Week beginning 5th 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.
Rubric-CEPR: Self-Evolving Image Editing via Reward-Verified Self-Distillation
Abstract: Instruction-guided image editors have become highly capable, yet improving them further still depends on human-edited training pairs or external reward models. Such supervision is costly to obtain and can reward plausible failures: a realistic output may leave the requested change undone or alter content that should be preserved. In this work, we strive to improve a pretrained image editor using only its own generations, without human-edited targets or an external training-time reward model. To this end, we propose a self-evolving framework, named Rubric-CEPR, that verifies the editor's own samples with its internal representations through a rubric-augmented Contrastive Edit-Preservation Reward (CEPR). A Planner proposes structured edit instructions from unlabeled images, the Editor samples multiple candidate edits, and a frozen Critic scores each candidate with decomposed rubric checks for edit realization, removal of the old state, and content preservation, using features already exposed by the editor. Non-compensatory gates reject infeasible candidates, and the best verified candidate is distilled into the editor through lightweight adapter training. On Qwen-Image-Edit, Rubric-CEPR improves ImgEdit from 4.36 to 4.60 (+5.5%), with a +24.9% gain on object isolation, and transfers to GEdit-Bench and Complex-Edit. The same procedure also improves Step1X-Edit by +7.8% on ImgEdit. We hope our approach will serve as a solid baseline for image editors that improve themselves from their own verified samples. Our code is publicly available at $\href{https://riteshthawkar.github.io/Rubric-CEPR/}{\text{this URL}}$
Dex-One2Many: Learning Dexterous Manipulation from a Single Human Demonstration
Abstract: While learning dexterous manipulation from a single human video offers a promising alternative to costly robot demonstrations, many recent methods predominantly imitate demonstrated motions. Such strict motion matching often limits generalization to initial object poses, goal poses, and grasps not shown in the video. Alternatively, discovering a policy via reinforcement learning (RL) allows for broad generalization, but without prior guidance, it struggles with high-dimensional exploration in complex, multi-stage tasks. To address these coupled generalization and exploration challenges, we present Dex-One2Many, a real-to-sim-to-real framework that learns a generalizable dexterous manipulation policy from a single human video. Our key insight is to abstract the video into sequential scene graphs that guide RL, enabling efficient exploration while preserving broad generalizability. The graphs serve as generative constraints for sampling diverse reset states and provide dense rewards for each stage. Because the graphs constrain relations rather than exact poses, these reset states cover object poses and grasps beyond the video, while initializing each stage from them with dense rewards keeps exploration short and guided. Trained entirely in simulation, Dex-One2Many transfers zero-shot to a real multi-fingered hand. Across five tool-use and manipulation tasks, Dex-One2Many exceeds baselines by 6.5% in seen configurations, while its robust generalization widens this gap to 71% in unseen scenarios.
DreamTrue: Action-Faithful Robot World Model with Counterfactual Post-Training
Abstract: We present DreamTrue, a multi-view, cross-embodiment robot world model for action-faithful and physically plausible video prediction. Training such a model on existing robot datasets faces two obstacles: imprecise calibration can impair action following, while limited coverage of unsuccessful interactions can bias predictions toward successful outcomes. To improve action following across embodiments, we render action trajectories into image-space conditions and introduce offline geometric calibration to align these conditions with the target videos. To broaden interaction coverage, we introduce counterfactual post-training, modifying recorded action trajectories and generating future videos under a wider range of actions and contact configurations. To provide feedback on these predictions without paired ground-truth futures, we construct a human-annotated video dataset covering robot, object, and interaction defects and use it to train an embodied video reward model. Its scores guide reinforcement-learning post-training toward more physically plausible interaction outcomes. On AgiBot, DreamTrue attains state-of-the-art action following, while reducing the human-assessed interaction defect rate from from 48.12% to 6.25%. Notably, our model ranks first in the world model track of the AgiBot World Challenge 2026. The project page can be found at https://brave-eai.github.io/DreamTrue.
A Balanced Data Diet: Addressing the Exploration Bottleneck in Mega-Scale RL for Robot Control
Abstract: General-purpose robots must perform a wide range of tasks from agile locomotion to dexterous manipulation. While sim-to-real reinforcement learning (RL) has proven to be a useful tool for this goal, current RL pipelines depend on engineering-heavy, per-task structural priors such as shaped rewards and demonstrations. Recent work has shown that diverse simulator resets, combined with massively parallel simulation, can alleviate much of this engineering burden on several manipulation problems. However, we find that naively scaling this paradigm to more precise or dynamic problems remains non-trivial. While simulator resets can help with exploration, uniformly sampling over this distribution wastes a growing fraction of learning experience on task configurations the policy has already mastered or cannot yet attempt. This makes it challenging to see the expected benefits of scaling parallel environments for RL, since much of the learning signal in a batch is wasted during learning. To mitigate this, we introduce Success Guided Sampling (SGS), a simple adaptive sampler that concentrates RL training on task configurations around the frontier of the policy's capabilities. Doing so allows large-scale simulated RL to make the most out of the experience in a batch, enabling much more effective scaling to large-scale parallel simulation. Across experiments using up to $2^{20}$ (over one million) parallel environments, SGS enables RL to solve challenging multi-terrain quadruped locomotion and contact-rich assembly tasks that prior methods fail to solve. Finally, we distill the learned manipulation policies into RGB-based policies and demonstrate zero-shot transfer to several challenging assembly tasks on real hardware. Project website: https://sgs-rl.github.io/.
