Week beginning 19th October 2026
Every computer science paper posted to arXiv this week, with plain-language summaries and practical uses for each one. Includes commercial applications where relevant.
Model creates 3d motion and video for any skeleton and scene
Joints, Camera, Action! Co-Generating 3D Motion and Video for Arbitrary Rigs
Abstract: Video generation models can now depict remarkably realistic motion. Yet it is unclear how to use this motion beyond pixels: to animate a specific 3D asset and replay the animation in its 3D scene. For instance, a video model can show a monkey jumping over a crossbar, but it cannot return that jump as replayable 3D motion placed in the 3D scene. Here we present a model that directly co-generates the video and 3D motion for any supplied rig, along with a camera that registers this motion to the scene. Prior video-motion models either handle only human skeletons, often adding billions of parameters, or triangulate 3D motion from generated 2D pose maps. We instead keep 3D motion in a separate model that supports arbitrary skeletons, and connect it to a pretrained video model through a small set of cross-attention layers. This separation lets the motion model first learn how skeletons move from motion-only data, which is easier to obtain and augment than paired video. Additionally, our model learns to locate each joint in the video frames, which lets us recover the camera and place the 3D motion in the scene. To train across many skeletons, we use a generative video editor to place animated 3D assets in scenes suited to their actions, curating the edits so their known motion remains valid. Together with human and robot video, this yields nearly 200K training pairs. Our evaluations demonstrate that our model animates diverse rigs from text more faithfully than video-first pipelines, and its motion responds to the surrounding scene. It also turns video into rig motion, rig motion into video, and enables keyframe-based control of the 3D motion. Videos and additional results are available on our project page: https://research.nvidia.com/labs/par/projects/jca/.
AEON combines video and 3D models for realistic 4D world simulation
AEON: Unifying Video and 3D World Models
Abstract: Current world models for explicit world simulation typically follow two distinct pathways: (1) video generative models (e.g., Sora), which simulate realistic appearances but fail to preserve 3D consistency; and (2) 3D generative models (e.g., Marble), which generate geometrically consistent scenes but often yield static, less realistic observations. We present AEON, a unified framework that bridges video-based and 3D-based world models and combines the benefits of both. The key insight of AEON lies in a generative model that operates within the text- or image-conditioned video latent space while producing renderable 4D graphics primitives---specifically, 4D Gaussian Splatting (4DGS)---as the explicit world representation. We train a 4D reconstruction model to predict both 4DGS and camera poses from monocular videos, serving as our initialized 4D decoder. Furthermore, we design a domain adapter that translates generative video latents into reconstructive 4D latents through a distillation process on the video VAE. AEON naturally supports video-based world modeling by rendering 4DGS at predicted camera trajectories, and constructs a persistent 4D environment with scene dynamics for realistic world simulation. Consequently, AEON empowers a diverse range of world modeling applications and achieves state-of-the-art performance on standard benchmarks. Project Page: https://weiqi-zhang.github.io/AEON
SolarRenderer speeds up realistic video from game layouts
SolarRenderer: Few-Step Generative Reference Rendering
Abstract: Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.
Agentic AI framework explores grain boundary behavior in metals
GBClaw: An agentic AI framework for atomistic grain boundary research and mechanistic discovery
Abstract: Agentic artificial intelligence (AI) systems hold immense potential for automating complex workflows in materials discovery and design, but extending them to domain-intensive mechanistic investigations remains challenging. Here, we present GBClaw, an agentic AI framework for investigating the structure and deformation of general grain boundaries (GBs). Although general GBs constitute the vast majority of real-world interfaces in polycrystalline materials, they remain understudied because their structural complexity and interfacial mismatch complicate experimental and modeling research. GBClaw integrates large language models (LLMs) into a modular architecture comprising an orchestrator, specialized agents, domain-specific tools, simulation interfaces, and hierarchical memory. Through dynamic replanning and iterative workflow refinement, the framework effectively connects systematic simulations with targeted mechanistic analysis. Applied to 14 general asymmetric tilt GBs in nickel, GBClaw characterized interfacial defect structures and identified diverse deformation modes across these incommensurate boundaries. Comparing boundary sliding with and without secondary GB misfit dislocations revealed substantial differences in shear strength, underscoring the critical role of defect hierarchies in sliding resistance. Furthermore, researcher-guided follow-up calculations traced an anomalously high shear resistance to metastable boundary structures. This work demonstrates that combining agentic AI with domain expertise bridges high-throughput computational screening with deep physical understanding of complex material interfaces.
Goal conditioned learning enables adaptable humanlike multi finger hand skills
Learning Adaptable Dexterous Skills via Hybrid Dexterous Mimicking
Abstract: Dexterous multi-finger hands hold promise to unlock diverse skills like functional grasps, in-hand reorientation, and dynamic handover that the human-designed world assumes, yet existing learning recipes force a trade-off. Goal-reaching reinforcement learning generalizes to arbitrary object poses but, lacking any human prior, converges to unnatural and unreliable finger strategies; motion tracking reproduces human-like behavior from a single clip but cannot deviate from it. We present AdaDex, a goal-conditioned RL framework that turns a single hand-object trajectory of a few seconds---from mocap data or HOI reconstruction from in-the-wild RGB(D) video---into an adaptable dexterous skill. At the core of AdaDex is Hybrid Dexterous Mimicking: a shared policy is trained on two populations of massively parallel environments: motion tracking environments trained with dense motion tracking objective, which instill the human prior from human motion; and generalization environments with noised initial states and goals and a sparse object-success reward, which force the skill to work far off the reference. From seconds of human motion per skill, the resulting policies can learn diverse adaptable dexterous skills, such as functional grasping, object reposing, in-hand reorientation with finger gaiting, and dynamic behaviors like throw-and-catch. Our method outperforms baselines in terms of generalization and functionality, and we demonstrate transfer across simulators and to the real world. Project page: https://yuxuank.com/AdaDex/.
