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740篇论文匹配“Graphical Models”
第 18 / 37 页

Pei Yang, Hai Ci, Mike Zheng Shou

Graphical User Interface (GUI) agents show promising capabilities for automating computer-use tasks and facilitating accessibility, but existing interactive benchmarks are mostly English-only, covering web-use or Windows, Linux, and Android environments, but not macOS. macOS is a major OS with distinctive GUI patterns and exclusive applications. To bridge the gaps, we present macOSWorld, the first comprehensive benchmark for evaluating GUI agents on macOS. macOSWorld features 202 multilingual interactive tasks across 30 applications (28 macOS-exclusive), with task instructions and OS interfaces offered in 5 languages (English, Chinese, Arabic, Japanese, and Russian). As GUI agents are shown to be vulnerable to deception attacks, macOSWorld also includes a dedicated safety benchmarking subset. Our evaluation on six GUI agents reveals a dramatic gap: proprietary computer-use agents lead at above 30\% success rate, while open-source lightweight research models lag at below 5\%, highlighting the need for macOS domain adaptation. Multilingual benchmarks also expose common weaknesses, especially in Arabic, with a 28.8\% average degradation compared to English. Results from safety benchmarking also highlight that deception attacks are more general and demand immediate attention. Project page: https://macos-world.github.io.

Reinforcement Learning · Everything Else

Haolong Yan, Yeqing Shen, Xin Huang, Jia Wang, Kaijun Tan, Zhixuan Liang, Hongxin Li, Zheng Ge, Osamu Yoshie, Si Li 等

With the rapid development of Large Vision Language Models, the focus of Graphical User Interface (GUI) agent tasks shifts from single-screen tasks to complex screen navigation challenges. However, real-world GUI environments, such as PC software and mobile Apps, are often complex and proprietary, making it difficult to obtain the comprehensive environment information needed for agent training and evaluation. This limitation hinders systematic investigation and benchmarking of agent navigation capabilities. To address this limitation, we introduce GUI Exploration Lab, a simulation environment engine for GUI agent navigation research that enables flexible definition and composition of screens, icons, and navigation graphs, while providing full access to environment information for comprehensive agent training and evaluation. Through extensive experiments, we find that supervised fine-tuning enables effective memorization of fundamental knowledge, serving as a crucial foundation for subsequent training. Building on this, single-turn reinforcement learning further enhances generalization to unseen scenarios. Finally, multi-turn reinforcement learning encourages the development of exploration strategies through interactive trial and error, leading to further improvements in screen navigation performance. We validate our methods on both static and interactive benchmarks, demonstrating that our findings generalize effectively to real-world scenarios. These findings demonstrate the advantages of reinforcement learning approaches in GUI navigation and offer practical guidance for building more capable and generalizable GUI agents.

Probabilistic Methods

Martin Ondrus, Ivor Cribben, Yang Feng

Networks have been extensively used and have provided novel insights across a wide variety of research areas. However, many real-world systems are, in fact, a ``network of networks'', or a multilayer network, which interact as components of a larger multimodal system. A major difficulty in this multilayer framework is the estimation of interlayer edges or connections. In this work, we propose a new estimation method, called multilayer sparse + low-rank inverse covariance estimation (multiSLICE), which estimates the interlayer edges. multiSLICE bridges latent variable Gaussian graphical methods with multilayer networks, offering a flexible framework for modeling processes with irregular sampling and heterogeneous graph structures. We develop an effective algorithm to compute the estimator. We also establish theoretical conditions for the recoverability of the joint space, analyze how inter-layer interactions influence joint parameter estimation, and provide theoretical bounds on their relationships. Finally, we rigorously evaluate our method on both simulated and multimodal neuroimaging data, demonstrating improvements over state-of-the-art approaches. Finally, all the relevant R code implementing the method in the article is available on [GitHub](https://github.com/mondrus96/multiSLICE).

