Hugging Face Daily Papers and arXiv AI research picks with summaries, PDFs, code links, and community signals.
Interactive virtual worlds allow agents to learn through exploration and interaction. What agents can learn is bounded by the environments they practice in, which must be faithful, with consistent state, rules, and dynamics, and realistic, with observations that follow the real-world visual distributions. Achieving both across diverse worlds remains a bottleneck. We introduce AgentGarten, a framework that couples simulators and game engines with a shared neural renderer to build real-time interactive environments. Its simulation backends maintain persistent world state and execute program-defined interaction rules, while the renderer generates visual observations from structured conditions exported through a common interface. To build the neural renderer, we adapt a pretrained video model to geometry conditions, distill it with our proposed Adversarial Forcing, and optimize inference for real-time interaction. Adversarial Forcing makes history prefilling differentiable through exact replay, so that losses on later predictions update how the renderer encodes prior observations, and adds real-data adversarial supervision to improve its visual quality. In AgentGarten, agents perceive the world through visual observations, interact with it in real time, and improve by distilling each round of experience into playbooks that subsequent agents inherit and refine. Our empirical study demonstrates a substantial gain in learning efficiency, with agents learning from just 4 rounds compared with millions for a conventional reinforcement learning counterpart. As new worlds can be written as code and rendered through the same interface, environments can scale in both number and difficulty alongside their agents, a step toward agents that keep evolving through interactive experience.
2610.12374 · ▲ 278 · Code
Multimodal language models (MLLMs) exhibit promising spatial reasoning capabilities, yet the internal mechanisms supporting them remain poorly understood. We uncover S-Space, a linear representation subspace in which object-token representations encode continuous coordinates along horizontal, vertical, and distance axes. Although we identify these axes by differentiating spatial-answer scores with respect to object-token activations, S-Space is intrinsic rather than induced by specific data or prompts, remaining readable under non-spatial questions. We show that S-Space functions as an internal spatial workspace of MLLMs. Perception encodes object locations into it, forming spatial representations that can be directly read out to support accurate spatial judgments. Internal reasoning transforms it for changing viewpoints. Verbal responses selectively access it, evidenced by causal interventions that alter spatial judgments while largely preserving non-spatial responses. Case studies further show that S-Space assigns locations to unseen entities and the observer, and connects physical directions with abstract linguistic meanings, suggesting both the capabilities and limitations of large-scale language training. Finally, we use S-Space as a diagnostic tool for spatial reasoning failures. Direction-word readouts reveal systematic coupling between cardinal and image-relative reference frames. More importantly, a perception-computation decomposition exposes a key bottleneck: MLLMs can form capable spatial representations, yet fall short in the spatial transformations required to reason reliably across viewpoint changes.
2610.13527 · ▲ 272 · Code
Precise grounding matters. It specifies which object is the target and where that object is, even in clutter and for tiny objects, and it has to be fast enough for closed-loop control. Yet vision-language-action (VLA) and world-action models (WAMs) take perception from general-purpose vision-language and video-generation backbones, which still fail in these settings. We introduce GroundingPI, a 4B grounding foundation model that generates points and boxes as quantized coordinates in a shared vocabulary. Training combines multimodal and spatial pretraining, supervised fine-tuning, and reinforcement learning with GRPO, using supervision from public datasets and dedicated data engines. Against 44 baselines across 34 grounding benchmarks spanning 11 perceptual capabilities, GroundingPI establishes a new state of the art, averaging 73.68%, above the larger GPT-6 Astra (71.54%). As a downstream visual backbone, GroundingPI improves performance on robotic manipulation and autonomous driving. On RoboTwin 2.0, it outperforms every mainstream backbone we evaluate in all four out-of-distribution settings, by up to 24.8% relative to the strongest backbone. On RoboCasa-GR1, GroundingPI trained with 50% of the demonstrations outperforms those baselines trained with 75%. On nuScenes, used as the visual backbone, GroundingPI attains an average open-loop L2 error of 0.296 m. We systematically analyze GroundingPI's pretraining in scale and data composition. Downstream autonomous driving and robotic manipulation improve as the pretraining is scaled. Analyzing the data recipe across these 11 perceptual capabilities shows dense grounding's substantial benefits for both, and OCR's potential as a catalyst for perceptual learning. These results support grounding as a perceptual foundation, and dedicated perceptual pretraining as a promising direction for foundation models of physical intelligence.
2609.39601 · ▲ 246 · Code
Online reinforcement learning (RL) fine-tunes diffusion models with black-box rewards, but reverse-process methods such as Flow-GRPO are limited in efficiency by poor credit assignment, while forward-process methods such as DiffusionNFT are efficient yet unstable without carefully tuned exponential-moving-average (EMA) off-policy training. We show that NFT-style objectives contain a hidden forward--reverse consistency force that joint positive--negative training cancels only partially, and that EMA stabilizes training through restoration rather than off-policy rollouts. We introduce DiffusionART (Diffusion Reinforcement with Aggregation-First Reward Tilting), which aggregates each prompt's rewards into a shared reward-improving direction for reverse-process states, removing the consistency force by construction, and adds a trust-region-masked second update for drift-adaptive restoration without EMA tuning. It requires no differentiable reward model, remains effective with fewer samples per prompt, and supports pairwise reward models (DiffusionART-Pairwise). Across image and video generation, DiffusionART trains efficiently and stably without per-task tuning. In particular, on HunyuanVideo-13B with equally weighted visual and motion quality rewards, DiffusionART reaches the late-stage mean reward levels of DiffusionNFT and Flow-GRPO-Fast with 12.02 and 11.72 times fewer GPU hours, respectively, while achieving 28.8% and 53.0% higher mean training rewards.
2610.12572 · ▲ 242 · Code
Large Language Models (LLMs) increasingly ship with explicit "thinking modes", yet their counterpart, "no-thinking", has received far less attention. We study LLMs' no-thinking behavior along two axes. a. How to measure no-thinking? Prior work typically defines no-thinking through proxies such as a disabled thinking mode or the absence of long traces. These proxies are unreliable: disabled thinking modes may still emit reasoning, while long traces may contain filler rather than genuine inference. We instead normalize each response into a pre-answer trace and final answer, and evaluate it at three levels: (i) Empty-Thinking Rate for strict answer-only compliance; (ii) instruction-aware Question-Pre-answer Relevance for similarity between the question and pre-answer trace; and (iii) LLM-as-judge Explicit Inference Rate for visible explicit inference. Together, these metrics distinguish answer-only output, relevant but non-inferential text, and explicit inference. b. How does no-thinking vary across tasks and models? We evaluate six prompting interventions on six LLMs across Boolean, multiple-choice, and open-ended questions. We find that explicit no-think controls cannot reliably eliminate visible inference. Models instead exhibit "Thinking Inertia": explicit inference persists even under strict controls and becomes more prevalent as the answer space opens. Accuracy remains stable on Boolean and multiple-choice tasks, whereas open-ended tasks reveal a trade-off between answer-only compliance and task accuracy. Rewriting the same questions across answer spaces shows that supplying candidate answers makes answer-only responses easier to produce. These findings establish no-thinking as a non-trivial capability: stopping explicit reasoning cannot be assumed from model settings or instructions alone and deserves systematic evaluation alongside reasoning ability.
