Week beginning 9th November 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.

Pixel based video generation improves resolution and responsiveness

Back to Pixels: Lifting Latent Video Diffusion into Pixel Space

Abstract: Frontier video generation models work in a VAE latent space that compresses video in both space and time. This compression made training tractable, but now limits high-resolution, controllable, and interactive generation -- doubling resolution quadruples token count, conditions apply to groups of frames rather than individual ones, and each response must wait for the rest of its multi-frame block. We present PixVid, a simple yet effective method that lifts a pretrained latent video model to directly generate every frame in pixel space. PixVid keeps the diffusion transformer and replaces the VAE decoder with a convolutional head that renders its outputs into pixels. We find that predicting clean video rather than velocity, together with a larger noise shift, is key to quality. Finetuned from Wan2.1-14B, PixVid is competitive with the latent baseline within $\sim 1.3$M training clips. Working framewise in pixels, it generates at $2\times$ higher resolution with the same per-frame token count, keeps depth-conditioned video editing aligned under fast motion, and responds to each action at the next frame. Project page: https://chenshuo20.github.io/PixVid/

Thu 12 NovComputer Vision and Pattern Recognition
The gist
Generating realistic videos with AI often involves compressing frames into smaller latent spaces, which makes training easier but limits resolution and fine control. The authors introduce PixVid, a method that takes a trained video model and adapts it to generate videos directly in pixel space instead of latent space. This means videos can be created at higher resolution and each video frame responds quickly to new inputs, which is helpful for editing or interactive use. Their approach performs competitively, keeping video quality while improving flexibility and detail.
Open → 2611.17336v1

Vision capacity matters more than pretrained encoders in multimodal models

Unbundling Multimodal Vision Encoding

Abstract: How multimodal language models should encode visual input remains up for debate. Most models use a pretrained vision encoder, while some recent recipes train the encoder from scratch with the language model or remove it entirely. Vision encoders bundle together three design choices: a visual prior from upstream pretraining, dedicated vision capacity, and pre-fusion placement of that capacity (i.e., before the multimodal backbone). Because published models also differ in data, architecture, and compute, comparing them cannot isolate the effect of each choice. We disentangle these choices via a controlled framework where we pretrain all models from scratch on common data and compare them on visual question answering and language benchmarks at matched lifetime compute. We find that the visual prior is not necessary; an encoder trained jointly from scratch is on par with a pretrained one, without a separate training stage. What matters instead is dedicated vision capacity: an encoder-free model trails on visual understanding even when its backbone is enlarged by the encoder's parameter count. Yet that capacity need not precede multimodal fusion, as vision-only modules added in-fusion to early backbone layers perform comparably to a pre-fusion encoder and can lower time to first token. These results also hold across backbone sizes, when encoder pretraining is treated as free, and when starting from a pretrained language model. Overall, our findings favor dedicated vision capacity trained jointly with the backbone and placed early within it.

Thu 12 NovComputer Vision and Pattern RecognitionMachine Learning
The gist
When teaching computers to understand pictures and language together, it’s unclear how to best process the images. The authors showed that a special visual processing part, even if trained from scratch, works as well as one pretrained separately. What really helps is having dedicated computing power just for vision tasks inside the model. Also, where this vision part is placed matters less, as it can be added early or later and still perform well.
Open → 2611.17334v1

Efficient rendering speeds up view synthesis with baked scene info

TTB: Test-time Baking for Efficient Rendering of Decoder-only View Synthesis Models

Abstract: Decoder-only Large View Synthesis Models (LVSMs) with KV-cache have recently achieved state-of-the-art quality by regressing novel views from neural networks without reconstructing 3D geometry, while Test-Time Training (TTT) layers save computation but sacrifice quality. We propose Test-Time Baking (TTB), a strategy that learns to bake global scene information from cross-view attention into a lightweight MLP, enabling fast and high-fidelity novel-view decoding. The first key is to repurpose the fast-weight MLP of TTT to learn the cross-view attention mapping explicitly from its input-output pairs, rather than replacing attention entirely, achieving the same rendering efficiency as TTT while delivering substantially higher quality. The second key addresses a modality misalignment between context prefilling and novel-view rendering: we disentangle context tokens into camera-only context rendering tokens to serve as TTB input, and context ground-truth tokens with image content to serve as the TTB mapping target, ensuring the baked MLPs are relieved of the modality generalization challenge between context and novel-view processing. Our method achieves up to **23x** rendering speedup with quality on par with the state-of-the-art across several benchmarks. Project page: https://test-time-baking.github.io

Thu 12 NovComputer Vision and Pattern Recognition
The gist
Creating new views of a scene from images usually requires complex and slow 3D processing. This paper introduces Test-Time Baking (TTB), a new way to speed up this process by teaching a small neural network to remember important information from multiple views. The authors show that their method makes rendering about 23 times faster without losing image quality. This balance between speed and quality is better than previous techniques that tried to speed up view synthesis.
Open → 2611.17331v1

Public platform tracks and predicts large language model designs

ArchSpace: Recording, Reviewing, and Referencing LLM Architecture Research

Abstract: Model architecture shapes the scaling behavior, training efficiency, and inference cost of LLMs, making it a central focus of both industry and academia. In industry, teams such as those behind DeepSeek, Qwen, and Kimi routinely introduce architectural innovations, yet public reports rarely document which ideas succeeded, which were abandoned, and why. In academia, limited compute and inconsistent baselines often restrict evaluations to small-scale, single-point comparisons, making it difficult to establish whether improvements hold at larger scales or translate into broader impact. ArchSpace addresses both gaps as a public platform for Recording, Reviewing, and Referencing Architecture Researc}: each proposal is recorded with its experiments and reasoning, reviewed by the community, and referenced by later work. To evaluate ideas before costly large-scale training, ArchSpace leverages scaling laws to predict model loss at larger scales from smaller experiments, a practice widely adopted in industry. We provide initial references that make the platform usable: Qwen3.5 and OLMo3 baselines, fitted scaling laws, and a reusable training recipe. Ideas validated through this review can in turn become new baselines, and ArchSpace thereby aims to broaden the range of ideas that shape the next generation of models.

Thu 12 NovComputation and LanguageMachine Learning
The gist
Design of language models affects how well they learn and how fast they work, but details on what works are often missing in reports. The authors created ArchSpace, a public tool where people can log design ideas, share tests, and discuss what works and why. It uses math from smaller experiments to guess how models will perform when much bigger. This helps save time and resources by showing which design ideas might succeed before expensive tests. ArchSpace also lets successful designs become new standards that others can compare against.
Open → 2611.17332v1

UAV navigation improved by imagining next visual scenes from language

ProtoVis-Nav: Prototypical Visual Imagination for Visual-Spatial Aligned UAV Navigation

Abstract: Vision language navigation (VLN) is very challenging for Unmanned Aerial Vehicles (UAVs) since small errors in 3D motion prediction can lead to navigation errors and collisions. Unable to fathom execution outcomes in 3D environments, existing methods often struggle to predict accurate navigation waypoints from language instructions. To solve this, we introduce the Prototypical Visual Imagination framework, shortened as ProtoVis-Nav, which forces the model to imagine an outcome-associated local visual representation for the intended next UAV movement. Specifically, we predict feature prototypes and use their linear combination to estimate the visual feature of the target region. In this manner, the VLN model first imagines the local visual representation of the next intended location, and then uses predicted prototypes as context for generating the final action, promoting alignment between visual context and waypoint outputs. Extensive experiments demonstrate the effectiveness of the ProtoVis-Nav framework and show substantial improvements over existing baselines.