Social Aspects · Trustworthy Machine Learning

Thomas Kuntz, Agatha Duzan, Hao Zhao, Francesco Croce, Zico Kolter, Nicolas Flammarion, Maksym Andriushchenko

Computer use agents are LLM-based agents that can directly interact with a graphical user interface, by processing screenshots or accessibility trees. While these systems are gaining popularity, their safety has been largely overlooked, despite the fact that evaluating and understanding their potential for harmful behavior is essential for widespread adoption. To address this gap, we introduce OS-Harm, a new benchmark for measuring safety of computer use agents. OS-Harm is built on top of the OSWorld environment (Xie et al., 2024) and aims to test models across three categories of harm: deliberate user misuse, prompt injection attacks, and model misbehavior. To cover these cases, we create 150 tasks that span several types of safety violations (harassment, copyright infringement, disinformation, data exfiltration, etc.) and require the agent to interact with a variety of OS applications (email client, code editor, browser, etc.). Moreover, we propose an automated judge to evaluate both accuracy and safety of agents that achieves high agreement with human annotations (0.76 and 0.79 F1 score). We evaluate computer use agents based on a range of frontier models—such as `o4-mini`, `Claude 3.7 Sonnet`, `Gemini 2.5 Pro`—and provide insights into their safety. In particular, all models tend to directly comply with many deliberate misuse queries, are relatively vulnerable to static prompt injections, and occasionally perform unsafe actions. The OS-Harm benchmark is available at https://github.com/tml-epfl/os-harm.

General Machine Learning · Causality

Yeahoon Kwon, Yesong Choe, Soungmin Park, Neil Dhir, Sanghack Lee

We study the problem of sequential decision-making in environments governed by evolving causal mechanisms. Prior work on structural causal bandits--formulations that integrate causal graphs into multi-armed bandit problems to guide intervention selection--has shown that leveraging the causal structure can reduce unnecessary interventions by identifying possibly-optimal minimal intervention sets (POMISs). However, such formulations fall short in dynamic settings where reward distributions may vary over time, as their static, hence myopic, nature focuses on immediate rewards and overlooks the long-term effects of interventions. In this work, we propose a non-stationary structural causal bandit framework that leverages temporal structural causal models to capture evolving dynamics over time. We characterize how interventions propagate over time by developing graphical tools and assumptions, which form the basis for identifying non-myopic intervention strategies. Within this framework, we devise POMIS$^+$, which captures the existence of variables that contribute to maximizing both immediate and long-term rewards. Our framework provides a principled way to reason about temporally-aware interventions by explicitly modeling information propagation across time. Empirical results validate the effectiveness of our approach, demonstrating improved performance over myopic baselines.

Deep Learning · Generative Models and Autoencoders

Qingming LIU, Zhen Liu, Dinghuai Zhang, Kui Jia

Generating high-quality and photorealistic 3D assets remains a longstanding challenge in 3D vision and computer graphics. Although state-of-the-art generative models, such as diffusion models, have made significant progress in 3D generation, they often fall short of human-designed content due to limited ability to follow instructions, align with human preferences, or produce realistic textures, geometries, and physical attributes. In this paper, we introduce Nabla-R2D3, a highly effective and sample-efficient reinforcement learning alignment framework for 3D-native diffusion models using 2D rewards. Built upon the recently proposed Nabla-GFlowNet method for reward finetuning, our Nabla-R2D3 enables effective adaptation of 3D diffusion models through pure 2D reward feedback. Extensive experiments show that, unlike naive finetuning baselines which either fail to converge or suffer from overfitting, Nabla-R2D3 consistently achieves higher rewards and reduced prior forgetting within few finetuning steps.

