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LPO: Towards Accurate GUI Agent Interaction via Location Preference Optimization

Conference: ACL 2026 arXiv: 2506.09373 Code: GitHub Area: GUI Agents Keywords: GUI Interaction, Location Preference Optimization, Reinforcement Learning, Information Entropy, GRPO

TL;DR

This paper proposes Location Preference Optimization (LPO), which combines entropy-based window rewards and distance-based dynamic location rewards within the GRPO framework to improve the spatial grounding accuracy of GUI agents, achieving state-of-the-art performance on both offline and online benchmarks.

Background & Motivation

Background: Autonomous GUI agents automate graphical user interface operations using natural language as an intermediary and are becoming an important direction in AI applications. Most GUI agents rely on supervised fine-tuning (SFT) and have achieved preliminary success in predicting interactive behaviors.

Limitations of Prior Work: SFT-based methods face significant challenges in spatial grounding, as their ability to perceive and interpret positional data is limited. While some approaches attempt to enhance UI action decision accuracy via reinforcement learning (RL), existing RL strategies lack mechanisms to precisely evaluate the accuracy of interaction locations: UI-TARS relies on text-level exact matching; UI-R1 and InfiGUI-R1 use bounding box IoU; GUI-R1 depends on fixed positional boundaries. These methods provide only coarse-grained spatial evaluation.

Key Challenge: The essence of GUI interaction lies in precise coordinate localization, yet existing reward functions cannot capture the continuous distance relationship of locations — predictions that are close to the target but outside the bounding box receive the same zero reward as those far from the target.

Goal: To design a location-aware preference optimization method that endows GUI agents with more precise spatial interaction capabilities. Key Insight: Leverage information entropy to guide regional exploration, and use physical distance to construct a continuous reward signal. Core Idea: Users tend to interact in regions of high information density, and predictions closer to the target should receive higher rewards.

Method

Overall Architecture

LPO performs preference optimization on top of an SFT-pretrained GUI agent. GUI interaction is modeled as an MDP, where the state \(s_t \in \mathbb{R}^{C \times H \times W}\) is a screenshot of the interface and the action \(a_t = (\mathcal{A}_t \times \mathcal{E}_t)\) comprises the interaction type and coordinates. The reward is the product of a window information density reward \(r_w\) and a dynamic location reward \(r_d\), and the policy is optimized within the GRPO framework.

Key Designs

  1. Window Information Density Reward \(r_w\):

    • Function: Guides the agent to focus on information-rich regions of the interface (e.g., buttons, text fields) rather than blank areas.
    • Mechanism: The interface screenshot is divided into \(K = M \times N\) windows; the pixel grayscale information entropy of each window is computed as \(\mathcal{H}_{i,j} = -\sum_{b=1}^{B} p_b(\mathbf{W}_{i,j}) \log_2 p_b(\mathbf{W}_{i,j})\); the interaction coordinates are mapped to their corresponding window; and the reward is the normalized entropy \(r_w = \mathcal{H}_{i^*,j^*} / (\max_{i,j} \mathcal{H}_{i,j} + \epsilon)\).
    • Design Motivation: Functional elements (buttons, input fields) cluster in high information density regions; the window partitioning aligns with the visual tokenizer's patch scheme, ensuring consistency in visual perception granularity.
  2. Dynamic Location Reward \(r_d\):

    • Function: Provides continuous and fine-grained feedback on positional accuracy based on physical distance.
    • Mechanism: The Euclidean distance between the predicted coordinate \((x^{*k}, y^{*k})\) and the target coordinate \((x^k, y^k)\) is computed and linearly mapped to a reward \(r_k = \max(0, 1 - \frac{\sqrt{(x^k - x^{*k})^2 + (y^k - y^{*k})^2}}{d_{\max}})\); rewards are aggregated only when the action type matches: \(r_d = \frac{1}{K}\sum_{k=1}^{K} r_k\).
    • Design Motivation: Overcomes the limitations of fixed bounding box judgment, allows predictions closer to the target to receive higher rewards, and provides a smoother optimization signal.
  3. Location Preference Optimization (LPO):

    • Function: Leverages location rewards within the GRPO framework to construct within-group relative advantages for policy optimization.
    • Mechanism: A group of actions \(\{a_g\}_{g=1}^{G}\) is sampled for each state; the combined reward \(r^{(g)} = r_w^{(g)} \cdot r_d^{(g)}\) is computed; within-group normalized advantages \(A^{(g)}\) are calculated; and the policy is updated using a PPO-clip objective with KL regularization.
    • Design Motivation: GRPO supports broader spatial exploration of the GUI space, and within-group relative comparison effectively distinguishes the quality of different positional predictions.

