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新论文 · v1arXiv:2611.03852

Why Pay for Long Reasoning When Rewrite Do Trick? Causal Effects of Reasoning History Compaction on Future Generation and Agent Cost

Anton Hristov

原文摘要

Reasoning substantially improves language models' ability to solve difficult problems, but long reasoning traces make these gains expensive. Efficient reasoning should express useful analysis in fewer tokens by reducing repetition and text that adds little value to solving the problem. Progress in proprietary models motivates this goal, yet their hidden scratchpads limit direct study of how it is achieved. We investigate whether open-weight models can generate less verbose reasoning by changing the form of their own earlier thoughts, without retraining. Our intervention rewrites prior reasoning into compact state records before pending tool results are revealed, then compares continuations from original and compact histories. Across the tested models, accepted compact histories usually shorten future reasoning; a coding case study also shows less repeated verification after a shared candidate solution. In software-agent deployments, compaction can reduce total spending, although task quality and rewrite-inclusive time depend on the target and compressor. These findings identify reasoning history as one way to reduce future reasoning-token use and motivate model-specific compaction policies evaluated for both efficiency and retained capability.

cs.CL · cs.AI

版本更新 · v6arXiv:2605.06840

Extracting Search Trees from LLM Reasoning Traces Reveals Myopic Planning

Sixing Chen, Ji-An Li, Saner Cakir, Sinan Akcali, Kayla Lee, Marcelo G. Mattar

原文摘要

Large language models (LLMs), especially reasoning models, generate extended chain-of-thought (CoT) reasoning that often contains explicit deliberation over possible futures. Yet it remains unclear whether this deliberation constitutes genuine planning, how it is structured, and what aspects of it drive performance. Here we introduce a method for characterizing LLM planning by extracting search trees from reasoning traces in the board game four-in-a-row. By fitting computational models to the extracted search trees, we quantify how plans are structured and how they influence move decisions. We find that LLMs search less deeply than humans, and that their performance is better predicted by search breadth than depth. Most strikingly, although LLMs expand deep nodes in their traces, their move choices are best explained by a myopic model that ignores those nodes entirely. A causal intervention that selectively prunes CoT paragraphs supports that move selection depends predominantly on shallow rather than deep nodes. These patterns contrast with human planning, where performance is driven primarily by deep search. Together, our findings reveal a key difference between LLM and human planning: human expertise rests on deeper search, whereas LLMs generate deep lookahead but fail to act on it. This dissociation offers concrete targets for aligning LLM and human planning. More broadly, our framework provides a generalizable approach for interpreting the structure of LLM planning across strategic domains.

cs.AI

新论文 · v1arXiv:2611.03850

RoboScope Kit: Unified Interfaces for Fast and Scalable Embodied-AI Evaluation

Deng-Ke Wu, Yifan Jin, Yida Yang, Lei Qian, Zhaoye Zhou, Hongru Zhang, Kai Ye, Shuyuan Hu 等 11 位作者

原文摘要

Simulation benchmarks are the standard way to compare robot policies, but each benchmark brings its own evaluator, observation layout, and action convention, and evaluation is slow: 500 RoboTwin Easy episodes with one simulator and one model on one GPU take 359.7 minutes. Profiling the official StarVLA evaluator shows that simulation occupies CPU cores while the GPU averages 14.3% utilization. RoboScope Kit wraps each model once in a Python class called a Policy, and each benchmark once in an adapter around the benchmark's own evaluator, so the benchmark's rules and scoring stay unchanged. Scheduling runs simulator workers and Policy replicas as separate pools, sizes both from measured probes, and shards work deterministically across GPU instances; runtime optimization renders only the observations an action-chunk Policy reads. Adapters cover six benchmark families. On LIBERO-Long with a StarVLA checkpoint on one 48 GiB RTX 4090, the concurrency search selects twelve simulator workers sharing three Policy replicas, which evaluate 500 episodes 4.45$\times$ faster than the official StarVLA evaluation with equivalent success rates, 2.78$\times$ faster than RLinf, and 1.52$\times$ faster than vla-eval at its tuned configuration. With CUDA MPS, which lets the replicas run their kernels concurrently, the search selects sixteen workers sharing four replicas, 6.16$\times$ faster than StarVLA, 3.85$\times$ faster than RLinf, and 2.10$\times$ faster than vla-eval. On RoboTwin Easy, four GPUs with chunk-boundary observation complete the 500 episodes in 14.4 minutes, 25.04$\times$ faster than the single-GPU baseline, with identical success outcomes and terminal steps.

cs.RO · cs.AI

新论文 · v1arXiv:2611.03849

LaplaceDiag: Fault Diagnosis through Changes in Learned Actuator Effects

Oliver Niggemann

原文摘要

Identifying faulty components from sensor anomalies is difficult because fault effects can propagate through a plant and different faults can produce similar observations. Detailed component models and labeled fault examples may also be unavailable. We introduce LaplaceDiag, a data-driven method that uses changes in actuator effects to narrow the search for faulty equipment. Actuators act on specific devices and mechanisms, so their changed effects can provide clues to root causes. LaplaceDiag learns a healthy plant model with LaplaceNet, a neural network that operates in Laplace space. It separates nonlinear prediction based on measured history from an explicit matrix that describes how actuator values affect sensor values. Keeping the history predictor fixed allows current actuator effects to be estimated by linear regression without retraining the neural network. Comparison with a healthy reference accounts for estimation uncertainty and normal variation to detect changes and generate actuator-related diagnostic hypotheses. The method supports online and offline diagnosis, providing an intermediate step between anomaly detection and identifying faulty components. We successfully evaluate LaplaceDiag on two datasets.

