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版本更新 · v2arXiv:2610.37161HF 社区推荐

WorkFactory: Turning Professional Intents into Executable Work for Scalable Agent Training

Ziyang Zeng, Tingyang Chen, Jia Deng, Qiyao Wang, Shuo Tang, Yike Yang, Tao Ren, Wayne Xin Zhao 等 13 位作者

Scaling supervised fine-tuning for working agents requires not only broad coverage of professional tasks, but also expert demonstrations that faithfully carry out professional workflows to completion. However, missing or inconsistent task information can disrupt expert demonstrations, weakening the resulting supervision. We introduce WorkFactory, a scalable task-construction framework that turns professional intents into executable task environments through hybrid intent sourcing, semantic workflow planning, and execution-based repair. Starting from these intents, WorkFactory constructs a Semantic Workflow Graph that explicitly represents information requirements, dependencies, and locations within the task environment. The graph guides the instantiation of task environments, while an adversarial execution-refinement loop exposes missing or inconsistent information and steers targeted repairs that preserve the original intent. Using WorkFactory, we construct 112,686 tasks spanning 612 occupations and train the WorkPilot family at 4B, 27B, and 35B-A3B scales on the resulting teacher trajectories. All three models improve over their respective base models across four professional-work benchmarks, with WorkPilot-35B-A3B rising from 879 to 1565 Elo on GDPval-AA v2.1. Scaling experiments with up to 110k tasks further show that larger models benefit more from additional task data but exhibit diminishing returns at smaller data scales, while WorkPilot's long-horizon execution evolves from verbose trajectories toward more efficient task completion. Controlled component studies quantify the negative effects of task-environment defects on downstream performance and show how semantic workflow planning and execution-based repair yield downstream gains through improved task-environment quality. The subset of data are available at https://github.com/IQuestLab/WorkFactory.

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cs.AI
arXiv ↗PDF ↗
版本更新 · v2arXiv:2610.35013HF 社区推荐

Multiscale Policy Optimization for Long-Horizon LLM Agents

Tao Ren, Hui Yang, Jia Deng, Tingyang Chen, Qiyao Wang, Shuo Tang, Ziyang Zeng, Yuhua Jiang 等 19 位作者

Long-horizon LLM agents interact with their environments through complete assistant turns while generating each action token by token. We observe that critic values vary primarily across turns, motivating optimization anchored at turns with finer credit allocation among tokens. We propose Multiscale Policy Optimization (MPO), combining Multiscale Advantage Estimation (MAE) and turn-level importance sampling to align credit assignment and policy updates at the turn scale. Extensive experiments across search, tool-use, and automation tasks with 4B and 30B-A3B models demonstrate consistent gains over strong RL baselines.

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cs.AI
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.37585HF 社区推荐

Timestral

Adrien Petralia, Alexandre Gavaudan, Artjom Joosen, Etienne Goffinet, Richard Kurle, Yassine El Ouahidi, Yassir Bendou, Abdelaziz Bounhar 等 356 位作者

We introduce Timestral, a family of four time series foundation models for probabilistic forecasting, with 5M, 28M, 123M, and 209M parameters. Timestral sets a new state of the art on GIFT-Eval, TIME, and fev-bench, where Timestral-209M and Timestral-123M take the top two places on every metric. We achieve this with three ingredients: Decoupled Horizon Forecasting (DHF), which separates prediction tokens from the causally encoded context, so that longer horizons are trained without masking context and each observed value is both a forecast target and context for later forecasts; a covariate framework that natively supports known-future covariates within a causal architecture; and a two-stage pipeline that pretrains exclusively on a diverse, large-scale synthetic corpus before post-training on a mix of real and synthetic data with extended context. This report describes the model design and its benchmark results. Weights for all four models are available on Hugging Face and inference code on GitHub.

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cs.AI
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.36456HF 社区推荐

LociArt: A Unified Paradigm for Free-Style Local Video Stylization

Yuxuan Chen, Feng Xie, Jiagao Hu, Fuhao Li, Zepeng Wang, Fei Wang, Daiguo Zhou

Video stylization typically transforms entire scenes, while local artistic editing requires precise region--style association, spatial control, and temporal consistency. We introduce LociArt, a unified paradigm for free-style local video stylization that explicitly specifies where to stylize and what style to apply while preserving non-target content. At its core, GRNStyle builds on Generative Refinement Networks (GRN) and introduces a polar style-aware mask that embeds style identities as equal-norm directions within selected regions. Complementary representation--geometry conditioning combines encoded mask features with raw-mask spatial support, integrating spatiotemporal context with geometric control. To provide paired supervision, we develop an automated pipeline combining global stylization, video object removal, matting, and compositing, and construct the LociArt-100K Dataset with 100K local stylization pairs. We further establish the LociArt Benchmark, comprising 80 source videos and 84 target masks covering 168 foreground/background stylization cases, with a Style Prototype Similarity (SPS) evaluation scheme for regional style quality and complementary measures of non-target preservation and temporal consistency. Experiments show that GRNStyle outperforms existing methods in regional style quality and spatial control while maintaining strong temporal consistency. Qualitative examples further illustrate joint stylization of multiple regions with the same or different learned styles, despite training only on single-region, single-style pairs. Together, these components provide a unified foundation for learning and evaluating controllable local video stylization. Project page: https://higherhu.github.io/lociart/.

