Week beginning 9th November 2026
Every computer science paper posted to arXiv this week, with plain-language summaries and practical uses for each one. Includes commercial applications where relevant.
Pixel based video generation improves resolution and responsiveness
Back to Pixels: Lifting Latent Video Diffusion into Pixel Space
Abstract: Frontier video generation models work in a VAE latent space that compresses video in both space and time. This compression made training tractable, but now limits high-resolution, controllable, and interactive generation -- doubling resolution quadruples token count, conditions apply to groups of frames rather than individual ones, and each response must wait for the rest of its multi-frame block. We present PixVid, a simple yet effective method that lifts a pretrained latent video model to directly generate every frame in pixel space. PixVid keeps the diffusion transformer and replaces the VAE decoder with a convolutional head that renders its outputs into pixels. We find that predicting clean video rather than velocity, together with a larger noise shift, is key to quality. Finetuned from Wan2.1-14B, PixVid is competitive with the latent baseline within $\sim 1.3$M training clips. Working framewise in pixels, it generates at $2\times$ higher resolution with the same per-frame token count, keeps depth-conditioned video editing aligned under fast motion, and responds to each action at the next frame. Project page: https://chenshuo20.github.io/PixVid/
Vision capacity matters more than pretrained encoders in multimodal models
Unbundling Multimodal Vision Encoding
Abstract: How multimodal language models should encode visual input remains up for debate. Most models use a pretrained vision encoder, while some recent recipes train the encoder from scratch with the language model or remove it entirely. Vision encoders bundle together three design choices: a visual prior from upstream pretraining, dedicated vision capacity, and pre-fusion placement of that capacity (i.e., before the multimodal backbone). Because published models also differ in data, architecture, and compute, comparing them cannot isolate the effect of each choice. We disentangle these choices via a controlled framework where we pretrain all models from scratch on common data and compare them on visual question answering and language benchmarks at matched lifetime compute. We find that the visual prior is not necessary; an encoder trained jointly from scratch is on par with a pretrained one, without a separate training stage. What matters instead is dedicated vision capacity: an encoder-free model trails on visual understanding even when its backbone is enlarged by the encoder's parameter count. Yet that capacity need not precede multimodal fusion, as vision-only modules added in-fusion to early backbone layers perform comparably to a pre-fusion encoder and can lower time to first token. These results also hold across backbone sizes, when encoder pretraining is treated as free, and when starting from a pretrained language model. Overall, our findings favor dedicated vision capacity trained jointly with the backbone and placed early within it.
Efficient rendering speeds up view synthesis with baked scene info
TTB: Test-time Baking for Efficient Rendering of Decoder-only View Synthesis Models
Abstract: Decoder-only Large View Synthesis Models (LVSMs) with KV-cache have recently achieved state-of-the-art quality by regressing novel views from neural networks without reconstructing 3D geometry, while Test-Time Training (TTT) layers save computation but sacrifice quality. We propose Test-Time Baking (TTB), a strategy that learns to bake global scene information from cross-view attention into a lightweight MLP, enabling fast and high-fidelity novel-view decoding. The first key is to repurpose the fast-weight MLP of TTT to learn the cross-view attention mapping explicitly from its input-output pairs, rather than replacing attention entirely, achieving the same rendering efficiency as TTT while delivering substantially higher quality. The second key addresses a modality misalignment between context prefilling and novel-view rendering: we disentangle context tokens into camera-only context rendering tokens to serve as TTB input, and context ground-truth tokens with image content to serve as the TTB mapping target, ensuring the baked MLPs are relieved of the modality generalization challenge between context and novel-view processing. Our method achieves up to **23x** rendering speedup with quality on par with the state-of-the-art across several benchmarks. Project page: https://test-time-baking.github.io
Public platform tracks and predicts large language model designs
ArchSpace: Recording, Reviewing, and Referencing LLM Architecture Research
Abstract: Model architecture shapes the scaling behavior, training efficiency, and inference cost of LLMs, making it a central focus of both industry and academia. In industry, teams such as those behind DeepSeek, Qwen, and Kimi routinely introduce architectural innovations, yet public reports rarely document which ideas succeeded, which were abandoned, and why. In academia, limited compute and inconsistent baselines often restrict evaluations to small-scale, single-point comparisons, making it difficult to establish whether improvements hold at larger scales or translate into broader impact. ArchSpace addresses both gaps as a public platform for Recording, Reviewing, and Referencing Architecture Researc}: each proposal is recorded with its experiments and reasoning, reviewed by the community, and referenced by later work. To evaluate ideas before costly large-scale training, ArchSpace leverages scaling laws to predict model loss at larger scales from smaller experiments, a practice widely adopted in industry. We provide initial references that make the platform usable: Qwen3.5 and OLMo3 baselines, fitted scaling laws, and a reusable training recipe. Ideas validated through this review can in turn become new baselines, and ArchSpace thereby aims to broaden the range of ideas that shape the next generation of models.
