Week beginning 19th October 2026

Every computer science paper posted to arXiv this week, with plain-language summaries and practical uses for each one. Includes commercial applications where relevant.

Model creates 3d motion and video for any skeleton and scene

Joints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs

Abstract: Video generation models can now depict remarkably realistic motion. Yet it is unclear how to use this motion beyond pixels: to animate a specific 3D asset and replay the animation in its 3D scene. For instance, a video model can show a monkey jumping over a crossbar, but it cannot return that jump as replayable 3D motion placed in the 3D scene. Here we present a model that directly co-generates the video and 3D motion for any supplied rig, along with a camera that registers this motion to the scene. Prior video-motion models either handle only human skeletons, often adding billions of parameters, or triangulate 3D motion from generated 2D pose maps. We instead keep 3D motion in a separate model that supports arbitrary skeletons, and connect it to a pretrained video model through a small set of cross-attention layers. This separation lets the motion model first learn how skeletons move from motion-only data, which is easier to obtain and augment than paired video. Additionally, our model learns to locate each joint in the video frames, which lets us recover the camera and place the 3D motion in the scene. To train across many skeletons, we use a generative video editor to place animated 3D assets in scenes suited to their actions, curating the edits so their known motion remains valid. Together with human and robot video, this yields nearly 200K training pairs. Our evaluations demonstrate that our model animates diverse rigs from text more faithfully than video-first pipelines, and its motion responds to the surrounding scene. It also turns video into rig motion, rig motion into video, and enables keyframe-based control of the 3D motion. Videos and additional results are available on our project page: https://research.nvidia.com/labs/par/projects/jca/.

Tue 20 OctComputer Vision and Pattern RecognitionArtificial IntelligenceGraphics
The gist
It can be hard to turn videos of characters moving into 3D animations that fit into a virtual world. The researchers developed a method that generates both realistic video and corresponding 3D motion for any character skeleton, like humans or robots, while figuring out how the camera sees the action. Their approach trains a motion model separately to learn how different skeletons move and then connects it to a video model, so the generated motion matches the visuals and scene. This lets them create, control, and place animations for diverse characters more accurately from simple text descriptions or from videos.
Open → 2610.28632v1

AEON combines video and 3D models for realistic 4D world simulation

AEON: Unifying Video and 3D World Models

Abstract: Current world models for explicit world simulation typically follow two distinct pathways: (1) video generative models (e.g., Sora), which simulate realistic appearances but fail to preserve 3D consistency; and (2) 3D generative models (e.g., Marble), which generate geometrically consistent scenes but often yield static, less realistic observations. We present AEON, a unified framework that bridges video-based and 3D-based world models and combines the benefits of both. The key insight of AEON lies in a generative model that operates within the text- or image-conditioned video latent space while producing renderable 4D graphics primitives---specifically, 4D Gaussian Splatting (4DGS)---as the explicit world representation. We train a 4D reconstruction model to predict both 4DGS and camera poses from monocular videos, serving as our initialized 4D decoder. Furthermore, we design a domain adapter that translates generative video latents into reconstructive 4D latents through a distillation process on the video VAE. AEON naturally supports video-based world modeling by rendering 4DGS at predicted camera trajectories, and constructs a persistent 4D environment with scene dynamics for realistic world simulation. Consequently, AEON empowers a diverse range of world modeling applications and achieves state-of-the-art performance on standard benchmarks. Project Page: https://weiqi-zhang.github.io/AEON

Tue 20 OctComputer Vision and Pattern Recognition
The gist
Making computers understand and recreate the world around us can happen in two ways: by generating realistic videos or by building stable 3D models. The video approach looks real but can mess up how things fit together in 3D space. The 3D approach keeps shapes right but looks less real and often static. The authors created AEON, which mixes the two to make worlds that look real and keep their 3D shapes over time, like a 4D model that moves and changes. This helps simulate environments better for things like games or virtual reality.
Open → 2610.28631v1

SolarRenderer speeds up realistic video from game layouts

SolarRenderer: Few-Step Generative Reference Rendering

Abstract: Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
Creating realistic videos from rough 3D scene plans like game layouts usually takes a lot of slow, complicated steps. The authors designed SolarRenderer, a tool that quickly makes detailed videos from simple scene descriptions in just a few steps, much faster than before. It works with many types of input, including sketches and motion data, and can even generate videos in real time. They tested it on a large variety of scenes and inputs, showing it performs very well and adapts to new situations.
Open → 2610.28630v1

Agentic AI framework explores grain boundary behavior in metals

GBClaw: An agentic AI framework for atomistic grain boundary research and mechanistic discovery

Abstract: Agentic artificial intelligence (AI) systems hold immense potential for automating complex workflows in materials discovery and design, but extending them to domain-intensive mechanistic investigations remains challenging. Here, we present GBClaw, an agentic AI framework for investigating the structure and deformation of general grain boundaries (GBs). Although general GBs constitute the vast majority of real-world interfaces in polycrystalline materials, they remain understudied because their structural complexity and interfacial mismatch complicate experimental and modeling research. GBClaw integrates large language models (LLMs) into a modular architecture comprising an orchestrator, specialized agents, domain-specific tools, simulation interfaces, and hierarchical memory. Through dynamic replanning and iterative workflow refinement, the framework effectively connects systematic simulations with targeted mechanistic analysis. Applied to 14 general asymmetric tilt GBs in nickel, GBClaw characterized interfacial defect structures and identified diverse deformation modes across these incommensurate boundaries. Comparing boundary sliding with and without secondary GB misfit dislocations revealed substantial differences in shear strength, underscoring the critical role of defect hierarchies in sliding resistance. Furthermore, researcher-guided follow-up calculations traced an anomalously high shear resistance to metastable boundary structures. This work demonstrates that combining agentic AI with domain expertise bridges high-throughput computational screening with deep physical understanding of complex material interfaces.

Tue 20 OctArtificial IntelligenceMultiagent Systems
The gist
Materials like metals are made of tiny crystals joined at interfaces called grain boundaries, which affect how strong and durable the material is. Studying these boundaries is hard because their structures are complicated. The authors created GBClaw, a computer system that uses AI to run simulations and analyze these boundaries automatically. By testing GBClaw on nickel, they found how defects in the boundaries influence how the material bends and slides, helping to explain what makes some boundaries stronger than others.
Open → 2610.28629v1

Goal conditioned learning enables adaptable humanlike multi finger hand skills

Learning Adaptable Dexterous Skills via Hybrid Dexterous Mimicking

Abstract: Dexterous multi-finger hands hold promise to unlock diverse skills like functional grasps, in-hand reorientation, and dynamic handover that the human-designed world assumes, yet existing learning recipes force a trade-off. Goal-reaching reinforcement learning generalizes to arbitrary object poses but, lacking any human prior, converges to unnatural and unreliable finger strategies; motion tracking reproduces human-like behavior from a single clip but cannot deviate from it. We present AdaDex, a goal-conditioned RL framework that turns a single hand-object trajectory of a few seconds---from mocap data or HOI reconstruction from in-the-wild RGB(D) video---into an adaptable dexterous skill. At the core of AdaDex is Hybrid Dexterous Mimicking: a shared policy is trained on two populations of massively parallel environments: motion tracking environments trained with dense motion tracking objective, which instill the human prior from human motion; and generalization environments with noised initial states and goals and a sparse object-success reward, which force the skill to work far off the reference. From seconds of human motion per skill, the resulting policies can learn diverse adaptable dexterous skills, such as functional grasping, object reposing, in-hand reorientation with finger gaiting, and dynamic behaviors like throw-and-catch. Our method outperforms baselines in terms of generalization and functionality, and we demonstrate transfer across simulators and to the real world. Project page: https://yuxuank.com/AdaDex/.

