Summary (Overview)
- InteractiveWorld is the first verifiable, human-centric closed-loop interaction environment for evaluating egocentric AI assistants, built on NVIDIA Isaac Sim with over 8,000 objects and 50 scenes.
- InteractiveBench is the first dynamic, multi-turn benchmark for egocentric AI assistants, comprising 120 human-reviewed tasks across six categories: Guidance, Planning, Accessibility, Decision, Prevention, and Finding.
- The framework simulates realistic human–assistant collaboration via a three-layer architecture: Physical Layer (realistic humans and physics), Human Action Layer (autonomous navigation and manipulation), and Semantic Layer (natural language grounding into 36 action primitives).
- Experiments with 12 frontier MLLMs reveal that even the strongest model (Claude Fable 5.1) achieves only 41.7% average task success, with particularly poor performance on long-horizon Guidance (20.0%) and Planning (25.0%) tasks.
- Key bottlenecks identified: perception and memory errors account for 70.4%–85.7% of first errors, and communication quality critically bounds overall task success.
Introduction and Theoretical Foundation
The paper addresses a fundamental question: Can today's MLLMs truly help people in the physical world? Egocentric AI assistants on wearable devices share the user's first-person view and provide natural-language guidance, avoiding physical control—the human acts while the assistant focuses on perception, memory, reasoning, and communication.
Limitations of existing benchmarks:
- Real-world experiments are costly and hard to scale
- Existing benchmarks are almost entirely static: models watch pre-recorded first-person video and answer questions, with no feedback loop
- Static benchmarks cannot test two critical abilities:
(1) Closed-loop adaptation: The assistant must continually adapt its guidance to the evolving scene and human responses, since its instructions directly change the human's actions and what it sees next. (2) Compositional capabilities: The assistant must combine skills such as tracking object states, remembering events, and communicating clearly, whereas static benchmarks typically test one skill at a time.
Three key challenges for human-centric simulation:
- Human-centric egocentric view — the assistant observes through the human's first-person view, which shifts with body postures and hand movements
- Reliable execution of everyday actions — humans can reliably execute actions (GRAB, OPEN) given high-level intents
- Autonomous translation of guidance into actions — humans translate free-form guidance into executable actions based on scene observations
Methodology
Three-Layer Architecture
1. Physical Layer: Uses SMPL+H for full-body and hand modeling with a head-mounted camera for first-person vision. The human model is driven kinematically to prevent random falls. The system pre-checks navigation paths and arm reachability, automatically corrects minor collisions, and rejects unsafe actions with clear failure reasons.
2. Human Action Layer: Enables high-level actions through two stages:
- Collision-Aware Auto-Navigation: Identifies reachable standing positions, constructs obstacle maps, and plans safe paths using A* search (Hart et al., 1968)
- Target-Driven Adaptive Manipulation: Adapts posture (stand, lean, squat) and plans collision-free arm trajectories based on object shape, functional parts, and task
3. Semantic Layer: Defines 36 executable action primitives covering navigation, observation, manipulation, and daily activities. Commands specify only actions and targets (e.g., [Grab]<cup> or [PutInside]<pizza> <oven>) and are translated into goals for the Human Action Layer.
Evaluation Protocol
Each task evaluation consists of:
- Initial Scene: Complete starting world with scene layout, human position, and object states
- Warmup: Human performs predefined actions to establish context
- Closed-loop Interaction: Assistant uses egocentric view + history to choose between interrupt (guidance), silent, or done; Human issues action commands based on guidance
- Termination: When Assistant outputs
$done$or maximum interaction limit reached - Scoring: Task success requires all predefined core states to be verified from actual environment states
Task Categories
| Category | Evaluation focus | Example task |
|---|---|---|
| Guidance | Step-by-step guidance based on user's progress | Lab cleanup with 14 chemical bottles and broken glass |
| Planning | Steps within time/resource limits, flexible adjustment | Cooking for guests with allergies within 30 minutes |
| Accessibility | Scene description for blind/low-vision users | Kitchen cleanup for a blind user |
| Decision | Daily decisions using observations and knowledge | Choosing cheaper supplier quote for 40 filters |
| Prevention | Warnings before mistakes, avoiding unnecessary interruptions | Reminding user about open fridge/window before leaving |
| Finding | Finding missing objects via memory and guided search | Locating stored squeegees in a lidded box in another room |
Empirical Validation / Results
Overall Performance (Table 2)
| Model | AVG Pass (%) | Guidance Pass (%) | Planning Pass (%) | Decision Pass (%) | Prevention Pass (%) | Finding Pass (%) |
|---|---|---|---|---|---|---|
| Claude Fable 5.1 | 41.7 | 20.0 | 25.0 | 85.0 | 50.0 | 40.0 |
| Claude Opus 5 | 33.3 | 15.0 | 25.0 | 70.0 | 30.0 | 35.0 |
| Muse Spark 1.1 | 31.7 | 20.0 | 25.0 | 55.0 | 30.0 | 25.0 |
| GPT-5.6 Sol | 30.8 | 20.0 | 25.0 | 70.0 | 15.0 | 25.0 |
| GPT-5.5 | 30.0 | 10.0 | 15.0 | 65.0 | 25.0 | 20.0 |
| GLM 5.3 Flash | 30.0 | 15.0 | 20.0 | 50.0 | 20.0 | 25.0 |
| Claude Opus 4.8 | 28.3 | 0.0 | 20.0 | 50.0 | 35.0 | 35.0 |
| Kimi K3 | 24.2 | 20.0 | 15.0 | 35.0 | 20.0 | 15.0 |
| Qwen 3.8 Max | 22.5 | 5.0 | 20.0 | 35.0 | 20.0 | 20.0 |
| Gemini 3.1 Pro | 20.8 | 10.0 | 10.0 | 50.0 | 10.0 | 10.0 |
| GPT-5.6 Luna | 20.0 | 5.0 | 5.0 | 40.0 | 30.0 | 20.0 |
| DeepSeek V4.1 Flash | 12.5 | 0.0 | 5.0 | 35.0 | 0.0 | 10.0 |
Verified: Oracle Assistant achieves 100% pass rate; 0% without assistance.
