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Interactive Navigation Beyond Reachability: Benchmark and Agentic Framework
Delun Li, Xueyao Wei, Rui Chen, Yifei Wang, Junzhi Yu, Wenjie Song, Xingyu Chen
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Abstract
Abstract:Existing embodied navigation tasks commonly assume that traversability and object states remain fixed during an episode. Yet reaching a goal may require opening a door to access a room and then opening a container to reveal a hidden target. We formulate interactive navigation beyond reachability, unifying channel-induced changes in spatial connectivity, container-induced changes in target visibility, and their sequential dependencies. We introduce MultINav-Bench, a 3K-episode ObjectGoal benchmark in MolmoSpaces spanning channel, container, and mixed tasks, with interaction-necessity annotations covering required and unnecessary episodes. Its data generation pipeline automates task construction across multiple task types. The evaluation protocol separately measures navigation success, interaction effectiveness, and cost. We further propose MultINav-Agent, a three-stage agentic framework built on a persistent, state-conditioned interaction graph. Semantic interactive perception grounds entities and interaction states; a vision-language model selects task-relevant actions based on expected changes in connectivity and target observability; and post-interaction verification updates the graph to guide subsequent navigation, exploration, or interaction. Experiments on MultINav-Bench show that MultINav-Agent consistently outperforms adapted baselines across channel, container, and mixed tasks.
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- Source: https://arxiv.org/abs/2610.17089v1
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Interactive Navigation Beyond Reachability: Benchmark and Agentic Framework Delun Li 1,2,* Xueyao Wei 1,2,* Rui Chen 3 Yifei Wang 3 Junzhi Yu 3 Wenjie Song 1 Xingyu Chen 2,B 1 Beijing Institute of Technology 2 Zhongguancun Academy 3 Peking University https://zgca-hmi-lab.github.io/MultINav https://github.com/ZGCA-HMI-Lab/MultINav https://huggingface.co/datasets/Piqiuni/MultINav-Bench Interaction Required or Not MultINavBenchmark Interaction Necessity Reachability Visibility & Accessibility MultINavAgent Blocked Restricted Observation Necessity-Aware Decision Task Success ObservationDecision What /Whether to Interact Semantic Interaction Graph Scene Container Door Updating Navigation& Interaction Skills Graph & State update Required Interaction Unnecessary Interaction Interaction Execution Conventional InteractiveNavigation Reachability- Guided Interaction Static Observability Joint Navigation & Decision Figure 1: Overview of MultINav. Channel interactions change spatial connectivity, while container interactions change target visibility. MultINav-Bench covers both effects and their sequential dependencies, with required and unnecessary episodes. MultINav-Agent uses a persistent, state-conditioned graph to connect perception, action selection, and verified state updates. Abstract Existing embodied navigation tasks commonly assume that traversability and object states remain fixed during an episode. Yet reaching a goal may require opening a door to access a room and then opening a container to reveal a hidden target. We formulate interactive navigation beyond reachability, unifying channel-induced changes in spatial connectivity, container- induced changes in target visibility, and their sequential dependencies. We introduce MultINav-Bench, a 3K-episode Ob- jectGoal benchmark in MolmoSpaces spanning channel, container, and mixed tasks, with interaction-necessity annotations covering required and unnecessary episodes. Its data generation pipeline automates task construction across multiple task types. The evaluation protocol separately measures navigation success, interaction effectiveness, and cost. We further pro- pose MultINav-Agent, a three-stage agentic framework built on a persistent, state-conditioned interaction graph. Semantic interactive perception grounds entities and interaction states; a vision-language model selects task-relevant actions based on expected changes in connectivity and target observability; and post-interaction verification updates the graph to guide subsequent navigation, exploration, or interaction. Experiments on MultINav-Bench show that MultINav-Agent consistently outperforms adapted baselines across channel, container, and mixed tasks. * Equal contribution. B Corresponding author. October 2026 arXiv:2610.17089v1 [cs.RO] 12 Oct 2026 Interactive Navigation Beyond Reachability 1 Introduction PointGoal, ObjectGoal, and vision-and-language navigation have driven sustained progress in embodied navigation [1, 2, 3]. These tasks test localization, mapping, search, and instruction following, but generally assume that traversability and object states remain fixed within an episode. This abstraction omits a basic property of indoor environments: interaction can change both the space a robot can traverse and the targets it can observe. A closed door could disconnect the target room or force a long detour, while a closed refrigerator, cabinet, or drawer could conceal a nearby target. These effects can be sequential: opening a door permits entry into a room, where opening a container then reveals the target. The agent should therefore reason about how each interaction changes the environment and enables subsequent navigation, exploration, or interaction. Prior work provides foundations in semantic navigation, scene representation, and physical interaction [4, 5, 6]. For example, Interactive Gibson studies movable obstacles and the trade-off between path efficiency and physical disturbance [7]. Beyond free-space recovery, the task-level challenge is to determine whether an interaction restores connectivity or reveals a target, how it enables subsequent actions, and when it is unnecessary. Therefore, we are motivated to formulate the problem of multiple interactive navigation (MultINav), unifying channel interactions that change spatial connectivity, container interactions that change target visibility, and their sequential dependencies. This calls for a navigation-decision framework that jointly reasons about both types of interaction and their sequential dependencies. That is, the agent decides whether to interact, which object to select, when to act, and how to use the resulting state change to proceed toward the goal. Our motivation is shown in Fig. 1. In this paper, we first instantiate the definition of MultINav as a benchmark, namely MultINav-Bench, a 3K-episode ObjectGoal benchmark in MolmoSpaces [8] spanning channel, container, and mixed tasks, with interaction-necessity anno- tations covering required and unnecessary episodes. Its data generation pipeline automates task construction across multiple task types using shared interaction-state specifications. The evaluation protocol separately measures navigation success, in- teraction effectiveness, and cost. To address the MultINav problem, we propose MultINav-Agent, a three-stage agentic framework built on a persistent, state-conditioned interaction graph. The graph retains observed rooms and entities together with their states and relations across observations. Semantic interactive perception grounds entities and interaction states in this representation. A vision-language model uses the graph and decision history to select task-relevant actions based on expected changes in connectivity and target observability. Post-interaction verification revises affected states and relations, guiding subsequent navigation, exploration, or interaction. Our contributions are summarized as follows: ⢠We formulate the problem of MultINav, which unifies channel-induced changes in spatial connectivity, container- induced changes in target visibility, and their sequential dependencies, paving the way for more comprehensive studies on interactive navigation. ⢠We introduce MultINav-Bench, a 3K-episode MolmoSpaces ObjectGoal benchmark spanning channel, container, and mixed tasks, with interaction-necessity annotations covering required and unnecessary episodes. As a versatile system, it provides a data generation pipeline that can automate task construction across multiple task types, and an evaluation protocol that separately measures navigation success, interaction effectiveness, and cost. ⢠We propose MultINav-Agent, a three-stage agentic framework built on a persistent, state-conditioned interaction graph that connects perception, action selection, and verified state updates. On MultINav-Bench, MultINav-Agent consistently outperforms adapted baselines across all task types. 