Tue 20 OctRoboticsComputer Vision and Pattern RecognitionGraphics
The gist
Teaching robot hands to do human-like tasks is hard because they either learn to reach goals but look unnatural, or they copy human actions but can't adapt. The authors developed a new way called AdaDex that trains robots by both mimicking a short human hand movement and practicing variations of it. This makes the robot learn flexible and natural finger movements that work well even when the situation changes. Their method helps robot hands perform complex tasks like grasping, reorienting objects, or throwing and catching.
Open → 2610.28628v1

New constructive proof shows faster matrix multiplication possible

Matrix Multiplication from Polynomial Packings: A Constructive and Elementary Proof of $ω\le9/4$

Abstract: We give a self-contained constructive proof that the matrix multiplication exponent satisfies $ω\le9/4$. This bound was recently claimed by OpenAI~\cite{original} through non-constructive arguments in Strassen's asymptotic spectral framework, counting exact scalar arithmetic operations over the complex numbers. We explicitly construct a Strassen-style matrix multiplication identity and obtain the bound by ordinary block recursion. For every $γ>0$, the resulting algorithm multiplies two $n\times n$ integer matrices using $O(n^{9/4+γ})$ integer arithmetic operations.

Tue 20 OctComputational Complexity
The gist
Matrix multiplication is an important operation in computing, and how quickly it can be done is measured by the exponent ω. The authors provide a clear, step-by-step proof that this exponent is at most 2.25, improving previous results. They build an explicit method based on a known framework and show how to multiply large integer matrices faster than before. This could lead to more efficient algorithms in computer science.
Open → 2610.28627v1

Unified model improves robot control by linking video action and language

UniWALM: Unified World Action Language Model for Embodied Robot Control

Abstract: Motivated by the human ability to integrate experience across language, perception, and action, we introduce UniWALM, a unified world-action-language model that learns video, action, and language in a single shared representation, where each modality is both a conditioning signal and a supervision target. We ask: can jointly generating language enrich this shared representation, improving manipulation and supporting memory-dependent behavior? Unlike prior approaches that attach a reasoning or vision-language model to a video-action backbone and run them as distinct stages, UniWALM unifies all three modalities inside a single mixture-of-transformers backbone whose per-modality diffusion heads co-denoise synchronously, decoding subtask and textual memory in the same pass as action with no separate planning stage; the generated language is re-consumed on the next step, closing a language-as-memory loop without an external planner or memory bank. To keep the action stream reliable under this richer objective, we further introduce Flow Matching with Correction (FMC), a training objective that teaches recovery from perturbed action trajectories at no inference-time cost. UniWALM consistently improves over same-backbone baselines (e.g., FastWAM) on compositional pick-and-place (MolmoSpaces) and across the memory-dependent subset of RMBench, where it reaches 34.5% without any pretrained language or reasoning model and exceeds Mem-0's keyframe-equipped setup (28.5%) using only a single anchor frame. On a real-world Find-the-Item task, generating textual memory lifts success from 11.1% to 61.1%, while state-of-the-art VLAs stay at or below chance (<=33.3%).

Tue 20 OctRoboticsArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Robots usually learn how to act using videos and other signals separately, making it hard for them to plan and remember tasks well. The authors created a single model called UniWALM that mixes videos, robot actions, and language so the robot can use all these things together. This lets the robot describe what it’s doing in words, remember that description, and improve its actions without separate planning steps. The new approach helps robots perform better on tasks like picking and placing objects and finding items, even in real-world tests.
Open → 2610.28626v1

Psychology informed benchmark improves video social understanding tests

PsycheMME: A Psychology-Informed Benchmark for Social Understanding and Interaction in Videos

Abstract: Understanding human needs and selecting responses require distinct judgments that aggregate accuracy can obscure. We introduce PsycheMME, a video benchmark informed by psychology, with eight capabilities spanning grounding, states, needs, interaction decisions, memory, and risk. Drawing on Social Information Processing and the Perception-Action Cycle, this organization separates human understanding from response selection. We construct 1,000 questions from 630 episodes through independent answering with proposed references withheld and expert review. Our Reasoning-Verified protocol weights answer credit by the support and logical consistency of explicit rationales against annotated cues. Across 17 models, Timing has the lowest Verified scores and credit retention, with weaker support judgments for correct Timing answers. Models with similar Need scores still differ in answer completeness on open questions. Input controls and SFT/GRPO examine context dependence and adaptation. Evaluating answers alongside rationales locates where models fail across understanding, response selection, and justification.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
Understanding social situations in videos involves figuring out what people want and how they should respond, which are different skills. The authors created PsycheMME, a dataset and test that focuses on both understanding and decision-making, using ideas from psychology. It includes questions about human states, needs, memory, and interactions, and checks answers by how well their explanations match evidence. Testing 17 AI models showed where they succeed or fail in grasping social cues and making good choices.
Open → 2610.28625v1

Industrial system scales robot fleet memory by encoding only on demand

Industrial ReMEmbR: Scaling Spatiotemporal Memory to Robot Fleets

Abstract: Warehouse robot fleets continuously observe operational conditions, but preserving these observations as reusable semantic memory incurs substantial computation, communication, and storage costs. For example, explaining recurring aisle blockages can require reviewing video from multiple robots across several shifts. We present IndustrialRemembr, a shared spatiotemporal memory system that extends NVIDIA ReMEmbR to robot fleets and reduces server-side computation by generating scene descriptions only on demand. On each robot, an NVIDIA Jetson encodes video clips into retrieval embeddings with Cosmos-Embed1, vision tokens with Cosmos3-Edge, and reconstruction latents with the Wan2.2 VAE, without uploading raw camera frames. The encoding models are re-used to detect people in image patches, zeroing them out to support PII abstraction for GDPR-compliant deployments. We split Cosmos3-Edge at its vision-language boundary, placing the vision encoder on the robot and the language decoder on an on-premises server. A Nemotron agent retrieves memories by content, position, and time and queries the decoder using cached vision tokens. This design eliminates caption generation at write time, while cached-token decoding reproduces the unsplit model's output in all 450 tested decodes.

Tue 20 OctRoboticsArtificial IntelligenceSoftware Engineering
The gist
Warehouse robot fleets record lots of video to understand their environment, but saving all this data is costly. The authors designed IndustrialReMEmbR, a system that lets robots keep useful memory of their surroundings without sending raw video to central servers. Each robot creates smaller summaries and hides personal information to comply with privacy laws. The system delays creating detailed scene descriptions until needed, reducing computing work on the servers. This approach helps explain events like blocked aisles by searching through useful robot memories efficiently.
Open → 2610.28624v1

Planning reliably through noise in new environments using neural operators

Planning under Noise with Neural Operators

Abstract: Planning under uncertain control execution noise requires reliable feedback policies across diverse environments. We introduce Planning Under Noise (PUN), a neural operator that learns noise-aware value fields for planning in unseen geometries. Building on an established screened-Poisson formulation of stochastic optimal control, we address two challenges: specifying boundary conditions that support navigation across varying geometries and efficiently computing fields with reliable gradients. Zero-Dirichlet obstacle boundaries terminate sampled paths at walls, weakening the goal signal along long routes and making it harder to estimate reliably. We instead impose reflecting Neumann conditions on obstacles and a Dirichlet condition at the goal, allowing sampled paths to continue exploring free space until they reach the target. To solve the resulting PDE without a configuration-space mesh, we extend a Monte Carlo (MC) solver, Walk on Stars (WoSt), to higher dimensions. However, local MC fluctuations can reverse estimated gradient directions and cause planning failures, making direct planning require costly sampling. PUN amortizes this computation by learning geometry-to-field mappings from noisy, partially converged Monte Carlo labels, avoiding expensive convergence for every training example. At inference, test-time scaling uses bounded local search guided by the predicted global field. We evaluate PUN on planning tasks across dimensions. Across four noise levels, PUN matches or outperforms all compared planners, achieving 95-100% success on the 4D replanning benchmark while maintaining the lowest runtime. At the highest tested noise level in 4D, PUN achieves 10.7-60.6% relative gains in success rate over other methods while running 3.29-32.15 times faster.

