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<lastBuildDate>Mon, 04 May 2026 00:14:50 +0000</lastBuildDate>
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<lastBuildDate>Tue, 05 May 2026 00:16:07 +0000</lastBuildDate>
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<title>Safety Drift After Fine-Tuning: Evidence from High-Stakes Domains</title>
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<title>AnalogRetriever: Learning Cross-Modal Representations for Analog Circuit Retrieval</title>
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<link>https://arxiv.org/abs/2604.24902</link>
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<link>https://arxiv.org/abs/2604.23195</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.24902.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Emaan Bilal Khan, Amy Winecoff, Miranda Bogen, Dylan Hadfield-Menell</p><p><b>Upvotes:</b> 0</p><p><b>Summary:</b> Foundation models are routinely fine-tuned for use in particular domains, yet safety assessments are typically conducted only on base models, implicitly assuming that safety properties persist through downstream adaptation. We test this assumption by analyzing the safety behavior of 100 models, including widely deployed fine-tunes in the medical and legal domains as well as controlled adaptations of open foundation models alongside their bases. Across general-purpose and domain-specific safety benchmarks, we find that benign fine-tuning induces large, heterogeneous, and often contradictory changes in measured safety: models frequently improve on some instruments while degrading on others, with substantial disagreement across evaluations. These results show that safety behavior is not stable under ordinary downstream adaptation, raising critical questions about governance and deployment practices centered on base-model evaluations. Without explicit re-evaluation of fine-tuned models in deployment-relevant contexts, such approaches fall short of adequately managing downstream risk, overlooking practical sources of harm -- failures that are especially consequential in high-stakes settings and challenge current accountability paradigms.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.23195.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yihan Wang, Lei Li, Yao Lai, Jing Wang, Yan Lu</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Analog circuit design relies heavily on reusing existing intellectual property (IP), yet searching across heterogeneous representations such as SPICE netlists, schematics, and functional descriptions remains challenging. Existing methods are largely limited to exact matching within a single modality, failing to capture cross-modal semantic relationships. To bridge this gap, we present AnalogRetriever, a unified tri-modal retrieval framework for analog circuit search. We first build a high-quality dataset on top of Masala-CHAI through a two-stage repair pipeline that raises the netlist compile rate from 22\% to 100\%. Built on this foundation, AnalogRetriever encodes schematics and descriptions with a vision-language model and netlists with a port-aware relational graph convolutional network, mapping all three modalities into a shared embedding space via curriculum contrastive learning. Experiments show that AnalogRetriever achieves an average Recall@1 of 75.2\% across all six cross-modal retrieval directions, significantly outperforming existing baselines. When integrated into the AnalogCoder agentic framework as a retrieval-augmented generation module, it consistently improves functional pass rates and enables previously unsolved tasks to be completed. Our code and dataset will be released.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.23195</guid>
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<pubDate>Sat, 25 Apr 2026 00:00:00 +0000</pubDate>
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<title>Talker-T2AV: Joint Talking Audio-Video Generation with Autoregressive Diffusion Modeling</title>
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<link>https://arxiv.org/abs/2604.23586</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.23586.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zhen Ye, Xu Tan, Aoxiong Yin, Hongzhan Lin, Guangyan Zhang, Peiwen Sun, Yiming Li, Chi-Min Chan, Wei Ye, Shikun Zhang, Wei Xue</p><p><b>Upvotes:</b> 1</p><p><b>Summary:</b> Joint audio-video generation models have shown that unified generation yields stronger cross-modal coherence than cascaded approaches. However, existing models couple modalities throughout denoising via pervasive attention, treating high-level semantics and low-level details in a fully entangled manner. This is suboptimal for talking head synthesis: while audio and facial motion are semantically correlated, their low-level realizations (acoustic signals and visual textures) follow distinct rendering processes. Enforcing joint modeling across all levels causes unnecessary entanglement and reduces efficiency. We propose Talker-T2AV, an autoregressive diffusion framework where high-level cross-modal modeling occurs in a shared backbone, while low-level refinement uses modality-specific decoders. A shared autoregressive language model jointly reasons over audio and video in a unified patch-level token space. Two lightweight diffusion transformer heads decode the hidden states into frame-level audio and video latents. Experiments on talking portrait benchmarks show Talker-T2AV outperforms dual-branch baselines in lip-sync accuracy, video quality, and audio quality, achieving stronger cross-modal consistency than cascaded pipelines.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.23586</guid>
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<pubDate>Sun, 26 Apr 2026 00:00:00 +0000</pubDate>
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<title>Soft Anisotropic Diagrams for Differentiable Image Representation</title>
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<link>https://arxiv.org/abs/2604.21984</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.21984.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Laki Iinbor, Zhiyang Dou, Wojciech Matusik</p><p><b>Upvotes:</b> 0</p><p><b>Summary:</b> We introduce Soft Anisotropic Diagrams (SAD), an explicit and differentiable image representation parameterized by a set of adaptive sites in the image plane. In SAD, each site specifies an anisotropic metric and an additively weighted distance score, and we compute pixel colors as a softmax blend over a small per-pixel top-K subset of sites. We induce a soft anisotropic additively weighted Voronoi partition (i.e., an Apollonius diagram) with learnable per-site temperatures, preserving informative gradients while allowing clear, content-aligned boundaries and explicit ownership. Such a formulation enables efficient rendering by maintaining a per-query top-K map that approximates nearest neighbors under the same shading score, allowing GPU-friendly, fixed-size local computation. We update this list using our top-K propagation scheme inspired by jump flooding, augmented with stochastic injection to provide probabilistic global coverage. Training follows a GPU-first pipeline with gradient-weighted initialization, Adam optimization, and adaptive budget control through densification and pruning. Across standard benchmarks, SAD consistently outperforms Image-GS and Instant-NGP at matched bitrate. On Kodak, SAD reaches 46.0 dB PSNR with 2.2 s encoding time (vs. 28 s for Image-GS), and delivers 4-19 times end-to-end training speedups over state-of-the-art baselines. We demonstrate the effectiveness of SAD by showcasing the seamless integration with differentiable pipelines for forward and inverse problems, efficiency of fast random access, and compact storage.</p></description>
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<pubDate>Mon, 27 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Mon, 27 Apr 2026 00:00:00 +0000</pubDate>
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<title>Learning from Noisy Preferences: A Semi-Supervised Learning Approach to Direct Preference Optimization</title>
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<title>From Skill Text to Skill Structure: The Scheduling-Structural-Logical Representation for Agent Skills</title>
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<link>https://arxiv.org/abs/2604.24952</link>
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<link>https://arxiv.org/abs/2604.24026</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.24952.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Xinxin Liu, Ming Li, Zonglin Lyu, Yuzhang Shang, Chen Chen</p><p><b>Upvotes:</b> 3</p><p><b>Summary:</b> Human visual preferences are inherently multi-dimensional, encompassing aesthetics, detail fidelity, and semantic alignment. However, existing datasets provide only single, holistic annotations, resulting in severe label noise: images that excel in some dimensions but are deficient in others are simply marked as winner or loser. We theoretically demonstrate that compressing multi-dimensional preferences into binary labels generates conflicting gradient signals that misguide Diffusion Direct Preference Optimization (DPO). To address this, we propose Semi-DPO, a semi-supervised approach that treats consistent pairs as clean labeled data and conflicting ones as noisy unlabeled data. Our method starts by training on a consensus-filtered clean subset, then uses this model as an implicit classifier to generate pseudo-labels for the noisy set for iterative refinement. Experimental results demonstrate that Semi-DPO achieves state-of-the-art performance and significantly improves alignment with complex human preferences, without requiring additional human annotation or explicit reward models during training. We will release our code and models at: https://github.com/L-CodingSpace/semi-dpo</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.24026.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Qiliang Liang, Hansi Wang, Zhong Liang, Yang Liu</p><p><b>Upvotes:</b> 11</p><p><b>Summary:</b> LLM agents increasingly rely on reusable skills, capability packages that combine instructions, control flow, constraints, and tool calls. In most current agent systems, however, skills are still represented by text-heavy artifacts, including SKILL.md-style documents and structured records whose machine-usable evidence remains embedded largely in natural-language descriptions. This poses a challenge for skill-centered agent systems: managing skill collections and using skills to support agent both require reasoning over invocation interfaces, execution structure, and concrete side effects that are often entangled in a single textual surface. An explicit representation of skill knowledge may therefore help make these artifacts easier for machines to acquire and leverage. Drawing on Memory Organization Packets, Script Theory, and Conceptual Dependency from Schank and Abelson's classical work on linguistic knowledge representation, we introduce what is, to our knowledge, the first structured representation for agent skill artifacts that disentangles skill-level scheduling signals, scene-level execution structure, and logic-level action and resource-use evidence: the Scheduling-Structural-Logical (SSL) representation. We instantiate SSL with an LLM-based normalizer and evaluate it on a corpus of skills in two tasks, Skill Discovery and Risk Assessment, and superiorly outperform the text-only baselines: in Skill Discovery, SSL improves MRR from 0.573 to 0.707; in Risk Assessment, it improves macro F1 from 0.744 to 0.787. These findings reveal that explicit, source-grounded structure makes agent skills easier to search and review. They also suggest that SSL is best understood as a practical step toward more inspectable, reusable, and operationally actionable skill representations for agent systems, rather than as a finished standard or an end-to-end mechanism for managing and using skills.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.24952</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.24026</guid>