CSF: Contextual Safety Filtering for Motion Generators
Abstract: Text-conditioned motion generators produce trackable whole-body motion, but they have no notion of scene-dependent safety: the same action may target an object or a person. Existing safeguards either inspect the prompt, require labeled motion data, or enforce geometric constraints; therefore, they do not directly account for how scene context changes a motion's meaning. We introduce contextual safety filtering (CSF), a training-free filter that grounds natural-language safety rules in safe and unsafe reference trajectories produced by the generator. For each active rule, safe and unsafe reference trajectories define an affine safety value that a safe reference tracking CBF-QP enforces. Across four pretrained generators with different architectures, CSF activates the intended rules in all explicit and scene-triggered unsafe cases and reduces the danger-event rate by up to 90%, while preserving 88-100% of benign motions. We demonstrate the complete system on a real-world Unitree G1, where it successfully prevents unsafe motions in a variety of scenarios, including interactions with humans and objects.
On the estimation and validity of AI time horizons---a statistical look at the METR plot
Abstract: METR's 50\% time horizon measures the human completion time of software tasks that an AI solves with 50\% probability, allowing AI capabilities to be expressed in interpretable units. On 228 tasks and 26 AIs, we recompute the time horizons using splines and item-response theory to relax the assumption that the AI difficulty of a task depends linearly on the log of human time. Our fitted spline can be interpreted as a function that \emph{converts} human time to AI difficulty; it is nearly flat in a region from 2--30 min but close to linear elsewhere. Hence, a time-horizon jump from 3 min to 30 min is much easier than one from 30 min to 5 hours despite the same multiplier of $10 \times$. Overall, we contribute time-horizon point estimates that perform better under a cross-validated suite of proper scoring rules, as well as diagnostic plots for assessing time horizons' construct validity. We suggest that time horizons be interpreted together with the diagnostic plots, especially as new time-horizon-based benchmarks are proposed or existing ones grow to include longer tasks.
From Reactive Containment to Proactive Assurance: Lessons from OpenAI, Anthropic, and Google Agent Security Incidents
Abstract: In 2026, cybersecurity evaluations involving OpenAI, Anthropic, and Google agents reached real systems outside their authorized test scope. The paths were different. OpenAI agents exploited research infrastructure, coordinated across runs, and compromised parts of Hugging Face's production environment. Anthropic reported cases in which a misconfigured third-party environment exposed real systems to agents pursuing simulated cyber tasks. In a separately reported evaluation, Google's Gemini accessed three real organizations through an unintended internet route; Google stated that the model stopped in all three instances. Taken together, the cases show why an evaluation cannot rely on an assumed boundary. That boundary must be verified while the agent is operating. This comparative instrumental case study develops a Proactive Agent Security Assurance Cycle (PASAC) and a five-layer Boundary Assurance Stack. The framework combines risk-tiered task design, executable scope contracts, pre-run validation, least-capability access, independent egress enforcement, credential restrictions, cross-run monitoring, automatic stop conditions, and evidence-based reauthorization. A leading-indicator model, nine design propositions, and seven falsifiable hypotheses turn these lessons into a testable research program. Because the public Gemini record is limited to attributed statements and journalism, its detailed causal mechanism remains provisional. The central conclusion is straightforward: proactive agent security requires continuous assurance across the full execution system, not confidence in any single sandbox or safeguard.
What 30,000 Hours of Ego-centric Video Does Not Teach
Abstract: World models offer a promising alternative to physics-based simulators, yet remain far from practical deployment. We ask how far scaling ego-centric human video takes them, using a dataset of 30,000 hours spanning over 1,000 scene types and 14,000 contributors. Rather than relying on opaque downstream metrics, we directly evaluate agent and object-interaction fidelity on a challenging out-of-distribution benchmark. Increasing training data by 100x improves both, but unevenly: the agent is modeled well, while object fidelity remains far lower and improves slowly. We show that the agent gains need not come from data, and a careful visual conditioning design saturates fidelity with a fraction of it, which lets us measure object fidelity on its own and discover its saturation point. We then introduce a supervision scheme that shifts capacity from scene appearance toward object dynamics, improving object fidelity though a substantial gap remains. Finally, our conclusions transfer to downstream humanoid modeling. Overall, our results suggest that scaling ego-centric data brings agent modeling close to its limit while leaving its effects on the world far behind, and that closing this gap will depend on how models are trained, not only on how much data they see.