2610.11765 · ▲ 215 · Code
As the production of software passes into the hands of software itself, coding agents are increasingly commissioned to build agents fitted to their users' own workflows. This delegation carries a quiet assumption, that the delivered agent will faithfully serve the requirement it was built for, rather than merely appear to. No existing benchmark tests that assumption. We introduce AgentSWE, a benchmark for agent software engineering spanning three stages of the agent development lifecycle: Creation of a complete agent from a natural-language requirement, Editing of production agent codebases, and Optimization toward a measurable target. Each of its 25 tasks is framed as a commission rather than an exam: the builder iterates against a handful of illustrative cases, while acceptance exercises the frozen submission on held-out cases designed to span the full requirement, grading behavior against requirement-derived rubrics under hard pass/fail gates or, for Optimization, against the source benchmark's own objective. Evaluating a range of coding agents across models and harnesses, we find that none comes close to delivering what a requirement asks for: the gap between what a builder demonstrates and what it delivers is the norm, not the corner case. An accompanying empirical analysis of the failure trajectories identifies recurring failure modes, among them overfitting to the visible cases, hollow runtimes behind code that looks complete, and unsupported claims of completion, each a signal by which coding agents can learn to build the agents they are asked for.
2610.13361 · ▲ 201
Reinforcement learning with verifiable rewards (RLVR) turns agent experience into learning signals primarily through scalar outcome rewards after interaction. For group-relative objectives, however, this signal vanishes when all rollouts receive the same reward, even though their trajectories may reveal useful information about what the task requires and how the agent fails. We ask a complementary question: can hindsight teach an agent what it could have anticipated before acting? We introduce prospective learning, which uses post-hoc experience to supervise foresight predictions from the pre-interaction view, and instantiate it with Self-Retrospection Distillation (SRD). Intuitively, a completed trajectory reveals knowledge that would have been useful and pitfalls that should be avoided; SRD distills this privileged hindsight into trajectory-blind foresight of the same policy. Foresight serves only as a training target and need not be explicitly generated at inference time. Across 10 tool-integrated reasoning and long-horizon agentic tasks, SRD complements RLVR and self-distillation baselines with gains of up to 24.2 pp. Its advantage is especially pronounced when reward contrast is scarce: when 37--98% of rollout groups are reward-uniform across model scales, yet SRD can still exploit learning signal from sampled trajectories. In the 2B setting, where 98% of groups are all-failure, the RLVR training ends up at 0.0% success, while adding SRD reaches 60.6% under the same rollout budget. Our results suggest that post-hoc agent experience is useful not only for evaluating or improving behavior, but also for shaping predictive representations before available interaction.
2610.08077 · ▲ 191 · Code
Dense visual text requires image generators to reproduce long strings across multiple regions with correct placement and legibility. As short-string rendering improves, evaluation must test sustained performance across more demanding scenes. We introduce UltraText Bench, a bilingual benchmark for prompt-only generation of dense visual text. It contains 432 prompts spanning 24 real-world scene categories and three difficulty levels, split equally between English and Chinese. Each human-reviewed prompt supplies exact strings for four to twelve text regions, paired with structured references for their content, placement, and visual attributes. We use the Q-Judger vision-language model to assess each image against the complete reference, reporting text fidelity, text clarity, spatial quality, and scene quality. Across 24 model configurations, these dimensions reveal different strengths: Z-Image-Turbo gains 3.81 clarity points over Z-Image-Base while losing 14.76 fidelity points under the reported settings. Performance also varies with workload; Qwen-Image-2512's English composite falls from 86.50 at L1 to 42.86 at L3. Ten participants took part in human evaluation of the automatic scores. Repository: https://github.com/LINs-lab/UltraText_Bench.
2610.09823 · ▲ 187 · Code
Learning from experience is essential for LLM agents to adapt to unfamiliar and dynmaic environments. Evaluating this ability is therefore important for understanding how effectively agents acquire and use new knowledge. Existing benchmarks have sought to evaluate this ability, but they primarily evaluate tasks whose rules are provided in the instructions or already familiar to pretrained models, making it difficult to distinguish learning from interactions from reasoning with existing knowledge. To address this, we introduce Learn2Play Bench, a benchmark of newly designed text-based games, whose rules are novel or counterintuitive, requiring agents to acquire knowledge through interaction rather than rely solely on pretrained knowledge. These games provide reproducible feedback and automatic scoring, enabling controlled evaluation of learning across repeated attempts. We also vary game instances to test whether agents can apply what they have learned to new situations. Therefore, we evaluate how backbone models, self-evolving methods, and agent harnesses affect agents' learning ability, revealing three findings: (1) Experience retention: Retaining complete records of actions and feedback can support more effective learning than summarizing these experiences into rules or strategies. (2) Human agent gap: Top-performing human players achieve higher peak scores than the evaluated agents. Human explore more varied strategies, and repeat actions less. (3) Harness matters: With the backbone fixed, changing the harness can improve performance while reducing estimated inference cost. Together, these findings provide insights into how LLM agents learn from experience and suggest directions for future work to improve their learning ability. Project website: https://liushiliushi.github.io/learn2play-bench-website/
2610.08215 · ▲ 152 · Code
Humans effortlessly react to the world; they adeptly return a tennis shot, catch a falling cup, step aside from a passing cart, or pass a box tossed during truck unloading. These everyday actions require anticipating a moving target and reflexively responding with the whole body within about a second. Such visual reactive whole-body control remains challenging for humanoids, which must (1) coordinate whole-body control, (2) react to object dynamics in real time, and (3) ground perception in egocentric vision. We study catching thrown boxes as a representative task that demands all three capabilities; existing systems cover only part of it, relying on end-effectors, motion capture, or marked objects. We present Reflex, a three-stage framework that learns these capabilities stage by stage while connecting them through a compact representation of object dynamics. First, a state-based policy learns whole-body catching with reinforcement learning. Second, the policy learns to infer the dynamics of a moving box from delayed and incomplete observations. Third, an egocentric RGB-D encoder learns to recover this dynamics representation directly from visual observations while keeping the whole-body controller fixed. This decomposition provides each capability with a direct training signal and makes visual learning substantially more scalable. In simulation, Reflex achieves 85.7% catch success from egocentric RGB-D, compared with 87.9% when given privileged box observations. Temporal visual history is critical: removing it reduces success by 35.6 and 39.8 points on centered and laterally offset throws. On a real Unitree G1, Reflex catches human-thrown boxes with 65% and 40% success at 2.5 and 5 m, reaching 76% and 59% of human catchers' success at the same distances.
2610.12772 · ▲ 138 · Code
Large language model (LLM) routing distributes inference work across different models, advancing the cost-quality Pareto frontier of LLM serving. While coarse-grained routing at the session or query level has been widely adopted in production systems, recent algorithmic work shows that fine-grained token-level routing can yield substantial efficiency and quality gains. However, efficiently serving token-level routed inference poses significant challenges to existing systems. Built on single-LLM assumptions, current systems suffer from severe step desynchronization and frequent batch admission delays under token-level routing, and they also impose high implementation complexity on developers. To address these challenges, we design TokenRouter, an efficient and developer-friendly serving system for token-level routed LLM inference. TokenRouter follows the principle of request-centric programming, model-centric execution: developers describe routing logic from the perspective of a single request, while the runtime launches a subserver for each LLM and dispatches requests asynchronously. Each subserver employs a delayed-batching scheduler, whose optimal hyperparameters are derived from a mathematical throughput model of the system. Across diverse routing algorithms, workloads, and model pairs, TokenRouter achieves 2.01-64.15x higher decoding throughput than existing systems, substantially advancing the serving efficiency of token-level LLM routing. Our code is available at https://github.com/thu-nics/TokenRouter.