cs.AI · cs.LG

新论文 · v1arXiv:2611.03844

Probabilistic Steering of Generative Priors for Lab-in-the-Loop Antibody Optimization

Anisha Parsan, Sebastian Ober, Calvin McCarter, Nick Bhattacharya, Hunter Elliott

原文摘要

Therapeutic antibody development is often framed as comprising two discrete stages: initial discovery of novel binders followed by iterative optimization to refine these hits into therapeutic-grade molecules. Models and methods often reflect these stages, with generative structure models applied to discovery and probabilistic black-box optimization methods applied to refinement. Here we propose to unify these stages by smoothly transitioning a generative discovery model into iterative optimization, allowing the handoff between the structure-based prior and supervision from wet lab data to be guided by the posterior uncertainty of a probabilistic surrogate. We show that this yields improvements in optimization efficiency in the low-N regime, as well as improved diversity amongst the optimized molecules.

cs.LG

新论文 · v1arXiv:2611.03839

PianoBench: Evaluating Musical Perception and Reasoning in Language Models

Louis Bradshaw, Irmak Bukey, Daniel Chenyu Lin, John Thickstun, Chris Donahue

原文摘要

Multimodal language models continue to improve on broad music understanding benchmarks, but which musical features can they perceive and reason about? We investigate this question by introducing PianoBench, a benchmark that tasks language models with reasoning about musical performances across congruent acoustic and symbolic input representations. PianoBench is derived from our new multimodal, training-scale dataset comprising more than 20,000 hours of interleaved transcripts of music and spoken musical commentary from instructional piano videos. Open-weight audio-language models achieve at most 52.8% accuracy on PianoBench, and at best only modestly outperform their accuracy on a no-audio control. In contrast, frontier models using chain of thought achieve up to 93.2% accuracy when provided transcripts of music as text, exposing a gap between perceiving musical features from audio and reasoning about musical events when they are given explicitly. We then test whether mid-training on interleaved musical instruction can improve question answering without chain of thought, raising Qwen 3.5 9B Base's zero-shot accuracy on PianoBench with music transcripts from 42.8% to 56.0% after instruction tuning. These experiments suggest that instructional videos may represent an overlooked source of multimodal supervision for music. Available: https://gclef-cmu.org/pianobench.

cs.SD · cs.AI · cs.LG

版本更新 · v4arXiv:2603.11749

Truth as a Compression Artifact in Language Model Training

Konstantin Krestnikov

原文摘要

When a transformer is trained from scratch on corpora that solve the same mathematical problem both correctly and incorrectly, which solution does it prefer? The usual test is pairwise, and it is not neutral: when the error can take several forms, a model that merely reproduces training frequencies wins it without preferring anything. We instead score the correct completion against every string the error generator can produce, a share on which frequency matching scores exactly 0.500. At 86M parameters the correct completion holds 59.0% +/- 0.8% of the mass against random errors (59.4% on an independent corpus), where the single realized error gives 77.6% and pair accuracy 87.4%, a three- to fourfold overstatement of the excess above chance; below 86M the primary corpus shows no preference. The coherent false rules of the main corpora are not filtered at any size (43.5--48.8%; the shortfall below 0.5 is a completion-length effect). Two experiments built to identify a compression mechanism raise the pairwise measures while the summed share stays flat or falls: both are negative controls, and compression remains motivation, not a measured mechanism. With the scored false strings held fixed, a false rule whose selector the model can learn moves the correct share from 5 points above the null to 7 below (418M--3.08B), though the correct completion still outweighs the selected string. What these models leave unfiltered is consistent or learnable false structure (one single-rule corruption excepted), not falsehood as such.

cs.CL · cs.AI

新论文 · v1arXiv:2611.03836

A Conditional Mutual Information Analysis of Response Variety in Language Models

R. I. Cukier

原文摘要

Large language models provide a variety of responses at inference (generation) that conventionally depend on a temperature parameter. Using a conditional mutual information approach, a quantitative, entropy based analysis of response variety is given. Three limiting behaviors are defined: arbiter, independent (conditionally) and neutral (deterministic) that span no to maximal mutual information. We give examples of each behavior and suggest their application to: temperature analysis, language analysis, prompt compression, and knowledge graphs.

cs.CL

新论文 · v1arXiv:2611.03834

Low-Rank Hierarchical Merging for Efficient Long-to-Short Reasoning

Zeqiu Yu, Xuesheng Zhang, Wenxiao Zhao, Shixiao Wang

原文摘要

Long-to-Short (L2S) model merging seeks to combine the strong reasoning capability of long chain-of-thought models with the concise style of base models, but existing methods that rely on linear interpolation and first-order activation statistics fail to capture how the loss landscape responds to parameter displacement, leading to degraded accuracy on hard tasks. We propose Low-Rank Hierarchical Merging (LHM), a training-free framework that replaces heuristic statistics with lightweight second-order curvature information. LHM consists of three components: (1) a low-rank Hessian approximation that efficiently estimates per-layer Hessian traces via Hutchinson's estimator on random inputs, eliminating the need for task-specific data; (2) a Layer Second-Order Sensitivity (LSOS) index that combines Hessian trace with task-vector norm to quantify per-layer fusion difficulty; and (3) a Dual-Constraint Coefficient Mapping (DCCM) that converts LSOS scores into layer-adaptive merge coefficients while jointly satisfying a fusion-error bound and a global length-reduction target. Experiments across six mathematical benchmarks on 1.5B and 7B models show that LHM outperforms state-of-the-art methods such as ACM-TIES and ORCA, achieving over 4\% accuracy gain and up to 93.1\% reduction in output length relative to the long-CoT model.