New constructive proof shows faster matrix multiplication possible
Matrix Multiplication from Polynomial Packings: A Constructive and Elementary Proof of $ω\le9/4$
Abstract: We give a self-contained constructive proof that the matrix multiplication exponent satisfies $ω\le9/4$. This bound was recently claimed by OpenAI~\cite{original} through non-constructive arguments in Strassen's asymptotic spectral framework, counting exact scalar arithmetic operations over the complex numbers. We explicitly construct a Strassen-style matrix multiplication identity and obtain the bound by ordinary block recursion. For every $γ>0$, the resulting algorithm multiplies two $n\times n$ integer matrices using $O(n^{9/4+γ})$ integer arithmetic operations.
Unified model improves robot control by linking video action and language
UniWALM: Unified World Action Language Model for Embodied Robot Control
Abstract: Motivated by the human ability to integrate experience across language, perception, and action, we introduce UniWALM, a unified world-action-language model that learns video, action, and language in a single shared representation, where each modality is both a conditioning signal and a supervision target. We ask: can jointly generating language enrich this shared representation, improving manipulation and supporting memory-dependent behavior? Unlike prior approaches that attach a reasoning or vision-language model to a video-action backbone and run them as distinct stages, UniWALM unifies all three modalities inside a single mixture-of-transformers backbone whose per-modality diffusion heads co-denoise synchronously, decoding subtask and textual memory in the same pass as action with no separate planning stage; the generated language is re-consumed on the next step, closing a language-as-memory loop without an external planner or memory bank. To keep the action stream reliable under this richer objective, we further introduce Flow Matching with Correction (FMC), a training objective that teaches recovery from perturbed action trajectories at no inference-time cost. UniWALM consistently improves over same-backbone baselines (e.g., FastWAM) on compositional pick-and-place (MolmoSpaces) and across the memory-dependent subset of RMBench, where it reaches 34.5% without any pretrained language or reasoning model and exceeds Mem-0's keyframe-equipped setup (28.5%) using only a single anchor frame. On a real-world Find-the-Item task, generating textual memory lifts success from 11.1% to 61.1%, while state-of-the-art VLAs stay at or below chance (<=33.3%).
Psychology informed benchmark improves video social understanding tests
PsycheMME: A Psychology-Informed Benchmark for Social Understanding and Interaction in Videos
Abstract: Understanding human needs and selecting responses require distinct judgments that aggregate accuracy can obscure. We introduce PsycheMME, a video benchmark informed by psychology, with eight capabilities spanning grounding, states, needs, interaction decisions, memory, and risk. Drawing on Social Information Processing and the Perception-Action Cycle, this organization separates human understanding from response selection. We construct 1,000 questions from 630 episodes through independent answering with proposed references withheld and expert review. Our Reasoning-Verified protocol weights answer credit by the support and logical consistency of explicit rationales against annotated cues. Across 17 models, Timing has the lowest Verified scores and credit retention, with weaker support judgments for correct Timing answers. Models with similar Need scores still differ in answer completeness on open questions. Input controls and SFT/GRPO examine context dependence and adaptation. Evaluating answers alongside rationales locates where models fail across understanding, response selection, and justification.
Industrial system scales robot fleet memory by encoding only on demand
Industrial ReMEmbR: Scaling Spatiotemporal Memory to Robot Fleets
Abstract: Warehouse robot fleets continuously observe operational conditions, but preserving these observations as reusable semantic memory incurs substantial computation, communication, and storage costs. For example, explaining recurring aisle blockages can require reviewing video from multiple robots across several shifts. We present IndustrialRemembr, a shared spatiotemporal memory system that extends NVIDIA ReMEmbR to robot fleets and reduces server-side computation by generating scene descriptions only on demand. On each robot, an NVIDIA Jetson encodes video clips into retrieval embeddings with Cosmos-Embed1, vision tokens with Cosmos3-Edge, and reconstruction latents with the Wan2.2 VAE, without uploading raw camera frames. The encoding models are re-used to detect people in image patches, zeroing them out to support PII abstraction for GDPR-compliant deployments. We split Cosmos3-Edge at its vision-language boundary, placing the vision encoder on the robot and the language decoder on an on-premises server. A Nemotron agent retrieves memories by content, position, and time and queries the decoder using cached vision tokens. This design eliminates caption generation at write time, while cached-token decoding reproduces the unsplit model's output in all 450 tested decodes.
Planning reliably through noise in new environments using neural operators
Planning under Noise with Neural Operators
Abstract: Planning under uncertain control execution noise requires reliable feedback policies across diverse environments. We introduce Planning Under Noise (PUN), a neural operator that learns noise-aware value fields for planning in unseen geometries. Building on an established screened-Poisson formulation of stochastic optimal control, we address two challenges: specifying boundary conditions that support navigation across varying geometries and efficiently computing fields with reliable gradients. Zero-Dirichlet obstacle boundaries terminate sampled paths at walls, weakening the goal signal along long routes and making it harder to estimate reliably. We instead impose reflecting Neumann conditions on obstacles and a Dirichlet condition at the goal, allowing sampled paths to continue exploring free space until they reach the target. To solve the resulting PDE without a configuration-space mesh, we extend a Monte Carlo (MC) solver, Walk on Stars (WoSt), to higher dimensions. However, local MC fluctuations can reverse estimated gradient directions and cause planning failures, making direct planning require costly sampling. PUN amortizes this computation by learning geometry-to-field mappings from noisy, partially converged Monte Carlo labels, avoiding expensive convergence for every training example. At inference, test-time scaling uses bounded local search guided by the predicted global field. We evaluate PUN on planning tasks across dimensions. Across four noise levels, PUN matches or outperforms all compared planners, achieving 95-100% success on the 4D replanning benchmark while maintaining the lowest runtime. At the highest tested noise level in 4D, PUN achieves 10.7-60.6% relative gains in success rate over other methods while running 3.29-32.15 times faster.