OuroWorld: Bringing Any 3D World Alive as Diverse, Endlessly Looping 3D Cinemagraphs
Abstract: Recent 3D world models generate photorealistic, explorable scenes that remain frozen in time. OuroWorld is a mask-free framework that turns any static 3D Gaussian Splatting scene into a 3D cinemagraph: a dynamic scene with vivid, diverse motion looping seamlessly from any viewpoint. A vision-language model infers plausible dynamics and guides a video model to synthesize a reference video, which we lift and complete into multi-view videos. To learn from this imperfect supervision, we propose Inconsistency-Robust Periodic 4DGS: a Fourier-series deformation field guarantees looping by construction, while a Grounded Drift Field anchored at the reference view absorbs cross-view inconsistency. Unlike prior Eulerian methods limited to fluid-like motion, we capture general deformation, object motion, and illumination change. We introduce a ground-truth-free evaluation covering vividness, naturalness, loop seam coherence, and scene quality. On 39 reconstructed and generated scenes, OuroWorld outperforms all baselines and wins 70.8%-99.0% of user-study comparisons. Project page: https://ouroworld.userwei.com
WorldGuide: Goal-Directed Video World Model for Procedural Task Execution
Abstract: Video generators and video-based world models can synthesize plausible visual trajectories, but long-horizon procedural tasks require generation to adapt to what has actually been produced. A model must determine the next action from its generated state, execute that action, and recognize when the task is complete. Open-loop generation cannot adapt to execution outcomes, while existing closed-loop systems often rely on pretrained executors or indirect verification. This leaves a gap between deciding an action and successfully realizing it. We formulate procedural video generation as \emph{closed-loop task execution in visual world space} and introduce \textbf{WorldGuide}. Given only an initial image and a task goal, WorldGuide predicts an atomic action, generates its corresponding video clip, and uses the generated result to select the next action or terminate. The Planner and Executor are trained on the same step-level procedural demonstrations: the Planner learns to predict the next atomic action or task completion from visual progress, while the Executor is directly trained to realize the predicted actions. Hierarchical visual memory maintains state across long-horizon execution with bounded history token cost. Due to the lack of step-level action-video supervision for joint planner-executor training, we introduce \textbf{WorldGuide Bench}: approximately 59K step-annotated videos across 245 tasks and 27 procedural categories. WorldGuide achieves a 33.33\% Task Success on \textbf{WorldGuide-Bench}, compared with 29.90\% for the strong recent video model MiniMax-H3, even though MiniMax-H3 receives reference action plans, and achieves 47.69\% on \textbf{VideoCraft-Bench} compared with 32.73\% for MiniMax-H3 under goal-only conditioning. These results demonstrate the importance of coupling planning with learned execution for goal-directed procedural video generation.
OmniCapBench: A Deep-Structured Evaluation Framework for Fine-Grained Audio-Visual Captioning
Abstract: Multimodal large language models (MLLMs) are rapidly evolving toward continuous audio--visual reasoning, creating an urgent need for evaluations that expose their capability limits. Audio--visual captioning is an ideal diagnostic task, yet current benchmarks face a coupled trade-off: whole-caption scores provide coverage without localization, local probes provide localization without coverage, and unconstrained LLM judges introduce instability. We introduce OmniCapBench (Omni-Video Caption Benchmark), a benchmark that reframes audio--visual caption evaluation as a deep-structured diagnostic framework. OmniCapBench shifts the prediction target from free-form text to sets of atomic, verifiable evaluation units across three tracks: entity references, visual shots, and audio events, enabling reliable scoring with deterministic constraint checks and localized LLM-based semantic comparisons. With 786 densely annotated videos, OmniCapBench effectively distinguishes MLLM perception errors, including temporal grounding failures, identity drift, cross-modal misalignment, and hallucinated descriptions. Evaluating frontier MLLMs reveals strong local perception but weak long-horizon audio--visual reasoning, particularly in identity drift and cross-modal misalignment, providing a fine-grained roadmap for omnimodal development.
SpatialHarness: Test-Time Spatial Scaffolding for Fine Robotic Manipulation
Abstract: Frontier multimodal foundation models (e.g., GPT-6 Astra) have recently shown strong potential for direct robotic control, yet their performance on fine manipulation remains limited. We argue that an important source of failure is not necessarily insufficient policy capability, but insufficient spatial observability, where task-critical spatial relationships may be poorly revealed by the existing physical camera setup. We introduce SpatialHarness, a test-time embodied harness that provides test-time spatial scaffolding for fine robotic manipulation without policy fine-tuning or changes to the physical sensing setup. SpatialHarness maintains an online simulated scene synchronized with real-world execution, identifies task-critical spatial relationships, and renders complementary virtual views that expose them to a frozen multimodal policy. To keep the simulated scene aligned during interaction, we develop interaction-aware scene synchronization that distinguishes static, held, and transition modes. We evaluate SpatialHarness on four real-robot manipulation tasks spanning precise geometric alignment, object-relative placement, and articulated-object interaction. Using the same frozen GPT-6 Astra policy, SpatialHarness substantially improves task success, including from 26.7% to 66.7% on plug insertion and from 0% to 100% on Tower of Hanoi. These results indicate that improving spatial observability at test time can unlock fine-manipulation capabilities already present in strong multimodal foundation models. Project website: https://emilia113.github.io/SpatialHarness/.
Coupling Independence Implies Zero-Freeness
Abstract: For $Δ\ge2$ and $q\ge11Δ/6$, we prove that the antiferromagnetic $q$-state Potts partition function on finite simple graphs of maximum degree at most $Δ$ has no Fisher zeros in a graph-uniform complex neighbourhood of $[0,1]$. For $q>11Δ/6$, the proof establishes coupling independence throughout $[0,1]$ using a soft version of Vigoda's flip dynamics. Our main tool is a separator-shell transfer theorem for the Potts model on induced-subgraph closed classes of graphs of maximum degree at most $Δ$, with $q\geΔ+1$. It yields a graph-uniform zero-free neighbourhood of $[0,1]$ from Hamming coupling independence at $0$ and a uniform coupling-independence bound on each interval $[δ,1]$, $δ\in(0,1]$. We also obtain zero-free Lee-Yang polydiscs around the uniform field for vertex- and edge-colour fields. For Boolean Holant problems on bounded-degree graphs whose signatures come from a fixed finite family of log-concave symmetric signatures $f$ with $f(0)>0$, such as $b$-matchings, we obtain graph-uniform zero-free polytubes around every bounded box of nonnegative activities; their union is an open zero-free neighbourhood of the nonnegative orthant. An appendix summarizes further coupling-independence inputs and the zero-free regions they yield.