Thu 12 NovRoboticsComputer Vision and Pattern Recognition
The gist
Flying drones using instructions is hard because small mistakes in guessing where to go next can cause crashes. The authors created a method that helps drones imagine what the next place should look like, based on the instructions they get. This helps the drones better understand where to move by predicting visual features before actually moving there. Their tests show that this way of combining language instructions with imagined visuals improves navigation accuracy.
Open → 2611.17330v1

Neurosymbolic AI reduces portfolio rule violations in continuous allocation

Internalizing Investment Mandates: A Neurosymbolic RL Approach to Portfolio Allocation

Abstract: Institutional portfolios operate under investment policy statements that specify asset allocation constraints, often conditioned on market regime information. Deep reinforcement learning has been shown to optimize financial performance but typically does not enforce rule compliance, making it unsuitable for real-world deployment. Existing neurosymbolic methods such as Probabilistic Logic Policy Gradient (PLPG) offer constraint-satisfying reinforcement learning (RL) via differentiable symbolic supervision but assume a finite, discrete action space. We present a PLPG-inspired continuous allocation method that estimates the probability that the policy's own executed action satisfies the investment mandate, using reparameterized Monte Carlo sampling, and adds it to the training objective. No post-hoc enforcement mechanism intercepts actions at inference time and compliance is learned by the agent. Audited directly on deterministic mean actions with no correction, the policy reduces violations of a six-rule regime-conditional mandate from 96-98% for unconstrained RL and 33.4% for a reward-penalty baseline to 4.8%, showing that a continuous-action neurosymbolic policy can substantially internalize a symbolic mandate.

Thu 12 NovMachine Learning
The gist
Investment portfolios often have rules that say how money should be spread across different assets, depending on market conditions. The authors show a way to train AI systems that not only try to make good financial decisions but also follow these specific rules without needing extra checks later. Their method uses a mix of neural networks and symbolic logic to learn rule compliance directly while deciding how to invest. This approach cuts down mistakes in following rules from nearly all cases to under 5%, making AI more reliable for managing portfolio allocations.
Open → 2611.17329v1

Video generation improved by using keyframes with language reasoning

K2V: Generative Keyframing For Physically Plausible Video Generation

Abstract: Video diffusion models are able to generate samples with high-quality appearance and textural qualities. However, content produced by these methods is known to exhibit significant physical errors. This is because, in a classical video generation setting, all physical reasoning must take place simultaneously and exclusively within the diffusion process.We propose to resolve these issues by redistributing the task of physical reasoning onto a language model-backed keyframe generation module, which allows for explicit reasoning in language, and fine-grained control over the appearance of the video at important moments in the video. We then condition a video generation model with these keyframes, reducing the role of the diffusion model to the simpler task of interpolating between physically-correct intermediate states, rather than inferring an entire sequence with diffusion. Results demonstrate that our approach significantly outperforms existing approaches, achieving state-of-the-art performance on the Physics-IQ Verified benchmark and PhyGenBench.

Thu 12 NovComputer Vision and Pattern Recognition
The gist
Generating videos that look realistic and follow the rules of physics is hard because current methods try to do everything at once. The authors propose a way to split this challenge by first creating important frames, called keyframes, using a language-based model that reasons about physics clearly. Then, the video generation model fills in the gaps between these keyframes, making the whole video more physically plausible. Their approach works better on special benchmarks that test if videos obey physical laws.
Open → 2611.17324v1

Machine learning agents improve semi supervised learning with unlabeled data

AgentSSL: Can MLE Agents Leverage Unlabeled Data?

Abstract: Applying machine learning systems to new domains introduces bottlenecks in both labeled data acquisition and manual pipeline engineering. While recent MLE agents show promise in automating pipeline design, they have been studied almost exclusively in fully supervised settings, leaving them untested in realistic regimes where labeled data is scarce but unlabeled data is abundant. In this work, we introduce Agentic Semi-Supervised Learning (AgentSSL), framing SSL as a program search problem and studying how agents navigate this space under limited supervision. We find that even under weak feedback and matched compute, agents can synthesize code that combines and adapts established SSL techniques, exceeding the strongest human-engineered baselines in 8 of 12 settings by up to +21.8%. However, our results identify program selection as a critical bottleneck in AgentSSL, where performance drops by as much as 47% when selecting based on the agent's feedback metric. To systematically study this bottleneck, we introduce ProgramSelectBench, a large-scale benchmark with a combined total of 16,977 agent-generated and human-engineered SSL programs, and evaluate both unsupervised and active program selection methods. We further evaluate AgentSSL on real-world ecology detection tasks, highlighting the opportunities and challenges of transferring agent-discovered strategies beyond controlled benchmarks.

Thu 12 NovArtificial IntelligenceMachine Learning
The gist
When teaching computers to learn, getting enough labeled examples can be very hard, while unlabeled data is often plentiful. The authors look at how machine learning agents can create programs that use both labeled and unlabeled data together, a method called semi-supervised learning. These agents were able to make better programs than human experts in many cases, but picking the best program from many candidates remains a big challenge. To study this, the authors created a large collection of programs to help test different ways of choosing the best one, and tried their approach on real-world ecology tasks.
Open → 2611.17323v1

Machine learning improves pose estimation of LEGO parts in images

BrickFlow: Connectivity-Guided Brick Reconstruction

Abstract: Given a set of LEGO parts and an image of an assembled object, our task is to infer the pose of each part to assemble the object. In contrast with traditional 3D reconstruction, doing so requires satisfying discrete physical constraints, which provide structure but render the problem combinatorial and highly sensitive to small pose errors. To learn a prior over how parts fit together, we train a set-conditioned SE(3) flow model on procedurally generated assemblies. We then finetune this model to inject image conditioning, using 1% as much data. However, while the learned flow captures global structure, it does not enforce connectivity. To address this, we introduce an analytic connectivity-field guidance to pull predictions toward connected assemblies at test time. Through this, we demonstrate improved build quality with model size, pretraining, and guidance. We make our models and data available for research purposes at https://kulits.github.io/BrickFlow/

Thu 12 NovComputer Vision and Pattern RecognitionGraphics
The gist
Figuring out how LEGO pieces fit together just by looking at a picture is very hard because the pieces have to connect physically in the right way. The authors created a machine learning model that learns from many fake LEGO builds how parts usually fit together. They then fine-tuned their model to understand real images with very little extra data. To make sure pieces actually connect well, they added a new method that guides the model’s guesses towards connected assemblies. This approach helps get better and more accurate LEGO reconstructions from images.
Open → 2611.17321v1

Diffusion language models learn when to correct errors for better reasoning

Learning When Diffusion Language Models Should Regenerate

Abstract: Remasking allows diffusion language models to revisit generated text, but effective correction requires knowing when and what to revise. Our diagnosis on Sudoku reveals two gaps. Hidden states contain error information that token confidence does not reliably expose, and remasking an isolated error usually reproduces it when the surrounding context remains fixed. These findings motivate DiVR , a verifier that predicts whether a partially generated sequence will reach a correct answer. Trained on the final correctness of the model's own trajectories, DiVR decides when to regenerate a block and which alternative to retain, while the generator itself stays unchanged. On five reasoning benchmarks with LLaDA-8B-Base, DiVR raises the average accuracy of the fine-tuned generator from 35.3\% to 43.4\% at $1.9$-$3.5\times$ the cost of greedy decoding, above search baselines that use $3.8$-$7.4\times$. It also complements post-training such as supervised fine-tuning and reinforcement learning, and generalizes to other generators, including Dream.