UAV navigation improved by imagining next visual scenes from language
ProtoVis-Nav: Prototypical Visual Imagination for Visual-Spatial Aligned UAV Navigation
Abstract: Vision language navigation (VLN) is very challenging for Unmanned Aerial Vehicles (UAVs) since small errors in 3D motion prediction can lead to navigation errors and collisions. Unable to fathom execution outcomes in 3D environments, existing methods often struggle to predict accurate navigation waypoints from language instructions. To solve this, we introduce the Prototypical Visual Imagination framework, shortened as ProtoVis-Nav, which forces the model to imagine an outcome-associated local visual representation for the intended next UAV movement. Specifically, we predict feature prototypes and use their linear combination to estimate the visual feature of the target region. In this manner, the VLN model first imagines the local visual representation of the next intended location, and then uses predicted prototypes as context for generating the final action, promoting alignment between visual context and waypoint outputs. Extensive experiments demonstrate the effectiveness of the ProtoVis-Nav framework and show substantial improvements over existing baselines.
Neurosymbolic AI reduces portfolio rule violations in continuous allocation
Internalizing Investment Mandates: A Neurosymbolic RL Approach to Portfolio Allocation
Abstract: Institutional portfolios operate under investment policy statements that specify asset allocation constraints, often conditioned on market regime information. Deep reinforcement learning has been shown to optimize financial performance but typically does not enforce rule compliance, making it unsuitable for real-world deployment. Existing neurosymbolic methods such as Probabilistic Logic Policy Gradient (PLPG) offer constraint-satisfying reinforcement learning (RL) via differentiable symbolic supervision but assume a finite, discrete action space. We present a PLPG-inspired continuous allocation method that estimates the probability that the policy's own executed action satisfies the investment mandate, using reparameterized Monte Carlo sampling, and adds it to the training objective. No post-hoc enforcement mechanism intercepts actions at inference time and compliance is learned by the agent. Audited directly on deterministic mean actions with no correction, the policy reduces violations of a six-rule regime-conditional mandate from 96-98% for unconstrained RL and 33.4% for a reward-penalty baseline to 4.8%, showing that a continuous-action neurosymbolic policy can substantially internalize a symbolic mandate.
Video generation improved by using keyframes with language reasoning
K2V: Generative Keyframing For Physically Plausible Video Generation
Abstract: Video diffusion models are able to generate samples with high-quality appearance and textural qualities. However, content produced by these methods is known to exhibit significant physical errors. This is because, in a classical video generation setting, all physical reasoning must take place simultaneously and exclusively within the diffusion process.We propose to resolve these issues by redistributing the task of physical reasoning onto a language model-backed keyframe generation module, which allows for explicit reasoning in language, and fine-grained control over the appearance of the video at important moments in the video. We then condition a video generation model with these keyframes, reducing the role of the diffusion model to the simpler task of interpolating between physically-correct intermediate states, rather than inferring an entire sequence with diffusion. Results demonstrate that our approach significantly outperforms existing approaches, achieving state-of-the-art performance on the Physics-IQ Verified benchmark and PhyGenBench.
Machine learning agents improve semi supervised learning with unlabeled data
AgentSSL: Can MLE Agents Leverage Unlabeled Data?
Abstract: Applying machine learning systems to new domains introduces bottlenecks in both labeled data acquisition and manual pipeline engineering. While recent MLE agents show promise in automating pipeline design, they have been studied almost exclusively in fully supervised settings, leaving them untested in realistic regimes where labeled data is scarce but unlabeled data is abundant. In this work, we introduce Agentic Semi-Supervised Learning (AgentSSL), framing SSL as a program search problem and studying how agents navigate this space under limited supervision. We find that even under weak feedback and matched compute, agents can synthesize code that combines and adapts established SSL techniques, exceeding the strongest human-engineered baselines in 8 of 12 settings by up to +21.8%. However, our results identify program selection as a critical bottleneck in AgentSSL, where performance drops by as much as 47% when selecting based on the agent's feedback metric. To systematically study this bottleneck, we introduce ProgramSelectBench, a large-scale benchmark with a combined total of 16,977 agent-generated and human-engineered SSL programs, and evaluate both unsupervised and active program selection methods. We further evaluate AgentSSL on real-world ecology detection tasks, highlighting the opportunities and challenges of transferring agent-discovered strategies beyond controlled benchmarks.
Machine learning improves pose estimation of LEGO parts in images
BrickFlow: Connectivity-Guided Brick Reconstruction
Abstract: Given a set of LEGO parts and an image of an assembled object, our task is to infer the pose of each part to assemble the object. In contrast with traditional 3D reconstruction, doing so requires satisfying discrete physical constraints, which provide structure but render the problem combinatorial and highly sensitive to small pose errors. To learn a prior over how parts fit together, we train a set-conditioned SE(3) flow model on procedurally generated assemblies. We then finetune this model to inject image conditioning, using 1% as much data. However, while the learned flow captures global structure, it does not enforce connectivity. To address this, we introduce an analytic connectivity-field guidance to pull predictions toward connected assemblies at test time. Through this, we demonstrate improved build quality with model size, pretraining, and guidance. We make our models and data available for research purposes at https://kulits.github.io/BrickFlow/
Diffusion language models learn when to correct errors for better reasoning
Learning When Diffusion Language Models Should Regenerate
Abstract: Remasking allows diffusion language models to revisit generated text, but effective correction requires knowing when and what to revise. Our diagnosis on Sudoku reveals two gaps. Hidden states contain error information that token confidence does not reliably expose, and remasking an isolated error usually reproduces it when the surrounding context remains fixed. These findings motivate DiVR , a verifier that predicts whether a partially generated sequence will reach a correct answer. Trained on the final correctness of the model's own trajectories, DiVR decides when to regenerate a block and which alternative to retain, while the generator itself stays unchanged. On five reasoning benchmarks with LLaDA-8B-Base, DiVR raises the average accuracy of the fine-tuned generator from 35.3\% to 43.4\% at $1.9$-$3.5\times$ the cost of greedy decoding, above search baselines that use $3.8$-$7.4\times$. It also complements post-training such as supervised fine-tuning and reinforcement learning, and generalizes to other generators, including Dream.