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<pubDate>Mon, 27 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Mon, 27 Apr 2026 00:00:00 +0000</pubDate>
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<title>Nemotron 3 Nano Omni: Efficient and Open Multimodal Intelligence</title>
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<title>Better Models, Faster Training: Sigmoid Attention for single-cell Foundation Models</title>
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<link>https://arxiv.org/abs/2604.24954</link>
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<link>https://arxiv.org/abs/2604.27124</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.24954.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> NVIDIA, Amala Sanjay Deshmukh, Kateryna Chumachenko, Tuomas Rintamaki, Matthieu Le, Tyler Poon, Danial Mohseni Taheri, Ilia Karmanov, Guilin Liu, Jarno Seppanen, Arushi Goel, Mike Ranzinger, Greg Heinrich, Guo Chen, Lukas Voegtle, Philipp Fischer, Timo Roman, Karan Sapra, Collin McCarthy, Shaokun Zhang, Fuxiao Liu, Hanrong Ye, Yi Dong, Mingjie Liu, Yifan Peng, Piotr Zelasko, Zhehuai Chen, Nithin Rao Koluguri, Nune Tadevosyan, Lilit Grigoryan, Ehsan Hosseini Asl, Pritam Biswas, Leili Tavabi, Yuanhang Su, Zhiding Yu, Peter Jin, Alexandre Milesi, Netanel Haber, Yao Xu, Sarah Amiraslani, Nabin Mulepati, Eric Tramel, Jaehun Jung, Ximing Lu, Brandon Cui, Jin Xu, Zhiqi Li, Shihao Wang, Yuanguo Kuang, Shaokun Zhang, Huck Yang, Boyi Li, Hongxu Yin, Song Han, Pavlo Molchanov, Adi Renduchintala, Charles Wang, David Mosallanezhad, Soumye Singhal, Luis Vega, Katherine Cheung, Sreyan Ghosh, Yian Zhang, Alexander Bukharin, Venkat Srinivasan, Johnny Greco, Andre Manoel, Maarten Van Segbroeck, Suseella Panguliri, Rohit Watve, Divyanshu Kakwani, Shubham Pachori, Jeffrey Glick, Radha Sri-Tharan, Aileen Zaman, Khanh Nguyen, Shi Chen, Jiaheng Fang, Qing Miao, Wenfei Zhou, Yu Wang, Zaid Pervaiz Bhat, Varun Praveen, Arihant Jain, Ramanathan Arunachalam, Tomasz Kornuta, Ashton Sharabiani, Amy Shen, Wei Huang, Yi-Fu Wu, Ali Roshan Ghias, Huiying Li, Brian Yu, Nima Tajbakhsh, Chen Cui, Wenwen Gao, Li Ding, Terry Kong, Manoj Kilaru, Anahita Bhiwandiwalla, Marek Wawrzos, Daniel Korzekwa, Pablo Ribalta, Grzegorz Chlebus, Besmira Nushi, Ewa Dobrowolska, Maciej Jakub Mikulski, Kunal Dhawan, Steve Huang, Jagadeesh Balam, Yongqiang Wang, Nikolay Karpov, Valentin Mendelev, George Zelenfroynd, Meline Mkrtchyan, Qing Miao, Omri Almog, Bhavesh Pawar, Rameshwar Shivbhakta, Sudeep Sabnis, Ashrton Sharabiani, Negar Habibi, Geethapriya Venkataramani, Pamela Peng, Prerit Rodney, Serge Panev, Richard Mazzarese, Nicky Liu, Michael Fukuyama, Andrii Skliar, Roger Waleffe, Duncan Riach, Yunheng Zou, Jian Hu, Hao Zhang, Binfeng Xu, Yuhao Yang, Zuhair Ahmed, Alexandre Milesi, Carlo del Mundo, Chad Voegele, Zhiyu Cheng, Nave Assaf, Andrii Skliar, Daniel Afrimi, Natan Bagrov, Ran Zilberstein, Ofri Masad, Eugene Khvedchenia, Natan Bagrov, Borys Tymchenko, Tomer Asida, Daniel Afrimi, Parth Mannan, Victor Cui, Michael Evans, Katherine Luna, Jie Lou, Pinky Xu, Guyue Huang, Negar Habibi, Michael Boone, Pradeep Thalasta, Adeola Adesoba, Dina Yared, Christopher Parisien, Leon Derczynski, Shaona Ghosh, Wes Feely, Micah Schaffer, Radha Sri-Tharan, Jeffrey Glick, Barnaby Simkin, George Zelenfroynd, Tomasz Grzegorzek, Rishabh Garg, Aastha Jhunjhunwala, Sergei Kolchenko, Farzan Memarian, Haran Kumar, Shiv Kumar, Isabel Hulseman, Anjali Shah, Kari Briski, Padmavathy Subramanian, Joey Conway, Udi Karpas, Jane Polak Scowcroft, Annie Surla, Shilpa Ammireddy, Ellie Evans, Jesse Oliver, Tom Balough, Chia-Chih Chen, Sandip Bhaskar, Alejandra Rico, Bardiya Sadeghi, Seph Mard, Katherine Cheung, Meredith Price, Laya Sleiman, Saori Kaji, Wesley Helmholz, Wendy Quan, Michael Lightstone, Jonathan Cohen, Jian Zhang, Oleksii Kuchaiev, Boris Ginsburg, Jan Kautz, Eileen Long, Mohammad Shoeybi, Mostofa Patwary, Oluwatobi Olabiyi, Andrew Tao, Bryan Catanzaro, Udi Karpas</p><p><b>Upvotes:</b> 16</p><p><b>Summary:</b> We introduce Nemotron 3 Nano Omni, the latest model in the Nemotron multimodal series and the first to natively support audio inputs alongside text, images, and video. Nemotron 3 Nano Omni delivers consistent accuracy improvements over its predecessor, Nemotron Nano V2 VL, across all modalities, enabled by advances in architecture, training data and recipes. In particular, Nemotron 3 delivers leading results in real-world document understanding, long audio-video comprehension, and agentic computer use. Built on the highly efficient Nemotron 3 Nano 30B-A3B backbone, Nemotron 3 Nano Omni further incorporates innovative multimodal token-reduction techniques to deliver substantially lower inference latency and higher throughput than other models of similar size. We are releasing model checkpoints in BF16, FP8, and FP4 formats, along with portions of the training data and codebase to facilitate further research and development.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27124.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Vijay Sadashivaiah, Georgios Dasoulas, Judith Mueller, Soumya Ghosh</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Training stable biological foundation models requires rethinking attention mechanisms: we find that using sigmoid attention as a drop in replacement for softmax attention a) produces better learned representations: on six diverse single-cell datasets, sigmoid achieves 25% higher cell-type separation, better cell-type cohesion metrics, and lower validation loss, b) faster training, models with sigmoid attention train up to 10% faster than their softmax counterparts, and c) more stable training by eliminating inherent sources of instability in softmax attention. We establish that sigmoid attention has globally bounded derivatives (leq 0.25) as opposed to softmax, and a diagonal Jacobian structure in contrast with softmax's dense coupling, which together help alleviate training instabilities. In stress tests on 160M-parameter bidirectional attention models trained without gradient clipping on 8K-token sequences, softmax diverges catastrophically, with gradients exploding by four orders of magnitude, while sigmoid remains stable. Finally, we implement and open-source TritonSigmoid, an efficient GPU kernel that achieves 515 TFLOPS on H100 GPUs, outperforming both FlashAttention-2 and FlashSigmoid, with native padding support, which is essential for biological sequences. Our results establish sigmoid attention as both theoretically grounded and empirically superior for biological foundation models. Code is available at https://github.com/MSDLLCpapers/triton-sigmoid</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.24954</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27124</guid>
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<pubDate>Mon, 27 Apr 2026 00:00:00 +0000</pubDate>
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<title>ViPO: Visual Preference Optimization at Scale</title>
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<link>https://arxiv.org/abs/2604.24953</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.24953.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Ming Li, Jie Wu, Justin Cui, Xiaojie Li, Rui Wang, Chen Chen</p><p><b>Upvotes:</b> 1</p><p><b>Summary:</b> While preference optimization is crucial for improving visual generative models, how to effectively scale this paradigm remains largely unexplored. Current open-source preference datasets contain conflicting preference patterns, where winners excel in some dimensions but underperform in others. Naively optimizing on such noisy datasets fails to learn preferences, hindering effective scaling. To enhance robustness against noise, we propose Poly-DPO, which extends the DPO objective with an additional polynomial term that dynamically adjusts model confidence based on dataset characteristics, enabling effective learning across diverse data distributions. Beyond biased patterns, existing datasets suffer from low resolution, limited prompt diversity, and imbalanced distributions. To facilitate large-scale visual preference optimization by tackling data bottlenecks, we construct ViPO, a massive-scale preference dataset with 1M image pairs at 1024px across five categories and 300K video pairs at 720p+ across three categories. State-of-the-art generative models and diverse prompts ensure reliable preference signals with balanced distributions. Remarkably, when applying Poly-DPO to our high-quality dataset, the optimal configuration converges to standard DPO. This convergence validates dataset quality and Poly-DPO's adaptive nature: sophisticated optimization becomes unnecessary with sufficient data quality, yet remains valuable for imperfect datasets. We validate our approach across visual generation models. On noisy datasets like Pick-a-Pic V2, Poly-DPO achieves 6.87 and 2.32 gains over Diffusion-DPO on GenEval for SD1.5 and SDXL, respectively. For ViPO, models achieve performance far exceeding those trained on existing open-source preference datasets. These results confirm that addressing both algorithmic adaptability and data quality is essential for scaling visual preference optimization.</p></description>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<title>Compliance versus Sensibility: On the Reasoning Controllability in Large Language Models</title>
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<title>Prox-E: Fine-Grained 3D Shape Editing via Primitive-Based Abstractions</title>
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<link>https://arxiv.org/abs/2604.27251</link>