MindView benchmark tests AI on generating consistent 3D views from partial data
MindView: Benchmarking Generative Multi-View Spatial Intelligence
Abstract: Spatial intelligence has recently been assessed through generative tasks such as spatially grounded image editing, yet language-guided generation of spatially consistent views from partial multi-view observations remains underexplored. We introduce MindView, a benchmark for generative multi-view spatial intelligence with 1,500 samples from 513 scenes across three indoor datasets. Its seven tasks form two families: geometry-dominant tasks specify changes in camera position and orientation, while semantics-dominant tasks require inferring target viewpoints by grounding referred objects and interpreting spatial relations and reference-frame cues. Evaluation of eleven generators reveals substantial room for improvement on MindView. A paired context analysis further shows that all eleven generators obtain lower overall scores under the expanded context setting. These findings motivate us to investigate whether task-specific supervision can improve target-view generation and whether models can use additional multi-view evidence effectively. We therefore fine-tune BAGEL on the MindView training dataset, improving its overall score by 24.3 points and yielding gains across all seven MindView tasks. Beyond these generation gains, the fine-tuned model also yields higher scores on three spatial-understanding benchmarks without training on their annotations, suggesting that learning to generate spatially grounded views may benefit spatial understanding. To improve evidence utilization under expanded context, we propose MindCue, a training-free spatial evidence selector guided by a target-view hypothesis. MindCue reverses the drop in overall score under expanded context and outperforms the standard-context baseline. Overall, MindView provides a concrete testbed for generative multi-view spatial intelligence.
Synchronization limits performance in multi-node cpu decoding of ternary models
Weight Placement Is Not Enough: Synchronization in Multi-Node CPU Decoding of Ternary LLMs
Abstract: Ternary LLMs read only a few gigabytes per decoded token, yet on dual-socket servers with four NUMA nodes the fastest ternary runtime we found uses less than half of the memory bandwidth. Placing each weight on the node of the thread that reads it is necessary but not enough: in a decode engine with node-local weights that reuses ik_llama.cpp's kernels, threads on two generations of Xeon servers still spend 20-48% of each token waiting at synchronization points. Per-thread barrier traces show that most of the wait is for the slowest threads of each node; the barriers' own latency (microseconds each, but up to 12% of the token for the smallest model) and serial per-node work are smaller parts. On identical kernels, a Megatron-style column split beats a row-owned split without cross-node reductions in every configuration we measured, and isolating the number of barriers shows that most of its gain comes from its threads waiting less for each other and for their node leaders, and only a minority from having fewer barriers. Where decoding is DRAM-bound, the resulting engine is 1.5-2.1x faster than ik_llama.cpp with all cores and 1.5-1.9x faster than ik_llama.cpp at its fastest thread count (3.2x and 2.8x for a small model that runs from the L3 cache), at the same accuracy and with less energy per token.
Adaptive multi-token prediction speeds up language model decoding
Adaptive Multi-Token Prediction: How far should we go?
Abstract: Multi-token prediction (MTP) can accelerate language-model decoding by drafting several tokens and verifying them in a single target-model pass. However, the best speculation horizon changes with context: longer drafts offer greater amortization when reliable, but can waste compute on suffixes discarded after a rejection. Unlike autoregressive drafting, where a stopping rule can decide token by token, MTP must fix the horizon before drafting, as all heads fire in the same forward pass. We therefore formulate horizon selection as an online control problem, using verification feedback to learn how far the draft can be trusted in each context, and introduce Adaptive Multi-Token Prediction (AMTP): a lightweight controller that requires no retraining and leaves the exact verifier unchanged. To guide horizon selection, we characterize the expected number of tokens committed at each horizon via acceptance survival, the probability that a draft prefix is fully accepted. Before each round, AMTP predicts how far the draft is likely to survive and picks the horizon with the highest expected tokens per second, learning freely from every verification pass. Theoretically, we show that any online learner's prediction error translates into throughput regret against the best horizon for each context, and in turn into a bound on wall-clock completion time. With online gradient descent, this regret is sublinear. Across five draft-target pairings built on Llama-3.1-8B-Instruct with Medusa heads, Meta's MTP models, and Qwen3-4B-Inst-2507-MTP, evaluated on AIME 2025 and GSM8K, AMTP decodes up to 4.1x faster than standard decoding and matches or outperforms the fixed window in 8 of 10 settings, with throughput gains of up to 10%.
Efficient graph generation method cuts memory use and speeds training
Efficient Edge-aware Attention Network for Graph Generation
Abstract: Graph generative models commonly use graph-specific Transformer architectures to jointly update node and edge features. However, these architectures do not directly benefit from recent hardware-aware attention implementations, limiting their scalability. The adaptation is, however, non-trivial: edge and graph-level features must be injected into pairwise attention scores, graph masks must be respected, and dynamic edge updates remain a major source of quadratic memory usage. We propose an edge-aware attention layer for graph generation that incorporates structural information through head-wise score modulation, while updating edge representations with a lightweight residual mechanism that retains attention-score dependent edge updates. This layer can be effectively implemented using PyTorch's FlexAttention. We achieve similar generation quality to our baseline while reducing peak GPU memory by around 65% and substantially improving training and sampling throughput. These results suggest that the proposed architecture is a practical step toward scalable graph foundation models.