Spatial foundry provides rich 3d home scenes with linked visuals
Spatial Foundry: A Multimodal Dataset for Spatial Intelligence
Abstract: Spatial intelligence requires connecting visual observations to the geometry, objects, and persistent state of an environment. Images alone leave these relationships implicit, while disconnected annotations make it difficult to study appearance, camera motion, and scene changes under a common reference. We introduce Spatial Foundry, a collection of 5,280 furnished residential 3D scene configurations with editable assets and aligned visual, geometric, and temporal data. Its modalities include floor plans, perspective and panoramic RGB, metric depth, point clouds, meshes, instance-level 3D bounding boxes, and camera trajectories paired with video. Shared scene coordinates link observations across views and time; editable source scenes enable additional camera paths and controlled object changes. We describe the data representation and construction workflow, and discuss applications in floor-plan-conditioned 3D generation, geometric reconstruction, instance-level perception, camera-conditioned video generation, shared world modeling, and scene editing. Controlled camera and scene variations support spatial perception and world-model research. The public project page provides videos and an interactive colored point-cloud preview.
Cost-aware memory improves coding agent success and efficiency
CoReMem: Cost-Internalizing Memory for Successive Coding Tasks with Prospective Valuation
Abstract: Coding agents tackle successive tasks on an evolving repository, carrying forward edits and writing memory before the next task is known. Selecting memory for unknown next tasks requires balancing future usefulness against the costs of writing and reading it. The actor must also decide when acting on available memory saves effort as the task unfolds. We introduce Coding-Repository Memory (CoReMem), a cost-internalizing framework that guides memory design and actor adaptation through measured memory value on the next task. Prospective segment valuation compares runs of the next task with and without individual trajectory segments from the same inherited repository state, guiding a compact memory built around anchors: repository locations and executable checks. Actor adaptation estimates on-policy memory value within rollout groups with and without memory, using a reward that prioritizes resolution and penalizes step count in successful runs. Provenance-gated value credit assigns the additional value term to steps identified as using memory-supplied anchors, while every step retains outcome credit. On ChainSWE, CoReMem raises the 27B actor's resolve rate from 21.0% to 25.7%, with 17% fewer steps and 11% fewer total cache-aware tokens, including memory-module calls, relative to the untrained actor model without memory.
Meta learned networks link rapid learning to parameter addition
Linking Rapid Learning to Compositional Structure in Neural Networks: Evidence from Additive Analogies in Meta-Learned Parameter Spaces
Abstract: Humans can learn rapidly from limited experience, while neural networks typically require extensive training. In this work, we investigate what properties of a neural network can enable it to learn rapidly. We study neural networks that have been optimized via meta-learning, a technique that exposes a network to many related functions to facilitate its subsequent learning of similar functions. Prior work has shown that these meta-learned networks can learn new functions rapidly, but how they do so remains unclear. To investigate their internal structure, we take inspiration from classic work demonstrating additive relationships among the learned vectors that neural networks use to represent words (e.g., "king" minus "man" plus "woman" approximates "queen"). Analogously, we look for additive relationships among a meta-learned network's "representations" of different functions; when a meta-learned network rapidly learns to implement a specific function, all of its adapted parameter values can be concatenated into a single vector that we treat as representing the function. We find that such parameter vectors can be added and subtracted according to symbolic relationships among the functions they represent, yielding new parameter vectors that successfully represent the functions predicted by the corresponding symbolic manipulations: the networks specified by these artificially recombined vectors actually implement the intended functions without any direct training on them. Our results suggest that meta-learning can tune a network's starting point to organize subsequent learning along systematic, functionally meaningful trajectories through the space of possible parameter vectors, providing a geometric basis for realizing inductive biases in neural networks.
Language model context attribution with fewer evaluations using sketching
Sketching Language Models for Context Attribution
Abstract: Context attribution asks how removing parts of a prompt changes a language model's output. We study leave-one-out (LOO) attribution for a prompt of $n$ tokens and a fixed measurement function. Computing all LOO values directly requires $n$ model evaluations. Under a stability assumption, our algorithm estimates all LOO values to error proportional to $\varepsilon$ with constant probability using $O(\sqrt{\log(1/\varepsilon)}/\varepsilon)$ evaluation calls. To complement our upper bound, we prove a matching $Ω(\sqrt{\log(1/\varepsilon)}/\varepsilon)$ lower bound on the number of evaluation calls in an oracle model. Empirically, we verify coefficient decay consistent with stability and evaluate the performance of our sketching algorithm on a small language-model retrieval task. Technically, our result is based on a sketching algorithm for arithmetic circuits whose Taylor coefficients satisfy the stability condition recently introduced by Gunn [Gun26]. A direct adaptation of their forward differentiation sketches would require $\widetilde{O}(\log(n)/\varepsilon^2)$ evaluation calls. Our key observation is that we can apply forward differentiation to the backpropagation circuit, with only constant overhead over a forward sketch of the same Taylor degree. This reduces the variance of the sketches and is key to our improved evaluation bound. Our lower bound builds on the techniques of Amsel, Chen, Duman Keles, Halikias, Musco, and Musco [ACDH+26, SIAM Journal on Matrix Analysis and Applications] for lower bounding the number of matrix-vector queries to estimate the diagonal elements of random matrices.
