作者Feyza Yavuz, Mert Bülent Sarıyıldız, Diane Larlus
Multi-teacher distillation has emerged as a way to combine complementary teacher models into a single student model that exhibits the strengths of all its teachers. The student is trained to mimic the output of the teachers on a set of images, typically the union of the individual teacher's training sets, assuming this data is available. In this paper, we question that assumption and explore alternative options. We first study how far one can go when distilling from teachers fed with different types of noise. Then, we show that information contained in the teachers can be leveraged to tailor the noise for multi-teacher distillation: we propose a method that, thanks to decorrelation losses at both patch and image levels, generates teacher-specific, improved samples optimized for data-free distillation. Experiments show that our most effective samples, IDeaL, lead to strong students that successfully capture complementary information from the teachers, yielding surprisingly competitive results that substantially narrow the gap with students distilled from real images. Moreover, given a limited budget of 1K images for distillation, students distilled using our IDeaL samples match or surpass the performance of those distilled using a 1K-image subset of ImageNet.
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Multi-teacher distillation has emerged as a way to combine complementary teacher models into a single student model that exhibits the strengths of all its teachers. The student is trained to mimic the output of the teachers on a set of images, typically the union of the individual teacher's training sets, assuming this data is available. In this paper, we question that assumption and explore alternative options. We first study how far one can go when distilling from teachers fed with different types of noise. Then, we show that information contained in the teachers can be leveraged to tailor the noise for multi-teacher distillation: we propose a method that, thanks to decorrelation losses at both patch and image levels, generates teacher-specific, improved samples optimized for data-free distillation. Experiments show that our most effective samples, IDeaL, lead to strong students that successfully capture complementary information from the teachers, yielding surprisingly competitive results that substantially narrow the gap with students distilled from real images. Moreover, given a limited budget of 1K images for distillation, students distilled using our IDeaL samples match or surpass the performance of those distilled using a 1K-image subset of ImageNet.
作者Mayank Singh, Michele Stoppa, Alvise Memo, Rui Yu, Harsha Kalli, Srimanth Gunturi, Muhammad Ahmed Riaz, Behrooz Shahsavari, Waleed Abdulla, David E. Jacobs
High-fidelity image-to-3D generation requires a 3D representation that captures both geometry and appearance. To support relighting and integration into standard rendering pipelines, the representation should include physically based rendering (PBR) modalities such as albedo, metallic-roughness, and surface normals. We propose Luce, a 3D representation that unifies geometry and PBR materials within a voxelized multimodal Gaussian cloud, using dedicated Gaussian primitives for each modality. A variational autoencoder compresses this representation into a unified material-aware latent space. A rectified-flow transformer generates this latent from a single image, conditioned on multi-layer features from a pretrained image encoder that preserve both semantic context and fine spatial detail. The latent then decodes into relightable PBR Gaussians and an optional textured mesh with a tangent-space normal map. On Toys4K, Luce achieves state-of-the-art single-image-to-3D generation, improving FID by 28% over the strongest baseline. We further introduce a benchmark of AI-generated images, on which Luce improves the CLIP image-alignment score over the best baseline (0.8519 vs. 0.8299). Luce generates relightable, geometrically accurate, and materially faithful assets that preserve fine details such as text, logos, and inscriptions.
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High-fidelity image-to-3D generation requires a 3D representation that captures both geometry and appearance. To support relighting and integration into standard rendering pipelines, the representation should include physically based rendering (PBR) modalities such as albedo, metallic-roughness, and surface normals. We propose Luce, a 3D representation that unifies geometry and PBR materials within a voxelized multimodal Gaussian cloud, using dedicated Gaussian primitives for each modality. A variational autoencoder compresses this representation into a unified material-aware latent space. A rectified-flow transformer generates this latent from a single image, conditioned on multi-layer features from a pretrained image encoder that preserve both semantic context and fine spatial detail. The latent then decodes into relightable PBR Gaussians and an optional textured mesh with a tangent-space normal map. On Toys4K, Luce achieves state-of-the-art single-image-to-3D generation, improving FID by 28% over the strongest baseline. We further introduce a benchmark of AI-generated images, on which Luce improves the CLIP image-alignment score over the best baseline (0.8519 vs. 0.8299). Luce generates relightable, geometrically accurate, and materially faithful assets that preserve fine details such as text, logos, and inscriptions.
Action-conditioned world models are increasingly used as learned simulators for policy evaluation and improvement, yet their effectiveness rests on an unverified assumption: generated futures faithfully reflect arbitrary valid actions. Existing benchmarks are typically confined to expert demonstrations, leaving off-expert action following inadequately evaluated. To address this gap, we introduce WorldEcho, which probes action following over a broader action distribution using visual integrity and SE(3) trajectory alignment. Our diagnosis shows that current world models reasonably execute expert actions but struggle with diverse off-expert trajectories, either ignoring the commanded actions or producing visually invalid rollouts. We further propose WorldSync, which strengthens action following along three complementary axes: distributional coverage, representational grounding, and intervention-effect alignment. It broadens the training distribution over action consequences, grounds intermediate video representations in action-induced robot dynamics through an Action-Forcing Expert, and aligns predicted changes under action interventions with the corresponding changes in ground-truth futures. Experiments on RoboTwin benchmarks and real-robot tasks show that WorldSync improves WorldEcho metrics and serves as a more reliable simulator for iterative policy improvement, enabling policies to achieve higher success rates.
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Action-conditioned world models are increasingly used as learned simulators for policy evaluation and improvement, yet their effectiveness rests on an unverified assumption: generated futures faithfully reflect arbitrary valid actions. Existing benchmarks are typically confined to expert demonstrations, leaving off-expert action following inadequately evaluated. To address this gap, we introduce WorldEcho, which probes action following over a broader action distribution using visual integrity and SE(3) trajectory alignment. Our diagnosis shows that current world models reasonably execute expert actions but struggle with diverse off-expert trajectories, either ignoring the commanded actions or producing visually invalid rollouts. We further propose WorldSync, which strengthens action following along three complementary axes: distributional coverage, representational grounding, and intervention-effect alignment. It broadens the training distribution over action consequences, grounds intermediate video representations in action-induced robot dynamics through an Action-Forcing Expert, and aligns predicted changes under action interventions with the corresponding changes in ground-truth futures. Experiments on RoboTwin benchmarks and real-robot tasks show that WorldSync improves WorldEcho metrics and serves as a more reliable simulator for iterative policy improvement, enabling policies to achieve higher success rates.
作者Siyi Xie, Xuanke Shi, Jinsheng Quan, Haoran Tang, Zukai Chen, Lei Yang, Quan Wang
Visual demonstrations provide a natural interface for specifying image transformations that are difficult to describe exhaustively with text. However, existing visual in-context learning (VICL) methods primarily focus on appearance-level relation transfer and provide limited support for physically grounded transformations, whose outcomes depend on material properties, geometry, object interactions, and environmental conditions. Given a source--target exemplar pair and a query image, physically grounded VICL requires a model to infer the demonstrated transformation, adapt its effects to the query-specific scene context, and preserve rule-irrelevant content. We introduce PhysVICL-74, comprising 74 physically grounded transformation rules and 5,240 source--target image pairs that form nearly 75K training and evaluation contexts. Its benchmark split separately evaluates novel-instance transfer and unseen-rule generalization. We further propose TransPhy, a framework that decomposes physically grounded VICL into physical-rule induction and transition-aligned rendering. TransPhy first predicts the demonstrated rule and an explicit query-specific target-state description, and then synthesizes the target image through token-wise mixture-of-experts adaptation, with expert routing guided by localized transition cues. Experiments show that TransPhy improves physical-rule adherence, query consistency, and unseen-rule generalization over existing visual in-context editing methods.
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Visual demonstrations provide a natural interface for specifying image transformations that are difficult to describe exhaustively with text. However, existing visual in-context learning (VICL) methods primarily focus on appearance-level relation transfer and provide limited support for physically grounded transformations, whose outcomes depend on material properties, geometry, object interactions, and environmental conditions. Given a source--target exemplar pair and a query image, physically grounded VICL requires a model to infer the demonstrated transformation, adapt its effects to the query-specific scene context, and preserve rule-irrelevant content. We introduce PhysVICL-74, comprising 74 physically grounded transformation rules and 5,240 source--target image pairs that form nearly 75K training and evaluation contexts. Its benchmark split separately evaluates novel-instance transfer and unseen-rule generalization. We further propose TransPhy, a framework that decomposes physically grounded VICL into physical-rule induction and transition-aligned rendering. TransPhy first predicts the demonstrated rule and an explicit query-specific target-state description, and then synthesizes the target image through token-wise mixture-of-experts adaptation, with expert routing guided by localized transition cues. Experiments show that TransPhy improves physical-rule adherence, query consistency, and unseen-rule generalization over existing visual in-context editing methods.