cs.AI

新论文 · v1arXiv:2611.03832

El Agente Fármaco: A Scalable AI Scientist for Drug Discovery

Marcel Müller, Mohammad Ghazi Vakili, Yoshihiro Ogura, Ella Ashoori, Shimeng Wang, Alessandro S. Nascimento, Eddie Calleja, Yutong Zhao 等 16 位作者

原文摘要

Computational drug discovery offers a growing range of tools for proposing and evaluating molecules, but combining them and deciding what to do next still requires substantial expert effort. Here, we introduce El Agente Fármaco, an AI scientist that uses modern large language model (LLM) technology to turn discovery goals expressed in everyday language into complex, scalable computational screening workflows. The agentic harness selects scientific tools, reviews their results, and adjusts subsequent steps to the target and the user's objectives. Our approach centers on a shared scientific memory: Fármaco Atlas, which stores molecules, structures, and results together with their provenance -- a record of how they were obtained. The agent uses targeted database queries to retrieve the evidence needed for each decision. A single request can launch calculations for an entire collection of molecules, without requiring a separate LLM decision for every compound. This design limits the information the model must process as screening collections grow, while keeping the underlying results available for inspection and further analysis. The integrated tools support molecule generation, prediction of binding and molecular properties, and searches for compounds available for purchase. In a retrospective comparison with an expert-led campaign, the agent proposed chemically distinct candidates with competitive docking scores and higher calculated drug-likeness under explicitly imposed selection criteria. In a 22-task benchmark against plain tool calls and Codex, the agent achieved the highest observed mean model-judged score, with lower median cumulative token use and peak context. Fármaco provides a foundation for flexible, scalable drug discovery workflows that connect scientific reasoning with an enduring, traceable record of computational work.

cs.AI · cs.MA · q-bio.BM

版本更新 · v3arXiv:2404.15352

TransfoRhythm: A Transformer Architecture Conductive to Blood Pressure Estimation via Solo PPG Signal Capturing

Amir Arjomand, Amin Boudesh, Farnoush Bayatmakou, Kenneth B. Kent, Arash Mohammadi

原文摘要

Recent statistics indicate that approximately 1.3 billion individuals worldwide suffer from hypertension, a leading cause of premature death globally. Blood Pressure (BP) serves as a critical health indicator for accurate and timely diagnosis and/or treatment of hypertension. Traditional BP measurement methods rely on cuff-based approaches, which lack real-time, continuous, and reliable BP estimates, crucial for the timely diagnosis/treatment of hypertension. Driven by recent advancements in Artificial Intelligence (AI) and Deep Neural Networks (DNNs), there has been a surge of interest in developing data-driven and cuff-less BP estimation solutions. In this context, current literature predominantly focuses on coupling Electrocardiography (ECG) and Photoplethysmography (PPG) sensors, though this approach is constrained by reliance on multiple sensor types. An alternative, utilizing standalone PPG signals, presents challenges due to the absence of auxiliary sensors (ECG), requiring the use of morphological features while addressing motion artifacts and high-frequency noise. To address these issues, the paper introduces the TransfoRhythm framework, a Transformer-based DNN architecture built upon the recently released physiological database, MIMIC-IV. Leveraging the Multi-Head Attention (MHA) mechanism, TransfoRhythm identifies dependencies and similarities across data segments, forming a robust framework for cuff-less BP estimation solely using PPG signals. To our knowledge, this paper represents the first study to apply the MIMIC IV dataset for cuff-less BP estimation. TransfoRhythm achieves highly accurate results with a Root Mean Square Error (RMSE) of [2.21, 1.84] and a Mean Absolute Error (MAE) of [1.37, 1.06] for systolic and diastolic blood pressures, respectively.

eess.SP · cs.LG

新论文 · v1arXiv:2611.03826

Rethinking Next-Visit Diagnosis Prediction Beyond Aggregate Metrics: Retrieval--Memory Multi-Agent Adjudication

Heejoon Koo

原文摘要

Next-visit diagnosis prediction forecasts the diagnoses documented at a patient's next encounter, turning retrospective electronic health records into prospective clinical prediction. However, conventional aggregate evaluation obscures its multifaceted nature: distributionally, models must handle variable-size diagnosis sets and long-tailed labels; temporally, they must distinguish persistent, newly recorded, and recurrent diagnoses; and both vary with observed history depth. We introduce an evaluation framework along these dimensions and apply it to rule-based heuristics, LLM-based prompting, retrieval, memory, and multi-agent approaches. This reveals that repeating the last visit outperforms most LLM-based approaches overall despite predicting no new or recurrent diagnoses, and that retrieval and memory exhibit distinct profiles whose relative strengths vary across temporal transitions and backbones. Motivated by this, we propose LONGINUS, a retrieval-memory multi-agent adjudication framework combining evidence retrieved from patient records with structured memory of the patient trajectory. Using cross-view agreement as a reliability heuristic, it preserves shared predictions and adjudicates disagreements without revealing their source. Across MIMIC-III and MIMIC-IV with four LLM backbones, LONGINUS achieves the best transition-specific performance among LLM-based methods in nearly all settings while remaining competitive with them on aggregate metrics.