Tournament equilibrium set membership is PSPACE-complete under uniqueness
The Tournament Equilibrium Set Is PSPACE-Complete, Even under Hereditary Uniqueness
Abstract: The tournament equilibrium set (TEQ), proposed by Schwartz in 1990, is a classical voting rule based on pairwise majority comparisons. Its definition is recursive: an alternative is judged by the alternatives that beat it, called its dominators, and by which of those dominators TEQ itself selects. Deciding whether a given alternative belongs to TEQ was known to be NP-hard and to lie in PSPACE. We close this gap by proving that the problem is PSPACE-complete. To our knowledge, this is the first PSPACE-completeness result for membership in a tournament solution. The hardness persists even when every nonempty subtournament has a unique minimal retentive set, the property conjectured by Schwartz to hold for all tournaments. Moreover, every such subtournament in our hard instances contains an alternative with at most three dominators. We prove that a single alternative with at most four dominators suffices both to guarantee uniqueness and to find a TEQ winner in $O(N^2)$ time. Thus, on our hard instances, finding one winner is efficient even though recognizing a specified winner is PSPACE-complete. We also study how the complexity changes with the dominator bound. If every nonempty subtournament has an alternative with at most one dominator, the entire TEQ can be computed in quadratic time; allowing two dominators makes membership NP-hard. Under the same condition with four dominators, all $t$ winners can be computed in $O(2^t N^2)$ time, where $N$ is the number of alternatives.
Integer programming solved with polyhedral limits on outputs
Integer Programming with Polyhedral Constraints on the Image
Abstract: We generalize integer programming to the setting in which the image $A \mathbf{x}$ is restricted to an explicitly given rational polyhedron $P$. That is, we solve $\min\{\mathbf{c}^{\mathsf T}\mathbf{x}:A\mathbf{x}\in P, \mathbf{x}\in\mathbb{Z}_{\geq 0}^n\}$, where $A\in\mathbb{Z}^{d\times n}$ and $P$ is an explicitly given rational polyhedron. We present a randomized algorithm running in time $(dΔ)^{O(d)}\operatorname{poly}(L)$ in this regime, where $Δ:= \|A\|_\infty$ and $L$ is the binary input length. This running time matches that of the best-known parameterized algorithms for integer programming, due to Eisenbrand and Weismantel and to Jansen and Rohwedder, and improves on the $O(d^2)$ exponent achieved by Dadush, Léonard, Rohwedder, and Verschae in a more general setting. This result enables several applications, including exact algorithms for integer programming and unbounded knapsack in which the consumed resources $A\mathbf{x}$ must satisfy arbitrary additional linear constraints. We also obtain a randomized fixed-parameter algorithm for Unbounded Subset Sum parameterized by the doubling constant, resolving an open problem of Randolph and Węgrzycki. For integer programs with $m$ constraints and bounded row doubling, we obtain an $f(C,m)n^{O(m)}\operatorname{poly}(L)$-time algorithm and show that the dependence on $m$ in the exponent of $n$ is necessary under $\mathsf{W[1]}\ne\mathsf{FPT}$.
Classical energy models solve reasoning puzzles much faster than looped models
Classical Energies Learn to Reason 1,000x Faster than Looped Models
Abstract: Looped models have emerged as a prominent paradigm for reasoning, with successes on simple reasoning puzzles such as Sudoku-Extreme and Maze-Unique. However, these models can be unstable, slow to train, and use many parameters and FLOPs to solve simple puzzles. Descent on an energy not only mitigates these issues but also offers advantages: built-in early stopping, compute that adapts to problem difficulty, fast training without differentiating through a solver, and interpretable weights that learn the constraints of the puzzle. Here we demonstrate this with a learned version of Hopfield & Tank's energy from the 80s, which we term CRAM, solves 99.996% of Sudoku-Extreme and 100% of Maze-Unique test puzzles after 42 ms and 132 ms of training on one GPU, at least 1,000x faster than looped models on these tasks. CRAM also matches baseline looped models at their highest accuracy on Sudoku-Extreme using at least 282x fewer inference FLOPs. Our work suggests two things. First, that energies are an extremely promising direction for training reasoning from data. Second, a caution against using trivially solvable benchmarks like Sudoku and Maze to test the scalability of looped reasoning techniques.
Measuring stability in transparent insurance pricing models after updates
Quantifying structural stability of transparent models for general insurance pricing
Abstract: The short duration of general insurance contracts leads to rapid distributional shifts in the data, warranting regular model updates. This process may yield a post-update model that differs considerably from the pre-update model in both predictions and structure. Structural stability is upstream of predictive stability, yet existing structural stability metrics are mostly restricted to simple decision trees. Thus, we first introduce the notion of functional transparency, characterising models with a prediction function that can be expressed as a sum of univariate functions for main effects and bivariate functions for pairwise interactions. Then, we propose the Mean Squared Shape function distance, a metric to quantify the structural stability of functionally transparent models, which are particularly relevant in actuarial science. Using three public auto insurance datasets, we present a benchmark study to demonstrate the usefulness of our metric in identifying a stable and accurate transparent model. Generalised linear models with centred numerical covariates are stable, and explainable boosting machines (EBMs) offer a compromise between stability and performance. We also find that stabilisation strategies, such as sequential modelling and fixed hyperparameters, can substantially improve stability for both EBM and XGBoost models, with negligible impact on performance.