2 Related Work Embodied Navigation and Interactive Benchmarks. PointGoal, ObjectGoal, and vision-and-language navigation eval- uate geometric, semantic, and language-specified goals under a fixed episode state [1, 9, 2]. Semantic-navigation methods exploit category maps, scene graphs, and semantic priors for target search [3, 10, 6, 11, 12]; Habitat and AI2-THOR provide complementary environment foundations [4, 5]. This fixed-state abstraction becomes limiting when an action changes the relations used for semantic navigation, such as room connectivity or target exposure. As Table 1 shows, Interactive Gibson, Interactive Visual Navigation, and CaMP retain a navigation endpoint while changing free space or path cost [7, 14, 15]; InterNav also evaluates door-mediated connectivity in PointGoal [16]. ALFRED and BEHAVIOR-1K instead use navigation to support household completion [17, 18]. Built on 2 Interactive Navigation Beyond Reachability Table 1: Comparison of interaction scope and evaluated state effects. Chan., Cont., and Obj. denote channels, containers, and manipulable objects. Reported scale follows the respective publications. BenchmarkEndpointChan.Cont.Obj.Evaluated state ef- fect Reportedscale/ envs. Non-interactive benchmarks (fixed environment state) HabitatObject- Nav [9] ObjectGoalStatic2.8M eps. / 90 envs. MolmoSpaces Navigate-to [8] ObjectGoalStatic2K traj. / 679 envs. R2R [2]InstructionGoalStatic21.6K instr. / 90 envs. VLN-CE [13]InstructionGoalStaticR2R annot. / 90 envs. Interactive benchmarks (environment-changing actions) InteractiveGib- son [7] PointGoalâFree space + distur- bance 106 envs. InteractiveVisual Nav. [14] PointGoalâFree space15K eps. / 120 envs. CaMP [15]PointGoalâFree space600K eps./ 12K envs. InterNav [16]PointGoalâFree space + connec- tivity 150 eval / 15 envs. ALFRED [17]HouseholdâObject state8K demos / 120 envs. BEHAVIOR-1K [18]ActivityâGoal predicates1K activities / 50 envs. MultINav-Bench (ours) ObjectGoalâConnectivity + tar- get exposure 3K eps. / 639 envs. MolmoSpaces [8], MultINav-Bench retains ObjectGoal while evaluating channel reconfiguration, target-container exposure, their composition, and required/unnecessary controls. Interactive Navigation and Decision. NAMO introduced selecting movable obstacles to make a route feasible [19]. Inter- active Gibson, Interactive Visual Navigation, and CaMP learn obstacle interactions for free-space recovery or path efficiency [7, 14, 15]; adaptive pushing, effect-oriented affordances, and joint perception-interaction-navigation extend this setting to unknown dynamics and richer action effects [20, 21, 22, 23]. Task-and-motion planning complements policy learning by grounding discrete interaction choices in geometric feasibility [24, 25, 26]. These methods establish that navigation can ben- efit from interaction, but generally tie the choice to obstacle clearance, path cost, or control feasibility. Language-grounded planners add language-level task decomposition, learned skill feasibility, and execution feedback [27, 28, 29, 30], while articulated-object systems provide reusable door-opening executors [31, 32]. The remaining question is whether a candidate produces a goal-relevant navigation-state change. CoINS is the closest comparator, but MultINav-Agent selects candidates by their expected graph effect and verifies that effect before replanning. It therefore distinguishes restoring connectivity from exposing a target; in MultINav-Bench, the latter becomes task-level accessibility and is assessed with required/unnecessary and distractor controls. Semantic Navigation and Structured Scene Representations. Dynamic and open-vocabulary scene graphs organize places, objects, relations, and traversability while supporting online construction, language queries, and task-relevant res- olution [33, 34, 35, 6, 36]. They support graph-conditioned search and navigation [10, 11, 12]; graph-based and language- guided planners further connect these representations to feasible actions and replanning [37, 38, 39]. However, navigation graphs typically plan over relations observed during construction: even when the representation is updated online, action- induced changes in connectivity or target visibility are seldom treated as task-level state transitions that must be predicted and verified. Recent interactive graphs move toward such updates by modeling task state or articulated/container structure [40, 41, 42, 43, 44, 45]. MultINav-Agent specializes this interface to verified channel effects on connectivity and container effects on target visibility/accessibility under an ObjectGoal endpoint. 3 MultINav Benchmark We introduce MultINav-Bench, a diagnostic ObjectGoal benchmark for navigation under interaction-induced state changes. Unlike static ObjectGoal navigation, an episode may require opening a passage door, exposing a target concealed 3 Interactive Navigation Beyond Reachability 0% 20% 40% 60% 80% 100% ChannelContainerMixed E p i s o d e p r o p o r t i o n Task domain (n = 1,000 each) Oracle-Conditioned Navigation Path Length 0-3 m3-5 m5-8 m8-12 m12-20 mâĽ20 m 11% 52% 37% Required Interaction Actions per Episode N = 3,000 episodes No interaction required 1 required interaction âĽ2 required interactions Channel Interaction Container Interaction 2 Object Selection 3 Interactive Task Rollout 4 Data Generation Reachability Benchmark Trajectory Data Json Subgoals Actions Video Visibility & Accessibility Route Efficiency Ă Obj Goal Obj Goal Navigate Open Door Open Fridge Door Required Irrelevant Fridge Containing Distractor Drawer Containing Distractor R I C D C D 1 Scene & Route Sampling Obj Goal (in Fridge) R R R R R D D D I I C Path A (Cross 3 Doors) Path B (Cross 2 Doors) Figure 2: Construction and composition of MultINav-Bench. Top: channel interactions alter reachability and, in a route- shortening subset, route efficiency, whereas container interactions change target visibility and accessibility. Bottom: bench- mark construction and data collection. Right: required-interaction counts and feasible-route lengths for the 3,000 episodes. inside a container, or sequentially composing both operations before navigation can succeed. MultINav-Bench freezes 3,000 domain-balanced light episodes in MolmoSpaces (1,000 channel / 1,000 container / 1,000 mixed across 639 houses) with explicit interaction-necessity labels, distractor objects, and oracle demonstration paths. It evaluates whether an agent reaches the goal while purposefully deciding when and what to interact with. Fig. 2 summarizes the interaction effects, construction pipeline, and dataset composition. 