Source-linked AI summary

Learning to Think and Explore in 3D World

Yijiang Li, Bingyang Wang, Nuno Vasconcelos

arXiv:2610.21783v1cs.CV

TL;DR

Under partial observability, a VLM must reason from current evidence and decide how to acquire what is missing. Act3D learns to interact with 3D scenes, and reaches 53.2% average accuracy across six benchmarks, 22.0% above its base Qwen model.

  • Problem

    Under partial observability, models must both reason over available evidence and determine how to act to acquire missing evidence.

    Source: §1 · p. 1
  • Method

    Act3D starts from one view, iteratively reasons and acts in a 3D environment, and uses trajectory-supervised initialization followed by RL without direct exploration-action supervision.

    Source: §5 · p. 12
  • Results

    53.2% average accuracy across six benchmarks, 22.0% above Qwen3.5-9B and 1.0% above Gemini 3.6 Flash under the same interaction protocol.

    Source: §1 · p. 2, §4.2 · p. 7
  • Takeaways & Limitations

    Gains over SFT increase from 0.6% on the lowest exploration-demand questions to 16.3% on the highest-demand questions.

    Source: §4.3 · p. 9

Abstract

from arXiv · show

We study how vision-language models (VLMs) can learn to think and actively explore in 3D space. Instead of providing multi-view images, videos, or 3D representations to the model, we preserve the native visual encoding of VLMs, i.e., a single image, one at a time, just like humans, and treat the 3D representation only as an environment with which the model can interact through actions (e.g., move left) and observations (rendered images). Each rollout begins from an initial first-person view and a visual question. The model can then iteratively reason, navigate, and reorient its viewpoint before committing to a final answer. Following an initial trajectory-supervised finetuning, we apply reinforcement learning (RL) with rewards driven primarily by final-answer correctness. Crucially, RL provides no direct supervision over which viewpoints the model should visit or which exploration actions it should take. Instead, the model must learn an effective exploration policy solely from the extent to which its interactions improve performance. Across six 3D benchmarks, our model ACT3D achieves an average accuracy of 53.2% that improves its base Qwen model by 22.0% and surpasses proprietary Gemini 3.6 Flash. ACT3D also outperforms existing open-source 3D methods while using 50-70% fewer input frames, and generalizes to unseen domains with an average improvement of 5.9% over its supervised initialization. Further analysis reveals adaptive, question-conditioned exploration. Performance gains over the base model increase from 0.6% on questions answerable from the initial view to 16.3% on those requiring extensive exploration. ACT3D searches for occluded targets, avoids unnecessary exploration, and acquires complementary viewpoints for spatial comparisons. These findings demonstrate that outcome-based RL enables VLMs not only to reason over visual evidence, but also to learn when and how to acquire it.

1 INTRODUCTION

Under partial observability, 3D reasoning requires both interpreting available evidence and acting to acquire what is missing. Act3D treats the scene as an interactive environment, training a model to alternate between reasoning and exploration before answering.

1 INTRODUCTION

  • Existing 3D VLM work often provides observations specified in advance, while partial observability requires models to acquire missing task-relevant evidence.The paper asks whether a VLM can learn active exploration as part of 3D reasoning.Source: §1 · p. 1
  • Act3D keeps the 3D scene external and lets the model access it through sequential action-observation interactions from a fixed initial egocentric view.The model navigates and controls its viewpoint before committing to an answer.Source: §1 · p. 1, Figure 1 · p. 2
  • Trajectory-supervised fine-tuning establishes the interaction protocol, then RL optimizes the full policy mainly through final-answer correctness without direct supervision of intermediate actions or viewpoints.Exploration must be learned through credit assignment from task performance.Source: §1 · p. 2
  • Across six 3D benchmarks, Act3D achieves 53.2% average accuracy, improving its base Qwen model by 22.0% and surpassing Gemini 3.6 Flash by 1.0%.It also outperforms open-source 3D methods while using 50–70% fewer input frames.Source: §1 · p. 2

2 RELATED WORK

Prior work advances 3D spatial reasoning, multimodal reasoning, and embodied exploration, but often assumes visual evidence is supplied rather than acquired during inference. Act3D instead learns to navigate a 3D scene and acquire evidence jointly with reasoning.

