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新论文 · v1arXiv:2611.07517

Embodied RAG++: Retrieval-Augmented Generation From What Exists to What Works in Embodied Scenes

Fan Yang, Tatsuya Kikuzuki, Jun Liang, Jun Liu, Wenkai Li, Ryosuke Kawamura, Ananya Hazarika, Prajit KrisshnaKumar 等 10 位作者

To serve a request in a human environment, a robot system must find an object that satisfies a functional requirement and a robot that can feasibly reach it. Scene graphs record which objects exist and where, but they often omit capabilities documented only in product manuals. Retrieval-augmented generation methods can read such manuals, yet they rarely reason jointly over object capabilities, physical instances, robot states, and dynamic connectivity. We introduce E2W-Bench, the Exists-to-Works Benchmark, which links dynamic hybrid scene graphs with real product manuals to evaluate capability-grounded robot--object assignment under availability, mobility, vertical-reach, and connector constraints. We also present Embodied RAG++, a spatially grounded retrieval framework that scopes retrieval to the manuals linked to candidate objects, caches extracted capabilities per product model, and resolves robot--object feasibility through deterministic spatial reasoning. On E2W-Bench, Embodied RAG++ reaches a pair accuracy of 0.90 with Qwen2.5-32B and 1.00 with Llama3.3-70B, compared with at most 0.30 and 0.55 for the baselines, while requiring the shortest preprocessing time among the retrieval-based methods and tying for the lowest total token count.

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cs.RO
arXiv ↗PDF ↗
版本更新 · v2arXiv:2608.02602

AURORA-LM: Autoencoding Unified Representation for Continuous-Latent Diffusion Language Modeling

Jiajun Liang, Yucheng Liao, Yukang Cao, Jiazhe Wei, Ken Li, Wende Tan, Jiankun Zhang, ZY Cui 等 15 位作者

Language remains an outlier in generative modeling: while images, video, and audio are increasingly modeled in continuous latent spaces, text generation still relies predominantly on discrete tokens. Existing continuous language models either inherit embedding spaces not designed for joint generation and decoding, or compress autoencoded latents to ease diffusion, sacrificing token-level fidelity. Instead of simplifying the representation to suit the generative model, we preserve a high-capacity, decodable text latent and design the diffusion model to learn its distribution directly. We introduce AURORA-LM, a continuous-latent diffusion language model that separates the construction of a decodable text representation from the modeling of its distribution. A Query-based Encoder-Decoder organizes text into a high-capacity, prefix-aligned latent sequence, and a Block-causal Diffusion Transformer learns its distribution through flow matching, generating blocks left to right while denoising positions within each block in parallel. Because such a latent is harder for diffusion to model, AURORA-LM restricts only the noisy-input pathway while retaining the full clean-latent prediction target, accommodating full-width latents without reducing decoder-facing capacity. We further calibrate the noise-level distribution to the latent width, and introduce self-trajectory consistency to bridge independently sampled training noise and iterative denoising at inference. AURORA-LM achieves the strongest performance among evaluated continuous and diffusion-based language models on OpenWebText free generation and XSum summarization. Scaling to 1B parameters with about 1500 EFLOPs of total compute yields further gains, surpassing a larger publicly released latent-diffusion language model under a matched evaluation protocol. All experiments are conducted on Ascend NPUs.

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cs.CL
arXiv ↗PDF ↗
版本更新 · v2arXiv:2611.03233

Axion 1.0: Open Agent Foundation Models, Simplified

Yuqi Jia, Yunjie Tian, Jiayu Zheng, Yijun Liang, Jingchen Sun, Mengyu Zhao, Di Fu

We introduce Axion 1.0, a fully open agent foundation model that combines strong and broad agentic capabilities with a remarkably simple training recipe. Axion 1.0 is trained in only three stages: two lightweight supervised fine-tuning stages followed by reinforcement learning, without dedicated mid-training, direct preference optimization (DPO), or on-policy distillation (OPD). The first SFT stage develops strong self-contained reasoning through model-aware data construction, where we synthesize challenging problems and adversarially strengthen them based on the base model's own successful solution strategies. The second stage extends these capabilities to tool-dependent reasoning through a scalable pipeline for constructing diverse and automatically verifiable tasks grounded in real-world data sources and deterministic computation. Finally, reinforcement learning further strengthens long-horizon reasoning and interaction with external tools and environments. Despite this compact training recipe, Axion 1.0 achieves strong performance across a broad suite of agentic benchmarks and is competitive with leading commercial models on several of them. Equally importantly, Axion 1.0 is open beyond model weights: we release the complete recipe, including data construction, generation, filtering, verification, prompts, and training code, enabling the entire development process to be reproduced and extended. Axion 1.0 demonstrates that strong agent foundation models can be both open and simple, offering a practical and reproducible path toward advancing open agentic intelligence.

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cs.AI
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 ↗