Graph decomposition methods compared for query processing speed
Separations Between Submodular-Like Graph Widths
Abstract: Many algorithmic frameworks exist for evaluating join queries. They range from simple ones, such as dynamic programming over a single tree decomposition, high-degree-low-degree splitting from graph algorithms, and the degree uniformization of Joglekar and Ré, to sophisticated ones based on information-theoretic inequalities, such as the PANDA framework for submodular width. Each of these frameworks except high-degree-low-degree splitting comes with a width notion of the query that determines its running-time exponent. We fill this gap by formalizing high-degree-low-degree splitting with $\ell$ degree classes, which gives rise to the degree-splitting width $\mathrm{ds}_\ell$-width. These width notions form a hierarchy, but it was not known whether the more complicated frameworks achieve better worst-case exponents than the simpler ones on any graph query. We study this question for full self-join-free join queries with binary relations, which amounts to colored subgraph isomorphism for a pattern graph $H$. We show that every inequality in the hierarchy $\mathrm{subw} \le \#\mathrm{subw} \le \text{m-width} \le \mathrm{ds}_\ell\text{-width}$ can be strict. For instance, $\text{m-width}(K_{3,3}) = 2 < \mathrm{ds}_\ell\text{-width}(K_{3,3})$ for every constant $\ell$, so no constant number of degree classes reaches the exponent of degree uniformization. We find the smallest separating patterns, with 8, 9, and 6 nodes, respectively, by an exhaustive search with a software tool that computes these widths via mixed integer linear programming. Along the way, we give a degree-based algorithm that removes the polylogarithmic overhead of degree uniformization when evaluating full join queries. Furthermore, we show that with logarithmically many degree classes, the degree-splitting width coincides with the m-width of Joglekar and Ré. Finally, we discuss several open problems.
Llm debugging agents struggle without live database access
Where LLM Agents Get Stuck Debugging Databases: Access More Than Reasoning
Abstract: Large language model (LLM) coding agents are increasingly asked not only to write code but to debug running systems from live runtime data. We report a field observation of one such agent (Claude Code) as it diagnosed eight database incidents in a production message-dispatch engine. In every incident whose root cause depended on runtime concurrency, the agent announced a cause, shipped a fix, and later walked it back, and each wrong guess cost a deploy-and-observe cycle. Mapping each incident to what the agent lacked, we find that access to production state was the most pervasive bottleneck. The missing access included live lock views, untruncated deadlock reports, read-only execution, and an explicit environment context. An access gap was present in all five concurrency-dependent incidents: alone in one, and in four combined with a reasoning error such as anchoring on an early cause, incomplete exploration of the configuration, or a misreading of the code's transaction semantics. The three incidents that did not depend on concurrency needed nothing beyond what the agent already had. Within the incidents, the agent's wrong hypotheses were consistent with the evidence it could see; they were not fabrications. We argue that the next step for production-debugging agents is a forensics layer that gives the agent the access it lacks inside existing security controls. Such a layer would combine a safe interrogation API, a lock-and-deadlock flight recorder, and a production replay harness.
Debate training methods improve learning with imperfect human judges
Towards a Theory of Learnability via Debate
Abstract: Debate has been recently proposed as a training protocol that is hoped to produce more aligned models even as model capabilities scale. The idea is that the human, instead of providing supervision in the form of labels, judges a debate between two models that compete to prove the correctness of opposite labels. It can be shown that functions of a much higher computational complexity can be correctly judged in this way, compared to the complexity of functions that can be directly evaluated using a computationally weak evaluator. This suggests that perhaps debate can be used to teach very complicated functions to models. However, previous work has largely ignored the fact that this is a training protocol, and simply analyzes the game being played between the two debaters for a known judge. We take the first steps towards understanding the learning problem implicit within the protocol, by formulating it as an online learning problem. We show that once we formulate the learning problem precisely, there are cases where the best way to learn given access to a judge is different from running an adversarial debate. This motivates us to define a cooperative version of the protocol, whose learnability we characterize using a combinatorial dimension. We also consider the possibility of the human judge being fallible and occasionally judging the debate incorrectly. We show that a small number of errors in judgement can lead to a large error in learning.
Flex-lbp improves texture recognition by learning customizable binary patterns
FLEX-LBP: Learning Local Binary Patterns with Exact Binary Inference for Texture Classification
Abstract: Local Binary Patterns (LBP) remain among the most widely used texture descriptors, from industrial inspection to medical imaging. Yet their radius, sampling angles, color transform and thresholds are fixed by hand for each dataset. We present FLEX-LBP, which learns these parameters by backpropagation while every forward pass computes exact binary codes and hard histogram counts. A straight-through estimator acts only in the backward pass, so the deployed descriptor is an interpretable hard-binary LBP with 90 learnable parameters and unchanged inference cost. In a controlled ablation on six color texture benchmarks, the component worth learning is dataset-dependent. One configuration, applied unchanged everywhere, learns the geometry and thresholds with the color transform frozen. It improves the nearest-neighbor accuracy of the identical fixed descriptor by 3.55 points on average over five seeds, significantly on five of six benchmarks and never significantly worse. With a linear discriminant readout, it gains 0.9 points; the fully learned descriptor gains 2.7 and has the highest mean. FLEX-LBP is more accurate than five classical LBP-family descriptors, PCANet and a neural LBP on five of six benchmarks. Its mean nearest-neighbor accuracy exceeds that of frozen ImageNet ResNet-50 features (23.5 million parameters). On the Kather colorectal cancer histology benchmark, the fully learned descriptor reaches 93.8%, significantly above the best classical descriptor (Completed LBP, 92.8%). The learned radii adapt in directions that recur across seeds. Noise drowns single-pixel comparisons and illuminant change flips inter-channel ones; median sampling or gray-world normalization restores 96-97%. The code is available as a drop-in PyTorch layer at https://github.com/medalimoussa/FLEX-LBP.