2 RELATED WORK

  • Prior 3D VLM approaches largely assume the evidence needed to answer is already provided, including scene representations, fixed views or videos, and reconstruction-enhanced inputs.Act3D instead receives egocentric 2D observations and learns to acquire task-relevant evidence through interaction.Source: §2 · p. 3
  • Spatial-reasoning RL and multimodal agent methods primarily manipulate or revisit evidence contained in the input, whereas Act3D actively acquires new evidence in a 3D environment.The model jointly optimizes reasoning and interaction in a single rollout.Source: §2 · p. 3
  • EmbodiedQA and active-viewpoint methods study navigation or view selection, while Act3D abstracts embodiment to camera control over scanned scenes and jointly learns exploration and question answering.Related approaches include training-free view selection, RL-optimized reconstruction tools, and distilled view graphs.Source: §2 · p. 3

3 METHOD

ACT3D treats 3D reasoning as an interactive process in which a model gathers rendered views through camera actions, then answers under partial observability. Training first initializes interaction from curated demonstrations and then uses outcome-driven reinforcement learning to optimize the full policy without intermediate viewpoint or action supervision.

3 METHOD

  • Two-stage training initializes a reason–act–observe policy from curated demonstrations, then optimizes exploration through final-performance rewards without intermediate viewpoint or action supervision.The demonstrations establish an interaction protocol and behavioral prior rather than prescribing canonical exploration targets.Source: §3 · p. 3, §3.2 · p. 6

3.1 REASONING IN 3D UNDER PARTIAL OBSERVABILITY

  • The policy observes rendered egocentric views and camera configurations while the reconstructed scene remains hidden and fixed.The task is formalized as a POMDP with a question, scene, and ground-truth answer; the camera viewpoint changes through the policy’s actions.Source: §3.1 · pp. 3–4
  • Relative navigation actions pair a motion primitive with a step multiplier, while absolute actions specify a camera position and look-at point.Relative actions are used throughout training and evaluation because they are camera-centric and map to interpretable motions; the scene-bounding-box projection clamps camera position without collision checking.Source: §3.1 · p. 4

3.2 TRAJECTORY-SUPERVISED POLICY INITIALIZATION

  • Trajectory-supervised fine-tuning uses curated demonstrations to establish interaction competence, after which reinforcement learning optimizes the full interactive policy.The curated corpus contains 5,712 trajectories, 20,603 rendered observations, and 830 scenes; demonstrations initialize behavior rather than prescribe a unique exploration strategy.Source: §3.2 · pp. 5–6

3.3 OUTCOME-DRIVEN REINFORCEMENT LEARNING

  • RL training uses question–answer pairs and valid initial views, drawing 51,543 questions from ScanQA, MP3D, and generated questions over ScanNet and ARKitScenes.Rollouts from the same initial condition can acquire different evidence, enabling comparison of information-acquisition strategies under the same task objective.Source: §3.3 · p. 6
  • Reinforcement learning assigns rollout-level credit across reasoning and interaction, allowing the policy to learn which evidence to acquire as well as how to reason over it.The interaction reward is credited only for correct-answer rollouts and rewards verified object visibility or, otherwise, interactions up to a cap; it does not prescribe intermediate viewpoints or actions.Source: §3.3 · pp. 6–7

4 EXPERIMENT

Act3D is evaluated across six 3D benchmarks under varied training and evaluation settings. Mixed-data Act3D leads the reported comparisons, while RL improves on supervised initialization and ScanQA-only training yields gains beyond its training domain.

4.1 SETUP

  • Evaluation spans six benchmarks and compares passive perception methods, active VLMs, and base and SFT checkpoints under the stated protocols.Training uses ScanQA-only or mixed-data configurations, with trajectory-supervised fine-tuning followed by GRPO; the evaluation initializes models from one render and allows up to twelve interactions.Source: §4.1 · p. 7

4.2 MAIN RESULTS

  • 53.2% average accuracy across six benchmarks makes mixed-data Act3D the highest-performing evaluated method, surpassing the Qwen3.5-9B base by 22.0% and Gemini 3.6 Flash by 1.0%.It also outperforms evaluated open-source 3D methods, using a single initial view and acquiring additional evidence through interaction.Source: §4.2 · p. 7, Table 1 · p. 8
  • RL raises mixed-data average accuracy from 48.6% to 53.2% (+4.6%) over SFT initialization, with gains on five of six benchmarks.The largest reported gains are ARKit (+14.1%) and SPBench-MV (+8.1%).Source: §4.2 · p. 8
  • ScanQA-only RL raises average accuracy from 47.8% to 50.6% (+2.8%) over SFT and improves average accuracy on the other five benchmarks from 49.5% to 51.6% (+2.1%).Gains occur on four of those five benchmarks, including MP3D (+6.0%) and SQA3D (+3.8%).Source: §4.2 · p. 8

4.3 LEARNING DYNAMICS AND EXPLORATION BEHAVIOR

RL improves validation performance while increasing interaction, with gains that are larger for questions estimated to require more exploration. Qualitative examples show question-dependent evidence gathering and reasoning across successive observations.