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<link>https://arxiv.org/abs/2604.23774</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27251.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Xingwei Tan, Marco Valentino, Mahmud Elahi Akhter, Yuxiang Zhou, Maria Liakata, Nikolaos Aletras</p><p><b>Upvotes:</b> 5</p><p><b>Summary:</b> Large Language Models (LLMs) are known to acquire reasoning capabilities through shared inference patterns in pre-training data, which are further elicited via Chain-of-Thought (CoT) practices. However, whether fundamental reasoning patterns, such as induction, deduction, and abduction, can be decoupled from specific problem instances remains a critical challenge for model controllability, and for shedding light on reasoning controllability. In this paper, we present the first systematic investigation of this problem through the lens of reasoning conflicts: an explicit tension between parametric and contextual information induced by mandating logical schemata that deviate from those expected for a target task. Our evaluation reveals that LLMs consistently prioritize sensibility over compliance, favoring task-appropriate reasoning patterns despite conflicting instructions. Notably, task accuracy is not strictly determined by sensibility, with models often maintaining high performance even when using conflicting patterns, suggesting a reliance on internalized parametric memory that increases with model size. We further demonstrate that reasoning conflicts are internally detectable, as confidence scores significantly drop during conflicting episodes. Probing experiments confirm that reasoning types are linearly encoded from middle-to-late layers, indicating the potential for activation-level controllability. Leveraging these insights, we steer models towards compliance, increasing instruction following by up to 29%. Overall, our findings establish that while LLM reasoning is anchored to concrete instances, active mechanistic interventions can effectively decouple logical schemata from data, offering a path toward improved controllability, faithfulness, and generalizability.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.23774.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Etai Sella, Hao Phung, Nitay Amiel, Or Litany, Or Patashnik, Hadar Averbuch-Elor</p><p><b>Upvotes:</b> 13</p><p><b>Summary:</b> Text-based 2D image editing models have recently reached an impressive level of maturity, motivating a growing body of work that heavily depends on these models to drive 3D edits. While effective for appearance-based modifications, such 2D-centric 3D editing pipelines often struggle with fine-grained 3D editing, where localized structural changes must be applied while strictly preserving an object's overall identity. To address this limitation, we propose Prox-E, a training-free framework that enables fine-grained 3D control through an explicit, primitive-based geometric abstraction. Our framework first abstracts an input 3D shape into a compact set of geometric primitives. A pretrained vision-language model (VLM) then edits this abstraction to specify primitive-level changes. These structural edits are subsequently used to guide a 3D generative model, enabling fine-grained, localized modifications while preserving unchanged regions of the original shape. Through extensive experiments, we demonstrate that our method consistently balances identity preservation, shape quality, and instruction fidelity more effectively than various existing approaches, including 2D-based 3D editors and training-based methods.</p></description>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<title>The Last Human-Written Paper: Agent-Native Research Artifacts</title>
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<title>Web2BigTable: A Bi-Level Multi-Agent LLM System for Internet-Scale Information Search and Extraction</title>
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<link>https://arxiv.org/abs/2604.24658</link>
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<link>https://arxiv.org/abs/2604.27221</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.24658.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiachen Liu, Jiaxin Pei, Jintao Huang, Chenglei Si, Ao Qu, Xiangru Tang, Runyu Lu, Lichang Chen, Xiaoyan Bai, Haizhong Zheng, Carl Chen, Zhiyang Chen, Haojie Ye, Yujuan Fu, Zexue He, Zijian Jin, Zhenyu Zhang, Shangquan Sun, Maestro Harmon, John Dianzhuo Wang, Jianqiao Zeng, Jiachen Sun, Mingyuan Wu, Baoyu Zhou, Chenyu You, Shijian Lu, Yiming Qiu, Fan Lai, Yuan Yuan, Yao Li, Junyuan Hong, Ruihao Zhu, Beidi Chen, Alex Pentland, Ang Chen, Mosharaf Chowdhury, Zechen Zhang</p><p><b>Upvotes:</b> 12</p><p><b>Summary:</b> Scientific publication compresses a branching, iterative research process into a linear narrative, discarding the majority of what was discovered along the way. This compilation imposes two structural costs: a Storytelling Tax, where failed experiments, rejected hypotheses, and the branching exploration process are discarded to fit a linear narrative; and an Engineering Tax, where the gap between reviewer-sufficient prose and agent-sufficient specification leaves critical implementation details unwritten. Tolerable for human readers, these costs become critical when AI agents must understand, reproduce, and extend published work. We introduce the Agent-Native Research Artifact (ARA), a protocol that replaces the narrative paper with a machine-executable research package structured around four layers: scientific logic, executable code with full specifications, an exploration graph that preserves the failures compilation discards, and evidence grounding every claim in raw outputs. Three mechanisms support the ecosystem: a Live Research Manager that captures decisions and dead ends during ordinary development; an ARA Compiler that translates legacy PDFs and repos into ARAs; and an ARA-native review system that automates objective checks so human reviewers can focus on significance, novelty, and taste. On PaperBench and RE-Bench, ARA raises question-answering accuracy from 72.4% to 93.7% and reproduction success from 57.4% to 64.4%. On RE-Bench's five open-ended extension tasks, preserved failure traces in ARA accelerate progress, but can also constrain a capable agent from stepping outside the prior-run box depending on the agent's capabilities.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27221.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yuxuan Huang, Yihang Chen, Zhiyuan He, Yuxiang Chen, Ka Yiu Lee, Huichi Zhou, Weilin Luo, Meng Fang, Jun Wang</p><p><b>Upvotes:</b> 27</p><p><b>Summary:</b> Agentic web search increasingly faces two distinct demands: deep reasoning over a single target, and structured aggregation across many entities and heterogeneous sources. Current systems struggle on both fronts. Breadth-oriented tasks demand schema-aligned outputs with wide coverage and cross-entity consistency, while depth-oriented tasks require coherent reasoning over long, branching search trajectories. We introduce Web2BigTable, a multi-agent framework for web-to-table search that supports both regimes. Web2BigTable adopts a bi-level architecture in which an upper-level orchestrator decomposes the task into sub-problems and lower-level worker agents solve them in parallel. Through a closed-loop run--verify--reflect process, the framework jointly improves decomposition and execution over time via persistent, human-readable external memory, with self-evolving updates to each single-agent. During execution, workers coordinate through a shared workspace that makes partial findings visible, allowing them to reduce redundant exploration, reconcile conflicting evidence, and adapt to emerging coverage gaps. Web2BigTable sets a new state of the art on WideSearch, reaching an Avg@4 Success Rate of 38.50 (7.5times the second best at 5.10), Row F1 of 63.53 (+25.03 over the second best), and Item F1 of 80.12 (+14.42 over the second best). It also generalises to depth-oriented search on XBench-DeepSearch, achieving 73.0 accuracy. Code is available at https://github.com/web2bigtable/web2bigtable.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.24658</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27221</guid>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<title>Step-level Optimization for Efficient Computer-use Agents</title>
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<title>MASCing: Configurable Mixture-of-Experts Behavior via Activation Steering Masks</title>
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<link>https://arxiv.org/abs/2604.27151</link>
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<link>https://arxiv.org/abs/2604.27818</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27151.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jinbiao Wei, Kangqi Ni, Yilun Zhao, Guo Gan, Arman Cohan</p><p><b>Upvotes:</b> 13</p><p><b>Summary:</b> Computer-use agents provide a promising path toward general software automation because they can interact directly with arbitrary graphical user interfaces instead of relying on brittle, application-specific integrations. Despite recent advances in benchmark performance, strong computer-use agents remain expensive and slow in practice, since most systems invoke large multimodal models at nearly every interaction step. We argue that this uniform allocation of compute is fundamentally inefficient for long-horizon GUI tasks. Such trajectories are highly heterogeneous: many steps are routine and can be handled reliably by smaller, cheaper policies, while errors tend to concentrate at a relatively small number of high-risk moments. Across computer-use benchmarks, these failures repeatedly take two forms: progress stalls, where the agent loops, repeats ineffective actions, or fails to make meaningful progress, and silent semantic drift, where the agent continues taking locally plausible actions after already deviating from the user's true goal. To address this inefficiency, we propose an event-driven, step-level cascade for computer-use agents that runs a small policy by default and escalates to a stronger model only when lightweight learned monitors detect elevated risk. Our framework combines two complementary signals: a Stuck Monitor that detects degraded progress from recent reasoning-action history and triggers recovery, and a Milestone Monitor that identifies semantically meaningful checkpoints where sparse verification is most informative for catching drift. This design turns always-on frontier-model inference into adaptive, on-demand compute allocation over the course of an evolving interaction. The framework is modular and deployment-oriented: it can be layered on top of existing computer-use agents without changing the underlying agent architecture or retraining the large model.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27818.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jona te Lintelo, Lichao Wu, Marina Krček, Sengim Karayalçin, Stjepan Picek</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Mixture-of-Experts (MoE) architectures in Large Language Models (LLMs) have significantly reduced inference costs through sparse activation. However, this sparse activation paradigm also introduces new safety challenges. Since only a subset of experts is engaged for each input, model behavior becomes coupled to routing decisions, yielding a difficult-to-control mechanism that can vary across safety-relevant scenarios. At the same time, adapting model behavior through full fine-tuning or retraining is costly, especially when developers need to rapidly configure the same model for different safety objectives. We present MASCing (MoE Activation Steering Configuration), the first framework that enables flexible reconfiguration of MoE behavior across diverse safety scenarios without retraining. MASCing uses an LSTM-based surrogate model to capture cross-layer routing dependencies and map routing logits to downstream behaviors. It then optimizes a steering matrix to identify behavior-relevant expert circuits and, at inference time, applies steering masks to the routing gates to override expert selection. This enables targeted enhancement or suppression of specific behaviors while preserving general language utility. To demonstrate its reconfigurability, we apply MASCing to two different safety-related objectives and observe consistent gains with negligible overhead across seven open-source MoE models. For multi-turn jailbreak defense, it improves the average defense success rate from 52.5% to 83.9%, with gains of up to 89.2%. For adult-content generation, MASCing enables models to comply with such requests that would otherwise be refused, increasing the average generation success rate from 52.6% to 82.0%, with gains of up to 93.0%. These results establish MASCing as a practical, lightweight, and flexible framework for scenario-specific safety reconfiguration in MoE models.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27151</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27818</guid>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<title>Length Value Model: Scalable Value Pretraining for Token-Level Length Modeling</title>