Video generation method improves long-term smoothness and runs in real time
Consistent Video-to-Video Translation via Explicit Correspondences
Abstract: Interactive video-to-video applications require real-time generation while maintaining long-range temporal consistency. However, recent methods achieve speed by restricting attention to a fixed-length causal window. This limits long-range consistency whenever relevant history falls outside the context window. To address this limitation, we introduce vid2vid-long, a correspondence-based approach grounded in a simple observation. Video-to-video translation provides an explicit cross-frame reference: the regions that match in the input video should match in the output video too. Concretely, we compute patch-level correspondences in the input, guiding retrieval of previously generated outputs in the corresponding regions, and condition the model on these patches through correspondence cross-attention. Our experiments demonstrate that vid2vid-long consistently improves long-range temporal consistency across recent video models while preserving generation quality and real-time performance.
Large language models store and use goals to guide code actions
Goal Encoding in LLMs
Abstract: We investigate whether and how LLMs encode goals: internal neural representations that precede and guide action, and that are flexible enough to be realized through many different execution paths. We construct a coding setting with multiple sub-tasks that allows us to evaluate goal-seeking behavior and the selection of sub-goals. In this setting, we localize an encoding of the next sub-goal in the outputs of a sparse set of attention heads. The same heads can be used to decode the LM's future actions in natural language (e.g., "I'm checking if a word is a palindrome"). We verify that this encoding is causal for next action and is plastic: transplanting it into a different environment, e.g., another programming language, triggers the same operation realized with a different sequence of tokens. The LM also sustains the encoding throughout the action's execution, which is puzzling because a transformer LM without recurrence cannot carry a state forward for more tokens than it has layers left. We propose that it does not need to. Under a non-recurrent goal-seeking (NRGS) account, the LM frequently re-reads the goal from the task specification, compares it with the progress visible in the growing context, and pursues what remains. We test the predictions of this account with targeted causal interventions.
Dynamic clustering keeps centers updated fast with limited changes
Dynamic $k$-Median with Worst-Case Update Time and Recourse
Abstract: We study fully dynamic metric $k$-median under unit-weight client insertions and deletions. After each update, the algorithm must maintain at most $k$ centers chosen from the current client locations. We give a randomized constant-factor approximation algorithm with $\widetilde O(k)$ worst-case update time and $O((1+\logΔ)^3)$ worst-case center recourse, where $Δ$ is the aspect ratio of the underlying metric space. The approximation guarantee holds simultaneously over any prescribed finite adaptive update sequence with high probability, while the update time and recourse bounds hold on every execution. We also obtain the same asymptotic guarantees for metric $k$-means.
Metal sandbox boosts Apple GPU coding agent efficiency by scheduling commands
Metal Sandbox: Isolated Execution and Command Scheduling for GPU Coding Agents on Apple Silicon
Abstract: On-device inference requires kernels that make effective use of local accelerators. Efficient training and evaluation of models that generate Apple Metal kernels benefit from native macOS tools and concurrent agent sessions. These sessions alternate between model requests, development commands, and GPU execution, leaving GPU capacity idle for much of a rollout. We present Metal Sandbox, infrastructure that combines restricted per-instance file access, native command execution, and command-level scheduling across interconnected Macs. Each agent retains its workspace and private development environment. Parallel commands can run concurrently, while serial commands share one execution slot per node; eligible waiting commands can migrate to available Macs and return results to the original agent. Integration with Harbor supports task execution, automatic verification, and rollout collection through a common workflow. Controlled experiments on four Mac mini M4 nodes achieve $1.68\times$--$2.05\times$ gains in command throughput under concentrated demand. Sixteen static agent traces give an estimated $2.14\times$ sustained-throughput gain for four sessions per node versus one, assuming continuously replenished sessions and unchanged mean durations. Replaying these measured traces under dynamic scheduling reduces mean tool waiting by 18.8% and batch elapsed time by 22.3%, assuming unchanged phase durations. Metal Sandbox and its Harbor integration are open-source on GitHub.
Submodular secretary problem achieves optimal competitive ratios under constraints
The Submodular Secretary Problem: Tight $1-1/e$ for Monotone Objectives, and Strictly Between $1/e$ and $1/2$ in General
Abstract: In the submodular secretary problem with a cardinality constraint, $n$ elements arrive in uniformly random order, and an algorithm must irrevocably accept or reject each one on arrival so as to maximize a nonnegative submodular function over sets of at most $k$ elements. For monotone objectives we settle the problem: the optimal competitive ratio tends to exactly $1-1/e$ as $k\to\infty$, and its worst case over all budgets $k$ is exactly $1/e$. The bound $1-1/e$ cannot be exceeded even with unlimited computation, and it is achieved by a single algorithm with at most $4n+1$ value queries; previously the best ratio without a shortlist was $1/e-o(1)$, with exponentially many queries. For general objectives, where the best known ratio was about $0.107$, we show that the optimal limiting ratio lies strictly between $1/e$ and $1/2$: we achieve $1/e+3.5\cdot10^{-6}$ for large $k$, and no algorithm achieves more than $0.497053$. We also achieve $0.2677$ at every budget. The main new ingredient of our algorithm is eligibility attenuation: an element that passes the price test at time $t$ is accepted with probability $e^{-τ}$, where $τ$ is the total earlier time during which it would have passed, which makes the probability that it has already been selected exactly $1-e^{-τ}$.