Tue 20 OctMachine LearningRobotics
The gist
Planning paths for robots or agents can be hard when their moves are noisy or uncertain, and when the environment is new or complex. The authors created a method called Planning Under Noise (PUN) that learns how noise affects value maps for navigation, helping agents plan reliably even in unseen spaces. They improved how boundaries like walls reflect paths, letting the system explore better, and used a special sampling method extended to higher dimensions. Their approach is faster and more successful than other planners in tests involving noise and complex spaces.
Open → 2610.28623v1

MindView benchmark tests AI on generating consistent 3D views from partial data

MindView: Benchmarking Generative Multi-View Spatial Intelligence

Abstract: Spatial intelligence has recently been assessed through generative tasks such as spatially grounded image editing, yet language-guided generation of spatially consistent views from partial multi-view observations remains underexplored. We introduce MindView, a benchmark for generative multi-view spatial intelligence with 1,500 samples from 513 scenes across three indoor datasets. Its seven tasks form two families: geometry-dominant tasks specify changes in camera position and orientation, while semantics-dominant tasks require inferring target viewpoints by grounding referred objects and interpreting spatial relations and reference-frame cues. Evaluation of eleven generators reveals substantial room for improvement on MindView. A paired context analysis further shows that all eleven generators obtain lower overall scores under the expanded context setting. These findings motivate us to investigate whether task-specific supervision can improve target-view generation and whether models can use additional multi-view evidence effectively. We therefore fine-tune BAGEL on the MindView training dataset, improving its overall score by 24.3 points and yielding gains across all seven MindView tasks. Beyond these generation gains, the fine-tuned model also yields higher scores on three spatial-understanding benchmarks without training on their annotations, suggesting that learning to generate spatially grounded views may benefit spatial understanding. To improve evidence utilization under expanded context, we propose MindCue, a training-free spatial evidence selector guided by a target-view hypothesis. MindCue reverses the drop in overall score under expanded context and outperforms the standard-context baseline. Overall, MindView provides a concrete testbed for generative multi-view spatial intelligence.

Tue 20 OctComputer Vision and Pattern RecognitionArtificial Intelligence
The gist
Knowing how things look from different angles is hard for computers. The authors created MindView, a set of tasks that check how well AI can imagine or generate images of indoor scenes from new viewpoints using only partial information. They tested several AI models and found that most struggle with this problem but improved one significantly by training it with their new data. Their work also shows that learning to generate these new views helps with general spatial understanding.
Open → 2610.28622v1

Synchronization limits performance in multi-node cpu decoding of ternary models

Weight Placement Is Not Enough: Synchronization in Multi-Node CPU Decoding of Ternary LLMs

Abstract: Ternary LLMs read only a few gigabytes per decoded token, yet on dual-socket servers with four NUMA nodes the fastest ternary runtime we found uses less than half of the memory bandwidth. Placing each weight on the node of the thread that reads it is necessary but not enough: in a decode engine with node-local weights that reuses ik_llama.cpp's kernels, threads on two generations of Xeon servers still spend 20-48% of each token waiting at synchronization points. Per-thread barrier traces show that most of the wait is for the slowest threads of each node; the barriers' own latency (microseconds each, but up to 12% of the token for the smallest model) and serial per-node work are smaller parts. On identical kernels, a Megatron-style column split beats a row-owned split without cross-node reductions in every configuration we measured, and isolating the number of barriers shows that most of its gain comes from its threads waiting less for each other and for their node leaders, and only a minority from having fewer barriers. Where decoding is DRAM-bound, the resulting engine is 1.5-2.1x faster than ik_llama.cpp with all cores and 1.5-1.9x faster than ik_llama.cpp at its fastest thread count (3.2x and 2.8x for a small model that runs from the L3 cache), at the same accuracy and with less energy per token.

Tue 20 OctDistributed, Parallel, and Cluster Computing
The gist
Decoding small ternary language models on powerful servers can be slower than expected because threads often wait for each other. The authors found that simply placing model weights close to the threads that use them is not enough to fix this. They tested different ways to split work among threads and found that one used in Megatron models reduces waiting time between threads, speeding up the process significantly. This improvement doesn't sacrifice accuracy and also uses less energy per word generated.
Open → 2610.28620v1

Adaptive multi-token prediction speeds up language model decoding

Adaptive Multi-Token Prediction: How far should we go?

Abstract: Multi-token prediction (MTP) can accelerate language-model decoding by drafting several tokens and verifying them in a single target-model pass. However, the best speculation horizon changes with context: longer drafts offer greater amortization when reliable, but can waste compute on suffixes discarded after a rejection. Unlike autoregressive drafting, where a stopping rule can decide token by token, MTP must fix the horizon before drafting, as all heads fire in the same forward pass. We therefore formulate horizon selection as an online control problem, using verification feedback to learn how far the draft can be trusted in each context, and introduce Adaptive Multi-Token Prediction (AMTP): a lightweight controller that requires no retraining and leaves the exact verifier unchanged. To guide horizon selection, we characterize the expected number of tokens committed at each horizon via acceptance survival, the probability that a draft prefix is fully accepted. Before each round, AMTP predicts how far the draft is likely to survive and picks the horizon with the highest expected tokens per second, learning freely from every verification pass. Theoretically, we show that any online learner's prediction error translates into throughput regret against the best horizon for each context, and in turn into a bound on wall-clock completion time. With online gradient descent, this regret is sublinear. Across five draft-target pairings built on Llama-3.1-8B-Instruct with Medusa heads, Meta's MTP models, and Qwen3-4B-Inst-2507-MTP, evaluated on AIME 2025 and GSM8K, AMTP decodes up to 4.1x faster than standard decoding and matches or outperforms the fixed window in 8 of 10 settings, with throughput gains of up to 10%.

Tue 20 OctArtificial IntelligenceMachine Learning
The gist
Language models need to guess the next words when creating sentences, which can be slow if done one word at a time. The authors study how to predict multiple words together to speed this up but adjust how many words they guess based on the context to avoid mistakes. They introduce a method called Adaptive Multi-Token Prediction (AMTP) that learns on the fly how far it can safely predict ahead without needing extra training. This approach makes language generation faster without losing accuracy, tested on several popular models and benchmarks.
Open → 2610.28619v1

Efficient graph generation method cuts memory use and speeds training

Efficient Edge-aware Attention Network for Graph Generation

Abstract: Graph generative models commonly use graph-specific Transformer architectures to jointly update node and edge features. However, these architectures do not directly benefit from recent hardware-aware attention implementations, limiting their scalability. The adaptation is, however, non-trivial: edge and graph-level features must be injected into pairwise attention scores, graph masks must be respected, and dynamic edge updates remain a major source of quadratic memory usage. We propose an edge-aware attention layer for graph generation that incorporates structural information through head-wise score modulation, while updating edge representations with a lightweight residual mechanism that retains attention-score dependent edge updates. This layer can be effectively implemented using PyTorch's FlexAttention. We achieve similar generation quality to our baseline while reducing peak GPU memory by around 65% and substantially improving training and sampling throughput. These results suggest that the proposed architecture is a practical step toward scalable graph foundation models.

