bot: update RSS feed

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<docs>http://www.rssboard.org/rss-specification</docs>
<generator>python-feedgen</generator>
<language>en</language>
<lastBuildDate>Sun, 14 Jun 2026 00:23:48 +0000</lastBuildDate>
<lastBuildDate>Mon, 15 Jun 2026 00:25:17 +0000</lastBuildDate>
<item>
<title>On the Limits of LLM Adaptability: Impact of Model-Internalized Priors on Annotation Task Performance</title>
<link>https://arxiv.org/abs/2606.00467</link>
@@ -25,7 +25,7 @@
<item>
<title>Where, What, Why, and Importance: Structured Defect Grounding for Text-to-Image Feedback</title>
<link>https://arxiv.org/abs/2606.06113</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.06113.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Huaisong Zhang, Hao Yu, Yuxuan Zhang, Jiahe Wang, Xinrui Chen, Haoxiang Cao, Feng Lu, Wendong Zhang, Changqian Yu, Chun Yuan&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 13&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Despite generating increasingly photorealistic images, text-to-image (T2I) models still exhibit localized, subtle, and structurally complex failures. Diagnosing these failures requires instance-level feedback that answers where a defect occurs, what type it is, why it is defective, and its importance to overall image quality. While recent dense-feedback methods move beyond scalar supervision, their heatmap-centric representations still formulate diagnosis as pixel-field regression, making it difficult to localize variable-cardinality defects and bind semantic reasons to individual failures. To address this representation bottleneck, we propose Structured Defect Grounding (SDG), which casts T2I diagnosis as structured set prediction by modeling each defect as a (location, type, reason, importance) tuple. To make this formulation trainable and measurable, we introduce SDG-30K, a 30K-image dataset with box-grounded annotations across four modern T2I generators, together with a dedicated evaluation protocol, SDG-Eval. Building on this structured representation, we further present a diagnosis-to-alignment framework in which a Vision-Language Model (VLM) serves as the SDG detector, and BoxFlow-GRPO converts predicted defect sets into box-derived, importance-weighted spatial rewards for diffusion model alignment. Extensive experiments show that our SDG detector outperforms leading proprietary VLMs on structured defect grounding, while SDG-guided rewards consistently improve T2I alignment and support localized image refinement. These results establish SDG as a unified, instance-level interface for diagnosing, evaluating, and enhancing modern generative models.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.06113.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Huaisong Zhang, Hao Yu, Yuxuan Zhang, Jiahe Wang, Xinrui Chen, Haoxiang Cao, Feng Lu, Wendong Zhang, Changqian Yu, Chun Yuan&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 14&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Despite generating increasingly photorealistic images, text-to-image (T2I) models still exhibit localized, subtle, and structurally complex failures. Diagnosing these failures requires instance-level feedback that answers where a defect occurs, what type it is, why it is defective, and its importance to overall image quality. While recent dense-feedback methods move beyond scalar supervision, their heatmap-centric representations still formulate diagnosis as pixel-field regression, making it difficult to localize variable-cardinality defects and bind semantic reasons to individual failures. To address this representation bottleneck, we propose Structured Defect Grounding (SDG), which casts T2I diagnosis as structured set prediction by modeling each defect as a (location, type, reason, importance) tuple. To make this formulation trainable and measurable, we introduce SDG-30K, a 30K-image dataset with box-grounded annotations across four modern T2I generators, together with a dedicated evaluation protocol, SDG-Eval. Building on this structured representation, we further present a diagnosis-to-alignment framework in which a Vision-Language Model (VLM) serves as the SDG detector, and BoxFlow-GRPO converts predicted defect sets into box-derived, importance-weighted spatial rewards for diffusion model alignment. Extensive experiments show that our SDG detector outperforms leading proprietary VLMs on structured defect grounding, while SDG-guided rewards consistently improve T2I alignment and support localized image refinement. These results establish SDG as a unified, instance-level interface for diagnosing, evaluating, and enhancing modern generative models.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.06113</guid>
<pubDate>Thu, 04 Jun 2026 00:00:00 +0000</pubDate>
</item>
@@ -46,7 +46,7 @@
<item>
<title>MuJoCo-Drones-Gym: A GPU-Accelerated Multi-Drone Simulator for Control and Reinforcement Learning</title>
<link>https://arxiv.org/abs/2606.08039</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.08039.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Manan Tayal&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 3&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Robotic simulators are a cornerstone of modern research in aerial robotics, serving both as a vehicle for the development of new control algorithms and as the data source for training reinforcement learning (RL) policies. Yet, existing quadcopter learning environments often face a trade-off between physical fidelity, multi-agent support, and the throughput required by modern deep RL pipelines. In this paper, we present MuJoCo-Drones-Gym, an open-source Gymnasium-compatible multi-drone environment built on top of the MuJoCo physics engine. MuJoCo-Drones-Gym supports an arbitrary number of Bitcraze Crazyflie 2.x nano-quadcopters and exposes a modular API for selecting (i)~the physics model (rigid-body MuJoCo, explicit Python dynamics, or any subset of ground effect, blade drag, and inter-drone downwash), (ii)~the action interface (per-motor RPMs, collective normalized thrust, velocity setpoints, or PID waypoint commands), and (iii)~the observation space (kinematic state vectors, RGB / depth / segmentation cameras, or neighbourhood adjacency information). A PettingZoo ParallelEnv wrapper enables drop-in multi-agent reinforcement learning, while a suite of seven task environments, hover, velocity tracking, multi-drone hover, waypoint navigation, formation flight, gate racing, and a generic multi-agent template, demonstrates the breadth of the interface. We describe the environment design, the underlying physics and quadcopter dynamics, and illustrate its use through control and learning examples that mirror those of the closely related gym-pybullet-drones project, while taking advantage of MuJoCo's improved contact handling, rendering, and parallelizability.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.08039.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Manan Tayal&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 4&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Robotic simulators are a cornerstone of modern research in aerial robotics, serving both as a vehicle for the development of new control algorithms and as the data source for training reinforcement learning (RL) policies. Yet, existing quadcopter learning environments often face a trade-off between physical fidelity, multi-agent support, and the throughput required by modern deep RL pipelines. In this paper, we present MuJoCo-Drones-Gym, an open-source Gymnasium-compatible multi-drone environment built on top of the MuJoCo physics engine. MuJoCo-Drones-Gym supports an arbitrary number of Bitcraze Crazyflie 2.x nano-quadcopters and exposes a modular API for selecting (i)~the physics model (rigid-body MuJoCo, explicit Python dynamics, or any subset of ground effect, blade drag, and inter-drone downwash), (ii)~the action interface (per-motor RPMs, collective normalized thrust, velocity setpoints, or PID waypoint commands), and (iii)~the observation space (kinematic state vectors, RGB / depth / segmentation cameras, or neighbourhood adjacency information). A PettingZoo ParallelEnv wrapper enables drop-in multi-agent reinforcement learning, while a suite of seven task environments, hover, velocity tracking, multi-drone hover, waypoint navigation, formation flight, gate racing, and a generic multi-agent template, demonstrates the breadth of the interface. We describe the environment design, the underlying physics and quadcopter dynamics, and illustrate its use through control and learning examples that mirror those of the closely related gym-pybullet-drones project, while taking advantage of MuJoCo's improved contact handling, rendering, and parallelizability.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.08039</guid>
<pubDate>Sat, 06 Jun 2026 00:00:00 +0000</pubDate>
</item>
@@ -88,7 +88,7 @@
<item>
<title>WeaveBench: A Long-Horizon, Real-World Benchmark for Computer-Use Agents with Hybrid Interfaces</title>