Multimodal method links speech to picture details for dementia detection
NarraSpace: Multimodal Scene-Grounded Evidence for Picture-Description Dementia Classification
Abstract: Picture-description dementia classification uses a shared visual scene, but a transcript-level prediction alone does not identify the scene evidence underlying its inputs. NarraSpace links words and speech times to named picture elements and retrieves utterances for predefined scene events. Narrative-spatial descriptors summarize coverage and temporal organization. A frozen language model contrasts each event's text under examples from Alzheimer's disease and healthy-control training participants, alongside transcript surprisal and coverage measurements. Retained source records link event scores to their source utterances, speech intervals, and lexical matches. On the official 48-participant test set of the Alzheimer's Dementia Recognition through Spontaneous Speech benchmark, a fixed support vector classifier achieves $80.88\%\pm2.56\%$ mean accuracy over fifty seeds; averaged probabilities yield $81.25\%$ accuracy and $91.32\%$ area under the receiver operating characteristic curve. NarraSpace makes the construction of scene-linked classification inputs explicit and inspectable by connecting event-indexed language-model measurements to their source utterances, speech timing, and extraction records. Such source-linked measurements could support clinician review of picture descriptions by presenting quantitative summaries alongside the original speech evidence.
Complexity aware rendering improves 3D scenes at small budgets
KoalaGS: Complexity-Aware Continuous Level of Detail for Gaussian Splatting
Abstract: Deploying a trained 3D Gaussian Splatting scene under shrinking compute budgets requires one primitive set to remain effective when rendered at smaller prefixes. In this continuous level of detail (LoD) setting, the challenge is to decide which Gaussians should retain capacity as the budget decreases. A pilot study on 3DGS-MCMC reconstructions shows that image complexity, computed from the input views before optimization, predicts where reconstruction error concentrates in image and 3D space. It also reveals that simple regions contain too many Gaussians and degrade as much as complex ones at lower budgets, despite being inherently cheaper to represent. Subsequently, in KoalaGS, during training we use this complexity prior to bias relocation toward poorly reconstructed areas while ensuring smooth degradation across LoDs. A primitive importance score then enables inference at low-capacity, while preserving the scene structure. Tested across three datasets, KoalaGS maintains competitive full-capacity quality while significantly improving quality across the budget spectrum, yielding smoother transitions across LoDs, and enabling faster progressive streaming.
PhysCanvas improves robot policy learning with visuo-tactile world models
Physical Canvas: A Vision Tactile World Model For Robot Policy Evaluation And Learning
Abstract: Evaluating and post-training robot policies through physical interaction is costly and difficult to scale, motivating action-conditioned world models as interactive simulators. However, visually plausible predictions can misrepresent contact dynamics, providing unreliable feedback for policy evaluation and learning. We introduce PhysCanvas, a state-consistent visuo-tactile world model for contact-rich robot manipulation. PhysCanvas unifies multi-view RGB, tactile images, marker displacement, task state, and actions within a unified vision space. All modalities share a video VAE and pretrained generative backbone, allowing optical touch to reuse visual and temporal priors. Motion images derived through forward kinematics and camera projection provide spatially aligned action conditioning, while an initial RGB anchor and updated reference observations guide sequential generation. Our consistency-aware post-training uses the frozen Scene Reward Model, Modality Reward Model, and State Reward Model to supervise scene preservation, visual-tactile compatibility, and agreement with real task outcomes. The resulting world model supports closed-loop policy rollouts for evaluation and provides imagined interactions and rewards for GRPO policy updates. Across four real-world manipulation tasks, when policies are rolled out in the world model, State Reward Model supervision increases the arithmetic mean of task-wise Pearson correlations between world-model and real-world success rates from 0.602 to 0.885. Policy post-training in the reward-guided world model further increases $π_{0.5}$'s mean real-world success rate from a 59.1% SFT baseline to 70.8%. These results demonstrate the value of unified multimodal modeling and consistency-aware post-training for robot policy evaluation and learning. Project page: https://zebinx.github.io/PhysCanvas_HomePage/.
TraceLite cuts software agent token use with smart trace compression
TraceLite: Efficient Trace Reduction for SWE Agents via Optical Compression and Redundancy Removal
Abstract: Software engineering agents solve repository-level tasks through iterative tool use, but their continuously growing interaction traces incur substantial token consumption and inference overhead. Existing compression approaches often require model training, auxiliary LLM calls, or assumptions about specific content such as source code. We present TraceLite, a simple yet effective, training-free framework for compressing heterogeneous SWE-agent observations. Our preliminary study shows that optical rendering preserves substantial textual and semantic information under moderate compression, while agent trajectories exhibit both cross-step and phase-level redundancy. Motivated by these findings, TraceLite preserves recent observations as high-fidelity text, renders historical observations as compact images, removes overlapping content, and discards phase-expired observation payloads after code editing. It requires neither offline training nor auxiliary LLM inference. We evaluate TraceLite on SWE-bench Verified and DeepSWE using GPT-5.6-Luna and Gemini-3.8Flash as backbone models. On SWE-bench Verified, TraceLite achieves 78.25% resolve rate, outperforming the evaluated compression baselines while reducing average input-token consumption and API cost by 33.05% and 21.30%, respectively. Moreover, it introduces only 0.438 seconds of compression latency per observation. These results demonstrate that TraceLite improves SWE-agent efficiency with low processing overhead and without compromising issue-resolution capability. Our code is available at https://github.com/xjywhu/TraceLite.