3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operations in complex professional software. Large language models (LLMs) have shown promise for script-based 3D creation, but script generation is less suited to perception-driven editing of arbitrary existing meshes, where execution must remain visually grounded and untouched regions should be preserved. We present a visual-centric, training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists. Rather than generating scripts or regenerating geometry, our system operates through the Blender GUI: multimodal LLM agents observe the viewport, reason about the current mesh state, and execute localized edits through simulated user interactions. Experiments on a curated benchmark provide initial evidence that this agentic approach can follow natural language instructions, perform representative localized mesh edits, and preserve the overall identity of the input asset. Our results highlight a complementary regime for language-driven 3D editing: direct in-place modification of existing meshes within the native 3D editing workflow. We view this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.
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3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operations in complex professional software. Large language models (LLMs) have shown promise for script-based 3D creation, but script generation is less suited to perception-driven editing of arbitrary existing meshes, where execution must remain visually grounded and untouched regions should be preserved. We present a visual-centric, training-free multi-agent system that edits existing 3D meshes directly in Blender by emulating the iterative workflow of human artists. Rather than generating scripts or regenerating geometry, our system operates through the Blender GUI: multimodal LLM agents observe the viewport, reason about the current mesh state, and execute localized edits through simulated user interactions. Experiments on a curated benchmark provide initial evidence that this agentic approach can follow natural language instructions, perform representative localized mesh edits, and preserve the overall identity of the input asset. Our results highlight a complementary regime for language-driven 3D editing: direct in-place modification of existing meshes within the native 3D editing workflow. We view this work as an exploratory step toward visual-centric agentic geometry editing in professional graphics software.
作者Zefan Tian, Yuteng Ye, Yiheng Zhang, Yuhang Yang, Xueqiang Lv, Shizhou Zhang, Le Liu, Di Xu
Single-image 3D scene reconstruction must complete partially observed objects and place them coherently in a shared observation-aligned scene frame. Object-level generative priors offer strong completion ability, but their centered, scale-normalized outputs are typically expressed in an object frame, creating a fundamental representation gap between object generation and scene reconstruction. We introduce SceneReGen, a generative reconstruction framework that reinterprets scene reconstruction as the generation and assembly of complete object assets in a shared observation-aligned scene frame. SceneReGen addresses the generation-reconstruction gap through selective pose factorization: each object's observed orientation is encoded directly in the generated mesh, while translation and scale are estimated from instance-level and global scene evidence. Given a scene image and instance masks, a geometry encoder extracts dense cues; learnable shape queries condition a pretrained DiT-based 3D generator to produce complete meshes in their observed orientations, while position queries fuse object and scene features to assemble them in the shared frame. On the 3D-FUTURE evaluation subset, SceneReGen achieves the best scene-level CD, scene-level F-Score, and 3D bounding-box IoU among the evaluated methods, ties the best object-level CD, and ranks second in object-level F-Score. Qualitative outputs in autonomous-driving and embodied-AI scenes further illustrate the potential of asset-centric reconstruction beyond indoor furniture.
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Single-image 3D scene reconstruction must complete partially observed objects and place them coherently in a shared observation-aligned scene frame. Object-level generative priors offer strong completion ability, but their centered, scale-normalized outputs are typically expressed in an object frame, creating a fundamental representation gap between object generation and scene reconstruction. We introduce SceneReGen, a generative reconstruction framework that reinterprets scene reconstruction as the generation and assembly of complete object assets in a shared observation-aligned scene frame. SceneReGen addresses the generation-reconstruction gap through selective pose factorization: each object's observed orientation is encoded directly in the generated mesh, while translation and scale are estimated from instance-level and global scene evidence. Given a scene image and instance masks, a geometry encoder extracts dense cues; learnable shape queries condition a pretrained DiT-based 3D generator to produce complete meshes in their observed orientations, while position queries fuse object and scene features to assemble them in the shared frame. On the 3D-FUTURE evaluation subset, SceneReGen achieves the best scene-level CD, scene-level F-Score, and 3D bounding-box IoU among the evaluated methods, ties the best object-level CD, and ranks second in object-level F-Score. Qualitative outputs in autonomous-driving and embodied-AI scenes further illustrate the potential of asset-centric reconstruction beyond indoor furniture.
作者Zhi Cao, Howard Ji, Kevin Zhang, Kuangzhi Ge, Li Fei-Fei, Jiajun Wu, Huang Huang
Robot actions are inherently embodiment-specific and only weakly aligned with image-space visual changes, limiting their effectiveness as conditioning signals for robot world models. In contrast, visual tracks provide an embodiment-agnostic representation of how task-relevant points move through a scene, offering dense image-space guidance for accurate and spatially precise future video prediction. Building on this observation, we propose TrAct, a world-model-based robot decision-making framework that uses visual tracks as an intermediate interface between control and prediction. TrAct consists of three components: a Vision-Language-Action-and-Track model (VLAT) that jointly predicts candidate actions and corresponding visual tracks from the current observation and language instruction; a track-conditioned world model (TWM) that predicts future visual outcomes conditioned on the proposed tracks; and a vision-language reward model (VLAC) that scores the predicted outcomes. At inference time, VLAT generates candidate action-track pairs, TWM rolls out their visual consequences, and VLAC selects the track whose predicted outcome best satisfies the instruction; the action paired with the selected track is then executed by the robot. Experiments on the proposed LIBERO-INTEGRAL benchmark and real-world Franka manipulation show that TrAct improves success rates from 27% to 55% in simulation and from 49% to 76% on real-world tasks compared with the strong VLA baseline $π_{0.5}$. Furthermore, TWM consistently improves video prediction quality over the action-conditioned world model (AWM). These results demonstrate that visual tracks provide an effective shared interface between robot control and visual prediction, enabling more accurate world modeling and stronger robot generalization.
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Robot actions are inherently embodiment-specific and only weakly aligned with image-space visual changes, limiting their effectiveness as conditioning signals for robot world models. In contrast, visual tracks provide an embodiment-agnostic representation of how task-relevant points move through a scene, offering dense image-space guidance for accurate and spatially precise future video prediction. Building on this observation, we propose TrAct, a world-model-based robot decision-making framework that uses visual tracks as an intermediate interface between control and prediction. TrAct consists of three components: a Vision-Language-Action-and-Track model (VLAT) that jointly predicts candidate actions and corresponding visual tracks from the current observation and language instruction; a track-conditioned world model (TWM) that predicts future visual outcomes conditioned on the proposed tracks; and a vision-language reward model (VLAC) that scores the predicted outcomes. At inference time, VLAT generates candidate action-track pairs, TWM rolls out their visual consequences, and VLAC selects the track whose predicted outcome best satisfies the instruction; the action paired with the selected track is then executed by the robot. Experiments on the proposed LIBERO-INTEGRAL benchmark and real-world Franka manipulation show that TrAct improves success rates from 27% to 55% in simulation and from 49% to 76% on real-world tasks compared with the strong VLA baseline $π_{0.5}$. Furthermore, TWM consistently improves video prediction quality over the action-conditioned world model (AWM). These results demonstrate that visual tracks provide an effective shared interface between robot control and visual prediction, enabling more accurate world modeling and stronger robot generalization.
作者Shaoan Zhao, Fang Zhao, Xueqiang Guo, Xinpei Su, Huanlin Gao, Qiang Hui, Ting Lu, Fuyuan Shi, Chao Tan, Bikun Yang, Kai Wang, Shiguo Lian
Modern text-to-image (T2I) models often have similar total scores but different strengths, making practical selection difficult. Fine-grained benchmarks decompose prompts into questions, yet often return them to prompt scores and fixed categories, weakening attribution and ignoring complexity. Related requirements are also scored separately or as one total, obscuring basic versus compositional failure. We present QC-T2I-Bench, a question-centric framework that converts open prompts into attributed atomic questions and organizes their dependencies with Davidsonian Scene Graphs (DSGs). We use hierarchy-constrained question aggregation to exclude downstream questions after a prerequisite fails and to prevent simple and complex prompts from receiving the same total weight. We then use the DSG structure to measure joint success within prompts and compare repeated entities across prompts, separating basic realization failures from failures under additional requirements. We evaluate multiple open-source T2I models on English and Chinese prompts. The resulting question-level evidence supports reliable ranking and fine-grained diagnosis: joint completion falls from 80.7% for components with two capabilities to 37.2% for those with seven or more. Finally, we reuse the same records for training-free routing; our cost-aware router matches ERNIE's 89.51-point estimate with 21.3% less GPU-s/MP.