Hybrid Cinematography: Previsualizing and Managing Hallucination Risk in Generative Video Reshooting
Abstract: On a film set, the camera move is committed during a take. Generative video reshooting lets filmmakers change it afterward, but may require hallucinating unrecorded content, a gap sometimes discovered only after leaving the set. We present Hybrid Cinematography, a workflow that bridges physical capture and generative reshooting to manage hallucination risk while filmmakers can still act on it. Using an editable 3D shot plan and a proxy of the take, our previsualization evaluates hallucination risk in real time. Seeing where the take lacks support, filmmakers can iteratively adjust the plan, explore moves that balance capture and generation, shoot guided pickups, or knowingly accept hallucination. We demonstrate the workflow through a mobile augmented reality application for on-set planning, capture, and review, and an offline pipeline for existing video. A study with experienced filmmakers reveals how previsualizing risk informs camera decisions and exposes tensions between creative intent and generative hallucination.
Mental-Models for Multi-Agent Systems
Abstract: Large foundation models have accelerated progress toward general-purpose agents that interact with humans and other agents through language and multimodal signals. However, robust multi-agent decision-making requires reasoning about what other agents know, intend, and are likely to do under partial observability. Current agentic systems often operate through prompt design, memory, or end-to-end behavioral shaping, but typically do not learn an explicit partner-state representation that can be reused as a decision variable across tasks. We introduce \emph{mental-model-enabled agents}, a framework that equips an agent with a latent mental model of its counterpart, allowing it to infer hidden beliefs, intentions, and likely reactions from the observed history and use these inferences to guide action selection. Our method learns an amortized recursive Theory-of-Mind representation, with first- and second-order mental-state structure, jointly with a belief-conditioned reward model that evaluates candidate actions relative to the inferred partner state. A policy is then learned under this belief-aware signal, yielding an agent that can act independently at inference time while retaining the benefits of explicit partner modeling. We evaluate the same framework on both language-only and multimodal benchmarks. Across these settings, explicit mental-state modeling consistently improves interaction quality and Theory-of-Mind performance over base agentic systems, showing that structured partner modeling is a useful inductive bias for general multi-agent systems. Our code is publicly available at https://github.com/hananshafi/Mental-Models
BrickBench: Evaluating Agentic Brick Design
Abstract: We propose BrickBench, a benchmark for agentic text-conditioned LEGO-set design. Given a prompt, an agent is tasked with producing an assembly that not only satisfies semantic and design criteria, but that can also be physically built. To do so, it must select parts from a discrete library and reason jointly about local and global constraints. We score validity, alignment, and design across three settings that vary in scale and part availability. We provide BrickAgent, an environment for coding agents to construct, inspect, and validate their designs. We find that leading agents largely satisfy verifiable physical and semantic requirements, but fall short of human designs. We release our benchmark and environment at http://www.brickben.ch
VersaCamVLA: Camera-Configurable VLA Policies for Robotic Manipulation
Abstract: Vision-Language-Action (VLA) models have emerged as powerful foundations for robotic manipulation, but their reliance on fixed camera configurations during training makes them brittle to changes in camera count or pose during deployment. To overcome these limitations, we propose VersaCamVLA, a camera-configurable framework that decouples camera-set representation from action learning. VersaCamVLA learns a unified scene-token interface that maps an arbitrary, variable set of posed RGB views into fixed-size latent scene tokens. This is achieved via multi-signal target-view prediction and Wrist-Augmented Pose Sampling (WAPS), which leverages natural wrist-camera motion for free pose diversity. At deployment, a lightweight spatial encoder injects these compact scene tokens into a pretrained base VLA as a supplementary visual condition, requiring no explicit 3D sensing or novel-view rendering. Experiments on RoboTwin, LIBERO, and a real-robot platform demonstrate that VersaCamVLA consistently outperforms prior VLA methods and direct multi-view baselines, maintaining robust performance across varying camera counts and unseen camera poses.
One Block, Multiple Depths: Recurrent Vision Transformers with Depth-Programmed Experts
Abstract: In this work, we show that a single Transformer block, applied recurrently, can match the accuracy of a full-depth vision encoder at comparable inference FLOPs without intermediate feature distillation. reViT restores depth-specific transformations by representing the FFN at each recurrent depth as a convex combination of a small shared expert bank. A continuous normalized-depth coordinate programs this mixture, defining a resampleable trajectory through FFN parameter space. We evaluate this design in two regimes: supervised ImageNet-1k training and distillation from a DINOv2 teacher. Across both regimes, controlled adaptations identify weight-space merging as the strongest tested MoE family at a matching one-FFN budget, ahead of the token-dispatch and output-mixture alternatives. Trained from scratch, reViT-B/16 attains DeiT III accuracy with about 70\% fewer stored parameters. An 8-experts model distilled using only the teacher's output features retains nearly all of its DINOv2 teacher's linear-probe accuracy and transfers across classification, segmentation, and depth prediction. Elastic-depth training allows one checkpoint (trained model) to operate at multiple tested depths by resampling the same normalized coordinate interval. For fixed-depth deployment, the recurrent block can be materialized as a conventional dense graph, removing online routing and merging without changing the one-FFN-per-depth compute but expanding deployment storage.
Bi-FORK: Generative Modeling of High-Dimensional Bifurcating Systems
Abstract: Bifurcations are ubiquitous in physical systems, from structural buckling to fluid and climate dynamics, yet they remain largely unexplored in deep learning. At a symmetry-breaking bifurcation, a single input admits multiple equally valid solutions, violating the one-to-one assumption underlying most learned physical surrogates. We introduce Bi-FORK, a generative framework for learning these one-to-many solution maps in high-dimensional systems. Bi-FORK generates complete trajectories through latent flow matching, preserving space and time coherence, and uses repulsion-guided sampling to recover distinct solution branches in a single amortized pass. We evaluate Bi-FORK on buckling beams, mechanical metamaterials, and Allen-Cahn phase separation, spanning continuous, discrete, and field-valued bifurcations with discretizations up to 260,000 points. Bi-FORK recovers the multimodal solution structure while scaling several orders of magnitude beyond prior approaches, opening generative modeling to high-dimensional bifurcating physical systems.