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<link>https://arxiv.org/abs/2604.27039</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27039.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zhen Zhang, Changyi Yang, Zijie Xia, Zhen Yang, Chengzhi Liu, Zhaotiao Weng, Yepeng Liu, Haobo Chen, Jin Pan, Chenyang Zhao, Yuheng Bu, Alkesh Patel, Zhe Gan, Xin Eric Wang</p><p><b>Upvotes:</b> 19</p><p><b>Summary:</b> Token serves as the fundamental unit of computation in modern autoregressive models, and generation length directly influences both inference cost and reasoning performance. Despite its importance, existing approaches lack fine-grained length modeling, operating primarily at the coarse-grained sequence level. We introduce the Length Value Model (LenVM), a token-level framework that models the remaining generation length. By formulating length modeling as a value estimation problem and assigning a constant negative reward to each generated token, LenVM predicts a bounded, discounted return that serves as a monotone proxy for the remaining generation horizon. This formulation yields supervision that is annotation-free, dense, unbiased, and scalable. Experiments on LLMs and VLMs demonstrate LenVM provides a highly effective signal at inference time. On the LIFEBench exact length matching task, applying LenVM to a 7B model improves the length score from 30.9 to 64.8, significantly outperforming frontier closed-source models. Furthermore, LenVM enables continuous control over the trade off between performance and efficiency. On GSM8K at a budget of 200 tokens, LenVM maintains 63% accuracy compared to 6 percent for token budget baseline. It also accurately predicts total generation length from the prompt boundary. Finally, LenVM's token-level values offer an interpretable view of generation dynamics, revealing how specific tokens shift reasoning toward shorter or longer regimes. Results demonstrate that LenVM supports a broad range of applications and token length can be effectively modeled as a token-level value signal, highlighting the potential of LenVM as a general framework for length modeling and as a length-specific value signal that could support future RL training. Code is available at https://github.com/eric-ai-lab/Length-Value-Model.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27039</guid>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<title>Efficient Training on Multiple Consumer GPUs with RoundPipe</title>
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<link>https://arxiv.org/abs/2604.27085</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27085.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yibin Luo, Shiwei Gao, Huichuan Zheng, Youyou Lu, Jiwu Shu</p><p><b>Upvotes:</b> 34</p><p><b>Summary:</b> Fine-tuning Large Language Models (LLMs) on consumer-grade GPUs is highly cost-effective, yet constrained by limited GPU memory and slow PCIe interconnects. Pipeline parallelism combined with CPU offloading mitigates these hardware bottlenecks by reducing communication overhead. However, existing PP schedules suffer from an inherent limitation termed the weight binding issue. Binding uneven model stages (e.g., the LM head is large) to GPUs limits the pipeline's throughput to that of the GPU with the heaviest load, leading to severe pipeline bubbles. In this paper, we propose RoundPipe, a novel pipeline schedule that breaks the weight binding constraint on consumer GPU servers. RoundPipe treats GPUs as a pool of stateless execution workers and dynamically dispatches computation stages across devices in a round-robin manner, achieving a near-zero-bubble pipeline. To ensure training correctness and system efficiency, RoundPipe integrates a priority-aware transfer scheduling engine, a fine-grained distributed event-based synchronization protocol, and an automated layer partitioning algorithm. Evaluations on an 8times RTX 4090 server demonstrate that RoundPipe achieves 1.48--2.16times speedups over state-of-the-art baselines when fine-tuning 1.7B to 32B models. Remarkably, RoundPipe enables LoRA fine-tuning of the Qwen3-235B model with 31K sequence length on a single server. RoundPipe is publicly available as an open-source Python library with comprehensive documentation.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27085</guid>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<title>Co-Evolving Policy Distillation</title>
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<link>https://arxiv.org/abs/2604.27083</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27083.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Naibin Gu, Chenxu Yang, Qingyi Si, Chuanyu Qin, Dingyu Yao, Peng Fu, Zheng Lin, Weiping Wang, Nan Duan, Jiaqi Wang</p><p><b>Upvotes:</b> 46</p><p><b>Summary:</b> RLVR and OPD have become standard paradigms for post-training. We provide a unified analysis of these two paradigms in consolidating multiple expert capabilities into a single model, identifying capability loss in different ways: mixed RLVR suffers from inter-capability divergence cost, while the pipeline of first training experts and then performing OPD, though avoiding divergence, fails to fully absorb teacher capabilities due to large behavioral pattern gaps between teacher and student. We propose Co-Evolving Policy Distillation (CoPD), which encourages parallel training of experts and introduces OPD during each expert's ongoing RLVR training rather than after complete expert training, with experts serving as mutual teachers (making OPD bidirectional) to co-evolve. This enables more consistent behavioral patterns among experts while maintaining sufficient complementary knowledge throughout. Experiments validate that CoPD achieves all-in-one integration of text, image, and video reasoning capabilities, significantly outperforming strong baselines such as mixed RLVR and MOPD, and even surpassing domain-specific experts. The model parallel training pattern offered by CoPD may inspire a novel training scaling paradigm.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27083</guid>
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<pubDate>Wed, 29 Apr 2026 00:00:00 +0000</pubDate>
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<title>FlashRT: Towards Computationally and Memory Efficient Red-Teaming for Prompt Injection and Knowledge Corruption</title>
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<link>https://arxiv.org/abs/2604.28157</link>
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||||||
<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28157.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yanting Wang, Chenlong Yin, Ying Chen, Jinyuan Jia</p><p><b>Upvotes:</b> 0</p><p><b>Summary:</b> Long-context large language models (LLMs)-for example, Gemini-3.1-Pro and Qwen-3.5-are widely used to empower many real-world applications, such as retrieval-augmented generation, autonomous agents, and AI assistants. However, security remains a major concern for their widespread deployment, with threats such as prompt injection and knowledge corruption. To quantify the security risks faced by LLMs under these threats, the research community has developed heuristic-based and optimization-based red-teaming methods. Optimization-based methods generally produce stronger attacks than heuristic attacks and thus provide a more rigorous assessment of LLM security risks. However, they are often resource-intensive, requiring significant computation and GPU memory, especially for long context scenarios. The resource-intensive nature poses a major obstacle for the community (especially academic researchers) to systematically evaluate the security risks of long-context LLMs and assess the effectiveness of defense strategies at scale. In this work, we propose FlashRT, the first framework to improve the efficiency (in terms of both computation and memory) for optimization-based prompt injection and knowledge corruption attacks under long-context LLMs. Through extensive evaluations, we find that FlashRT consistently delivers a 2x-7x speedup (e.g., reducing runtime from one hour to less than ten minutes) and a 2x-4x reduction in GPU memory consumption (e.g., reducing from 264.1 GB to 65.7 GB GPU memory for a 32K token context) compared to state-of-the-art baseline nanoGCG. FlashRT can be broadly applied to black-box optimization methods, such as TAP and AutoDAN. We hope FlashRT can serve as a red-teaming tool to enable systematic evaluation of long-context LLM security. The code is available at: https://github.com/Wang-Yanting/FlashRT</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.28157</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<title>Instruction-Guided Poetry Generation in Arabic and Its Dialects</title>
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<title>When Do Diffusion Models learn to Generate Multiple Objects?</title>
|
||||||
<link>https://arxiv.org/abs/2604.27766</link>
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<link>https://arxiv.org/abs/2605.00273</link>
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||||||