Semantic observability framework unifies logs for faster system failure analysis
Semantic Observability for Autonomous Systems Diagnostics
Abstract: Modern distributed microservice deployments generate massive volumes of heterogeneous, multi-format observability logs across physically and logically partitioned infrastructure. Isolating root causes during cascading failures remains an arduous task for Site Reliability Engineers (SREs), bottlenecked by manual keyword filtering and disjointed temporal correlation across monitoring dashboards. We introduce Semantic Observability, an autonomous multi-agent framework that unifies disparate log streams into a dynamic, queryable Property Graph Database. By modeling physical infrastructure topologies, logical software dependencies, and chronological event sequences as attributed nodes and directed relations, it bridges the semantic gap inherent in flat, unstructured log repositories. Building on this unified substrate, we deploy a stateful multi-agent system orchestrated through Directed Cyclic Graphs (DCGs). The system autonomously navigates the topology, applying causal graph algorithms and temporal back-traversal to isolate the precise blast radius of anomalies. The pruned subgraph is then interpreted by a Large Language Model (LLM) reasoning engine to generate contextualized, code-level Root Cause Analyses (RCA) and actionable remediations. This paper establishes the foundational system architecture, formal relational ontology, and multi-agent control loops of Semantic Observability. We show conceptually how the framework eliminates ambient telemetry noise, reduces Mean Time to Resolution (MTTR), compresses LLM token consumption, and prevents structural hallucinations. We also specify an open-source validation framework on standard benchmarks (LogHub and Train-Ticket), laying the groundwork for a forthcoming companion paper on exhaustive quantitative evaluation and production benchmarking.
Interwebcoder improves interactive webpage coding with fast test feedback
InterWebCoder: Learning Interactive Webpage Generation from Executable Tests via Reinforcement Learning
Abstract: Interactive webpages underpin modern applications, but reproducing both their visual appearance and multi-step behavior remains challenging for multimodal large language models (MLLMs). Scalable training data must capture user actions, state transitions, and expected outcomes, while real-world webpage code is often entangled with irrelevant scripts and external dependencies. Moreover, existing GUI-agent-based verification provides slow and potentially unstable functional feedback. To address these challenges, we propose InterWebCoder, an efficient framework for interactive webpage code generation. InterWebCoder introduces a Test-Specification-Guided and Execution-Verified Data Synthesis pipeline that records real-world interaction trajectories and synthesizes self-contained webpage code with executable test scripts. A failureattributed repair mechanism uses runtime evidence to locate and iteratively fix errors in either the webpage code or test script. We then combine test-ID-weighted supervised fine-tuning with group-relative policy optimization, directly optimizing functional correctness and visual fidelity using test pass rates and state-level visual similarity. This replaces costly GUI-agent verification with fast, reproducible executable feedback. Our pipeline produces 1,736 verified samples from 2,058 tasks, achieving an 84.35% synthesis success rate. On IWR-Bench and Vision2Web, InterWebCoder achieves final scores of 48.54 and 48.42 with a 9B backbone, outperforming 30B-level models and Gemini-3.7-Flash while remaining competitive with Claude-Sonnet-5. It reduces reward-computation latency by over 97%, eliminates external MLLM verification costs, and accelerates end-to-end training by up to 1.4x.
Arabic dialects affect math problem solving in language models
Benchmarking Arabic Dialects for Math Problems
Abstract: Mathematical reasoning remains underexplored for low-resource languages, including Dialectal Arabic. To bridge this gap, we introduce the DAR-MGSM (Dialectal Arabic Multilingual Grade School Math) Benchmark, the first manually curated benchmark for evaluating mathematical reasoning in Dialectal Arabic. DAR-MGSM consists of math word problems (MWPs) requiring multi-step reasoning and covers five major Arabic dialects alongside Modern Standard Arabic (MSA). The benchmark comprises two parallel versions: translated-only and translated & culturally localized. The latter version adapts entities and references to regional varieties. We evaluate eleven Arabic-centric and multilingual large language models on DAR-MGSM. The results show that the performance generally declines on the localized version, highlighting the challenges introduced by culturally grounded adaptations. However, the magnitude of this effect varies across models, with Arabic-centric models exhibiting different levels of sensitivity to localization. A mechanistic interpretability analysis shows that translated and localized variants of the same MWPs often induce distinct internal reasoning trajectories, even when aggregate accuracy remains similar. Overall, our results show that mathematical reasoning performance depends on both linguistic variety and cultural context.
AI-generated debates express values differently than humans do
Value-Rich, Differently Organized: Measuring Value Expression and Organization in AI-Generated Debates
Abstract: Current evaluation of LLM-generated debate largely focuses on argumentative quality, leaving the value structure of generated arguments underexamined. We introduce a diagnostic metric framework for comparing how values are expressed and organized in human-reference and AI-generated debates. The framework separates value expression, the range of recognizable values a debate invokes, from value organization, how those values are distributed and sustained across turns. Grounded in Schwartz's Basic-10 value theory, it represents debates as multi-level value distributions over argumentative units, utterances, stances, and full debates, enabling metrics for value coverage, alignment, diffusion, and cross-turn dynamics. Across multiple generation systems, AI-generated debates are broadly value-expressive, often activating as many or more value dimensions than matched human references, but they organize these values differently. Their utterances are more locally value-diffuse, and source-blind judges distinguish value clarity from value focus. These findings show that debate evaluation should consider not only value presence, but also value organization. Code and supplementary materials are available at https://github.com/Maoyuan-li/Value-Expression-and-Organization.