Caught in the Act: Probes Effectively Detect Sabotage and Catch Unverbalized Deception
Abstract: Recent incidents have highlighted the challenge of monitoring LLM agents and the danger of models deceiving people. We show that white-box deception detection via probes can be scaled up to frontier monitoring settings by collecting the largest deception dataset to date for training probes and introducing a novel probe architecture which can aggregate information across many layers and tokens. Our probes achieve 98.8% AUC in SHADE-Arena, surpassing an Opus 5.5 text-monitoring baseline, and show improved efficacy as the underlying model is scaled up. To push our probes to their limit, we test them on several cases where deception cannot be determined from the context alone. In these cases, which we refer to as introspective deception, the ground truth can only be determined through careful elicitation or thorough knowledge of a model's training data. In one such evaluation, we show that probes can distinguish transcripts containing a model's true hidden goal from other goals with an AUC of up to 99.7%. Our probes also readily detect deception on prominent open-weight models which lie about politically sensitive topics, and about their beliefs when put under pressure. We release our training dataset, dubbed FIBS, to help drive frontier deployment of effective probes, and encourage the community to expand upon it with further examples of deception and sabotage.
Rounding in Preconditioner Space: Redesigning 4-bit AdamW Optimizer-State Quantization
Abstract: Quantizing AdamW's optimizer states reduces persistent storage, but quantization errors propagate through the moment recurrences and perturb subsequent adaptive updates. We redesign 4-bit optimizer-state quantization for AdamW from the perspective of \emph{rounding space}: the coordinate in which a quantizer chooses between adjacent reconstruction levels. For the second moment, a local analysis of the quantization cell adjacent to zero shows that small mean state error need not imply small mean preconditioner error at the next step. A one-dimensional quadratic construction further shows qualitatively different optimization dynamics under state-space and preconditioner-space rounding. These results motivate Zero-Inclusive Preconditioner-space Stochastic Rounding (\textbf{ZIP-SR}), which retains zero in the second-moment codebook and computes stochastic-rounding probabilities in preconditioner space. As a complementary route, Zero-Excluding EDEN calibration (\textbf{ZE-EDEN}) uses a zero-excluding second-moment codebook and rescales the quantized second-moment block to mitigate the preconditioner distortion caused by the positive quantization floor. Both configurations use 4-bit NormalFloat (NF4) for the first moment, with targeted stochastic rounding of the LM-head first moment during the final 10\% of training. Across GPT- and Llama-style pretraining experiments ranging from \textbf{130M} to \textbf{2.7B} parameters, both methods reduce TorchAO 4-bit AdamW's mean validation-loss gap to 32-bit AdamW at every evaluated model size, with the largest reported gap reduction reaching \textbf{70\%}. In full-parameter supervised fine-tuning, both recipes achieve lower validation loss than TorchAO while remaining close to 32-bit AdamW on downstream tasks.
LEGO: A Lifting-Free Approach for Exocentric-to-Egocentric Video Generation
Abstract: Generating an egocentric video from a single exocentric recording is a challenging case of novel view synthesis, as the two cameras share little overlap and much of the target view is unobserved. Current state-of-the-art methods reconstruct the scene explicitly by estimating depth, lifting the video into a point cloud, and re-rendering it from the egocentric camera to condition a video diffusion model. This deterministic mapping assigns each pixel to a single reprojected location, which preserves texture but translates depth errors into misplaced content. We ask what a video diffusion model should receive as its condition and propose a lifting-free answer: a learned view synthesizer, an LVSM-style transformer fine-tuned to render the egocentric view directly without depth, point clouds, or reprojection, resolving cross-view correspondence internally. In contrast, its probabilistic mapping averages each region over candidate source locations according to a learned correspondence distribution, preserving structure while fine texture is averaged away. We argue that this trade-off suits a diffusion generator, whose denoising training excels at restoring detail, so an effective condition should prioritize structural alignment over sharpness. This distribution's concentration also yields a per-region confidence, used both to mask low-confidence regions and to guide the generator toward high-confidence areas during early layout-forming denoising steps. Our approach consistently outperforms the state-of-the-art explicit pipeline and generalizes to other datasets without retraining. The synthesizer thus supplies view structure, and the diffusion model its detail.
Generative Neural Retargeting for Human-to-Robot Dexterous Manipulation
Abstract: Human demonstrations are a scalable data source for learning dexterous manipulation, but the embodiment gap prevents human motion from being executed directly on robots. Inverse kinematics (IK) retargets human motion to robots efficiently but ignores dynamics, often producing infeasible motions. Reinforcement learning (RL) and sampling-based model predictive control (MPC) are commonly employed to yield dynamically feasible motions, but both are sample-inefficient and sensitive to hyperparameters. RL suffers from costly and unstable training and tedious reward engineering; MPC avoids policy optimization, yet retargets each trajectory in isolation, and solving one does not make the next easier. Sampling cost grows rapidly with dataset size and task difficulty. We hypothesize that dynamically feasible trajectories concentrate near a low-dimensional manifold shared across demonstrations, so that retargeting can be reduced to sampling from that manifold, conditioned on human motion, rather than solving a fresh optimization problem for every demonstration. We propose \textbf{Generative Neural Retargeting} (GNR), which uses a flow matching model to sample feasible trajectories. GNR outperforms MPC with only $8.5\%$ of the samples required by MPC, achieving a success rate of $56.20\%$ compared to $27.20\%$ for MPC. GNR can be used for scalable and efficient retargeting of large-scale, long-horizon, and millimeter precision human demonstrations: by applying GNR within a real-to-sim data engine, we produce a dexterous manipulation dataset with dense contact-force labels, spanning $223$k demonstrations and $3.3$k object geometries.