<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27766.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Abdelrahman Sadallah, Kareem Elozeiri, Mervat Abassy, Rania Elbadry, Mohamed Anwar, Abed Alhakim Freihat, Preslav Nakov, Fajri Koto</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Poetry has long been a central art form for Arabic speakers, serving as a powerful medium of expression and cultural identity. While modern Arabic speakers continue to value poetry, existing research on Arabic poetry within Large Language Models (LLMs) has primarily focused on analysis tasks such as interpretation or metadata prediction, e.g., rhyme schemes and titles. In contrast, our work addresses the practical aspect of poetry creation in Arabic by introducing controllable generation capabilities to assist users in writing poetry. Specifically, we present a large-scale, carefully curated instruction-based dataset in Modern Standard Arabic (MSA) and various Arabic dialects. This dataset enables tasks such as writing, revising, and continuing poems based on predefined criteria, including style and rhyme, as well as performing poetry analysis. Our experiments show that fine-tuning LLMs on this dataset yields models that can effectively generate poetry that is aligned with user requirements, based on both automated metrics and human evaluation with native Arabic speakers. The data and the code are available at https://github.com/mbzuai-nlp/instructpoet-ar</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00273.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yujin Jeong, Arnas Uselis, Iro Laina, Seong Joon Oh, Anna Rohrbach</p><p><b>Upvotes:</b> 5</p><p><b>Summary:</b> Text-to-image diffusion models achieve impressive visual fidelity, yet they remain unreliable in multi-object generation. Despite extensive empirical evidence of these failures, the underlying causes remain unclear. We begin by asking how much of this limitation arises from the data itself. To disentangle data effects, we consider two regimes across different dataset sizes: (1) concept generalization, where each individual concept is observed during training under potentially imbalanced data distributions, and (2) compositional generalization, where specific combinations of concepts are systematically held out. To study these regimes, we introduce mosaic (Multi-Object Spatial relations, AttrIbution, Counting), a controlled framework for dataset generation. By training diffusion models on mosaic, we find that scene complexity plays a dominant role rather than concept imbalance, and that counting is uniquely difficult to learn in low-data regimes. Moreover, compositional generalization collapses as more concept combinations are held out during training. These findings highlight fundamental limitations of diffusion models and motivate stronger inductive biases and data design for robust multi-object compositional generation.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27766</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00273</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<title>World2Minecraft: Occupancy-Driven Simulated Scenes Construction</title>
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<title>LASE: Language-Adversarial Speaker Encoding for Indic Cross-Script Identity Preservation</title>
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<link>https://arxiv.org/abs/2604.27578</link>
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<link>https://arxiv.org/abs/2605.00777</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27578.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Lechao Zhang, Haoran Xu, Jingyu Gong, Xuhong Wang, Yuan Xie, Xin Tan</p><p><b>Upvotes:</b> 3</p><p><b>Summary:</b> Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00777.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Venkata Pushpak Teja Menta</p><p><b>Upvotes:</b> 1</p><p><b>Summary:</b> A speaker encoder used in multilingual voice cloning should treat the same speaker identically regardless of which script the audio was uttered in. Off-the-shelf encoders do not, and the failure is accent-conditional. On a 1043-pair Western-accented voice corpus across English, Hindi, Telugu, and Tamil, WavLM-base-plus-sv loses 0.082 absolute cosine similarity when the same voice changes script and ECAPA-TDNN loses 0.105. On a 1369-pair Indian-accented voice corpus, the gap shrinks to 0.006 (WavLM-SV) and 0.044 (ECAPA-TDNN). The leak is largest where it matters most for cross-script TTS: when a system projects a non-Indic-trained voice into Indic scripts. We present LASE (Language-Adversarial Speaker Encoder), a small projection head over frozen WavLM-base-plus trained with two losses: a supervised contrastive loss over voice identity, and a gradient-reversal cross-entropy against a 4-language classifier that pushes the embedding to be language-uninformative while remaining speaker-informative. Trained on 1118 quality-gated cross-script pairs synthesised from 8 commercial multilingual voices, LASE's residual gap is consistent with zero on both corpora (Delta = 0.013 Western, Delta = 0.026 Indian; both bootstrap 95% CIs include zero) and amplifies the cross-script-vs-floor margin 2.4-2.7x over both baselines. An ECAPA+GRL ablation shows the GRL objective improves either backbone but the WavLM choice contributes too. In synthetic multi-speaker diarisation, LASE matches ECAPA-TDNN on cross-script speaker recall (0.788 vs 0.789) with ~100x less training data. We release the r1 checkpoint, both corpora, and the bootstrap recipe.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.27578</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00777</guid>
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||||||
<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>MoCapAnything V2: End-to-End Motion Capture for Arbitrary Skeletons</title>
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<title>Themis: Training Robust Multilingual Code Reward Models for Flexible Multi-Criteria Scoring</title>
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||||||
<link>https://arxiv.org/abs/2604.28130</link>
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<link>https://arxiv.org/abs/2605.00754</link>
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||||||
<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28130.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Kehong Gong, Zhengyu Wen, Dao Thien Phong, Mingxi Xu, Weixia He, Qi Wang, Ning Zhang, Zhengyu Li, Guanli Hou, Dongze Lian, Xiaoyu He, Mingyuan Zhang, Hanwang Zhang</p><p><b>Upvotes:</b> 8</p><p><b>Summary:</b> Recent methods for arbitrary-skeleton motion capture from monocular video follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we present the first fully end-to-end framework in which both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. We observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate system information: the same joint positions can correspond to different rotations under different rest poses and local axis conventions. To resolve this, we introduce a reference pose-rotation pair from the target asset, which, together with the rest pose, not only anchors the mapping but also defines the underlying rotation coordinate system. This formulation turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, improving both robustness and efficiency. Both stages share a skeleton-aware Global-Local Graph-guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17 degrees to ~10 degrees, and to 6.54 degrees on unseen skeletons, while achieving ~20x faster inference than mesh-based pipelines. Project page: https://animotionlab.github.io/MoCapAnythingV2/</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00754.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Indraneil Paul, Glavaš Glavas, Iryna Gurevych</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Reward models (RMs) have become an indispensable fixture of the language model (LM) post-training playbook, enabling policy alignment and test-time scaling. Research on the application of RMs in code generation, however, has been comparatively sparse, with existing work largely focusing on execution feedback. This choice constrains post-training to optimizing functional correctness over self-contained executable code. In this work, we examine the training and evaluation of multilingual, multi-criteria code RMs. To this end, we first compile Themis-CodeRewardBench, a benchmark to evaluate code RMs across five preference dimensions (i.e., criteria) and eight programming languages, on which we profile 50+ code, math, and general-purpose RMs. Observing the limited proficiency of current RMs beyond scoring for functional correctness, we develop Themis-CodePreference, the largest open-source collection of code preferences to date (more than 350k preference pairs), and use it to train Themis-RM, a suite of multilingual code reward models for flexible multi-criteria scoring, ranging in size from 600M to 32B parameters. Our experiments and ablations demonstrate positive scaling trends, strong cross-lingual transfer when training on diverse preferences, and the importance of multi-criteria training for reliable code reward modeling.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.28130</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00754</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>PhyCo: Learning Controllable Physical Priors for Generative Motion</title>
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<title>Learning to Act and Cooperate for Distributed Black-Box Consensus Optimization</title>
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<link>https://arxiv.org/abs/2604.28169</link>
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<link>https://arxiv.org/abs/2605.00691</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28169.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Sriram Narayanan, Ziyu Jiang, Srinivasa Narasimhan, Manmohan Chandraker</p><p><b>Upvotes:</b> 9</p><p><b>Summary:</b> Modern video diffusion models excel at appearance synthesis but still struggle with physical consistency: objects drift, collisions lack realistic rebound, and material responses seldom match their underlying properties. We present PhyCo, a framework that introduces continuous, interpretable, and physically grounded control into video generation. Our approach integrates three key components: (i) a large-scale dataset of over 100K photorealistic simulation videos where friction, restitution, deformation, and force are systematically varied across diverse scenarios; (ii) physics-supervised fine-tuning of a pretrained diffusion model using a ControlNet conditioned on pixel-aligned physical property maps; and (iii) VLM-guided reward optimization, where a fine-tuned vision-language model evaluates generated videos with targeted physics queries and provides differentiable feedback. This combination enables a generative model to produce physically consistent and controllable outputs through variations in physical attributes-without any simulator or geometry reconstruction at inference. On the Physics-IQ benchmark, PhyCo significantly improves physical realism over strong baselines, and human studies confirm clearer and more faithful control over physical attributes. Our results demonstrate a scalable path toward physically consistent, controllable generative video models that generalize beyond synthetic training environments.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00691.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zi-Bo Qin, Feng-Feng Wei, Tai-You Chen, Wei-Neng Chen</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Distributed blackbox consensus optimization is a fundamental problem in multi-agent systems, where agents must improve a global objective using only local objective queries and limited neighbor communication. Existing methods largely rely on handcrafted update rules and static cooperation patterns, which often struggle to balance local adaptation, global coordination, and communication efficiency in heterogeneous nonconvex environments. In this paper, we take an initial step toward trajectory-driven self-design for distributed black-box consensus optimization. We first redesign the agent-level swarm dynamics with an adaptive internal mechanism tailored to decentralized consensus settings, improving the balance between exploration, convergence, and local escape. Built on top of this adaptive execution layer, we propose Learning to Act and Cooperate (LACMAS), a trajectorydriven framework in which large language models provide sparse highlevel guidance for shaping both agentinternal action behaviors and agentexternal cooperation patterns from historical optimization trajectories. We further introduce a phased cognitive scheduling strategy to activate different forms of adaptation in a resource-aware manner. Experiments on standard distributed black-box benchmarks and real-world distributed tasks show that LAC-MAS consistently improves solution quality, convergence efficiency, and communication efficiency over strong baselines, suggesting a practical route from handcrafted distributed coordination toward self-designing multi-agent optimization systems.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00691</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>InteractWeb-Bench: Can Multimodal Agent Escape Blind Execution in Interactive Website Generation?</title>