3.1 Task and Interaction Taxonomy The embodied state is s t = (x t ,M t ,z t ), comprising the robot state x t , the geometric/semantic map M t , and the articulation states of interactive entities z t . Actions combine navigation A nav (updating x t ) and physical interaction A int (updating z t , thereby modifying traversability or target visibility).Each episode specifies the scene S i , initial states (x 0 i ,z 0 i ), goal object g i , annotated necessary interactions I â i , an oracle plan Ď â i , and a ground-truth necessity label y i â required,unnecessary (formal specification in Appendix C, âTask Specifications and Collection Richnessâ). ObjectGoal is the frozen evaluation split. Success vs. process. Terminal ObjectGoal success S i = âŽ[d pass i â§ v pass i ] requires stopping within planar distance d pass i with the target visible v pass i in the head camera. Physical interaction enables state changes but does not establish terminal success: opening a door without locating the target yields S i = 0. ISR, IP, and normalized Total Cost separately measure required-effect progress, target-class physical effects, and navigation and interaction expenditure (Section 3.3). The bench- mark exposes two perception modes: an image-based mode using raw visual observations, and a restricted-GT mode that supplies episode-local identities, categories, and spatial observations for currently visible entities. The primary comparison uses the restricted-GT mode to reduce perception and instance-association errors as a confound while keeping exploration, interaction selection, state updating, and terminal verification as agent decisions. In both modes, hidden objects, simulator joint metadata, and oracle interaction plans are withheld from the policy. Channel, container, mixed. Channel interactions (hinged doors) govern spatial reachability, featuring critical closed doors (required), distractor doors (unnecessary), and composite layouts. Container interactions (refrigerators, cabinets, 4 Interactive Navigation Beyond Reachability drawers) expose occluded targets, enabling the visibility required for navigation completion. Mixed episodes mandate se- quential composition (e.g., traversing a closed door to reach a closed refrigerator). Across the 3,000 episodes, 2,654 are labeled required and 346 are unnecessary negative controls, allowing unnecessary interaction attempts to be mea- sured without treating all exploration as an execution error. 3.2 Data Generation and Collection Starting from ProcTHOR-10K houses and NavToObj seeds, candidates are synthesized via counterfactual reachability and visibility checks: closing a channel must sever the shortest route to the goal, while concealing a target inside a container must invalidate initial visibility until opened. Candidates pass articulation readback, target-identity verification, and oracle rollout validation before freezing 1,000 balanced episodes per domain. Beyond the frozen light evaluation split designed for benchmark diagnostics, our pipeline supports a full collection mode recording multimodal expert demonstrations. For each verified rollout, full collection captures synchronized ego- centric/allocentric visual streams, continuous base trajectories, 6D end-effector targets, and articulation states formatted into unified HDF5 records. These trajectories provide an expert pretraining corpus for vision-language-action (VLA) models, while an accompanying interactive web inspector enables fine-grained visual auditing of base-manipulator motions. Table 1 compares MultINav-Bench with prior benchmarks. 3.3 Evaluation Metrics We decouple terminal goal achievement from intermediate interaction efficiency using five complementary metrics: ⢠SR (%): Terminal ObjectGoal success under standard distance and visibility thresholds. ⢠SPL: Success-weighted planar path efficiency relative to a feasible oracle route, reported on [0, 1] using the same terminal navigation-success flag as SR. ⢠ISR (%): Mean fraction of verified necessary interaction effects on required episodes; partial completion of a valid plan receives partial credit. ⢠IP (%): Category-level Interaction Precision, the episode-mean fraction of attempts producing a verified physical effect in a target interaction class. The acted-on instance need not match the annotated instance; reopening after closure can receive credit again. ⢠Total Cost: All-episode mean of normalized operation cost, min((L i + 0.3A i + E i )/30, 1) on success and 1 on failure, where E i counts attempts without a qualifying physical effect. The normalization constant B = 30 is fixed before evaluation; it is not a step or time limit and does not stop rollouts (see Appendix E, âMetric Formulasâ). 4 MultINav-Agent Framework MultINav-Agent maintains a persistent, state-conditioned interaction graph connecting semantic perception, action se- lection, and post-interaction verification (Fig. 3). Verified changes update the graph used to select subsequent navigation, exploration, or interaction. 4.1 Semantic Interactive Perception The graphG t = (V t ,E t ) represents rooms, interactive entities, objects, and the robot through connectivity, containment, and visibility relations. Perception associates entities across observations, while visual attribute inference estimates interac- tion class and coarse state (open, closed, or uncertain). Interactive nodes retain candidate operations, observation confidence, and recency alongside these state estimates. 5 Interactive Navigation Beyond Reachability Semantic Interactive Perception Action SelectionInteraction Verification ... Open Fridge 0 Navigate to 2 Candidate Validation Feasible ReachabilityVisibility ... Navigation Executor Interaction Executor Open Fridge 0 Attribute Judgment Effect Assessment Failure Diagnosis Room 1 Room 1 Fridge0 Fridge0 VLM room | state | expected effect egg apple Interaction Graph Update G t Dec History Object Goal Candidate set Exp Frontier 3 kitchen Semantic Decision Task Prompt G t G t+1 skill command feedback Goal pose Path Motion Approach Action Readback room level container level Drawer 0 Fridge 0 object level Room 1 kitchen door 1 door 2 ... ... lamp book pen Semantic Interaction Graph G t Closed Open door 0 door level Room 0 bedroom Online Semantic Map Fridge open Inside visible Open Door 2 Room Access Gain Observe Reach Subgoal Reveal Contents Figure 3: MultINav-Agent framework. Perception builds a persistent, state-conditioned interaction graph; candidate plans are formed; interaction proposals are filtered for reachability, observability, and freshness; a VLM scores admissible plans by task relevance; and post-interaction verification updates the graph to guide subsequent action selection. The graph is state-conditioned because relation validity depends on the observed interaction state: a closed door blocks its mediated room connection, whereas a verified opening permits traversal. Opening a container permits inspection of its interior; target visibility is established only when the target is observed. Newly observed entities extend the graph, while previously observed entities persist beyond the current view. Their stored states and relations provide context for later decisions, with confidence and recency distinguishing historical estimates from fresh evidence (formal definitions in Appendix D, âInteraction Graph and State Updatesâ). 