Loss & Training

The SFT stage uses multiple in-house datasets to train basic interaction capabilities. The RL stage uses preference data from MMind2Web, AITZ, OmniAct, and other datasets. The learning rate is \(1 \times 10^{-6}\), lower clip range \(\epsilon_1 = 0.2\), upper clip range \(\epsilon_2 = 0.28\), and KL coefficient \(\beta = 1 \times 10^{-4}\). The base model is Ovis2 8B. Training requires approximately 300 H100 GPU hours.

Key Experimental Results

Main Results

Benchmark Metric LPO GUI-R1 InfiGUI-R1 UI-R1 Base SFT
Mind2Web Cross-Task Step SR 49.5 46.6 35.8 24.9 38.2
Mind2Web Cross-Task Ele.Acc 64.3 62.5 62.6 59.5 60.3
VisualWebBench Average 79.5 78.8 78.5 78.7 78.7
ScreenSpot V2 Average 90.5 88.7 89.5 88.2 89.5
WebVoyager Overall 57.6 37.5 54.1 47.3 48.0

Ablation Study

Configuration Step SR (Cross-Task) Ele.Acc Note
LPO (Full) 49.5 64.3 Full model
w/o \(r_d\) 42.3 56.7 Removing the dynamic location reward leads to a significant drop in element accuracy
w/o \(r_w\) 46.4 62.7 Removing the window information density reward reduces overall accuracy

Key Findings

  • LPO achieves state-of-the-art performance on both offline benchmarks (Mind2Web, VisualWebBench, ScreenSpot V2) and the online evaluation (WebVoyager).
  • The dynamic location reward \(r_d\) has the largest impact on element grounding accuracy (Ele.Acc), with a 7.6% drop upon removal.
  • The window information density reward \(r_w\) is more critical for decision accuracy, with a 3.1% drop in Step SR upon removal.
  • Existing baselines (UI-R1, GUI-R1) show local advantages on certain websites but are far less consistent than LPO overall.

Highlights & Insights

  • The entropy-driven window reward is a simple yet effective prior — functional regions do exhibit higher information density, and this principle is transferable to other visual interaction tasks.
  • Replacing discrete bounding box judgment with continuous distance reward is a natural and elegant improvement that eliminates the influence of manually defined thresholds.
  • The multiplicative combination of the two rewards enables the agent to simultaneously optimize "attending to the correct region" and "clicking the precise location," balancing macro- and micro-level spatial accuracy.
  • The GRPO-based exploration mechanism is well-suited to GUI environments characterized by large action spaces and sparse rewards.
  • Validation on the online evaluation (WebVoyager) strengthens the practical applicability of the proposed method.

Limitations & Future Work

  • The method is highly dependent on large-scale grounding datasets with precise annotations; the high cost of data collection and labeling limits broader adoption.
  • Training requires approximately 300 GPU hours of computation, constraining real-time application and use by small research teams.
  • Window partitioning relies on the visual tokenizer's patch scheme, and generalizability to different base models remains to be verified.
  • The information entropy reward may be insufficiently robust for certain special interfaces (e.g., a small number of high-contrast elements on a fully white background).
  • Future work may explore self-supervised location rewards that do not require ground-truth coordinates, as well as joint optimization with multi-step planning.
  • vs. UI-TARS: UI-TARS employs DPO, which requires manual construction of positive-negative sample pairs; LPO uses GRPO for automatic exploration, reducing human effort.
  • vs. GUI-R1: GUI-R1 uses fixed positional boundaries as rewards, whereas LPO's continuous distance reward provides greater precision.
  • vs. InfiGUI-R1: InfiGUI-R1 uses bounding box IoU, while LPO directly uses coordinate distance, offering finer granularity.

Rating

  • Novelty: ⭐⭐⭐⭐ The entropy-based window reward and dynamic distance reward represent meaningful innovations in GUI RL reward design.
  • Experimental Thoroughness: ⭐⭐⭐⭐⭐ Covers 3 offline benchmarks and 1 online benchmark, with fair comparison against 4 RL baselines and clear ablation analysis.
  • Writing Quality: ⭐⭐⭐⭐ The motivation figure (Figure 1) intuitively illustrates the limitations of prior methods, and the method derivation is clear.
  • Value: ⭐⭐⭐⭐ Provides a practical and effective RL training strategy for precise GUI agent interaction.