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<title>Online Self-Calibration Against Hallucination in Vision-Language Models</title>
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<link>https://arxiv.org/abs/2604.27419</link>
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<link>https://arxiv.org/abs/2605.00323</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27419.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Qiyao Wang, Haoran Hu, Longze Chen, Hongbo Wang, Hamid Alinejad-Rokny, Yuan Lin, Min Yang</p><p><b>Upvotes:</b> 9</p><p><b>Summary:</b> With the advancement of multimodal large language models (MLLMs) and coding agents, the website development has shifted from manual programming to agent-based project-level code synthesis. Existing benchmarks rely on idealized assumptions, especially for well-structured, information-rich inputs and static execution settings. In contrast, real-world development is constrained by a critical bottleneck: the semantic misalignment between ambiguous, low-quality instructions from non-expert users and model understanding, which results in a failure mode that we term blind execution. To address this gap, we introduce InteractWeb-Bench, the first multimodal interactive benchmark for website generation under non-expert low-code user conditions. InteractWeb-Bench introduces four types of user agents and persona-driven instruction perturbations to systematically simulate diverse user behaviors, including ambiguity, redundancy, and contradiction, grounded in requirement engineering defect taxonomies. We develop an interactive execution environment for agents, featuring a unified action space comprising Clarify, Implement, Verify, and Submit, enabling iterative intent refinement, code synthesis, and visual feedback-based validation. Extensive experiments and analysis reveal that frontier MLLM-based agents remain trapped in blind execution, exposing limitations in intent recognition and adaptive interaction.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00323.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Minghui Chen, Chenxu Yang, Hengjie Zhu, Dayan Wu, Zheng Lin, Qingyi Si</p><p><b>Upvotes:</b> 2</p><p><b>Summary:</b> Large Vision-Language Models (LVLMs) often suffer from hallucinations, generating descriptions that include visual details absent from the input image. Recent preference alignment methods typically rely on supervision distilled from stronger models such as GPT. However, this offline paradigm introduces a Supervision-Perception Mismatch: the student model is forced to align with fine-grained details beyond its perceptual capacity, learning to guess rather than to see. To obtain reliable self-supervision for online learning, we identify a Generative-Discriminative Gap within LVLMs, where models exhibit higher accuracy on discriminative verification than open-ended generation. Leveraging this capability, we propose Online Self-CAlibRation (OSCAR), a framework that integrates Monte Carlo Tree Search with a Dual-Granularity Reward Mechanism to construct preference data and iteratively refines the model via Direct Preference Optimization. Extensive experiments demonstrate that OSCAR achieves state-of-the-art performance on hallucination benchmarks while improving general multimodal capabilities.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00323</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>Synthetic Computers at Scale for Long-Horizon Productivity Simulation</title>
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<title>End-to-End Autoregressive Image Generation with 1D Semantic Tokenizer</title>
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<link>https://arxiv.org/abs/2604.28181</link>
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<link>https://arxiv.org/abs/2605.00503</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28181.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Tao Ge, Baolin Peng, Hao Cheng, Jianfeng Gao</p><p><b>Upvotes:</b> 15</p><p><b>Summary:</b> Realistic long-horizon productivity work is strongly conditioned on user-specific computer environments, where much of the work context is stored and organized through directory structures and content-rich artifacts. To scale synthetic data creation for such productivity scenarios, we introduce Synthetic Computers at Scale, a scalable methodology for creating such environments with realistic folder hierarchies and content-rich artifacts (e.g., documents, spreadsheets, and presentations). Conditioned on each synthetic computer, we run long-horizon simulations: one agent creates productivity objectives that are specific to the computer's user and require multiple professional deliverables and about a month of human work; another agent then acts as that user and keeps working across the computer -- for example, navigating the filesystem for grounding, coordinating with simulated collaborators, and producing professional artifacts -- until these objectives are completed. In preliminary experiments, we create 1,000 synthetic computers and run long-horizon simulations on them; each run requires over 8 hours of agent runtime and spans more than 2,000 turns on average. These simulations produce rich experiential learning signals, whose effectiveness is validated by significant improvements in agent performance on both in-domain and out-of-domain productivity evaluations. Given that personas are abundant at billion scale, this methodology can in principle scale to millions or even billions of synthetic user worlds with sufficient compute, enabling broader coverage of diverse professions, roles, contexts, environments, and productivity needs. We argue that scalable synthetic computer creation, together with at-scale simulations, is highly promising as a foundational substrate for agent self-improvement and agentic reinforcement learning in long-horizon productivity scenarios.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00503.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Wenda Chu, Bingliang Zhang, Jiaqi Han, Yizhuo Li, Linjie Yang, Yisong Yue, Qiushan Guo</p><p><b>Upvotes:</b> 4</p><p><b>Summary:</b> Autoregressive image modeling relies on visual tokenizers to compress images into compact latent representations. We design an end-to-end training pipeline that jointly optimizes reconstruction and generation, enabling direct supervision from generation results to the tokenizer. This contrasts with prior two-stage approaches that train tokenizers and generative models separately. We further investigate leveraging vision foundation models to improve 1D tokenizers for autoregressive modeling. Our autoregressive generative model achieves strong empirical results, including a state-of-the-art FID score of 1.48 without guidance on ImageNet 256x256 generation.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00503</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>Representation Fréchet Loss for Visual Generation</title>
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<title>Trees to Flows and Back: Unifying Decision Trees and Diffusion Models</title>
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<link>https://arxiv.org/abs/2604.28190</link>
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<link>https://arxiv.org/abs/2605.00414</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28190.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jiawei Yang, Zhengyang Geng, Xuan Ju, Yonglong Tian, Yue Wang</p><p><b>Upvotes:</b> 19</p><p><b>Summary:</b> We show that Fréchet Distance (FD), long considered impractical as a training objective, can in fact be effectively optimized in the representation space. Our idea is simple: decouple the population size for FD estimation (e.g., 50k) from the batch size for gradient computation (e.g., 1024). We term this approach FD-loss. Optimizing FD-loss reveals several surprising findings. First, post-training a base generator with FD-loss in different representation spaces consistently improves visual quality. Under the Inception feature space, a one-step generator achieves0.72 FID on ImageNet 256x256. Second, the same FD-loss repurposes multi-step generators into strong one-step generators without teacher distillation, adversarial training or per-sample targets. Third, FID can misrank visual quality: modern representations can yield better samples despite worse Inception FID. This motivates FDr^k, a multi-representation metric. We hope this work will encourage further exploration of distributional distances in diverse representation spaces as both training objectives and evaluation metrics for generative models.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00414.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Sai Niranjan Ramachandran, Suvrit Sra</p><p><b>Upvotes:</b> 5</p><p><b>Summary:</b> Decision trees and diffusion models are ostensibly disparate model classes, one discrete and hierarchical, the other continuous and dynamic. This work unifies the two by establishing a crisp mathematical correspondence between hierarchical decision trees and diffusion processes in appropriate limiting regimes. Our unification reveals a shared optimization principle: Global Trajectory Score Matching (GTSM), for which gradient boosting (in an idealized version) is asymptotically optimal. We underscore the conceptual value of our work through two key practical instantiations: \treeflow, which achieves competitive generation quality on tabular data with higher fidelity and a 2\times computational speedup, and \dsmtree, a novel distillation method that transfers hierarchical decision logic into neural networks, matching teacher performance within 2\% on many benchmarks.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00414</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>Leveraging Verifier-Based Reinforcement Learning in Image Editing</title>
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<title>Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning</title>
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<link>https://arxiv.org/abs/2604.27505</link>