cs.CL · cs.AI · cs.IR

新论文 · v1arXiv:2611.03825

A Tutorial on Shape Servoing of Deformable Objects-Part II: Advanced Concepts

Ignacio Cuiral-Zueco, Alessio Caporali, Miguel Aranda, Gianluca Palli, Gonzalo López-Nicolás, Youcef Mezouar

原文摘要

In robotics, shape control, or shape servoing, refers to the automatic manipulation of a deformable object toward a desired shape. This article is the second of a two-part tutorial on data-driven, Jacobian-based shape control, in which the deformation Jacobian, a local model of how robot motion changes the measured shape, is estimated from measurements. Part I built the shape-servoing loop and derived a local stability condition. This paper starts by using the singular value decomposition of the deformation Jacobian to identify shape changes that can be produced by small robot motions, those that require large robot motions, and those that are locally unavailable. It then analyses how the choice of shape features determines how the controller regulates the object's shape and, therefore, how much the object deforms on its way to the target. It then describes three ways in which the shape control loop can fail: loss of controllability, loss of observability, and occurrence of mechanical instabilities. It closes with shape-control extensions to time-varying targets, secondary tasks, and three-dimensional objects.

cs.RO · eess.SY

新论文 · v1arXiv:2611.03815

AIRoA-0: Long-Horizon, Precise, Cross-Embodiment Manipulation from Handheld Data

Yueh-Hua Wu, Kei Ota, Hanlong Li, Hayata Yuasa, Jason Wang, Kengo Ikeuchi, Kensuke Chiyoma, Makoto Sugiura 等 20 位作者

原文摘要

AIRoA-0 (A-0) is a bimanual manipulation system learned from 16,151 hours of handheld demonstrations, with no robot data collected at any stage. The demonstrations are recorded with YUBI, our open-source handheld gripper, which lets people record manipulation data anywhere with no robot present. From a single instruction, A-0 sorts more than a dozen small parts into their numbered cells and changes the mop pads and brush of a robot vacuum; among other tasks, it unzips a pencil case and folds a towel. It performs these tasks using only a camera on each wrist, with no head or scene camera, at a site where none of its training data was recorded. Across the ten tasks of our evaluation, it averages a success rate of 78%, against 27% for the strongest of four other vision-language-action models post-trained on the same task demonstrations. We collect no teleoperation data and use no reinforcement learning or on-robot corrections, and the robot appears only at test time. The system learns which regions of each wrist view matter for the task, predicts the stage the task has reached, and decodes actions as a continuous stream. A-0 is embodiment-agnostic: it runs on robots that mount the YUBI gripper, such as a bimanual Franka, TX-G2, OpenArm and UR. We are releasing the dataset, to our knowledge the largest open dataset of handheld-gripper demonstrations with task and subtask instructions, together with the pre-trained weights and the post-training recipe. Videos of A-0 on every task are on the project page, https://a-0.airoa.io. Anyone can build the gripper, record a task of their own and post-train the model on it in under four hours on a single node of eight H200 GPUs.

cs.RO · cs.AI · cs.LG

新论文 · v1arXiv:2611.03806

BEND 2.0: Benchmarking the Capabilities Needed to Design DNA

Andreas Bjerregaard, Rachael DeVries, Dionysia Danai Brilli, Panagiotis Antoniadis, Yan Li, Anders Krogh, Wouter Boomsma, Ole Winther 等 9 位作者

原文摘要

Genomic foundation models are increasingly used to propose DNA sequences and edits. But successful design requires capabilities that current benchmarks do not measure. Here we introduce BEND 2.0 (BENchmark for DNA language models), which tests how well models predict the effects of DNA changes and whether these predictions can guide sequence design. Across eight tasks built on five experimental datasets, we find that model choice and how representations are accessed both affect performance. Linear readouts fitted to frozen representations can match or exceed models' native outputs, and functional post-training substantially improves the models' capabilities. Linear readouts transfer well across experimental assays and genes, suggesting that models capture functional patterns beyond the data used to fit individual predictors. At the same time, strong prediction of average effects can conceal weaker prediction of context-specific effects, and accurate prediction of combined mutation effects does not imply accurate prediction of their interactions. In design tasks, model predictions can reduce the number of candidates needed to find a desired response, but still leave substantial room for better design choices, particularly for context-specific and multi-cell objectives. Our benchmark reveals that genomic models now display signs of general utility but have yet to saturate on performance in even simple tasks.

q-bio.GN · cs.LG · q-bio.QM

新论文 · v1arXiv:2611.03786

3D dark matter map of the JWST COSMOS-Web field using diffusion-based generative priors

Diana Scognamiglio, Brandon Zhao, Katherine L. Bouman, Olivier Doré, Caitlin M. Casey, Maximilien Franco, Ghassem Gozaliasl, David Harvey 等 20 位作者

原文摘要

Mapping the three-dimensional distribution of dark matter is key to tracing the growth of cosmic structure. Two-dimensional weak lensing mass maps recover its projected distribution, but they blend structures at different distances along the line of sight. We reconstruct the three-dimensional matter distribution in the 0.54 deg$^2$ COSMOS-Web field using deep James Webb Space Telescope imaging, with an effective source density of 121 galaxies arcmin$^{-2}$ We combine a physical weak lensing forward model with a diffusion-based Bayesian generative prior learned from cosmological simulations, yielding a posterior distribution of the matter field across 20 lens planes to $z \simeq 2$, doubling the redshift reach of previous Hubble Space Telescope-based 3D reconstructions and approaching cosmic noon, an epoch of rapid galaxy growth. The reconstruction separates structures that overlap in projection and recovers non-Gaussian matter structure across a range of spatial scales, including over-densities associated with independently identified galaxy clusters that were not detected in earlier weak lensing maps. Posterior sampling quantifies the range of three-dimensional matter distributions allowed by the data, enabling a probabilistic visualization of the cosmic web while propagating uncertainties in its inferred structure. Null and simulation-based tests show that the recovered structures are supported by the lensing signal and are consistent with expectations from the fiducial $Λ$CDM cosmology. These results extend three-dimensional weak lensing mapping into the high-redshift, non-Gaussian regime and establish a route towards probabilistic mapping of the evolving cosmic web with current wide-field lensing surveys.

