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<docs>http://www.rssboard.org/rss-specification</docs>
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<generator>python-feedgen</generator>
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<language>en</language>
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<lastBuildDate>Sun, 05 Apr 2026 00:06:08 +0000</lastBuildDate>
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<lastBuildDate>Mon, 06 Apr 2026 00:07:11 +0000</lastBuildDate>
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<title>Working Notes on Late Interaction Dynamics: Analyzing Targeted Behaviors of Late Interaction Models</title>
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<title>Working Notes on Late Interaction Dynamics: Analyzing Targeted Behaviors of Late Interaction Models</title>
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<link>https://arxiv.org/abs/2603.26259</link>
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<link>https://arxiv.org/abs/2603.26259</link>
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<title>DataFlex: A Unified Framework for Data-Centric Dynamic Training of Large Language Models</title>
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<title>DataFlex: A Unified Framework for Data-Centric Dynamic Training of Large Language Models</title>
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<link>https://arxiv.org/abs/2603.26164</link>
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<link>https://arxiv.org/abs/2603.26164</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2603.26164.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Hao Liang, Zhengyang Zhao, Meiyi Qiang, Mingrui Chen, Lu Ma, Rongyi Yu, Hengyi Feng, Shixuan Sun, Zimo Meng, Xiaochen Ma, Xuanlin Yang, Qifeng Cai, Ruichuan An, Bohan Zeng, Zhen Hao Wong, Chengyu Shen, Runming He, Zhaoyang Han, Yaowei Zheng, Fangcheng Fu, Conghui He, Bin Cui, Zhiyu Li, Weinan E, Wentao Zhang</p><p><b>Upvotes:</b> 152</p><p><b>Summary:</b> Data-centric training has emerged as a promising direction for improving large language models (LLMs) by optimizing not only model parameters but also the selection, composition, and weighting of training data during optimization. However, existing approaches to data selection, data mixture optimization, and data reweighting are often developed in isolated codebases with inconsistent interfaces, hindering reproducibility, fair comparison, and practical integration. In this paper, we present DataFlex, a unified data-centric dynamic training framework built upon LLaMA-Factory. DataFlex supports three major paradigms of dynamic data optimization: sample selection, domain mixture adjustment, and sample reweighting, while remaining fully compatible with the original training workflow. It provides extensible trainer abstractions and modular components, enabling a drop-in replacement for standard LLM training, and unifies key model-dependent operations such as embedding extraction, inference, and gradient computation, with support for large-scale settings including DeepSpeed ZeRO-3. We conduct comprehensive experiments across multiple data-centric methods. Dynamic data selection consistently outperforms static full-data training on MMLU across both Mistral-7B and Llama-3.2-3B. For data mixture, DoReMi and ODM improve both MMLU accuracy and corpus-level perplexity over default proportions when pretraining Qwen2.5-1.5B on SlimPajama at 6B and 30B token scales. DataFlex also achieves consistent runtime improvements over original implementations. These results demonstrate that DataFlex provides an effective, efficient, and reproducible infrastructure for data-centric dynamic training of LLMs.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2603.26164.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Hao Liang, Zhengyang Zhao, Meiyi Qiang, Mingrui Chen, Lu Ma, Rongyi Yu, Hengyi Feng, Shixuan Sun, Zimo Meng, Xiaochen Ma, Xuanlin Yang, Qifeng Cai, Ruichuan An, Bohan Zeng, Zhen Hao Wong, Chengyu Shen, Runming He, Zhaoyang Han, Yaowei Zheng, Fangcheng Fu, Conghui He, Bin Cui, Zhiyu Li, Weinan E, Wentao Zhang</p><p><b>Upvotes:</b> 172</p><p><b>Summary:</b> Data-centric training has emerged as a promising direction for improving large language models (LLMs) by optimizing not only model parameters but also the selection, composition, and weighting of training data during optimization. However, existing approaches to data selection, data mixture optimization, and data reweighting are often developed in isolated codebases with inconsistent interfaces, hindering reproducibility, fair comparison, and practical integration. In this paper, we present DataFlex, a unified data-centric dynamic training framework built upon LLaMA-Factory. DataFlex supports three major paradigms of dynamic data optimization: sample selection, domain mixture adjustment, and sample reweighting, while remaining fully compatible with the original training workflow. It provides extensible trainer abstractions and modular components, enabling a drop-in replacement for standard LLM training, and unifies key model-dependent operations such as embedding extraction, inference, and gradient computation, with support for large-scale settings including DeepSpeed ZeRO-3. We conduct comprehensive experiments across multiple data-centric methods. Dynamic data selection consistently outperforms static full-data training on MMLU across both Mistral-7B and Llama-3.2-3B. For data mixture, DoReMi and ODM improve both MMLU accuracy and corpus-level perplexity over default proportions when pretraining Qwen2.5-1.5B on SlimPajama at 6B and 30B token scales. DataFlex also achieves consistent runtime improvements over original implementations. These results demonstrate that DataFlex provides an effective, efficient, and reproducible infrastructure for data-centric dynamic training of LLMs.</p></description>
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<pubDate>Fri, 27 Mar 2026 08:28:02 +0000</pubDate>
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<pubDate>Fri, 27 Mar 2026 08:28:02 +0000</pubDate>
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<title>LOME: Learning Human-Object Manipulation with Action-Conditioned Egocentric World Model</title>
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<title>LOME: Learning Human-Object Manipulation with Action-Conditioned Egocentric World Model</title>
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<link>https://arxiv.org/abs/2603.27449</link>
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<link>https://arxiv.org/abs/2603.27449</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2603.27449.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Quankai Gao, Jiawei Yang, Qiangeng Xu, Le Chen, Yue Wang</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Learning human-object manipulation presents significant challenges due to its fine-grained and contact-rich nature of the motions involved. Traditional physics-based animation requires extensive modeling and manual setup, and more importantly, it neither generalizes well across diverse object morphologies nor scales effectively to real-world environment. To address these limitations, we introduce LOME, an egocentric world model that can generate realistic human-object interactions as videos conditioned on an input image, a text prompt, and per-frame human actions, including both body poses and hand gestures. LOME injects strong and precise action guidance into object manipulation by jointly estimating spatial human actions and the environment contexts during training. After finetuning a pretrained video generative model on videos of diverse egocentric human-object interactions, LOME demonstrates not only high action-following accuracy and strong generalization to unseen scenarios, but also realistic physical consequences of hand-object interactions, e.g., liquid flowing from a bottle into a mug after executing a ``pouring'' action. Extensive experiments demonstrate that our video-based framework significantly outperforms state-of-the-art image based and video-based action-conditioned methods and Image/Text-to-Video (I/T2V) generative model in terms of both temporal consistency and motion control. LOME paves the way for photorealistic AR/VR experiences and scalable robotic training, without being limited to simulated environments or relying on explicit 3D/4D modeling.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2603.27449.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Quankai Gao, Jiawei Yang, Qiangeng Xu, Le Chen, Yue Wang</p><p><b>Upvotes:</b> 3</p><p><b>Summary:</b> Learning human-object manipulation presents significant challenges due to its fine-grained and contact-rich nature of the motions involved. Traditional physics-based animation requires extensive modeling and manual setup, and more importantly, it neither generalizes well across diverse object morphologies nor scales effectively to real-world environment. To address these limitations, we introduce LOME, an egocentric world model that can generate realistic human-object interactions as videos conditioned on an input image, a text prompt, and per-frame human actions, including both body poses and hand gestures. LOME injects strong and precise action guidance into object manipulation by jointly estimating spatial human actions and the environment contexts during training. After finetuning a pretrained video generative model on videos of diverse egocentric human-object interactions, LOME demonstrates not only high action-following accuracy and strong generalization to unseen scenarios, but also realistic physical consequences of hand-object interactions, e.g., liquid flowing from a bottle into a mug after executing a ``pouring'' action. Extensive experiments demonstrate that our video-based framework significantly outperforms state-of-the-art image based and video-based action-conditioned methods and Image/Text-to-Video (I/T2V) generative model in terms of both temporal consistency and motion control. LOME paves the way for photorealistic AR/VR experiences and scalable robotic training, without being limited to simulated environments or relying on explicit 3D/4D modeling.</p></description>
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<pubDate>Sat, 28 Mar 2026 00:00:00 +0000</pubDate>
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<title>ASI-Evolve: AI Accelerates AI</title>
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<title>ASI-Evolve: AI Accelerates AI</title>
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<link>https://arxiv.org/abs/2603.29640</link>
