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arXiv 最近完成扫描:2026-11-08 04:03 · 全站最近入库:2026-11-07 17:43各信源进度 →

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新论文 · v1arXiv:2610.38352HF 社区推荐

WeVisCut: The Whole Editing Room in One Agent From Narration to Long-Form Video

Chenyu Mu, Wenming Weng, Qinrui Wang, Xingsong Ye, Hao Yu, Jun He, Chong Sun, Chen Li 等 11 位作者

原文摘要

Producing long-form videos from narration requires interdependent decisions that remain coherent across shots. Existing agentic editors often use multi-stage workflows driven by general models, leaving the quality-cost trade-off of compact, task-adapted policies unclear. We address this gap with WeVisCut, a long-form script-to-video system that connects tool execution with policy learning. Its agent harness maintains shared production state so that tool feedback informs subsequent decisions and repairs. Because finished videos do not expose these decisions, our four-stage data pipeline combines editing inversion with verified replay to turn recovered editing intent into executable supervision. Applied to 3,750 finished videos, this pipeline yields over 130K training examples. We use this supervision to train a single 9B policy that coordinates production and recovers from failures within the same harness. Moreover, we introduce a 100-task benchmark and five metrics assessing editing quality and delivery reliability. Under a shared tool environment, WeVisCut substantially outperforms its base model and achieves comparable performance to Claude Opus 5 while using nearly 33x fewer generated tokens per successful output minute. It also outperforms task-matched native editors on our proposed metrics.

cs.CV · cs.AI

新论文 · v1arXiv:2610.38293HF 社区推荐

EPSBench: Benchmarking LLM Agents for Earnings Forecasting

Yanbin Yin, Chuyu Xu, Liqin Ye, Jing Peng, Chao Zhang

原文摘要

Quarterly earnings forecasting requires an agent to connect financial evidence to the income-statement line items that produce a company's reported earnings. We introduce EPSBench, a benchmark for studying this ability across 149 firm-quarters from 86 US companies. Agents read a fixed collection of filings, earnings-call transcripts, and news, then estimate company-specific income-statement drivers with cited evidence. A shared accounting calculator converts these estimates into GAAP diluted earnings per share (EPS), providing a common basis for comparing forecast assumptions. We evaluate six models under a common harness, assessing point forecast error relative to date-matched analyst consensus and checking whether their prediction intervals achieve the stated coverage. Three models show no detectable paired difference in point forecast error from consensus, and three have higher error. Across all six models, nominal 80% intervals contain reported EPS in only 37--70% of runs that return an interval, and most misses fall above the upper bound because the forecasts run low. The driver records trace most of the error gap between models to operating-income estimates.

cs.CL · cs.AI

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

原文摘要

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.

cs.AI

新论文 · v1arXiv:2610.36077HF 社区推荐

The Trinity:Capability-Driven Recursive Self-Improvement for Multimodal Agents

Weidong Tang, Ruiheng Wang, Jingxuan Zhang, Hexin Wang, Haoyuan Chen, Zhengfeiyang Zhang, Yixing Ma, Zichen Jiang 等 20 位作者

原文摘要

Multimodal intelligence can be viewed as human-guided co-evolution between worlds and agents through interaction. However, scaling this process faces two bottlenecks: constructing heterogeneous, verifiable environments is costly, and manual Harness iteration cannot keep pace with growing task diversity and complexity. A key insight is that tasks with different modalities and surface forms can share the same underlying capability requirements. We therefore introduce The Trinity, a recursive self-improvement framework coupling world generation with Harness evolution through three roles: Creator, Explorer, and Evolver. Drawing on verified execution trajectories, Evolver shifts the basis of task organization from surface categories to shared requirements, reorganizing the original task tree into a hierarchical capability tree. We introduce Capability-Driven Real2Sim2Real: for heterogeneous tasks at the same node, Creator abstracts their common requirements into simplified, verifiable simulated worlds for capability learning, while evaluation on original tasks measures transfer. Along this capability tree, Explorer progressively evolves reusable capability modules through selective inheritance, forming a Harness tree whose validated updates accumulate across iterations within a fixed topology. The resulting Harnesses specialize in different capabilities, motivating a Capability-Aware Harness Router that uses public task information to select compatible module configurations from the tree. Our evolved Harnesses improve mean performance by 34 points across 28 training benchmarks and 26 points across 18 unseen benchmarks, including two real-world embodied tasks.

cs.AI · cs.CV

新论文 · v1arXiv:2610.36022HF 社区推荐

Learning and Reasoning with Geometry: How Generation Helps Spatial Understanding

Rui Yang, Yanwei Li, Sili Chen, Jingjia Huang, Yi Lin, Hengshuang Zhao

原文摘要

Image and video generators can produce spatially consistent visual content, but how to use this capability to improve spatial understanding remains underexplored. We study this problem from two perspectives: geometric supervision during training and explicit geometric evidence during inference. To this end, we introduce a unified geometric understanding and generation model (GeoUG) that integrates depth and multi-view generation with spatial understanding. First, we design a multi-scale depth codec that enables metric-depth generation using a pretrained visual autoencoder, and show that joint training yields task-dependent gains in spatial understanding. Second, we introduce 3DCueBench to control geometric difficulty while balancing selected 2D cues, and find that generated depth provides larger reasoning gains on questions requiring fine-grained geometric discrimination. Building on this finding, we develop adaptive interleaved reasoning, in which GeoUG first drafts an answer and then decides whether to generate geometric evidence to confirm or revise it. We train this decision through reinforcement learning, balancing accuracy gains over retaining the draft against generation cost. GeoUG achieves circular accuracies of 97.9%, 90.8%, and 94.2% on CV-Bench-3D, 3DCueBench, and DA-2K with fewer generation calls than always generating.