astro-ph.CO · cs.LG

新论文 · v1arXiv:2611.03647

Pixel-UMI: Learning Environment-Aware Whole-Body Manipulation from Sensorized Human Demonstrations

Jason Jingzhou Liu, Tony Tao, Deepak Pathak, Ruslan Salakhutdinov

原文摘要

Sensorized human demonstrations offer scalable data for mobile manipulation, but embodiment differences complicate policy learning. We present Pixel-UMI, a pipeline for learning environment-aware whole-body policies from human data. We first introduce Environment-Aware Retargeting (EAR), which combines reconstructed scene geometry with demonstrated head and gripper trajectories to determine robot posture and generate collision-aware joint and base targets. Delay-calibrated action assignment converts these trajectories into actions. However, kinematic differences can leave residual pose errors, creating viewpoint mismatches between human demonstrations and robot observations. We therefore introduce Retargeting-Error-Aware Masking (REAM), which uses these errors during training to reduce reliance on mismatched views at deployment. Finally, because estimated actions cannot fully capture contact-rich interactions, we collect on-policy human corrections through DAgger to improve performance. We evaluate Pixel-UMI on five challenging tasks spanning articulated-object manipulation, deformable-object handling, constrained-space reaching, whole-body collision avoidance, and contact-rich bimanual coordination, achieving 87.0% average task progress. Video results are available at https://pixel-robot.com/pixel-umi

cs.RO · cs.AI · cs.CV · cs.LG · eess.SY

新论文 · v1arXiv:2611.03648

Pixel: A Co-Designed Full-Stack Robot System for Learning General-Purpose Mobile Manipulation

Tony Tao, Jason Jingzhou Liu, Ruslan Salakhutdinov, Deepak Pathak

原文摘要

General-purpose mobile manipulation requires a combination of capable robot hardware, scalable demonstration collection, expressive whole-body control, and effective policy learning. Yet these components are often developed independently, creating mismatches that limit the capabilities of the complete system. We present Pixel, a co-designed full-stack system for learning general-purpose mobile manipulation. Pixel combines a low-cost wheeled humanoid with human-aligned kinematics and compliant grippers, multiple teleoperation and robot-free human data-collection interfaces, a unified whole-body controller, and a common policy learning pipeline across human and robot demonstrations. A hierarchical learning stack further enables language-conditioned visuomotor control and long-horizon task execution. We evaluate the system across hardware, data collection, and policy learning, and demonstrate mobile-manipulation behaviors requiring dexterity, active perception, navigation, and whole-body coordination. We hope that Pixel provides an integrated and extensible foundation for studying how robot hardware, data, control, and learning can be designed together for robot learning. More results at https://pixel-robot.com/pixel

cs.RO · cs.AI · cs.CV · cs.LG · eess.SY

新论文 · v1arXiv:2611.03646

EgoActionBench: Benchmarking Dense Action Captioning for Egocentric Human Videos

Yujiao Shen, Jiahe Song, Haitian Li, Jingkang Yang, Ziwei Liu

原文摘要

Learning from human data offers a scalable path toward embodied intelligence, yet it requires models to accurately understand fine-grained human actions from egocentric observations. However, existing benchmarks remain limited in action atomicity, temporal precision, and hand-action association. We introduce EgoActionBench, a benchmark that represents continuous human manipulation as temporally localized atomic actions associated with the left hand, right hand, or both hands. EgoActionBench contains 1,407 episodes with 41,132 human-refined action annotations. To evaluate such dense predictions, we propose an evaluation protocol that retrieves temporally eligible candidates, selects a prediction by content agreement, and scores semantic fidelity and temporal overlap alongside action precision and recall, jointly capturing what happens, when it happens, and which hand performs it. We benchmark 20 baseline models and systems on EgoActionBench and further adapt two backbones, Qwen3-VL-4B and LLaVA-OneVision-2-8B, through supervised fine-tuning followed by reinforcement learning on automatically annotated training episodes. EgoAction improves EgoActionScore by 15.9 and 23.2 points on the two backbones, and both adapted models outperform all open-source baselines. Our experiments reveal substantial limitations of current models in action atomicity, temporal precision, and hand-action association, highlighting the gap between general video understanding and the action understanding required for embodied intelligence.

cs.CV

版本更新 · v6arXiv:2603.19233

Not All Features Are Created Equal: A Mechanistic Study of Vision-Language-Action Models