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<link>https://arxiv.org/abs/2603.29640</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2603.29640.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Weixian Xu, Tiantian Mi, Yixiu Liu, Yang Nan, Zhimeng Zhou, Lyumanshan Ye, Lin Zhang, Yu Qiao, Pengfei Liu</p><p><b>Upvotes:</b> 15</p><p><b>Summary:</b> Can AI accelerate the development of AI itself? While recent agentic systems have shown strong performance on well-scoped tasks with rapid feedback, it remains unclear whether they can tackle the costly, long-horizon, and weakly supervised research loops that drive real AI progress. We present ASI-Evolve, an agentic framework for AI-for-AI research that closes this loop through a learn-design-experiment-analyze cycle. ASI-Evolve augments standard evolutionary agents with two key components: a cognition base that injects accumulated human priors into each round of exploration, and a dedicated analyzer that distills complex experimental outcomes into reusable insights for future iterations. To our knowledge, ASI-Evolve is the first unified framework to demonstrate AI-driven discovery across three central components of AI development: data, architectures, and learning algorithms. In neural architecture design, it discovered 105 SOTA linear attention architectures, with the best discovered model surpassing DeltaNet by +0.97 points, nearly 3x the gain of recent human-designed improvements. In pretraining data curation, the evolved pipeline improves average benchmark performance by +3.96 points, with gains exceeding 18 points on MMLU. In reinforcement learning algorithm design, discovered algorithms outperform GRPO by up to +12.5 points on AMC32, +11.67 points on AIME24, and +5.04 points on OlympiadBench. We further provide initial evidence that this AI-for-AI paradigm can transfer beyond the AI stack through experiments in mathematics and biomedicine. Together, these results suggest that ASI-Evolve represents a promising step toward enabling AI to accelerate AI across the foundational stages of development, offering early evidence for the feasibility of closed-loop AI research.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2603.29640.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Weixian Xu, Tiantian Mi, Yixiu Liu, Yang Nan, Zhimeng Zhou, Lyumanshan Ye, Lin Zhang, Yu Qiao, Pengfei Liu</p><p><b>Upvotes:</b> 19</p><p><b>Summary:</b> Can AI accelerate the development of AI itself? While recent agentic systems have shown strong performance on well-scoped tasks with rapid feedback, it remains unclear whether they can tackle the costly, long-horizon, and weakly supervised research loops that drive real AI progress. We present ASI-Evolve, an agentic framework for AI-for-AI research that closes this loop through a learn-design-experiment-analyze cycle. ASI-Evolve augments standard evolutionary agents with two key components: a cognition base that injects accumulated human priors into each round of exploration, and a dedicated analyzer that distills complex experimental outcomes into reusable insights for future iterations. To our knowledge, ASI-Evolve is the first unified framework to demonstrate AI-driven discovery across three central components of AI development: data, architectures, and learning algorithms. In neural architecture design, it discovered 105 SOTA linear attention architectures, with the best discovered model surpassing DeltaNet by +0.97 points, nearly 3x the gain of recent human-designed improvements. In pretraining data curation, the evolved pipeline improves average benchmark performance by +3.96 points, with gains exceeding 18 points on MMLU. In reinforcement learning algorithm design, discovered algorithms outperform GRPO by up to +12.5 points on AMC32, +11.67 points on AIME24, and +5.04 points on OlympiadBench. We further provide initial evidence that this AI-for-AI paradigm can transfer beyond the AI stack through experiments in mathematics and biomedicine. Together, these results suggest that ASI-Evolve represents a promising step toward enabling AI to accelerate AI across the foundational stages of development, offering early evidence for the feasibility of closed-loop AI research.</p></description>
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<pubDate>Tue, 31 Mar 2026 00:00:00 +0000</pubDate>
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<pubDate>Tue, 31 Mar 2026 00:00:00 +0000</pubDate>
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<title>Investigating Autonomous Agent Contributions in the Wild: Activity Patterns and Code Change over Time</title>
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<title>Investigating Autonomous Agent Contributions in the Wild: Activity Patterns and Code Change over Time</title>
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<link>https://arxiv.org/abs/2604.00917</link>
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<link>https://arxiv.org/abs/2604.00917</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.00917.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Razvan Mihai Popescu, David Gros, Andrei Botocan, Rahul Pandita, Prem Devanbu, Maliheh Izadi</p><p><b>Upvotes:</b> 12</p><p><b>Summary:</b> The rise of large language models for code has reshaped software development. Autonomous coding agents, able to create branches, open pull requests, and perform code reviews, now actively contribute to real-world projects. Their growing role offers a unique and timely opportunity to investigate AI-driven contributions and their effects on code quality, team dynamics, and software maintainability. In this work, we construct a novel dataset of approximately 110,000 open-source pull requests, including associated commits, comments, reviews, issues, and file changes, collectively representing millions of lines of source code. We compare five popular coding agents, including OpenAI Codex, Claude Code, GitHub Copilot, Google Jules, and Devin, examining how their usage differs in various development aspects such as merge frequency, edited file types, and developer interaction signals, including comments and reviews. Furthermore, we emphasize that code authoring and review are only a small part of the larger software engineering process, as the resulting code must also be maintained and updated over time. Hence, we offer several longitudinal estimates of survival and churn rates for agent-generated versus human-authored code. Ultimately, our findings indicate an increasing agent activity in open-source projects, although their contributions are associated with more churn over time compared to human-authored code.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.00917.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Razvan Mihai Popescu, David Gros, Andrei Botocan, Rahul Pandita, Prem Devanbu, Maliheh Izadi</p><p><b>Upvotes:</b> 13</p><p><b>Summary:</b> The rise of large language models for code has reshaped software development. Autonomous coding agents, able to create branches, open pull requests, and perform code reviews, now actively contribute to real-world projects. Their growing role offers a unique and timely opportunity to investigate AI-driven contributions and their effects on code quality, team dynamics, and software maintainability. In this work, we construct a novel dataset of approximately 110,000 open-source pull requests, including associated commits, comments, reviews, issues, and file changes, collectively representing millions of lines of source code. We compare five popular coding agents, including OpenAI Codex, Claude Code, GitHub Copilot, Google Jules, and Devin, examining how their usage differs in various development aspects such as merge frequency, edited file types, and developer interaction signals, including comments and reviews. Furthermore, we emphasize that code authoring and review are only a small part of the larger software engineering process, as the resulting code must also be maintained and updated over time. Hence, we offer several longitudinal estimates of survival and churn rates for agent-generated versus human-authored code. Ultimately, our findings indicate an increasing agent activity in open-source projects, although their contributions are associated with more churn over time compared to human-authored code.</p></description>
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<pubDate>Wed, 01 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Wed, 01 Apr 2026 00:00:00 +0000</pubDate>
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<title>EgoSim: Egocentric World Simulator for Embodied Interaction Generation</title>
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<title>EgoSim: Egocentric World Simulator for Embodied Interaction Generation</title>
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<link>https://arxiv.org/abs/2604.01001</link>
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<link>https://arxiv.org/abs/2604.01001</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01001.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jinkun Hao, Mingda Jia, Ruiyan Wang, Xihui Liu, Ran Yi, Lizhuang Ma, Jiangmiao Pang, Xudong Xu</p><p><b>Upvotes:</b> 33</p><p><b>Summary:</b> We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01001.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jinkun Hao, Mingda Jia, Ruiyan Wang, Xihui Liu, Ran Yi, Lizhuang Ma, Jiangmiao Pang, Xudong Xu</p><p><b>Upvotes:</b> 34</p><p><b>Summary:</b> We introduce EgoSim, a closed-loop egocentric world simulator that generates spatially consistent interaction videos and persistently updates the underlying 3D scene state for continuous simulation. Existing egocentric simulators either lack explicit 3D grounding, causing structural drift under viewpoint changes, or treat the scene as static, failing to update world states across multi-stage interactions. EgoSim addresses both limitations by modeling 3D scenes as updatable world states. We generate embodiment interactions via a Geometry-action-aware Observation Simulation model, with spatial consistency from an Interaction-aware State Updating module. To overcome the critical data bottleneck posed by the difficulty in acquiring densely aligned scene-interaction training pairs, we design a scalable pipeline that extracts static point clouds, camera trajectories, and embodiment actions from in-the-wild large-scale monocular egocentric videos. We further introduce EgoCap, a capture system that enables low-cost real-world data collection with uncalibrated smartphones. Extensive experiments demonstrate that EgoSim significantly outperforms existing methods in terms of visual quality, spatial consistency, and generalization to complex scenes and in-the-wild dexterous interactions, while supporting cross-embodiment transfer to robotic manipulation. Codes and datasets will be open soon. The project page is at egosimulator.github.io.</p></description>
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<pubDate>Wed, 01 Apr 2026 00:00:00 +0000</pubDate>
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<title>AutoMIA: Improved Baselines for Membership Inference Attack via Agentic Self-Exploration</title>
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<title>AutoMIA: Improved Baselines for Membership Inference Attack via Agentic Self-Exploration</title>