Tue 20 OctMachine Learning
The gist
Generating graphs on computers often involves using special attention methods that look at how nodes and edges relate. These methods can require a lot of memory and run slowly because of how they handle edges and masks. The authors propose a new way to do attention on graphs that uses less memory by cleverly adjusting how it scores connections and updates edges. Their approach keeps the quality of generated graphs while making the process much faster and more efficient on common hardware.
Open → 2610.28618v1

Multimodal method links speech to picture details for dementia detection

NarraSpace: Multimodal Scene-Grounded Evidence for Picture-Description Dementia Classification

Abstract: Picture-description dementia classification uses a shared visual scene, but a transcript-level prediction alone does not identify the scene evidence underlying its inputs. NarraSpace links words and speech times to named picture elements and retrieves utterances for predefined scene events. Narrative-spatial descriptors summarize coverage and temporal organization. A frozen language model contrasts each event's text under examples from Alzheimer's disease and healthy-control training participants, alongside transcript surprisal and coverage measurements. Retained source records link event scores to their source utterances, speech intervals, and lexical matches. On the official 48-participant test set of the Alzheimer's Dementia Recognition through Spontaneous Speech benchmark, a fixed support vector classifier achieves $80.88\%\pm2.56\%$ mean accuracy over fifty seeds; averaged probabilities yield $81.25\%$ accuracy and $91.32\%$ area under the receiver operating characteristic curve. NarraSpace makes the construction of scene-linked classification inputs explicit and inspectable by connecting event-indexed language-model measurements to their source utterances, speech timing, and extraction records. Such source-linked measurements could support clinician review of picture descriptions by presenting quantitative summaries alongside the original speech evidence.

Tue 20 OctComputation and Language
The gist
People with dementia often have trouble describing pictures, and this can help tell if someone has the disease. The authors developed a tool that connects what someone says and when they say it to specific parts of a picture they describe. The tool then looks at how the descriptions differ between people with Alzheimer’s and healthy people. This helps not just to predict if someone might have dementia but also to show exactly which parts of the picture and speech led to that prediction.
Open → 2610.28616v1

Complexity aware rendering improves 3D scenes at small budgets

KoalaGS: Complexity-Aware Continuous Level of Detail for Gaussian Splatting

Abstract: Deploying a trained 3D Gaussian Splatting scene under shrinking compute budgets requires one primitive set to remain effective when rendered at smaller prefixes. In this continuous level of detail (LoD) setting, the challenge is to decide which Gaussians should retain capacity as the budget decreases. A pilot study on 3DGS-MCMC reconstructions shows that image complexity, computed from the input views before optimization, predicts where reconstruction error concentrates in image and 3D space. It also reveals that simple regions contain too many Gaussians and degrade as much as complex ones at lower budgets, despite being inherently cheaper to represent. Subsequently, in KoalaGS, during training we use this complexity prior to bias relocation toward poorly reconstructed areas while ensuring smooth degradation across LoDs. A primitive importance score then enables inference at low-capacity, while preserving the scene structure. Tested across three datasets, KoalaGS maintains competitive full-capacity quality while significantly improving quality across the budget spectrum, yielding smoother transitions across LoDs, and enabling faster progressive streaming.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
It can be hard to show detailed 3D scenes on devices with limited computing power. The authors found that parts of a scene that are simple actually use too many pieces and lose quality when the computer tries to save resources. They created a way to guess which parts of the scene need more detail by looking at how complex the images are before making the 3D model. Their method, KoalaGS, keeps the important parts detailed even when the computer has to work with less power, making smoother and better looking 3D views as resources change.
Open → 2610.28615v1

PhysCanvas improves robot policy learning with visuo-tactile world models

Physical Canvas: A Vision Tactile World Model For Robot Policy Evaluation And Learning

Abstract: Evaluating and post-training robot policies through physical interaction is costly and difficult to scale, motivating action-conditioned world models as interactive simulators. However, visually plausible predictions can misrepresent contact dynamics, providing unreliable feedback for policy evaluation and learning. We introduce PhysCanvas, a state-consistent visuo-tactile world model for contact-rich robot manipulation. PhysCanvas unifies multi-view RGB, tactile images, marker displacement, task state, and actions within a unified vision space. All modalities share a video VAE and pretrained generative backbone, allowing optical touch to reuse visual and temporal priors. Motion images derived through forward kinematics and camera projection provide spatially aligned action conditioning, while an initial RGB anchor and updated reference observations guide sequential generation. Our consistency-aware post-training uses the frozen Scene Reward Model, Modality Reward Model, and State Reward Model to supervise scene preservation, visual-tactile compatibility, and agreement with real task outcomes. The resulting world model supports closed-loop policy rollouts for evaluation and provides imagined interactions and rewards for GRPO policy updates. Across four real-world manipulation tasks, when policies are rolled out in the world model, State Reward Model supervision increases the arithmetic mean of task-wise Pearson correlations between world-model and real-world success rates from 0.602 to 0.885. Policy post-training in the reward-guided world model further increases $π_{0.5}$'s mean real-world success rate from a 59.1% SFT baseline to 70.8%. These results demonstrate the value of unified multimodal modeling and consistency-aware post-training for robot policy evaluation and learning. Project page: https://zebinx.github.io/PhysCanvas_HomePage/.

Tue 20 OctRobotics
The gist
Testing robots by physically interacting with objects is often slow and expensive. The authors created PhysCanvas, a model that combines vision and touch to simulate what happens when a robot interacts with objects. This model predicts both how things look and feel, helping robots learn better behaviors without always needing to test in the real world. Using PhysCanvas led to more accurate predictions and improved robot performance in real tasks.
Open → 2610.28613v1

TraceLite cuts software agent token use with smart trace compression

TraceLite: Efficient Trace Reduction for SWE Agents via Optical Compression and Redundancy Removal

Abstract: Software engineering agents solve repository-level tasks through iterative tool use, but their continuously growing interaction traces incur substantial token consumption and inference overhead. Existing compression approaches often require model training, auxiliary LLM calls, or assumptions about specific content such as source code. We present TraceLite, a simple yet effective, training-free framework for compressing heterogeneous SWE-agent observations. Our preliminary study shows that optical rendering preserves substantial textual and semantic information under moderate compression, while agent trajectories exhibit both cross-step and phase-level redundancy. Motivated by these findings, TraceLite preserves recent observations as high-fidelity text, renders historical observations as compact images, removes overlapping content, and discards phase-expired observation payloads after code editing. It requires neither offline training nor auxiliary LLM inference. We evaluate TraceLite on SWE-bench Verified and DeepSWE using GPT-5.6-Luna and Gemini-3.8Flash as backbone models. On SWE-bench Verified, TraceLite achieves 78.25% resolve rate, outperforming the evaluated compression baselines while reducing average input-token consumption and API cost by 33.05% and 21.30%, respectively. Moreover, it introduces only 0.438 seconds of compression latency per observation. These results demonstrate that TraceLite improves SWE-agent efficiency with low processing overhead and without compromising issue-resolution capability. Our code is available at https://github.com/xjywhu/TraceLite.