Bryce Grant, Xijia Zhao, Peng Wang

原文摘要

A fine-tuned Vision-Language-Action (VLA) policy can easily place the alphabet soup in the basket on command, just as it saw during fine-tuning. However, if the basket is shifted five centimeters to the left, it drops the soup off the table. We developed an interpretability pipeline to investigate what such a policy is computing. Injecting task A's activations into the action expert while the policy looks at task B's scene makes $π_{0.5}$ execute task A's motor trajectory in 99.6\% of episodes ($n{=}1{,}968$). The injected program is bound to absolute workspace coordinates and ignores the visible scene, which provides a mechanistic account of the perturbation brittleness that concurrent benchmarks report. The binding holds on a physical UR10e: directed replay redirects the commanded task in 26/26 rollouts in one direction and 18/26 in the other, with no-injection and random-direction controls at the floor, and once the source object is moved 10-15 cm the arm grasps and releases at the recorded coordinates in 50/50 trials, picking up the wrong block when one sits there and closing on empty air when none does. Applying the same interventions to five VLAs on LIBERO, MetaWorld, SimplerEnv, and ALOHA over $420{,}000+$ rollouts yields three further findings: every architecture encodes the instruction, and four of the five weight it below vision whenever the scene alone identifies the goal; under the standard replacement write-back the SAE pooling that preserves behavior is architecture-specific ($π_{0.5}$ per-token, SmolVLA indifferent), and goal selection and motor generation separate into VLM and expert pathways wherever the two are distinguishable. We release \textbf{Action Atlas} (https://action-atlas.com), an interactive platform covering all 520+ trained SAEs, 79 identified concepts, and the scored UR10e rollouts. Code: https://cwru-aism.github.io/vla-interp-page/

cs.RO

新论文 · v1arXiv:2611.03641

From Natural Language to Exact Cover: A Neuro-Symbolic Approach to Zebra Puzzles

Paulius Skaisgiris, Thomas Pammer, Veronika Semmelrock, Mykyta Ielanskyi, Maximilian Heisinger, Erich Kobler

原文摘要

Chain-of-Thought (CoT) generation has substantially improved the performance of Large Language Models (LLMs) on complex reasoning tasks, including code generation, data analysis, and exam-style question answering. Despite these advances, purely neural LLMs continue to struggle with elementary logical reasoning problems and lack the determinism, soundness, and reliability characteristic of symbolic reasoning systems. Conversely, classical symbolic methods such as SAT solving and exact cover guarantee correctness and completeness, but require problems to be expressed in highly specialized formal encodings, limiting their applicability to natural language inputs. In this work, we present a synergistic neuro-symbolic framework that bridges this gap by combining neural semantic parsing with deterministic exact cover reasoning. Given a Zebra-style logic puzzle in natural language, an LLM translates entities and constraints into structured tool calls that construct an exact cover instance. A symbolic solver then computes the solution and provides feedback to iteratively refine invalid, under- or overconstrained encodings, exploiting the uniqueness property of Zebra puzzles. We conduct a comprehensive empirical evaluation across multiple parameter scales, post-training paradigms, and LLM families. The results demonstrate that our hybrid approach consistently outperforms strong plain neural baselines, including CoT prompting, as well as recent neuro-symbolic methods.

cs.AI

新论文 · v1arXiv:2611.03779

Robot-Matched Soft Fingers for UMI Data Collection: Lessons from 100 Hours of Pick and Place

Kobi Kelemen, Tomasz Niedziałkowski, Marcin Paszczak, Victoriano Montesinos

原文摘要

Training robot policies for multi-task pick and place requires demonstrations on many objects, which handheld Universal Manipulation Interfaces (UMIs) can collect quickly and cheaply. However, existing UMIs depend on external base stations, use rigid fingers that give no signal about contact forces, or use parallel-jaw fingers that limit grip strength. We present a battery-powered handheld interface, built on YUBI, whose soft, angled fingers wrap around objects, deform visibly under load as a visual proxy for force, and match the grippers of the robot. With it, we collect a 99.7-hour dataset over 53 objects, train $π_{0.5}$ policies on 49 of them, and hold out the other 4 as unseen objects. We find that a top camera raises success by 13 points even when only about half of the data includes it, and that mid-training on our multi-task data raises success after fine-tuning on unseen objects from 35% to 57%. Finger design, dataset, and data processing code: https://lute-corp.github.io/soft-yubi-site/

cs.RO

新论文 · v1arXiv:2611.03634

WebHarbor: Docking Real Websites for Evolving GUI Agent Environments

Zhaoyang Wang, Qianhui Wu, Boyu Gou, Demi Wang, Jiacheng Zhang, Peichun Hua, Qize Li, Shi Qiu 等 57 位作者

原文摘要

GUI web agents require realistic and interactive environments that remain stable during both evaluation and training. Live website evaluation suffers from changing content, access restrictions, and limited coverage of authenticated workflows, while existing synthetic environments for training often lack functional depth and visual fidelity. We propose WebHarbor, a suite of 153 executable and dockerized website environments that faithfully reconstruct the visual interfaces, content, and functional workflows of real-world web services under deterministic control. We build WebHarbor through task-driven human-agent collaboration, where environments evolve as new tasks expand their functional scope, coding agents implement the required changes, and human contributors audit visual fidelity, functional correctness, and task validity. The resulting suite comprises 3,518 tasks spanning multi-step and post-authentication workflows, where existing works often fail to cover. Beyond reliable evaluation, WebHarbor provides high-fidelity synthetic web environments for cost-efficient reinforcement learning (RL). We demonstrate that a Qwen 4B-level GUI agent trained with RL in WebHarbor generalizes to unseen tasks and performs competitively with leading open-source GUI web agents across four benchmarks. The code and data are publicly available at https://github.com/aiming-lab/WebHarbor.

cs.AI · cs.CL · cs.LG

版本更新 · v2arXiv:2610.16491

Drafting Agents, Not Just Tokens: Speculative Recursive Self-Improvement for Agentic Systems