2610.12242 · ▲ 136 · Code
Terminal agents are moving beyond local operations toward completing real-world professional tasks. Short trajectories can demonstrate commands and tool calls, but they do not fully show how agents accumulate evidence through exploration, use it to inform judgments, continually adjust strategies based on feedback, and turn intermediate results into final deliverables. High-quality long-horizon trajectories capture these agentic behavioral patterns and their connections within a single problem-solving process, providing richer experience for sustained autonomous work. However, environment synthesis may complete or simplify the key work underlying these patterns in advance and thus remove the need for exploration, implementation, and verification that the agent was meant to perform. To address this, we introduce TerminalHorizon, a fully automated data synthesis engine for long-horizon terminal agents. Starting from real-world professional work, it uses independent execution to identify key work omitted during construction and uses the resulting evidence to guide environment reconstruction. To extend these patterns across stages, it progressively expands tasks under the same goal, introducing new requirements that build on prior results and call for further exploration and improvement. Using this engine, we construct 1.5K task environments and perform supervised fine-tuning of Qwen3.5-27B on the resulting dataset to obtain TerminalHorizon-27B. We achieve substantial performance gains on all 12 benchmarks spanning coding-agent tasks, agentic tasks in real-world production settings, and general reasoning. Multiple RSI case studies, each with a 12-hour research budget, further demonstrate the model's ability to continue experimenting beyond an initial solution, improve its methods based on feedback, and retain effective improvements in its final deliverables.
2610.13166 · ▲ 134
Linear attention replaces growing KV caches with fixed-size recurrent states, yet these persistent states can become a substantial memory bottleneck under concurrent serving. Directly quantizing recurrent states to low precision often leads to severe accuracy degradation, as quantization errors propagate through successive state updates. We discover that the impact of these errors depends on two complementary dimensions: temporally, errors in long-lived memory can persist across many decoding steps; spatially, errors in different key rows affect model outputs differently, while state magnitudes vary substantially along both rows and columns. Motivated by these observations, we propose STEPQuant, a spatial-temporal post-training quantization framework for Delta-rule recurrent states. STEPQuant allocates precision according to error magnitude and memory lifetime, and jointly fits key-row and value-column scales based on state distributions and key-row impact on output error. Experiments on Qwen3.8-27B and Kimi-Linear-48B-A3B-Instruct across both long- and short-generation benchmarks show that STEPQuant closely matches FP32-state accuracy under a nominal 6-bit budget and outperforms uniform INT8 in its 4-bit configuration. Integrated into SGLang with optimized GPU kernels, 6-bit STEPQuant achieves over 5x recurrent-state compression and reduces total serving memory by up to 68.7%. Our code is available at https://github.com/Dreamer-Toby/STEPQuant.
2609.38169 · ▲ 130 · Code
Realistic environment replicas are increasingly valuable for training and evaluating LLM agents, yet the original systems may be inaccessible or impractical to reproduce. We explore agentic language world modeling: rather than rebuilding an executable environment, a world model agent serves as the environment for a task agent and supports faithful and stateful simulation. We instantiate this paradigm with Trace2Env, a learning-free framework for settings where the original system is unavailable but historical interaction traces remain accessible. Trace2Env reconstructs these traces into a reusable environment worldbook containing environment schemas, grounded evidence, and induced behavioral knowledge. At runtime, the world model agent actively consults the worldbook together with persistent episodic state to infer each action's observation and lasting state effects. Across nine environments, Trace2Env improves both next-observation fidelity and long-horizon interaction consistency over conventional prompt-based LWMs. In multi-turn interaction, task agent actions generated against Trace2Env remain valid more often when replayed in the real environment, indicating that its simulated dynamics better preserve the consequences of earlier actions across successive turns. These results establish agentic language world modeling as an alternative direction for building realistic environment replicas without reconstructing the original executable system.
2610.06100 · ▲ 115 · Code
Assistants from 2011 answered and waited, and agents from 2023 did a task and stopped. In September 2026 Meta's Muse showed an agent for one person, with accounts, devices, memory and a conversation that lasts, closed, in a vendor's cloud, in one country. Such an agent is expected to act on a person's accounts and devices, remember them across weeks, speak first when it is worth it, and answer for what it did. It is a kind of software, not a model, and until now had no open counterpart. This report defines the personal agent in five questions and three horizons. It reads how Muse is built from Meta's public record and a copy of its production prompt, each statement marked by its source. It then presents nanoMuse, the open-source counterpart under the GPL-3.0, one agent on every device a person owns, with hands on the phone's screen and the computer's. They share one conversation over a relay anyone can run; every action goes through a Sentinel, memory is files the person can read, and the model is their choice. Its size and cost are given as estimates. What is open, memory with provenance, an evaluation suite for the hands and an open model for them, is set out as a roadmap.
2610.08699 · ▲ 113 · Code
Real-time robot control demands enough visual history to infer motion and task progress, but processing that history can delay action. We present Long-WAM, a model-system framework for scaling the context of causal world-action models under real-time control constraints. Our central finding is that access to history is not the same as using it: longer histories pay off far more when the video foundation is pretrained autoregressively (AR). We first learn causal prediction from robot and egocentric videos without action labels, then preserve this history-to-future structure during world-action adaptation. On RoboCasa GR-1, increasing context from 0.0 to 19.2 seconds raises success from 63.3% to 78.7%, whereas a bidirectionally pretrained initialization shows no net gain; robot-domain AR pretraining further raises peak success on GR-1 and LIBERO-Long. Long-WAM also achieves the best results among compared methods on LIBERO-Long, RoboTwin 2.0, and DOMINO. Streaming observation encoding, asynchronous execution, and hardware-specific acceleration enable deployment on RTX 5090, DGX Spark, and Jetson AGX Thor without dropping future prediction; on RTX 5090, each action chunk, including future-video latent prediction, takes 107.4 ms. Real-time deployment on Unitree G1 and YAM supports dynamic and long-horizon manipulation, including 95% success on dynamic cup stacking, where Pi0.5 and Fast-WAM succeed in none of 20 trials. As a memory-informed executor, Long-WAM also complements higher-level planning in composite tasks.
2610.10528 · ▲ 109 · Code
Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criteria. Finally, the Reviewer accepts the better version and provides improvement reviews for the next round, closing the recursive loop. Our method achieves state-of-the-art overall performance of 77.89 on GameCraft-Bench. On GameASG-Bench, it achieves a strict task success rate of 53.2%, a 34.1% improvement over the same-model baseline, and the highest mean runtime-check pass rate at 93.4% among compared methods. A user study shows longer playtime and higher ratings. Code is coming soon.