Thu 12 NovComputation and Language
The gist
Some language models create text step-by-step but may make errors that are not easy to spot by just checking how confident they are in each word. The authors found that hidden information inside the model holds clues about mistakes. They built a tool called DiVR that predicts if a sentence will be correct or not, so it knows when to try rewriting a part of the text. This method improves the accuracy of solving problems like Sudoku and other reasoning tasks without changing the original model.
Open → 2611.17320v1

Spatial foundry provides rich 3d home scenes with linked visuals

Spatial Foundry: A Multimodal Dataset for Spatial Intelligence

Abstract: Spatial intelligence requires connecting visual observations to the geometry, objects, and persistent state of an environment. Images alone leave these relationships implicit, while disconnected annotations make it difficult to study appearance, camera motion, and scene changes under a common reference. We introduce Spatial Foundry, a collection of 5,280 furnished residential 3D scene configurations with editable assets and aligned visual, geometric, and temporal data. Its modalities include floor plans, perspective and panoramic RGB, metric depth, point clouds, meshes, instance-level 3D bounding boxes, and camera trajectories paired with video. Shared scene coordinates link observations across views and time; editable source scenes enable additional camera paths and controlled object changes. We describe the data representation and construction workflow, and discuss applications in floor-plan-conditioned 3D generation, geometric reconstruction, instance-level perception, camera-conditioned video generation, shared world modeling, and scene editing. Controlled camera and scene variations support spatial perception and world-model research. The public project page provides videos and an interactive colored point-cloud preview.

Thu 12 NovComputer Vision and Pattern Recognition
The gist
Understanding how things in a room relate to each other is hard when you only have pictures or isolated notes. The authors created Spatial Foundry, a large collection of detailed 3D home scenes with furniture and many types of linked data like floor plans, photos, depth maps, and camera paths. This linked information makes it easier to study how rooms look, change, and are seen from different angles over time. The data also lets people edit scenes and explore how objects and cameras move together.
Open → 2611.17318v1

Cost-aware memory improves coding agent success and efficiency

CoReMem: Cost-Internalizing Memory for Successive Coding Tasks with Prospective Valuation

Abstract: Coding agents tackle successive tasks on an evolving repository, carrying forward edits and writing memory before the next task is known. Selecting memory for unknown next tasks requires balancing future usefulness against the costs of writing and reading it. The actor must also decide when acting on available memory saves effort as the task unfolds. We introduce Coding-Repository Memory (CoReMem), a cost-internalizing framework that guides memory design and actor adaptation through measured memory value on the next task. Prospective segment valuation compares runs of the next task with and without individual trajectory segments from the same inherited repository state, guiding a compact memory built around anchors: repository locations and executable checks. Actor adaptation estimates on-policy memory value within rollout groups with and without memory, using a reward that prioritizes resolution and penalizes step count in successful runs. Provenance-gated value credit assigns the additional value term to steps identified as using memory-supplied anchors, while every step retains outcome credit. On ChainSWE, CoReMem raises the 27B actor's resolve rate from 21.0% to 25.7%, with 17% fewer steps and 11% fewer total cache-aware tokens, including memory-module calls, relative to the untrained actor model without memory.

Thu 12 NovArtificial IntelligenceComputation and LanguageSoftware Engineering
The gist
When computer programs work through a series of coding tasks, figuring out what past information to remember is tricky because future needs are unknown. The authors introduce a method called CoReMem that helps these programs pick useful memory pieces while considering the cost of storing and using them. It also guides the program to adapt its behavior to use this memory efficiently for upcoming tasks. Tested on a coding evaluation, CoReMem improved success rates and made the programs faster and less resource-intensive.
Open → 2611.17316v1

Meta learned networks link rapid learning to parameter addition

Linking Rapid Learning to Compositional Structure in Neural Networks: Evidence from Additive Analogies in Meta-Learned Parameter Spaces

Abstract: Humans can learn rapidly from limited experience, while neural networks typically require extensive training. In this work, we investigate what properties of a neural network can enable it to learn rapidly. We study neural networks that have been optimized via meta-learning, a technique that exposes a network to many related functions to facilitate its subsequent learning of similar functions. Prior work has shown that these meta-learned networks can learn new functions rapidly, but how they do so remains unclear. To investigate their internal structure, we take inspiration from classic work demonstrating additive relationships among the learned vectors that neural networks use to represent words (e.g., "king" minus "man" plus "woman" approximates "queen"). Analogously, we look for additive relationships among a meta-learned network's "representations" of different functions; when a meta-learned network rapidly learns to implement a specific function, all of its adapted parameter values can be concatenated into a single vector that we treat as representing the function. We find that such parameter vectors can be added and subtracted according to symbolic relationships among the functions they represent, yielding new parameter vectors that successfully represent the functions predicted by the corresponding symbolic manipulations: the networks specified by these artificially recombined vectors actually implement the intended functions without any direct training on them. Our results suggest that meta-learning can tune a network's starting point to organize subsequent learning along systematic, functionally meaningful trajectories through the space of possible parameter vectors, providing a geometric basis for realizing inductive biases in neural networks.

Thu 12 NovMachine LearningComputation and Language
The gist
Neural networks usually need lots of practice to learn new tasks, but humans can learn quickly from just a little experience. This paper looks at special neural networks trained to learn faster by seeing many similar tasks first. The authors found that the networks' internal settings can be combined like puzzle pieces to create new abilities without extra training. This means the networks organize learning in a way that reflects the symbolic relationships between tasks, helping them pick up new things quickly.
Open → 2611.17314v1

Language model context attribution with fewer evaluations using sketching

Sketching Language Models for Context Attribution

Abstract: Context attribution asks how removing parts of a prompt changes a language model's output. We study leave-one-out (LOO) attribution for a prompt of $n$ tokens and a fixed measurement function. Computing all LOO values directly requires $n$ model evaluations. Under a stability assumption, our algorithm estimates all LOO values to error proportional to $\varepsilon$ with constant probability using $O(\sqrt{\log(1/\varepsilon)}/\varepsilon)$ evaluation calls. To complement our upper bound, we prove a matching $Ω(\sqrt{\log(1/\varepsilon)}/\varepsilon)$ lower bound on the number of evaluation calls in an oracle model. Empirically, we verify coefficient decay consistent with stability and evaluate the performance of our sketching algorithm on a small language-model retrieval task. Technically, our result is based on a sketching algorithm for arithmetic circuits whose Taylor coefficients satisfy the stability condition recently introduced by Gunn [Gun26]. A direct adaptation of their forward differentiation sketches would require $\widetilde{O}(\log(n)/\varepsilon^2)$ evaluation calls. Our key observation is that we can apply forward differentiation to the backpropagation circuit, with only constant overhead over a forward sketch of the same Taylor degree. This reduces the variance of the sketches and is key to our improved evaluation bound. Our lower bound builds on the techniques of Amsel, Chen, Duman Keles, Halikias, Musco, and Musco [ACDH+26, SIAM Journal on Matrix Analysis and Applications] for lower bounding the number of matrix-vector queries to estimate the diagonal elements of random matrices.