Ts2vec foundation model matches state of the art for time series
Turning TS2Vec into a Foundation Model for Time Series Classification
Abstract: TS2Vec is one of the strongest self-supervised methods for time series classification, introduced in 2022. It is designed to be trained anew on every dataset: self-supervised pre-training followed by linear probing. Since then, the field has shifted towards foundation models that reuse one encoder across datasets. Yet TS2Vec offers a compact convolutional architecture that operates directly on temporal samples and accepts variable-length inputs without resampling. We ask whether these properties can be retained when the encoder is pre-trained only once, and show that they can: TS2Vec can essentially be turned into a foundation model. Three changes suffice: pre-train on a synthetic corpus, feed the encoder a raw amplitude view and an instance-normalized shape view of the input through two small stems, and distill one specialist encoder per view into a single encoder. The result, TS2Vec-FM, is a 1.6M-parameter dilated convolutional network that, kept frozen, reaches 83.3% on UCR-128 and 75.3% on UEA-27 under linear probing, within 0.3 pp of MantisV2, the current state of the art, and above TS2Vec trained separately on each target dataset. What we find most interesting is how different TS2Vec-FM is from other foundation models in design: near-parity is reached without attention, without a patch tokenizer, and without intermediate-layer extraction, using an "old-school" convolutional encoder and a two-layer MLP stem.
Agent s4 evolves better interfaces for computer-use tasks
Evolving Agent Interfaces
Abstract: Computer-use agents are limited by the interfaces humans give them. An agent may type a spreadsheet cell by cell when a single line of code would do, or print all two thousand lines of a file through a shell to find one function. Both the interfaces and the knowledge of when to use each are built by hand, which cannot keep pace with new applications, workflows, and models. We argue that interface design should itself be an agent capability. We introduce Agent S4, an autonomous computer-use scientist that builds Evolving Agent Interfaces from task experience. A meta-agent examines task agents' trajectories on synthetic training tasks, without success labels, and constructs and revises interfaces and usage knowledge in a repository. Population-based evolution then selects which repositories to develop further by their performance on validation tasks the meta-agent never sees, favoring changes that generalize beyond the seen tasks. On OSWorld V2, Agent S4, with Qwen3.8-27B and the evolved repository of interfaces, sets a new state of the art in open-source computer-use agents, reaching 21.3% binary score, 3.8 times the same model with fixed interfaces. This is above both GPT-5.5 (13.0%) and Claude Opus 4.8 (20.6%), at about 4.3% and 1.5% of their respective costs. On ScienceBoard, the evolved interfaces improve the success rate from 41.4% to 58.6% with the same model. These results suggest that useful interfaces can be evolved from experience, making autonomous interface design a source of improvement complementary to advances in models and harnesses. We open-source our code at https://github.com/simular-ai/agent-s.
Neural method smooths and improves large scale lidar maps
Neural Implicit Energy Optimization for LiDAR Mapping
Abstract: Neural implicit representations provide memory-efficient signed distance field (SDF) parameterizations for large-scale LiDAR scenes, but the geometry recovered from sparse and often noisy inputs carries jitter and artifacts. Classical geometric optimization techniques resolve such artifacts with surface energy functionals, whose minimizers correspond to smooth surfaces. Motivated by this principle, we formulate neural LiDAR mapping as the optimization of energy functionals over the parameter space of neural implicit representations. Specifically, we regularize the signed distance field with an energy functional defined on the shape operator of its level set, which represents the curvature of the surface, thus encouraging smoothness along the surface. This adapts classical geometric priors to the scale of million-point LiDAR maps. Experiments on large-scale datasets show reconstructions with improved smoothness at preserved geometric fidelity, and no additional inference-time cost. The code is publicly available at \href{https://github.com/HrishikeshVish/nieo}{https://github.com/HrishikeshVish/nieo}
Quantum switch protocol minimizes memory for entanglement distribution
Entanglement Distribution in Quantum Switch Networks: Memory Limits and Achievability
Abstract: We study the minimum persistent memory required to distribute a graph state through a quantum switch. Specifically, consider a central switch that assists $n$ remote users in distributing a graph state, using independently generated user-switch Bell pairs. Since Bell-pair generation is probabilistic, different links generally succeed at different times. When a Bell-pair is generated, the qubits may need to be stored in memory while waiting for other links to succeed. Recently, new protocols have been proposed to reduce this storage overhead by processing and releasing some switch qubits before all Bell links are available. However, these protocols do not characterize the minimum persistent switch memory required at each stage. Moreover, the local-cover method in the state-of-the-art Piecemaker protocol is computationally expensive for general target graphs. In this work, we characterize the minimum persistent switch memory required after any subset of users' Bell links are generated and processed. We then develop an online stabilizer-transition protocol that attains this limit, which can be implemented in polynomial time in the number of qubits $n$. Remarkably, this optimal protocol can provide substantial memory reductions over existing heuristic approaches. In particular, for the path graph $P_n$ over $n$ users, Piecemaker protocol requires at least $\lfloor n/2\rfloor$ qubits of peak persistent memory for \textit{every Bell-links generation order}, whereas under the order $(1,2,\ldots,n)$, our protocol requires only one persistent switch qubit. Finally, the same stabilizer-transition framework also provides a direct forward construction for sequential graph-state generation using the minimum number of quantum emitters, equal to the maximum of the height function.
Rtl repair benchmarks measure model behavior and scoring differences
What Do RTL Repair Benchmarks Actually Measure?