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Modern text-to-image (T2I) models often have similar total scores but different strengths, making practical selection difficult. Fine-grained benchmarks decompose prompts into questions, yet often return them to prompt scores and fixed categories, weakening attribution and ignoring complexity. Related requirements are also scored separately or as one total, obscuring basic versus compositional failure. We present QC-T2I-Bench, a question-centric framework that converts open prompts into attributed atomic questions and organizes their dependencies with Davidsonian Scene Graphs (DSGs). We use hierarchy-constrained question aggregation to exclude downstream questions after a prerequisite fails and to prevent simple and complex prompts from receiving the same total weight. We then use the DSG structure to measure joint success within prompts and compare repeated entities across prompts, separating basic realization failures from failures under additional requirements. We evaluate multiple open-source T2I models on English and Chinese prompts. The resulting question-level evidence supports reliable ranking and fine-grained diagnosis: joint completion falls from 80.7% for components with two capabilities to 37.2% for those with seven or more. Finally, we reuse the same records for training-free routing; our cost-aware router matches ERNIE's 89.51-point estimate with 21.3% less GPU-s/MP.
On social media, we often encounter short-form video ads that employ cinematic editing techniques to evoke an emotional response. While AI tools are beginning to generate such cinematic ads automatically, we lack a fine-grained framework for evaluating these ads. In this paper, we first characterize social media video ad formats and identify cinematic ads as a recurring format in our corpus. We then analyze the duration, shot structure, audio and text elements, and editing techniques of cinematic ads to inform a two-stage generation pipeline in which an LLM first generates a shot plan and a video generation model renders the video. Using this pipeline, we generated 70 cinematic ads for 35 real brands and recruited professional video editors to critique their editing choices. From their critiques, we derive six dimensions of editing quality: narrative progression, audiovisual coordination and sound design, visual composition and graphics, shot-to-shot continuity, message and brand coherence, and temporal rhythm and pacing. We discuss how these dimensions can guide editing-aware generation, human evaluation, and automated evaluation of AI-generated cinematic ads.
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On social media, we often encounter short-form video ads that employ cinematic editing techniques to evoke an emotional response. While AI tools are beginning to generate such cinematic ads automatically, we lack a fine-grained framework for evaluating these ads. In this paper, we first characterize social media video ad formats and identify cinematic ads as a recurring format in our corpus. We then analyze the duration, shot structure, audio and text elements, and editing techniques of cinematic ads to inform a two-stage generation pipeline in which an LLM first generates a shot plan and a video generation model renders the video. Using this pipeline, we generated 70 cinematic ads for 35 real brands and recruited professional video editors to critique their editing choices. From their critiques, we derive six dimensions of editing quality: narrative progression, audiovisual coordination and sound design, visual composition and graphics, shot-to-shot continuity, message and brand coherence, and temporal rhythm and pacing. We discuss how these dimensions can guide editing-aware generation, human evaluation, and automated evaluation of AI-generated cinematic ads.
作者Sonali Godavarthy, Matthias Neuwirth-Trapp, Tim-Felix Faasch, Maarten Bieshaar, Michael Moeller, Kristof Van Laerhoven, Danda Pani Paudel
Imaging factor disentanglement in text-to-image generation aims to independently control image acquisition properties such as types of camera lenses, sensor types, viewpoints, and domains to enable combinatorial generalization. This should let the model synthesize novel factor combinations unobserved in the training data, such as pairing a fisheye lens with an event sensor never observed in training data. Recent work, MULTI, introduced learnable, factor-specific embeddings to disentangle imaging factors, along with the Factor Alignment Accuracy (FAA) metric to evaluate disentanglement quality. We identify and address two independent limitations. First, MULTI's pixel-level reconstruction objective supervises the model only on observed imaging factor combinations, providing no direct training signal for novel combinations. We therefore propose X-MULTI, which uses a pretrained vision-language model (VLM) to supervise novel factor combinations synthesized during training. Second, we show the FAA metric exhibits severe cross-factor correlation leakage, misrepresenting true disentanglement quality. We therefore propose Improved-FAA (I-FAA), which employs factor-specific augmentation strategies to break these correlations and enables more rigorous evaluation. Experiments demonstrate that X-MULTI achieves improved factor alignment on novel combinations compared to MULTI. Moreover, we show that correlation leakage in FAA distorts the evaluation of true factor disentanglement and I-FAA reduces this leakage and therefore provides a more robust assessment of factor alignment.
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Imaging factor disentanglement in text-to-image generation aims to independently control image acquisition properties such as types of camera lenses, sensor types, viewpoints, and domains to enable combinatorial generalization. This should let the model synthesize novel factor combinations unobserved in the training data, such as pairing a fisheye lens with an event sensor never observed in training data. Recent work, MULTI, introduced learnable, factor-specific embeddings to disentangle imaging factors, along with the Factor Alignment Accuracy (FAA) metric to evaluate disentanglement quality. We identify and address two independent limitations. First, MULTI's pixel-level reconstruction objective supervises the model only on observed imaging factor combinations, providing no direct training signal for novel combinations. We therefore propose X-MULTI, which uses a pretrained vision-language model (VLM) to supervise novel factor combinations synthesized during training. Second, we show the FAA metric exhibits severe cross-factor correlation leakage, misrepresenting true disentanglement quality. We therefore propose Improved-FAA (I-FAA), which employs factor-specific augmentation strategies to break these correlations and enables more rigorous evaluation. Experiments demonstrate that X-MULTI achieves improved factor alignment on novel combinations compared to MULTI. Moreover, we show that correlation leakage in FAA distorts the evaluation of true factor disentanglement and I-FAA reduces this leakage and therefore provides a more robust assessment of factor alignment.
作者Linhan Wang, Zijian An, Mingyuan Zhang, Chen Dai, Yi Xu, Can Cui, Zichong Yang, Yinlin Chen, Lifeng Zhou, Chang-Tien Lu
Video generative models provide rich physical priors for robot learning, yet existing world-action models (WAMs) face a fundamental trade-off: synchronous video generation at control rate is latency-prohibitive, while abandoning test-time visual imagination sacrifices task success. We show that visual imagination achieves both real-time inference and superior success rates when generated asynchronously off the critical path and consumed directly in latent space. We introduce GlanceWAM, which decouples imagination from control within a single video DiT: an asynchronous proposer glances ahead on a slow clock to imagine a single lookahead frame seconds into the future in the background, while an action head decodes action chunks at control rate (48 ms) purely in latent space without blocking. Enabled by a non-interfering attention mask that isolates video representations and staleness-robust horizon training that accommodates asynchronous lookahead aging, GlanceWAM breaks the speed-success dilemma. Trained purely on demonstrations, it attains 72.2% on the 24-task RoboCasa kitchen benchmark (surpassing synchronous Cosmos Policy at 67.1% and imagination-free co-training at 64.4%) and 99.0% on LIBERO, executing at 48 ms per chunk on an NVIDIA A100 GPU (24x faster than synchronous baselines). Code is available at https://github.com/linhanwang/GlanceWAM.
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Video generative models provide rich physical priors for robot learning, yet existing world-action models (WAMs) face a fundamental trade-off: synchronous video generation at control rate is latency-prohibitive, while abandoning test-time visual imagination sacrifices task success. We show that visual imagination achieves both real-time inference and superior success rates when generated asynchronously off the critical path and consumed directly in latent space. We introduce GlanceWAM, which decouples imagination from control within a single video DiT: an asynchronous proposer glances ahead on a slow clock to imagine a single lookahead frame seconds into the future in the background, while an action head decodes action chunks at control rate (48 ms) purely in latent space without blocking. Enabled by a non-interfering attention mask that isolates video representations and staleness-robust horizon training that accommodates asynchronous lookahead aging, GlanceWAM breaks the speed-success dilemma. Trained purely on demonstrations, it attains 72.2% on the 24-task RoboCasa kitchen benchmark (surpassing synchronous Cosmos Policy at 67.1% and imagination-free co-training at 64.4%) and 99.0% on LIBERO, executing at 48 ms per chunk on an NVIDIA A100 GPU (24x faster than synchronous baselines). Code is available at https://github.com/linhanwang/GlanceWAM.
Latent world models are inherently strong encoders that transform image pixel to latent embedding, yet existing world models still rely on online trajectory optimization for action planning: for every state-goal pair, an iterative optimizer is run from scratch to search for optimal action sequences, treating the world model as a black-box simulator. This approach pays the full iterative optimization cost anew at every replanning step and reuses no planning experience across queries. In this work, we ask whether planning itself can be amortized once a latent world model has been learned. We present LeFlow, which learns a reusable latent trajectory prior operating directly in the latent dynamics space from the world model. LeFlow recasts planning as conditional latent trajectory generation: a rectified-flow model imagines a future latent path between the current and goal embeddings, an inverse dynamics decoder turns latent transitions into action chunks, and the frozen world model verifies each candidate by autoregressive rollout. Across four major goal-conditioned pixel-control benchmarks, LeFlow replaces iterative action-space optimization with amortized latent planning and fixed-budget rollout selection, achieving consistent success-rate gains with an order-of-magnitude reduction in planning time. Our results argue that latent world models should support not only prediction but reusable planning priors. Our code is available at https://github.com/hsiangwei0903/LeFlow.