Tue 20 OctSoftware Engineering
The gist
Software engineering agents solve coding tasks by using tools step-by-step, which creates long records that cost a lot for AI to process. The authors found that turning old records into images and removing repeated information shrinks these records without losing key details. Their system, TraceLite, keeps recent text as normal but compresses older info visually and discards outdated parts after edits. This approach lowers the amount of data AI models must read, saving time and money, while still fixing problems effectively.
Open → 2610.28612v1

Semantic observability framework unifies logs for faster system failure analysis

Semantic Observability for Autonomous Systems Diagnostics

Abstract: Modern distributed microservice deployments generate massive volumes of heterogeneous, multi-format observability logs across physically and logically partitioned infrastructure. Isolating root causes during cascading failures remains an arduous task for Site Reliability Engineers (SREs), bottlenecked by manual keyword filtering and disjointed temporal correlation across monitoring dashboards. We introduce Semantic Observability, an autonomous multi-agent framework that unifies disparate log streams into a dynamic, queryable Property Graph Database. By modeling physical infrastructure topologies, logical software dependencies, and chronological event sequences as attributed nodes and directed relations, it bridges the semantic gap inherent in flat, unstructured log repositories. Building on this unified substrate, we deploy a stateful multi-agent system orchestrated through Directed Cyclic Graphs (DCGs). The system autonomously navigates the topology, applying causal graph algorithms and temporal back-traversal to isolate the precise blast radius of anomalies. The pruned subgraph is then interpreted by a Large Language Model (LLM) reasoning engine to generate contextualized, code-level Root Cause Analyses (RCA) and actionable remediations. This paper establishes the foundational system architecture, formal relational ontology, and multi-agent control loops of Semantic Observability. We show conceptually how the framework eliminates ambient telemetry noise, reduces Mean Time to Resolution (MTTR), compresses LLM token consumption, and prevents structural hallucinations. We also specify an open-source validation framework on standard benchmarks (LogHub and Train-Ticket), laying the groundwork for a forthcoming companion paper on exhaustive quantitative evaluation and production benchmarking.

Tue 20 OctArtificial Intelligence
The gist
Modern computer systems create huge amounts of messy logs that are hard to understand when things go wrong. The authors designed a system that turns all these confusing logs into a clear map showing how parts of the system connect and what happened over time. This system uses smart software agents and AI to find the exact cause of failures and suggest fixes automatically. Their approach helps engineers find problems faster by cutting through unnecessary data and explaining issues clearly.
Open → 2610.28611v1

Interwebcoder improves interactive webpage coding with fast test feedback

InterWebCoder: Learning Interactive Webpage Generation from Executable Tests via Reinforcement Learning

Abstract: Interactive webpages underpin modern applications, but reproducing both their visual appearance and multi-step behavior remains challenging for multimodal large language models (MLLMs). Scalable training data must capture user actions, state transitions, and expected outcomes, while real-world webpage code is often entangled with irrelevant scripts and external dependencies. Moreover, existing GUI-agent-based verification provides slow and potentially unstable functional feedback. To address these challenges, we propose InterWebCoder, an efficient framework for interactive webpage code generation. InterWebCoder introduces a Test-Specification-Guided and Execution-Verified Data Synthesis pipeline that records real-world interaction trajectories and synthesizes self-contained webpage code with executable test scripts. A failureattributed repair mechanism uses runtime evidence to locate and iteratively fix errors in either the webpage code or test script. We then combine test-ID-weighted supervised fine-tuning with group-relative policy optimization, directly optimizing functional correctness and visual fidelity using test pass rates and state-level visual similarity. This replaces costly GUI-agent verification with fast, reproducible executable feedback. Our pipeline produces 1,736 verified samples from 2,058 tasks, achieving an 84.35% synthesis success rate. On IWR-Bench and Vision2Web, InterWebCoder achieves final scores of 48.54 and 48.42 with a 9B backbone, outperforming 30B-level models and Gemini-3.7-Flash while remaining competitive with Claude-Sonnet-5. It reduces reward-computation latency by over 97%, eliminates external MLLM verification costs, and accelerates end-to-end training by up to 1.4x.

Tue 20 OctSoftware Engineering
The gist
Making interactive webpages that look right and respond correctly can be really tricky, especially when using AI models to generate the code. The authors created InterWebCoder, a system that learns from real user interactions and uses automated tests to check if the webpage works and looks correct. Instead of slow and unreliable methods, it quickly finds and fixes errors based on test results, improving both accuracy and training speed. Their approach outperforms larger models while using less computing time.
Open → 2610.28610v1

Arabic dialects affect math problem solving in language models

Benchmarking Arabic Dialects for Math Problems

Abstract: Mathematical reasoning remains underexplored for low-resource languages, including Dialectal Arabic. To bridge this gap, we introduce the DAR-MGSM (Dialectal Arabic Multilingual Grade School Math) Benchmark, the first manually curated benchmark for evaluating mathematical reasoning in Dialectal Arabic. DAR-MGSM consists of math word problems (MWPs) requiring multi-step reasoning and covers five major Arabic dialects alongside Modern Standard Arabic (MSA). The benchmark comprises two parallel versions: translated-only and translated & culturally localized. The latter version adapts entities and references to regional varieties. We evaluate eleven Arabic-centric and multilingual large language models on DAR-MGSM. The results show that the performance generally declines on the localized version, highlighting the challenges introduced by culturally grounded adaptations. However, the magnitude of this effect varies across models, with Arabic-centric models exhibiting different levels of sensitivity to localization. A mechanistic interpretability analysis shows that translated and localized variants of the same MWPs often induce distinct internal reasoning trajectories, even when aggregate accuracy remains similar. Overall, our results show that mathematical reasoning performance depends on both linguistic variety and cultural context.

Tue 20 OctComputation and LanguageArtificial Intelligence
The gist
Understanding math problems in different Arabic dialects is hard for computer programs. The authors made a new set of math problems in five Arabic dialects plus standard Arabic to test how well these programs can solve math questions. They found that programs do worse when the problems include local cultural details rather than just translated words. Some programs react differently to these changes, and the way they think through the problems changes even if their overall score stays the same. This shows that both language type and culture impact how well AI can solve math in Arabic.
Open → 2610.28607v1

AI-generated debates express values differently than humans do

Value-Rich, Differently Organized: Measuring Value Expression and Organization in AI-Generated Debates

Abstract: Current evaluation of LLM-generated debate largely focuses on argumentative quality, leaving the value structure of generated arguments underexamined. We introduce a diagnostic metric framework for comparing how values are expressed and organized in human-reference and AI-generated debates. The framework separates value expression, the range of recognizable values a debate invokes, from value organization, how those values are distributed and sustained across turns. Grounded in Schwartz's Basic-10 value theory, it represents debates as multi-level value distributions over argumentative units, utterances, stances, and full debates, enabling metrics for value coverage, alignment, diffusion, and cross-turn dynamics. Across multiple generation systems, AI-generated debates are broadly value-expressive, often activating as many or more value dimensions than matched human references, but they organize these values differently. Their utterances are more locally value-diffuse, and source-blind judges distinguish value clarity from value focus. These findings show that debate evaluation should consider not only value presence, but also value organization. Code and supplementary materials are available at https://github.com/Maoyuan-li/Value-Expression-and-Organization.