<link>https://arxiv.org/abs/2606.09426</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.09426.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Wanli Li, Bowen Zhou, Yunyao Yu, Zhou Xu, Yifan Yang, Dongsheng Li, Caihua Shan&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 94&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Computer-use agents (CUAs) increasingly operate in runtimes that combine visual desktop control, command-line execution, code editing, browsers, and external tools. Existing benchmarks, however, often evaluate these interfaces as separable capabilities, leaving long-horizon cross-interface orchestration under-tested. Thus, we introduce WeaveBench, a long-horizon hybrid-interface benchmark with 114 tasks across 8 real-world work domains, grounded in real user requests and publicly verifiable artifacts. Each task requires agents to combine GUI observations/actions with CLI/code operations within a single trajectory. We evaluate these tasks on a real Ubuntu desktop inside deployed CLI-agent runtimes, augmented with a minimal desktop-control plugin. We also propose a companion trajectory-aware judge that inspects deliverables, files, screenshots, logs, and action traces, while detecting shortcut behaviors such as fabricated visual evidence or hard-coded metrics. Across frontier model-runtime pairings, the best PassRate reaches only 41.2%, showing the benchmark remains far from saturated. The trajectory-aware judge further reveals that outcome-only grading substantially overestimates agent performance. Overall, WeaveBench exposes a critical gap in CUA evaluation and provides an effective testbed to measure whether agents can orchestrate GUI, CLI, and code operations across long-horizon real-world tasks.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.09426.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Wanli Li, Bowen Zhou, Yunyao Yu, Zhou Xu, Yifan Yang, Dongsheng Li, Caihua Shan&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 97&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Computer-use agents (CUAs) increasingly operate in runtimes that combine visual desktop control, command-line execution, code editing, browsers, and external tools. Existing benchmarks, however, often evaluate these interfaces as separable capabilities, leaving long-horizon cross-interface orchestration under-tested. Thus, we introduce WeaveBench, a long-horizon hybrid-interface benchmark with 114 tasks across 8 real-world work domains, grounded in real user requests and publicly verifiable artifacts. Each task requires agents to combine GUI observations/actions with CLI/code operations within a single trajectory. We evaluate these tasks on a real Ubuntu desktop inside deployed CLI-agent runtimes, augmented with a minimal desktop-control plugin. We also propose a companion trajectory-aware judge that inspects deliverables, files, screenshots, logs, and action traces, while detecting shortcut behaviors such as fabricated visual evidence or hard-coded metrics. Across frontier model-runtime pairings, the best PassRate reaches only 41.2%, showing the benchmark remains far from saturated. The trajectory-aware judge further reveals that outcome-only grading substantially overestimates agent performance. Overall, WeaveBench exposes a critical gap in CUA evaluation and provides an effective testbed to measure whether agents can orchestrate GUI, CLI, and code operations across long-horizon real-world tasks.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.09426</guid>
<pubDate>Mon, 08 Jun 2026 00:00:00 +0000</pubDate>
</item>
@@ -99,13 +99,6 @@
<guid isPermaLink="false">https://arxiv.org/abs/2606.11096</guid>
<pubDate>Tue, 09 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>Flash-GMM: A Memory-Efficient Kernel for Scalable Soft Clustering</title>
<link>https://arxiv.org/abs/2606.10896</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.10896.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Gal Bloch, Ariel Gera, Matan Orbach, Ohad Eytan, Assaf Toledo&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 2&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We present Flash-GMM, a fused Triton kernel for efficient computation of Gaussian Mixture Models (GMMs) over large-scale data in a single GPU pass. By eliminating the need to materialize the full responsibility matrix in GPU memory, Flash-GMM achieves a 20times speedup over existing implementations and enables training on datasets more than 100times larger than previously feasible on one device. To demonstrate its impact, we integrate Flash-GMM into the IVF coarse quantizer for approximate nearest-neighbor (ANN) search. We show that soft GMM clustering is now a viable drop-in replacement for k-means, and that GMM responsibilities can be leveraged to assign border vectors to multiple clusters. Our approach reaches fixed recall targets with up to 1.7times fewer distance computations, or equivalently, yields +2--12 recall@10 at matched computational cost. We release the kernel as an open-source project.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.10896</guid>
<pubDate>Tue, 09 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>WebChallenger: A Reliable and Efficient Generalist Web Agent</title>
<link>https://arxiv.org/abs/2606.10423</link>
@@ -113,6 +106,13 @@
<guid isPermaLink="false">https://arxiv.org/abs/2606.10423</guid>
<pubDate>Tue, 09 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>Flash-GMM: A Memory-Efficient Kernel for Scalable Soft Clustering</title>
<link>https://arxiv.org/abs/2606.10896</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.10896.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Gal Bloch, Ariel Gera, Matan Orbach, Ohad Eytan, Assaf Toledo&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 3&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We present Flash-GMM, a fused Triton kernel for efficient computation of Gaussian Mixture Models (GMMs) over large-scale data in a single GPU pass. By eliminating the need to materialize the full responsibility matrix in GPU memory, Flash-GMM achieves a 20times speedup over existing implementations and enables training on datasets more than 100times larger than previously feasible on one device. To demonstrate its impact, we integrate Flash-GMM into the IVF coarse quantizer for approximate nearest-neighbor (ANN) search. We show that soft GMM clustering is now a viable drop-in replacement for k-means, and that GMM responsibilities can be leveraged to assign border vectors to multiple clusters. Our approach reaches fixed recall targets with up to 1.7times fewer distance computations, or equivalently, yields +2--12 recall@10 at matched computational cost. We release the kernel as an open-source project.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.10896</guid>
<pubDate>Tue, 09 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>Risk Under Pressure: Compute-Aware Evaluation of Adversarial Robustness in Language Models</title>
<link>https://arxiv.org/abs/2606.11409</link>
@@ -123,7 +123,7 @@
<item>
<title>N-GRPO: Embedding-Level Neighbor Mixing for Enhanced Policy Optimization</title>
<link>https://arxiv.org/abs/2606.10768</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.10768.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Xukun Zhu, Hang Yu, Peng Di, Linchao Zhu&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 22&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; The success of Large Language Models in mathematical reasoning relies heavily on the generation of diverse and valid solution paths during the rollout phase. However, current rollout techniques face a fundamental trade-off: token-level sampling often yields redundant trajectories that differ only in rephrasing, while embedding-level methods utilizing random noise frequently disrupt semantic consistency. To resolve this, we introduce N-GRPO, a novel exploration strategy integrated into the Group Relative Policy Optimization (GRPO) framework. Rather than relying on token-level sampling or native embedding-level noise, our approach leverages Semantic Neighbor Mixing. This mechanism dynamically constructs input representations by mixing the embeddings of an anchor token and its nearest semantic neighbors, thereby injecting diversity while strictly adhering to the local semantic manifold. Experimental evaluations on the DeepSeek-R1-Distill-Qwen models across different sizes show that N-GRPO not only achieves consistent improvements over strong baselines on math reasoning benchmarks but also exhibits robust generalization capabilities on out-of-distribution tasks.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.10768.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Xukun Zhu, Hang Yu, Peng Di, Linchao Zhu&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 23&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; The success of Large Language Models in mathematical reasoning relies heavily on the generation of diverse and valid solution paths during the rollout phase. However, current rollout techniques face a fundamental trade-off: token-level sampling often yields redundant trajectories that differ only in rephrasing, while embedding-level methods utilizing random noise frequently disrupt semantic consistency. To resolve this, we introduce N-GRPO, a novel exploration strategy integrated into the Group Relative Policy Optimization (GRPO) framework. Rather than relying on token-level sampling or native embedding-level noise, our approach leverages Semantic Neighbor Mixing. This mechanism dynamically constructs input representations by mixing the embeddings of an anchor token and its nearest semantic neighbors, thereby injecting diversity while strictly adhering to the local semantic manifold. Experimental evaluations on the DeepSeek-R1-Distill-Qwen models across different sizes show that N-GRPO not only achieves consistent improvements over strong baselines on math reasoning benchmarks but also exhibits robust generalization capabilities on out-of-distribution tasks.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.10768</guid>