4.3 LEARNING DYNAMICS AND EXPLORATION BEHAVIOR

  • ScanQA-only validation accuracy rises from 40.2% to 45.5%, while mixed-data training increases mean interactions per episode from approximately 3.3 to 8.3.Mixed-data validation improves across all three benchmarks, with the largest gains on ARKitScenes; Figure 4 distinguishes validation accuracy in panels (a) and (b) from in-training rollout interactions in panel (c).Source: §4.3 · p. 9
  • 16.3% combined SFT-and-RL improvement in the highest exploration-demand group contrasts with 0.6% in the lowest; RL adds 10.9% over SFT in the highest group.Demand is estimated geometrically from the answer object's bearing and distance from the initial viewpoint, independently of the model's actual interactions.Source: §4.3 · p. 9, Figure 5 · p. 9

4.4 QUALITATIVE ANALYSIS.

  • Act3D changes viewpoint to find occluded or off-screen targets, uses brief verification when a target is visible, and gathers complementary views for spatial comparisons.Reasoning is refined as observations arrive, helping resolve ambiguities through successive interactions.Source: §4.4 · p. 9

4.5 ABLATION RESULTS

The ablations compare initial visual context, observation interfaces, and action parameterizations. They report advantages for rendering over retrieval and relative camera movements over absolute poses, while a single rendered initial view performs comparably to richer initial views.

4.5.1 INITIAL OBSERVATION

  • Despite using only one initial image instead of five, initialization with a bird’s-eye view (BEV) and four rendered views achieves comparable accuracy; combining BEV with one rendered view reduces accuracy to 36.7%.Source: §4.5.1 · p. 10

4.5.2 OBSERVATION INTERFACE: RENDERING VS. RETRIEVAL

  • 10.6% higher average accuracy across all 13 evaluation checkpoints is reported for rendering over nearest-view real-image retrieval under matched training conditions.Retrieved images can deviate from requested camera poses, whereas renders can be generated at arbitrary poses; Figure 7 illustrates pose discrepancies.Source: §4.5.2 · p. 10, Figure 7 · p. 10

4.6 ACTION SPACE

  • 41.4% ScanQA accuracy with relative camera movements exceeds 36.7% with absolute camera-pose prediction.Relative actions use the camera’s local coordinate system and intuitive translations and rotations, aligning with sequential, observation-conditioned exploration.Source: §4.6 · p. 11

4.7 SUPERVISED INITIALIZATION

The interaction reward increased exploration frequency but did not consistently improve accuracy; supervised initialization was associated with more interaction and higher ScanQA accuracy during RL.

4.7 SUPERVISED INITIALIZATION

  • With SFT initialization, ScanQA accuracy rose from 39.5% to 42.7% as interactions increased from 2.7 to 8.7 per episode; without SFT, 470-step RL reached 41.4% with 2.0 interactions.The settings differ in backbone and training budget, so the comparison suggests SFT facilitates adaptation but is not necessary for learning to interact.Source: §4.7 · p. 11

4.8 INTERACTION REWARD

  • Adding a 0.05 per-interaction reward raised interactions to 9.4–10.1 per episode and improved all three held-out benchmarks, including SPBench-MV by 6.4%, while reducing training-domain accuracy by 0.3–2.3%.Figure 10 compares ScanQA accuracy with and without the interaction reward across held-out and training benchmarks.Source: §4.8 · p. 11, Figure 10 · p. 12
  • An explicit interaction reward mainly encourages evidence acquisition, while outcome-based feedback guides the policy toward effective reasoning.Source: §4.8 · p. 12

5 CONCLUSION

Act3D treats the 3D scene as an interactive environment and learns to reason while acquiring visual evidence. Across six benchmarks, it achieves 53.2% average accuracy, with gains extending beyond training domains and especially to questions requiring more exploration.