4.2 Effect-Guided Action Selection At each decision point, the graph and navigation map generate candidates for navigation, frontier exploration, and interac- tion. An interaction candidate specifies an entity, operation, and approach viewpoint. Eligibility checks use route feasibility, available visual evidence, and state reliability. These checks constrain the current executable candidates; remembered entities remain in the graph even when no interaction with them is currently eligible. Each interaction candidate carries a coarse expected effect derived from its interaction class and graph relations: opening a channel may enable traversal, while opening a container may reveal its contents. This describes a possible change, without assuming an unseen target is present. A vision-language model receives the goal, relevant subgraph, candidate states and effects, route costs, and decision history. It ranks eligible actions by their expected contribution to reaching or observing the target, accounting for route prerequisites, plausible target locations, and previous attempts. Navigation and exploration remain available when interaction offers little task progress. The selected candidate resolves to an executable goal or interaction specification; a structured reason code summarizes the modelâs task-level judgment. 6 Interactive Navigation Beyond Reachability 4.3 Interaction Verification and Graph Updates For a selected interaction, the agent reaches the approach viewpoint and grounds the operable region and operation from the current view. Navigation and interaction skills execute the resulting specification. Post-interaction verification reconciles fresh visual observations with execution feedback to assess the achieved state and expected graph effect (executor details in Appendix F, âAdditional Implementation Notesâ; visual interaction prompting is summarized in Appendix G). Confident evidence updates the affected entity state; conflicting or occluded evidence is marked uncertain. Channel updates revise room connectivity, while container updates incorporate newly observed objects and their containment and visibility relations through perception. Failed or uncertain attempts remain in decision history to discourage immediate repetition. The updated graph regenerates candidates for subsequent navigation, exploration, or interaction. This loop supports sequential interaction dependencies. Opening a door enables entry into a room; observations there can introduce a container candidate; verified container opening exposes objects whose observations support the next navi- gation decision. Each step updates the graph and available actions, composing connectivity and visibility changes during exploration. 5 Experiments 5.1 Experimental Setup We evaluate on MolmoSpaces NavToObj and our MultINav-Bench for non-interactive and interactive navigation, respec- tively. MultINav-Bench contains 3,000 ObjectGoal episodes spanning 639 houses in total, with balanced Channel, Container, and Mixed task splits. Evaluation scope. The benchmark provides both raw image-based perception and a restricted ground-truth (RGT) per- ception mode. The primary comparison uses the same RGT interface for both interactive methods: it supplies episode-local object IDs, categories, and spatial observations for currently visible objects. This reduces perception and instance-association errors as a confound when evaluating interaction-aware representations and decisions; agents must still explore, select in- teractions, and update their beliefs from observed outcomes. Hidden objects, simulator joint metadata, and oracle plans are withheld. Implementation details are provided in Appendix A, âExperimental Platform and Reproducibility,â and Appendix F, âAdditional Implementation Notes.â Interactive baseline and metrics. We compare MultINav-Agent (Ours) with a MolmoSpaces adaptation of MoMa- LLM [40]. Both MultINav-Agent and the MoMa-LLM adaptation use Qwen3.6-35B-A3B-FP8 for high-level decisions and share the same interaction executor. We select this model to support real-time decision-making during navigation. We report SR, SPL, ISR, IP, and Cost as defined in Section 3.3, with formulas in Appendix E, âMetric Formulas.â 5.2 Main Results Non-interactive NavToObj. Without interaction, our method achieves 53.0% SR on MolmoSpaces NavToObj (Table 2). The RING [46] and DualVLN [47] leaderboard results are 48.0% and 21.0%; SPOC [48] and VLFM [49] score 20.15% and 11.90% in local evaluations. All baselines execute valid commands; lower transfer scores stem from continuous control shifts lacking sliding contact feedback. Interactive benchmark. Table 3 shows that MultINav-Agent achieves better aggregate values on all five metrics than the MolmoSpaces adaptation of MoMa-LLM. Ours completes 1,249/3,000 episodes, reaching 41.63% SR versus 10.53% (+31.10 percentage points), with SPL increasing from 0.0848 to 0.2903. ISR increases from 23.69% to 49.38%, IP from 27.59% to 46.79%, and normalized Cost decreases from 0.9309 to 0.7743. 7 Interactive Navigation Beyond Reachability Table 2: MolmoSpaces NavToObj success ( â leaderboard). MethodTasksSR (%)âDomain MultINav-Agent (ours)2,00053.0ProcTHOR RING â 2,00048.0ProcTHOR DualVLN â 2,00021.0Habitat SPOC2,00020.15ProcTHOR VLFM2,00011.90Habitat Table 3: Interactive navigation results on MultINav-Bench, grouped by method. Each method is evaluated on 3,000 episodes, with 1,000 per split. Each methodâs first row reports Overall, followed by task splits. Bold indicates the best value for each metric within the same split. Navigation & TaskInteractionOverall Method / SplitSR (%)âSPLâISR (%)âIP (%)âCostâ MoMa-LLM10.530.084823.6927.590.9309 Channel19.600.175854.2840.610.8651 Container10.300.06852.002.370.9324 Mixed1.700.010125.3739.810.9951 MultINav-Agent (ours) 41.630.290349.3846.790.7743 Channel55.800.456760.0954.290.6517 Container45.000.300846.7038.910.7220 Mixed24.100.113545.0747.160.9493 Table 4: Ablation results on the same fixed 200-episode Mixed subset. Bold indicates the best value in each column. Navigation & TaskInteractionOverall MethodSR (%)âSPLâISR (%)âIP (%)âCostâ Full23.00.10741.840.40.961 Flat Object Memory21.00.10043.826.70.963 Greedy Selection22.00.13440.936.90.933 Perception-only Update 5.50.03326.636.60.988 Comparison across interaction types. Our MultINav-Agent achieves 55.80%, 45.00%, and 24.10% SR on Channel, Con- tainer, and Mixed tasks, exceeding MoMa-LLM by 36.20, 34.70, and 22.40 percentage points, respectively. Channel ISR differs by only 5.81 points (60.09% vs. 54.28%), despite the much larger SR gap, underscoring the distinction between achieving an interaction effect and reaching the final goal. Container tasks show the largest ISR gap (46.70% vs. 2.00%), alongside higher target-class IP (38.91% vs. 2.37%). Mixed tasks remain the hardest for both methods: MoMa-LLM reaches 25.37% ISR but only 1.70% SR, while our method reaches 45.07% ISR and 24.10% SR. Partial interaction progress therefore remains insufficient for completing combined channel-container tasks. Interaction-to-goal gap. ISR averages partial completion over required episodes, so it need not track terminal SR. For Ours, 393/654 required Channel episodes complete all necessary effects, and 297/393 also reach the goal (75.6%). Container and Mixed complete-effect counts are 466/1,000 and 247/1,000, of which 435/466 (93.3%) and 223/247 (90.3%) reach the goal. Completing the required interaction chain is thus a prominent difficulty for Ours on Container and Mixed tasks; Channel retains a larger navigation gap after the effects are achieved. Mixed ISR of 45.07% includes partial credit, whereas only 24.70% of episodes complete all necessary effects. 8 Interactive Navigation Beyond Reachability Semantic Map Semantic Interaction Graph Start 1 Open Door A 2 Explore 4 Open Door B 3 Open Fridge 6 Navigate to Fridge 5 1 2 3 4 5 6 Figure 4: Sequential interactions and graph updates. The robot opens two doors to reach a refrigerator, then opens it to reveal the target. Insets show evolving semantic maps and interaction graphs; right: final graph and trajectory (blue: navigation/exploration; orange: interactions). 