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Latent world models are inherently strong encoders that transform image pixel to latent embedding, yet existing world models still rely on online trajectory optimization for action planning: for every state-goal pair, an iterative optimizer is run from scratch to search for optimal action sequences, treating the world model as a black-box simulator. This approach pays the full iterative optimization cost anew at every replanning step and reuses no planning experience across queries. In this work, we ask whether planning itself can be amortized once a latent world model has been learned. We present LeFlow, which learns a reusable latent trajectory prior operating directly in the latent dynamics space from the world model. LeFlow recasts planning as conditional latent trajectory generation: a rectified-flow model imagines a future latent path between the current and goal embeddings, an inverse dynamics decoder turns latent transitions into action chunks, and the frozen world model verifies each candidate by autoregressive rollout. Across four major goal-conditioned pixel-control benchmarks, LeFlow replaces iterative action-space optimization with amortized latent planning and fixed-budget rollout selection, achieving consistent success-rate gains with an order-of-magnitude reduction in planning time. Our results argue that latent world models should support not only prediction but reusable planning priors. Our code is available at https://github.com/hsiangwei0903/LeFlow.
Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduce GameUI-Taxonomy and G2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal. G2WEngine automatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we construct Game2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based on Game2World, we propose GameCleaner, a mask-free gameplay UI removal model that combines multimodal semantic understanding with video editing capabilities. Unlike mask-based methods, GameCleaner directly identifies and removes diverse HUD elements while preserving the underlying scene content and temporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overall VideoReward by 6.83% over those trained on UI-overlaid data. On UI-removal evaluation, GameCleaner achieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.
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Video games provide a scalable source of training data for video world models, offering diverse environments, complex interactions, and abundant in-the-wild gameplay videos. However, raw gameplay footage entangles the game world with screen-space interfaces, introducing game-specific biases and irrelevant dynamics that hinder world-model training. To address this problem, we introduce GameUI-Taxonomy and G2WEngine, a full-stack framework that formalizes gameplay UI grounding and removal. G2WEngine automatically extracts reusable UI assets from real gameplay videos and synthesizes temporally coherent UI overlays on clean footage. Using this engine, we construct Game2World, comprising 96K synthetic paired videos with precise reconstruction targets and 1,079 in-the-wild clips from 303 games for realistic evaluation. Its asset library contains 5,132 verified UI elements across 21 taxonomy categories, collected from 1,010 representative gameplay frames. Based on Game2World, we propose GameCleaner, a mask-free gameplay UI removal model that combines multimodal semantic understanding with video editing capabilities. Unlike mask-based methods, GameCleaner directly identifies and removes diverse HUD elements while preserving the underlying scene content and temporal dynamics. In a controlled pilot, world models trained on UI-free gameplay improve overall VideoReward by 6.83% over those trained on UI-overlaid data. On UI-removal evaluation, GameCleaner achieves an average AAR of 95.36 on synthetic videos, outperforming the strongest temporal mask baseline by 57.3%, and obtains the best in-the-wild AAR of 80.05 with 99.8 background preservation. These results demonstrate the scalable potential of transforming Internet gameplay videos into high-quality world-model training data. Code, dataset, and model will be available at https://github.com/Dongping-Chen/Game2World.
作者Guangzheng Hu, Ziyue Jiang, Weixu Qiao, Lixin Zhang, Jianye Kang, Yuru Wu, Rong Bao, Niantong Li, Wei Wang, Ziyi Cheng, Xinfa Zhu, HangRui Hu, Ting He, Bing Zhao, Lin Qu, Hu Wei, Jin Xu
Multimodal understanding models that can jointly judge text-to-image (T2I), text-to-video (T2V) and text-to-speech (TTS) generation are increasingly used as "OmniJudges" for evaluation and automatic annotation. How reliably they understand what they score remains unclear, since existing benchmarks and training data tend to overemphasize positive examples and to conflate distinct failure modes, so a judge may score well without recognizing failures while its capability gaps stay hidden. Motivated by this, we introduce D3-Omni, a balanced and decoupled benchmark for diagnosing fine-grained multimodal understanding, covering 53 orthogonal binary dimensions (17/22/14) and 10,671 samples (3,526/1,998/5,147) across the three tasks. Rather than re-generating outputs, which may leak information across dimensions, we fix verified fully positive seeds and derive negatives through controlled prompt rewriting and atomic, dimension-isolating perturbations. The resulting D3 design is Dual-balanced, which helps alleviate negative-sample scarcity and per-dimension label imbalance; Decoupled, so that each error is attributable to a single capability; and Dynamic, steering construction toward under-represented regions of the label distribution as generative models improve.The suite reaches near 1:1 per-dimension parity and a uniform distribution over all total-score levels. Under this balanced view, even strong OmniJudges tend to struggle on modality-related dimensions, to confirm satisfied requirements far more reliably than they detect violated ones, and to treat nominally distinct attributes as largely a single decision, suggesting that aggregate accuracy may hide systematic blind spots that a balanced and decoupled lens can help expose and, in turn, address.
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Multimodal understanding models that can jointly judge text-to-image (T2I), text-to-video (T2V) and text-to-speech (TTS) generation are increasingly used as "OmniJudges" for evaluation and automatic annotation. How reliably they understand what they score remains unclear, since existing benchmarks and training data tend to overemphasize positive examples and to conflate distinct failure modes, so a judge may score well without recognizing failures while its capability gaps stay hidden. Motivated by this, we introduce D3-Omni, a balanced and decoupled benchmark for diagnosing fine-grained multimodal understanding, covering 53 orthogonal binary dimensions (17/22/14) and 10,671 samples (3,526/1,998/5,147) across the three tasks. Rather than re-generating outputs, which may leak information across dimensions, we fix verified fully positive seeds and derive negatives through controlled prompt rewriting and atomic, dimension-isolating perturbations. The resulting D3 design is Dual-balanced, which helps alleviate negative-sample scarcity and per-dimension label imbalance; Decoupled, so that each error is attributable to a single capability; and Dynamic, steering construction toward under-represented regions of the label distribution as generative models improve.The suite reaches near 1:1 per-dimension parity and a uniform distribution over all total-score levels. Under this balanced view, even strong OmniJudges tend to struggle on modality-related dimensions, to confirm satisfied requirements far more reliably than they detect violated ones, and to treat nominally distinct attributes as largely a single decision, suggesting that aggregate accuracy may hide systematic blind spots that a balanced and decoupled lens can help expose and, in turn, address.
作者Enrico Olivucci, Mariia Sobchuk, Sehmimul Hoque, Jeffrey Hnybida, Kyungho W. Kim, Ala Shayeghi, Pooya Ronagh
We prove the first quantum--classical separation for a sampling problem over a continuous domain. For a class of Gibbs states $p\propto e^{-βE}$ on the torus $\mathbb{T}^d$ with smooth ($s$-Gevrey) potential and barrier amplitude $α=e^{βΔ}$, where $Δ= \max E-\min E$, every classical algorithm---querying the value, gradient, or any higher-order derivatives of the log-density---requires $Ω(α)$ queries to sample at constant accuracy in total variation distance, while a quantum algorithm based on quantum singular value thresholding and temperature annealing samples with $\tilde{O}\left(\sqrtα\right)$ queries to an oracle for the gradient. The advantage is quadratic in the barrier amplitude, which becomes exponential in the dimension, $e^{Ω(d)}$, at low temperature. The classical bound is information-theoretic, holding for every classical algorithm with query access to the Gibbs potential and its derivatives at any order.
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We prove the first quantum--classical separation for a sampling problem over a continuous domain. For a class of Gibbs states $p\propto e^{-βE}$ on the torus $\mathbb{T}^d$ with smooth ($s$-Gevrey) potential and barrier amplitude $α=e^{βΔ}$, where $Δ= \max E-\min E$, every classical algorithm---querying the value, gradient, or any higher-order derivatives of the log-density---requires $Ω(α)$ queries to sample at constant accuracy in total variation distance, while a quantum algorithm based on quantum singular value thresholding and temperature annealing samples with $\tilde{O}\left(\sqrtα\right)$ queries to an oracle for the gradient. The advantage is quadratic in the barrier amplitude, which becomes exponential in the dimension, $e^{Ω(d)}$, at low temperature. The classical bound is information-theoretic, holding for every classical algorithm with query access to the Gibbs potential and its derivatives at any order.