<pubDate>Tue, 09 Jun 2026 00:00:00 +0000</pubDate>
</item>
@@ -158,7 +158,7 @@
<item>
<title>High-Fidelity Two-Step Image Generation via Teacher-Aligned End-to-End Distillation</title>
<link>https://arxiv.org/abs/2606.12575</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12575.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Dongyang Liu, Ruoyi Du, David Liu, Dengyang Jiang, Liangchen Li, Qilong Wu, Zhen Li, Steven C. H. Hoi, Hongsheng Li, Peng Gao&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 7&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Few-step diffusion distillation has become increasingly mature for 4-8-step generation, yet pushing further to 2 steps remains challenging. In this work, we introduce Z-Image Turbo++, a high-quality 2-step image generation model distilled from the 8-step Z-Image Turbo teacher. Our method addresses the central bottlenecks of increased task difficulty and limited model capacity in 2-step generation through three simple but effective design choices tailored to this regime. First, we propose Distribution-Aligned Adversarial Learning, which uses teacher-generated images rather than external real images as real samples for GAN training, providing a more attainable and informative adversarial target. Second, we adopt Step-Decoupled Parameterization, assigning independent model parameters to the two denoising steps to better match their distinct capacity demands. Third, we perform End-to-End Training with Iterative Regularization, allowing the first step to receive gradients from final image quality while preserving a meaningful intermediate generation through an explicit step-1 loss. Together, these designs substantially narrow the quality gap between 2-step and 8-step generation in both qualitative and quantitative evaluations, highlighting the potential of carefully tailored distillation strategies for improving the quality-efficiency trade-off in few-step generation.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12575.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Dongyang Liu, Ruoyi Du, David Liu, Dengyang Jiang, Liangchen Li, Qilong Wu, Zhen Li, Steven C. H. Hoi, Hongsheng Li, Peng Gao&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 8&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Few-step diffusion distillation has become increasingly mature for 4-8-step generation, yet pushing further to 2 steps remains challenging. In this work, we introduce Z-Image Turbo++, a high-quality 2-step image generation model distilled from the 8-step Z-Image Turbo teacher. Our method addresses the central bottlenecks of increased task difficulty and limited model capacity in 2-step generation through three simple but effective design choices tailored to this regime. First, we propose Distribution-Aligned Adversarial Learning, which uses teacher-generated images rather than external real images as real samples for GAN training, providing a more attainable and informative adversarial target. Second, we adopt Step-Decoupled Parameterization, assigning independent model parameters to the two denoising steps to better match their distinct capacity demands. Third, we perform End-to-End Training with Iterative Regularization, allowing the first step to receive gradients from final image quality while preserving a meaningful intermediate generation through an explicit step-1 loss. Together, these designs substantially narrow the quality gap between 2-step and 8-step generation in both qualitative and quantitative evaluations, highlighting the potential of carefully tailored distillation strategies for improving the quality-efficiency trade-off in few-step generation.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.12575</guid>
<pubDate>Wed, 10 Jun 2026 00:00:00 +0000</pubDate>
</item>
@@ -172,14 +172,14 @@
<item>
<title>From 2D Grids to 1D Tokens: Reforming Shared Representations for Multimodal Image Fusion</title>
<link>https://arxiv.org/abs/2606.12303</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12303.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yuchen Xian, Yunqiu Xu, Yang He, Yi Yang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 12&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Multimodal image fusion aims to integrate complementary information from different modalities into a fused image that preserves rich local details while maintaining globally consistent appearance. Existing approaches build shared representations on 2D feature grids, which excel at modeling local structures but offer limited leverage over image-level global appearance factors. To balance these objectives, we introduce a compact 1D token interface based on a frozen pretrained image tokenizer for modeling non-local appearance/base factors. Rather than using the tokenizer as a reconstruction backbone, our design uses the 1D token space as a global carrier while retaining the 2D spatial pathway for local structure restoration. Specifically, we introduce Selective Token Editing (STE), which sparsely updates/replaces a small set of critical tokens, providing a lightweight mechanism to steer global appearance coherence while keeping the fusion backbone unchanged and avoiding extra losses. Experiments on four commonly used benchmarks show that our method achieves the best overall performance, with consistent, multi-metric improvements in both global coherence and local fidelity. Project page: https://zju-xyc.github.io/1D-Fusion-Project-Page/&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12303.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yuchen Xian, Yunqiu Xu, Yang He, Yi Yang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 29&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Multimodal image fusion aims to integrate complementary information from different modalities into a fused image that preserves rich local details while maintaining globally consistent appearance. Existing approaches build shared representations on 2D feature grids, which excel at modeling local structures but offer limited leverage over image-level global appearance factors. To balance these objectives, we introduce a compact 1D token interface based on a frozen pretrained image tokenizer for modeling non-local appearance/base factors. Rather than using the tokenizer as a reconstruction backbone, our design uses the 1D token space as a global carrier while retaining the 2D spatial pathway for local structure restoration. Specifically, we introduce Selective Token Editing (STE), which sparsely updates/replaces a small set of critical tokens, providing a lightweight mechanism to steer global appearance coherence while keeping the fusion backbone unchanged and avoiding extra losses. Experiments on four commonly used benchmarks show that our method achieves the best overall performance, with consistent, multi-metric improvements in both global coherence and local fidelity. Project page: https://zju-xyc.github.io/1D-Fusion-Project-Page/&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.12303</guid>
<pubDate>Wed, 10 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>VIA-SD: Verification via Intra-Model Routing for Speculative Decoding</title>
<link>https://arxiv.org/abs/2606.12243</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12243.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yuchen Xian, Yang He, Yunqiu Xu, Yi Yang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 14&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Speculative decoding (SD) addresses the high inference costs of LLMs by having lightweight drafters generate candidates for large verifiers to validate in parallel. Existing draft-verify methods use binary decisions: accept or fully recompute. Yet we find that many rejected tokens can be verified correctly by a slim submodel derived from the full verifier via intra-model routing, instead of the full verifier. This motivates our slim-verifier to handle tokens requiring moderate verification resources, reducing expensive large-model calls. We propose Verification via Intra-Model Routing for Speculative Decoding (VIA-SD), a multi-tier framework using a routed slim-verifier. Draft tokens are processed hierarchically: direct acceptance for high-confidence cases, slim-verifier regeneration for medium-confidence cases, and full-model verification for uncertain cases. Across four representative tasks and multiple model families, VIA-SD reduces rejection rates by 0.10-0.22 and delivers 10-20% speedups over strong SD baselines, while achieving 2.5-3x acceleration over non-drafting decoding. Moreover, VIA-SD is compatible with existing SD frameworks without modifying their training procedures. Our results suggest multi-tier SD as a general paradigm for scalable and efficient LLM inference. Project page: https://zju-xyc.github.io/VIA-SD-Project-Page/&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12243.