Abstract: RTL repair benchmarks should measure whether a model can fix broken RTL given a specification. To this end, we construct and hash-bind RTLRepairDataset, 5,784 (broken, fixed) training pairs; RTLRepairBench, 459 held-out cases with 374 syntactic and 85 behavioral mutations; and an evaluation harness supporting simulation and formal equivalence. We then use this infrastructure to identify two measurement confounds. First, simulation and formal scoring give opposite signs for the apparent effect of providing a specification in one evaluated cohort; reset-aware rescoring attributes almost all of the simulation-formal disagreement to reset and first-cycle comparison semantics. Second, on 274 mined model failures, the specification-only minus specification-conditioned recovery point estimate ranges from -8.5 to +18.3 percentage points across six models. Thus, a conventional repair score need not isolate whether the model used the faulty RTL. We translate these findings into evaluation controls: report initialization, reset, first-cycle, and unknown-value semantics; disclose oracle coverage and undecided cases; and include a specification-only baseline. Together, the resources and audit provide both a benchmark for behavioral repair and a protocol for diagnosing what contributes to its measured score. We release the benchmark, the training set, construction code, sanitized aggregate evidence, and reproduction materials at https://github.com/Evaaaz/RTLRepairBench.
Video point model forecasts 3D scenes and robot actions together
Learning the 4D World through Point Trajectory Forecasting
Abstract: Reliable multi-view forecasting requires videos from different cameras to describe the same evolving 3D scene. To this end, we introduce Video-Point Model (VPM), a world model that conditions on multi-view video histories and a language instruction to jointly forecast future videos from arbitrary viewpoints and the 3D trajectories of persistent scene points. We extend a pretrained world model with camera-conditioned multi-view processing that integrates complementary observations across cameras, and add a trajectory head that predicts how physical points move through time. Each trajectory tracks a single point across all views, and supervising these trajectories alongside video generation therefore anchors appearance changes in every camera to a shared description of 3D motion. To support training and evaluation, we build VPM-Data, a simulation corpus pairing synchronized multi-view videos with persistent point trajectories, and VP-WorldBench, a forecasting benchmark spanning simulated and real environments. We further extend VPM to robot control by adding robot actions as a token modality in the generator. Action tokens share the point-supervised backbone and are denoised jointly with future videos, thereby grounding the policy in the same 3D-aware representation. On VP-WorldBench and existing 4D generation benchmarks, point supervision improves both video fidelity and 3D motion accuracy over a video-only counterpart, and in simulated and real-robot experiments, it also raises the manipulation success of the action-enabled model.
Parallel integration speeds up neural solutions for time related problems
PaPi: Parallel Picard-Duhamel Integration for Fast Neuro-Spectral Architectures
Abstract: Neuro-spectral architectures (NeuSA) are a class of physics-informed neural networks (PINNs) that have proven effective for solving time-dependent PDEs in the frequency domain. However, training and inference often rely on costly numerical integration of the learned vector field, typically using sequential Runge-Kutta time stepping, which limits temporal parallelism. We introduce PaPi, an integration scheme inspired by weakly nonlinear flows that enables time-Parallel inference through exponential integration and a Duhamel-Picard scheme. We show that the Duhamel-Picard iteration converges exponentially for all flows, and provide explicit error bounds that depend on how close the flow is to linear. Experiments show that PaPi accelerates training and inference by up to two orders of magnitude, achieving training times of under one second for low-dimensional PDE learning problems, while maintaining competitive predictive accuracy.
WildMAE improves wildlife image reconstruction with structure aware decoding
WildMAE: Structure-Aware Masked Autoencoding for Wildlife Image Reconstruction
Abstract: Camera-trap imagery presents substantial variation in animal appearance, illumination, background clutter, and visual degradation. Masked autoencoders (MAEs) offer a label-free framework for modeling such data through reconstruction of randomly hidden image patches. We present WildMAE, a decoder-side extension of MAE that combines local structure-aware refinement with masked-to-visible cross-attention. A zero-gated convolutional residual path introduces a two-dimensional neighborhood prior, while gated cross-attention allows masked positions to retrieve contextual information from visible-position features without replacing the original Transformer decoder. The associated training recipe progressively introduces normalized-pixel, Sobel-edge, and perceptual objectives. In the original Snapshot Serengeti study, covering 4,744 test images at 75% masking, the reported reconstruction scores were 27.90 versus 24.33 dB PSNR, 0.840 versus 0.780 SSIM, and 0.160 versus 0.320 LPIPS for WildMAE and vanilla MAE, respectively. Additional historical records document favorable average differences under four synthetic degradation conditions and describe component variants. We present the method, experimental observations, and their scope together: the retained metrics are historical protocol-dependent results, rather than a newly reproduced, harmonized comparison or a validation of restoration from genuinely unavailable pixels. WildMAE provides a practical architectural case study for combining global token mixing with spatial and targeted contextual refinement in wildlife masked-image modeling.
Agenticroborl boosts robot planners by post-training across different harnesses
AgenticRoboRL: Bringing Coding-Agent Post-Training to Agentic Robotics
Abstract: Agentic robotics systems combine planners with robot harnesses to perform complex manipulation tasks. Recent work improves these systems through better harnesses and external memory, but relies on powerful closed-source models as planners and does not improve the planners' own capabilities. In contrast, coding agents have improved substantially by post-training the model itself. We therefore investigate whether post-training can also improve robot planners. However, applying it across robot harnesses requires accommodating different execution mechanisms, including VLA skill invocation and control-code generation. To this end, we introduce AgenticRoboRL, a framework for post-training robot planners across different harnesses. The training recipe combines supervised fine-tuning with multi-turn reinforcement learning. To accommodate different execution mechanisms, harness-specific adapters connect recorded planner interactions with task outcomes, enabling a common RL training pipeline while keeping execution components fixed. On LIBERO-PRO, AgenticRoboRL raises the success rate of a 9B-parameter planner from 18.1% to 71.0% without external memory, approaching the 72.1% achieved by Codex (GPT-5.5) with external memory. These results demonstrate post-training as an effective approach for improving robot planners. We will release the framework and trained planner checkpoints.