Key Findings
Finding 1: Closed-loop assistance is far from solved — Even the strongest model helps complete fewer than half of tasks (41.7%), with all others at or below 33.3%.
Finding 2: Sustaining the loop is the core difficulty — Models make good one-shot decisions (85% on Decision) but break down on long-horizon tasks requiring continuous tracking and replanning (20% Guidance, 25% Planning). Performance drops quickly as task length increases.
Finding 3: Perception and memory are the primary bottlenecks — Visual perception and memory errors account for 70.4%–85.7% of first errors across all models. A single misperception cascades into all subsequent instructions.
Finding 4: Communication is critical — GLM-5.3-Flash and Claude Fable 5.1 have nearly identical average capability scores (58.2% vs. 59.2%), yet GLM scores markedly lower on communication (69.8% vs. 79.6%) and completes 11.7 points fewer tasks. Success is bounded by the weakest capability in the chain, not the average.
Finding 5: Action efficiency is severely lacking — Models require 2.35×–3.66× the Oracle's action cost on Accessibility and Guidance tasks. Efficiency is task-dependent: Claude Fable 5.1 is least efficient on Accessibility (6.75×) yet highly efficient on Prevention (1.20×).
Capability Assessment (Table 3 – Selected Models)
| Model | Objects | Spatial | OCR | Memory | Plan | Knowledge | Detect | Proactivity | Comm. | Avg. |
|---|---|---|---|---|---|---|---|---|---|---|
| Claude Fable 5.1 | 63.0 | 61.2 | 62.5 | 58.9 | 56.0 | 54.9 | 51.9 | 44.4 | 79.6 | 59.2 |
| Claude Opus 5 | 54.9 | 57.1 | 59.8 | 46.4 | 55.5 | 54.4 | 54.9 | 53.4 | 80.1 | 57.4 |
| GLM 5.3 Flash | 59.3 | 56.7 | 69.3 | 49.9 | 54.6 | 61.3 | 56.8 | 45.9 | 69.8 | 58.2 |
| DeepSeek V4.1 Flash | 57.4 | 46.0 | 51.1 | 31.1 | 35.7 | 40.9 | 33.3 | 21.9 | 65.9 | 42.6 |
Ablation Studies
Memory Augmentation: Adding a hidden $Memory$ field improves Prevention and Finding by 5–15% across models, but effects are mixed elsewhere—Planning drops 5% for two models. Simple memory augmentation is insufficient for reliable long-horizon assistance.
Human Agent Impact: Cross-evaluating 16 Assistant–Human pairings shows performance varies with the Human partner, but rankings remain stable (Fable 5.1 consistently first). Gemini 3.1 Pro serves as a good Human proxy—all four Assistants achieve their highest MCR when paired with it.
Theoretical and Practical Implications
For evaluation methodology: InteractiveBench represents a paradigm shift from static video QA to closed-loop, state-verifiable evaluation. It captures abilities that static benchmarks cannot measure: sustained attention, dynamic replanning, proactive information-seeking, and communication effectiveness over many turns.
For model development: The results reveal that current MLLMs' foundational visual capabilities are insufficient for real-world interaction. The finding that perception and memory errors dominate (70.4%–85.7% of failures) suggests research should prioritize:
- Robust visual grounding in dynamic, egocentric scenes
- Native memory mechanisms for long-horizon state tracking
- Communication training that translates plans into executable, unambiguous instructions
For practical deployment: The emergent proactive behaviors (asking users to look around, flip objects to reveal labels, request spatial information) demonstrate that models can actively shape their observations—an essential capability for real-world assistance where key information is often occluded.
Conclusion
The paper introduces InteractiveWorld, the first verifiable human-centric interaction environment, and InteractiveBench, a 120-task dynamic benchmark for egocentric AI assistants. The three-layer architecture (Physical, Human Action, Semantic) realistically simulates human–assistant collaboration with state-verifiable rewards.
The evaluation of 12 frontier MLLMs reveals substantial gaps: the strongest model succeeds on only 41.7% of tasks, with perception, memory, and communication identified as key bottlenecks. The work provides a verifiable platform and rigorous evaluation set, laying a foundation for future research on interactive MLLM assistants.
Future directions include:
- Training native memory mechanisms for dynamic interaction
- Behavioral calibration to better align simulated Human agents with real users
- Optimizing interaction efficiency alongside task success rates
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