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<link>https://arxiv.org/abs/2605.00347</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27505.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Hanzhong Guo, Jie Wu, Jie Liu, Yu Gao, Zilyu Ye, Linxiao Yuan, Xionghui Wang, Yizhou Yu, Weilin Huang</p><p><b>Upvotes:</b> 29</p><p><b>Summary:</b> While Reinforcement Learning from Human Feedback (RLHF) has become a pivotal paradigm for text-to-image generation, its application to image editing remains largely unexplored. A key bottleneck is the lack of a robust general reward model for all editing tasks. Existing edit reward models usually give overall scores without detailed checks, ignoring different instruction requirements and causing biased rewards. To address this, we argue that the key is to move from a simple scorer to a reasoning verifier. We introduce Edit-R1, a framework that builds a chain-of-thought (CoT) verifier-based reasoning reward model (RRM) and then leverages it for downstream image editing. The Edit-RRM breaks instructions into distinct principles, evaluates the edited image against each principle, and aggregates these checks into an interpretable, fine-grained reward. To build such an RRM, we first apply supervised fine-tuning (SFT) as a ``cold-start'' to generate CoT reward trajectories. Then, we introduce Group Contrastive Preference Optimization (GCPO), a reinforcement learning algorithm that leverages human pairwise preference data to reinforce our pointwise RRM. After building the RRM, we use GRPO to train editing models with this non-differentiable yet powerful reward model. Extensive experiments demonstrate that our Edit-RRM surpasses powerful VLMs such as Seed-1.5-VL and Seed-1.6-VL as an editing-specific reward model, and we observe a clear scaling trend, with performance consistently improving from 3B to 7B parameters. Moreover, Edit-R1 delivers gains to editing models like FLUX.1-kontext, highlighting its effectiveness in enhancing image editing.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00347.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Chengshuai Shi, Wenzhe Li, Xinran Liang, Yizhou Lu, Wenjia Yang, Ruirong Feng, Seth Karten, Ziran Yang, Zihan Ding, Gabriel Sarch, Danqi Chen, Karthik Narasimhan, Chi Jin</p><p><b>Upvotes:</b> 5</p><p><b>Summary:</b> Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00347</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>Claw-Eval-Live: A Live Agent Benchmark for Evolving Real-World Workflows</title>
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<title>Let ViT Speak: Generative Language-Image Pre-training</title>
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<link>https://arxiv.org/abs/2604.28139</link>
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<link>https://arxiv.org/abs/2605.00809</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28139.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Chenxin Li, Zhengyang Tang, Huangxin Lin, Yunlong Lin, Shijue Huang, Shengyuan Liu, Bowen Ye, Rang Li, Lei Li, Benyou Wang, Yixuan Yuan</p><p><b>Upvotes:</b> 31</p><p><b>Summary:</b> LLM agents are expected to complete end-to-end units of work across software tools, business services, and local workspaces. Yet many agent benchmarks freeze a curated task set at release time and grade mainly the final response, making it difficult to evaluate agents against evolving workflow demand or verify whether a task was executed. We introduce Claw-Eval-Live, a live benchmark for workflow agents that separates a refreshable signal layer, updated across releases from public workflow-demand signals, from a reproducible, time-stamped release snapshot. Each release is constructed from public workflow-demand signals, with ClawHub Top-500 skills used in the current release, and materialized as controlled tasks with fixed fixtures, services, workspaces, and graders. For grading, Claw-Eval-Live records execution traces, audit logs, service state, and post-run workspace artifacts, using deterministic checks when evidence is sufficient and structured LLM judging only for semantic dimensions. The release contains 105 tasks spanning controlled business services and local workspace repair, and evaluates 13 frontier models under a shared public pass rule. Experiments reveal that reliable workflow automation remains far from solved: the leading model passes only 66.7% of tasks and no model reaches 70%. Failures are structured by task family and execution surface, with HR, management, and multi-system business workflows as persistent bottlenecks and local workspace repair comparatively easier but unsaturated. Leaderboard rank alone is insufficient because models with similar pass rates can diverge in overall completion, and task-level discrimination concentrates in a middle band of tasks. Claw-Eval-Live suggests that workflow-agent evaluation should be grounded twice, in fresh external demand and in verifiable agent action.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00809.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yan Fang, Mengcheng Lan, Zilong Huang, Weixian Lei, Yunqing Zhao, Yujie Zhong, Yingchen Yu, Qi She, Yao Zhao, Yunchao Wei</p><p><b>Upvotes:</b> 9</p><p><b>Summary:</b> In this paper, we present Generative Language-Image Pre-training (GenLIP), a minimalist generative pretraining framework for Vision Transformers (ViTs) designed for multimodal large language models (MLLMs). To better align vision encoders with the autoregressive nature of LLMs, GenLIP trains a ViT to predict language tokens directly from visual tokens using a standard language modeling objective, without contrastive batch construction or an additional text decoder. This design offers three key advantages: (1) Simplicity: a single transformer jointly models visual and textual tokens; (2) Scalability: it scales effectively with both data and model size; and (3) Performance: it achieves competitive or superior results across diverse multimodal benchmarks. Trained on 8B samples from Recap-DataComp-1B, GenLIP matches or surpasses strong baselines despite using substantially less pretraining data. After continued pretraining on multi-resolution images at native aspect ratios, GenLIP further improves on detail-sensitive tasks such as OCR and chart understanding, making it a strong foundation for vision encoders in MLLMs.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2604.28139</guid>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00809</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>Intern-Atlas: A Methodological Evolution Graph as Research Infrastructure for AI Scientists</title>
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<title>Stable-GFlowNet: Toward Diverse and Robust LLM Red-Teaming via Contrastive Trajectory Balance</title>
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<link>https://arxiv.org/abs/2604.28158</link>
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<link>https://arxiv.org/abs/2605.00553</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28158.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yujun Wu, Dongxu Zhang, Xinchen Li, Jinhang Xu, Yiling Duan, Yumou Liu, Jiabao Pan, Xuanhe Zhou, Jingxuan Wei, Siyuan Li, Jintao Chen, Conghui He, Cheng Tan</p><p><b>Upvotes:</b> 37</p><p><b>Summary:</b> Existing research infrastructure is fundamentally document-centric, providing citation links between papers but lacking explicit representations of methodological evolution. In particular, it does not capture the structured relationships that explain how and why research methods emerge, adapt, and build upon one another. With the rise of AI-driven research agents as a new class of consumers of scientific knowledge, this limitation becomes increasingly consequential, as such agents cannot reliably reconstruct method evolution topologies from unstructured text. We introduce Intern-Atlas, a methodological evolution graph that automatically identifies method-level entities, infers lineage relationships among methodologies, and captures the bottlenecks that drive transitions between successive innovations. Built from 1,030,314 papers spanning AI conferences, journals, and arXiv preprints, the resulting graph comprises 9,410,201 semantically typed edges, each grounded in verbatim source evidence, forming a queryable causal network of methodological development. To operationalize this structure, we further propose a self-guided temporal tree search algorithm for constructing evolution chains that trace the progression of methods over time. We evaluate the quality of the resulting graph against expert-curated ground-truth evolution chains and observe strong alignment. In addition, we demonstrate that Intern-Atlas enables downstream applications in idea evaluation and automated idea generation. We position methodological evolution graphs as a foundational data layer for the emerging automated scientific discovery.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00553.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Minchan Kwon, Sunghyun Baek, Minseo Kim, Jaemyung Yu, Dongyoon Han, Junmo Kim</p><p><b>Upvotes:</b> 10</p><p><b>Summary:</b> Large Language Model (LLM) Red-Teaming, which proactively identifies vulnerabilities of LLMs, is an essential process for ensuring safety. Finding effective and diverse attacks in red-teaming is important, but achieving both is challenging. Generative Flow Networks (GFNs) that perform distribution matching are a promising methods, but they are notorious for training instability and mode collapse. In particular, unstable rewards in red-teaming accelerate mode collapse. We propose Stable-GFN (S-GFN), which eliminates partition function Z estimation in GFN and reduces training instability. S-GFN avoids Z-estimation through pairwise comparisons and employs a robust masking methodology against noisy rewards. Additionally, we propose a fluency stabilizer to prevent the model from getting stuck in local optima that produce gibberish. S-GFN provides more stable training while maintaining the optimal policy of GFN. We demonstrate the overwhelming attack performance and diversity of S-GFN across various settings.</p></description>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>ExoActor: Exocentric Video Generation as Generalizable Interactive Humanoid Control</title>
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<title>Learning while Deploying: Fleet-Scale Reinforcement Learning for Generalist Robot Policies</title>
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<link>https://arxiv.org/abs/2604.27711</link>