Tue 20 OctArtificial Intelligence
The gist
Current ways to judge AI debates focus on how convincing they are but miss how values are shown and organized. This paper introduces a way to measure what values appear in debates and how they are spread across parts of the argument. Using a theory of basic human values, the authors compare human and AI debates, finding AI debates mention as many values but organize them less clearly across turns. This helps show that judging AI debates needs to look beyond just which values appear to how they are presented.
Open → 2610.28604v1

Ts2vec foundation model matches state of the art for time series

Turning TS2Vec into a Foundation Model for Time Series Classification

Abstract: TS2Vec is one of the strongest self-supervised methods for time series classification, introduced in 2022. It is designed to be trained anew on every dataset: self-supervised pre-training followed by linear probing. Since then, the field has shifted towards foundation models that reuse one encoder across datasets. Yet TS2Vec offers a compact convolutional architecture that operates directly on temporal samples and accepts variable-length inputs without resampling. We ask whether these properties can be retained when the encoder is pre-trained only once, and show that they can: TS2Vec can essentially be turned into a foundation model. Three changes suffice: pre-train on a synthetic corpus, feed the encoder a raw amplitude view and an instance-normalized shape view of the input through two small stems, and distill one specialist encoder per view into a single encoder. The result, TS2Vec-FM, is a 1.6M-parameter dilated convolutional network that, kept frozen, reaches 83.3% on UCR-128 and 75.3% on UEA-27 under linear probing, within 0.3 pp of MantisV2, the current state of the art, and above TS2Vec trained separately on each target dataset. What we find most interesting is how different TS2Vec-FM is from other foundation models in design: near-parity is reached without attention, without a patch tokenizer, and without intermediate-layer extraction, using an "old-school" convolutional encoder and a two-layer MLP stem.

Tue 20 OctMachine LearningArtificial Intelligence
The gist
Time series classification sorts sequences of data points like heartbeats or stock prices. The authors show that TS2Vec, a 2022 approach that trains fresh for each dataset, can be trained once and used across many datasets like a foundation model. By training on synthetic data and combining two kinds of input views into one model, their new version, TS2Vec-FM, performs almost as well as the best current methods while keeping a simpler convolutional design. This approach works on variable-length inputs without extra processing and doesn’t rely on newer techniques like attention mechanisms.
Open → 2610.28602v1

Agent s4 evolves better interfaces for computer-use tasks

Evolving Agent Interfaces

Abstract: Computer-use agents are limited by the interfaces humans give them. An agent may type a spreadsheet cell by cell when a single line of code would do, or print all two thousand lines of a file through a shell to find one function. Both the interfaces and the knowledge of when to use each are built by hand, which cannot keep pace with new applications, workflows, and models. We argue that interface design should itself be an agent capability. We introduce Agent S4, an autonomous computer-use scientist that builds Evolving Agent Interfaces from task experience. A meta-agent examines task agents' trajectories on synthetic training tasks, without success labels, and constructs and revises interfaces and usage knowledge in a repository. Population-based evolution then selects which repositories to develop further by their performance on validation tasks the meta-agent never sees, favoring changes that generalize beyond the seen tasks. On OSWorld V2, Agent S4, with Qwen3.8-27B and the evolved repository of interfaces, sets a new state of the art in open-source computer-use agents, reaching 21.3% binary score, 3.8 times the same model with fixed interfaces. This is above both GPT-5.5 (13.0%) and Claude Opus 4.8 (20.6%), at about 4.3% and 1.5% of their respective costs. On ScienceBoard, the evolved interfaces improve the success rate from 41.4% to 58.6% with the same model. These results suggest that useful interfaces can be evolved from experience, making autonomous interface design a source of improvement complementary to advances in models and harnesses. We open-source our code at https://github.com/simular-ai/agent-s.

Tue 20 OctArtificial Intelligence
The gist
Computer-use agents often struggle because humans design the interfaces they work through, which can be inefficient. The authors present Agent S4, a system that learns to create and improve its own interfaces by watching how agents perform tasks and evolving these interfaces over time. This approach helps agents use applications more effectively, improving their success rates compared to fixed interfaces. Experiments showed that Agent S4 outperformed other advanced models while using fewer resources.
Open → 2610.28601v1

Neural method smooths and improves large scale lidar maps

Neural Implicit Energy Optimization for LiDAR Mapping

Abstract: Neural implicit representations provide memory-efficient signed distance field (SDF) parameterizations for large-scale LiDAR scenes, but the geometry recovered from sparse and often noisy inputs carries jitter and artifacts. Classical geometric optimization techniques resolve such artifacts with surface energy functionals, whose minimizers correspond to smooth surfaces. Motivated by this principle, we formulate neural LiDAR mapping as the optimization of energy functionals over the parameter space of neural implicit representations. Specifically, we regularize the signed distance field with an energy functional defined on the shape operator of its level set, which represents the curvature of the surface, thus encouraging smoothness along the surface. This adapts classical geometric priors to the scale of million-point LiDAR maps. Experiments on large-scale datasets show reconstructions with improved smoothness at preserved geometric fidelity, and no additional inference-time cost. The code is publicly available at \href{https://github.com/HrishikeshVish/nieo}{https://github.com/HrishikeshVish/nieo}

Tue 20 OctComputer Vision and Pattern RecognitionGraphicsMachine Learning
The gist
LiDAR scans can create 3D maps, but these often have noisy or jittery surfaces. The authors show how to improve these maps by using a neural network to represent the surfaces while applying a mathematical smoothness rule based on the surface's curvature. This helps produce clearer, smoother 3D shapes without losing important details. Their approach works efficiently even on very large scenes.
Open → 2610.28598v1

Quantum switch protocol minimizes memory for entanglement distribution

Entanglement Distribution in Quantum Switch Networks: Memory Limits and Achievability

Abstract: We study the minimum persistent memory required to distribute a graph state through a quantum switch. Specifically, consider a central switch that assists $n$ remote users in distributing a graph state, using independently generated user-switch Bell pairs. Since Bell-pair generation is probabilistic, different links generally succeed at different times. When a Bell-pair is generated, the qubits may need to be stored in memory while waiting for other links to succeed. Recently, new protocols have been proposed to reduce this storage overhead by processing and releasing some switch qubits before all Bell links are available. However, these protocols do not characterize the minimum persistent switch memory required at each stage. Moreover, the local-cover method in the state-of-the-art Piecemaker protocol is computationally expensive for general target graphs. In this work, we characterize the minimum persistent switch memory required after any subset of users' Bell links are generated and processed. We then develop an online stabilizer-transition protocol that attains this limit, which can be implemented in polynomial time in the number of qubits $n$. Remarkably, this optimal protocol can provide substantial memory reductions over existing heuristic approaches. In particular, for the path graph $P_n$ over $n$ users, Piecemaker protocol requires at least $\lfloor n/2\rfloor$ qubits of peak persistent memory for \textit{every Bell-links generation order}, whereas under the order $(1,2,\ldots,n)$, our protocol requires only one persistent switch qubit. Finally, the same stabilizer-transition framework also provides a direct forward construction for sequential graph-state generation using the minimum number of quantum emitters, equal to the maximum of the height function.

Tue 20 OctInformation TheoryNetworking and Internet Architecture
The gist
Distributing entangled quantum states among multiple users is tricky because connections succeed at different times and quantum information must be stored temporarily. The authors study how to reduce the amount of memory needed inside a central quantum switch that helps connect users. They develop an efficient method to process entangled links as they arrive, using fewer memory qubits than previous methods. This makes quantum networking more practical by lowering the memory resources required.
Open → 2610.28596v1

Rtl repair benchmarks measure model behavior and scoring differences

What Do RTL Repair Benchmarks Actually Measure?

Abstract: RTL repair benchmarks should measure whether a model can fix broken RTL given a specification. To this end, we construct and hash-bind RTLRepairDataset, 5,784 (broken, fixed) training pairs; RTLRepairBench, 459 held-out cases with 374 syntactic and 85 behavioral mutations; and an evaluation harness supporting simulation and formal equivalence. We then use this infrastructure to identify two measurement confounds. First, simulation and formal scoring give opposite signs for the apparent effect of providing a specification in one evaluated cohort; reset-aware rescoring attributes almost all of the simulation-formal disagreement to reset and first-cycle comparison semantics. Second, on 274 mined model failures, the specification-only minus specification-conditioned recovery point estimate ranges from -8.5 to +18.3 percentage points across six models. Thus, a conventional repair score need not isolate whether the model used the faulty RTL. We translate these findings into evaluation controls: report initialization, reset, first-cycle, and unknown-value semantics; disclose oracle coverage and undecided cases; and include a specification-only baseline. Together, the resources and audit provide both a benchmark for behavioral repair and a protocol for diagnosing what contributes to its measured score. We release the benchmark, the training set, construction code, sanitized aggregate evidence, and reproduction materials at https://github.com/Evaaaz/RTLRepairBench.