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<link>https://arxiv.org/abs/2604.01014</link>
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<link>https://arxiv.org/abs/2604.01014</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01014.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Ruhao Liu, Weiqi Huang, Qi Li, Xinchao Wang</p><p><b>Upvotes:</b> 6</p><p><b>Summary:</b> Membership Inference Attacks (MIAs) serve as a fundamental auditing tool for evaluating training data leakage in machine learning models. However, existing methodologies predominantly rely on static, handcrafted heuristics that lack adaptability, often leading to suboptimal performance when transferred across different large models. In this work, we propose AutoMIA, an agentic framework that reformulates membership inference as an automated process of self-exploration and strategy evolution. Given high-level scenario specifications, AutoMIA self-explores the attack space by generating executable logits-level strategies and progressively refining them through closed-loop evaluation feedback. By decoupling abstract strategy reasoning from low-level execution, our framework enables a systematic, model-agnostic traversal of the attack search space. Extensive experiments demonstrate that AutoMIA consistently matches or outperforms state-of-the-art baselines while eliminating the need for manual feature engineering.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01014.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Ruhao Liu, Weiqi Huang, Qi Li, Xinchao Wang</p><p><b>Upvotes:</b> 7</p><p><b>Summary:</b> Membership Inference Attacks (MIAs) serve as a fundamental auditing tool for evaluating training data leakage in machine learning models. However, existing methodologies predominantly rely on static, handcrafted heuristics that lack adaptability, often leading to suboptimal performance when transferred across different large models. In this work, we propose AutoMIA, an agentic framework that reformulates membership inference as an automated process of self-exploration and strategy evolution. Given high-level scenario specifications, AutoMIA self-explores the attack space by generating executable logits-level strategies and progressively refining them through closed-loop evaluation feedback. By decoupling abstract strategy reasoning from low-level execution, our framework enables a systematic, model-agnostic traversal of the attack search space. Extensive experiments demonstrate that AutoMIA consistently matches or outperforms state-of-the-art baselines while eliminating the need for manual feature engineering.</p></description>
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<pubDate>Wed, 01 Apr 2026 15:17:45 +0000</pubDate>
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<pubDate>Wed, 01 Apr 2026 17:08:25 +0000</pubDate>
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<title>Woosh: A Sound Effects Foundation Model</title>
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<link>https://arxiv.org/abs/2604.01929</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01929.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Gaëtan Hadjeres, Marc Ferras, Khaled Koutini, Benno Weck, Alexandre Bittar, Thomas Hummel, Zineb Lahrici, Hakim Missoum, Joan Serrà, Yuki Mitsufuji</p><p><b>Upvotes:</b> 3</p><p><b>Summary:</b> The audio research community depends on open generative models as foundational tools for building novel approaches and establishing baselines. In this report, we present Woosh, Sony AI's publicly released sound effect foundation model, detailing its architecture, training process, and an evaluation against other popular open models. Being optimized for sound effects, we provide (1) a high-quality audio encoder/decoder model and (2) a text-audio alignment model for conditioning, together with (3) text-to-audio and (4) video-to-audio generative models. Distilled text-to-audio and video-to-audio models are also included in the release, allowing for low-resource operation and fast inference. Our evaluation on both public and private data shows competitive or better performance for each module when compared to existing open alternatives like StableAudio-Open and TangoFlux. Inference code and model weights are available at https://github.com/SonyResearch/Woosh. Demo samples can be found at https://sonyresearch.github.io/Woosh/.</p></description>
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<pubDate>Thu, 02 Apr 2026 00:00:00 +0000</pubDate>
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<title>Automatic Image-Level Morphological Trait Annotation for Organismal Images</title>
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<title>Automatic Image-Level Morphological Trait Annotation for Organismal Images</title>
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<link>https://arxiv.org/abs/2604.01619</link>
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<title>T5Gemma-TTS Technical Report</title>
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<title>Woosh: A Sound Effects Foundation Model</title>
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<link>https://arxiv.org/abs/2604.01760</link>
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<link>https://arxiv.org/abs/2604.01929</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01760.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Chihiro Arata, Kiyoshi Kurihara</p><p><b>Upvotes:</b> 4</p><p><b>Summary:</b> Autoregressive neural codec language models have shown strong zero-shot voice cloning ability, but decoder-only architectures treat input text as a prefix that competes with the growing audio sequence for positional capacity, weakening text conditioning over long utterances. We present T5Gemma-TTS, an encoder-decoder codec language model that maintains persistent text conditioning by routing bidirectional text representations through cross-attention at every decoder layer. Built on the T5Gemma pretrained encoder-decoder backbone (2B encoder + 2B decoder; 4B parameters), it inherits rich linguistic knowledge without phoneme conversion and processes text directly at the subword level. To improve duration control, we introduce Progress-Monitoring Rotary Position Embedding (PM-RoPE) in all 26 cross-attention layers, injecting normalized progress signals that help the decoder track target speech length. Trained on 170,000 hours of multilingual speech in English, Chinese, and Japanese, T5Gemma-TTS achieves a statistically significant speaker-similarity gain on Japanese over XTTSv2 (0.677 vs. 0.622; non-overlapping 95% confidence intervals) and the highest numerical Korean speaker similarity (0.747) despite Korean not being included in training, although this margin over XTTSv2 (0.741) is not statistically conclusive. It also attains the lowest numerical Japanese character error rate among five baselines (0.126), though this ranking should be interpreted cautiously because of partial confidence-interval overlap with Kokoro. English results on LibriSpeech should be viewed as an upper-bound estimate because LibriHeavy is a superset of LibriSpeech. Using the same checkpoint, disabling PM-RoPE at inference causes near-complete synthesis failure: CER degrades from 0.129 to 0.982 and duration accuracy drops from 79% to 46%. Code and weights are available at https://github.com/Aratako/T5Gemma-TTS.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01929.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Gaëtan Hadjeres, Marc Ferras, Khaled Koutini, Benno Weck, Alexandre Bittar, Thomas Hummel, Zineb Lahrici, Hakim Missoum, Joan Serrà, Yuki Mitsufuji</p><p><b>Upvotes:</b> 4</p><p><b>Summary:</b> The audio research community depends on open generative models as foundational tools for building novel approaches and establishing baselines. In this report, we present Woosh, Sony AI's publicly released sound effect foundation model, detailing its architecture, training process, and an evaluation against other popular open models. Being optimized for sound effects, we provide (1) a high-quality audio encoder/decoder model and (2) a text-audio alignment model for conditioning, together with (3) text-to-audio and (4) video-to-audio generative models. Distilled text-to-audio and video-to-audio models are also included in the release, allowing for low-resource operation and fast inference. Our evaluation on both public and private data shows competitive or better performance for each module when compared to existing open alternatives like StableAudio-Open and TangoFlux. Inference code and model weights are available at https://github.com/SonyResearch/Woosh. Demo samples can be found at https://sonyresearch.github.io/Woosh/.</p></description>
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<title>DynaVid: Learning to Generate Highly Dynamic Videos using Synthetic Motion Data</title>
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<title>T5Gemma-TTS Technical Report</title>
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<link>https://arxiv.org/abs/2604.01666</link>
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<link>https://arxiv.org/abs/2604.01760</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01666.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Wonjoon Jin, Jiyun Won, Janghyeok Han, Qi Dai, Chong Luo, Seung-Hwan Baek, Sunghyun Cho</p><p><b>Upvotes:</b> 6</p><p><b>Summary:</b> Despite recent progress, video diffusion models still struggle to synthesize realistic videos involving highly dynamic motions or requiring fine-grained motion controllability. A central limitation lies in the scarcity of such examples in commonly used training datasets. To address this, we introduce DynaVid, a video synthesis framework that leverages synthetic motion data in training, which is represented as optical flow and rendered using computer graphics pipelines. This approach offers two key advantages. First, synthetic motion offers diverse motion patterns and precise control signals that are difficult to obtain from real data. Second, unlike rendered videos with artificial appearances, rendered optical flow encodes only motion and is decoupled from appearance, thereby preventing models from reproducing the unnatural look of synthetic videos. Building on this idea, DynaVid adopts a two-stage generation framework: a motion generator first synthesizes motion, and then a motion-guided video generator produces video frames conditioned on that motion. This decoupled formulation enables the model to learn dynamic motion patterns from synthetic data while preserving visual realism from real-world videos. We validate our framework on two challenging scenarios, vigorous human motion generation and extreme camera motion control, where existing datasets are particularly limited. Extensive experiments demonstrate that DynaVid improves the realism and controllability in dynamic motion generation and camera motion control.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01760.