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arXiv 最近完成扫描:2026-11-16 01:34 · 全站最近入库:2026-11-14 15:09各信源进度 →

统计口径与数据新鲜度

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版本更新 · v3arXiv:2605.25437

Does Seeing More Mean Knowing More? Mono-Anchored Advantage Normalization for Multi-Source Visual Reasoning

Fanhu Zeng, Zhicong Luo, Zefan Wang, You Li, Chi Chen, Maosong Sun

原文摘要

Visual reasoning through reinforcement learning with verifiable rewards (RLVR) has achieved remarkable progress. However, when dealing with multi-source inputs, existing approaches tend to treat them as a mere accumulation of information, lacking explicit mechanisms to distinguish whether integrating additional sources yields information gain or introduces interference. Therefore, they struggle to effectively model dynamic interaction when integrating multiple sources, particularly when they differ significantly in physical properties and semantics, e.g., infrared and depth, leading to inferior performance to mono-source reasoning when a certain source holds the dominant signal. To address this issue, we propose MARS, a novel mono-anchored multi-source reasoning framework that models each visual modality as an independent information source. Specifically, by treating mono-source rewards as dynamic anchors, our method explicitly incorporates the information gain introduced by multi-source fusion into advantage normalization and adaptively emphasizes mutual promotion between sources while suppressing potential noise or conflicts during RLVR. From theoretical analysis, our method effectively quantifies information gain introduced by multi-source integration in gradient estimation, enabling consistent modality regulation. Empirical results also show impressive 3.2% and 4.9% performance gains on GRPO and DAPO across diverse datasets, confirming the effectiveness of our method. Code is available at https://github.com/AI9Stars/MARS.

cs.CV

版本更新 · v2arXiv:2610.33070

PhaseBreak: Proactive Temporal Protection against Unauthorized Image-to-Video Animation

Jiashu Zhang, Xuanyou Li, Qixin Zhang

原文摘要

Image-to-Video (I2V) diffusion models can animate a single portrait or photograph, enabling shared images to be repurposed for motion synthesis without the subject's authorization. We study proactive visual protection against such use: before an image is released, its owner applies a bounded perturbation that preserves the sharing workflow but disrupts downstream motion generation. Existing spectral disruption objectives globally attenuate temporal representations and therefore provide limited control over subtle or spatially localized motion. Our key idea is that generated dynamics depend not only on temporal feature strength, but also on the order in which feature events occur. We propose PhaseBreak, a white-box spectral retiming protection method that matches intermediate denoiser features to a constrained temporal rearrangement of their clean counterparts. PhaseBreak operates along the true temporal axis and uses a subject-aware mask to confine the protective perturbation to the depicted subject. Evaluations on Stable Video Diffusion and DynamiCrafter show that protected images induce greater short-term motion variation and lower temporal regularity, impeding stable motion customization from the released image.

cs.CV · cs.AI

新论文 · v1arXiv:2611.07867

PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State

Jihai Zhang, Yuhan Zhou, Junyou Li, Deheng Ye, Qi Dou, Yu Cheng

原文摘要

Building a playable world requires more than generating plausible video: it demands responsive control, persistent spatial structure, and coherent interactions with dynamic entities. Using generated frames as the sole recurrent world representation ties these requirements to view-dependent appearance synthesis, making it difficult to maintain long-term spatial and temporal consistency in generation and interaction. We present PlayGen2, a real-time interactive world model that separates learned 3D state evolution from neural rendering. PlayGen2 maintains a persistent world memory comprising static geometry represented by a volumetric occupancy grid and identity-indexed 3D states for the player and other entities. Within a fixed-size local region, its world-state model jointly learns action-conditioned entity dynamics, geometry completion, and entity discovery, committing updates to a persistent world memory. A separate neural renderer synthesizes first-person observations from depth and semantic projections of the world state, without feeding generated images back into state prediction. Using Doom as a testbed, we demonstrate that the model successfully learns world dynamics including geometry-aware player motion and player--NPC interactions. The framework is computationally efficient, enabling the complete simulation and rendering pipeline to achieve approximately 160ms backend latency on a MacBook Pro with an M4 Pro chip. Beyond single-player interaction, we demonstrate zero-shot deployment on unseen Doom maps, multiplayer interaction through the composition of single-player models, and programmable gameplay through rule-based state interventions. These capabilities demonstrate the transferability and extensibility of the learned game-world model. Code and pretrained model weights are publicly available.

cs.CV · cs.LG

版本更新 · v3arXiv:2610.10288Berkeley BAIR

TouchScale: 500 Hours of Human Vision and Touch for Visual-Tactile Learning

Dayou Li, Hao Wang, Qianqian Yang, Zihao Zhu, Haoquan Fang, Ziyao Zeng, Yan Han, Zihan Wang 等 26 位作者

原文摘要

Large-scale egocentric human interaction data is becoming an important source of physical supervision for embodied learning, yet video alone leaves the contact and pressure that characterize physical interaction unrecorded. Recent visual-tactile datasets provide this missing supervision, but their synchronized tactile data remain far smaller in volume than human video. Moreover, the largest resources often merge recordings from different sensors or annotation procedures, which makes the effect of data scale difficult to isolate. We therefore introduce TouchScale, a 500-hour dataset of contact-rich human interaction recorded with a single unified wearable setup. Its approximately 2K predefined task descriptions span everyday activities and structured manipulation, and each recording temporally aligns egocentric RGB-D video with wrist RGB video and dense full-hand bimanual tactile measurements. Compared with prior tactile data, training on the full TouchScale raises zero-shot contact IoU on data from an unseen tactile sensor from 0.134 to 0.383. Pretraining a visual encoder on TouchScale also yields the highest action recognition accuracy on three benchmarks among the compared visual-tactile datasets. Used for visual-tactile mid-training of a robot policy, TouchScale improves the average real-world success rate across four contact-rich manipulation tasks from 22.5% to 57.5%. With the sensor and collection protocol held fixed, both zero-shot tactile prediction and robot success show an overall upward trend as more TouchScale data is used. These results suggest that human visual-tactile data collected at scale with consistent sensing benefits both perception and robot manipulation. We will publicly release TouchScale, including all synchronized visual-tactile recordings and reconstructed object models, to support future research on scalable visual-tactile learning.

cs.CV