Facial attractiveness has been linked to statistical regularities such as symmetry and averageness, suggesting that beauty may depend on the ease with which a face is perceived. We empirically test this hypothesis by training variational autoencoders on four face datasets without attractiveness supervision and evaluating their representations on the 597 faces from the Chicago Face Database. Across models, human attractiveness ratings closely aligns with the direction defined by the VAE evidence lower bound (ELBO) in rate-distortion space. Independently learned latent spaces contain an attractiveness direction that transfers strongly across random initializations and training data. We also find that attractive faces are more prototypical in both shape and latent space. Our results connect classic accounts of aesthetics with learned generative models and provide empirical support for a variational interpretation of the processing fluency theory of aesthetic pleasure.
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Facial attractiveness has been linked to statistical regularities such as symmetry and averageness, suggesting that beauty may depend on the ease with which a face is perceived. We empirically test this hypothesis by training variational autoencoders on four face datasets without attractiveness supervision and evaluating their representations on the 597 faces from the Chicago Face Database. Across models, human attractiveness ratings closely aligns with the direction defined by the VAE evidence lower bound (ELBO) in rate-distortion space. Independently learned latent spaces contain an attractiveness direction that transfers strongly across random initializations and training data. We also find that attractive faces are more prototypical in both shape and latent space. Our results connect classic accounts of aesthetics with learned generative models and provide empirical support for a variational interpretation of the processing fluency theory of aesthetic pleasure.
Generative models are commonly ranked by Fréchet Inception Distance (FID) and Kernel Inception Distance (KID), yet FID's first-two-moment summary can miss distributional differences, and a reported scalar gap alone is not a calibrated test against sampling variation. FID's moment restriction has concrete consequences: on ImageNet, visually unrecognizable images optimized only to match the reference Inception mean and covariance obtain FID $24.7$ versus $58.6$ for held-out real images (lower is better). Moreover, FID and KID are scalar discrepancies that are unchanged when the two samples are exchanged and therefore do not encode the direction of a dispersion change: under-dispersion, as can occur in mode collapse, versus over-dispersion. We introduce ZID (Z-resolved Integrated Diagnostic), which combines six standardized location- and dispersion-sensitive arms from a rank graph (RISE) and Gaussian kernels (GPK at two bandwidths). Rather than asking one scalar to serve incompatible roles, ZID reports three linked outputs: an index for ranking departure magnitude, a permutation $p$-value for testing distributional equality, and a signed dispersion readout for diagnosis. In controlled experiments, ZID detects a broad range of departures, and its score tracks increasing severity along the corresponding sweeps, including cases in which FID is flat or reversed. On DiT-XL/2 and SiT-XL/2 guidance sweeps, ZID detects departure from real data, and its signed readout labels the high-guidance diversity collapse as under-dispersion.
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Generative models are commonly ranked by Fréchet Inception Distance (FID) and Kernel Inception Distance (KID), yet FID's first-two-moment summary can miss distributional differences, and a reported scalar gap alone is not a calibrated test against sampling variation. FID's moment restriction has concrete consequences: on ImageNet, visually unrecognizable images optimized only to match the reference Inception mean and covariance obtain FID $24.7$ versus $58.6$ for held-out real images (lower is better). Moreover, FID and KID are scalar discrepancies that are unchanged when the two samples are exchanged and therefore do not encode the direction of a dispersion change: under-dispersion, as can occur in mode collapse, versus over-dispersion. We introduce ZID (Z-resolved Integrated Diagnostic), which combines six standardized location- and dispersion-sensitive arms from a rank graph (RISE) and Gaussian kernels (GPK at two bandwidths). Rather than asking one scalar to serve incompatible roles, ZID reports three linked outputs: an index for ranking departure magnitude, a permutation $p$-value for testing distributional equality, and a signed dispersion readout for diagnosis. In controlled experiments, ZID detects a broad range of departures, and its score tracks increasing severity along the corresponding sweeps, including cases in which FID is flat or reversed. On DiT-XL/2 and SiT-XL/2 guidance sweeps, ZID detects departure from real data, and its signed readout labels the high-guidance diversity collapse as under-dispersion.
作者Hugo Latourelle-Vigeant, Sinho Chewi, Aram-Alexandre Pooladian, John Sous, Theodor Misiakiewicz
Modern score-based generative models have achieved remarkable empirical success in high-dimensional tasks such as image, audio, and video synthesis. These models reduce distribution learning to a sequence of regression problems that, if solved exactly on finite data, would ultimately reproduce the training samples. Their ability to generalize must therefore arise from the implicit or explicit regularization during training. In this work, we develop a generative counterpart to the theory of benign overfitting and algorithmic regularization for overparameterized neural networks in the supervised lazy-training regime. We study denoising score matching in a vector-valued reproducing kernel Hilbert space with an inner-product kernel. In the proportional high-dimensional regime $n\asymp d$, we derive exact risk trajectories under gradient flow training. These trajectories exhibit three phases governed by qualitatively distinct estimators: a spectral estimator that generalizes, a pure-noise score with localized peaks that interpolate the training objective, and an empirical Bayes estimator that memorizes the data. We then analyze how these estimators combine along the reverse-time SDE and characterize the distribution of the resulting samples. The analysis reveals familiar mechanisms from supervised learning, including kernel linearization and self-induced regularization from the nonlinear part of the kernel, but also reveals a distinct phenomenology specific to generative modeling.
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Modern score-based generative models have achieved remarkable empirical success in high-dimensional tasks such as image, audio, and video synthesis. These models reduce distribution learning to a sequence of regression problems that, if solved exactly on finite data, would ultimately reproduce the training samples. Their ability to generalize must therefore arise from the implicit or explicit regularization during training. In this work, we develop a generative counterpart to the theory of benign overfitting and algorithmic regularization for overparameterized neural networks in the supervised lazy-training regime. We study denoising score matching in a vector-valued reproducing kernel Hilbert space with an inner-product kernel. In the proportional high-dimensional regime $n\asymp d$, we derive exact risk trajectories under gradient flow training. These trajectories exhibit three phases governed by qualitatively distinct estimators: a spectral estimator that generalizes, a pure-noise score with localized peaks that interpolate the training objective, and an empirical Bayes estimator that memorizes the data. We then analyze how these estimators combine along the reverse-time SDE and characterize the distribution of the resulting samples. The analysis reveals familiar mechanisms from supervised learning, including kernel linearization and self-induced regularization from the nonlinear part of the kernel, but also reveals a distinct phenomenology specific to generative modeling.
The Planner-Operator-Reflector (POR) framework is widely used in GUI agents to maintain objective alignment in complex tasks through modular collaboration. However, desktop GUIs introduce a key challenge: large, dense interfaces often exhibit subtle or scattered state changes, placing most of the burden on the reflector, which must compare pre- and post-action screens, while the planner and operator reason over a single state. Existing reflectors collapse change detection and outcome verification into one step, leaving evidence implicit and yielding weakly grounded decisions. To address this limitation, we propose Evidence-First Reflection (EFR), a two-stage reflector that explicitly decouples action-induced visual differences extraction from outcome verification. EFR identifies the action location and candidate changed regions with Set-of-Marks annotations, describes and filters action-relevant changes, and makes the final judgment from the cleaned evidence. This evidence-reasoning decoupled design makes reflection better grounded in screen transitions, while reducing both visual search complexity and reasoning burden. Experiments on OSWorld-Verified and WindowsAgentArena demonstrate that EFR improves reflector accuracy by 7.11%, yielding average end-to-end task success gains of 5.94% and 4.95% on the two benchmarks, respectively.
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The Planner-Operator-Reflector (POR) framework is widely used in GUI agents to maintain objective alignment in complex tasks through modular collaboration. However, desktop GUIs introduce a key challenge: large, dense interfaces often exhibit subtle or scattered state changes, placing most of the burden on the reflector, which must compare pre- and post-action screens, while the planner and operator reason over a single state. Existing reflectors collapse change detection and outcome verification into one step, leaving evidence implicit and yielding weakly grounded decisions. To address this limitation, we propose Evidence-First Reflection (EFR), a two-stage reflector that explicitly decouples action-induced visual differences extraction from outcome verification. EFR identifies the action location and candidate changed regions with Set-of-Marks annotations, describes and filters action-relevant changes, and makes the final judgment from the cleaned evidence. This evidence-reasoning decoupled design makes reflection better grounded in screen transitions, while reducing both visual search complexity and reasoning burden. Experiments on OSWorld-Verified and WindowsAgentArena demonstrate that EFR improves reflector accuracy by 7.11%, yielding average end-to-end task success gains of 5.94% and 4.95% on the two benchmarks, respectively.