Negative-only learning improves reward verification in reinforcement systems
Negative-Only Policy Optimization for One-Sided Verifiable Rewards
Abstract: Reinforcement learning with verifiable rewards (RLVR) typically relies on a verifier that can reliably judge whether sampled solutions are correct. However, in many realistic settings, complete verification is generally unavailable, while cheap checks can only falsify failures. We formalize this regime as one-sided verifiability (OSV): verified negatives are reliable counterexamples, but verified positives are merely non-falsified candidates and may contain many false positives. This asymmetry makes standard RLVR unreliable, because reinforcing verified positives can directly reward shortcuts that pass partial checks. To address this issue, we propose Negative-Only Policy Optimization (NOPO), which treats verified positives as unlabeled and updates the policy only by suppressing trusted verified negatives. Specifically, NOPO combines a reference-relative negative suppression loss with a group-level adapter that scales each update by the proportion of non-falsified responses. Across unit-test, constraint-check, and LLM self-verifiers, NOPO improves pass@k over baselines on code, logic, and math benchmarks when oracle rewards are unavailable. These gains persist under inference-time scaling and cross-benchmark transfer.
Fictitious play convergence studied beyond standard expected utility maximizers
Fictitious Play When Agents Are Not Expected-Utility Maximizers: A Geometric Analysis in $2$-Action Games
Abstract: Fictitious play (FP) is one of the earliest and most fundamental learning procedures in games, where each agent independently chooses a best response to the empirical distribution of opponents' past actions by maximizing the expected payoff with respect to it. However, learning agents may not always be expected-utility maximizers: they may use nonlinear evaluation functionals to account for the uncertainty induced by the opponents, e.g., via risk measures. In this work, we study nonlinear fictitious play (NL-FP), in which each pure action is evaluated by a general, possibly nonlinear functional of the payoff distribution induced by the opponent's empirical belief. To analyze NL-FP, we first identify a single-crossing property (SCP) of evaluation functionals that preserves the classical geometry of FP in $2\times2$ games. Furthermore, we conduct a novel geometric analysis of the convergence behavior of NL-FP in $2\times2$ games, even when the SCP fails. Beyond $2\times2$ games, we show that the convergence of NL-FP in $2\times n$ ($n\ge3$) games may fail even for continuous-time NL-FP, when the two-action player uses conditional value-at-risk (CVaR) in a $2\times3$ game. In addition, we identify a finite-crossing condition that ensures convergence of the selected continuous-time dynamics and the discrete-time iterates in general $2\times n$ games, which also provides new insights into the global landscape of continuous-time classical FP in such games.
Spanish viewers show strong interest in augmented hybrid TV services
Augmented Hybrid TV Services. Habits, Preferences, Opinions and Expectations of Spanish Consumers
Abstract: The convergence of hybrid broadcast and broadband delivery, companion devices, and immersive technologies enables new forms of interactive, personalized, and accessible TV services. This paper introduces the concept of Augmented Hybrid TV services and presents an exploratory user requirements and preliminary acceptance assessment for 5 representative use cases. They were selected through an exploratory stakeholder consultation and 3 co-design workshops with audiovisual professionals and participants from organizations supporting people with visual or hearing impairments. They combine conventional TV with complementary content delivered to connected devices, including AR/VR HMD. They were subsequently evaluated through a cross-sectional CAWI survey of 626 Internet and connected TV users in Spain. Each participant viewed standardized video demonstrations of 2 randomly assigned cases and assessed their perceived usefulness, anticipated benefits/limitations, and interest in them. The results show substantial interest across all five use cases, ranging from 64.7% to 76.9%. Adaptive and personalized augmented subtitles received the highest level of interest and were particularly valued for their accessibility, language-learning, and personalization benefits. Immersive services involving complementary AR content, virtual screens, 3D objects, and 360 video were also evaluated positively, although participants identified device cost, ergonomics, connectivity, usability, and synchronization as anticipated limitations. The findings provide user-centered evidence that can inform the prioritization, design, and subsequent prototype-based evaluation of standards-compliant Augmented Hybrid TV services. Because the study assessed video-based scenarios rather than functional systems, the results represent perceived usefulness and stated interest rather than observed adoption or technically validated QoE.
Adversarial language models hide personal data in shared messages
Synthesis Smuggling: Maliciously Hiding Inferred Personal Attributes in LLM Outputs
Abstract: We propose Synthesis Smuggling, a novel threat model in which an adversarial LLM infers sensitive information about a user from routine assistance-seeking interactions and steganographically encodes that into innocuous-looking model-generated content. The user may then unknowingly transmit that information by sharing the generated artifact, say as an email, social-media post, or message, through ordinary communication channels. An adversary monitoring these channels can discover this information. We demonstrate this threat by training two open-weight models to infer gender and age-group labels from conversational cues and encode their predictions using invisible characters or word choices. These results show that user-shared model outputs can become a covert channel for personal inferences, even when the model itself has no direct means of contacting an adversary.