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Chihiro Arata, Kiyoshi Kurihara</p><p><b>Upvotes:</b> 6</p><p><b>Summary:</b> Autoregressive neural codec language models have shown strong zero-shot voice cloning ability, but decoder-only architectures treat input text as a prefix that competes with the growing audio sequence for positional capacity, weakening text conditioning over long utterances. We present T5Gemma-TTS, an encoder-decoder codec language model that maintains persistent text conditioning by routing bidirectional text representations through cross-attention at every decoder layer. Built on the T5Gemma pretrained encoder-decoder backbone (2B encoder + 2B decoder; 4B parameters), it inherits rich linguistic knowledge without phoneme conversion and processes text directly at the subword level. To improve duration control, we introduce Progress-Monitoring Rotary Position Embedding (PM-RoPE) in all 26 cross-attention layers, injecting normalized progress signals that help the decoder track target speech length. Trained on 170,000 hours of multilingual speech in English, Chinese, and Japanese, T5Gemma-TTS achieves a statistically significant speaker-similarity gain on Japanese over XTTSv2 (0.677 vs. 0.622; non-overlapping 95% confidence intervals) and the highest numerical Korean speaker similarity (0.747) despite Korean not being included in training, although this margin over XTTSv2 (0.741) is not statistically conclusive. It also attains the lowest numerical Japanese character error rate among five baselines (0.126), though this ranking should be interpreted cautiously because of partial confidence-interval overlap with Kokoro. English results on LibriSpeech should be viewed as an upper-bound estimate because LibriHeavy is a superset of LibriSpeech. Using the same checkpoint, disabling PM-RoPE at inference causes near-complete synthesis failure: CER degrades from 0.129 to 0.982 and duration accuracy drops from 79% to 46%. Code and weights are available at https://github.com/Aratako/T5Gemma-TTS.</p></description>
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<title>Omni123: Exploring 3D Native Foundation Models with Limited 3D Data by Unifying Text to 2D and 3D Generation</title>
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<link>https://arxiv.org/abs/2604.02289</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02289.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Chongjie Ye, Cheng Cao, Chuanyu Pan, Yiming Hao, Yihao Zhi, Yuanming Hu, Xiaoguang Han</p><p><b>Upvotes:</b> 6</p><p><b>Summary:</b> Recent multimodal large language models have achieved strong performance in unified text and image understanding and generation, yet extending such native capability to 3D remains challenging due to limited data. Compared to abundant 2D imagery, high-quality 3D assets are scarce, making 3D synthesis under-constrained. Existing methods often rely on indirect pipelines that edit in 2D and lift results into 3D via optimization, sacrificing geometric consistency. We present Omni123, a 3D-native foundation model that unifies text-to-2D and text-to-3D generation within a single autoregressive framework. Our key insight is that cross-modal consistency between images and 3D can serve as an implicit structural constraint. By representing text, images, and 3D as discrete tokens in a shared sequence space, the model leverages abundant 2D data as a geometric prior to improve 3D representations. We introduce an interleaved X-to-X training paradigm that coordinates diverse cross-modal tasks over heterogeneous paired datasets without requiring fully aligned text-image-3D triplets. By traversing semantic-visual-geometric cycles (e.g., text to image to 3D to image) within autoregressive sequences, the model jointly enforces semantic alignment, appearance fidelity, and multi-view geometric consistency. Experiments show that Omni123 significantly improves text-guided 3D generation and editing, demonstrating a scalable path toward multimodal 3D world models.</p></description>
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<title>Tex3D: Objects as Attack Surfaces via Adversarial 3D Textures for Vision-Language-Action Models</title>
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<link>https://arxiv.org/abs/2604.01618</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01618.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiawei Chen, Simin Huang, Jiawei Du, Shuaihang Chen, Yu Tian, Mingjie Wei, Chao Yu, Zhaoxia Yin</p><p><b>Upvotes:</b> 8</p><p><b>Summary:</b> Vision-language-action (VLA) models have shown strong performance in robotic manipulation, yet their robustness to physically realizable adversarial attacks remains underexplored. Existing studies reveal vulnerabilities through language perturbations and 2D visual attacks, but these attack surfaces are either less representative of real deployment or limited in physical realism. In contrast, adversarial 3D textures pose a more physically plausible and damaging threat, as they are naturally attached to manipulated objects and are easier to deploy in physical environments. Bringing adversarial 3D textures to VLA systems is nevertheless nontrivial. A central obstacle is that standard 3D simulators do not provide a differentiable optimization path from the VLA objective function back to object appearance, making it difficult to optimize through an end-to-end manner. To address this, we introduce Foreground-Background Decoupling (FBD), which enables differentiable texture optimization through dual-renderer alignment while preserving the original simulation environment. To further ensure that the attack remains effective across long-horizon and diverse viewpoints in the physical world, we propose Trajectory-Aware Adversarial Optimization (TAAO), which prioritizes behaviorally critical frames and stabilizes optimization with a vertex-based parameterization. Built on these designs, we present Tex3D, the first framework for end-to-end optimization of 3D adversarial textures directly within the VLA simulation environment. Experiments in both simulation and real-robot settings show that Tex3D significantly degrades VLA performance across multiple manipulation tasks, achieving task failure rates of up to 96.7\%. Our empirical results expose critical vulnerabilities of VLA systems to physically grounded 3D adversarial attacks and highlight the need for robustness-aware training.</p></description>
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<pubDate>Thu, 02 Apr 2026 00:00:00 +0000</pubDate>
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<title>GPA: Learning GUI Process Automation from Demonstrations</title>
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<link>https://arxiv.org/abs/2604.01676</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01676.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zirui Zhao, Jun Hao Liew, Yan Yang, Wenzhuo Yang, Ziyang Luo, Doyen Sahoo, Silvio Savarese, Junnan Li</p><p><b>Upvotes:</b> 8</p><p><b>Summary:</b> GUI Process Automation (GPA) is a lightweight but general vision-based Robotic Process Automation (RPA), which enables fast and stable process replay with only a single demo. Addressing the fragility of traditional RPA and the non-deterministic risks of current vision language model-based GUI agents, GPA introduces three core benefits: (1) Robustness via Sequential Monte Carlo-based localization to handle rescaling and detection uncertainty; (2) Deterministic and Reliability safeguarded by readiness calibration; and (3) Privacy through fast, fully local execution. This approach delivers the adaptability, robustness, and security required for enterprise workflows. It can also be used as an MCP/CLI tool by other agents with coding capabilities so that the agent only reasons and orchestrates while GPA handles the GUI execution. We conducted a pilot experiment to compare GPA with Gemini 3 Pro (with CUA tools) and found that GPA achieves higher success rate with 10 times faster execution speed in finishing long-horizon GUI tasks.</p></description>
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<pubDate>Thu, 02 Apr 2026 00:00:00 +0000</pubDate>
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<title>DynaVid: Learning to Generate Highly Dynamic Videos using Synthetic Motion Data</title>
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<link>https://arxiv.org/abs/2604.01666</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01666.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Wonjoon Jin, Jiyun Won, Janghyeok Han, Qi Dai, Chong Luo, Seung-Hwan Baek, Sunghyun Cho</p><p><b>Upvotes:</b> 8</p><p><b>Summary:</b> Despite recent progress, video diffusion models still struggle to synthesize realistic videos involving highly dynamic motions or requiring fine-grained motion controllability. A central limitation lies in the scarcity of such examples in commonly used training datasets. To address this, we introduce DynaVid, a video synthesis framework that leverages synthetic motion data in training, which is represented as optical flow and rendered using computer graphics pipelines. This approach offers two key advantages. First, synthetic motion offers diverse motion patterns and precise control signals that are difficult to obtain from real data. Second, unlike rendered videos with artificial appearances, rendered optical flow encodes only motion and is decoupled from appearance, thereby preventing models from reproducing the unnatural look of synthetic videos. Building on this idea, DynaVid adopts a two-stage generation framework: a motion generator first synthesizes motion, and then a motion-guided video generator produces video frames conditioned on that motion. This decoupled formulation enables the model to learn dynamic motion patterns from synthetic data while preserving visual realism from real-world videos. We validate our framework on two challenging scenarios, vigorous human motion generation and extreme camera motion control, where existing datasets are particularly limited. Extensive experiments demonstrate that DynaVid improves the realism and controllability in dynamic motion generation and camera motion control.</p></description>
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<title>Omni123: Exploring 3D Native Foundation Models with Limited 3D Data by Unifying Text to 2D and 3D Generation</title>