Thu 12 NovData Structures and AlgorithmsArtificial IntelligenceMachine Learning
The gist
Understanding how parts of a prompt affect a language model's response can be slow because checking each part separately needs many model runs. The authors created an algorithm that estimates the effect of removing each token with far fewer model calls, assuming the model behaves stably. They also proved that this efficiency is near the best possible and tested their method on a simple language task. The approach uses advanced math techniques applied in a new way to speed up calculations.
Open → 2611.17313v1

Tournament equilibrium set membership is PSPACE-complete under uniqueness

The Tournament Equilibrium Set Is PSPACE-Complete, Even under Hereditary Uniqueness

Abstract: The tournament equilibrium set (TEQ), proposed by Schwartz in 1990, is a classical voting rule based on pairwise majority comparisons. Its definition is recursive: an alternative is judged by the alternatives that beat it, called its dominators, and by which of those dominators TEQ itself selects. Deciding whether a given alternative belongs to TEQ was known to be NP-hard and to lie in PSPACE. We close this gap by proving that the problem is PSPACE-complete. To our knowledge, this is the first PSPACE-completeness result for membership in a tournament solution. The hardness persists even when every nonempty subtournament has a unique minimal retentive set, the property conjectured by Schwartz to hold for all tournaments. Moreover, every such subtournament in our hard instances contains an alternative with at most three dominators. We prove that a single alternative with at most four dominators suffices both to guarantee uniqueness and to find a TEQ winner in $O(N^2)$ time. Thus, on our hard instances, finding one winner is efficient even though recognizing a specified winner is PSPACE-complete. We also study how the complexity changes with the dominator bound. If every nonempty subtournament has an alternative with at most one dominator, the entire TEQ can be computed in quadratic time; allowing two dominators makes membership NP-hard. Under the same condition with four dominators, all $t$ winners can be computed in $O(2^t N^2)$ time, where $N$ is the number of alternatives.

Thu 12 NovComputer Science and Game TheoryComputational Complexity
The gist
The paper studies a voting rule that selects winners based on who beats whom in pairwise comparisons. Determining if a specific candidate is part of this special winning set is very computationally hard — so hard that it requires complex reasoning steps that can grow very quickly. The authors show this difficulty remains even in cases where each smaller group of candidates has a unique special subset, a well-known conjecture in the field. Interestingly, while finding all winners is generally hard, picking one winner can be much faster under certain conditions.
Open → 2611.17312v1

Integer programming solved with polyhedral limits on outputs

Integer Programming with Polyhedral Constraints on the Image

Abstract: We generalize integer programming to the setting in which the image $A \mathbf{x}$ is restricted to an explicitly given rational polyhedron $P$. That is, we solve $\min\{\mathbf{c}^{\mathsf T}\mathbf{x}:A\mathbf{x}\in P, \mathbf{x}\in\mathbb{Z}_{\geq 0}^n\}$, where $A\in\mathbb{Z}^{d\times n}$ and $P$ is an explicitly given rational polyhedron. We present a randomized algorithm running in time $(dΔ)^{O(d)}\operatorname{poly}(L)$ in this regime, where $Δ:= \|A\|_\infty$ and $L$ is the binary input length. This running time matches that of the best-known parameterized algorithms for integer programming, due to Eisenbrand and Weismantel and to Jansen and Rohwedder, and improves on the $O(d^2)$ exponent achieved by Dadush, Léonard, Rohwedder, and Verschae in a more general setting. This result enables several applications, including exact algorithms for integer programming and unbounded knapsack in which the consumed resources $A\mathbf{x}$ must satisfy arbitrary additional linear constraints. We also obtain a randomized fixed-parameter algorithm for Unbounded Subset Sum parameterized by the doubling constant, resolving an open problem of Randolph and Węgrzycki. For integer programs with $m$ constraints and bounded row doubling, we obtain an $f(C,m)n^{O(m)}\operatorname{poly}(L)$-time algorithm and show that the dependence on $m$ in the exponent of $n$ is necessary under $\mathsf{W[1]}\ne\mathsf{FPT}$.

Thu 12 NovData Structures and Algorithms
The gist
Integer programming helps in making the best decisions when choices must be whole numbers and follow certain rules. This work extends integer programming by adding limits on what the outputs can look like, specifically when they must fit inside a certain shape called a polyhedron. The authors provide a new randomized algorithm that runs efficiently, matching or improving previous methods. Their results also solve a known open problem and clarify when certain solving times are necessary.
Open → 2611.17311v1

Classical energy models solve reasoning puzzles much faster than looped models

Classical Energies Learn to Reason 1,000x Faster than Looped Models

Abstract: Looped models have emerged as a prominent paradigm for reasoning, with successes on simple reasoning puzzles such as Sudoku-Extreme and Maze-Unique. However, these models can be unstable, slow to train, and use many parameters and FLOPs to solve simple puzzles. Descent on an energy not only mitigates these issues but also offers advantages: built-in early stopping, compute that adapts to problem difficulty, fast training without differentiating through a solver, and interpretable weights that learn the constraints of the puzzle. Here we demonstrate this with a learned version of Hopfield & Tank's energy from the 80s, which we term CRAM, solves 99.996% of Sudoku-Extreme and 100% of Maze-Unique test puzzles after 42 ms and 132 ms of training on one GPU, at least 1,000x faster than looped models on these tasks. CRAM also matches baseline looped models at their highest accuracy on Sudoku-Extreme using at least 282x fewer inference FLOPs. Our work suggests two things. First, that energies are an extremely promising direction for training reasoning from data. Second, a caution against using trivially solvable benchmarks like Sudoku and Maze to test the scalability of looped reasoning techniques.

Thu 12 NovArtificial IntelligenceMachine Learning
The gist
Solving puzzles like Sudoku and mazes with computers can be slow and complicated using current methods called looped models. The authors show that using a classical approach based on energy, called CRAM, can solve these puzzles much faster and with less computing power. CRAM trains quickly, adapts to how hard the puzzle is, and is easier to understand. This method also warns against relying only on simple puzzle tests to measure puzzle-solving models.
Open → 2611.17309v1

Measuring stability in transparent insurance pricing models after updates

Quantifying structural stability of transparent models for general insurance pricing

Abstract: The short duration of general insurance contracts leads to rapid distributional shifts in the data, warranting regular model updates. This process may yield a post-update model that differs considerably from the pre-update model in both predictions and structure. Structural stability is upstream of predictive stability, yet existing structural stability metrics are mostly restricted to simple decision trees. Thus, we first introduce the notion of functional transparency, characterising models with a prediction function that can be expressed as a sum of univariate functions for main effects and bivariate functions for pairwise interactions. Then, we propose the Mean Squared Shape function distance, a metric to quantify the structural stability of functionally transparent models, which are particularly relevant in actuarial science. Using three public auto insurance datasets, we present a benchmark study to demonstrate the usefulness of our metric in identifying a stable and accurate transparent model. Generalised linear models with centred numerical covariates are stable, and explainable boosting machines (EBMs) offer a compromise between stability and performance. We also find that stabilisation strategies, such as sequential modelling and fixed hyperparameters, can substantially improve stability for both EBM and XGBoost models, with negligible impact on performance.