Tue 20 OctArtificial Intelligence
The gist
Fixing broken hardware designs (called RTL) automatically is tricky, and testing if a model really knows how to fix them can be confusing. The authors made a big set of broken and fixed design pairs, plus a tool to test fixes in different ways. They found that two common ways to check fixes often disagree because of how initial conditions are handled. Also, sometimes a model’s reported fix success doesn't clearly show if it used the broken design or not. They suggest ways to better report and understand these tests. The authors also share their dataset and tools openly for others to use.
Open → 2610.28595v1

Video point model forecasts 3D scenes and robot actions together

Learning the 4D World through Point Trajectory Forecasting

Abstract: Reliable multi-view forecasting requires videos from different cameras to describe the same evolving 3D scene. To this end, we introduce Video-Point Model (VPM), a world model that conditions on multi-view video histories and a language instruction to jointly forecast future videos from arbitrary viewpoints and the 3D trajectories of persistent scene points. We extend a pretrained world model with camera-conditioned multi-view processing that integrates complementary observations across cameras, and add a trajectory head that predicts how physical points move through time. Each trajectory tracks a single point across all views, and supervising these trajectories alongside video generation therefore anchors appearance changes in every camera to a shared description of 3D motion. To support training and evaluation, we build VPM-Data, a simulation corpus pairing synchronized multi-view videos with persistent point trajectories, and VP-WorldBench, a forecasting benchmark spanning simulated and real environments. We further extend VPM to robot control by adding robot actions as a token modality in the generator. Action tokens share the point-supervised backbone and are denoised jointly with future videos, thereby grounding the policy in the same 3D-aware representation. On VP-WorldBench and existing 4D generation benchmarks, point supervision improves both video fidelity and 3D motion accuracy over a video-only counterpart, and in simulated and real-robot experiments, it also raises the manipulation success of the action-enabled model.

Tue 20 OctComputer Vision and Pattern Recognition
The gist
When multiple cameras watch the same scene, it’s hard to predict how things will move and look from any viewpoint. The authors created a system called the Video-Point Model (VPM) that uses videos from many cameras along with simple language instructions to predict future videos and track how points in the scene move in 3D over time. They trained and tested this system using simulated datasets with matched videos and point paths and showed it improves predictions of both appearance and motion. They also adapted the model to help control robots by including robot actions, which helped robots perform tasks better in simulations and real-life tests.
Open → 2610.28594v1

Parallel integration speeds up neural solutions for time related problems

PaPi: Parallel Picard-Duhamel Integration for Fast Neuro-Spectral Architectures

Abstract: Neuro-spectral architectures (NeuSA) are a class of physics-informed neural networks (PINNs) that have proven effective for solving time-dependent PDEs in the frequency domain. However, training and inference often rely on costly numerical integration of the learned vector field, typically using sequential Runge-Kutta time stepping, which limits temporal parallelism. We introduce PaPi, an integration scheme inspired by weakly nonlinear flows that enables time-Parallel inference through exponential integration and a Duhamel-Picard scheme. We show that the Duhamel-Picard iteration converges exponentially for all flows, and provide explicit error bounds that depend on how close the flow is to linear. Experiments show that PaPi accelerates training and inference by up to two orders of magnitude, achieving training times of under one second for low-dimensional PDE learning problems, while maintaining competitive predictive accuracy.

Tue 20 OctMachine Learning
The gist
Solving complicated time-based equations with neural networks usually takes a long time because calculations must happen step by step. The authors introduce a new way called PaPi that allows many time steps to be done at once in parallel, making the process much faster. This method still keeps accurate results while reducing training time drastically, sometimes to under a second. PaPi uses some math tricks to combine ideas from different areas to achieve this speedup.
Open → 2610.28591v1

WildMAE improves wildlife image reconstruction with structure aware decoding

WildMAE: Structure-Aware Masked Autoencoding for Wildlife Image Reconstruction

Abstract: Camera-trap imagery presents substantial variation in animal appearance, illumination, background clutter, and visual degradation. Masked autoencoders (MAEs) offer a label-free framework for modeling such data through reconstruction of randomly hidden image patches. We present WildMAE, a decoder-side extension of MAE that combines local structure-aware refinement with masked-to-visible cross-attention. A zero-gated convolutional residual path introduces a two-dimensional neighborhood prior, while gated cross-attention allows masked positions to retrieve contextual information from visible-position features without replacing the original Transformer decoder. The associated training recipe progressively introduces normalized-pixel, Sobel-edge, and perceptual objectives. In the original Snapshot Serengeti study, covering 4,744 test images at 75% masking, the reported reconstruction scores were 27.90 versus 24.33 dB PSNR, 0.840 versus 0.780 SSIM, and 0.160 versus 0.320 LPIPS for WildMAE and vanilla MAE, respectively. Additional historical records document favorable average differences under four synthetic degradation conditions and describe component variants. We present the method, experimental observations, and their scope together: the retained metrics are historical protocol-dependent results, rather than a newly reproduced, harmonized comparison or a validation of restoration from genuinely unavailable pixels. WildMAE provides a practical architectural case study for combining global token mixing with spatial and targeted contextual refinement in wildlife masked-image modeling.

Tue 20 OctComputer Vision and Pattern RecognitionMachine Learning
The gist
Camera traps take pictures of animals in many different situations, which can make the images hard to understand due to changes in light, backgrounds, or damage to the photos. The authors created WildMAE, a method that improves how computers fill in missing parts of these images by paying attention to both the overall and nearby details. Their method combines special techniques to better restore hidden patches in pictures without needing labeled data. Testing on wildlife images showed their approach gives clearer and more accurate reconstructions than a baseline method. This work helps show how to better handle complex, real-world wildlife images with AI.
Open → 2610.28590v1

Agenticroborl boosts robot planners by post-training across different harnesses

AgenticRoboRL: Bringing Coding-Agent Post-Training to Agentic Robotics

Abstract: Agentic robotics systems combine planners with robot harnesses to perform complex manipulation tasks. Recent work improves these systems through better harnesses and external memory, but relies on powerful closed-source models as planners and does not improve the planners' own capabilities. In contrast, coding agents have improved substantially by post-training the model itself. We therefore investigate whether post-training can also improve robot planners. However, applying it across robot harnesses requires accommodating different execution mechanisms, including VLA skill invocation and control-code generation. To this end, we introduce AgenticRoboRL, a framework for post-training robot planners across different harnesses. The training recipe combines supervised fine-tuning with multi-turn reinforcement learning. To accommodate different execution mechanisms, harness-specific adapters connect recorded planner interactions with task outcomes, enabling a common RL training pipeline while keeping execution components fixed. On LIBERO-PRO, AgenticRoboRL raises the success rate of a 9B-parameter planner from 18.1% to 71.0% without external memory, approaching the 72.1% achieved by Codex (GPT-5.5) with external memory. These results demonstrate post-training as an effective approach for improving robot planners. We will release the framework and trained planner checkpoints.