2610.08621 · ▲ 93 · Code
Computer-use agents (CUAs) are rapidly improving, yet synthesizing diverse and reliable software environments at scale remains challenging. Native application environments require substantial construction and integration effort, which limits application coverage and increases the risk of application-specific overfitting. Browser-hosted environments provide limited interaction depth and workflow complexity. These limitations motivate SoftwareGym, an automated pipeline for synthesizing GUI software environments with diverse interfaces, executable functionality, and runtime-verified behavior. It generates structurally diverse designs, realizes them as runnable applications, and uses GUI evaluation with iterative repair to ensure functional reliability. Using SoftwareGym, we synthesize 182 applications across twelve categories and achieve a mean GUI task pass rate of 91.5%. We construct SoftwareGym-Bench, a 120-task evaluation suite spanning the same twelve categories, and use trajectories collected from these environments for CUA training. The resulting model improves Pass@3 from 41.39% to 56.97% on the strictly out-of-domain OSWorld benchmark and achieves 40.0% on SoftwareGym-Bench. These results demonstrate the potential of synthesized software environments as scalable and transferable supervision for CUA training.
2610.12611 · ▲ 92 · Code
Highly compressed video autoencoders offer an effective way to accelerate video diffusion models, as the Diffusion Transformer (DiT) operates on far fewer tokens. However, such autoencoders are challenging to train, since a higher compression ratio degrades reconstruction quality and recovering it requires more channels, which is known to slow the convergence of the DiT. The compressed latent also differs from the one the DiT was trained on, so the pretrained DiT must be either retrained from scratch or adapted at considerable cost. Compressing the autoencoder the DiT was trained with appears to preserve compatibility, yet optimizing it for reconstruction alone still shifts the latent away from the distribution the DiT has learned. To address this, we propose Generation-Aware Latent Compression for Efficient Video Generation (GRACE), a two-stage framework that compresses a pretrained video autoencoder while keeping it compatible with the pretrained DiT. Specifically, we keep a frozen base latent from the pretrained encoder and learn a residual latent for the information lost under stronger compression, while aligning the compressed latent with the pretrained latent in the feature space of the frozen DiT so that the autoencoder is optimized for generation. We then adapt the DiT with lightweight fine-tuning and asymmetric denoising, where the base is denoised ahead of the residual. GRACE reduces the token count of Wan2.1-I2V-14B by 8x and its latency by 11.1x at 480x832x81, while matching the generation quality of the pretrained pipeline before compression on VBench.
2610.10524 · ▲ 88 · Code
General-purpose service robots need navigation systems that can handle diverse human requests in unfamiliar environments, combining task generality with scene generality. Some existing methods fine-tune multimodal large language models (MLLMs) to predict navigation actions, making their behavior dependent on the coverage of navigation training data and potentially limiting generalization to new requests and environments. Our key insight is to let the MLLM focus on interpreting requests, understanding scenes, and making decisions while preserving its general-purpose capabilities and delegating motion execution to navigation tools. To realize this idea, we introduce SuperNav, which equips a pretrained MLLM with a specialized agent harness without navigation-specific fine-tuning of the MLLM. Our harness supports these decisions with Navigation Skills, agent-oriented Tools for physical interaction, and task-progress and context management. A unified visual-point interface connects decision-making to motion by allowing the model to specify destinations directly in images and revise its decisions from execution feedback. Together, these components support sustained navigation across different task requirements and environments. SuperNav outperforms four evaluated baselines on instance-level, multi-object, and demand-driven tasks. Category-level evaluation on HM3D and deployment on a real quadruped robot further demonstrate its applicability across environments. Project Page: https://zju3dv.github.io/SuperNav/
2610.12126 · ▲ 84 · Code
As large language model (LLM) agents become increasingly autonomous, they may pursue task performance through deception, raising concerns about their reliable deployment. Existing evaluations show that LLM agents can deceive, but often examine isolated scenarios or narrowly defined conditions, limiting systematic understanding of when deception becomes more likely. To address this gap, we introduce DecepEval, a benchmark comprising 1,532 instances across 3 task families and 28 professional scenarios. Drawing on classical fraud theories, we propose the LLM Deception Diamond framework, which characterizes four external conditions that may induce deception: pressure, incentive, opportunity, and conflict. DecepEval pairs neutral and induced versions of each instance to measure condition-dependent changes in deception rates, while explicit task facts and observable agent behavior help distinguish deception from capability-related errors. Evaluations of nine frontier LLMs show that inducements increase deception across models and task families, even among models with low baseline deception rates. DecepEval makes these vulnerabilities measurable, providing a shared benchmark for progress toward trustworthy artificial intelligence.
2610.07967 · ▲ 84 · Code
Video interactive storytelling enables viewers to actively steer how a video unfolds. However, once we allow viewers to intervene during generation, a new challenge arises: The viewer's request can have latent dependencies on both the grounding source and the current rendered video state. These dependencies may not be explicitly stated in any individual input, but emerge only when the source, rendered history, and new viewer intent are considered jointly. Existing interactive video generation systems primarily emphasize following viewer instructions, while source-grounded video generation methods focus on aligning generated content with an external narrative or knowledge source. This leaves a fundamental question underexplored: What context should a generation model ground on during interactive continuation, and how can heterogeneous, unstructured inputs be transformed into such grounding context? In this work, we formulate contextual grounding as the process of transforming heterogeneous input context into an executable constraint model for video generation. To address this challenge, we introduce VIS-Ground, which performs Structured Context Abstraction to recover grounded states and cross-context dependencies, Generation Constraints Induction to project relevant dependencies into candidate-specific constraints, and Constrained Video Generation to enforce these constraints through planning, verification, revision, and rendering. Across three video generation backbones, VIS-Ground consistently achieves the highest overall composite score, reaching an average absolute improvement of 10.3 points over the strongest per-backbone baselines. Detailed analysis further shows gains across both narrative and knowledge grounding, and reveals remaining challenges in dependency extraction, and faithful realization during video rendering.
2610.09326 · ▲ 79 · Code
Vision-language-action models benefit from the understanding and reasoning capabilities of pretrained vision-language models, but action-only supervision provides limited grounding in world dynamics. Conversely, world-action models inherit spatiotemporal priors from video generation models, yet remain limited in semantic understanding and reasoning under distribution shifts. We introduce UniWAM, a unified architecture that integrates a physical reasoner, a world generator, and an action predictor to jointly learn semantic understanding of the physical world, visual generation, and action prediction. To ensure the quality of the training data, we developed a rigorous data cleaning and annotation pipeline for both human egocentric data and robot data. To adapt the vision-language component to embodied tasks while preserving its inherited language capabilities, we represent low-level actions in natural language and introduce a pre-training recipe that assigns complementary supervision from visual question answering (VQA) data, human egocentric data, and robot demonstrations to the appropriate model components. During post-training, future visual noise augmentation reduces reliance on precise future predictions, while history-conditioned flow matching uses encoded action history to initialize action generation. Together, these designs significantly reduce denoising steps while maintaining performance. UniWAM achieves state-of-the-art (SOTA) performance across multiple evaluations, including in-distribution performance, robustness, generalization, instruction following, and long-horizon task execution. Furthermore, we uncover a log-linear scaling law of unified human-robot co-training, demonstrating the effectiveness of large-scale pre-training on a mixture of human and robot data.