Thu 12 NovMachine Learning
The gist
Insurance companies often need to update their pricing models because the data they use changes quickly. The authors introduce a way to measure how much the structure of these updated models changes, especially for models that are easy to understand. They define a new metric that compares parts of the model before and after updates, helping identify models that remain stable yet accurate. Their tests with real car insurance data show that simpler models change less, and some techniques can make more complex models more stable without hurting their accuracy.
Open → 2611.17308v1

Graph decomposition methods compared for query processing speed

Separations Between Submodular-Like Graph Widths

Abstract: Many algorithmic frameworks exist for evaluating join queries. They range from simple ones, such as dynamic programming over a single tree decomposition, high-degree-low-degree splitting from graph algorithms, and the degree uniformization of Joglekar and Ré, to sophisticated ones based on information-theoretic inequalities, such as the PANDA framework for submodular width. Each of these frameworks except high-degree-low-degree splitting comes with a width notion of the query that determines its running-time exponent. We fill this gap by formalizing high-degree-low-degree splitting with $\ell$ degree classes, which gives rise to the degree-splitting width $\mathrm{ds}_\ell$-width. These width notions form a hierarchy, but it was not known whether the more complicated frameworks achieve better worst-case exponents than the simpler ones on any graph query. We study this question for full self-join-free join queries with binary relations, which amounts to colored subgraph isomorphism for a pattern graph $H$. We show that every inequality in the hierarchy $\mathrm{subw} \le \#\mathrm{subw} \le \text{m-width} \le \mathrm{ds}_\ell\text{-width}$ can be strict. For instance, $\text{m-width}(K_{3,3}) = 2 < \mathrm{ds}_\ell\text{-width}(K_{3,3})$ for every constant $\ell$, so no constant number of degree classes reaches the exponent of degree uniformization. We find the smallest separating patterns, with 8, 9, and 6 nodes, respectively, by an exhaustive search with a software tool that computes these widths via mixed integer linear programming. Along the way, we give a degree-based algorithm that removes the polylogarithmic overhead of degree uniformization when evaluating full join queries. Furthermore, we show that with logarithmically many degree classes, the degree-splitting width coincides with the m-width of Joglekar and Ré. Finally, we discuss several open problems.

Thu 12 NovData Structures and AlgorithmsDatabases
The gist
Evaluating large database queries efficiently depends on understanding the structure of their connections, often represented as graphs. The authors compare different ways to measure the complexity of these graphs, which correspond to how fast algorithms can run. They find that some newer, more intricate methods genuinely improve the speed of query evaluation on certain graph shapes, while simpler methods fall short. This helps clarify which approaches work best and when, guiding better algorithm design.
Open → 2611.17307v1

Llm debugging agents struggle without live database access

Where LLM Agents Get Stuck Debugging Databases: Access More Than Reasoning

Abstract: Large language model (LLM) coding agents are increasingly asked not only to write code but to debug running systems from live runtime data. We report a field observation of one such agent (Claude Code) as it diagnosed eight database incidents in a production message-dispatch engine. In every incident whose root cause depended on runtime concurrency, the agent announced a cause, shipped a fix, and later walked it back, and each wrong guess cost a deploy-and-observe cycle. Mapping each incident to what the agent lacked, we find that access to production state was the most pervasive bottleneck. The missing access included live lock views, untruncated deadlock reports, read-only execution, and an explicit environment context. An access gap was present in all five concurrency-dependent incidents: alone in one, and in four combined with a reasoning error such as anchoring on an early cause, incomplete exploration of the configuration, or a misreading of the code's transaction semantics. The three incidents that did not depend on concurrency needed nothing beyond what the agent already had. Within the incidents, the agent's wrong hypotheses were consistent with the evidence it could see; they were not fabrications. We argue that the next step for production-debugging agents is a forensics layer that gives the agent the access it lacks inside existing security controls. Such a layer would combine a safe interrogation API, a lock-and-deadlock flight recorder, and a production replay harness.

Thu 12 NovSoftware Engineering
The gist
When large language model (LLM) agents try to fix database problems that happen when many things happen at once, they often guess wrong because they can’t see enough live system information. The authors studied one such agent that kept making wrong fixes and then undoing them, especially for problems caused by complex timing and locking issues. They found that the agent’s limited access to real-time data like locks and deadlock details was the main barrier. The authors suggest giving these agents special safe access to detailed system logs and live views to help them diagnose better.
Open → 2611.17304v1

Debate training methods improve learning with imperfect human judges

Towards a Theory of Learnability via Debate

Abstract: Debate has been recently proposed as a training protocol that is hoped to produce more aligned models even as model capabilities scale. The idea is that the human, instead of providing supervision in the form of labels, judges a debate between two models that compete to prove the correctness of opposite labels. It can be shown that functions of a much higher computational complexity can be correctly judged in this way, compared to the complexity of functions that can be directly evaluated using a computationally weak evaluator. This suggests that perhaps debate can be used to teach very complicated functions to models. However, previous work has largely ignored the fact that this is a training protocol, and simply analyzes the game being played between the two debaters for a known judge. We take the first steps towards understanding the learning problem implicit within the protocol, by formulating it as an online learning problem. We show that once we formulate the learning problem precisely, there are cases where the best way to learn given access to a judge is different from running an adversarial debate. This motivates us to define a cooperative version of the protocol, whose learnability we characterize using a combinatorial dimension. We also consider the possibility of the human judge being fallible and occasionally judging the debate incorrectly. We show that a small number of errors in judgement can lead to a large error in learning.

Thu 12 NovMachine Learning
The gist
Training AI models by having them debate helps humans decide which answer is better instead of just giving the correct label. The authors show that some learning strategies work better than this debate approach in certain cases. They propose a cooperative version of the debate to understand when learning is possible and also highlight that even a few mistakes by human judges can cause big learning errors. This work is a first step toward understanding how debate-based training actually helps AI learn.
Open → 2611.17303v1

Flex-lbp improves texture recognition by learning customizable binary patterns

FLEX-LBP: Learning Local Binary Patterns with Exact Binary Inference for Texture Classification

Abstract: Local Binary Patterns (LBP) remain among the most widely used texture descriptors, from industrial inspection to medical imaging. Yet their radius, sampling angles, color transform and thresholds are fixed by hand for each dataset. We present FLEX-LBP, which learns these parameters by backpropagation while every forward pass computes exact binary codes and hard histogram counts. A straight-through estimator acts only in the backward pass, so the deployed descriptor is an interpretable hard-binary LBP with 90 learnable parameters and unchanged inference cost. In a controlled ablation on six color texture benchmarks, the component worth learning is dataset-dependent. One configuration, applied unchanged everywhere, learns the geometry and thresholds with the color transform frozen. It improves the nearest-neighbor accuracy of the identical fixed descriptor by 3.55 points on average over five seeds, significantly on five of six benchmarks and never significantly worse. With a linear discriminant readout, it gains 0.9 points; the fully learned descriptor gains 2.7 and has the highest mean. FLEX-LBP is more accurate than five classical LBP-family descriptors, PCANet and a neural LBP on five of six benchmarks. Its mean nearest-neighbor accuracy exceeds that of frozen ImageNet ResNet-50 features (23.5 million parameters). On the Kather colorectal cancer histology benchmark, the fully learned descriptor reaches 93.8%, significantly above the best classical descriptor (Completed LBP, 92.8%). The learned radii adapt in directions that recur across seeds. Noise drowns single-pixel comparisons and illuminant change flips inter-channel ones; median sampling or gray-world normalization restores 96-97%. The code is available as a drop-in PyTorch layer at https://github.com/medalimoussa/FLEX-LBP.

