile GUI capability.

UniPart: Towards Zero-shot Language-Grounded 3D Part Segmentation for Embodied Interaction

arXiv:2609.12898v1 Announce Type: cross Abstract: Fine-grained robotic manipulation depends on understanding parts, not only whole objects. Existing 3D foundation models tend to be either generalized but object-aware, or part-aware but limited to closed-set taxonomies, which weakens zero-shot transfer. We study text-conditioned 3D part segmentation, where a free-form phrase selects a functional part on point cloud. We introduce UniPart, a feed-forward cross-modal 3D Transformer that conditions CLIP text embedding. To scale supervision, we build LangPart-1M with 160K+ Objaverse assets and 8M text to part pairs using multi-view consistent part generation. We further manually label a high-quality subset, LangPart-4K, for fine-tuning and evaluation. UniPart achieves strong zero-shot results on open-vocabulary part benchmarks and transfers to language-conditioned part grasping in real world.

AsyncFlow: An Asynchronous Streaming RL Framework for Efficient LLM Post-Training

arXiv:2507.01663v2 Announce Type: replace-cross Abstract: Reinforcement learning (RL) has become a pivotal technology in the post-training phase of large language models (LLMs). Traditional task-collocated RL frameworks suffer from significant scalability bottlenecks, while task-separated RL frameworks face challenges in managing complex dataflows and resolving resource idling. Furthermore, most existing frameworks are tightly coupled with LLM training or inference engines, making them difficult to support custom-designed engines. To address these challenges, we propose AsyncFlow, an asynchronous streaming RL framework tailored for efficient post-training. Specifically, we introduce a distributed data storage and transfer module that provides panoramic data management and fine-grained scheduling capabilities in a fully streamed manner. This architecture inherently enables automated pipeline overlapping among RL tasks and dynamic load-balancing. Moreover, we propose an asynchronous producer-consumer workflow, which is engineered to minimize computational idleness by strategically deferring the parameter update process within staleness thresholds. Finally, the core capabilities of AsyncFlow are architecturally decoupled from underlying training and inference engines and encapsulated by service-oriented user interfaces, offering a modular and customizable user experience. Extensive experiments demonstrate an average throughput of 1.59x compared to the state-of-the-art baseline. The architecture presented in this work provides actionable insights for designing next-generation RL training systems.
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