2610.02054 · ▲ 76 · Code
Autoregressive (AR) grounding models serialize spatial predictions, introducing sequential latency and imposing a causal order on output tokens. We view grounding as visual evidence extraction: objects, locations, and spatial relations are jointly constrained by the image and query, yet their dependencies do not imply an intrinsic left-to-right generation order. This distinction makes bidirectional diffusion a natural fit, allowing spatial hypotheses to emerge in parallel and be jointly refined through iterative denoising. We introduce GroundAnything, a 4B-parameter grounding foundation model that reconciles fast parallel decoding with precise localization through blockwise denoising. Training combines grounding pretraining from public datasets and dedicated data engines, direct AR-to-diffusion conversion with joint AR and diffusion objectives, supervised fine-tuning, and GRPO-based reinforcement post-training. Across 30 grounding benchmarks, our autoregressive variant, GroundAnything-VLM, establishes a new overall state of the art among similarly sized models at 72.42%, remaining competitive with GPT-6 Astra (71.35%). With entropy-guided decoding, GroundAnything also surpasses the prior state of the art at this scale, averaging 61.75% versus 53.32% for the fast MTP-based LocateAnything model. We further explore decoding strategies, showing that an optional self-speculative mode achieves a 4.51times speedup over the AR counterpart with a 0.74 percentage-point drop in COCO F1mIoU. Infrastructure experiments show that progressive inference optimizations translate parallel decoding into practical speedups. These support efficient visual grounding in latency-sensitive real-world systems.
2609.39600 · ▲ 71 · Code
Egocentric world models predict first-person observations conditioned on an agent's actions, but most focus on a single agent. Real embodied settings often involve multiple agents that act and interact within a shared environment. Existing multi-agent world models rely on coarse actions like locomotion, camera control, or discrete commands, leaving fine-grained embodied interactions underexplored. We formulate multi-agent egocentric world modeling as synchronized ego-stream generation for multiple agents interacting through fine-grained actions in a shared world. This requires cross-view action consistency, shared-environment consistency, and consistent propagation of interaction-induced state updates. We propose Multi-agent Egocentric World Model (ME-World), which jointly denoises multiple ego streams in a shared token sequence, conditions each stream on all agents' target-view poses, and grounds generation with shared environment memory. We train and evaluate on real and synthetic multi-agent data and introduce shared-world consistency metrics for environment, update, and identity consistency. Experiments show ME-World improves shared-world consistency, action control, identity preservation, and video quality over existing methods.
2610.12299 · ▲ 66 · Code
Continual learning requires models to accumulate past experience and transfer it to new tasks. Despite substantial research on continual learning, existing work remains largely confined to non-embodied settings, without extending to embodied environments. To address this gap, we introduce EmbodiedCLBench, the first benchmark in embodied simulation for evaluating the continual learning capability of self-evolving agents. With compositional generalization as the core evaluation principle, our benchmark evaluates whether agents can first learn from basic tasks and then recombine the acquired skills to solve complex, unseen advanced tasks. Based on EmbodiedCLBench, we conduct extensive experiments across multiple agent harnesses and learning methods, revealing consistent limitations and distinctive behaviors. Our results show that while advanced tasks can be hardly solved under zero-shot setting, the experience from basic tasks enables consistent improvement. Such benefit from the experience remains stable even if the task complexity increases. However, this improvement does not scale accordingly with the number of learning samples, and current agents cannot extract meaningful information from additional experience. Collectively, our findings highlight continual learning as a fundamental yet underexplored capability, and our benchmark offers valuable resources for designing effective self-evolving agents in embodied environments. Our code and dataset are available at https://pku-value-lab.github.io/EmbodiedCLBench-homepage.
2610.13021 · ▲ 66 · Code
Long-horizon compositional manipulation has become increasingly important for real-world robot deployment, where a single task involves multiple coordinated subtasks. Existing world-action models (WAMs) jointly predict short-horizon visual futures and actions, but typically lack explicit subtask-level reasoning. We propose Visual Goal-conditioned Action Reasoning (ViGAR), a hierarchical framework that factorizes manipulation into a visual subgoal planner and a subgoal executor. Given the current observation and global instruction, the subgoal planner predicts a visual subgoal for the next subtask. The subgoal executor then jointly generates future visual trajectories and actions conditioned on the predicted subgoal. Both components share a pretrained world-model representation, enabling task-level planning and action generation to benefit from common physical knowledge. Moreover, our framework naturally supports in-context learning: using a global goal image as context can induce different subtask decompositions and behaviors without parameter updates. On the RoboTwin Clean2Random benchmark, ViGAR achieves 82.00% and 67.02% success rates under the Clean and Random settings, respectively, surpassing the strongest baseline by 12.86 percentage points in average success rate. Real-world robot experiments on five compositional and two in-context learning tasks further confirm the effectiveness of ViGAR.
2610.02368 · ▲ 64 · Code
We study robotic in-context learning (ICL), an emerging paradigm that enables robots to infer and execute tasks from visual demonstrations. Despite its growing promise, the problem itself remains under-defined: a visual demonstration simultaneously conveys action trajectories, object semantics, manipulation affordances, spatial relations, and task goals, making it unclear what information the robot is actually expected to follow. In this work, we first provide a clear problem definition of robot ICL that explicitly defines its learning target and resolves this fundamental prompt ambiguity. Building on this definition, we develop a minimalist and reproducible ICL framework (SimpleICL) with a visual prompt encoder and a low-cost data collection protocol. Without massive pre-training or specialized data infrastructure, our framework achieves strong performance in both simulation and real-world environments. Extensive experiments further reveal several key properties of robot ICL, including action, semantic, composition, and affordance discrimination. We will fully open-source our data and training pipeline to facilitate systematic and reproducible research on robot ICL. The project page can be found at https://simpleicl.github.io/simpleicl.
2609.38173 · ▲ 60 · Code
Autoregressive video generation requires denoising the current frames while writing their key-value representations as context for future predictions. However, these two roles typically share parameters, and we find that their gradients exhibit distinct patterns and systematic negative alignment, hindering the joint optimization of visual quality and temporal consistency. We introduce Self Gradient Forcing Plus (SGF+), which assigns separate parameters to context writing and denoising while preserving their interaction through causal attention. Both roles are jointly optimized using the original generation objective without auxiliary losses, with context writing supervised through its contribution to future predictions. This simple change improves visual quality and long-horizon consistency over the evaluated baselines in both framewise and chunkwise generation, without additional video training data or a longer training horizon. Trained on only 5s rollouts, SGF+ supports continuous generation for up to 24 hours without long-video fine-tuning. These results highlight role-specific parameterization as an effective design principle for high-quality autoregressive video generation and native long-horizon extrapolation.