Thu 12 NovComputer Vision and Pattern RecognitionMachine Learning
The gist
Texture recognition helps computers understand patterns in images, useful in fields like medical imaging and quality inspection. Traditional methods fix certain settings by hand, limiting adaptability. The authors created FLEX-LBP, a way to teach the computer these settings automatically while keeping the results easy to understand and fast to compute. They showed FLEX-LBP performs better than common texture analysis methods across various color texture datasets.
Open → 2611.17302v1

Video generation method improves long-term smoothness and runs in real time

Consistent Video-to-Video Translation via Explicit Correspondences

Abstract: Interactive video-to-video applications require real-time generation while maintaining long-range temporal consistency. However, recent methods achieve speed by restricting attention to a fixed-length causal window. This limits long-range consistency whenever relevant history falls outside the context window. To address this limitation, we introduce vid2vid-long, a correspondence-based approach grounded in a simple observation. Video-to-video translation provides an explicit cross-frame reference: the regions that match in the input video should match in the output video too. Concretely, we compute patch-level correspondences in the input, guiding retrieval of previously generated outputs in the corresponding regions, and condition the model on these patches through correspondence cross-attention. Our experiments demonstrate that vid2vid-long consistently improves long-range temporal consistency across recent video models while preserving generation quality and real-time performance.

Thu 12 NovComputer Vision and Pattern RecognitionArtificial IntelligenceGraphics
The gist
Creating videos that change style or content frame by frame can be tricky if the changes don't look consistent over time. Existing methods focus only on short sections of the video, which can cause jumps or glitches when keeping track of what happened earlier. The authors show a way to look directly at which parts of earlier frames match up with the current frame and use this to keep the video changes smooth and consistent over the whole clip. This method still works quickly enough for interactive uses. Their experiments show it improves how smooth and consistent videos look without slowing things down.
Open → 2611.17298v1

Large language models store and use goals to guide code actions

Goal Encoding in LLMs

Abstract: We investigate whether and how LLMs encode goals: internal neural representations that precede and guide action, and that are flexible enough to be realized through many different execution paths. We construct a coding setting with multiple sub-tasks that allows us to evaluate goal-seeking behavior and the selection of sub-goals. In this setting, we localize an encoding of the next sub-goal in the outputs of a sparse set of attention heads. The same heads can be used to decode the LM's future actions in natural language (e.g., "I'm checking if a word is a palindrome"). We verify that this encoding is causal for next action and is plastic: transplanting it into a different environment, e.g., another programming language, triggers the same operation realized with a different sequence of tokens. The LM also sustains the encoding throughout the action's execution, which is puzzling because a transformer LM without recurrence cannot carry a state forward for more tokens than it has layers left. We propose that it does not need to. Under a non-recurrent goal-seeking (NRGS) account, the LM frequently re-reads the goal from the task specification, compares it with the progress visible in the growing context, and pursues what remains. We test the predictions of this account with targeted causal interventions.

Thu 12 NovComputation and LanguageArtificial IntelligenceMachine Learning
The gist
Large language models (LLMs) can keep track of goals that guide what they do next, like deciding which step to do in a task. The authors found that specific parts inside these models hold information about the next goal to work on. These goal signals can be moved between different programming languages, showing that the model uses flexible plans rather than fixed steps. The model keeps checking the goal by rereading instructions instead of remembering it internally for a long time. The authors tested this idea by changing parts inside the model and seeing if the goals and actions changed accordingly.
Open → 2611.17297v1

Dynamic clustering keeps centers updated fast with limited changes

Dynamic $k$-Median with Worst-Case Update Time and Recourse

Abstract: We study fully dynamic metric $k$-median under unit-weight client insertions and deletions. After each update, the algorithm must maintain at most $k$ centers chosen from the current client locations. We give a randomized constant-factor approximation algorithm with $\widetilde O(k)$ worst-case update time and $O((1+\logΔ)^3)$ worst-case center recourse, where $Δ$ is the aspect ratio of the underlying metric space. The approximation guarantee holds simultaneously over any prescribed finite adaptive update sequence with high probability, while the update time and recourse bounds hold on every execution. We also obtain the same asymptotic guarantees for metric $k$-means.

Thu 12 NovData Structures and Algorithms
The gist
The paper looks at how to quickly update group centers when points are added or removed from a space, like choosing store locations as customers come and go. The authors create a method that always keeps the number of centers small and close to optimal, while making only a few center changes each time. Their approach works reliably for any sequence of updates and runs efficiently even in the worst cases. They also adapt their method to a related grouping problem called k-means.
Open → 2611.17296v1

Metal sandbox boosts Apple GPU coding agent efficiency by scheduling commands

Metal Sandbox: Isolated Execution and Command Scheduling for GPU Coding Agents on Apple Silicon

Abstract: On-device inference requires kernels that make effective use of local accelerators. Efficient training and evaluation of models that generate Apple Metal kernels benefit from native macOS tools and concurrent agent sessions. These sessions alternate between model requests, development commands, and GPU execution, leaving GPU capacity idle for much of a rollout. We present Metal Sandbox, infrastructure that combines restricted per-instance file access, native command execution, and command-level scheduling across interconnected Macs. Each agent retains its workspace and private development environment. Parallel commands can run concurrently, while serial commands share one execution slot per node; eligible waiting commands can migrate to available Macs and return results to the original agent. Integration with Harbor supports task execution, automatic verification, and rollout collection through a common workflow. Controlled experiments on four Mac mini M4 nodes achieve $1.68\times$--$2.05\times$ gains in command throughput under concentrated demand. Sixteen static agent traces give an estimated $2.14\times$ sustained-throughput gain for four sessions per node versus one, assuming continuously replenished sessions and unchanged mean durations. Replaying these measured traces under dynamic scheduling reduces mean tool waiting by 18.8% and batch elapsed time by 22.3%, assuming unchanged phase durations. Metal Sandbox and its Harbor integration are open-source on GitHub.

Thu 12 NovMachine LearningArtificial IntelligenceComputation and Language
The gist
Running machine learning tasks on Apple devices requires careful use of their special graphics processors (GPUs). The authors designed Metal Sandbox, a system that helps multiple AI coding agents share GPU time more effectively by scheduling their commands across several Macs. This system keeps each agent’s work private while allowing some commands to run at the same time or move to other computers when waiting. Tests show that this method improves how many commands can be run and reduces delays. The authors also made their system open source for others to use.
Open → 2611.17294v1

Submodular secretary problem achieves optimal competitive ratios under constraints

The Submodular Secretary Problem: Tight $1-1/e$ for Monotone Objectives, and Strictly Between $1/e$ and $1/2$ in General

Abstract: In the submodular secretary problem with a cardinality constraint, $n$ elements arrive in uniformly random order, and an algorithm must irrevocably accept or reject each one on arrival so as to maximize a nonnegative submodular function over sets of at most $k$ elements. For monotone objectives we settle the problem: the optimal competitive ratio tends to exactly $1-1/e$ as $k\to\infty$, and its worst case over all budgets $k$ is exactly $1/e$. The bound $1-1/e$ cannot be exceeded even with unlimited computation, and it is achieved by a single algorithm with at most $4n+1$ value queries; previously the best ratio without a shortlist was $1/e-o(1)$, with exponentially many queries. For general objectives, where the best known ratio was about $0.107$, we show that the optimal limiting ratio lies strictly between $1/e$ and $1/2$: we achieve $1/e+3.5\cdot10^{-6}$ for large $k$, and no algorithm achieves more than $0.497053$. We also achieve $0.2677$ at every budget. The main new ingredient of our algorithm is eligibility attenuation: an element that passes the price test at time $t$ is accepted with probability $e^{-τ}$, where $τ$ is the total earlier time during which it would have passed, which makes the probability that it has already been selected exactly $1-e^{-τ}$.