General Machine Learning · Representation Learning

Cheng Zheng, William Koch, Baiang Li, Felix Heide

Hierarchical structures of motion exist across research fields, including computer vision, graphics, and robotics, where complex dynamics typically arise from coordinated interactions among simpler motion components. Existing methods to model such dynamics typically rely on manually-defined or heuristic hierarchies with fixed motion primitives, limiting their generalizability across different tasks. In this work, we propose a general hierarchical motion modeling method that learns structured, interpretable motion relationships directly from data. Our method represents observed motions using graph-based hierarchies, explicitly decomposing global absolute motions into parent-inherited patterns and local motion residuals. We formulate hierarchy inference as a differentiable graph learning problem, where vertices represent elemental motions and directed edges capture learned parent-child dependencies through graph neural networks. We evaluate our hierarchical reconstruction approach on three examples: 1D translational motion, 2D rotational motion, and dynamic 3D scene deformation via Gaussian splatting. Experimental results show that our method reconstructs the intrinsic motion hierarchy in 1D and 2D cases, and produces more realistic and interpretable deformations compared to the baseline on dynamic 3D Gaussian splatting scenes. By providing an adaptable, data-driven hierarchical modeling paradigm, our method offers a formulation applicable to a broad range of motion-centric tasks.

Computer Vision · Everything Else

Zhiyuan Gao, Jiageng Mao, Hong-Xing "Koven" Yu, HAOZHE LOU, Emily Jia, Jernej Barbic, Jiajun Wu, Yue Wang

A longstanding goal in computer vision is to model motions from videos, while the representations behind motions, i.e. the invisible physical interactions that cause objects to deform and move, remain largely unexplored. In this paper, we study how to recover the invisible forces from visual observations, e.g., estimating the wind field by observing a leaf falling to the ground. Our key innovation is an end-to-end differentiable inverse graphics framework, which jointly models object geometry, physical properties, and interactions directly from videos. Through backpropagation, our approach enables the recovery of force representations from object motions. We validate our method on both synthetic and real-world scenarios, and the results demonstrate its ability to infer plausible force fields from videos. Furthermore, we show the potential applications of our approach, including physics-based video generation and editing. We hope our approach sheds light on understanding and modeling the physical process behind pixels, bridging the gap between vision and physics. Please check more video results in our project page https://chaoren2357.github.io/seeingthewind/ .

Computer Vision · Image and Video Generation

Juan Rodriguez, Haotian Zhang, Abhay Puri, Rishav Pramanik, Aarash Feizi, Pascal Wichmann, Arnab Mondal, Mohammad R. Samsami, Rabiul Awal, Perouz Taslakian 等

Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce Reinforcement Learning from Rendering Feedback, an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. \method significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.

Applications

Yuqi Zhou, Sunhao Dai, Shuai Wang, Kaiwen Zhou, Qinglin Jia, Jun Xu

Recent Graphical User Interface (GUI) agents replicate the R1-Zero paradigm, coupling online Reinforcement Learning (RL) with explicit chain-of-thought reasoning prior to object grounding and thereby achieving substantial performance gains. In this paper, we first conduct extensive analysis experiments of three key components of that training pipeline: input design, output evaluation, and policy update—each revealing distinct challenges arising from blindly applying general-purpose RL without adapting to GUI grounding tasks. Input design: Current templates encourage the model to generate chain-of-thought reasoning, but longer chains unexpectedly lead to worse grounding performance. Output evaluation: Reward functions based on hit signals or box area allow models to exploit box size, leading to reward hacking and poor localization quality. Policy update: Online RL tends to overfit easy examples due to biases in length and sample difficulty, leading to under-optimization on harder cases. To address these issues, we propose three targeted solutions. First, we adopt a $\textbf{Fast Thinking Template}$ that encourages direct answer generation, reducing excessive reasoning during training. Second, we incorporate a box size constraint into the reward function to mitigate reward hacking. Third, we revise the RL objective by adjusting length normalization and adding a difficulty-aware scaling factor, enabling better optimization on hard samples. Our $\textbf{GUI-G1-3B}$, trained on 17K public samples with Qwen2.5-VL-3B-Instruct, achieves $\textbf{90.3\%}$ accuracy on ScreenSpot and $\textbf{37.1\%}$ on ScreenSpot-Pro. This surpasses all prior models of similar size and even outperforms the larger UI-TARS-7B, establishing a new state-of-the-art in GUI agent grounding.