1 2 3 6 4 5 Semantic Interaction Graph Semantic Map Start 1 Open Door 2 Explore 3 Explore 4 Nav to 5 Open Fridge 6 Figure 5: Real-world navigation to find an apple with Go2. The robot explores and navigates to a refrigerator, with human- assisted door and refrigerator opening. Insets show observations and interaction graphs; map markers indicate navigation (blue) and interaction (orange). Efficiency and failure patterns. Ours has higher SPL and lower normalized Cost in every split. Nevertheless, both methods incur near-ceiling Cost on Mixed tasks (0.9493 for Ours and 0.9951 for MoMa-LLM). Since Cost is one for navigation failures, the 759 Mixed failures for Ours contribute 0.759 to its mean Cost. Similarly, SPL is gated by success. These aggregate improvements therefore reflect both completion and trajectory efficiency, rather than establishing shorter paths or cheaper execution conditional on success. Ours records exploration stalls on 516 Mixed episodes, compared with 304 Container and 158 Channel episodes, motivating further analysis of progress across interacting subgoals. These terminal labels do not establish a causal failure mechanism. 5.3 Ablation Study All four variants use the same fixed 200-episode subset of the 1,000 Mixed tasks, spanning 165 houses. We sample proportionally without replacement by container class and oracle-restored reference path length, using benchmark metadata only for sampling. The episode list is frozen before evaluation without using policy outcomes; construction details appear in Appendix B.5, âAblation Subset Construction.â 9 Interactive Navigation Beyond Reachability Table 4 examines interaction memory, action selection, and state updating. Full achieves the highest SR (23.0%) and IP (40.4%), but the variants reveal different trade-offs rather than uniform gains across all metrics. Interaction memory. Flat Object Memory reduces IP from 40.4% to 26.7% and SR from 23.0% to 21.0%, despite increas- ing ISR from 41.8% to 43.8%. The graph-based memory therefore shows its clearest advantage in interaction precision, not required-effect completion. This pattern is consistent with relational context helping select effective target-class interactions, while the higher ISR of the flat variant shows that partial progress alone need not translate into goal completion. Action selection. Greedy Selection attains higher SPL (0.134 vs. 0.107) and lower Cost (0.933 vs. 0.961), with slightly lower SR (22.0%) and IP (36.9%). Full completes only two additional episodes out of 200, so these results do not establish a decisive success advantage for semantic selection. Instead, they expose a completion-efficiency trade-off: goal-conditioned selection improves the observed SR and IP, whereas the greedy variant performs better on aggregate efficiency. Since SPL and Cost also depend on success, these scores do not isolate efficiency conditional on completion. State updating. Perception-only Update produces the largest SR decrease, from 23.0% to 5.5% (17.5 percentage points), alongside lower ISR (26.6%), lower SPL (0.033), and higher Cost (0.988). IP remains 36.6%, indicating that some interac- tions still achieve target-class effects without completing the task. Among the tested variants, this is the strongest evidence for retaining execution-informed graph updates when coordinating channel and container interactions. The smaller SR dif- ferences for memory and selection should be interpreted cautiously on this fixed subset, rather than as established statistically significant gains. 5.4 Case Studies Fig. 4 illustrates an episode combining channel and container interactions: the robot opens two doors to expand reacha- bility, navigates to the refrigerator, and opens it to expose the target. Per-step insets show how verified state updates guide continuous replanning. 5.5 Real-World Demonstration Setup. We conduct the real-world demonstration on a Go2 quadruped in an indoor environment (Fig. 5). Door and re- frigerator opening are performed with human assistance. Egocentric observations, intermediate interaction graphs, and the semantic map record the evolving scene representation throughout the rollout. Task and rollout. The task is to find an apple. Starting near a closed door, the robot encounters a channel interaction: the door is opened with human assistance, enabling access to the adjacent space. The robot then explores the newly accessible area, extending its semantic map and interaction graph as rooms and objects are observed. It subsequently navigates to the refrigerator, which is opened with human assistance so that the robot can inspect its contents for the target apple. This sequence links two distinct state changes within a single object-search task: door opening changes spatial connectivity, while refrigerator opening exposes previously occluded contents. The intermediate graphs in Fig. 5 show the corresponding evolution of room, door, container, and object relations. 6 Conclusion We formulated MultINav, unifying channel and container interactions within ObjectGoal navigation, and introduced MultINav-Bench (3,000 episodes) together with MultINav-Agent, whose persistent interaction graph with verified state up- dates achieves 41.63% SR versus 10.53% for the adapted baseline and transfers to a real-world Go2 demonstration. Extending to broader interaction types, learned perception, and end-to-end policy training are promising future directions. 10 Interactive Navigation Beyond Reachability References [1] Peter Anderson, Angel Chang, Devendra Singh Chaplot, Alexey Dosovitskiy, Saurabh Gupta, Vladlen Koltun, Jana Kosecka, Jitendra Malik, Roozbeh Mottaghi, Manolis Savva, and Amir Zamir. On evaluation of embodied navigation agents. arXiv preprint arXiv:1807.06757, 2018. 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The simulation experiments use NVIDIA A100 GPUs with 80 GB of memory. The real-world demonstration uses one NVIDIA GeForce RTX 4090 with 48 GB of memory. The simulation software stack uses Python 3.11.15, MuJoCo 3.4.0, and PyTorch 2.7.1. Evaluation configuration. The simulation uses the MolmoSpaces ObjectGoal protocol, with terminal success requiring both goal distance and head-camera visibility. Both compared methods receive RGB-D observations and the same restricted records for currently visible objects, and share the interaction executor. The reported operation-cost metric uses Îť = 0.3, Îź = 1, and B = 30 (Section E); B is a normalization constant rather than a rollout limit. B MultINav-Bench Distribution Details This appendix expands the light ObjectGoal split summarized in the main paper (3,000 episodes; 1,000 channel / 1,000 container / 1,000 mixed; 639 houses). All counts are taken from the frozen balanced manifest and quality reports. Primary claims in the main paper do not depend on reading this appendix. B.1 Domain, Recipe, and Necessity Table 5: Domain recipes and necessity labels in MultINav-Bench (light). Split / recipeNNotes Channel total1000253 houses single-path door closed366required distractor doors closed346unnecessary critical+distractor288required Container total1000569 houses Mixed total1000369 houses Required (all)2654 Unnecessary (all)346 channel only Container and mixed episodes are labeled required under the construction-time initial closed state and its validated refer- ence plan. This label describes the intended interaction dependency; terminal success is assessed separately from completion of the annotated effects. Unnecessary episodes are exclusively the channel distractor-door recipe. Ambient articulated objects outside the listed necessary set are not separate episode families; spurious interactions are penalized by Interaction Precision and Total Cost in the main metrics. B.2 Path Length and Interaction Count Table 6: GT path length (m) and mean required-interaction count from the light manifest. DomainN Path med Path mean Int. mean Channel10008.128.710.65 Container 10005.937.991.10 Mixed100011.5013.582.01 All30008.6910.091.25 Mixed episodes are longer on average because they chain a channel interaction and a container interaction. Channel interaction counts below 1 on average reflect the unnecessary distractor subset (zero required interactions). 