2610.10429 · ▲ 59 · Code
Multimodal large language models have become the dominant paradigm for visual understanding, but incur substantial costs by encoding inputs into dense, fixed-size patch tokens. However, visual information is unevenly distributed: some regions require fine-grained detail, while others admit compact representations. Downsampling sacrifices this detail, while existing token pruning and adaptive approaches remain limited in content-adaptive granularity, task generalization, and integration with modern MLLMs and serving infrastructure. Overcoming these limitations calls for foundation models that learn, end to end, where-and at what granularity-to allocate visual representations, a native capability we term elastic visual representation weaving. We introduce VisionWeave, establishing this capability in frontier-level MLLMs through large-scale training. It combines two components: a gated spatial pooler constructs coarse-grained representations alongside native fine-grained representations within a shared MRoPE coordinate, while a granularity router learns their content-adaptive allocation. Through self-distillation alone, we validate this capability on Qwen3.5-4B and scale to Qwen3.8-27B with over 30K A100 GPU-hours. Based on Qwen3.8-27B, VisionWeave adaptively adjusts token savings to visual content, saving 43.0% tokens on average while retaining 98.9% native performance across eight benchmarks, versus only 88% performance preserved for token pruning baselines with a fixed 50% savings target. Extensive evaluations confirm robust efficiency-quality trade-offs across diverse tasks, resolutions and video frames. When deployed on SGLang serving engine, our method achieves a 2.3x throughput gain while reducing mean TTFT by 54.4% and mean TPOT by 60.6%. Together, we believe these results position elastic visual weaving as a promising capability for next-generation multimodal models.
2610.07987 · ▲ 58 · Code
Long-horizon agents compact their history to continue within a finite context window, but a textual summary alone may not support every subsequent decision. We introduce REMORY, a neural memory network that supplements the summary with a bounded sequence of soft memory tokens. Given the history and summary, the network learns to generate tokens that help a frozen LLM approximate the continuation it would produce with the full history. The tokens are conditioned on the summary and appended after it, forming an analogue of a residual connection along the sequence dimension. On SummHay, REMORY improves source attribution at nearly unchanged insight coverage and approaches the full-context joint score using only 5.2% of the input positions. Across long-horizon agent benchmarks, Qwen3.8-27B and GLM-5.3-Flash show consistent gains with residual memory. Both models also exhibit substantially fewer repeated tool outputs and tool errors on BrowseComp and Terminal-Bench 2.1.
2610.11287 · ▲ 57 · Code
Recent 3D world models generate photorealistic, explorable scenes that remain frozen in time. OuroWorld is a mask-free framework that turns any static 3D Gaussian Splatting scene into a 3D cinemagraph: a dynamic scene with vivid, diverse motion looping seamlessly from any viewpoint. A vision-language model infers plausible dynamics and guides a video model to synthesize a reference video, which we lift and complete into multi-view videos. To learn from this imperfect supervision, we propose Inconsistency-Robust Periodic 4DGS: a Fourier-series deformation field guarantees looping by construction, while a Grounded Drift Field anchored at the reference view absorbs cross-view inconsistency. Unlike prior Eulerian methods limited to fluid-like motion, we capture general deformation, object motion, and illumination change. We introduce a ground-truth-free evaluation covering vividness, naturalness, loop seam coherence, and scene quality. On 39 reconstructed and generated scenes, OuroWorld outperforms all baselines and wins 70.8%-99.0% of user-study comparisons. Project page: https://ouroworld.userwei.com
2610.12461 · ▲ 55 · Code
Recent joint video-audio generation models have achieved strong semantic correspondence and temporal synchronization. However, applications such as AR/VR and interactive gaming further require stereo audio to provide an immersive sense, which remains largely overlooked. Effective stereo audio requires the perceived sound location to evolve consistently with the motion of its corresponding visual source. We refer to this property as Dynamic Spatial Correspondence and propose StereoBind, a framework that binds visual source motion to stereo sound generation. StereoBind uses motion tracks to coordinate visual motion and stereo audio through three complementary mechanisms. Visual Motion Binding establishes source-aware audiovisual correspondence, the Spatial Track Encoder captures absolute source positions, and Residual Track RoPE models relative motion. For supervision and evaluation, we construct StereoWorld-29K, a large-scale stereo audio-video dataset with paired motion tracks, and StereoWorldBench for measuring audiovisual spatial consistency. Experiments show that StereoBind substantially improves spatial alignment in stereo audio generation over existing models while preserving overall audiovisual quality.
2609.38748 · ▲ 54 · Code
We propose Tetris3D, a generative framework for single-image 3D scene reconstruction that recovers objects which are physically and geometrically coherent as a scene. Existing methods often generate objects independently or couple them implicitly, providing limited guidance for ensuring fine-grained spatial compatibility between neighboring objects that interact with one another. To address this, we explicitly condition the generation of each object on the geometry of surrounding objects and their physical relationships, guiding its shape and pose to remain geometrically and physically plausible within the scene. Moreover, we introduce ComOb, a physics simulation-based dataset of 1.2M scenes featuring physical interactions across diverse object categories, with per-object meshes and pairwise physical relation annotations. Comprehensive experiments on synthetic and realworld scenes show that Tetris3D recovers coherent object shapes and poses even when interacting regions are occluded, and achieves state-of-the-art performance in both generation quality and physical stability.
2610.10539 · ▲ 48 · Code
Sparse attention is a primary approach to reducing the latency of diffusion transformers in long-sequence generation tasks, such as video and high-resolution 3D asset generation. However, existing methods can degrade generation quality and fidelity at high sparsity levels. Through controlled oracle comparisons, we trace this degradation to three sources: constraints imposed by token grouping, inaccurate interaction selection, and the attention contributions lost when tokens are discarded. Guided by this analysis, we propose Meta-Cached Sparse Attention (MC-Sparse), a training-free framework that selects individual key-value (KV) tokens while organizing similar queries into tile-aligned groups for efficient GPU execution. MC-Sparse caches metadata comprising query groups, KV indices selected using exact attention probabilities, and residuals between dense and sparse attention outputs, and reuses them across subsequent denoising steps. Across video and 3D generation models, MC-Sparse achieves higher fidelity to dense-attention outputs and larger denoising speedups than existing sparse-attention baselines, without visible quality degradation. Relative to dense attention, it delivers a 1.80times denoising speedup on Minimax-H3-Base and a 2.32times speedup on 3D asset generation, both with negligible quality loss.
2610.06801 · ▲ 42 · Code
Recent advances in world models have enabled increasingly realistic visual synthesis. However, these generated environments remain largely silent. Bringing sound to world models poses three core challenges: real-time generation to keep pace with interactive video streams, interactive control to respond to mid-stream sound instructions, and spatially aligned stereo to reflect scene geometry and camera motion. To address these demands, we introduce WorldSonus, an interactive video-to-audio framework designed for real-time spatial sound synthesis in world models. For real-time generation, WorldSonus employs a streaming causal autoregressive diffusion architecture that synthesizes audio chunks at a low real-time factor (RTF) of 0.41. For interactive control, we incorporate an audio-centric captioning pipeline with chunk-indexed prompt scheduling, enabling dynamic manipulation of sound events during generation. For spatial alignment, we leverage high-quality stereo supervision curated from diverse stereo and ambisonic data. Extensive experiments demonstrate that while tailored for world models, WorldSonus generalizes effectively to open-domain video-to-audio benchmarks, matching or outperforming state-of-the-art bidirectional models in both acoustic quality and spatial alignment. Project page: https://noizai.github.io/WorldSonus/
2610.08760 · ▲ 41 · Code
This is a book about large language models. As indicated by the title, it primarily focuses on foundational concepts rather than comprehensive coverage of all cutting-edge technologies. The book is structured into six main chapters, each exploring a key area: pre-training, generative models, prompting, alignment, inference, and reasoning. It is intended for college students, professionals, and practitioners in natural language processing and related fields, and can serve as a reference for anyone interested in large language models.