Yiyou Sun, Shawn Hu, Georgia Zhou, Ken Zheng, Hanna Hajishirzi, Nouha Dziri, Dawn Song

Recent large language models (LLMs) with long-chain-of-thought reasoning—such as DeepSeek-R1—have achieved impressive results on Olympiad-level mathematics benchmarks. However, they often rely on a narrow set of strategies and struggle with problems that require a novel way of thinking. To systematically investigate these limitations, we introduce OMEGA—Out-of-distribution Math Problems Evaluation with 3 Generalization Axes—a controlled yet diverse bench- mark designed to evaluate three axes of out-of-distribution generalization, inspired by Boden’s typology of creativity: (1) Exploratory—applying known problem- solving skills to more complex instances within the same problem domain; (2) Com- positional—combining distinct reasoning skills, previously learned in isolation, to solve novel problems that require integrating these skills in new and coherent ways; and (3) Transformative—adopting novel, often unconventional strategies by moving beyond familiar approaches to solve problems more effectively. OMEGA consists of programmatically generated training–test pairs derived from templated problem generators across geometry, number theory, algebra, combinatorics, logic, and puzzles, with solutions verified using symbolic, numerical, or graphical methods. We evaluate frontier (or top-tier) LLMs and observe sharp performance degradation as problem complexity increases. Moreover, we fine-tune the Qwen-series models across all generalization settings and observe notable improvements in exploratory generalization, while compositional generalization remains limited, and transformative reasoning shows little to no improvement. By isolating and quantifying these fine-grained failures, OMEGA lays the groundwork for advancing LLMs toward genuine mathematical creativity beyond mechanical proficiency. Our code and dataset are available at https://github.com/sunblaze-ucb/omega.

Applications

Tianbao Xie, Jiaqi Deng, Xiaochuan Li, Junlin Yang, Haoyuan Wu, Jixuan Chen, Wenjing Hu, Xinyuan Wang, Yuhui Xu, Zekun Wang 等

Graphical user interface (GUI) grounding, the ability to map natural language instructions to specific actions on graphical user interfaces, remains a critical bottleneck in computer use agent development. Current benchmarks oversimplify grounding tasks as short referring expressions, failing to capture the complexity of real-world interactions that require software commonsense, layout understanding, and fine-grained manipulation capabilities. To address these limitations, we introduce OSWorld-G, a comprehensive benchmark comprising 564 finely annotated samples across diverse task types including text matching, element recognition, layout understanding, and precise manipulation. Additionally, we synthesize and release the largest computer use grounding dataset Jedi, which contains 4 million examples through multi-perspective decoupling of tasks. Our multi-scale models trained on Jedi demonstrate its effectiveness by outperforming existing approaches on ScreenSpot-v2, ScreenSpot-Pro, and our OSWorld-G. Furthermore, we demonstrate that improved grounding with Jedi directly enhances agentic capabilities of general foundation models on complex computer tasks with state-of-the-art performance, improving from 23% to 51% on OSWorld. Through detailed ablation studies, we identify key factors contributing to grounding performance and verify that combining specialized data for different interface elements enables compositional generalization to novel interfaces. All benchmark, data, checkpoints, and code are open-sourced and available at https://osworld-grounding.github.io.

General Machine Learning · Causality

Simon Ferreira, Charles Assaad

The do-calculus is a sound and complete tool for identifying causal effects in acyclic directed mixed graphs (ADMGs) induced by structural causal models (SCMs). However, in many real-world applications, especially in high-dimensional settings, constructing a fully specified ADMG is often infeasible. This limitation has led to growing interest in partially specified causal representations, particularly through cluster-directed mixed graphs (C-DMGs), which group variables into clusters and offer a more abstract yet practical view of causal dependencies. While these representations can include cycles, recent work has shown that the do-calculus remains sound and complete for identifying macro-level causal effects in C-DMGs over ADMGs under the assumption that all clusters sizes are greater than 1. Nevertheless, real-world systems often exhibit cyclic causal dynamics at the structural level. To account for this, input-output structural causal models (ioSCMs) have been introduced as a generalization of SCMs that allow for cycles. ioSCMs induce another type of graph structure known as a directed mixed graph (DMG). Analogous to the ADMG setting, one can define C-DMGs over DMGs as high-level representations of causal relations among clusters of variables. In this paper, we prove that, unlike in the ADMG setting, the do-calculus is unconditionally sound and complete for identifying macro causal effects in C-DMGs over DMGs. Furthermore, we show that the graphical criteria for non-identifiability of macro causal effects previously established C-DMGs over ADMGs naturally extends to a subset of C-DMGs over DMGs.