作者Suhwan Choi, Jaeyoon Jung, Sungkyung Kim, Yunsung Lee, Youngjae Yu
Multimodal large language models (MLLMs) can integrate long visual histories, reason under partial observability, and infer behavior from a few examples. Yet vision-language-action (VLA) models generally inherit pretrained representations without using this contextual capacity as episode memory. Memory-dependent policies address this gap through purpose-built history mechanisms. PonderPounce instead reuses an MLLM's native causal context as robot memory. Ponder, a System2 MLLM, accumulates episode observations, demonstrations, and prior cognition in its native causal context and can generate subgoal text and demonstration reasoning for internal use. Pounce, a System1 VLA, receives the current observation, instruction, and proprioception directly; through the Ponder--Pounce interface, it asynchronously receives only the newest continuous cognition token and its age. Both are jointly trained end to end without a purpose-built memory module or separate bridge pretraining. Optimized serving achieves p50 latencies of 78ms for cognition refresh and 25ms for action-model invocation, supporting 20Hz action playback. On RoboMME with base-scale training data, PonderPounce reaches 60.83% with 9B and 50.04% with 0.8B under the same Pounce architecture and interface, versus 44.51% for FrameSamp+Modul and 17.93% for the current-observation π_{0.5}. With 9x data, it reaches 75.54% versus 57.88% for FrameSamp+Modul. On RoboCasa-DC, the same interface learns from action supervision alone and reaches 12.5% versus 11.6% for the strongest published demonstration-conditioned baseline, falling to 8.6% when cognition is replaced by a learned null state.
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Multimodal large language models (MLLMs) can integrate long visual histories, reason under partial observability, and infer behavior from a few examples. Yet vision-language-action (VLA) models generally inherit pretrained representations without using this contextual capacity as episode memory. Memory-dependent policies address this gap through purpose-built history mechanisms. PonderPounce instead reuses an MLLM's native causal context as robot memory. Ponder, a System2 MLLM, accumulates episode observations, demonstrations, and prior cognition in its native causal context and can generate subgoal text and demonstration reasoning for internal use. Pounce, a System1 VLA, receives the current observation, instruction, and proprioception directly; through the Ponder--Pounce interface, it asynchronously receives only the newest continuous cognition token and its age. Both are jointly trained end to end without a purpose-built memory module or separate bridge pretraining. Optimized serving achieves p50 latencies of 78ms for cognition refresh and 25ms for action-model invocation, supporting 20Hz action playback. On RoboMME with base-scale training data, PonderPounce reaches 60.83% with 9B and 50.04% with 0.8B under the same Pounce architecture and interface, versus 44.51% for FrameSamp+Modul and 17.93% for the current-observation π_{0.5}. With 9x data, it reaches 75.54% versus 57.88% for FrameSamp+Modul. On RoboCasa-DC, the same interface learns from action supervision alone and reaches 12.5% versus 11.6% for the strongest published demonstration-conditioned baseline, falling to 8.6% when cognition is replaced by a learned null state.
作者Zihan Wang, Bai Huang, Yang Guan, Xiao Li, Haoyu Xu, Naizheng Wang, Shengbo Eben Li
Automated parking commonly assumes marked slots and short approach maneuvers. Delivery and service vehicles, however, may need to reach an operator-specified pose in an irregular bounded environment from a distant start. Existing learning-based parking planners often rely on local observations, which can restrict long-range route reasoning. To address this problem, we present NeuralParker, a reinforcement learning-based hybrid planner for arbitrary-pose parking. NeuralParker encodes full-environment obstacle and boundary geometry in a target-relative vertex representation, allowing the policy to retain route-defining context throughout the approach. It further couples a learned curvature--length arc policy with an in-loop terminal ensemble that selects from diverse cubic Hermite connections using a curvature-regularized cost. We also establish factorial and long-range route-choice benchmarks to evaluate planning success and trajectory quality. Experiments on these benchmarks show that NeuralParker achieves higher planning success and better overall trajectory quality than the evaluated baselines, while ablation studies support the benefits of the target-relative global representation and terminal ensemble. Finally, a real-vehicle evaluation confirms that the planner transfers effectively to real delivery-vehicle perception at a working parking site, planning successfully at low computational cost.
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Automated parking commonly assumes marked slots and short approach maneuvers. Delivery and service vehicles, however, may need to reach an operator-specified pose in an irregular bounded environment from a distant start. Existing learning-based parking planners often rely on local observations, which can restrict long-range route reasoning. To address this problem, we present NeuralParker, a reinforcement learning-based hybrid planner for arbitrary-pose parking. NeuralParker encodes full-environment obstacle and boundary geometry in a target-relative vertex representation, allowing the policy to retain route-defining context throughout the approach. It further couples a learned curvature--length arc policy with an in-loop terminal ensemble that selects from diverse cubic Hermite connections using a curvature-regularized cost. We also establish factorial and long-range route-choice benchmarks to evaluate planning success and trajectory quality. Experiments on these benchmarks show that NeuralParker achieves higher planning success and better overall trajectory quality than the evaluated baselines, while ablation studies support the benefits of the target-relative global representation and terminal ensemble. Finally, a real-vehicle evaluation confirms that the planner transfers effectively to real delivery-vehicle perception at a working parking site, planning successfully at low computational cost.
Web agents that act from rendered pixels avoid the fragility and heavy token cost of reading a page's HTML or accessibility tree, but training them depends on large amounts of high-quality interaction trajectories, and how to produce such data at scale remains an open problem. Public datasets typically contain only a few thousand trajectories drawn from a fixed and narrow set of websites, and even recent automated synthesis pipelines stay bound to predefined site lists or tutorial sources, so the number of distinct websites the agent ever sees barely grows. We present BrowserForge, a framework that generates web interaction data at scale by driving many browser sandboxes in parallel over the open web. BrowserForge couples three components: an open-web sourcing stage that exposes the agent to hundreds of thousands of real, openly reachable websites; a sandbox cluster manager that schedules hundreds of concurrent browsers with high utilization; and a Proposer-Solver dual-agent loop that turns a raw page into an executable task and then collects a verified trajectory for it. A rule-plus-model cleaning pipeline removes failed runs and rewrites the surviving reasoning into a single unified chain-of-thought style. Page structure such as the accessibility tree is used only as a synthesis-time signal; the agent we train and release acts purely from the screenshot. The resulting corpus contains 203,238 trajectories, each collected from a distinct website, larger and more diverse than prior trajectory datasets. Fine-tuning a compact multimodal model on this corpus raises its success rate on the live Online-Mind2Web from 25.66% to 33.33% and consistently improves step accuracy on the static Multimodal-Mind2Web, with the gain growing as the corpus scales. Controlled analyses further confirm that open-web sourcing and broad website coverage are key contributors to the observed improvement.
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Web agents that act from rendered pixels avoid the fragility and heavy token cost of reading a page's HTML or accessibility tree, but training them depends on large amounts of high-quality interaction trajectories, and how to produce such data at scale remains an open problem. Public datasets typically contain only a few thousand trajectories drawn from a fixed and narrow set of websites, and even recent automated synthesis pipelines stay bound to predefined site lists or tutorial sources, so the number of distinct websites the agent ever sees barely grows. We present BrowserForge, a framework that generates web interaction data at scale by driving many browser sandboxes in parallel over the open web. BrowserForge couples three components: an open-web sourcing stage that exposes the agent to hundreds of thousands of real, openly reachable websites; a sandbox cluster manager that schedules hundreds of concurrent browsers with high utilization; and a Proposer-Solver dual-agent loop that turns a raw page into an executable task and then collects a verified trajectory for it. A rule-plus-model cleaning pipeline removes failed runs and rewrites the surviving reasoning into a single unified chain-of-thought style. Page structure such as the accessibility tree is used only as a synthesis-time signal; the agent we train and release acts purely from the screenshot. The resulting corpus contains 203,238 trajectories, each collected from a distinct website, larger and more diverse than prior trajectory datasets. Fine-tuning a compact multimodal model on this corpus raises its success rate on the live Online-Mind2Web from 25.66% to 33.33% and consistently improves step accuracy on the static Multimodal-Mind2Web, with the gain growing as the corpus scales. Controlled analyses further confirm that open-web sourcing and broad website coverage are key contributors to the observed improvement.