ReLU networks can be simplified to just two hidden layers
Two $\operatorname{ReLU}$ Layers is All You Need
Abstract: We prove that every $\operatorname{ReLU}$ network can be exactly simulated by a $\operatorname{ReLU}$ network with two hidden layers. We present two proofs: one that is based on fillings in homological algebra and a direct combinatorial proof.
Teacher scoring method improves agent training by fixing blind spots
Capable Teacher, Myopic Scorer: Reward-Free Teacher Repair for Agentic On-Policy Distillation
Abstract: Agentic on-policy distillation (OPD) trains a student agent on its own trajectories while a teacher scores every token. A natural explanation of where it goes wrong is compounding error: the student's mistakes carry its trajectories beyond the region where the teacher is reliable, so recent methods keep training inside that region, through episode-length curricula, teacher-guided turns, prefix replay, or teacher intervention where the two disagree. We show this explanation is incomplete. From the states where the student departs most from the teacher, the teacher's own takeovers still finish the task, yet the student trained on its token scores keeps running out of turns. We attribute this to the myopia of next-token scoring. The teacher rates each token without seeing where the episode ends, so its scores let through the safe, delaying moves that outcome-based RL would punish with zero reward, a penalty agentic OPD lacks. We call this difference between what the teacher does and what it scores the rollout-scorer gap. We propose Rollout-to-Scorer Distillation (R2S), which repairs the scorer before distillation by mining high-disagreement states from the untrained student, running teacher takeovers from them, keeping the states where enough takeovers pass a reward-free check such as consensus or an LLM judge, and fine-tuning the teacher to give its takeover-informed scores on every assistant token from the divergence turn onward, without the takeover in context. The repaired teacher is frozen as the sole scorer for standard OPD, requiring no task reward during repair or training. Across three environments, two teachers and four students, R2S outperforms three state-of-the-art agentic-OPD methods in all twelve teacher-student-environment cells, by 12.8 success points on average over the best of them in each cell. Project page: https://tree-shu-zhao.github.io/r2s/.
Scene reconstruction system creates physics-ready 3d scenes from images
SceneRig: An Agentic System for Simulation-Ready 3D Scene Reconstruction from Single Images
Abstract: Simulation is a powerful tool for robotics, but building diverse, simulation-ready scenes at scale remains difficult. Reconstructing scenes from single images is a promising alternative, but visual similarity alone is insufficient: objects must also be recovered, accurately placed, and physically grounded. Existing methods that rely on post-hoc physics settling often misplace objects, producing scenes that look correct but behave poorly under manipulation. We present SceneRig, an agentic system that turns a single image into an editable, simulation-ready scene. SceneRig combines geometric, visual, and physical tools to reconstruct a faithful 3D scene. An agent then performs edit-and-validate loops inside a physics simulator to achieve physical stability. Across diverse inputs, SceneRig improves instance segmentation, object-centric appearance, and 3D placement while keeping the reconstructed scenes physically stable. Furthermore, SceneRig is effective for downstream robotics: its scenes predict real-robot policy outcomes more accurately than the baseline method and more reliably support replay of recorded manipulations without trajectory adaptation.
Hybrid model improves efficiency and quality in multimodal reasoning
Beyond the Sequentiality Bottleneck: A Hybrid Diffusion-Autoregressive Framework for Efficient Multimodal Reasoning
Abstract: Autoregressive models (ARMs) face a "Sequentiality Bottleneck" in reasoning, while diffusion language models (DLMs) offer parallelism but lack semantic coherence. To addresses both limitations, we propose Collaborative Reasoning Asymmetric Learning (CoRAL), a hybrid framework via an Asymmetric Planner-Executor (APE) architecture: a DLM Planner generates K diverse reasoning trajectories in parallel, while a large ARM Executor selects the optimal plan and synthesizes the final answer. To train the Planner effectively, we introduce Reward-Guided Denoising for CoT (RDC), which integrates outcome-based rewards into the diffusion process to steer it toward goal-directed reasoning. Experiments on vision-language benchmarks show that CoRAL significantly outperforms prior diffusion-based methods and achieves competitive performance against strong ARMs, achieving both superior efficiency and quality.
Birthday estimators achieve optimal accuracy for Renyi entropy measurement
Birthday Estimators Are Uniformly Optimal for Renyi Entropy
Abstract: Collisions are a basic probe of unknown distributions, used for testing and for counting substructures in graphs, and they underlie Rényi entropy, a fundamental measure of uncertainty with applications in cryptography, machine learning, physics, and biology. Motivated by this, we study the natural birthday estimator. We prove Bernstein-type concentration for it and show that it is minimax optimal, uniformly and jointly in alphabet size, order, accuracy, and confidence, with no sample splitting, clipping, or median aggregation. This, in particular, settles the sample complexity of integer-order Rényi entropy estimation up to absolute constants in all regimes, closing the gap between the best known upper and lower bounds. Our concentration bound rests on a sensitivity analysis of collision count, and the matching lower bound on a sharp analysis of detecting a hidden spike in a plateau distribution.