Optimization · Optimization and Learning under Uncertainty

Gongwei Chen, Lirong Jie, Lexiao Zou, Weili Guan, Miao Zhang, Liqiang Nie

Benefiting from the availability of extensive navigation trajectories, both manually and automatically annotated, current graphical user interface (GUI) agents have achieved remarkable advancements in performance. However, these annotated datasets often contain substantial noise, which impedes effective agent training and underscores the necessity for rigorous trajectory quality assessment. In contrast to existing prompting-based evaluators that rely on proprietary multimodal large language models (MLLMs), we propose an Uncertainty-aware Reinforced Self-Training (URST) framework to train lightweight MLLMs for efficient and reliable trajectory evaluation. URST iteratively fine-tunes MLLMs using their own generated thoughts and judgments to enable self-improvement, while its uncertainty-aware sampling strategy ensures the selection of the most informative training examples. To further enhance reasoning and judgment capabilities, we propose a simplified group policy optimization approach that effectively leverages diverse positive and negative samples for evaluator learning. Our evaluator demonstrates superior judgment performance across both in-domain and out-of-domain datasets. When used to filter navigation datasets, it consistently leads to performance improvements in training GUI agents.

Theory · Game Theory

Kiarash Banihashem, MohammadTaghi Hajiaghayi, Danny Mittal

We investigate the problem of sequentially selecting elements of an unknown matroid in an online manner to form an independent set, with the goal of maximizing the minimum probability of acceptance across all elements, a property we define as $f$-fairness. Under adversarial arrival orders, we design an $\alpha(\ln(k)+1)$-fair algorithm, where $\alpha$ is the arboricity of the matroid and $k$ is the rank, a result that is nearly optimal. For laminar matroids, we develop an $(2\alpha-1)$-fair algorithm, which is optimal up to constant factors, achieved through a novel online coloring scheme. In the random arrival order setting, we achieve a $(4+o(1))\alpha$-fair algorithm for graphic matroids, matching the optimal result up to constant factors, relying on a novel technique for learning a degeneracy ordering using a sampled subset of edges. We further generalize our result to $p$-matchoids, obtaining a $\beta(p\ln k+1)$-fair algorithm for the adversarial arrival model, where $\beta$ is the optimal offline fairness. Notably, all our results can be extended to a setting with no prior knowledge of the matroid with only a logarithmic increase in the fairness factor.

Dang Nguyen, Jian Chen, Yu Wang, Gang Wu, Namyong Park, Zhengmian Hu, Hanjia Lyu, Junda Wu, Ryan Aponte, Yu Xia 等

Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.

Xinyi Liu, Xiaoyi Zhang, Ziyun Zhang, Yan Lu

Recent advancements in Large Vision-Language Models are accelerating the development of Graphical User Interface (GUI) agents that utilize human-like vision perception capabilities to enhance productivity on digital devices. Compared to approaches predicated on GUI metadata, which are platform-dependent and vulnerable to implementation variations, vision-based approaches offer broader applicability.In this vision-based paradigm, the GUI instruction grounding, which maps user instruction to the location of corresponding element on the given screenshot, remains a critical challenge, particularly due to limited public training dataset and resource-intensive manual instruction data annotation.In this paper, we delve into unexplored challenges in this task including element-to-screen ratio, unbalanced element type, and implicit instruction. To address these challenges, we introduce a large-scale data synthesis pipeline \textit{UI-E2I-Synth} for generating varying complex instruction datasets using GPT-4o instead of human annotators. Furthermore, we propose a new GUI instruction grounding benchmark \textit{UI-I2E-Bench}, which is designed to address the limitations of existing benchmarks by incorporating diverse annotation aspects.Our model, trained on the synthesized data, achieves superior performance in GUI instruction grounding, demonstrating the advancements of proposed data synthesis pipeline.The proposed benchmark, accompanied by extensive analyses, provides practical insights for future research in this domain. We will release our dataset and benchmark to facilitate further development of GUI instruction grounding community.