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yuchen Xian, Yang He, Yunqiu Xu, Yi Yang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 31&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Speculative decoding (SD) addresses the high inference costs of LLMs by having lightweight drafters generate candidates for large verifiers to validate in parallel. Existing draft-verify methods use binary decisions: accept or fully recompute. Yet we find that many rejected tokens can be verified correctly by a slim submodel derived from the full verifier via intra-model routing, instead of the full verifier. This motivates our slim-verifier to handle tokens requiring moderate verification resources, reducing expensive large-model calls. We propose Verification via Intra-Model Routing for Speculative Decoding (VIA-SD), a multi-tier framework using a routed slim-verifier. Draft tokens are processed hierarchically: direct acceptance for high-confidence cases, slim-verifier regeneration for medium-confidence cases, and full-model verification for uncertain cases. Across four representative tasks and multiple model families, VIA-SD reduces rejection rates by 0.10-0.22 and delivers 10-20% speedups over strong SD baselines, while achieving 2.5-3x acceleration over non-drafting decoding. Moreover, VIA-SD is compatible with existing SD frameworks without modifying their training procedures. Our results suggest multi-tier SD as a general paradigm for scalable and efficient LLM inference. Project page: https://zju-xyc.github.io/VIA-SD-Project-Page/&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.12243</guid>
<pubDate>Wed, 10 Jun 2026 00:00:00 +0000</pubDate>
</item>
@@ -211,13 +211,6 @@
<guid isPermaLink="false">https://arxiv.org/abs/2606.13572</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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<item>
<title>Getting Better at Working With You: Compiling User Corrections into Runtime Enforcement for Coding Agents</title>
<link>https://arxiv.org/abs/2606.13174</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13174.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yujun Zhou, Kehan Guo, Haomin Zhuang, Xiangqi Wang, Yue Huang, Zhenwen Liang, Pin-Yu Chen, Tian Gao, Nuno Moniz, Nitesh V. Chawla, Xiangliang Zhang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 2&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Interactive LLM agents are becoming part of daily work, but they do not reliably become easier to work with over time: a correction remembered in one session may still be violated in the next. We study this gap between preference access and preference compliance. In tasks derived from anonymized real-user friction cases, Mem0 memory still leaves 57.5% of applicable preference checks violated. We introduce Test-time Rule Acquisition and Compiled Enforcement (TRACE), a drop-in skill-layer pipeline for coding-agent runtimes that mines user corrections, rewrites them as atomic rules, and compiles them into runtime checks that must pass before an agent completes future tasks. Unlike runtime checks written ahead of time by developers, TRACE skills come from the user's own chat corrections. We evaluate TRACE with simulated user-in-the-loop experiments on ClawArena coding-agent tasks and MemoryArena-derived memory-intensive tasks. On ClawArena, TRACE reduces held-out preference violation from 100.0% to 37.6% on in-distribution tasks and from 100.0% to 2.0% on out-of-distribution tasks. On MemoryArena-derived tasks, TRACE reduces in-distribution violation from 100.0% to 60.5% while matching or exceeding the strongest memory baseline on task pass. These results suggest that compiling corrections into runtime enforcement can address a repeated-friction failure mode that memory alone does not reliably solve, reducing the need for users to restate the same correction across future sessions. Experiment code is available at https://github.com/YujunZhou/TRACE_exp, and the deployable skill is available at https://github.com/YujunZhou/tellonce.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13174</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>See What I See, Know What I Think: Dense Latent Communication Across Heterogeneous Agents</title>
<link>https://arxiv.org/abs/2606.13594</link>
@@ -232,41 +225,41 @@
<guid isPermaLink="false">https://arxiv.org/abs/2606.13120</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>Getting Better at Working With You: Compiling User Corrections into Runtime Enforcement for Coding Agents</title>
<link>https://arxiv.org/abs/2606.13174</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13174.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yujun Zhou, Kehan Guo, Haomin Zhuang, Xiangqi Wang, Yue Huang, Zhenwen Liang, Pin-Yu Chen, Tian Gao, Nuno Moniz, Nitesh V. Chawla, Xiangliang Zhang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 4&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Interactive LLM agents are becoming part of daily work, but they do not reliably become easier to work with over time: a correction remembered in one session may still be violated in the next. We study this gap between preference access and preference compliance. In tasks derived from anonymized real-user friction cases, Mem0 memory still leaves 57.5% of applicable preference checks violated. We introduce Test-time Rule Acquisition and Compiled Enforcement (TRACE), a drop-in skill-layer pipeline for coding-agent runtimes that mines user corrections, rewrites them as atomic rules, and compiles them into runtime checks that must pass before an agent completes future tasks. Unlike runtime checks written ahead of time by developers, TRACE skills come from the user's own chat corrections. We evaluate TRACE with simulated user-in-the-loop experiments on ClawArena coding-agent tasks and MemoryArena-derived memory-intensive tasks. On ClawArena, TRACE reduces held-out preference violation from 100.0% to 37.6% on in-distribution tasks and from 100.0% to 2.0% on out-of-distribution tasks. On MemoryArena-derived tasks, TRACE reduces in-distribution violation from 100.0% to 60.5% while matching or exceeding the strongest memory baseline on task pass. These results suggest that compiling corrections into runtime enforcement can address a repeated-friction failure mode that memory alone does not reliably solve, reducing the need for users to restate the same correction across future sessions. Experiment code is available at https://github.com/YujunZhou/TRACE_exp, and the deployable skill is available at https://github.com/YujunZhou/tellonce.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13174</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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<item>
<title>HarnessBridge: Learnable Bidirectional Controller for LLM Agent Harness</title>
<link>https://arxiv.org/abs/2606.12882</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12882.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Xiaoxuan Wang, Haixin Wang, Alexander Taylor, Jason Cong, Yizhou Sun, Wei Wang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 9&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Large language models are increasingly deployed as agents for long-horizon tasks, yet their performance is shaped not only by model capability and environment design, but also by the harness that mediates agent--environment interaction. Existing harnesses are largely manually engineered, making them difficult to scale as trajectories grow longer and interactions become more complex. In this work, we ask whether harness can be generated by a learnable plug-in module that can be trained in an end-to-end fashion. We introduce HarnessBridge, a lightweight learnable harness controller that parameterizes the agent--environment interface as a bidirectional projection. HarnessBridge learns two bidirectional projections: observation projection, which distills raw trajectories into compact, decision-relevant states, and action projection, which converts proposed actions into executable transitions or trajectory-grounded rejections. We train HarnessBridge on a harness supervision dataset via unified instruction tuning. On Terminal-Bench~2.0 and SWE-bench Verified, HarnessBridge matches or surpasses strong specialized harnesses while substantially reducing token usage and trajectory length, and generalizes from smaller generators to larger commercial models.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.12882.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Xiaoxuan Wang, Haixin Wang, Alexander Taylor, Jason Cong, Yizhou Sun, Wei Wang&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 10&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Large language models are increasingly deployed as agents for long-horizon tasks, yet their performance is shaped not only by model capability and environment design, but also by the harness that mediates agent--environment interaction. Existing harnesses are largely manually engineered, making them difficult to scale as trajectories grow longer and interactions become more complex. In this work, we ask whether harness can be generated by a learnable plug-in module that can be trained in an end-to-end fashion. We introduce HarnessBridge, a lightweight learnable harness controller that parameterizes the agent--environment interface as a bidirectional projection. HarnessBridge learns two bidirectional projections: observation projection, which distills raw trajectories into compact, decision-relevant states, and action projection, which converts proposed actions into executable transitions or trajectory-grounded rejections. We train HarnessBridge on a harness supervision dataset via unified instruction tuning. On Terminal-Bench~2.0 and SWE-bench Verified, HarnessBridge matches or surpasses strong specialized harnesses while substantially reducing token usage and trajectory length, and generalizes from smaller generators to larger commercial models.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.12882</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>MoVerse: Real-Time Video World Modeling with Panoramic Gaussian Scaffold</title>