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<link>https://arxiv.org/abs/2605.00416</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27711.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yanghao Zhou, Jingyu Ma, Yibo Peng, Zhenguo Sun, Yu Bai, Börje F. Karlsson</p><p><b>Upvotes:</b> 37</p><p><b>Summary:</b> Humanoid control systems have made significant progress in recent years, yet modeling fluent interaction-rich behavior between a robot, its surrounding environment, and task-relevant objects remains a fundamental challenge. This difficulty arises from the need to jointly capture spatial context, temporal dynamics, robot actions, and task intent at scale, which is a poor match to conventional supervision. We propose ExoActor, a novel framework that leverages the generalization capabilities of large-scale video generation models to address this problem. The key insight in ExoActor is to use third-person video generation as a unified interface for modeling interaction dynamics. Given a task instruction and scene context, ExoActor synthesizes plausible execution processes that implicitly encode coordinated interactions between robot, environment, and objects. Such video output is then transformed into executable humanoid behaviors through a pipeline that estimates human motion and executes it via a general motion controller, yielding a task-conditioned behavior sequence. To validate the proposed framework, we implement it as an end-to-end system and demonstrate its generalization to new scenarios without additional real-world data collection. Furthermore, we conclude by discussing limitations of the current implementation and outlining promising directions for future research, illustrating how ExoActor provides a scalable approach to modeling interaction-rich humanoid behaviors, potentially opening a new avenue for generative models to advance general-purpose humanoid intelligence.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00416.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Yi Wang, Xinchen Li, Pengwei Xie, Pu Yang, Buqing Nie, Yunuo Cai, Qinglin Zhang, Chendi Qu, Jeffrey Wu, Jianheng Song, Xinlin Ren, Jingshun Huang, Mingjie Pan, Siyuan Feng, Zhi Chen, Jianlan Luo</p><p><b>Upvotes:</b> 10</p><p><b>Summary:</b> Generalist robot policies increasingly benefit from large-scale pretraining, but offline data alone is insufficient for robust real-world deployment. Deployed robots encounter distribution shifts, long-tail failures, task variations, and human correction opportunities that fixed demonstration datasets cannot fully capture. We present Learning While Deploying (LWD), a fleet-scale offline-to-online reinforcement learning framework for continual post-training of generalist Vision-Language-Action (VLA) policies. Starting from a pretrained VLA policy, LWD closes the loop between deployment, shared physical experience, policy improvement, and redeployment by using autonomous rollouts and human interventions collected across a robot fleet. To stabilize learning from heterogeneous, sparse-reward fleet data, LWD combines Distributional Implicit Value Learning (DIVL) for robust value estimation with Q-learning via Adjoint Matching (QAM) for policy extraction in flow-based VLA action generators. We validate LWD on a fleet of 16 dual-arm robots across eight real-world manipulation tasks, including semantic grocery restocking and 3--5 minute long-horizon tasks. A single generalist policy improves as fleet experience accumulates, reaching an average success rate of 95%, with the largest gains on long-horizon tasks.</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00416</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>Visual Generation in the New Era: An Evolution from Atomic Mapping to Agentic World Modeling</title>
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<title>Map2World: Segment Map Conditioned Text to 3D World Generation</title>
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<link>https://arxiv.org/abs/2604.28185</link>
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<link>https://arxiv.org/abs/2605.00781</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.28185.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Keming Wu, Zuhao Yang, Kaichen Zhang, Shizun Wang, Haowei Zhu, Sicong Leng, Zhongyu Yang, Qijie Wang, Sudong Wang, Ziting Wang, Zili Wang, Hui Zhang, Haonan Wang, Hang Zhou, Yifan Pu, Xingxuan Li, Fangneng Zhan, Bo Li, Lidong Bing, Yuxin Song, Ziwei Liu, Wenhu Chen, Jingdong Wang, Xinchao Wang, Xiaojuan Qi, Shijian Lu, Bin Wang</p><p><b>Upvotes:</b> 82</p><p><b>Summary:</b> Recent visual generation models have made major progress in photorealism, typography, instruction following, and interactive editing, yet they still struggle with spatial reasoning, persistent state, long-horizon consistency, and causal understanding. We argue that the field should move beyond appearance synthesis toward intelligent visual generation: plausible visuals grounded in structure, dynamics, domain knowledge, and causal relations. To frame this shift, we introduce a five-level taxonomy: Atomic Generation, Conditional Generation, In-Context Generation, Agentic Generation, and World-Modeling Generation, progressing from passive renderers to interactive, agentic, world-aware generators. We analyze key technical drivers, including flow matching, unified understanding-and-generation models, improved visual representations, post-training, reward modeling, data curation, synthetic data distillation, and sampling acceleration. We further show that current evaluations often overestimate progress by emphasizing perceptual quality while missing structural, temporal, and causal failures. By combining benchmark review, in-the-wild stress tests, and expert-constrained case studies, this roadmap offers a capability-centered lens for understanding, evaluating, and advancing the next generation of intelligent visual generation systems.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00781.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Jaeyoung Chung, Suyoung Lee, Jianfeng Xiang, Jiaolong Yang, Kyoung Mu Lee</p><p><b>Upvotes:</b> 13</p><p><b>Summary:</b> 3D world generation is essential for applications such as immersive content creation or autonomous driving simulation. Recent advances in 3D world generation have shown promising results; however, these methods are constrained by grid layouts and suffer from inconsistencies in object scale throughout the entire world. In this work, we introduce a novel framework, Map2World, that first enables 3D world generation conditioned on user-defined segment maps of arbitrary shapes and scales, ensuring global-scale consistency and flexibility across expansive environments. To further enhance the quality, we propose a detail enhancer network that generates fine details of the world. The detail enhancer enables the addition of fine-grained details without compromising overall scene coherence by incorporating global structure information. We design the entire pipeline to leverage strong priors from asset generators, achieving robust generalization across diverse domains, even under limited training data for scene generation. Extensive experiments demonstrate that our method significantly outperforms existing approaches in user-controllability, scale consistency, and content coherence, enabling users to generate 3D worlds under more complex conditions.</p></description>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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<title>Heterogeneous Scientific Foundation Model Collaboration</title>
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<title>UniVidX: A Unified Multimodal Framework for Versatile Video Generation via Diffusion Priors</title>
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<link>https://arxiv.org/abs/2604.27351</link>
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<link>https://arxiv.org/abs/2605.00658</link>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2604.27351.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Zihao Li, Jiaru Zou, Feihao Fang, Xuying Ning, Mengting Ai, Tianxin Wei, Sirui Chen, Xiyuan Yang, Jingrui He</p><p><b>Upvotes:</b> 193</p><p><b>Summary:</b> Agentic large language model systems have demonstrated strong capabilities. However, their reliance on language as the universal interface fundamentally limits their applicability to many real-world problems, especially in scientific domains where domain-specific foundation models have been developed to address specialized tasks beyond natural language. In this work, we introduce Eywa, a heterogeneous agentic framework designed to extend language-centric systems to a broader class of scientific foundation models. The key idea of Eywa is to augment domain-specific foundation models with a language-model-based reasoning interface, enabling language models to guide inference over non-linguistic data modalities. This design allows predictive foundation models, which are typically optimized for specialized data and tasks, to participate in higher-level reasoning and decision-making processes within agentic systems. Eywa can serve as a drop-in replacement for a single-agent pipeline (EywaAgent) or be integrated into existing multi-agent systems by replacing traditional agents with specialized agents (EywaMAS). We further investigate a planning-based orchestration framework in which a planner dynamically coordinates traditional agents and Eywa agents to solve complex tasks across heterogeneous data modalities (EywaOrchestra). We evaluate Eywa across a diverse set of scientific domains spanning physical, life, and social sciences. Experimental results demonstrate that Eywa improves performance on tasks involving structured and domain-specific data, while reducing reliance on language-based reasoning through effective collaboration with specialized foundation models.</p></description>
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<description><p><img src="https://cdn-thumbnails.huggingface.co/social-thumbnails/papers/2605.00658.png" alt="Paper thumbnail" style="max-width: 300px; height: auto;" /></p><p><b>Authors:</b> Houyuan Chen, Hong Li, Xianghao Kong, Tianrui Zhu, Shaocong Xu, Weiqing Xiao, Yuwei Guo, Chongjie Ye, Lvmin Zhang, Hao Zhao, Anyi Rao</p><p><b>Upvotes:</b> 68</p><p><b>Summary:</b> Recent progress has shown that video diffusion models (VDMs) can be repurposed for diverse multimodal graphics tasks. However, existing methods often train separate models for each problem setting, which fixes the input-output mapping and limits the modeling of correlations across modalities. We present UniVidX, a unified multimodal framework that leverages VDM priors for versatile video generation. UniVidX formulates pixel-aligned tasks as conditional generation in a shared multimodal space, adapts to modality-specific distributions while preserving the backbone's native priors, and promotes cross-modal consistency during synthesis. It is built on three key designs. Stochastic Condition Masking (SCM) randomly partitions modalities into clean conditions and noisy targets during training, enabling omni-directional conditional generation instead of fixed mappings. Decoupled Gated LoRA (DGL) introduces per-modality LoRAs that are activated when a modality serves as the generation target, preserving the strong priors of the VDM. Cross-Modal Self-Attention (CMSA) shares keys and values across modalities while keeping modality-specific queries, facilitating information exchange and inter-modal alignment. We instantiate UniVidX in two domains: UniVid-Intrinsic, for RGB videos and intrinsic maps including albedo, irradiance, and normal; and UniVid-Alpha, for blended RGB videos and their constituent RGBA layers. Experiments show that both models achieve performance competitive with state-of-the-art methods across distinct tasks and generalize robustly to in-the-wild scenarios, even when trained on fewer than 1,000 videos. Project page: https://houyuanchen111.github.io/UniVidX.github.io/</p></description>
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<guid isPermaLink="false">https://arxiv.org/abs/2605.00658</guid>
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<pubDate>Thu, 30 Apr 2026 00:00:00 +0000</pubDate>
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<pubDate>Fri, 01 May 2026 00:00:00 +0000</pubDate>
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Reference in New Issue
Block a user