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<link>https://arxiv.org/abs/2604.02289</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02289.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Chongjie Ye, Cheng Cao, Chuanyu Pan, Yiming Hao, Yihao Zhi, Yuanming Hu, Xiaoguang Han</p><p><b>Upvotes:</b> 8</p><p><b>Summary:</b> Recent multimodal large language models have achieved strong performance in unified text and image understanding and generation, yet extending such native capability to 3D remains challenging due to limited data. Compared to abundant 2D imagery, high-quality 3D assets are scarce, making 3D synthesis under-constrained. Existing methods often rely on indirect pipelines that edit in 2D and lift results into 3D via optimization, sacrificing geometric consistency. We present Omni123, a 3D-native foundation model that unifies text-to-2D and text-to-3D generation within a single autoregressive framework. Our key insight is that cross-modal consistency between images and 3D can serve as an implicit structural constraint. By representing text, images, and 3D as discrete tokens in a shared sequence space, the model leverages abundant 2D data as a geometric prior to improve 3D representations. We introduce an interleaved X-to-X training paradigm that coordinates diverse cross-modal tasks over heterogeneous paired datasets without requiring fully aligned text-image-3D triplets. By traversing semantic-visual-geometric cycles (e.g., text to image to 3D to image) within autoregressive sequences, the model jointly enforces semantic alignment, appearance fidelity, and multi-view geometric consistency. Experiments show that Omni123 significantly improves text-guided 3D generation and editing, demonstrating a scalable path toward multimodal 3D world models.</p></description>
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<title>Tex3D: Objects as Attack Surfaces via Adversarial 3D Textures for Vision-Language-Action Models</title>
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<link>https://arxiv.org/abs/2604.01618</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01618.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiawei Chen, Simin Huang, Jiawei Du, Shuaihang Chen, Yu Tian, Mingjie Wei, Chao Yu, Zhaoxia Yin</p><p><b>Upvotes:</b> 9</p><p><b>Summary:</b> Vision-language-action (VLA) models have shown strong performance in robotic manipulation, yet their robustness to physically realizable adversarial attacks remains underexplored. Existing studies reveal vulnerabilities through language perturbations and 2D visual attacks, but these attack surfaces are either less representative of real deployment or limited in physical realism. In contrast, adversarial 3D textures pose a more physically plausible and damaging threat, as they are naturally attached to manipulated objects and are easier to deploy in physical environments. Bringing adversarial 3D textures to VLA systems is nevertheless nontrivial. A central obstacle is that standard 3D simulators do not provide a differentiable optimization path from the VLA objective function back to object appearance, making it difficult to optimize through an end-to-end manner. To address this, we introduce Foreground-Background Decoupling (FBD), which enables differentiable texture optimization through dual-renderer alignment while preserving the original simulation environment. To further ensure that the attack remains effective across long-horizon and diverse viewpoints in the physical world, we propose Trajectory-Aware Adversarial Optimization (TAAO), which prioritizes behaviorally critical frames and stabilizes optimization with a vertex-based parameterization. Built on these designs, we present Tex3D, the first framework for end-to-end optimization of 3D adversarial textures directly within the VLA simulation environment. Experiments in both simulation and real-robot settings show that Tex3D significantly degrades VLA performance across multiple manipulation tasks, achieving task failure rates of up to 96.7\%. Our empirical results expose critical vulnerabilities of VLA systems to physically grounded 3D adversarial attacks and highlight the need for robustness-aware training.</p></description>
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<title>GPA: Learning GUI Process Automation from Demonstrations</title>
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<link>https://arxiv.org/abs/2604.01676</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01676.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zirui Zhao, Jun Hao Liew, Yan Yang, Wenzhuo Yang, Ziyang Luo, Doyen Sahoo, Silvio Savarese, Junnan Li</p><p><b>Upvotes:</b> 9</p><p><b>Summary:</b> GUI Process Automation (GPA) is a lightweight but general vision-based Robotic Process Automation (RPA), which enables fast and stable process replay with only a single demo. Addressing the fragility of traditional RPA and the non-deterministic risks of current vision language model-based GUI agents, GPA introduces three core benefits: (1) Robustness via Sequential Monte Carlo-based localization to handle rescaling and detection uncertainty; (2) Deterministic and Reliability safeguarded by readiness calibration; and (3) Privacy through fast, fully local execution. This approach delivers the adaptability, robustness, and security required for enterprise workflows. It can also be used as an MCP/CLI tool by other agents with coding capabilities so that the agent only reasons and orchestrates while GPA handles the GUI execution. We conducted a pilot experiment to compare GPA with Gemini 3 Pro (with CUA tools) and found that GPA achieves higher success rate with 10 times faster execution speed in finishing long-horizon GUI tasks.</p></description>
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<title>UniDriveVLA: Unifying Understanding, Perception, and Action Planning for Autonomous Driving</title>
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<title>UniDriveVLA: Unifying Understanding, Perception, and Action Planning for Autonomous Driving</title>
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<link>https://arxiv.org/abs/2604.02190</link>
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<link>https://arxiv.org/abs/2604.02190</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02190.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yongkang Li, Lijun Zhou, Sixu Yan, Bencheng Liao, Tianyi Yan, Kaixin Xiong, Long Chen, Hongwei Xie, Bing Wang, Guang Chen, Hangjun Ye, Wenyu Liu, Haiyang Sun, Xinggang Wang</p><p><b>Upvotes:</b> 17</p><p><b>Summary:</b> Vision-Language-Action (VLA) models have recently emerged in autonomous driving, with the promise of leveraging rich world knowledge to improve the cognitive capabilities of driving systems. However, adapting such models for driving tasks currently faces a critical dilemma between spatial perception and semantic reasoning. Consequently, existing VLA systems are forced into suboptimal compromises: directly adopting 2D Vision-Language Models yields limited spatial perception, whereas enhancing them with 3D spatial representations often impairs the native reasoning capacity of VLMs. We argue that this dilemma largely stems from the coupled optimization of spatial perception and semantic reasoning within shared model parameters. To overcome this, we propose UniDriveVLA, a Unified Driving Vision-Language-Action model based on Mixture-of-Transformers that addresses the perception-reasoning conflict via expert decoupling. Specifically, it comprises three experts for driving understanding, scene perception, and action planning, which are coordinated through masked joint attention. In addition, we combine a sparse perception paradigm with a three-stage progressive training strategy to improve spatial perception while maintaining semantic reasoning capability. Extensive experiments show that UniDriveVLA achieves state-of-the-art performance in open-loop evaluation on nuScenes and closed-loop evaluation on Bench2Drive. Moreover, it demonstrates strong performance across a broad range of perception, prediction, and understanding tasks, including 3D detection, online mapping, motion forecasting, and driving-oriented VQA, highlighting its broad applicability as a unified model for autonomous driving. Code and model have been released at https://github.com/xiaomi-research/unidrivevla</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02190.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yongkang Li, Lijun Zhou, Sixu Yan, Bencheng Liao, Tianyi Yan, Kaixin Xiong, Long Chen, Hongwei Xie, Bing Wang, Guang Chen, Hangjun Ye, Wenyu Liu, Haiyang Sun, Xinggang Wang</p><p><b>Upvotes:</b> 18</p><p><b>Summary:</b> Vision-Language-Action (VLA) models have recently emerged in autonomous driving, with the promise of leveraging rich world knowledge to improve the cognitive capabilities of driving systems. However, adapting such models for driving tasks currently faces a critical dilemma between spatial perception and semantic reasoning. Consequently, existing VLA systems are forced into suboptimal compromises: directly adopting 2D Vision-Language Models yields limited spatial perception, whereas enhancing them with 3D spatial representations often impairs the native reasoning capacity of VLMs. We argue that this dilemma largely stems from the coupled optimization of spatial perception and semantic reasoning within shared model parameters. To overcome this, we propose UniDriveVLA, a Unified Driving Vision-Language-Action model based on Mixture-of-Transformers that addresses the perception-reasoning conflict via expert decoupling. Specifically, it comprises three experts for driving understanding, scene perception, and action planning, which are coordinated through masked joint attention. In addition, we combine a sparse perception paradigm with a three-stage progressive training strategy to improve spatial perception while maintaining semantic reasoning capability. Extensive experiments show that UniDriveVLA achieves state-of-the-art performance in open-loop evaluation on nuScenes and closed-loop evaluation on Bench2Drive. Moreover, it demonstrates strong performance across a broad range of perception, prediction, and understanding tasks, including 3D detection, online mapping, motion forecasting, and driving-oriented VQA, highlighting its broad applicability as a unified model for autonomous driving. Code and model have been released at https://github.com/xiaomi-research/unidrivevla</p></description>
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<title>Omni-SimpleMem: Autoresearch-Guided Discovery of Lifelong Multimodal Agent Memory</title>
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<title>Omni-SimpleMem: Autoresearch-Guided Discovery of Lifelong Multimodal Agent Memory</title>
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<link>https://arxiv.org/abs/2604.01007</link>