Xin Xu, Ke Cheng, Hao Wang, Yangru Huang, Yanghao Xiao, Zhichao Chen, Zhisheng Zhong, Xun Liu 等 14 位作者

原文摘要

Improving an agent through successive revisions requires balancing exploration and evaluation under a limited budget. A narrow search can miss useful sequences of edits, while fully evaluating every intermediate version often exhausts the budget before those sequences yield a verified improvement. Inspired by the draft--verify principle of speculative decoding, we propose Speculative Recursive Self-Improvement (SpecRSI), a two-level framework coupling inner-loop agent search with outer-loop improver learning. SpecRSI drafts successors before their predecessors are fully evaluated, while adopting only fully evaluated, admissible versions. In the inner loop, Verification-Aware Tree Search (VATS) allocates the budget between further edits and outstanding checks using the predicted verified return of a continuation. In the outer loop, Group Verification Optimization (GVO) updates the improver from completed searches while keeping the real evaluator fixed. We evaluate SpecRSI on scientific optimization (including active queue management (AQM) for network infrastructure), coding, and general agent-system benchmarks. Under matched evaluation-call budgets, SpecRSI improves scientific terminal gain over Janus by 60.0%--96.3% and area under the budget curve by 32.1%--91.6%, while achieving higher means across all 50 scientific backbone--task pairs and outperforming MetaRSI-v1 by 1.30--2.70 percentage points (pp) in system score across twenty backbones. On instance-level comparisons, it further improves PyBaMM terminal gain by 142.6% and SWE-Pro success by 6.0 pp at 7.0% and 9.2% lower token cost, respectively. These results demonstrate the efficacy of the proposed approach.

cs.LG · cs.AI

版本更新 · v2arXiv:2606.11435

Agent Skill Evaluation and Evolution: Frameworks and Benchmarks

Kexin Ding, Yang Zhou, Can Jin, Feng Tong, Mu Zhou, Dimitris N. Metaxas

原文摘要

The growth of agent skills has transformed how agentic systems are built, evaluated, and deployed. As skill libraries continue to scale, rigorous evaluation becomes critical to ensuring their utility, quality, and safety in real-world applications. Consequently, the field is undergoing an emerging paradigm shift from isolated skill creation to automated, evaluation-driven skill evolution. In this survey, we systematically examine the landscape of skill evolution and evaluation beyond foundational skill creation. We categorize evolution into four distinct paradigms, spanning execution feedback, trajectory distillation, compression, and reinforcement learning, showing how each element contributes to improving skill utility and reliability. We also provide an analysis of six skill-centric benchmark categories, identifying structural gaps in benchmark coverage, trade-offs, and metric richness to advance skill research. Finally, we identify open directions for building skill ecosystems that are generalizable, efficient, and verifiably safe. The project URL is https://github.com/Cassie07/AgentSkill_Survey

cs.CL

版本更新 · v3arXiv:2607.23811

Memory Efficient Audio Synthesis with Decoupled Temporal Depth Diffusion Transformers

Dongseong Hwang, Prasanth Yadla, Kaan Elgin, Shifas Padinjaru Veettil, Sivanand Achanta, Dipjyoti Paul, Ramya Rasipuram, Tyler Johnson 等 11 位作者

原文摘要

Siri Expressive Voices synthesize rich, configurable speech in real time and entirely on device, powered by AFM 3 Core Advanced, Apple's most powerful on-device foundation model. This work presents the memory-efficient audio synthesis architecture behind that capability: a detokenizer that converts the semantic audio tokens emitted by the foundation model into high-fidelity audio within the tight compute and memory budget of the Scalable Matrix Extension (SME). We convert semantic audio tokens to a residual vector quantization (RVQ) representation with a three-component design, a streaming encoder, a temporal decoder, and a depth decoder, that systematically decouples temporal and depth processing. A single reusable depth decoder with Diffusion Transformer (DiT)-style stage conditioning generates all RVQ levels autoregressively, replacing the dedicated per-level decoders of prior multi-decoder architectures, while causal sliding window attention with fixed-window key-value caching yields constant memory complexity independent of sequence length. Deployed on the AMX, the detokenizer sustains roughly 10 ms per generation step, about 16x faster than real time, with a peak runtime memory of only 21 MB and 329 MB of on-device assets, enabling continuous streaming synthesis of 20-320 seconds of audio. This constant, small footprint replaces the linear and quadratic memory scaling of conventional transformer- and GAN-based approaches. Ablation studies validate the key architectural components, and audio quality assessment confirms that the architecture maintains synthesis fidelity while achieving efficiency gains over existing methods. Operating at a 1-billion-parameter activation size within AFM 3 Core Advanced, it improves Mean Opinion Score by +0.28 overall (4.15 vs. 3.87) and by +0.42 on conversational speech (4.24 vs. 3.82) over the prior on-device text-to-speech system.

cs.SD · cs.CL

新论文 · v1arXiv:2611.03627

Not All Reasoning Generalizes: A Case Study on Learning Generalizable Reasoning Strategies in RLVR

