Bin Xu, Mo Zhang, Zhengfeiyang Zhang, Xinfeng Yang, Yixing Ma, Wei Wang, HeXin Wang, Pengfei Zhou 等 9 位作者
Video diffusion transformers generate high-quality videos, but the quadratic cost of 3D full attention dominates their inference. Dynamic block-sparse attention reduces this cost by computing exact attention only on key/value blocks selected from current activations. However, its fidelity degrades under aggressive sparsity: blocks are scored from coarse summaries or formed by costly global clustering, pruned blocks vanish from the softmax, and whole tiles are kept or dropped even when only a few of their keys matter. To address these limitations, we propose Accurate Block Attention (AB-Attention), a training-free method that accurately approximates dense attention at high sparsity. Its Intra-Block Clustering Selector (IBCS) estimates block importance faithfully yet cheaply by clustering queries only within each query block, without permuting tokens. Sampling with Inclusion-Probability Weighting (SIP) then samples blocks in proportion to these estimates and reweights them by inverse inclusion probability, so that one pass estimates dense attention rather than truncating it. Finally, its kernel gathers key/value blocks much smaller than a tile into full tensor-core tiles, refining selection at no extra tensor-core cost. On Wan2.1 and HunyuanVideo, AB-Attention skips 89--92\% of attention, whereas the baselines compute 1.8--3.6$\times$ as much, yet it still improves PSNR by up to 4.4~dB over the strongest baseline and achieves up to 2.23$\times$ end-to-end speedup. Our code is available at https://github.com/InfRec-Cardinal/AB-Attention.
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.
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.
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