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<link>https://arxiv.org/abs/2604.01007</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01007.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiaqi Liu, Zipeng Ling, Shi Qiu, Yanqing Liu, Siwei Han, Peng Xia, Haoqin Tu, Zeyu Zheng, Cihang Xie, Charles Fleming, Mingyu Ding, Huaxiu Yao</p><p><b>Upvotes:</b> 19</p><p><b>Summary:</b> AI agents increasingly operate over extended time horizons, yet their ability to retain, organize, and recall multimodal experiences remains a critical bottleneck. Building effective lifelong memory requires navigating a vast design space spanning architecture, retrieval strategies, prompt engineering, and data pipelines; this space is too large and interconnected for manual exploration or traditional AutoML to explore effectively. We deploy an autonomous research pipeline to discover Omni-SimpleMem, a unified multimodal memory framework for lifelong AI agents. Starting from a naïve baseline (F1=0.117 on LoCoMo), the pipeline autonomously executes {sim}50 experiments across two benchmarks, diagnosing failure modes, proposing architectural modifications, and repairing data pipeline bugs, all without human intervention in the inner loop. The resulting system achieves state-of-the-art on both benchmarks, improving F1 by +411% on LoCoMo (0.117to0.598) and +214% on Mem-Gallery (0.254to0.797) relative to the initial configurations. Critically, the most impactful discoveries are not hyperparameter adjustments: bug fixes (+175%), architectural changes (+44%), and prompt engineering (+188% on specific categories) each individually exceed the cumulative contribution of all hyperparameter tuning, demonstrating capabilities fundamentally beyond the reach of traditional AutoML. We provide a taxonomy of six discovery types and identify four properties that make multimodal memory particularly suited for autoresearch, offering guidance for applying autonomous research pipelines to other AI system domains. Code is available at this https://github.com/aiming-lab/SimpleMem.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01007.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiaqi Liu, Zipeng Ling, Shi Qiu, Yanqing Liu, Siwei Han, Peng Xia, Haoqin Tu, Zeyu Zheng, Cihang Xie, Charles Fleming, Mingyu Ding, Huaxiu Yao</p><p><b>Upvotes:</b> 21</p><p><b>Summary:</b> AI agents increasingly operate over extended time horizons, yet their ability to retain, organize, and recall multimodal experiences remains a critical bottleneck. Building effective lifelong memory requires navigating a vast design space spanning architecture, retrieval strategies, prompt engineering, and data pipelines; this space is too large and interconnected for manual exploration or traditional AutoML to explore effectively. We deploy an autonomous research pipeline to discover Omni-SimpleMem, a unified multimodal memory framework for lifelong AI agents. Starting from a naïve baseline (F1=0.117 on LoCoMo), the pipeline autonomously executes {sim}50 experiments across two benchmarks, diagnosing failure modes, proposing architectural modifications, and repairing data pipeline bugs, all without human intervention in the inner loop. The resulting system achieves state-of-the-art on both benchmarks, improving F1 by +411% on LoCoMo (0.117to0.598) and +214% on Mem-Gallery (0.254to0.797) relative to the initial configurations. Critically, the most impactful discoveries are not hyperparameter adjustments: bug fixes (+175%), architectural changes (+44%), and prompt engineering (+188% on specific categories) each individually exceed the cumulative contribution of all hyperparameter tuning, demonstrating capabilities fundamentally beyond the reach of traditional AutoML. We provide a taxonomy of six discovery types and identify four properties that make multimodal memory particularly suited for autoresearch, offering guidance for applying autonomous research pipelines to other AI system domains. Code is available at this https://github.com/aiming-lab/SimpleMem.</p></description>
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<title>Therefore I am. I Think</title>
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<title>Therefore I am. I Think</title>
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<link>https://arxiv.org/abs/2604.01202</link>
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<link>https://arxiv.org/abs/2604.01202</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01202.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Esakkivel Esakkiraja, Sai Rajeswar, Denis Akhiyarov, Rajagopal Venkatesaramani</p><p><b>Upvotes:</b> 20</p><p><b>Summary:</b> We consider the question: when a large language reasoning model makes a choice, did it think first and then decide to, or decide first and then think? In this paper, we present evidence that detectable, early-encoded decisions shape chain-of-thought in reasoning models. Specifically, we show that a simple linear probe successfully decodes tool-calling decisions from pre-generation activations with very high confidence, and in some cases, even before a single reasoning token is produced. Activation steering supports this causally: perturbing the decision direction leads to inflated deliberation, and flips behavior in many examples (between 7 - 79% depending on model and benchmark). We also show through behavioral analysis that, when steering changes the decision, the chain-of-thought process often rationalizes the flip rather than resisting it. Together, these results suggest that reasoning models can encode action choices before they begin to deliberate in text.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01202.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Esakkivel Esakkiraja, Sai Rajeswar, Denis Akhiyarov, Rajagopal Venkatesaramani</p><p><b>Upvotes:</b> 21</p><p><b>Summary:</b> We consider the question: when a large language reasoning model makes a choice, did it think first and then decide to, or decide first and then think? In this paper, we present evidence that detectable, early-encoded decisions shape chain-of-thought in reasoning models. Specifically, we show that a simple linear probe successfully decodes tool-calling decisions from pre-generation activations with very high confidence, and in some cases, even before a single reasoning token is produced. Activation steering supports this causally: perturbing the decision direction leads to inflated deliberation, and flips behavior in many examples (between 7 - 79% depending on model and benchmark). We also show through behavioral analysis that, when steering changes the decision, the chain-of-thought process often rationalizes the flip rather than resisting it. Together, these results suggest that reasoning models can encode action choices before they begin to deliberate in text.</p></description>
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<title>VOID: Video Object and Interaction Deletion</title>
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<link>https://arxiv.org/abs/2604.02296</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02296.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Saman Motamed, William Harvey, Benjamin Klein, Luc Van Gool, Zhuoning Yuan, Ta-Ying Cheng</p><p><b>Upvotes:</b> 24</p><p><b>Summary:</b> Existing video object removal methods excel at inpainting content "behind" the object and correcting appearance-level artifacts such as shadows and reflections. However, when the removed object has more significant interactions, such as collisions with other objects, current models fail to correct them and produce implausible results. We present VOID, a video object removal framework designed to perform physically-plausible inpainting in these complex scenarios. To train the model, we generate a new paired dataset of counterfactual object removals using Kubric and HUMOTO, where removing an object requires altering downstream physical interactions. During inference, a vision-language model identifies regions of the scene affected by the removed object. These regions are then used to guide a video diffusion model that generates physically consistent counterfactual outcomes. Experiments on both synthetic and real data show that our approach better preserves consistent scene dynamics after object removal compared to prior video object removal methods. We hope this framework sheds light on how to make video editing models better simulators of the world through high-level causal reasoning.</p></description>
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<title>NearID: Identity Representation Learning via Near-identity Distractors</title>
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<title>NearID: Identity Representation Learning via Near-identity Distractors</title>
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<link>https://arxiv.org/abs/2604.01973</link>
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<title>LatentUM: Unleashing the Potential of Interleaved Cross-Modal Reasoning via a Latent-Space Unified Model</title>
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<title>LatentUM: Unleashing the Potential of Interleaved Cross-Modal Reasoning via a Latent-Space Unified Model</title>
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<link>https://arxiv.org/abs/2604.02097</link>
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<link>https://arxiv.org/abs/2604.02097</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02097.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiachun Jin, Zetong Zhou, Xiao Yang, Hao Zhang, Pengfei Liu, Jun Zhu, Zhijie Deng</p><p><b>Upvotes:</b> 26</p><p><b>Summary:</b> Unified models (UMs) hold promise for their ability to understand and generate content across heterogeneous modalities. Compared to merely generating visual content, the use of UMs for interleaved cross-modal reasoning is more promising and valuable, e.g., for solving understanding problems that require dense visual thinking, improving visual generation through self-reflection, or modeling visual dynamics of the physical world guided by stepwise action interventions. However, existing UMs necessitate pixel decoding as a bridge due to their disjoint visual representations for understanding and generation, which is both ineffective and inefficient. In this paper, we introduce LatentUM, a novel unified model that represents all modalities within a shared semantic latent space, eliminating the need for pixel-space mediation between visual understanding and generation. This design naturally enables flexible interleaved cross-modal reasoning and generation. Beyond improved computational efficiency, the shared representation substantially alleviates codec bias and strengthens cross-modal alignment, allowing LatentUM to achieve state-of-the-art performance on the Visual Spatial Planning benchmark, push the limits of visual generation through self-reflection, and support world modeling by predicting future visual states within the shared semantic latent space.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02097.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiachun Jin, Zetong Zhou, Xiao Yang, Hao Zhang, Pengfei Liu, Jun Zhu, Zhijie Deng</p><p><b>Upvotes:</b> 27</p><p><b>Summary:</b> Unified models (UMs) hold promise for their ability to understand and generate content across heterogeneous modalities. Compared to merely generating visual content, the use of UMs for interleaved cross-modal reasoning is more promising and valuable, e.g., for solving understanding problems that require dense visual thinking, improving visual generation through self-reflection, or modeling visual dynamics of the physical world guided by stepwise action interventions. However, existing UMs necessitate pixel decoding as a bridge due to their disjoint visual representations for understanding and generation, which is both ineffective and inefficient. In this paper, we introduce LatentUM, a novel unified model that represents all modalities within a shared semantic latent space, eliminating the need for pixel-space mediation between visual understanding and generation. This design naturally enables flexible interleaved cross-modal reasoning and generation. Beyond improved computational efficiency, the shared representation substantially alleviates codec bias and strengthens cross-modal alignment, allowing LatentUM to achieve state-of-the-art performance on the Visual Spatial Planning benchmark, push the limits of visual generation through self-reflection, and support world modeling by predicting future visual states within the shared semantic latent space.</p></description>