<link>https://arxiv.org/abs/2606.13376</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13376.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yang Zhou, Ziheng Wang, Yuqin Lu, Haofeng Liu, Jun Liang, Shengfeng He, Jing Li&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 10&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We present MoVerse, a real-time video world model that creates an interactively navigable scene from a single narrow-field-of-view image. This setting is challenging because the input observes only a small fraction of the environment, while interactive roaming requires a complete surrounding world, persistent geometry, controllable camera motion, and temporally coherent high-fidelity observations. MoVerse addresses this problem by separating world construction from observation rendering. It first expands the input into a gravity-aligned 360^circ panorama with topology-aware diffusion, closing the missing field of view before 3D reasoning. It then lifts the panorama into a persistent 3D Gaussian scaffold using panoramic geometry-aware residual prediction, yielding a dense and directly renderable spatial memory. Finally, a Gaussian-conditioned video renderer translates scaffold renderings along user-specified camera trajectories into photorealistic video. To make this renderer practical for interaction, we train a bidirectional diffusion teacher for high-quality conditional rendering and distill it into a causal autoregressive student for bounded-latency streaming. This design combines the controllability and long-range consistency of explicit 3D representations with the perceptual quality of generative video models. MoVerse supports real-time scene roaming at 8~FPS on a single NVIDIA RTX~4090 GPU, demonstrating a practical path toward single-image world creation with interactive video output.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13376.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Yang Zhou, Ziheng Wang, Yuqin Lu, Haofeng Liu, Jun Liang, Shengfeng He, Jing Li&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 11&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We present MoVerse, a real-time video world model that creates an interactively navigable scene from a single narrow-field-of-view image. This setting is challenging because the input observes only a small fraction of the environment, while interactive roaming requires a complete surrounding world, persistent geometry, controllable camera motion, and temporally coherent high-fidelity observations. MoVerse addresses this problem by separating world construction from observation rendering. It first expands the input into a gravity-aligned 360^circ panorama with topology-aware diffusion, closing the missing field of view before 3D reasoning. It then lifts the panorama into a persistent 3D Gaussian scaffold using panoramic geometry-aware residual prediction, yielding a dense and directly renderable spatial memory. Finally, a Gaussian-conditioned video renderer translates scaffold renderings along user-specified camera trajectories into photorealistic video. To make this renderer practical for interaction, we train a bidirectional diffusion teacher for high-quality conditional rendering and distill it into a causal autoregressive student for bounded-latency streaming. This design combines the controllability and long-range consistency of explicit 3D representations with the perceptual quality of generative video models. MoVerse supports real-time scene roaming at 8~FPS on a single NVIDIA RTX~4090 GPU, demonstrating a practical path toward single-image world creation with interactive video output.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13376</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>VideoMDM: Towards 3D Human Motion Generation From 2D Supervision</title>
<link>https://arxiv.org/abs/2606.13364</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13364.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Amir Mann, Gal Michael Harari, Merav Keidar, Or Litany&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 16&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We introduce VideoMDM, a diffusion-based framework that trains 3D human motion priors directly from accurate 2D poses extracted from monocular videos, without any 3D ground truth. A pretrained 2D-to-3D lifter provides approximate 3D pose sequences that serve as a noisy teacher: these are diffused, denoised by the model in 3D, and supervised in 2D by reprojecting the prediction and comparing against accurate keypoints. We show that, under mild assumptions, a depth-weighted 2D reprojection loss is equivalent in expectation to direct 3D supervision, and we adapt standard 3D motion regularizers - velocity consistency and over-parameterized representation alignment - to this 2D setting. Unlike methods that lift 2D to 3D only at inference, VideoMDM learns a coherent 3D motion manifold during training. On HumanML3D it nearly closes the gap to fully 3D-supervised MDM (FID 0.88 vs 0.54); On real video datasets Fit3D and NBA the method learns to generate motions consistently preferred by humans, with strong quantitative results.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13364.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Amir Mann, Gal Michael Harari, Merav Keidar, Or Litany&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 18&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We introduce VideoMDM, a diffusion-based framework that trains 3D human motion priors directly from accurate 2D poses extracted from monocular videos, without any 3D ground truth. A pretrained 2D-to-3D lifter provides approximate 3D pose sequences that serve as a noisy teacher: these are diffused, denoised by the model in 3D, and supervised in 2D by reprojecting the prediction and comparing against accurate keypoints. We show that, under mild assumptions, a depth-weighted 2D reprojection loss is equivalent in expectation to direct 3D supervision, and we adapt standard 3D motion regularizers - velocity consistency and over-parameterized representation alignment - to this 2D setting. Unlike methods that lift 2D to 3D only at inference, VideoMDM learns a coherent 3D motion manifold during training. On HumanML3D it nearly closes the gap to fully 3D-supervised MDM (FID 0.88 vs 0.54); On real video datasets Fit3D and NBA the method learns to generate motions consistently preferred by humans, with strong quantitative results.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13364</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>Demystifying Hidden-State Recurrence: Switchable Latent Reasoning with On-Policy Reinforcement Learning</title>
<link>https://arxiv.org/abs/2606.13106</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13106.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Jiayu Yang, Chao Chen, Shengen Wu, Yinhong Liu, Yuxuan Fan, Lujundong Li, Songning Lai, Chengwei Qin, Zhijiang Guo&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 18&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Latent chain-of-thought compresses reasoning by replacing visible reasoning traces with continuous hidden-state recurrence, but existing formulations are difficult to optimize with standard on-policy reinforcement learning (RL) and hard to interpret causally. Our key insight is that a single pair of explicit boundary tokens can address both issues at once: discrete entry and exit anchors make the latent block compatible with standard on-policy RL, and the same anchors offer a natural foothold for mechanistic analysis. Motivated by this, we propose SWITCH, a switchable latent reasoning framework. The model emits &lt;swi&gt; to enter latent mode and &lt;/swi&gt; to exit. Because the boundaries are ordinary discrete tokens, the GRPO policy ratio is well-defined at every decision point. The same anchors also expose the latent steps to direct probing and causal intervention. We train the model with a visible-to-latent curriculum and a Switch-GRPO objective that propagates gradients through recurrent latent computation. SWITCH consistently outperforms prior hidden-state-recurrence latent reasoning approaches at similar scale. Mechanistic analysis through the boundary tokens further reveals three findings: (i) &lt;swi&gt; is a sharply localised, learned switching policy rather than a stylistic artefact; (ii) the latent step it opens performs problem-specific, causally important computation rather than acting as an inert placeholder; and (iii) that computation is concentrated at a single hidden-state transition on entry. Together, these results show that hidden-state-recurrence latent reasoning is both RL-trainable and open to direct mechanistic analysis, including of how on-policy RL itself improves the model from the inside.