  • Across six 3D benchmarks, Act3D achieved the highest average accuracy of 53.2%, improving on its SFT initialization by 4.6% and outperforming active and passive 3D reasoning methods.Source: §5 · p. 12
  • Act3D treats 3D representations as interactive environments rather than complete inputs, iteratively reasoning, acting, and acquiring visual evidence from a single observation.Source: §5 · p. 12
  • The gains extend beyond the training benchmark and are particularly pronounced on questions requiring more extensive exploration, while qualitative results show question-conditioned strategies adapting to new observations.Source: §5 · p. 12

A WHY IS INTERACTION NECESSARY?

Under partial observability, the initial view may leave multiple answer-distinct scenes compatible with the evidence. Interaction can acquire question-relevant observations, although the informativeness of a particular observation is not guaranteed.

  • The consistency set contains all scenes indistinguishable from the true scene under the interaction history, and a question is answerable when those scenes all induce the same answer.Source: A WHY IS INTERACTION NECESSARY? · p. 18
  • In a deterministic environment, each added observation can only shrink the set of compatible scenes, and expected answer uncertainty cannot increase, though a particular observation may leave uncertainty unchanged or increase it.Source: A WHY IS INTERACTION NECESSARY? · p. 18
  • When the initial question-view pair is consistent with multiple scenes inducing different answers, no model capacity can resolve that ambiguity from the initial view alone.Source: A WHY IS INTERACTION NECESSARY? · p. 18
  • Successful interaction therefore requires selecting viewpoints informative for the current question, because task-dependent evidence unavailable initially can make the question answerable.Source: A WHY IS INTERACTION NECESSARY? · p. 18

B REPRODUCING ROSS3D

The Ross3D evaluation used its released checkpoint and official evaluation components, with a launcher adjustment for scheduler compatibility. Reproduced scores closely matched published results across every metric.

  • The reproduction used the released LLaVA-Video-Qwen2-7B checkpoint, official dataloader, frame sampler, scorer, and bird’s-eye-view input.Source: B REPRODUCING ROSS3D · p. 18
  • The only implementation change was directly calling the evaluation function because the original eight-GPU Ray launcher was incompatible with the scheduler.Source: B REPRODUCING ROSS3D · p. 18
  • On 4,675 ScanQA validation questions, the reproduced Ross3D scores closely matched published results across every metric, validating the evaluation pipeline and comparability with other reported ScanQA results.Source: B REPRODUCING ROSS3D · p. 18, Table 3 · p. 18

C PROMPT TEMPLATES

The appendix documents prompts for the interactive policy and evaluation, trajectory teacher, and accuracy judges. It specifies how the policy explores and answers, and how training and evaluation judgments are formed.

C.1 INTERACTIVE POLICY AND EVALUATION

  • The policy prompt is unchanged between reinforcement learning and evaluation, except that room dimensions are omitted when scene bounds are unavailable.Default steps are about 1 metre forward or backward, 0.6 metres for other translations, and 30 degrees for turns; distances can be adjusted.Source: §C.1 · p. 19
  • The policy starts from one egocentric image and a visual question, then uses render_view_tool actions to obtain views before answering.The initial user turn may include room dimensions; each valid action returns a rendered view and camera-position information.Source: §C.1 · p. 19
  • Policy outputs take either a tool-call format for movement or a final-answer format, with the answer restricted to a short phrase of 1–5 words.The prompt asks the model to reason inside <think> before either action or answer.Source: §C.1 · p. 19

C.2 TRAJECTORY-SUPERVISED TEACHER

  • The trajectory teacher reuses the policy prompts but receives more verbose observations, including scene coverage and bounds, to audit coverage while creating trajectories.The teacher observation also reports camera and look-at positions.Source: §C.2 · pp. 19–20
  • The exact-match training variant deterministically replaces the teacher’s final answer with the closest normalized ScanQA ground-truth string, prioritizing exact matches and then token-F1.First-listed order breaks ties.Source: §C.2 · p. 20

C.3 ACCURACY-REWARD JUDGE

  • The training judge awards a binary reward only for CORRECT without INCORRECT, requiring a coherent answer semantically equivalent to the ground truth.The prompt explicitly rejects gibberish, word salad, self-contradiction, and broken or non-English tokens.Source: §C.3 · p. 20
  • The offline evaluation judge uses a shorter prompt and permits terse answer fragments, unlike the training judge’s coherence requirement.It scores stored predictions, including proprietary baselines.Source: §C.3 · p. 21
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