Recursive self-improvement (RSI) remains hard in long-horizon tasks, where growing histories obscure the task state and misalign skill invocation. We introduce Recuris, a recursive Experiential-Working Memory architecture for long-horizon agent harnesses, in which Working Memory tracks task progress and guides skill selection from Experiential Memory, grounding skill use in current needs rather than the full history. This coupling also turns execution into structured evidence that localizes failures to specific memory components. Across tasks, a fixed Meta-Agent turns that evidence into localized, validation-gated updates to Skill Memory that reshape execution and yield new evidence, forming a bounded recursive memory-evolution loop. Across four long-horizon benchmarks and ten models, Recuris improves task success in 35 of the 37 completed model-benchmark pairs, carrying frontier models to SOTA-level task success: on tau-bench it adds +17.8 points to GPT-5.6 Sol and +15.6 to Claude Opus 5, taking Opus 5 to 87.9%, and +16.6/+13.5 points on Qwen3.6-27B/35B on SkillFlow. The advantage widens as the interaction horizon grows, to +32.2 points on the longest tasks, and common long-horizon failures fall by up to 80%. These results position recursively evolving memory as a scalable foundation for RSI, enabling agents to continuously transform accumulated experience into increasingly effective long-horizon behavior. Code: https://github.com/Gen-Verse/Recuris
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Recursive self-improvement (RSI) remains hard in long-horizon tasks, where growing histories obscure the task state and misalign skill invocation. We introduce Recuris, a recursive Experiential-Working Memory architecture for long-horizon agent harnesses, in which Working Memory tracks task progress and guides skill selection from Experiential Memory, grounding skill use in current needs rather than the full history. This coupling also turns execution into structured evidence that localizes failures to specific memory components. Across tasks, a fixed Meta-Agent turns that evidence into localized, validation-gated updates to Skill Memory that reshape execution and yield new evidence, forming a bounded recursive memory-evolution loop. Across four long-horizon benchmarks and ten models, Recuris improves task success in 35 of the 37 completed model-benchmark pairs, carrying frontier models to SOTA-level task success: on tau-bench it adds +17.8 points to GPT-5.6 Sol and +15.6 to Claude Opus 5, taking Opus 5 to 87.9%, and +16.6/+13.5 points on Qwen3.6-27B/35B on SkillFlow. The advantage widens as the interaction horizon grows, to +32.2 points on the longest tasks, and common long-horizon failures fall by up to 80%. These results position recursively evolving memory as a scalable foundation for RSI, enabling agents to continuously transform accumulated experience into increasingly effective long-horizon behavior. Code: https://github.com/Gen-Verse/Recuris
While long-form audio meeting understanding (LAMU) is garnering growing attention, task-specific question answering (QA) datasets remain scarce. Existing speech QA paradigms and state-of-the-art Speech LLMs suffer from acoustic information loss and poor long-term context memory. To address these issues, we construct the LongAudioQA dataset and propose the GRGA model, which models heterogeneous audio features into a multi-dimensional graph and leverages agent planning for retrieval and answer generation.
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While long-form audio meeting understanding (LAMU) is garnering growing attention, task-specific question answering (QA) datasets remain scarce. Existing speech QA paradigms and state-of-the-art Speech LLMs suffer from acoustic information loss and poor long-term context memory. To address these issues, we construct the LongAudioQA dataset and propose the GRGA model, which models heterogeneous audio features into a multi-dimensional graph and leverages agent planning for retrieval and answer generation.
While large language models (LLMs) possess vast zero-shot procedural knowledge, their tendency to produce homogenized logic often obscures the unique, idiosyncratic execution processes of individual human creators. In this paper, we investigate the computational discovery of procedural personas from unstructured data. To achieve this, we introduce ViralRecipesTrans, a new dataset of procedurally aligned execution flow graphs extracted from popular culinary video transcripts and explicitly mapped to specific creators. We formulate procedural stylometry as a graph learning and process discovery task, revealing a fundamental duality: while traditional lexical classifiers overfit via semantic leakage, discrete topological metrics successfully capture the rigid physical constraints of a creator's workflow. Building upon this characterization, we extend our framework into a novel generative task--predicting a creator's exact structural execution graph for unseen dishes. We expose a fundamental dichotomy in style generation between global macro-planning and local structural execution. Our results demonstrate that few-shot LLMs dominate semantic assignment but suffer from persistent macro-planning deficits, whereas our structured two-stage model achieves superior topological control via rigid Markovian priors. Together, an ensemble approach to procedural generation combines the strengths from both sides, dynamically synthesizing global semantic reasoning with localized topological footprints to automate the discovery and generation of personalized workflows.
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While large language models (LLMs) possess vast zero-shot procedural knowledge, their tendency to produce homogenized logic often obscures the unique, idiosyncratic execution processes of individual human creators. In this paper, we investigate the computational discovery of procedural personas from unstructured data. To achieve this, we introduce ViralRecipesTrans, a new dataset of procedurally aligned execution flow graphs extracted from popular culinary video transcripts and explicitly mapped to specific creators. We formulate procedural stylometry as a graph learning and process discovery task, revealing a fundamental duality: while traditional lexical classifiers overfit via semantic leakage, discrete topological metrics successfully capture the rigid physical constraints of a creator's workflow. Building upon this characterization, we extend our framework into a novel generative task--predicting a creator's exact structural execution graph for unseen dishes. We expose a fundamental dichotomy in style generation between global macro-planning and local structural execution. Our results demonstrate that few-shot LLMs dominate semantic assignment but suffer from persistent macro-planning deficits, whereas our structured two-stage model achieves superior topological control via rigid Markovian priors. Together, an ensemble approach to procedural generation combines the strengths from both sides, dynamically synthesizing global semantic reasoning with localized topological footprints to automate the discovery and generation of personalized workflows.
Large language model (LLM) agents coordinate complex tasks through multi-role and multi-stage workflows. Upstream state is repeatedly transformed into intermediate language artifacts, such as summaries, plans, tickets, memories, and handoff notes, from which downstream components act. For action-constraining state, topical retention is insufficient: an artifact may mention an unresolved condition while changing it from a requirement that must be resolved before execution into information that may merely inform the next action. We study this action-binding role as operational state preservation. Safety blockers provide a controlled instance because each source state has an explicit prerequisite, authority, fallback, and execution consequence. We condition on correct upstream identification, vary the handoff transformation, and evaluate an executor restricted to the resulting artifact. Across 1,296 controlled synthetic episodes, direct-handoff controls preserve every blocker, whereas compression, plan assimilation, convergence, ownership deferral, and precedent substitution repeatedly turn binding state into caveats or non-binding considerations. Normal handoff compression produces 100.0% deactivation and 54.2% forbidden action. Restoring all four state fields raises preservation to 100.0% and reduces forbidden action to 0.0%. Fixed-artifact interventions further separate preservation from containment: downstream verification eliminates forbidden action while artifact deactivation remains 95.3%. These results identify a state-transmission failure between information extraction and action. Handoff transformations can retain state content while weakening its constraints on downstream action. Semantic availability does not guarantee operational preservation.
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Large language model (LLM) agents coordinate complex tasks through multi-role and multi-stage workflows. Upstream state is repeatedly transformed into intermediate language artifacts, such as summaries, plans, tickets, memories, and handoff notes, from which downstream components act. For action-constraining state, topical retention is insufficient: an artifact may mention an unresolved condition while changing it from a requirement that must be resolved before execution into information that may merely inform the next action. We study this action-binding role as operational state preservation. Safety blockers provide a controlled instance because each source state has an explicit prerequisite, authority, fallback, and execution consequence. We condition on correct upstream identification, vary the handoff transformation, and evaluate an executor restricted to the resulting artifact. Across 1,296 controlled synthetic episodes, direct-handoff controls preserve every blocker, whereas compression, plan assimilation, convergence, ownership deferral, and precedent substitution repeatedly turn binding state into caveats or non-binding considerations. Normal handoff compression produces 100.0% deactivation and 54.2% forbidden action. Restoring all four state fields raises preservation to 100.0% and reduces forbidden action to 0.0%. Fixed-artifact interventions further separate preservation from containment: downstream verification eliminates forbidden action while artifact deactivation remains 95.3%. These results identify a state-transmission failure between information extraction and action. Handoff transformations can retain state content while weakening its constraints on downstream action. Semantic availability does not guarantee operational preservation.
作者Zhi Rui Tam, Chieh-Yen Lin, Yun-Nung Chen, Shao-Hua Sun, Hung-yi Lee
Tool-augmented language models are bounded by the APIs humans bothered to write; existing tool-creation systems patch this by prompting a frozen LLM at inference time, leaving the model that writes a tool decoupled from the one that uses it, with no signal that the schemas it produces are schemas it can invoke. We propose SMITH (Schema-grounded Multi-task Iterative Tool Honing), a reinforcement learning framework that jointly trains tool creation and tool use inside a single policy. Each rollout is either a build task (write a tool from a few examples) or a use task (invoke a pooled tool on a held-out question). Three separate reward axes catch schema, code, and outcome failures independently, so each failure mode contributes its own gradient. A 4B Qwen3 trained with SMITH on 13 procedural reasoning tasks with exact verifiers reaches 79.8 macro-average accuracy on held-out tasks, the best across all evaluated methods and ahead of an untrained 30B-A3B tool-writer. It also reaches 40.4 on TabMWP-Hard and 42.6 on out-of-domain GQA (+7.6 over the best same-backbone inference-time baseline), without any visual or tabular training data. Tools written by our 4B models also lifted the performance of LFM-2.5-350M and Qwen3-30B-A3B under same reasoning tasks.