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13106.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Jiayu Yang, Chao Chen, Shengen Wu, Yinhong Liu, Yuxuan Fan, Lujundong Li, Songning Lai, Chengwei Qin, Zhijiang Guo&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 19&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Latent chain-of-thought compresses reasoning by replacing visible reasoning traces with continuous hidden-state recurrence, but existing formulations are difficult to optimize with standard on-policy reinforcement learning (RL) and hard to interpret causally. Our key insight is that a single pair of explicit boundary tokens can address both issues at once: discrete entry and exit anchors make the latent block compatible with standard on-policy RL, and the same anchors offer a natural foothold for mechanistic analysis. Motivated by this, we propose SWITCH, a switchable latent reasoning framework. The model emits &lt;swi&gt; to enter latent mode and &lt;/swi&gt; to exit. Because the boundaries are ordinary discrete tokens, the GRPO policy ratio is well-defined at every decision point. The same anchors also expose the latent steps to direct probing and causal intervention. We train the model with a visible-to-latent curriculum and a Switch-GRPO objective that propagates gradients through recurrent latent computation. SWITCH consistently outperforms prior hidden-state-recurrence latent reasoning approaches at similar scale. Mechanistic analysis through the boundary tokens further reveals three findings: (i) &lt;swi&gt; is a sharply localised, learned switching policy rather than a stylistic artefact; (ii) the latent step it opens performs problem-specific, causally important computation rather than acting as an inert placeholder; and (iii) that computation is concentrated at a single hidden-state transition on entry. Together, these results show that hidden-state-recurrence latent reasoning is both RL-trainable and open to direct mechanistic analysis, including of how on-policy RL itself improves the model from the inside.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13106</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>EurekAgent: Agent Environment Engineering is All You Need For Autonomous Scientific Discovery</title>
<link>https://arxiv.org/abs/2606.13662</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13662.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Amy Xin, Jiening Siow, Junjie Wang, Zijun Yao, Fanjin Zhang, Jian Song, Lei Hou, Juanzi Li&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 21&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; LLM-based agents have shown increasing potential in automating scientific discovery. Given an optimizable metric and an execution environment, they can propose, validate, and iterate scientific solutions, and have produced results that outperform human-designed approaches. As model capabilities continue to improve, we argue that the bottleneck for autonomous scientific discovery is shifting from prescribing agent workflows to designing agent environments: the resources, constraints, and interfaces that shape agent behavior. We frame this as environment engineering: building environments that amplify productive behaviors, such as open-ended exploration, systematic artifact management, and inter-agent collaboration, while suppressing harmful behaviors, such as reward hacking and high-friction human oversight. We present EurekAgent, an environment-engineered agent system for metric-driven autonomous scientific discovery. EurekAgent engineers the environment along four dimensions: permissions engineering for bounded agent execution and isolated evaluation; artifact engineering for filesystem and Git-based collaboration; budget engineering for budget-aware exploration; and human-in-the-loop engineering for easy human supervision and intervention. EurekAgent sets new state-of-the-art results on multiple mathematics, kernel engineering, and machine learning tasks, including new state-of-the-art 26-circle packing results discovered with less than $11 in total API cost. We open-source our code and results, and call for environment engineering as a core research direction for developing reliable autonomous research agents.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13662</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>HYDRA-X: Native Unified Multimodal Models with Holistic Visual Tokenizers</title>
<link>https://arxiv.org/abs/2606.13289</link>
@@ -274,6 +267,13 @@
<guid isPermaLink="false">https://arxiv.org/abs/2606.13289</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
</item>
<item>
<title>EurekAgent: Agent Environment Engineering is All You Need For Autonomous Scientific Discovery</title>
<link>https://arxiv.org/abs/2606.13662</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13662.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Amy Xin, Jiening Siow, Junjie Wang, Zijun Yao, Fanjin Zhang, Jian Song, Lei Hou, Juanzi Li&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 26&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; LLM-based agents have shown increasing potential in automating scientific discovery. Given an optimizable metric and an execution environment, they can propose, validate, and iterate scientific solutions, and have produced results that outperform human-designed approaches. As model capabilities continue to improve, we argue that the bottleneck for autonomous scientific discovery is shifting from prescribing agent workflows to designing agent environments: the resources, constraints, and interfaces that shape agent behavior. We frame this as environment engineering: building environments that amplify productive behaviors, such as open-ended exploration, systematic artifact management, and inter-agent collaboration, while suppressing harmful behaviors, such as reward hacking and high-friction human oversight. We present EurekAgent, an environment-engineered agent system for metric-driven autonomous scientific discovery. EurekAgent engineers the environment along four dimensions: permissions engineering for bounded agent execution and isolated evaluation; artifact engineering for filesystem and Git-based collaboration; budget engineering for budget-aware exploration; and human-in-the-loop engineering for easy human supervision and intervention. EurekAgent sets new state-of-the-art results on multiple mathematics, kernel engineering, and machine learning tasks, including new state-of-the-art 26-circle packing results discovered with less than $11 in total API cost. We open-source our code and results, and call for environment engineering as a core research direction for developing reliable autonomous research agents.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13662</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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<item>
<title>LabVLA: Grounding Vision-Language-Action Models in Scientific Laboratories</title>
<link>https://arxiv.org/abs/2606.13578</link>
@@ -284,35 +284,35 @@
<item>
<title>MaxProof: Scaling Mathematical Proof with Generative-Verifier RL and Population-Level Test-Time Scaling</title>
<link>https://arxiv.org/abs/2606.13473</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13473.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Jiacheng Chen, Xinyu Zhang, Shunkai Zhang, Yanmohan Wang, Lin Li, Tiancheng Qin, Qin Wang, Zhengmao Zhu, Tianle Li, Jingyang Li, Zehan Li, Binyang Jiang, Jin Zhu, Han Ding, Fei Yu, Chenyu Du, Zijian Song, Jiayuan Song, Zhi Zhang, Yunan Huang, Weiyu Cheng, Pengyu Zhao, Yu Cheng&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 74&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We present MaxProof, a population-level test-time scaling framework for competition-level mathematical proof in the MiniMax-M3 series. M3 first trains three proof-oriented capabilities -- proof generation, proof verification, and critique-conditioned proof repair -- using a defense-in-depth generative verifier engineered for low false-positive rate. These capabilities are merged into a single released M3 model. At test time, MaxProof treats the model as a generator, verifier, refiner, and ranker, searches over a population of candidate proofs, and returns one final proof through tournament selection. With MaxProof test-time scaling, the M3 model reaches 35/42 on IMO 2025 and 36/42 on USAMO 2026, exceeding the human gold-medal threshold on both.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13473.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Jiacheng Chen, Xinyu Zhang, Shunkai Zhang, Yanmohan Wang, Lin Li, Tiancheng Qin, Qin Wang, Zhengmao Zhu, Tianle Li, Jingyang Li, Zehan Li, Binyang Jiang, Jin Zhu, Han Ding, Fei Yu, Chenyu Du, Zijian Song, Jiayuan Song, Zhi Zhang, Yunan Huang, Weiyu Cheng, Pengyu Zhao, Yu Cheng&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 76&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; We present MaxProof, a population-level test-time scaling framework for competition-level mathematical proof in the MiniMax-M3 series. M3 first trains three proof-oriented capabilities -- proof generation, proof verification, and critique-conditioned proof repair -- using a defense-in-depth generative verifier engineered for low false-positive rate. These capabilities are merged into a single released M3 model. At test time, MaxProof treats the model as a generator, verifier, refiner, and ranker, searches over a population of candidate proofs, and returns one final proof through tournament selection. With MaxProof test-time scaling, the M3 model reaches 35/42 on IMO 2025 and 36/42 on USAMO 2026, exceeding the human gold-medal threshold on both.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13473</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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<title>InterleaveThinker: Reinforcing Agentic Interleaved Generation</title>