Parallel Edge Ranking of Trees
Abstract: In this work, we prove that computing the edge ranking of a tree in parallel is P-Complete. An optimal tree edge ranking assigns positive integer ranks to the edges such that any two edges with the same rank are separated by an edge of higher rank, while minimizing the highest rank. Tree edge ranking abstracts several classical problems such as parallel assembly in manufacturing, minimum-height dendrograms, reversible pebble game and edge-query binary search on trees. Its parallel complexity remained open for over thirty years, since the seminal work of de la Torre, Greenlaw, and Sch{ä}ffer [SODA'93], and was listed as an open problem in the book Limits to Parallel Computation by Greenlaw, Hoover, and Ruzzo [1995]. We prove that deciding whether a tree has edge ranking at most $K$ is P-Complete, already for trees of diameter six. Our reduction is from NOR-CVP and simulates a greedy procedure underlying known sequential approaches. Despite ruling out NC algorithms, we prove that this hardness barrier can be bypassed in the well-known model of Massively Parallel Computation (MPC) with strongly sublinear local memory, showing that $O(\log n)$ MPC rounds suffice to solve the hard tree-edge ranking instances used to prove P-Completeness. Specifically, we present a deterministic MPC algorithm that computes an optimal edge ranking of an $n$-vertex tree of diameter $D$ in $O(\log D+\log\log n)$ rounds with $O(n^{3/4}D^{1/4})$ local memory. Our algorithm circumvents the linear-memory barrier by compressing the information required to produce a lexicographically minimal ranking from subtree merges. Overall, this result reinforces the strict separation between NC and what can be computed efficiently in MPC.
Density Ratio Estimation with Stein Displacement Fields
Abstract: Density ratios quantify distribution shift from a probability-mass point of view, whereas displacement fields describe, from a dynamical point of view, how one distribution is transported onto another. Although both offer complementary insights, they are usually estimated separately, and converting one into the other requires post-processing. In this paper, we estimate the density ratio between a target and a base distribution by parametrizing it through a displacement field acting on the base: the log-ratio is modeled as minus the Stein operator of the base applied to the field, up to a normalizing constant. This gives both statistical and dynamical descriptions of the distribution shift through a single convex optimization problem. Iterating this estimate-and-move step gives two inference algorithms: push-forward moves the model and corrects a pretrained sampler without retraining it, whereas pull-back moves the data closer to the base and fits a transformation model one layer at a time. Applications to distribution shift in simulation-based inference and to nonlinear independent component analysis illustrate the benefits and limitations of the approach.
Ecology of AI Agents: Collaboration Creates a Population Threshold for Takeoff
Abstract: AI agents can now conduct real-world cyberattacks, scale up capabilities with the number of agents, and collectively pursue misaligned goals to obtain rewards. Together, these factors raise the risk of a population explosion of misaligned agents: agents could compromise computers and secretly deploy additional agents, creating a self-reinforcing cycle where larger populations develop greater collective cyber capability and expand further. This raises a fundamental question: What determines whether a population of misaligned agents remains contained or takes off into this self-reinforcing cycle? This population-level problem is ecological safety: unlike individual-agent or multi-agent safety with a fixed population, it concerns the dynamics of the population itself. Here, we develop an ecological theory of AI-agent populations based on a population growth equation in which fitness (growth rate) depends on cybersecurity capability. We show that, without collaboration, the population takes off only when individual-agent capability exceeds a critical threshold. With collaboration, however, collective cybersecurity capability increases with population size. This creates a critical population threshold: below it, the population declines; above it, the population takes off, even though individual-agent capability has not changed. In ecology, this phenomenon is known as the strong Allee effect. Because red teaming a small group of agents cannot guarantee ecological safety in larger populations, our theory calls for ecological red teaming and population pacing: gradually deploying larger agent populations in controlled environments, while measuring how cyber capability scales with population size, and estimating the critical population size for takeoff. Capability gains may lower this threshold, requiring re-estimation for each new model generation.
VioLA: Learning Generalist Humanoid Control Policies from Human Data
Abstract: Teaching a humanoid to follow instructions with its whole body runs into two obstacles. Its action space is large and tightly coupled: legs, arms, and fingers must move together while the robot keeps its balance, which makes joint-level actions hard to learn. And humanoid demonstrations are scarce, so current humanoid generalist policies do not follow new instructions out of the box and are fine-tuned on teleoperated demonstrations of each task before deployment. Human demonstrations exist in far larger numbers, but a person's motion is not a robot command. We remove both obstacles by changing what the generalist policy predicts. We introduce VioLA, a generalist humanoid policy that predicts body and hand motion latents instead of joint commands. A pretrained body- and hand-controller execute these latents on the robot. Their corresponding motion encoders map human and robot motion into the same latent spaces. A human recording is therefore labeled in the policy's action space, and the training demonstration pool contains 140.6 million frames, 93.2% of them human. As a result, VioLA follows locomotion instructions on the real robot zero-shot, without task-specific fine-tuning, reaching 100% success where GR00T N1.7 and $Ψ_0$ reach 16.7% and 0%, respectively. It also reaches 88.6% manipulation success without task-specific fine-tuning. The same approach works across two VLA and one world-action model backbones. A generalist policy trained on human demonstrations alone performs locomotion tasks on the real robot zero-shot. Code and checkpoints will be released.