15 Interactive Navigation Beyond Reachability B.3 Target-Category Skew ObjectGoal targets are not uniform over categories. The top categories in the balanced 3K split include egg (439; 14.6%), tomato (199; 6.6%), apple (193; 6.4%), lettuce (168; 5.6%), and potato (150; 5.0%). Long-tail categories (e.g., plate, soapbar, spraybottle) appear only a few times. We report this skew for transparency; main tables use split macro averages so that no single category dominates the headline comparison by construction, though residual imbalance remains. Container interaction hardware types in the 3K light set are dominated by hinged container doors and sliding drawers (plus channel hinged doors in channel/mixed episodes). Exact type histograms are released with the manifest audit JSON. B.4 Per-House Multiplicity Episodes span 639 unique houses. Per-domain house counts are 253 (channel), 569 (container), and 369 (mixed). Balanc- ing applies soft per-house caps during collection; the frozen set still admits multiple episodes per house (empirical maximum 16 episodes in one house; high tail near 11 at the top 5% of houses by count). Train/eval separation is enforced at the house level in the collector configuration so that the same house does not appear in both partitions of a formal split. B.5 Ablation Subset Construction We constructed a fixed 200-episode subset from the 1,000 mixed episodes in the benchmark, covering 165 houses. Every episode requires both channel and container interactions. Sampling preserves variation in container class and reference path length without using policy outcomes. Full and all three ablated variants use the same fixed subset. The subset is sampled without replacement from benchmark indices 2000â2999 with pseudorandom seed 20260926. For auditability, the source benchmark and frozen selection-file SHA256 values are: Benchmark: 4021ca2bebd9c875c4df70c746d9ed 7f2376d13247fa1b7e98f2e9690b219f Selection file: 30264942a1caf203711b55442352e2a5 b0e33ea701f05a3efffb03cca136c1d3 B.6 Scoring Eligibility and Quality Gates Before formal aggregation, the evaluator applies a runtime goal-consistency gate: frozen oracle terminal waypoints must remain consistent with the live pose of the selected instance. Traces that fail are retained for diagnosis but marked scoring- ineligible and excluded from primary denominators. Schema audit on the balanced 3K reports 3,000/3,000 valid episodes, 0 duplicate case IDs, and 0 missing comparable GT path lengths in the offline health report; runtime eligibility is a separate online check. B.7 Domain-Specific Collection Gates All builders emit the shared episode schema, but use domain-specific acceptance tests. For channel episodes, the collector starts from a fixed Navigate-to scene-start-goal tuple, identifies doors associated with candidate room routes, and validates closed- and open-state path feasibility. Required episodes must recover a feasible goal route after the annotated door effect; unnecessary episodes retain a feasible route while closed distractor doors remain present. A small route-shortening pilot additionally retains cases in which both states are feasible but opening reduces route length; it is diagnostic rather than a balanced MultINav-Bench stratum. For container episodes, the collector binds a specific rigid target to a moving fridge, cabinet, or drawer compartment, closes the relevant articulation, and verifies the target-compartment association. It then validates an interaction pose, the opening effect, and a terminal pose that satisfies the same distance-and-visibility predicate as Navigate-to. Other articulated objects remain in the scene as ambient distractors. For mixed episodes, the full ordered door-container rollout must pass; the post-door state alone is not terminal, and omitting either annotated effect must break the validated chain. Across domains, failed state readback, inconsistent target identity, oracle rollout failure, duplicates, and split leakage cause rejection. 16 Interactive Navigation Beyond Reachability C Task Specifications and Collection Richness The generator varies task specification and record richness independently. Only the ObjectGoal-light cell is frozen as MultINav-Bench; the other cells reuse the same interaction entities, object roles, expected effects, and oracle transitions. Table 7: Three task specifications supported by the shared collector. Task formStored goal specification ObjectGoalTarget category/instance, distance and head-camera visibility success criteria; primary MultINav-Bench split. PointGoalGrounded planar goal (optional yaw) with interaction-aware route feasibility and path-delta annotations. InstructionGoal Text grounded to oracle steps and entity IDs, with hidden/partial/explicit interaction disclosure. Light evaluation records. Light records formally specify each benchmark episode as e i = (S i ,x 0 i ,g i ,z 0 i ,I â i ,Ď â i ,y i ),(1) storing scene identifier S i , initial robot pose x 0 i , goal specification g i , initial articulation states z 0 i , annotated task-relevant interaction setI â i , oracle navigation-interaction plan Ď â i , ground-truth necessity label y i â required,unnecessary, and construction quality evidence. They are sufficient to reconstruct and score an episode without storing a policy rollout. Full trajectory records. Full records contain the light schema plus timestamped synchronized visual observations (head and external views), executed base actions, 6D end-effector target poses, and rendered video from a chosen naviga- tion/interaction policy. They may support learning, behavior analysis, or failure diagnosis, but are not required to score MultINav-Bench and are not assumed to train the evaluated policy. PointGoal. Candidates are sampled on the robot-inflated occupancy map with start-goal distance bounds and require an open-state GT path. Comparing closed- versus open-state paths yields required (no closed path), beneficial (closed path longer by a margin), or unnecessary labels. Beneficial strata can be denser than in the MultINav-Bench ObjectGoal split because path-delta filtering is built into the sampler. InstructionGoal. Layered generation over a grounded oracle plan supports rule, LLM, VLM, and graph-grounded text, with stored entity IDs, plan-step indices, disclosure level (hidden / partial / explicit), and optional VLM evidence frames. Instructions are auditable annotations rather than free text detached from the interaction graph. Grounded plan (illustrative) Closed doorâ refrigeratorâ apple Hidden: âFind the apple.â Partial: âFollow the route to the apple, interacting with blocked passages or enclosed spaces if needed.â Explicit: âGo to the door and open it, then continue to the refrigerator and open it, then find the apple.â Figure 6: Illustrative InstructionGoal disclosure levels generated from one grounded interaction plan. These are task- specification examples, not results from a frozen InstructionGoal evaluation split. 