<link>https://arxiv.org/abs/2606.13679</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13679.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Dian Zheng, Harry Lee, Manyuan Zhang, Kaituo Feng, Zoey Guo, Ray Zhang, Hongsheng Li&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 74&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Recent image generators have demonstrated impressive photorealism and instruction-following capabilities in single-image generation and editing. However, constrained by their architectures, they cannot achieve interleaved generation (text-image sequence), which has crucial applications in visual narratives, guidance, and embodied manipulation. Even the latest open-source Unified Multimodal Models (UMMs) exhibit limited performance in this regard. In this paper, we introduce InterleaveThinker, the first multi-agent pipeline designed to endow any existing image generator with interleaved generation capabilities. Specifically, we employ a planner agent to organize the image-text input sequence, instructing the image generator on the required execution at each step. Subsequently, we introduce a critic agent to evaluate the generator's outputs, identify samples that deviate from the planned instructions, and refine the instructions for regeneration. To implement this pipeline, we construct the Interleave-Planner-SFT-80k and Interleave-Critic-SFT-112k to perform a format cold-start. Then we develop Interleave-Critic-RL-13k to reinforce the step-wise instruction correction capability within a generation trajectory using GRPO. Since a single interleaved generation trajectory may involve over 25 generator calls, optimizing the entire trajectory is computationally impractical. Therefore, we propose accuracy reward and step-wise reward, allowing single-step RL to effectively guide the entire generation trajectory. The results show that InterleaveThinker improves performance across various image generators. On interleaved generation benchmarks, it achieves performance comparable to Nano Banana and GPT-5. Surprisingly, it also significantly enhances the base model on reasoning-based benchmarks; for example, on 4-step FLUX.2-klein, we observe substantial gains on WISE and RISE.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13679.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Dian Zheng, Harry Lee, Manyuan Zhang, Kaituo Feng, Zoey Guo, Ray Zhang, Hongsheng Li&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 77&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Recent image generators have demonstrated impressive photorealism and instruction-following capabilities in single-image generation and editing. However, constrained by their architectures, they cannot achieve interleaved generation (text-image sequence), which has crucial applications in visual narratives, guidance, and embodied manipulation. Even the latest open-source Unified Multimodal Models (UMMs) exhibit limited performance in this regard. In this paper, we introduce InterleaveThinker, the first multi-agent pipeline designed to endow any existing image generator with interleaved generation capabilities. Specifically, we employ a planner agent to organize the image-text input sequence, instructing the image generator on the required execution at each step. Subsequently, we introduce a critic agent to evaluate the generator's outputs, identify samples that deviate from the planned instructions, and refine the instructions for regeneration. To implement this pipeline, we construct the Interleave-Planner-SFT-80k and Interleave-Critic-SFT-112k to perform a format cold-start. Then we develop Interleave-Critic-RL-13k to reinforce the step-wise instruction correction capability within a generation trajectory using GRPO. Since a single interleaved generation trajectory may involve over 25 generator calls, optimizing the entire trajectory is computationally impractical. Therefore, we propose accuracy reward and step-wise reward, allowing single-step RL to effectively guide the entire generation trajectory. The results show that InterleaveThinker improves performance across various image generators. On interleaved generation benchmarks, it achieves performance comparable to Nano Banana and GPT-5. Surprisingly, it also significantly enhances the base model on reasoning-based benchmarks; for example, on 4-step FLUX.2-klein, we observe substantial gains on WISE and RISE.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13679</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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<title>SpatialClaw: Rethinking Action Interface for Agentic Spatial Reasoning</title>
<link>https://arxiv.org/abs/2606.13673</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13673.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Seokju Cho, Ryo Hachiuma, Abhishek Badki, Hang Su, Byung-Kwan Lee, Chan Hee Song, Sifei Liu, Subhashree Radhakrishnan, Seungryong Kim, Yu-Chiang Frank Wang, Min-Hung Chen&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 80&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Spatial reasoning, the ability to determine where objects are, how they relate, and how they move in 3D, remains a fundamental challenge for vision-language models (VLMs). Tool-augmented agents attempt to address this by augmenting VLMs with specialist perception modules, yet their effectiveness is bounded by the action interface through which those tools are invoked. In this work, we study how the design of this interface shapes the agent's capacity for open-ended spatial reasoning. Existing spatial agents either employ single-pass code execution, which commits to a full analysis strategy before any intermediate result is observed, or rely on a structured tool-call interface that often offers less flexibility for freely composing operations or tailoring the analysis to each task. Both designs offer limited flexibility for open-ended, complex 3D/4D spatial reasoning. We therefore propose SpatialClaw, a training-free framework for spatial reasoning that adopts code as the action interface. SpatialClaw maintains a stateful Python kernel pre-loaded with input frames and a suite of perception and geometry primitives, letting a VLM-backed agent write one executable cell per step conditioned on all prior outputs, enabling the agent to flexibly compose and manipulate perception results and adapt its analysis to both intermediate text and visual observations and the demands of each problem. Evaluated across 20 spatial reasoning benchmarks spanning a broad range of static and dynamic 3D/4D spatial reasoning tasks, SpatialClaw achieves 59.9% average accuracy, outperforming the recent spatial agent by +11.2 points, with consistent gains across six VLM backbones from two model families without any benchmark- or model-specific adaptation.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13673.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Seokju Cho, Ryo Hachiuma, Abhishek Badki, Hang Su, Byung-Kwan Lee, Chan Hee Song, Sifei Liu, Subhashree Radhakrishnan, Seungryong Kim, Yu-Chiang Frank Wang, Min-Hung Chen&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 86&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Spatial reasoning, the ability to determine where objects are, how they relate, and how they move in 3D, remains a fundamental challenge for vision-language models (VLMs). Tool-augmented agents attempt to address this by augmenting VLMs with specialist perception modules, yet their effectiveness is bounded by the action interface through which those tools are invoked. In this work, we study how the design of this interface shapes the agent's capacity for open-ended spatial reasoning. Existing spatial agents either employ single-pass code execution, which commits to a full analysis strategy before any intermediate result is observed, or rely on a structured tool-call interface that often offers less flexibility for freely composing operations or tailoring the analysis to each task. Both designs offer limited flexibility for open-ended, complex 3D/4D spatial reasoning. We therefore propose SpatialClaw, a training-free framework for spatial reasoning that adopts code as the action interface. SpatialClaw maintains a stateful Python kernel pre-loaded with input frames and a suite of perception and geometry primitives, letting a VLM-backed agent write one executable cell per step conditioned on all prior outputs, enabling the agent to flexibly compose and manipulate perception results and adapt its analysis to both intermediate text and visual observations and the demands of each problem. Evaluated across 20 spatial reasoning benchmarks spanning a broad range of static and dynamic 3D/4D spatial reasoning tasks, SpatialClaw achieves 59.9% average accuracy, outperforming the recent spatial agent by +11.2 points, with consistent gains across six VLM backbones from two model families without any benchmark- or model-specific adaptation.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13673</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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<title>MiniMax Sparse Attention</title>