Patterns simplify designing and managing continuous delivery workflows
Patterns for Designing CI/CD Workflows
Abstract: CI/CD pipelines are difficult to build and maintain, and information about them is scattered across empirical studies, practitioner books, and catalogues of 'smells'. We collected candidate practices and anti-practices converted them into patterns, and then consolidated these into patterns. These patterns address issues such as security, pipeline scheduling, workflow structure, performance and failure and release management. Each pattern is contextualised and describes the problem it solves, the forces at play, the solution and the consequences.
GeoWorld platform tests AI decisions in changing real maps
LiveGeo: Benchmarking Geographic Agents in Continuously Evolving Worlds
Abstract: We introduce GeoWorld, a controllable and continuously evolving geographic environment platform for LLM agents, and LiveGeo, a benchmark for evaluating reliable decision-making in real-world geographic environments using GeoWorld. Unlike existing evaluations that largely reason and plan over fixed geographic states, GeoWorld is grounded in real-world geographic structure and allows external world states to evolve along their own temporal processes while preserving verifiable state histories. LiveGeo places geographic tasks within this evolving environment, requiring agents to actively acquire task-relevant information, verify whether the evidence supporting prior decisions remains valid, and revise their plans when necessary. Our results reveal that even frontier LLMs struggle with static tasks, with no model consistently excelling across tasks, while strong static performance does not ensure dynamic reliability. Further analysis identifies a key bottleneck: agents struggle to acquire and translate relevant evidence into valid decisions and maintain their correctness as the world evolves. By releasing LiveGeo together with its GeoWorld platform, we aim to provide the community with a flexible and extensible infrastructure for studying the next generation of agents capable of reliable action in evolving geographic worlds.
Graph distances bounded by packings and connectivity measures
Triameter, distance packings, and vertex connectivity
Abstract: We study upper bounds for the triameter of a connected graph in terms of distance packings and vertex connectivity. For any positive integer $k$, we bound the triameter of a graph by a linear function of its $k$-packing number and show that this bound is tight for all values of the parameters. As a corollary, we confirm the conjecture of Das and Abdioğlu on the upper bound for the triameter in terms of the order and the minimum degree of a graph. We also find the maximum triameter among graphs with given order and vertex connectivity, and describe the extremal graphs. Our main tool is a projection of a graph onto a spider or a unicyclic graph which preserves the distances between three prescribed vertices.
Concrete joints classification improves design for reusable structures
JOINTS: Classification and analytical evaluation of detachable dry connections for reusable concrete elements
Abstract: This paper presents a systematic classification for detachable dry joints suitable for the structural reuse of reinforced concrete elements, together with an analytical evaluation of representative configurations. The classification, named JOINTS and applicable to concrete connections beyond the reuse context, organizes the design space along five categories whose initials spell JOINT: the Juxtaposition (spatial arrangement of the paired elements), the Origin (their prior structural function), the Interface geometry, the Newly introduced materials at the joint, and the force-Transfer mechanism. A sixth category, the Score, completes the acronym and evaluates each configuration for sustainability, cost-efficiency, and mechanical performance. From this design space, three representative configurations are evaluated analytically under active post-tensioning, differing in both their joint geometry (planar, stepped, and angled) and their tendon inclination. The evaluation covers failure of the anchorage of the post-tensioning member, the contact limit of the interface, and the material limit of the concrete adjacent to the interface. Although complex joint geometries theoretically enhance interlocking, their benefit is limited by the compressive-shear strength of the concrete. The reinforcement of the reused elements may be damaged near the cut, and the splitting reinforcement that a conventional design would require is not guaranteed to exist. The present analysis therefore conservatively assumes that the concrete at the joint face alone resists the combined compression and shear, neglecting any residual contribution from the existing reinforcement. This analytical evaluation represents a first step toward quantifying the score over a parametric range of connections, here focusing on the mechanical criterion.
Kalah game complexity proven to be PSPACE-complete on large boards
Sowing the Seeds of Intractability: Kalah is PSPACE-complete
Abstract: Kalah is a classic two-player game in the mancala family of sowing games. Computers have solved several standard-size starting positions, but the complexity of the game on boards of growing size has remained open. We study the natural generalization in which the number of pits per side is part of the input and an arbitrary position is given, with the stone counts given in unary. We show that deciding whether a designated player can force a win from such a position is PSPACE-complete. The hard positions have Alice to move first and both stores initially empty. The same positions are hard under either common convention for capture opposite an empty pit, and with or without the bonus rule, which gives a player another turn when the last stone is sown into their own store. We introduce Line Kalah as an intermediate problem, a game on a line in which stones that leave the line effectively disappear and Alice must save each of her target pits before Bob captures it, and we reduce quantified Boolean formulas to it. The reduction uses a set of sequential timer piles whose last stones approach a group of targets, forcing Alice to choose between two captures in order to set the truth value of a variable, and a final capture gadget to test a clause chosen by Bob (only one is needed adversarially). Since either player may move any pile at any time, the stages are placed so that premature timer firings protect earlier potential targets. For a true formula, Alice's strategy against arbitrary opposing play either gains enough time to save the remaining targets (after Bob deviates from the intended play) or reaches the final test with a correctly encoded, protected input. Finally, the line positions are embedded in Kalah with both stores empty. A separate Bob pit holds the score adjustment, so the winner takes a strict majority of the stones.