17 Interactive Navigation Beyond Reachability D Interaction Graph and State Updates LetG t = (V t ,E t (z t )) be the interaction graph. Its nodes encompass roomsR, interactive entitiesU , and candidate objects O; each entity u â U maintains a state z t (u) â open,closed,uncertain. The mediated room-edge weight and container visibility relation are w t (R i ,R j | u door ) = ( d(R i ,R j ) if z t (u door ) = open, âif z t (u door )âclosed,uncertain, Vis t (o| u cont ) = âŽ[z t (u cont ) = openâ§ oâ FOV t ], (2) where w t governs door-mediated traversal and Vis t governs exposure of an object inside a container. An uncertain door is conservatively blocked until its state is verified; an uncertain container does not establish visibility. The graph is persistent across observations: an entity that leaves the current field of view is retained with its last state, confidence, and observation time. A later observation is associated with an existing entity when the instance evidence is compatible; otherwise it creates a new candidate entity. Fresh evidence replaces stale attributes, while contradictory evidence reduces confidence and can move the state to uncertain. Absence from a new view is therefore not treated as disappearance, closure, or negative evidence. Candidate edges are regenerated from the current map and graph state, while the underlying entity history remains available to action selection. For an interaction targeting u â with requested state z target and post-interaction observation o t+1 , the verifier updates the entity by z t+1 (u â ) =      z target if post-action evidence verifies the requested state, uncertain if evidence is conflicting, partial, or occluded, z t (u â )if execution fails or times out without observed change, (3) The verifier requires confidence at least Ď verify that the observed state matches z target ; confidence in a different state cannot justify writing the requested state. A verified effect takes precedence over a failed macro acknowledgement, while partial effects retain uncertainty until the resulting state can be established. The graph update is G t+1 = ÎŚ(G t ,z t+1 (u â ),o t+1 ) = V t âŞV new (o t+1 ), E t (z t+1 )âŞE new (o t+1 ) ,(4) reweighting door-mediated room edges or adding newly exposed objects and their containment and visibility relations after a container is opened. E Metric Formulas Let N be the number of scoring-eligible episodes in the aggregation scope, S i = âŽ[d pass i â§ v pass i ] the verified ObjectGoal success indicator, L i the executed planar base path length, A i all interaction attempts, and E i attempts without any qualifying physical effect, counted at most once per attempt. A verified partial macro effect is not an error, even if the macro reports failure; an effect in a non-target class is likewise not automatically an error. For the restricted ROS policy, success additionally requires a completion claim verified against published target evidence and the benchmark distance criterion. SR. SR = 1 N P i S i . Interaction completion is neither necessary nor sufficient in this definition. An episode can satisfy the terminal goal through an alternative observed route or a visibility change without completing every annotated reference effect. Such cases retain their construction-time necessity label and are scored by the terminal goal predicate rather than being retroactively relabeled. SPL. SPL i = S i L ref i max(L ref i ,L i ) ,SPL = 1 N X i SPL i , 18 Interactive Navigation Beyond Reachability where L ref i is a feasible reference that permits necessary interactions (oracle plan), not the initial static shortest path. Failed episodes contribute zero; successful zero-reference, zero-motion episodes contribute one. Missing or invalid reference lengths make the aggregate SPL unavailable rather than silently changing its denominator. Both L ref i and L i measure planar base motion only; interaction duration, attempt count, and interaction cost are excluded from SPL and handled by IP and Total Cost. ISR. Let R ip be the required interaction IDs in valid plan p for episode i, and G i the IDs with verified required effects. On required episodes, ISR i = max p: R ip ̸=â |G i ⊠R ip | |R ip | , and ISR = 1 |D required | X iâD required ISR i , with unnecessary episodes excluded. A required episode with no valid nonempty plan makes aggregate ISR unavailable. A required ID earns credit at most once per episode, including when its verified local effect occurs inside a failed macro. Opening requires the terminal 0.8 threshold or a verified transient opening. ISR does not independently test passage or target visibility after each effect; complete-plan success is a separate binary diagnostic. Thus a mixed episode may receive partial ISR even if the full chain and final navigation goal fail. Target-Class IP. For episode i, letC i denote the set of annotated interaction classes, each specified by an interaction domain (channel or container) and an object category. If A i is the number of interaction attempts and V class i is the number of attempts producing at least one verified physical effect on an object whose class is inC i , let U i = 1 only if the benchmark declares interaction unnecessary, and U i = 0 otherwise. We define IP i = ( V class i /A i , A i > 0, U i ,A i = 0, IP = 1 N N X i=1 IP i .(5) The interacted object need not be the particular instance in the reference plan; multiple successful effects in one action count as one attempt. An open effect must cross from below 0.8 to at least 0.8 during the attempt, including verified transient drawer opening. Reopening after closure can earn credit again; an effect-free repeated request cannot. A partially successful macro can earn one IP credit even if its overall acknowledgement reports failure. Interactions with other classes remain in the denominator, reflecting exploration under incomplete information, but do not count as errors solely because they are outside C i . Total Cost. The operation cost and normalized episode score are C op i = L i + ÎťA i + ÎźE i ,Cost i = ( min(C op i /B, 1), S i = 1, 1,S i = 0, (6) and TotalCost = N â1 P i Cost i . The default protocol freezes Îť = 0.3, Îź = 1, and B = 30 before evaluation. B is a shared weighted operation-cost ceiling, not a rollout stopping rule. Failures and successes over budget both score one. Successful effects outside target classes pay the ordinary attempt cost without the additional error charge. The unnormalized operation cost remains available as a diagnostic. Results with different metric definitions, budgets, or weights are not pooled. Aggregation. Each methodâs primary row averages scoring-eligible completed episodes; indented rows use the channel, container, and mixed subsets. Overall is not an unweighted average of split means. IP first computes a ratio within each episode and then averages those ratios, rather than pooling attempts. ISR includes required episodes only. 19 Interactive Navigation Beyond Reachability Split-level full-model diagnostics. Ours reaches 60.09% ISR on required Channel episodes and 46.70% on Container episodes. Container IP is 38.91%, whereas Mixed IP is 47.16% despite 24.10% navigation SR. These quantities measure different outcomes: ISR credits completed required effects, IP credits target-class effects among attempted interactions, and SR requires the final distance and visibility conditions. Mixed Cost is 0.9493: 759/1,000 Mixed episodes fail navigation, and the metric assigns a cost of one to failures. The main results table reports scores for 3,000 Ours episodes, with 1,000 per split. ISR uses 2,654 required episodes (654 Channel and 1,000 each Container and Mixed). The MoMa-LLM adaptation also reports scores for 3,000 scoring-eligible episodes, 1,000 per split, with the same ISR denominators and B = 30 cost ceiling. Its Channel, Container, and Mixed SRs are 19.60%, 10.30%, and 1.70%; Mixed ISR is 25.37% and Mixed IP is 39.81%, illustrating