Tue 20 OctRobotics
The gist
Robots often use special planners to decide how to perform complicated tasks, but these planners don’t always improve themselves. The authors introduce AgenticRoboRL, a way to train and improve these robot planners after they are initially built, by using a mix of guided learning and trial-and-error feedback. This method works even when different robot control systems are involved and showed a large increase in task success in tests. Their approach narrows the gap between smaller trained planners and much larger models that require extra memory.
Open → 2610.28589v1

ReLU networks can be simplified to just two hidden layers

Two $\operatorname{ReLU}$ Layers is All You Need

Abstract: We prove that every $\operatorname{ReLU}$ network can be exactly simulated by a $\operatorname{ReLU}$ network with two hidden layers. We present two proofs: one that is based on fillings in homological algebra and a direct combinatorial proof.

Tue 20 OctComputational ComplexityComputational GeometryMachine Learning
The gist
Neural networks that use the ReLU function usually have many layers to do their job. This paper shows that any ReLU network can be copied exactly using just two hidden layers. The authors give two different proofs, one using ideas from an area called homological algebra and another using direct counting methods. This means complex neural networks might be easier to understand or build.
Open → 2610.28587v1

Teacher scoring method improves agent training by fixing blind spots

Capable Teacher, Myopic Scorer: Reward-Free Teacher Repair for Agentic On-Policy Distillation

Abstract: Agentic on-policy distillation (OPD) trains a student agent on its own trajectories while a teacher scores every token. A natural explanation of where it goes wrong is compounding error: the student's mistakes carry its trajectories beyond the region where the teacher is reliable, so recent methods keep training inside that region, through episode-length curricula, teacher-guided turns, prefix replay, or teacher intervention where the two disagree. We show this explanation is incomplete. From the states where the student departs most from the teacher, the teacher's own takeovers still finish the task, yet the student trained on its token scores keeps running out of turns. We attribute this to the myopia of next-token scoring. The teacher rates each token without seeing where the episode ends, so its scores let through the safe, delaying moves that outcome-based RL would punish with zero reward, a penalty agentic OPD lacks. We call this difference between what the teacher does and what it scores the rollout-scorer gap. We propose Rollout-to-Scorer Distillation (R2S), which repairs the scorer before distillation by mining high-disagreement states from the untrained student, running teacher takeovers from them, keeping the states where enough takeovers pass a reward-free check such as consensus or an LLM judge, and fine-tuning the teacher to give its takeover-informed scores on every assistant token from the divergence turn onward, without the takeover in context. The repaired teacher is frozen as the sole scorer for standard OPD, requiring no task reward during repair or training. Across three environments, two teachers and four students, R2S outperforms three state-of-the-art agentic-OPD methods in all twelve teacher-student-environment cells, by 12.8 success points on average over the best of them in each cell. Project page: https://tree-shu-zhao.github.io/r2s/.

Tue 20 OctComputation and LanguageArtificial Intelligence
The gist
When training AI agents to make decisions step-by-step, the teacher scores the agent's choices to guide learning. The paper finds that scoring each choice without considering the final outcome leads to missed problems called rollout-scorer gaps. The authors propose a way to fix the teacher's scoring by checking if the teacher’s corrected moves succeed, then retraining it to score better, all without needing reward signals from the task. Their method improved performance in several test environments across different agents and teachers.
Open → 2610.28586v1

Scene reconstruction system creates physics-ready 3d scenes from images

SceneRig: An Agentic System for Simulation-Ready 3D Scene Reconstruction from Single Images

Abstract: Simulation is a powerful tool for robotics, but building diverse, simulation-ready scenes at scale remains difficult. Reconstructing scenes from single images is a promising alternative, but visual similarity alone is insufficient: objects must also be recovered, accurately placed, and physically grounded. Existing methods that rely on post-hoc physics settling often misplace objects, producing scenes that look correct but behave poorly under manipulation. We present SceneRig, an agentic system that turns a single image into an editable, simulation-ready scene. SceneRig combines geometric, visual, and physical tools to reconstruct a faithful 3D scene. An agent then performs edit-and-validate loops inside a physics simulator to achieve physical stability. Across diverse inputs, SceneRig improves instance segmentation, object-centric appearance, and 3D placement while keeping the reconstructed scenes physically stable. Furthermore, SceneRig is effective for downstream robotics: its scenes predict real-robot policy outcomes more accurately than the baseline method and more reliably support replay of recorded manipulations without trajectory adaptation.

Tue 20 OctRoboticsArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
Building accurate 3D scenes for robots to use is hard, especially from just one picture. The paper’s authors made SceneRig, a system that not only recreates what objects look like but also where they belong and how they stand physically in a scene. SceneRig uses a process that edits and tests the 3D scene repeatedly in a physics simulator until everything is stable. This makes the reconstructed scenes better for robots to interact with and predict outcomes in the real world.
Open → 2610.28585v1

Hybrid model improves efficiency and quality in multimodal reasoning

Beyond the Sequentiality Bottleneck: A Hybrid Diffusion-Autoregressive Framework for Efficient Multimodal Reasoning

Abstract: Autoregressive models (ARMs) face a "Sequentiality Bottleneck" in reasoning, while diffusion language models (DLMs) offer parallelism but lack semantic coherence. To addresses both limitations, we propose Collaborative Reasoning Asymmetric Learning (CoRAL), a hybrid framework via an Asymmetric Planner-Executor (APE) architecture: a DLM Planner generates K diverse reasoning trajectories in parallel, while a large ARM Executor selects the optimal plan and synthesizes the final answer. To train the Planner effectively, we introduce Reward-Guided Denoising for CoT (RDC), which integrates outcome-based rewards into the diffusion process to steer it toward goal-directed reasoning. Experiments on vision-language benchmarks show that CoRAL significantly outperforms prior diffusion-based methods and achieves competitive performance against strong ARMs, achieving both superior efficiency and quality.

Tue 20 OctArtificial Intelligence
The gist
Autoregressive models think step-by-step but can be slow because they handle tasks in sequence. Diffusion models work faster by doing many things at once but sometimes lose track of meaning. The authors designed a system called CoRAL that combines both: one part quickly generates multiple possible solutions in parallel, and another part picks the best and final answer carefully. Their method performed better than other diffusion-based approaches and was as good as strong step-by-step methods, while also being faster.
Open → 2610.28584v1

Birthday estimators achieve optimal accuracy for Renyi entropy measurement

Birthday Estimators Are Uniformly Optimal for Renyi Entropy

Abstract: Collisions are a basic probe of unknown distributions, used for testing and for counting substructures in graphs, and they underlie Rényi entropy, a fundamental measure of uncertainty with applications in cryptography, machine learning, physics, and biology. Motivated by this, we study the natural birthday estimator. We prove Bernstein-type concentration for it and show that it is minimax optimal, uniformly and jointly in alphabet size, order, accuracy, and confidence, with no sample splitting, clipping, or median aggregation. This, in particular, settles the sample complexity of integer-order Rényi entropy estimation up to absolute constants in all regimes, closing the gap between the best known upper and lower bounds. Our concentration bound rests on a sensitivity analysis of collision count, and the matching lower bound on a sharp analysis of detecting a hidden spike in a plateau distribution.

Tue 20 OctInformation TheoryData Structures and Algorithms
The gist
Measuring uncertainty in data requires estimating something called Rényi entropy, which is essential in many fields like cryptography and biology. The authors studied a simple method called the birthday estimator, which counts repeated data points (collisions), to estimate this entropy. They proved that this approach is mathematically the best possible across many conditions, requiring the least amount of data to achieve accurate results. This finding settles long-standing questions about how hard it is to estimate Rényi entropy precisely.
Open → 2610.28581v1