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<title>VOID: Video Object and Interaction Deletion</title>
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<link>https://arxiv.org/abs/2604.02296</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02296.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Saman Motamed, William Harvey, Benjamin Klein, Luc Van Gool, Zhuoning Yuan, Ta-Ying Cheng</p><p><b>Upvotes:</b> 29</p><p><b>Summary:</b> Existing video object removal methods excel at inpainting content "behind" the object and correcting appearance-level artifacts such as shadows and reflections. However, when the removed object has more significant interactions, such as collisions with other objects, current models fail to correct them and produce implausible results. We present VOID, a video object removal framework designed to perform physically-plausible inpainting in these complex scenarios. To train the model, we generate a new paired dataset of counterfactual object removals using Kubric and HUMOTO, where removing an object requires altering downstream physical interactions. During inference, a vision-language model identifies regions of the scene affected by the removed object. These regions are then used to guide a video diffusion model that generates physically consistent counterfactual outcomes. Experiments on both synthetic and real data show that our approach better preserves consistent scene dynamics after object removal compared to prior video object removal methods. We hope this framework sheds light on how to make video editing models better simulators of the world through high-level causal reasoning.</p></description>
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<title>CORAL: Towards Autonomous Multi-Agent Evolution for Open-Ended Discovery</title>
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<title>CORAL: Towards Autonomous Multi-Agent Evolution for Open-Ended Discovery</title>
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<link>https://arxiv.org/abs/2604.01658</link>
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<link>https://arxiv.org/abs/2604.01658</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01658.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Ao Qu, Han Zheng, Zijian Zhou, Yihao Yan, Yihong Tang, Shao Yong Ong, Fenglu Hong, Kaichen Zhou, Chonghe Jiang, Minwei Kong, Jiacheng Zhu, Xuan Jiang, Sirui Li, Cathy Wu, Bryan Kian Hsiang Low, Jinhua Zhao, Paul Pu Liang</p><p><b>Upvotes:</b> 36</p><p><b>Summary:</b> Large language model (LLM)-based evolution is a promising approach for open-ended discovery, where progress requires sustained search and knowledge accumulation. Existing methods still rely heavily on fixed heuristics and hard-coded exploration rules, which limit the autonomy of LLM agents. We present CORAL, the first framework for autonomous multi-agent evolution on open-ended problems. CORAL replaces rigid control with long-running agents that explore, reflect, and collaborate through shared persistent memory, asynchronous multi-agent execution, and heartbeat-based interventions. It also provides practical safeguards, including isolated workspaces, evaluator separation, resource management, and agent session and health management. Evaluated on diverse mathematical, algorithmic, and systems optimization tasks, CORAL sets new state-of-the-art results on 10 tasks, achieving 3-10 times higher improvement rates with far fewer evaluations than fixed evolutionary search baselines across tasks. On Anthropic's kernel engineering task, four co-evolving agents improve the best known score from 1363 to 1103 cycles. Mechanistic analyses further show how these gains arise from knowledge reuse and multi-agent exploration and communication. Together, these results suggest that greater agent autonomy and multi-agent evolution can substantially improve open-ended discovery. Code is available at https://github.com/Human-Agent-Society/CORAL.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.01658.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Ao Qu, Han Zheng, Zijian Zhou, Yihao Yan, Yihong Tang, Shao Yong Ong, Fenglu Hong, Kaichen Zhou, Chonghe Jiang, Minwei Kong, Jiacheng Zhu, Xuan Jiang, Sirui Li, Cathy Wu, Bryan Kian Hsiang Low, Jinhua Zhao, Paul Pu Liang</p><p><b>Upvotes:</b> 41</p><p><b>Summary:</b> Large language model (LLM)-based evolution is a promising approach for open-ended discovery, where progress requires sustained search and knowledge accumulation. Existing methods still rely heavily on fixed heuristics and hard-coded exploration rules, which limit the autonomy of LLM agents. We present CORAL, the first framework for autonomous multi-agent evolution on open-ended problems. CORAL replaces rigid control with long-running agents that explore, reflect, and collaborate through shared persistent memory, asynchronous multi-agent execution, and heartbeat-based interventions. It also provides practical safeguards, including isolated workspaces, evaluator separation, resource management, and agent session and health management. Evaluated on diverse mathematical, algorithmic, and systems optimization tasks, CORAL sets new state-of-the-art results on 10 tasks, achieving 3-10 times higher improvement rates with far fewer evaluations than fixed evolutionary search baselines across tasks. On Anthropic's kernel engineering task, four co-evolving agents improve the best known score from 1363 to 1103 cycles. Mechanistic analyses further show how these gains arise from knowledge reuse and multi-agent exploration and communication. Together, these results suggest that greater agent autonomy and multi-agent evolution can substantially improve open-ended discovery. Code is available at https://github.com/Human-Agent-Society/CORAL.</p></description>
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<title>Steerable Visual Representations</title>
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<title>Steerable Visual Representations</title>
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<link>https://arxiv.org/abs/2604.02327</link>
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<link>https://arxiv.org/abs/2604.02327</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02327.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jona Ruthardt, Manu Gaur, Deva Ramanan, Makarand Tapaswi, Yuki M. Asano</p><p><b>Upvotes:</b> 40</p><p><b>Summary:</b> Pretrained Vision Transformers (ViTs) such as DINOv2 and MAE provide generic image features that can be applied to a variety of downstream tasks such as retrieval, classification, and segmentation. However, such representations tend to focus on the most salient visual cues in the image, with no way to direct them toward less prominent concepts of interest. In contrast, Multimodal LLMs can be guided with textual prompts, but the resulting representations tend to be language-centric and lose their effectiveness for generic visual tasks. To address this, we introduce Steerable Visual Representations, a new class of visual representations, whose global and local features can be steered with natural language. While most vision-language models (e.g., CLIP) fuse text with visual features after encoding (late fusion), we inject text directly into the layers of the visual encoder (early fusion) via lightweight cross-attention. We introduce benchmarks for measuring representational steerability, and demonstrate that our steerable visual features can focus on any desired objects in an image while preserving the underlying representation quality. Our method also matches or outperforms dedicated approaches on anomaly detection and personalized object discrimination, exhibiting zero-shot generalization to out-of-distribution tasks.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02327.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jona Ruthardt, Manu Gaur, Deva Ramanan, Makarand Tapaswi, Yuki M. Asano</p><p><b>Upvotes:</b> 43</p><p><b>Summary:</b> Pretrained Vision Transformers (ViTs) such as DINOv2 and MAE provide generic image features that can be applied to a variety of downstream tasks such as retrieval, classification, and segmentation. However, such representations tend to focus on the most salient visual cues in the image, with no way to direct them toward less prominent concepts of interest. In contrast, Multimodal LLMs can be guided with textual prompts, but the resulting representations tend to be language-centric and lose their effectiveness for generic visual tasks. To address this, we introduce Steerable Visual Representations, a new class of visual representations, whose global and local features can be steered with natural language. While most vision-language models (e.g., CLIP) fuse text with visual features after encoding (late fusion), we inject text directly into the layers of the visual encoder (early fusion) via lightweight cross-attention. We introduce benchmarks for measuring representational steerability, and demonstrate that our steerable visual features can focus on any desired objects in an image while preserving the underlying representation quality. Our method also matches or outperforms dedicated approaches on anomaly detection and personalized object discrimination, exhibiting zero-shot generalization to out-of-distribution tasks.</p></description>
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<title>SKILL0: In-Context Agentic Reinforcement Learning for Skill Internalization</title>
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<title>SKILL0: In-Context Agentic Reinforcement Learning for Skill Internalization</title>
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<link>https://arxiv.org/abs/2604.02268</link>