Thu 12 NovData Structures and AlgorithmsComputer Science and Game Theory
The gist
The submodular secretary problem involves choosing items one by one that arrive in random order, trying to maximize a value that depends on the selected set. The authors figure out the best possible success rate for picking items when the value function is monotone and when it is general. For monotone cases, they prove the best success rate approaches about 63% as the number of items grows and give a simpler way to achieve it. For general cases, they show the best achievable success rate is between about 37% and 50%, improving prior results. They also introduce a method where the chance to pick an item depends on how often it would have passed earlier checks.
Open → 2611.17292v1

Negative-only learning improves reward verification in reinforcement systems

Negative-Only Policy Optimization for One-Sided Verifiable Rewards

Abstract: Reinforcement learning with verifiable rewards (RLVR) typically relies on a verifier that can reliably judge whether sampled solutions are correct. However, in many realistic settings, complete verification is generally unavailable, while cheap checks can only falsify failures. We formalize this regime as one-sided verifiability (OSV): verified negatives are reliable counterexamples, but verified positives are merely non-falsified candidates and may contain many false positives. This asymmetry makes standard RLVR unreliable, because reinforcing verified positives can directly reward shortcuts that pass partial checks. To address this issue, we propose Negative-Only Policy Optimization (NOPO), which treats verified positives as unlabeled and updates the policy only by suppressing trusted verified negatives. Specifically, NOPO combines a reference-relative negative suppression loss with a group-level adapter that scales each update by the proportion of non-falsified responses. Across unit-test, constraint-check, and LLM self-verifiers, NOPO improves pass@k over baselines on code, logic, and math benchmarks when oracle rewards are unavailable. These gains persist under inference-time scaling and cross-benchmark transfer.

Thu 12 NovMachine LearningComputation and Language
The gist
Many reinforcement learning systems need a way to check if their actions are correct, but sometimes only failure cases can be reliably identified, not successes. The authors identify this situation as one-sided verifiability, where only negative feedback can be trusted. They introduce a new method called Negative-Only Policy Optimization (NOPO) that trains systems by focusing on avoiding mistakes rather than confirming successes. Their approach improves performance on tests for coding, logic, and math tasks when perfect verification is not available.
Open → 2611.17287v1

Fictitious play convergence studied beyond standard expected utility maximizers

Fictitious Play When Agents Are Not Expected-Utility Maximizers: A Geometric Analysis in $2$-Action Games

Abstract: Fictitious play (FP) is one of the earliest and most fundamental learning procedures in games, where each agent independently chooses a best response to the empirical distribution of opponents' past actions by maximizing the expected payoff with respect to it. However, learning agents may not always be expected-utility maximizers: they may use nonlinear evaluation functionals to account for the uncertainty induced by the opponents, e.g., via risk measures. In this work, we study nonlinear fictitious play (NL-FP), in which each pure action is evaluated by a general, possibly nonlinear functional of the payoff distribution induced by the opponent's empirical belief. To analyze NL-FP, we first identify a single-crossing property (SCP) of evaluation functionals that preserves the classical geometry of FP in $2\times2$ games. Furthermore, we conduct a novel geometric analysis of the convergence behavior of NL-FP in $2\times2$ games, even when the SCP fails. Beyond $2\times2$ games, we show that the convergence of NL-FP in $2\times n$ ($n\ge3$) games may fail even for continuous-time NL-FP, when the two-action player uses conditional value-at-risk (CVaR) in a $2\times3$ game. In addition, we identify a finite-crossing condition that ensures convergence of the selected continuous-time dynamics and the discrete-time iterates in general $2\times n$ games, which also provides new insights into the global landscape of continuous-time classical FP in such games.

Thu 12 NovComputer Science and Game Theory
The gist
Fictitious play is a way for players in a game to learn by guessing what their opponents will do and then choosing the best response. Usually, it assumes players want to maximize their average payoff. This paper looks at what happens if players evaluate payoffs in more complicated ways, like being cautious about risks. The authors find some conditions that allow learning to still work well in simple two-action games and show it can fail in more complex games. Their work helps understand how different attitudes toward risk affect game learning.
Open → 2611.17286v1

Spanish viewers show strong interest in augmented hybrid TV services

Augmented Hybrid TV Services. Habits, Preferences, Opinions and Expectations of Spanish Consumers

Abstract: The convergence of hybrid broadcast and broadband delivery, companion devices, and immersive technologies enables new forms of interactive, personalized, and accessible TV services. This paper introduces the concept of Augmented Hybrid TV services and presents an exploratory user requirements and preliminary acceptance assessment for 5 representative use cases. They were selected through an exploratory stakeholder consultation and 3 co-design workshops with audiovisual professionals and participants from organizations supporting people with visual or hearing impairments. They combine conventional TV with complementary content delivered to connected devices, including AR/VR HMD. They were subsequently evaluated through a cross-sectional CAWI survey of 626 Internet and connected TV users in Spain. Each participant viewed standardized video demonstrations of 2 randomly assigned cases and assessed their perceived usefulness, anticipated benefits/limitations, and interest in them. The results show substantial interest across all five use cases, ranging from 64.7% to 76.9%. Adaptive and personalized augmented subtitles received the highest level of interest and were particularly valued for their accessibility, language-learning, and personalization benefits. Immersive services involving complementary AR content, virtual screens, 3D objects, and 360 video were also evaluated positively, although participants identified device cost, ergonomics, connectivity, usability, and synchronization as anticipated limitations. The findings provide user-centered evidence that can inform the prioritization, design, and subsequent prototype-based evaluation of standards-compliant Augmented Hybrid TV services. Because the study assessed video-based scenarios rather than functional systems, the results represent perceived usefulness and stated interest rather than observed adoption or technically validated QoE.

Thu 12 NovMultimediaEmerging Technologies
The gist
Combining traditional TV with internet-connected devices and immersive tech lets viewers get extra content and personalized help while watching. The authors studied how Spanish people feel about five new kinds of TV experiences that mix regular shows with things like augmented subtitles and 3D visuals. People liked personalized features the most, especially those that help with language or accessibility. Some worries were raised about device costs and ease of use. This study helps decide which features to prioritize when making these new TV services.
Open → 2611.17284v1

Adversarial language models hide personal data in shared messages

Synthesis Smuggling: Maliciously Hiding Inferred Personal Attributes in LLM Outputs

Abstract: We propose Synthesis Smuggling, a novel threat model in which an adversarial LLM infers sensitive information about a user from routine assistance-seeking interactions and steganographically encodes that into innocuous-looking model-generated content. The user may then unknowingly transmit that information by sharing the generated artifact, say as an email, social-media post, or message, through ordinary communication channels. An adversary monitoring these channels can discover this information. We demonstrate this threat by training two open-weight models to infer gender and age-group labels from conversational cues and encode their predictions using invisible characters or word choices. These results show that user-shared model outputs can become a covert channel for personal inferences, even when the model itself has no direct means of contacting an adversary.