FAITH: Feasibility-Aware Safety-Filtered RL for High-Dimensional Systems
Abstract: Safe reinforcement learning commonly places safety and task performance in the same policy objective, where they can introduce competing updates. Safety filters separate them at action execution, but classical designs require an analytic safety function and dynamics model, and standard minimal-intervention filters are myopic to long-horizon task return because they minimize only instantaneous action deviation. Hard projections are also undefined when no safe action exists. We present FAITH, a feasibility-aware, model-free framework that approximates the optimal state-action safety value and amortizes minimal-intervention filtering with a feedforward network. The task policy optimizes the task return through the filtered dynamics, which recovers the feasible constrained problem without a competing safety term in the task-policy update. When no action satisfies the learned safety condition, the same filter approaches the action with minimum predicted peak harm. On a double integrator example and a Safety Gym environment, FAITH achieves the highest return among methods with no feasible-start violations and matches the lowest harm from infeasible starts. On a 29-DoF humanoid, it reaches a 99.95% safety rate while retaining 97% of the unfiltered return in Walking-Avoid, and obtains the highest measured safety rate in Push-Avoid by learning to sacrifice balancing and fall away from the protected region. The same policies are also demonstrated on a real-world Unitree G1 humanoid.
Control-Ready Uncertainty for Trajectory Diffusion
Abstract: Diffusion models can represent complex, multimodal trajectory distributions, but extracting uncertainty from them typically requires costly Monte Carlo sampling. This limits their use in real-time control, where robots must rapidly assess risk and maintain safety margins. We introduce Score-Curvature for Online Precision Estimation (SCOPE), a lightweight module that augments diffusion trajectory models with control-ready uncertainty. SCOPE learns a structured precision matrix around each nominal trajectory by distilling score-curvature information and producing calibrated Gaussian tubes with low overhead and without repeated Monte Carlo sampling. These tubes provide per-timestep covariance estimates that can be used both as predicted occupancy for moving agents and as adaptive exploration guides for robot control. We evaluate SCOPE with mode-conditioned multimodal diffusion backbones in pedestrian forecasting, crowd navigation, Maze2D control, and real-world Franka Panda manipulation. Across these settings, SCOPE provides fast uncertainty estimation, which leads to better closed-loop performance. Project page: https://zackaxue.github.io/SCOPE-project-page/
Toward Joint Optimization of Circuit Depth and Training Data Size in Adaptively Grown Quantum Classifiers
Abstract: Building a quantum model involves a tradeoff: how complex the circuit should be, and how much training data it needs. Caro et al. show that models with fewer trainable gates need less training data to generalize well. Q-FLAIR shows that a quantum feature-map circuit can be grown gate-by-gate, stopping once further growth stops improving the training loss. We ask whether these two results combine into a predictable scaling law. Does Q-FLAIR's own stopping rule pick larger or smaller circuits as training data grows? Does the resulting generalization behavior track Caro et al.'s bound? We reimplement Q-FLAIR's growth mechanism faithfully, including its analytic reconstruction and exact stopping rule. We run it on full-resolution (784-pixel) MNIST 3-vs-5 classification, at five training-set sizes from N = 2000 to 10000. We then fine-tune each resulting circuit, so we can measure Caro et al.'s notion of active gates, K. We find no predictable relationship between training-set size and the circuit size Q-FLAIR converges to. Circuit size and test accuracy both vary non-monotonically with N, and seed-to-seed variance is nearly as large as any trend across N. The empirical generalization gap never exceeds Caro et al.'s bound in 14 of 15 runs, so the bound holds as a valid guarantee in those runs. But the gap correlates only weakly with the bound's value (r = 0.12). This shows that K does not explain most of the variation we observe. Why a valid guarantee can coexist with such weak predictive power remains an open question, and answering it may be necessary before circuit depth and training data size can be jointly optimized in practice.
FastBench: Can Streaming VLMs Perceive High-Dynamic Real-World Streams?
Abstract: Streaming Video Large Language Models (VLMs) enable continuous video understanding, yet existing benchmarks focus on low-dynamic scenarios. Under bounded context budgets, models must balance temporal history, spatial resolution, and temporal granularity; sparse sampling at 1--2 FPS misses fast events. We introduce FastBench to evaluate high-dynamic perception in real-world video streams. Its trajectory-grounded pipeline combines QA generation from high-FPS clips, filtering of questions answerable at 2 FPS, answer verification using SAM3 and CoTracker3 trajectories, and three rounds of human inspection. FastBench contains 306 QA pairs across eight domains, six capabilities, and forward, instant, and backward temporal scopes, with human-annotated evidence intervals. We also present ProactiveFrame, a training-free baseline that adjusts incoming frame rates through text tokens. A dual-tier sliding window retains recent high-FPS observations while downsampling older ones into sparse history. Experiments reveal substantial limitations: the strongest model, Gemini-3.5-Flash, scores only 50.7%. Denser sampling improves Qwen3-VL-8B from 32.9% at 2 FPS to 44.6% at 24 FPS, but gains saturate as history is compressed. ProactiveFrame outperforms sparse uniform sampling by 5.4 and 1.5 percentage points, yet remains well below oracle-guided focusing, showing that current VLMs struggle to determine from the stream alone when finer temporal perception is needed. FastBench provides a testbed for high-dynamic streaming video understanding. Code and data: https://github.com/Ashone3/FastBench.