Ziqi Pang, Yu-Xiong Wang

原文摘要

Reinforcement learning with verifiable rewards (RLVR) can enable generalizable improvement for large language model (LLM) reasoning. This paper studies how to incentivize such generalization via reasoning strategies. We study this question with a controllable equation-solving framework: finding multiple inputs x for equations f(x)=y, where f is a non-bijective string function. This setting makes reasoning strategies observable while supporting a clear definition of easy-to-hard out-of-distribution (OOD) shifts, e.g., more solutions, longer y, etc. We uncover a subtle RLVR failure: it teaches the model to solve in-distribution tasks with high accuracy and structured step-by-step derivation, yet under OOD shifts, the same model abandons derivation and collapses to ineffective brute-force enumeration, causing sharp accuracy drops. This observation reveals the deeper challenges of RLVR generalization as it is neither incapable base model nor reward hacking, since the model succeeds in-distribution with the correct reasoning strategy. The key to mitigating this failure is an indirect intervention that surprisingly helps: co-training with bijective inversion tasks. Although these bijective tasks are actually not uniformly harder and even further from the non-bijective OOD evaluation, they make derivation more certain and substantially restore the correct strategy and accuracy under OOD shifts. This effect further motivates our theoretical analysis: outcome-only RLVR can shape reasoning processes through implicitly crediting the effective reasoning strategies more, even without process supervision. To conclude, our analysis framework and findings systematically reveal the crucial role and incentivization of reasoning strategies in RLVR generalization under OOD shifts. Code is available at https://github.com/ziqipang/rl_meta_thinking.

cs.LG

新论文 · v1arXiv:2611.03626

Isekai3D SDG: A Platform for Diverse Synthetic Gameplay Visual Data

Rafal Karp, Gene Liu, Shih-Hsin Li, Eric Courtemanche, Shengze Wang, Josef Spjut, David Pankratz, Mischa Kolbe 等 13 位作者

原文摘要

We present Isekai3D Synthetic Data Generation (SDG), a platform for simulating and capturing synthetic 3D gameplay for research in vision and world models, neural graphics, gameplay agents, and other applications. The platform combines reusable environment and character assets with Unreal Engine plugins in a two-stage workflow. First, world simulation generates gameplay while recording the world state, character movements, actions, and camera tracks needed for replay. Second, the recorded simulation is replayed to capture selected outputs, such as rendered video, images, and depth maps, at a specified resolution and frame rate under selected rendering and camera configurations. Separating simulation from capture allows the same recorded gameplay to produce multiple output variants without repeating the original simulation. Visual outputs are accompanied by frame-aligned camera, character, and action metadata. The platform uploads generated data directly in a training-friendly format, reducing intermediate storage, preparation time, and manual processing. This report describes the design of our overall system, including the platform's assets, plugins, and their functionality, explaining how they work together to generate diverse synthetic gameplay data.

cs.CV

版本更新 · v5arXiv:2606.30613

Sequential Planning via Anchored Robotic Keypoints

Bryce Grant, Aryeh Rothenberg, Logan Senning, Zonghe Chua, Zach Patterson, Peng Wang

原文摘要

Changes to what a robot can see do not mean that there is a change in the problem it is trying to solve, and many language-conditioned manipulation systems struggle with this distinction. When something in a scene moves, the robot might need to execute its actions in different places, but its manipulation plan can stay the same. We propose Sequential Planning via Anchored Robotic Keypoints (SPARK), which describes a task as a symbolic behavior tree that we anchor to the current 3D observations when each action is called. By verifying the plan at runtime we can recover from failures locally and anchor the objects to the scene again. We ask for a new plan only if this fails. We isolate this concept by taking a fixed plan and moving objects in the scene while executing. When displacing objects by $10$\,cm we were still able to complete $66.7\%$ of trials with scene-diff verification and layered recovery, and we did not have to change the plan. Without practicing on the tasks being tested or using ground-truth object poses from the simulator during rollouts, we test our full system (with one open-weight 27B planner with 4-bit weights) on LIBERO-PRO. Under this protocol SPARK achieves a mean success of $75.1\%$ across the 6 position and task settings and $69.7\%$ on the held-out language and object settings. We also achieve a $68\%$ success rate across 11 physical task-embodiment settings on 3 different robots. Our work demonstrates that for an important class of failures, the robot does not need to ask for a new plan for its task. It can be enough to update the system's view of the world. Code and videos can be found at https://cwru-aism.github.io/spark-page/

cs.RO

新论文 · v1arXiv:2611.03622

D&A: Decoupling Description and Assessment Enables VLMs as Zero-Shot Robotic Reward Models

Marius Memmel, Shawn Yin, Urvi Rutia, Angad Wadhwa, Eldon Li, Gavin Angeloff, Ankit Goyal, Jesse Zhang 等 12 位作者

原文摘要

Vision-Language Models (VLMs) hold promise for zero-shot video task-progress estimation in robot learning, yet existing frameworks frequently suffer from confirmation bias, hallucinating progress in failed executions due to implicit success assumptions or relative temporal ranking designs. Naive prompting of frontier models collapses into a binary success detector that fails to capture nuanced, non-linear progress and failures. While post-training approaches can mitigate this through explicit training, they demand expensive real-world robotics data and require computationally intensive post-training for every individual base model. To resolve these limitations, we introduce D&A (Describe & Assess): our approach decouples progress estimation into an objective, task-grounded textual description of scene dynamics followed by an assessment phase using explicit rubrics. By compelling the VLM to synthesize an explicit, text-based definition of absolute success before scoring, the framework anchors evaluations to an external, global criterion rather than the video's internal timeline. Empirical results demonstrate that our method calibrates zero-shot estimates and mitigates confirmation bias, providing fine-grained, partial progress metrics that accurately penalize failed executions while correctly interpolating successful runs. Being purely prompt-based, D&A generalizes across tasks, embodiments, and benchmarks---matching or surpassing post-trained reward models---and its reward estimates enable efficient downstream reinforcement learning.

cs.RO · cs.AI · cs.CL · cs.LG · eess.SY