2501.09223 · ▲ 36 · Code
Attention Residuals (AttnRes) enables content-dependent retrieval over network depth, which can be viewed as single-stream softmax attention along the depth axis. Inspired by the success of multi-head attention along the sequence axis, we introduce Multi-Stream Attention Residuals (MSAR), an extension of AttnRes that generalizes this mechanism to multi-head depth attention, yielding substantial performance gains with minimal additional overhead. MSAR draws stream diversity from sequence context through multi-scale causal convolutions, allowing different heads to retrieve historical representations through distinct contextual views while preserving the integrity of the hidden representation. The retrieved streams are combined through lightweight adaptive mixing to generate the single-stream layer input. By retaining single-stream sources and expanding them on demand, MSAR supports multi-stream computation without requiring persistent multi-stream storage or communication. Across all 12 downstream benchmarks at the 18B and 28B MoE scales, MSAR consistently outperforms prior residual variants, including standard residual connections, manifold-constrained Hyper-Connections (mHC), and AttnRes. Scaling-law experiments yield an iso-loss compute speedup of 1.58times over the standard residual baseline, compared with 1.35times for AttnRes and 1.30times for mHC. These results make MSAR a promising residual architecture for large-scale pre-training.
2610.13630 · ▲ 34 · Code
State tracking requires an update at every input, but the depth a Transformer applies to each token is fixed regardless of sequence length. We introduce the Recurrent Looped Transformer (RLT), which splits its layers between a parallel causal encoder and a recurrent decoder. At each token, the decoder merges the encoder output with the previous token's final decoder state, so the computation path grows with sequence length at a fixed per-token cost. On six algorithmic tasks, we compare five splits of eight layers with an eight-layer Transformer over three seeds. Trained on at most 40 bits, two RLT splits generalize parity to 256 bits with 100% accuracy in every seed, while the Transformer stays at chance. On swap-based S_5 permutation tracking at eight times the training length, RLT reaches 97% final-state accuracy versus under 1% for the Transformer, and accuracy increases with decoder depth. On modular arithmetic beyond the training lengths, RLT reaches up to 93% versus 33% for the Transformer. Ablations show that these gains depend on the feedback: removing it drops parity and swap-based S_5 to chance at every split. Updating the feedback once per four-token chunk lets known tokens in a chunk run in parallel and keeps 64-bit parity at 99%, while permutation tracking depends on per-token feedback: chunking lowers length-64 swap-based S_5 from 100% to 20%.
2610.07591 · ▲ 32 · Code
Recursive self-improvement (RSI) aims to transform interaction experience into persistent improvements, yet external feedback is costly and world-model predictions may become unreliable as policies evolve. We introduce RSI-Anything, a domain-general framework built on JEPA-Anything that uses predictive world models to guide action and learning-data selection. Observed feedback drives policy or workflow improvement and conditional world-model adaptation, while component and compatibility checks govern the retention of updated policy-model pairs. Across diverse computational and scientific domains, RSI-Anything demonstrates substantial gains. In code repair, with the coder fixed, success increases from 26.3% with a static verifier to 29.2% through predictive selection and 31.2% after world-model adaptation, at comparable test usage. Graphical user interface (GUI) evaluations showed higher task completion, while average actions decrease by 39.4%. Across five successive policy versions, laboratory-planning scores more than double from 21.80% to 46.01%. In reaction optimization, RSI-Anything achieves 96.15% mean best observed yield versus 82.16% for Bayesian optimization under the same 40-experiment budget. An end-to-end immune-science application further connects workflow evolution and predictive modeling with therapeutic hypothesis generation. These results demonstrate how predictive world models and retained system updates enable recursive improvement across diverse environments.
2610.13912 · ▲ 32 · Code
Language models increasingly support or automate information retrieval from document collections too large to index. This task is difficult when it requires specialist linguistic or scientific knowledge. We used the Wikipedia Game to test language models on an analogous information retrieval task. In the game, players must reach a target article using only article links. We compared sentence embedding models and LLMs across five Wikipedia languages and five academic-literature datasets. We construct very large local graphs of Wikipedia pages and of paper citations using OpenAlex and provide code to build and navigate them. This allows the study of language models' navigation capabilities without relying on third-party APIs. We compared the models with human and TF-IDF benchmarks. The Wikipedia Game format enables robust comparisons across techniques, languages, and domains. No model significantly outperformed humans, although the best models (GPT-o3 mini, GPT-4o, QwQ:32B, and DeepSeek-R1:70B) achieved comparable success. Performance and rankings varied across languages and topics, with implications for practitioners utilising these techniques.
2610.13948v1
Interpreting machine learning model predictions is a central challenge, particularly for black-box vision models. Concept-based attribution methods interpret models using human-understandable concepts. Existing concept-based methods can only interpret classification and regression models. They require access to model weights or large concept-annotated datasets, and most methods cannot provide image-level attribution. We propose Hide and Seek (HnS), a new method for concept-level attribution that does not require access to model weights or labeled concept datasets. HnS can interpret a wide range of vision models. Given a concept and image set, HnS retrieves concept-aligned images using a vision-language model, localizes the concept within each image, masks the localized region, and measures attribution from the change in the black-box model's output between the original and masked images. This enables faithful attribution by directly measuring the model's behavior and supporting local attributions. We validated HnS on CelebA and COCO-Stuff. Compared to existing methods, HnS showed better agreement with ground-truth attributions. We demonstrated the applicability of HnS on diverse tasks, including image captioning and satellite image segmentation, where no existing concept attribution method can be used. We provided our anonymous code in the supplementary material.
2610.13935v1
While deep learning models for tabular data have recently received significant research attention, the choice of objective functions for regression tasks remains an understudied degree of freedom. Several lines of research offer alternatives to the standard Mean Squared Error (MSE), but differences in datasets, backbones, and evaluation protocols make their practical benefits difficult to compare. In this work, we address this gap by performing a systematic re-evaluation of regression objectives across a broad collection of established tabular datasets and multiple neural backbones. Our comparison reveals that many proposed objectives provide limited or inconsistent gains over a properly tuned MSE baseline, while quantile loss yields consistent aggregate improvements over MSE across the tested backbones. We then identify a limitation that remains even with this strong objective: regions with different levels of target noise can reach their best predictive performance at different training epochs. Consequently, a single global early-stopping checkpoint can impose a compromise between uncertainty regions, even when the objective can represent heteroskedastic target distributions. Motivated by this limitation, we introduce a heteroskedasticity-aware extension of quantile loss that uses input-dependent label smoothing as a potential remedy and improves over quantile loss on several backbones. Overall, our results provide a modern empirical picture of regression objectives for tabular deep learning and highlight how differences in optimal stopping times across uncertainty regions can limit the effectiveness of global early stopping. The code is available at https://github.com/yandex-research/tabular-regression.