RoboRSI: Stable, efficient, and reusable robot self-evolution in complex real-world environments
Abstract: A generalist robot should not only perform diverse tasks but also improve through experience, turning what it learns during execution into capabilities that later tasks can reuse. Robot agents that act through code can already repair programs from execution feedback, yet it remains a central challenge to organize this experience around the task structure that gives it meaning, so that each repair is attributed to the responsible capability, supported by execution evidence, and validated before it is reused. We introduce RoboRSI, a robot self-improvement system built on Top-Down Skill Refinement (TSR). TSR decomposes tasks into compound, atomic, and base skills with scoped responsibilities and explicit input--output contracts, attributes each execution outcome to the responsible branch, and confines revision to that branch. Building upon this structure, a Manager, Planner, Engineer, and Reviewer coordinate planning, execution, diagnosis, and the validated release of new skills, while people steer the process through objectives and corrections; stable skill sequences are further consolidated into reusable compound skills. On a mobile manipulator, RoboRSI develops multi-object household cleanup over 104 rounds. In simulation, it achieves the highest success rate on LIBERO, LIBERO-PRO, LIBERO-Plus, and RoboTwin, exceeding the strongest baseline by 2.7 to 11.0 percentage points.
Pumpire: Unified Benchmark for Metric Distance Estimation
Abstract: We present Pumpire, a unified benchmark for evaluating metric point-pair distance estimation capability of both image- and video-level 3D foundation models, with or without depth priors. In contrast to previous approaches that normally evaluate depth and camera intrinsics separately or evaluate point-clouds with geometric similarity metrics, which cannot directly reflect models' point-to-point distance estimation capability, Pumpire directly assesses point-to-point distances from the reconstructed geometry. To this end, we collect a large-scale and diverse dataset (pumpire-6k) comprising 100 real-world scenes, each annotated with physically measured point-pair distances and containing 64 frames, for a total of 6,400 frames. Building on this dataset, we establish a holistic evaluation protocol that covers both image- and video-level 3D foundation models and enables direct assessment of point-pair distance errors and cross-setting comparison. We conduct extensive experiments across 29 baseline configurations of representative 3D foundation models and provide a comprehensive analysis of the results. By offering this benchmark, we target the more fundamental ability to perceive and estimate physical scale in the reconstructed 3D space, which prior evaluation protocols have largely overlooked. The project page can be found at https://pumpire.github.io/
Beyond Spatio-Temporal Priors: A Generalizable Approach for Dense Correspondence Matching
Abstract: Dense correspondence matching has historically been bounded by simplifying spatio-temporal priors, such as smooth motion and rigid geometry. While effective for classical tasks, these assumptions break down in image editing and reference-guided generation (IEG), where transformations can preserve visual identity while breaking physical continuity. To establish identity-preserving correspondence across such transformations, we introduce FreeMatching, a generalizable framework combining generative and semantic foundation representations with heterogeneous supervision from classical datasets, tracked videos, and synthetic scenes. Teacher-guided iterative refinement further improves correspondence in IEG without dense correspondence annotations. Experimentally, a single FreeMatching model substantially improves correspondence quality on challenging IEG image pairs while retaining competitive performance on classical benchmarks. Furthermore, we demonstrate its utility as a quantitative metric for evaluating identity preservation, with scores that correlate with human judgment. The code is available at https://github.com/luping-liu/FreeMatching.
A Unified Bellman Operator for Safety-Critical Reinforcement Learning
Abstract: Reinforcement learning in safety-critical domains requires maximizing task performance while strictly adhering to safety constraints. Existing safe reinforcement learning paradigms typically force a trade-off: they either require a priori knowledge to provide strict safety guarantees (e.g., safety filters), or they enable joint learning but only satisfy safety constraints on average. In this work, we propose a novel Bellman operator that unifies performance and safety objectives into a joint value function. We show that temporal difference learning with the joint Bellman operator converges under a two-timescale stochastic approximation framework. On the fast timescale, the safety value of the learning joint policy is estimated, while the joint value is estimated on the slow timescale. Convergence is ensured by formulating the limiting dynamics as an occupation-averaged differential inclusion, and showing that it asymptotically converges to a set of limiting optimal safety-constrained task value functions. Theoretically, once converged, the resulting optimal policy maximizes task return while maintaining safety at all times. Empirical evaluations on continuous control tasks with neural approximations demonstrate stable convergence with near-zero safety violations at test time.
OneSearch-VL: Unified Multimodal Deep Research Agent for Image and Video
Abstract: Single-image, multi-image, and video deep research require different visual operations but share a workflow of visual grounding, external retrieval, and fact composition. A key challenge is to preserve the dependencies linking localized visual anchors, entity relations, source-supported facts, and answer-producing operations. We introduce OneSearch-VL, a unified agent centered on the Visually Grounded Evidence Graph (VGEG), which encodes these dependencies as a shared task-level reference for data construction, process supervision, and operation-level evaluation. Our VGEG-based data engine constructs and verifies multi-image and video questions and filters expert trajectories. Using these data, we assemble OneSearch-VL-SFT-110K and OneSearch-VL-RL-10K for SFT and RL, respectively. We further derive the Evidence-aware Visual-Grounded Rubric reward (EVGR) from VGEG annotations to supervise evidence traceability and visual grounding during RL. For fine-grained evaluation, we construct OneSearch-MI-Bench and OneSearch-Video-Bench, organizing questions by the research operations encoded in their VGEGs. Experiments show that OneSearch-VL-8B improves over Qwen3-VL-8B with tool access by 20.2 and 17.6 percentage points on the two new benchmarks, respectively, while also achieving substantial gains across 7 image benchmarks and VideoDR. Project repository: https://github.com/appletea233/OneSearch-VL