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cs.CV · cs.AI · cs.MM
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.35724HF 社区推荐

MatAnyone-E: Sparse Memory Propagation for Efficient High-Resolution Video Matting

Shuyun Wang, Shangchen Zhou, Peiqing Yang, Yuekun Dai, Xin Yu, Chen Change Loy

High-resolution video matting requires preserving fine details, such as hair strands and soft transparency, while maintaining consistency across frames. Memory-based methods achieve strong matting quality by matching current-frame features with information stored from earlier frames, but this process becomes increasingly costly as resolution grows. We present MatAnyone-E, an efficient extension of MatAnyone 2 that focuses computation where it is most needed. Our approach first performs low-resolution propagation to identify uncertain regions that require closer inspection and the memory candidates most relevant to them. It then performs high-resolution matching only for these regions using the selected memory, while reusing low-resolution matching results elsewhere. This strategy reduces both the number of locations requiring detailed matching and the amount of memory searched, while preserving the information needed to produce a complete matte. We further reduce the cost of generating high-resolution mattes with a lightweight decoder designed around measured runtime bottlenecks and trained to reproduce the original decoder's representations. Experiments show that MatAnyone-E maintains matting quality comparable to MatAnyone 2 while achieving an estimated 7.4x inference speedup and reducing peak GPU memory usage to 7.6% of the usage of MatAnyone 2 at 4K. With compilation-enabled inference on a single NVIDIA H200 GPU, it reaches 73.07 FPS at 1080p and 28.62 FPS at 4K.

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cs.CV
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.34186HF 社区推荐

HuGe: Scaling Humanoid Generalist Vision-Language-Action Models with Egocentric Experience

Yang Liu, Jiacheng Liu, Hengtao Li, Yuheng Huang, Zijian Yang, Ji Dai, Maoxin Wang, Yi Gao 等 17 位作者

Extending Vision-Language-Action models (VLAs) to humanoid robots requires coordinated whole-body control and diverse demonstrations that are costly to collect in real-world scenarios. Although egocentric human demonstrations provide a complementary source of task experience, differences in visual embodiment and missing robot proprioception complicate transfer to humanoid policies. To address these challenges, we introduce HuGe, a family of Humanoid Generalist VLAs pre-trained on over 2,000 hours of egocentric human and robot data. Specifically, HuGe employs three existing representative VLA architectures to predict latent motion tokens for a pretrained whole-body controller, together with hand-control signals. Based on this, we introduce a three-stage training pipeline that combines egocentric pre-training, humanoid adaptation, and downstream fine-tuning. To facilitate transfer across embodiments, we construct pseudo-proprioceptive states through simulation playback during pre-training and modify arm appearance in egocentric observations through re-rendering during downstream fine-tuning. With this pipeline, HuGe achieves the state-of-the-art on simulation benchmark HumanoidArena. Furthermore, real-world experiments on the Unitree G1 indicate that augmenting robot demonstrations with visually adapted egocentric demonstrations significantly increases success on a pick-and-drop task.

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cs.RO
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.33106HF 社区推荐

VibeGame: Prompt-to-Game Development with AI-Native Engine and Self-Evolving Adversarial Agent Team

Wenbo Hu, Ken Li, Jiazhe Wei, Yukang Cao, Weiyi Hong, Jiayi Dai, Chenjun Bai, Jiajun Liang 等 16 位作者

Large language model agents have enabled software development through natural-language interaction, but extending this paradigm to end-to-end game development remains challenging. Building a playable game requires coordinating code, scenes, assets, animations, physics, and configurations, while allowing developers to validate their integrated behavior through interactive testing. We introduce VibeGame, a framework for creating complete 2D game projects from natural-language prompts and optional reference images. Its AI-native game engine represents project state as schema-validated structured text and provides frame-synchronous runtime control, enabling agents to inspect game states, execute actions, and verify behavior at their own pace. Built upon this interface, we design an Adversarial Agent Team of eight specialized agents to separate implementation from review, so that problems are found and fixed through multi-round loops. For each conducted and accepted project, we further introduce a training-free self-evolution mechanism to distill it into reusable skeletons, modules, and collaboration contracts for future development. We evaluate prompt-assets-to-game (PA2G), where agents are given an asset library, and prompt-to-game (P2G), where agents generate their own art. On a GameCraft-Bench subset, VibeGame in P2G consistently outperforms a range of agent harnesses in either P2G or PA2G with the same underlying model, including GPT-6.1-Sol.

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cs.MA
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.22507HF 社区推荐

RealCLI: Toward a Unified Evaluation of Human-Agent Collaboration for CLI Agents

Yunqi Liu, Peiyu Wang, Bingli Wang, Leo Luo, Xuanwu Song, Xudong Ma, Hongxin Li, Yaxin Du 等 24 位作者

Command-line interface (CLI) agents increasingly execute longer-horizon tasks, yet existing benchmarks either assume that user instructions remain fixed throughout execution or evaluate task outcomes without capturing runtime collaboration quality. In this paper, we present REALCLI, a paired benchmark that unifies the evaluation of task execution and human-agent collaboration quality on realistic CLI tasks. To comprehensively measure collaboration, REALCLI builds a five-dimensional framework, operationalized into 22 sub-dimensions and 51 interaction scenario templates. REALCLI provides two modes for paired comparison: REALCLI-EXEC supplies complete specifications upfront, whereas REALCLI-COLLAB introduces a scripted user that delivers progressive information, corrections, constraint revisions, and authorization decisions. Evaluations reveal profound capability gaps in frontier agents: the best configuration attains an average score of only 49.2%, and when evaluated by the joint collaboration score ($J_{\mathrm{collab}}$), the peak performance reaches merely 37.6%. These results show that task effectiveness diverges sharply from collaboration quality, with models consistently struggling in steerability, trust calibration, and safety boundary management. REALCLI provides a rigorous, reproducible foundation for measuring and advancing collaborative CLI agents.

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cs.CL
arXiv ↗PDF ↗