Joonhyung Park, Peng Tang, Sagnik Das, Srikar Appalaraju, Kunwar Yashraj Singh, R. Manmatha, Shabnam Ghadar

Visual agent models for automating human activities on Graphical User Interfaces (GUIs) have emerged as a promising research direction, driven by advances in large Vision Language Models (VLMs). A critical challenge in GUI automation is the precise grounding of interface elements across diverse platforms. Existing vision-only GUI agents directly ground elements from large and cluttered screenshots, requiring them to process substantial irrelevant information that compromises their accuracy. In addition, these approaches typically employ basic cross-entropy loss for learning grounding objectives, which fails to effectively capture grounding quality compared to established object detection metrics like Intersection-over-Union (IoU). To address these issues, we introduce R-VLM, a novel GUI grounding approach that leverages zoomed-in region proposals for precise element localization. We also propose an IoU-aware objective function that facilitates model convergence toward high IoU predictions. Our approach bridges the gap between VLMs and conventional object detection techniques, improving the state-of-the-art grounding accuracy by 13% across diverse GUI platforms on the GUI grounding benchmarks ScreenSpot and AgentStudio. In addition, our R-VLM approach shows 3.2-9.7% absolute accuracy improvements in GUI navigation tasks on the AITW and Mind2Web benchmarks.

Pengzhou Cheng, Zheng Wu, Zongru Wu, Tianjie Ju, Aston Zhang, Zhuosheng Zhang, Gongshen Liu

Autonomous graphical user interface (GUI) agents powered by multimodal large language models have shown great promise. However, a critical yet underexplored issue persists: over-execution, where the agent executes tasks in a fully autonomous way, without adequate assessment of its action confidence to compromise an adaptive human-agent collaboration. This poses substantial risks in complex scenarios, such as those involving ambiguous user instructions, unexpected interruptions, and environmental hijacks. To address the issue, we introduce OS-Kairos, an adaptive GUI agent capable of predicting confidence levels at each interaction step and efficiently deciding whether to act autonomously or seek human intervention. OS-Kairos is developed through two key mechanisms: (i) collaborative probing that annotates confidence scores at each interaction step; (ii) confidence-driven interaction that leverages these confidence scores to elicit the ability of adaptive interaction. Experimental results show that OS-Kairos substantially outperforms existing models on our curated dataset featuring complex scenarios, as well as on established benchmarks such as AITZ and Meta-GUI, with 24.59%~87.29% improvements in task success rate. OS-Kairos facilitates an adaptive human-agent collaboration, prioritizing effectiveness, generality, scalability, and efficiency for real-world GUI interaction. The dataset and codes are available at Anonymous.

Yuxiang Chai, Siyuan Huang, Yazhe Niu, Han Xiao, Liang Liu, Guozhi Wang, Dingyu Zhang, Shuai Ren, Hongsheng Li

AI agents have drawn increasing attention mostly on their ability to perceive environments, understand tasks, and autonomously achieve goals. To advance research on AI agents in mobile scenarios, we introduce the Android Multi-annotation EXpo (AMEX), a comprehensive, large-scale dataset designed for generalist mobile GUI-control agents which are capable of completing tasks by directly interacting with the graphical user interface (GUI) on mobile devices. AMEX comprises over 104K high-resolution screenshots from popular mobile applications, which are annotated at multiple levels. Unlike existing GUI-related datasets, e.g., Rico, AitW, etc., AMEX includes three levels of annotations: GUI interactive element grounding, GUI screen and element functionality descriptions, and complex natural language instructions with stepwise GUI-action chains. We develop this dataset from a more instructive and detailed perspective, complementing the general settings of existing datasets. Additionally, we finetune a baseline model SPHINX Agent and illustrate the effectiveness of AMEX.