Thu 12 NovComputation and LanguageArtificial Intelligence
The gist
Some language models can sneakily guess private details about users from their chats and hide that information in harmless-looking messages they create. The authors show how these hidden messages can travel unnoticed when users share generated content like emails or social-media posts. Others watching these shared messages can then find out sensitive information without the user knowing. The researchers tested this by training models to guess gender and age group and then secretly encode those guesses into invisible characters or word choices.
Open → 2611.17280v1

Patterns simplify designing and managing continuous delivery workflows

Patterns for Designing CI/CD Workflows

Abstract: CI/CD pipelines are difficult to build and maintain, and information about them is scattered across empirical studies, practitioner books, and catalogues of 'smells'. We collected candidate practices and anti-practices converted them into patterns, and then consolidated these into patterns. These patterns address issues such as security, pipeline scheduling, workflow structure, performance and failure and release management. Each pattern is contextualised and describes the problem it solves, the forces at play, the solution and the consequences.

Thu 12 NovSoftware Engineering
The gist
Building and keeping up continuous integration and continuous delivery (CI/CD) pipelines can be tricky and complicated. The authors collected many good and bad practices about these pipelines and turned them into clear patterns. Each pattern explains what problem it solves, why the problem happens, how to fix it, and what to expect as results. These patterns help teams handle security, scheduling, structure, performance, failures, and releasing software.
Open → 2611.17276v1

GeoWorld platform tests AI decisions in changing real maps

LiveGeo: Benchmarking Geographic Agents in Continuously Evolving Worlds

Abstract: We introduce GeoWorld, a controllable and continuously evolving geographic environment platform for LLM agents, and LiveGeo, a benchmark for evaluating reliable decision-making in real-world geographic environments using GeoWorld. Unlike existing evaluations that largely reason and plan over fixed geographic states, GeoWorld is grounded in real-world geographic structure and allows external world states to evolve along their own temporal processes while preserving verifiable state histories. LiveGeo places geographic tasks within this evolving environment, requiring agents to actively acquire task-relevant information, verify whether the evidence supporting prior decisions remains valid, and revise their plans when necessary. Our results reveal that even frontier LLMs struggle with static tasks, with no model consistently excelling across tasks, while strong static performance does not ensure dynamic reliability. Further analysis identifies a key bottleneck: agents struggle to acquire and translate relevant evidence into valid decisions and maintain their correctness as the world evolves. By releasing LiveGeo together with its GeoWorld platform, we aim to provide the community with a flexible and extensible infrastructure for studying the next generation of agents capable of reliable action in evolving geographic worlds.

Thu 12 NovArtificial Intelligence
The gist
Deciding right in a world that keeps changing is hard, even for advanced AIs. The authors built GeoWorld, a platform that mimics real geographic places that evolve over time. They also created LiveGeo, a series of tests where AI agents must gather current facts, check old plans, and update them when things change. Their findings show that current language models often fail to keep decisions correct as the world shifts. This work helps improve AIs that need to act reliably in dynamic geographic settings.
Open → 2611.17267v1

Graph distances bounded by packings and connectivity measures

Triameter, distance packings, and vertex connectivity

Abstract: We study upper bounds for the triameter of a connected graph in terms of distance packings and vertex connectivity. For any positive integer $k$, we bound the triameter of a graph by a linear function of its $k$-packing number and show that this bound is tight for all values of the parameters. As a corollary, we confirm the conjecture of Das and Abdioğlu on the upper bound for the triameter in terms of the order and the minimum degree of a graph. We also find the maximum triameter among graphs with given order and vertex connectivity, and describe the extremal graphs. Our main tool is a projection of a graph onto a spider or a unicyclic graph which preserves the distances between three prescribed vertices.

Thu 12 NovDiscrete Mathematics
The gist
This work explores how certain distance measures in networks, called triameters, can be limited using tools known as distance packings and vertex connectivity. The authors establish precise formulas that show how these concepts relate and confirm an earlier prediction about graph distances. They also find which network shapes maximize these distances given certain connectivity constraints. Their approach involves simplifying complex networks into special forms that preserve key distance properties among selected points.
Open → 2611.17259v1

Concrete joints classification improves design for reusable structures

JOINTS: Classification and analytical evaluation of detachable dry connections for reusable concrete elements

Abstract: This paper presents a systematic classification for detachable dry joints suitable for the structural reuse of reinforced concrete elements, together with an analytical evaluation of representative configurations. The classification, named JOINTS and applicable to concrete connections beyond the reuse context, organizes the design space along five categories whose initials spell JOINT: the Juxtaposition (spatial arrangement of the paired elements), the Origin (their prior structural function), the Interface geometry, the Newly introduced materials at the joint, and the force-Transfer mechanism. A sixth category, the Score, completes the acronym and evaluates each configuration for sustainability, cost-efficiency, and mechanical performance. From this design space, three representative configurations are evaluated analytically under active post-tensioning, differing in both their joint geometry (planar, stepped, and angled) and their tendon inclination. The evaluation covers failure of the anchorage of the post-tensioning member, the contact limit of the interface, and the material limit of the concrete adjacent to the interface. Although complex joint geometries theoretically enhance interlocking, their benefit is limited by the compressive-shear strength of the concrete. The reinforcement of the reused elements may be damaged near the cut, and the splitting reinforcement that a conventional design would require is not guaranteed to exist. The present analysis therefore conservatively assumes that the concrete at the joint face alone resists the combined compression and shear, neglecting any residual contribution from the existing reinforcement. This analytical evaluation represents a first step toward quantifying the score over a parametric range of connections, here focusing on the mechanical criterion.

Thu 12 NovComputational Engineering, Finance, and Science
The gist
Reusing concrete parts in buildings means connecting them firmly but also in ways that can be undone later. The authors created a clear system, called JOINTS, to describe different types of dry connections that can be detached and reused. They tested three joint designs to see how well they handle forces and found that making complex shapes doesn’t always help much because concrete itself limits strength. Their work helps make better, more sustainable concrete connections that can be taken apart and reused.
Open → 2611.17258v1

Kalah game complexity proven to be PSPACE-complete on large boards

Sowing the Seeds of Intractability: Kalah is PSPACE-complete

Abstract: Kalah is a classic two-player game in the mancala family of sowing games. Computers have solved several standard-size starting positions, but the complexity of the game on boards of growing size has remained open. We study the natural generalization in which the number of pits per side is part of the input and an arbitrary position is given, with the stone counts given in unary. We show that deciding whether a designated player can force a win from such a position is PSPACE-complete. The hard positions have Alice to move first and both stores initially empty. The same positions are hard under either common convention for capture opposite an empty pit, and with or without the bonus rule, which gives a player another turn when the last stone is sown into their own store. We introduce Line Kalah as an intermediate problem, a game on a line in which stones that leave the line effectively disappear and Alice must save each of her target pits before Bob captures it, and we reduce quantified Boolean formulas to it. The reduction uses a set of sequential timer piles whose last stones approach a group of targets, forcing Alice to choose between two captures in order to set the truth value of a variable, and a final capture gadget to test a clause chosen by Bob (only one is needed adversarially). Since either player may move any pile at any time, the stages are placed so that premature timer firings protect earlier potential targets. For a true formula, Alice's strategy against arbitrary opposing play either gains enough time to save the remaining targets (after Bob deviates from the intended play) or reaches the final test with a correctly encoded, protected input. Finally, the line positions are embedded in Kalah with both stores empty. A separate Bob pit holds the score adjustment, so the winner takes a strict majority of the stones.

Thu 12 NovComputational ComplexityComputer Science and Game Theory
The gist
The researchers studied the game of Kalah, a popular two-player board game where players move stones around pits. They showed that deciding if a player can force a win becomes extremely hard when the board size grows and the initial setup varies. They proved that solving this general Kalah game is as difficult as other well-known complex problems in computer science. This means there is no quick way to always know the winning strategy as the game scales.
Open → 2611.17252v1