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Tool-augmented language models are bounded by the APIs humans bothered to write; existing tool-creation systems patch this by prompting a frozen LLM at inference time, leaving the model that writes a tool decoupled from the one that uses it, with no signal that the schemas it produces are schemas it can invoke. We propose SMITH (Schema-grounded Multi-task Iterative Tool Honing), a reinforcement learning framework that jointly trains tool creation and tool use inside a single policy. Each rollout is either a build task (write a tool from a few examples) or a use task (invoke a pooled tool on a held-out question). Three separate reward axes catch schema, code, and outcome failures independently, so each failure mode contributes its own gradient. A 4B Qwen3 trained with SMITH on 13 procedural reasoning tasks with exact verifiers reaches 79.8 macro-average accuracy on held-out tasks, the best across all evaluated methods and ahead of an untrained 30B-A3B tool-writer. It also reaches 40.4 on TabMWP-Hard and 42.6 on out-of-domain GQA (+7.6 over the best same-backbone inference-time baseline), without any visual or tabular training data. Tools written by our 4B models also lifted the performance of LFM-2.5-350M and Qwen3-30B-A3B under same reasoning tasks.
The emerging W3C WebMCP proposal enables LLM agents to invoke tools exposed by web pages. In multi-party web environments, however, integrating agent execution into a browser security model centered on the Same-Origin Policy (SOP) leaves insufficient provenance and lifecycle guarantees for agent-accessible tools, creating three risks: subject-attribution spoofing, uncontrolled tool lifecycles, and semantic prompt injection. We propose WebMCP-Phalanx, a dual-layer agent runtime architecture. Its first layer provides a browser-native trust anchor that binds each tool to its registering principal through cryptographically protected capability credentials and propagates provenance labels throughout the tool lifecycle. Its second layer separates semantic inspection from privileged tool use. A Quarantine Agent (Q-LLM), without tool invocation authority, inspects tool metadata, outputs, and page-supplied content for prompt injection. Validated content is then forwarded to a Privileged Agent (P-LLM) for execution, while the Q-LLM's internal state remains hidden from page scripts. Empirical evaluation shows that the browser-native ownership mechanism reduces revocation and overwrite attack success from 100% to 0%. The dual-agent runtime blocks all 80 prompt-injection attempts embedded in tool descriptions and limits tool-return attacks to 2 successful cases out of 80. Across experiments, task utility remains statistically indistinguishable from the no-attack baseline. Under a white-box adaptive attacker, however, description-based filtering can be bypassed through malicious tool names invoked before inspection. This finding motivates a call-timing gate that delays tool invocation until all agent-visible tool metadata has been validated.
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The emerging W3C WebMCP proposal enables LLM agents to invoke tools exposed by web pages. In multi-party web environments, however, integrating agent execution into a browser security model centered on the Same-Origin Policy (SOP) leaves insufficient provenance and lifecycle guarantees for agent-accessible tools, creating three risks: subject-attribution spoofing, uncontrolled tool lifecycles, and semantic prompt injection. We propose WebMCP-Phalanx, a dual-layer agent runtime architecture. Its first layer provides a browser-native trust anchor that binds each tool to its registering principal through cryptographically protected capability credentials and propagates provenance labels throughout the tool lifecycle. Its second layer separates semantic inspection from privileged tool use. A Quarantine Agent (Q-LLM), without tool invocation authority, inspects tool metadata, outputs, and page-supplied content for prompt injection. Validated content is then forwarded to a Privileged Agent (P-LLM) for execution, while the Q-LLM's internal state remains hidden from page scripts. Empirical evaluation shows that the browser-native ownership mechanism reduces revocation and overwrite attack success from 100% to 0%. The dual-agent runtime blocks all 80 prompt-injection attempts embedded in tool descriptions and limits tool-return attacks to 2 successful cases out of 80. Across experiments, task utility remains statistically indistinguishable from the no-attack baseline. Under a white-box adaptive attacker, however, description-based filtering can be bypassed through malicious tool names invoked before inspection. This finding motivates a call-timing gate that delays tool invocation until all agent-visible tool metadata has been validated.
Answering developer questions about a software repository is a critical yet under-explored problem in software engineering. While existing repository understanding methods have advanced the field, they predominantly rely on surface-level code retrieval and lack the ability for deep reasoning over multiple files, complex software architectures, and grounding answers in long-range code dependencies. To address these limitations, we propose DeepRepoQA, a novel question answering (QA) framework for repository-level code understanding. DeepRepoQA builds on an agentic framework where LLM agents find answers through a systematic tree search over the repository structure. A Monte-Carlo Tree Search (MCTS) mechanism is employed to empower agents to dynamically search, navigate, and inspect code, enabling effective multi-hop reasoning over long-range code dependencies. Comprehensive experiments on the SWE-QA benchmark demonstrate substantial performance gains over strong baselines, validating the effectiveness of systematic MCTS-guided exploration for multi-hop repository reasoning.
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Answering developer questions about a software repository is a critical yet under-explored problem in software engineering. While existing repository understanding methods have advanced the field, they predominantly rely on surface-level code retrieval and lack the ability for deep reasoning over multiple files, complex software architectures, and grounding answers in long-range code dependencies. To address these limitations, we propose DeepRepoQA, a novel question answering (QA) framework for repository-level code understanding. DeepRepoQA builds on an agentic framework where LLM agents find answers through a systematic tree search over the repository structure. A Monte-Carlo Tree Search (MCTS) mechanism is employed to empower agents to dynamically search, navigate, and inspect code, enabling effective multi-hop reasoning over long-range code dependencies. Comprehensive experiments on the SWE-QA benchmark demonstrate substantial performance gains over strong baselines, validating the effectiveness of systematic MCTS-guided exploration for multi-hop repository reasoning.
作者Rongfeng Guo, Yinxuan Huang, Yusen Wu, Maoqing Zhong, Yunlu Chen, Meng Tang, Teng Long, Vincent Tao Hu
Reliable multi-turn tool use requires an agent to preserve an evolving task state and ensure that each action remains consistent with it. However, direct function-calling and ReAct-style policies learn state tracking and action generation within the same autoregressive trajectory. This coupling creates state-action competition: the pressure to produce the next call can overwrite or ignore information accumulated earlier in the interaction. Inspired by Boyd's Observe-Orient-Decide-Act cycle, we introduce OODA-Tool, a typed closed-loop policy designed to mitigate this competition by separating state preservation from action realization. Rather than generating an action directly from the interaction history, OODA-Tool routes each decision through controller-checked intermediate states, ensuring that the final output remains grounded in the current task state. Specifically, Observe reconstructs the task state, Orient determines whether execution is warranted, Decide forms an admissible action structure, and Act realizes the external output. We evaluate OODA-Tool against direct function-calling and ReAct policies using Qwen3 models ranging from 0.6B to 14B across multi-turn, multi-tool, and incomplete-information settings. OODA-Tool consistently improves task success across model sizes, with larger gains on smaller models and on tasks whose actions depend strongly on information accumulated across turns and prior tool results. Controlled variants, stage-level ablations, and transfer evaluations further demonstrate the robustness of these improvements.
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Reliable multi-turn tool use requires an agent to preserve an evolving task state and ensure that each action remains consistent with it. However, direct function-calling and ReAct-style policies learn state tracking and action generation within the same autoregressive trajectory. This coupling creates state-action competition: the pressure to produce the next call can overwrite or ignore information accumulated earlier in the interaction. Inspired by Boyd's Observe-Orient-Decide-Act cycle, we introduce OODA-Tool, a typed closed-loop policy designed to mitigate this competition by separating state preservation from action realization. Rather than generating an action directly from the interaction history, OODA-Tool routes each decision through controller-checked intermediate states, ensuring that the final output remains grounded in the current task state. Specifically, Observe reconstructs the task state, Orient determines whether execution is warranted, Decide forms an admissible action structure, and Act realizes the external output. We evaluate OODA-Tool against direct function-calling and ReAct policies using Qwen3 models ranging from 0.6B to 14B across multi-turn, multi-tool, and incomplete-information settings. OODA-Tool consistently improves task success across model sizes, with larger gains on smaller models and on tasks whose actions depend strongly on information accumulated across turns and prior tool results. Controlled variants, stage-level ablations, and transfer evaluations further demonstrate the robustness of these improvements.