the distinction between partial physical effects and terminal navigation success. Ablation evaluation. The ablation study compares Full with Flat Object Memory, Greedy Selection, and Perception-only Update on the same fixed 200-episode Mixed subset (Section B.5). Full is the reference within this evaluation, with 23.0% SR, 0.107 SPL, 41.8% ISR, 40.4% IP, and 0.961 Cost; it is reported separately from the main benchmark aggregate. Flat Object Memory has the highest ISR (43.8%), while Greedy Selection has the highest SPL (0.134) and lowest Cost (0.933). Full has the highest SR and IP. Perception-only Update yields 5.5% SR, highlighting the largest observed completion gap among these variants. Target visibility gain after opening a container is an optional diagnostic, not a primary construction field. F Additional Implementation Notes Graph observations and attributes. Both MultINav-Agent and the MoMa-LLM adaptation use the same front-end per- ception and the same restricted-GT observation interface in the primary benchmark comparison. The interface provides episode-local IDs, semantic categories, spatial observations, 2D masks or boxes, and 3D boxes for visible entities; it does not expose hidden entities, joint metadata, or oracle plans. The benchmark also supports an image-based raw-perception mode, but that mode is not mixed with the restricted-GT comparison. Instance labels, segmentations, and bounding boxes initialize and associate observed entities. Interactive nodes store the interaction class, coarse state, candidate operation, operable-part description, confidence, and observation recency. Visual attribute inference refines these records from the current view. The coarse candidate effects distinguish channel traversal from container-content revelation; they do not establish the presence of an unobserved target. Shared simulation interaction executor. Both interactive methods use the same executor in the primary evaluation. The evaluator applies force-driven transitions to the selected articulated joints, with a kinematic completion fallback when a tran- sition does not reach its requested target. Execution feedback is returned through the public interaction interface; simulator joint metadata are withheld from the policies. Agent graph updates maintain scene estimates, while the terminal evaluator independently checks goal distance and head-camera visibility. Scope of aggregate comparisons. Aggregate benchmark comparisons characterize end-to-end behavior; by themselves, they do not isolate graph updates as the cause of a performance difference. MoMa-LLM observation and decision interface.The reported MolmoSpaces adaptation receives head-camera RGB-D and restricted simulator-derived observations of currently visible objects. Each restricted record contains an episode-local opaque instance ID, a semantic category, a 2D bounding box and run-length mask, and a 3D axis-aligned bounding box (center, size, and frame ID). Simulator object names, joint identities and states, and oracle interaction plans are withheld from the policy. The adapter uses these observations and depth to maintain an occupancy map and a dynamic room- object graph. At high-level decision points, vLLM-served Qwen3.6-35B-A3B-FP8 receives a summary of known rooms, objects, frontiers, closed doors, and recent actions, then selects among navigate(room_name, object_name), go_to_and_open(room_name, object_name), explore(room_name), and done(). The adapter converts 20 Interactive Navigation Beyond Reachability the selected high-level action to navigation steps or a public opening request; the evaluator executes the physical interaction and verifies the terminal navigation goal. The model is queried at high-level decision points rather than at every simulation step. Its prompt summarizes the current room, nearby and previously discovered object categories, unexplored frontiers, closed doors, and recent action outcomes. Local navigation expands each selected high-level action into waypoints; an opening request is sent through the benchmarkâs public interaction interface, and its returned result updates the adapterâs object-state belief. Full rollouts use the same episode identifiers and success criteria as their light counterparts and may be recorded under different navigation/interaction policies (default force joint control), allowing trajectory data to be joined with the frozen evaluator manifest without changing benchmark membership. Instruction disclosure. InstructionGoal supports hidden (goal only), partial (interaction may be needed), and explicit (or- dered objects/actions) language as an experimental factor over the same grounded oracle plan. G Vision-Language Model Decision Protocol and Prompts This section details the vision-language model (VLM) architecture, input representation, prompt templates, structured output schema, and decision context employed by MultINav-Agent. G.1 Model Configuration and Serving MultINav-Agent uses Qwen3.6-35B-A3B-FP8 for high-level decisions, served through an OpenAI-compatible chat- completions API. Visual inputs are formatted as a composite RGB image containing: ⢠Global egocentric view: The full head-camera observation with the candidate interaction target bounded by an explicit visual outline, providing geometric and spatial context relative to the robot and room. ⢠Actionable region inset: A padded, normalized crop around the target entity (x,y â [0, 1]), allowing fine-grained localization of actionable door handles, push panels, or drawer pull surfaces. G.2 Subgoal Categorical Reason Codes and Subgraph Context When evaluating candidate actions from the state-conditioned graph, the VLM receives serialized topological context containing: 1. Room and Anchor Entities: Discovered room partitions and up to 4 major anchor objects per room (e.g., refrigerator, countertop, bed, table). 2. Candidate Portals and Containers: Articulated doors and containers, their current states (z t ), and their mediated relational effects. 3. Decision Reason Codes: The VLM classifies the semantic justification for each candidate into standardized reason codes: ⢠TARGET_VISIBLE: The goal object is observed in line-of-sight; navigate to terminal observation pose. ⢠UNLOCK_ROUTE: Opening a door is necessary to restore traversal connectivity to an unvisited topological room. ⢠REVEAL_TARGET_CONTAINER: Opening a container (e.g., refrigerator or cabinet) to expose a hidden target object matching semantic category priors. ⢠EXPLORE_TARGET_ROOM: Navigating to a newly connected or unexplored room when direct target evidence is absent. 21 Interactive Navigation Beyond Reachability This structured protocol makes candidate choices inspectable; the selected action still requires execution and outcome verifi- cation. G.3 High-Level Candidate Selection Prompt At each high-level decision point, the model receives the target request, observed graph, current executable candidates, and recent action outcomes. The selection instruction asks it to distinguish observations from semantic priors, respect route prerequisites, avoid repeated failed actions, and return only IDs from the current candidate list. The compact prompt form is: Find the requested target. Rank up to three CURRENT executable candidate IDs. Prefer an observed target goal; otherwise account for post-interaction traversal, route prerequisites, plausible target containers, useful frontiers, and recent failures. Do not infer hidden target locations or invent candidates. Return only "ranked_ids":[...],"reason":"...", "confidence":"low|medium|high". The response is checked against the current executable candidate IDs before the chosen action is sent to navigation or interaction execution. 22