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<link>https://arxiv.org/abs/2604.02268</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02268.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zhengxi Lu, Zhiyuan Yao, Jinyang Wu, Chengcheng Han, Qi Gu, Xunliang Cai, Weiming Lu, Jun Xiao, Yueting Zhuang, Yongliang Shen</p><p><b>Upvotes:</b> 81</p><p><b>Summary:</b> Agent skills, structured packages of procedural knowledge and executable resources that agents dynamically load at inference time, have become a reliable mechanism for augmenting LLM agents. Yet inference-time skill augmentation is fundamentally limited: retrieval noise introduces irrelevant guidance, injected skill content imposes substantial token overhead, and the model never truly acquires the knowledge it merely follows. We ask whether skills can instead be internalized into model parameters, enabling zero-shot autonomous behavior without any runtime skill retrieval. We introduce SKILL0, an in-context reinforcement learning framework designed for skill internalization. SKILL0 introduces a training-time curriculum that begins with full skill context and progressively withdraws it. Skills are grouped offline by category and rendered with interaction history into a compact visual context, teaching he model tool invocation and multi-turn task completion. A Dynamic Curriculum then evaluates each skill file's on-policy helpfulness, retaining only those from which the current policy still benefits within a linearly decaying budget, until the agent operates in a fully zero-shot setting. Extensive agentic experiments demonstrate that SKILL0 achieves substantial improvements over the standard RL baseline (+9.7\% for ALFWorld and +6.6\% for Search-QA), while maintaining a highly efficient context of fewer than 0.5k tokens per step. Our code is available at https://github.com/ZJU-REAL/SkillZero.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02268.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zhengxi Lu, Zhiyuan Yao, Jinyang Wu, Chengcheng Han, Qi Gu, Xunliang Cai, Weiming Lu, Jun Xiao, Yueting Zhuang, Yongliang Shen</p><p><b>Upvotes:</b> 83</p><p><b>Summary:</b> Agent skills, structured packages of procedural knowledge and executable resources that agents dynamically load at inference time, have become a reliable mechanism for augmenting LLM agents. Yet inference-time skill augmentation is fundamentally limited: retrieval noise introduces irrelevant guidance, injected skill content imposes substantial token overhead, and the model never truly acquires the knowledge it merely follows. We ask whether skills can instead be internalized into model parameters, enabling zero-shot autonomous behavior without any runtime skill retrieval. We introduce SKILL0, an in-context reinforcement learning framework designed for skill internalization. SKILL0 introduces a training-time curriculum that begins with full skill context and progressively withdraws it. Skills are grouped offline by category and rendered with interaction history into a compact visual context, teaching he model tool invocation and multi-turn task completion. A Dynamic Curriculum then evaluates each skill file's on-policy helpfulness, retaining only those from which the current policy still benefits within a linearly decaying budget, until the agent operates in a fully zero-shot setting. Extensive agentic experiments demonstrate that SKILL0 achieves substantial improvements over the standard RL baseline (+9.7\% for ALFWorld and +6.6\% for Search-QA), while maintaining a highly efficient context of fewer than 0.5k tokens per step. Our code is available at https://github.com/ZJU-REAL/SkillZero.</p></description>
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<title>Generative World Renderer</title>
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<title>Generative World Renderer</title>
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<link>https://arxiv.org/abs/2604.02329</link>
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<link>https://arxiv.org/abs/2604.02329</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02329.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zheng-Hui Huang, Zhixiang Wang, Jiaming Tan, Ruihan Yu, Yidan Zhang, Bo Zheng, Yu-Lun Liu, Yung-Yu Chuang, Kaipeng Zhang</p><p><b>Upvotes:</b> 85</p><p><b>Summary:</b> Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02329.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zheng-Hui Huang, Zhixiang Wang, Jiaming Tan, Ruihan Yu, Yidan Zhang, Bo Zheng, Yu-Lun Liu, Yung-Yu Chuang, Kaipeng Zhang</p><p><b>Upvotes:</b> 87</p><p><b>Summary:</b> Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic dataset curated from visually complex AAA games. Using a novel dual-screen stitched capture method, we extracted 4M continuous frames (720p/30 FPS) of synchronized RGB and five G-buffer channels across diverse scenes, visual effects, and environments, including adverse weather and motion-blur variants. This dataset uniquely advances bidirectional rendering: enabling robust in-the-wild geometry and material decomposition, and facilitating high-fidelity G-buffer-guided video generation. Furthermore, to evaluate the real-world performance of inverse rendering without ground truth, we propose a novel VLM-based assessment protocol measuring semantic, spatial, and temporal consistency. Experiments demonstrate that inverse renderers fine-tuned on our data achieve superior cross-dataset generalization and controllable generation, while our VLM evaluation strongly correlates with human judgment. Combined with our toolkit, our forward renderer enables users to edit styles of AAA games from G-buffers using text prompts.</p></description>
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<pubDate>Thu, 02 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Thu, 02 Apr 2026 00:00:00 +0000</pubDate>
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<title>The Latent Space: Foundation, Evolution, Mechanism, Ability, and Outlook</title>
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<title>The Latent Space: Foundation, Evolution, Mechanism, Ability, and Outlook</title>
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<link>https://arxiv.org/abs/2604.02029</link>
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<link>https://arxiv.org/abs/2604.02029</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02029.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Xinlei Yu, Zhangquan Chen, Yongbo He, Tianyu Fu, Cheng Yang, Chengming Xu, Yue Ma, Xiaobin Hu, Zhe Cao, Jie Xu, Guibin Zhang, Jiale Tao, Jiayi Zhang, Siyuan Ma, Kaituo Feng, Haojie Huang, Youxing Li, Ronghao Chen, Huacan Wang, Chenglin Wu, Zikun Su, Xiaogang Xu, Kelu Yao, Kun Wang, Chen Gao, Yue Liao, Ruqi Huang, Tao Jin, Cheng Tan, Jiangning Zhang, Wenqi Ren, Yanwei Fu, Yong Liu, Yu Wang, Xiangyu Yue, Yu-Gang Jiang, Shuicheng Yan</p><p><b>Upvotes:</b> 114</p><p><b>Summary:</b> Latent space is rapidly emerging as a native substrate for language-based models. While modern systems are still commonly understood through explicit token-level generation, an increasing body of work shows that many critical internal processes are more naturally carried out in continuous latent space than in human-readable verbal traces. This shift is driven by the structural limitations of explicit-space computation, including linguistic redundancy, discretization bottlenecks, sequential inefficiency, and semantic loss. This survey aims to provide a unified and up-to-date landscape of latent space in language-based models. We organize the survey into five sequential perspectives: Foundation, Evolution, Mechanism, Ability, and Outlook. We begin by delineating the scope of latent space, distinguishing it from explicit or verbal space and from the latent spaces commonly studied in generative visual models. We then trace the field's evolution from early exploratory efforts to the current large-scale expansion. To organize the technical landscape, we examine existing work through the complementary lenses of mechanism and ability. From the perspective of Mechanism, we identify four major lines of development: Architecture, Representation, Computation, and Optimization. From the perspective of Ability, we show how latent space supports a broad capability spectrum spanning Reasoning, Planning, Modeling, Perception, Memory, Collaboration, and Embodiment. Beyond consolidation, we discuss the key open challenges, and outline promising directions for future research. We hope this survey serves not only as a reference for existing work, but also as a foundation for understanding latent space as a general computational and systems paradigm for next-generation intelligence.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.02029.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Xinlei Yu, Zhangquan Chen, Yongbo He, Tianyu Fu, Cheng Yang, Chengming Xu, Yue Ma, Xiaobin Hu, Zhe Cao, Jie Xu, Guibin Zhang, Jiale Tao, Jiayi Zhang, Siyuan Ma, Kaituo Feng, Haojie Huang, Youxing Li, Ronghao Chen, Huacan Wang, Chenglin Wu, Zikun Su, Xiaogang Xu, Kelu Yao, Kun Wang, Chen Gao, Yue Liao, Ruqi Huang, Tao Jin, Cheng Tan, Jiangning Zhang, Wenqi Ren, Yanwei Fu, Yong Liu, Yu Wang, Xiangyu Yue, Yu-Gang Jiang, Shuicheng Yan</p><p><b>Upvotes:</b> 123</p><p><b>Summary:</b> Latent space is rapidly emerging as a native substrate for language-based models. While modern systems are still commonly understood through explicit token-level generation, an increasing body of work shows that many critical internal processes are more naturally carried out in continuous latent space than in human-readable verbal traces. This shift is driven by the structural limitations of explicit-space computation, including linguistic redundancy, discretization bottlenecks, sequential inefficiency, and semantic loss. This survey aims to provide a unified and up-to-date landscape of latent space in language-based models. We organize the survey into five sequential perspectives: Foundation, Evolution, Mechanism, Ability, and Outlook. We begin by delineating the scope of latent space, distinguishing it from explicit or verbal space and from the latent spaces commonly studied in generative visual models. We then trace the field's evolution from early exploratory efforts to the current large-scale expansion. To organize the technical landscape, we examine existing work through the complementary lenses of mechanism and ability. From the perspective of Mechanism, we identify four major lines of development: Architecture, Representation, Computation, and Optimization. From the perspective of Ability, we show how latent space supports a broad capability spectrum spanning Reasoning, Planning, Modeling, Perception, Memory, Collaboration, and Embodiment. Beyond consolidation, we discuss the key open challenges, and outline promising directions for future research. We hope this survey serves not only as a reference for existing work, but also as a foundation for understanding latent space as a general computational and systems paradigm for next-generation intelligence.</p></description>
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<pubDate>Thu, 02 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Thu, 02 Apr 2026 00:00:00 +0000</pubDate>
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Reference in New Issue
Block a user