cs.CV

版本更新 · v2arXiv:2610.26185HF 社区推荐

MoveBench: A Rubric-Based Benchmark for Evaluating Large Language Models in Sports and Health Coaching

Yitong Li, Jiang Bian, Jingling Wang, Pan Ding, Chengying Gu

原文摘要

Despite rapid advances in large language models (LLMs), their deployment in the sports and health domain remains high-risk due to the absence of domain-specific evaluation benchmarks. Existing general-purpose benchmarks (e.g., MMLU and HELM) primarily assess broad knowledge and reasoning capabilities, but fail to capture critical domain requirements such as exercise safety, physiological appropriateness, personalization, and actionable coaching quality. This gap is particularly concerning in fitness and health applications, where incorrect or unsafe recommendations can lead to physical harm. To address this limitation, we introduce MoveBench, the first comprehensive benchmarking framework specifically designed for evaluating LLMs in sports and health coaching. The proposed benchmark integrates heterogeneous task formats, including multiple-choice questions (MCQs) and open-ended question answering (OpenQA), grounded in real-world user scenarios and paired with structured rubrics emphasizing safety compliance, scientific validity, and training logic. Through large-scale evaluation of 15 diverse LLMs on 809 questions with 5,012 rubric-level criteria, our results reveal substantial performance variability, particularly in safety awareness, structured program design, and personalization capability, highlighting a critical gap between knowing and doing. Our work establishes a foundational evaluation standard for sports and health LLM applications and provides a reproducible framework for advancing safe, reliable, and context-aware AI-driven coaching systems. Open resources are available at https://github.com/SatoSakula/MoveBench.

cs.AI

新论文 · v1arXiv:2610.34714HF 社区推荐

SearchHorizonBench: A Benchmark for Search Value in AI Agents

Jingjie Ning, Xueqi Li, Yibo Kong

原文摘要

AI agents must decide when another search is worth its cost. Answer-success probabilities capture question difficulty, while this decision requires estimating the additional benefit of search. We introduce SearchHorizonBench, a benchmark for learning and evaluating search value from execution experience. Paired continuations and repeated executions separate expected search gain from generation noise and connect prediction quality to decision utility. The resource contains 45,632 executions across 3,168 questions. On 1,632 held-out questions, historical calibration reduces Brier error by 16.2%, with the improvement concentrated in success-level information. Search gains have a standard deviation of 21.4 percentage points, and tested historical estimators explain less than 2% of this variance in point estimates. Matched-configuration learning curves probe this distinction across training scales. At the reference token price, free selection observations yield a 2.49-point utility opportunity over the best constant action, driven primarily by gain information. Reusable histories, frozen splits, strong baselines and scoring tools provide a common foundation for developing and evaluating value-aware search agents.

cs.AI · cs.LG

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

原文摘要

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.

cs.MA

新论文 · v1arXiv:2610.29927HF 社区推荐

Your Benchmark Is an Empirical Measure Over Difficulty

Yifan Sun, Naicheng Yu, Jiawen Gong, Jingyan Shen, Huan Zhang

原文摘要

A benchmark is not merely a collection of test questions; it naturally induces an empirical measure over difficulty. In this work, we develop this measure-based view of benchmark evaluation. This perspective allows us to identify and formalize two central failure modes: measure mismatch, where the benchmark difficulty distribution differs from the intended difficulty distribution, and coverage gaps, where uncovered regions along the difficulty axis prevent benchmarks from detecting meaningful localized training progress. We propose two diagnostic metrics that capture these two failure modes and provide rigorous theoretical guarantees. Empirically, we analyze 25 popular benchmarks spanning 7 domains using carefully estimated item difficulties. Our results show that many benchmarks implicitly overweight certain difficulty regions, so their leaderboard conclusions should be interpreted with caution; others leave substantial portions of the difficulty axis uncovered, limiting their ability to monitor the model improvement process. Finally, we turn diagnosis into action by introducing BenchFill, a simple difficulty-targeted item rewriting algorithm that effectively reduces local coverage gaps.

cs.LG · cs.AI · cs.CL

新论文 · v1arXiv:2610.22990HF 社区推荐

PersonaCUABench: Benchmarking Computer-Use Agents Serving Diverse Personas

Haoming Li, Defu Cao, Xu Hu, Yingtao Luo, Yiyang Wang, Xianghe Xu, Jiashu He, Wanting Jiang 等 26 位作者

原文摘要

Computer-use agents (CUAs) are commonly evaluated against fixed task specifications, but users may omit requirements, add constraints, or require approval before consequential actions. Completing the benchmark instruction does not guarantee serving the person who asked. We introduce PersonaCUABench, which holds 74 tasks across 11 domains fixed and varies only who asks. A persona agent, playing one of 44 personas in four groups, rewrites each instruction in that user's own words and answers the CUA's questions, while the CUA sees only the dialogue, never the profile or the original instruction. Across nine backbones (3,330 runs), mean task completion falls by 36% relative to the original requests. The losses have two sources: in 59.9% of cells that lose points, the agent engages with what the user asked for and still gets it wrong, and 11.2% are stops the user requested that the checker scores as failures. Even when a persona request is fully completed, the user gives the top satisfaction rating in only 62.7% of cells, against 84.1% for the original requests. CUAs should therefore be evaluated not only on task completion but also on whether they meet the requirements and constraints users express. Code: https://github.com/MatrAIx-ai/PersonaCUABench. Project page: https://matraix.ai/research/persona-cua.html

cs.HC · cs.AI · cs.CY · cs.LG