<link>https://arxiv.org/abs/2606.13392</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13392.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Xunhao Lai, Weiqi Xu, Yufeng Yang, Qiaorui Chen, Yang Xu, Lunbin Zeng, Xiaolong Li, Haohai Sun, Haichao Zhu, Vito Zhang, Pengyu Zhao&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 102&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Ultra-long-context capability is becoming indispensable for frontier LLMs: agentic workflows, repository-scale code reasoning, and persistent memory all require the model to jointly attend over hundreds of thousands to millions of tokens, yet the quadratic cost of softmax attention makes this untenable at deployment scale. We introduce MiniMax Sparse Attention (MSA), a blockwise sparse attention built upon Grouped Query Attention (GQA). A lightweight Index Branch scores key-value blocks and independently selects a Top-k subset for each GQA group, enabling group-specific sparse retrieval while maintaining efficient block-level execution; the Main Branch then performs exact block-sparse attention over only the selected blocks. Designed around a principle of simplicity and scalability, MSA is deliberately streamlined, making it straightforward to deploy efficiently across a broad range of GPUs. To translate sparsity into practical speedups, we co-design MSA with a GPU execution path that uses exp-free Top-k selection and KV-outer sparse attention to improve tensor-core utilization under block-granular access. On a 109B-parameter model with native multimodal training, MSA performs on par with GQA while reducing per-token attention compute by 28.4x at 1M context. Paired with our co-designed kernel, MSA achieves 14.2x prefill and 7.6x decoding wall-clock speedups on H800. Our inference kernel is available at: https://github.com/MiniMax-AI/MSA. A production-grade natively multimodal model powered by MSA has been publicly released at: https://huggingface.co/MiniMaxAI/MiniMax-M3.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13392.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Xunhao Lai, Weiqi Xu, Yufeng Yang, Qiaorui Chen, Yang Xu, Lunbin Zeng, Xiaolong Li, Haohai Sun, Haichao Zhu, Vito Zhang, Pengyu Zhao&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 119&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Ultra-long-context capability is becoming indispensable for frontier LLMs: agentic workflows, repository-scale code reasoning, and persistent memory all require the model to jointly attend over hundreds of thousands to millions of tokens, yet the quadratic cost of softmax attention makes this untenable at deployment scale. We introduce MiniMax Sparse Attention (MSA), a blockwise sparse attention built upon Grouped Query Attention (GQA). A lightweight Index Branch scores key-value blocks and independently selects a Top-k subset for each GQA group, enabling group-specific sparse retrieval while maintaining efficient block-level execution; the Main Branch then performs exact block-sparse attention over only the selected blocks. Designed around a principle of simplicity and scalability, MSA is deliberately streamlined, making it straightforward to deploy efficiently across a broad range of GPUs. To translate sparsity into practical speedups, we co-design MSA with a GPU execution path that uses exp-free Top-k selection and KV-outer sparse attention to improve tensor-core utilization under block-granular access. On a 109B-parameter model with native multimodal training, MSA performs on par with GQA while reducing per-token attention compute by 28.4x at 1M context. Paired with our co-designed kernel, MSA achieves 14.2x prefill and 7.6x decoding wall-clock speedups on H800. Our inference kernel is available at: https://github.com/MiniMax-AI/MSA. A production-grade natively multimodal model powered by MSA has been publicly released at: https://huggingface.co/MiniMaxAI/MiniMax-M3.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13392</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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<title>EvoArena: Tracking Memory Evolution for Robust LLM Agents in Dynamic Environments</title>
<link>https://arxiv.org/abs/2606.13681</link>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13681.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Jundong Xu, Qingchuan Li, Jiaying Wu, Yihuai Lan, Shuyue Stella Li, Huichi Zhou, Bowen Jiang, Lei Wang, Jun Wang, Anh Tuan Luu, Caiming Xiong, Hae Won Park, Bryan Hooi, Zhiyuan Hu&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 118&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Large language model (LLM) agents have achieved strong performance on a wide range of benchmarks, yet most evaluations assume static environments. In contrast, real-world deployment is inherently dynamic, requiring agents to continually align their knowledge, skills, and behavior with changing environments and updated task conditions. To address this gap, we introduce EvoArena, a benchmark suite that models environment changes as sequences of progressive updates across terminal, software, and social domains. We further propose EvoMem, a patch-based memory paradigm that records memory evolution as structured update histories, enabling agents to reason about environmental evolution through changes in their memory. Experiments show that current agents struggle on EvoArena, achieving an average accuracy of 39.6% across evolving terminal, software, and social-preference domains. EvoMem consistently improves performance, yielding an average gain of 1.5% on EvoArena and also improving standard benchmarks such as GAIA and LoCoMo by 6.1% and 4.8%. Beyond individual tasks, EvoMem further improves chain-level accuracy by 3.7% on EvoArena, where success requires completing a consecutive sequence of related evolutionary subtasks. Mechanistic analysis shows that EvoMem improves evidence capture in the memory, indicating better preservation of complete evolving environment states. Our results highlight the importance of modeling evolution in both evaluation and memory for reliable agent deployment.&lt;/p&gt;</description>
<description>&lt;p&gt;&lt;img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2606.13681.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Authors:&lt;/b&gt; Jundong Xu, Qingchuan Li, Jiaying Wu, Yihuai Lan, Shuyue Stella Li, Huichi Zhou, Bowen Jiang, Lei Wang, Jun Wang, Anh Tuan Luu, Caiming Xiong, Hae Won Park, Bryan Hooi, Zhiyuan Hu&lt;/p&gt;&lt;p&gt;&lt;b&gt;Upvotes:&lt;/b&gt; 127&lt;/p&gt;&lt;p&gt;&lt;b&gt;Summary:&lt;/b&gt; Large language model (LLM) agents have achieved strong performance on a wide range of benchmarks, yet most evaluations assume static environments. In contrast, real-world deployment is inherently dynamic, requiring agents to continually align their knowledge, skills, and behavior with changing environments and updated task conditions. To address this gap, we introduce EvoArena, a benchmark suite that models environment changes as sequences of progressive updates across terminal, software, and social domains. We further propose EvoMem, a patch-based memory paradigm that records memory evolution as structured update histories, enabling agents to reason about environmental evolution through changes in their memory. Experiments show that current agents struggle on EvoArena, achieving an average accuracy of 39.6% across evolving terminal, software, and social-preference domains. EvoMem consistently improves performance, yielding an average gain of 1.5% on EvoArena and also improving standard benchmarks such as GAIA and LoCoMo by 6.1% and 4.8%. Beyond individual tasks, EvoMem further improves chain-level accuracy by 3.7% on EvoArena, where success requires completing a consecutive sequence of related evolutionary subtasks. Mechanistic analysis shows that EvoMem improves evidence capture in the memory, indicating better preservation of complete evolving environment states. Our results highlight the importance of modeling evolution in both evaluation and memory for reliable agent deployment.&lt;/p&gt;</description>
<guid isPermaLink="false">https://arxiv.org/abs/2606.13681</guid>
<pubDate>Thu, 11 Jun 2026 00:00:00 +0000</pubDate>
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