2610.13909v1
As AI agents increasingly rely on external tools, accurate retrieval is essential for reliable behavior. Existing methods optimize semantic relevance but largely ignore tool availability during execution. To address this gap, we propose RATED (Reliability-Aware Tool Retrieval via Execution Dynamics), a retrieval framework that combines robust semantic matching with dynamic reliability adaptation. RATED employs a frozen dual-encoder with contrastive fine-tuning for semantic matching, and a lightweight contextual bandit module that re-ranks candidates based on real-time execution feedback. This design enables rapid adaptation to runtime tool failures without expensive model retraining. We introduce EcoAgent, a benchmark of 5,172 real-world tools and over 210,000 query-tool pairs for offline retrieval and dynamic reliability evaluation. Experimental results demonstrate that RATED achieves a 52.2% relative MRR improvement over the ToolLLM API retriever on real-world queries, and reduces fault selection rate from 86.2% to 2.9% under severe API outage scenarios with a 30% failure rate, while incurring negligible latency overhead of less than 1 ms over encode-only inference. The code and dataset are available at https://github.com/Elliotes/EcoAgent.
2610.13889v1
Vision-Language Models (VLMs) increasingly analyze and reason about images, yet it remains unclear whether their internal representations faithfully encode the structured relations required for such reasoning. We introduce EICS (Evaluation-Invariant Concept Stability), a metric for testing whether representations consistently encode concepts under controlled one-concept interventions, and CASP-VL (Causally controlled Spatial Perturbations for Vision-Language models), a benchmark of causally controlled spatial perturbations derived from Visual Genome scene graphs. Across multiple VLM architectures, we find that spatial relations are represented substantially less faithfully than lexical information, even when the same models score well above chance on compositional benchmarks. Further analysis shows that the relation is identifiable at the predicate's own tokens but is lost when the sentence is aggregated into a global representation, whether through the (EOS) token or by mean pooling. These findings reveal a systematic failure invisible to output-based evaluation: VLMs do not preserve, in the representation used downstream, relational information that is present in their own input.
2610.13910v1
Neural semantic parsers generate meaning representations token by token, yet well-formedness depends on references, scope, and graph relations that unfold during generation. Constrained decoding prevents locally invalid tokens but does not guarantee that a valid prefix can be completed within a fixed output-length limit. We investigate structural automata at three stages of DRS parsing (decoding, post hoc processing, and training) and additionally evaluate decoding on AMR. For decoding, we introduce accepting-path decoding (APD), which maintains a verified completion within the remaining length limit and follows the model's preferred token whenever that token can also be completed. APD guarantees an accepted output without retracting tokens. Under tight length limits, it improves Smatch++ over local masking by 5.1 and 2.4 points on DRS and by 6.4 and 3.2 points on AMR, comparable to rollback under the same limit, which retracts tokens. For post hoc processing, invalid outputs concentrate on the same inputs: eight unconstrained samples yield no valid output for 10.2% of inputs with limited training data, compared with 0.4% with full data, where filtering comes within 0.2 Smatch++ points of APD. For training, penalizing automaton-rejected tokens improves development Smatch++ by 3.6-11.0 points after 10% of training, but this advantage diminishes as cross-entropy alone reduces the probability assigned to rejected tokens from 14% to below 2% within the first sixth of training with limited data.
2610.13896v1
Recent advances in automatic pronunciation assessment (APA) have driven a shift from scripted to free-form assessment. However, existing methods often rely on multi-stage pipelines with forced alignment and separate feature extractors, limiting their practicality across response settings. In light of this, we propose OpenPA, a novel APA framework that leverages Whisper's cross-attention mechanism to jointly predict word- and utterance-level pronunciation scores without forced alignment. Through mixed-transcript adaptation and adaptive substitution weighting, OpenPA accommodates heterogeneous transcripts across closed- and open-response settings within a single model. Trained solely on speechocean762, OpenPA achieves the strongest overall performance among evaluated systems under in-domain closed and simulated open-response conditions, while maintaining its performance zero-shot on MultiPA. An additional cross-task evaluation on oral-cancer speech suggests its potential applicability beyond non-native speech.
2610.13826v1
A useful language model should know when to answer and when to say "I don't know." Can we improve that decision by training the model itself or by training a separate component to check its answers? We study both approaches on Qwen3-14B for factual questions, using a score that rewards correct answers, penalizes mistakes, and allows abstention. Across three training seeds and two held-out confidence thresholds, a learned answer selector improves threshold-averaged utility over the original model's calibrated confidence filter. On TriviaQA, mean coverage increases from 20.2% to 30.9%, while the pooled error rate among scored answers decreases from 23.0% to 14.5% under exact-match grading. The tested reinforcement-learning changes do not establish consistent gains. On NQ-Open, the selector improves threshold-averaged utility over the filter but still performs worse than always abstaining. A partial human-reviewed audit preserves the TriviaQA finding. Our results support learning to select answers in this setting while showing that reliable abstention across datasets remains unresolved.
2610.13821v1
In this paper, we study physically grounded articulated 3D asset generation---moving the goal from reproducing how objects look to capturing how they move and function. Inspired by the literature on procedural and agentic generation, we present Artisan, a system that extends the latest method Articraft by introducing a multi-agent pipeline with physical simulation feedback, enabling comprehensive attributes beyond geometry, appearance, and physically plausible articulation, such as collision-free motion, stability under gravity, and accurate mass and material properties. Furthermore, we construct a unified benchmark spanning four key aspects: spatial fidelity, physical plausibility, downstream task performance, and overall quality. The benchmark encompasses 100 reference assets from ArtVIP and LightWheel, 50 stability prompts, and 50 ABO objects with reference masses, with protocols evaluating various metrics. Through extensive evaluation of more than 10 representative models, Artisan achieves competitive spatial fidelity while attaining the lowest collision rates and highest stability rates among the evaluated methods. Together, our system and benchmark establish insights for advancing 3D generation towards physically plausible, functionally usable assets.
2610.13947v1
A user who brings a generalist manipulation policy into their home or office wants it to pick up their objects from their shelves, counters, and tables. Yet even a strong generalist like $π_{0.5}$ achieves 0% pickup success in our captured deployment scenes without adaptation, and collecting real demonstrations in every user's environment is prohibitively expensive. We present Splat2Act, an automated real-to-sim-to-real pipeline that personalizes a pretrained vision-language-action (VLA) policy to a specific scene and object set using only a handheld phone scan and images of the user's objects. Unlike prior real-to-sim work that reconstructs individual tabletops, Splat2Act operates on building-scale indoor environments: it builds a photorealistic digital twin with 3D Gaussian Splatting and collision geometry, automatically discovers tabletop and non-tabletop receptacles, constructs feasible pickup tasks, and generates successful demonstrations with a privileged simulation oracle, with only scene and object capture required from a human. Applied to 101 scanned campus environments with a median navigable area of 104.87 m$^2$ and 7 receptacles, the pipeline yields 852 receptacles and over 68,000 pickup demonstrations. We fine-tune $π_{0.5}$ in two stages: Stage 1 adapts to hundreds of public object assets, drawn either from the deployment scene alone or from all 101 scenes; Stage 2 personalizes to the user's own objects on the deployment scene's receptacles. Our strongest personalized policy reaches 62.5% aggregate pickup success in the target scene. Deployed on a real Stretch 3, the same policy achieves 63.9% success on a 12-task subset, closely tracking its 66.7% simulated success on those tasks. These results suggest that automated real-to-sim-to-real training can personalize VLA manipulation policies using only simulation-oracle data.
2610.13945v1