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新论文 · v1arXiv:2611.09336

RegNC-Mamba3: Shared Structural Feature Learning Using Non-Causal State Space Principles for Multi-Modal Image Registration

Zhikang Li, Yan Wu, Xin Hu, Yi Dai, Ming Li

原文摘要

The main challenge of multi-modal image registration is shared structural feature extraction with higher accuracy and lower computational complexity. Compared with a State Space Model (SSM), the State Space Principles (SSP) formulation of Mamba-3 uses a more accurate discretization with lower truncation error while maintaining linear complexity. However, vanilla SSP is designed for natural language processing (NLP) and is not directly suitable for images. To address this issue, we propose a novel non-causal SSP (NC-SSP) with shared structure awareness and develop a coarse-to-fine registration method named RegNC-Mamba3. First, NC-SSP is designed to eliminate the dependence of the integral computation on the scanning path. By combining relative-weight normalization with aggregation over all circular scan paths, NC-SSP constructs a globally hidden state without long-range decay, which provides a wider receptive field and higher efficiency than the original Mamba-3. Second, NC-SSP is modified to strengthen the extraction of cross-modal structural features. When computing hidden states and feature interactions, we construct complex-valued sequences in NC-SSP by applying learnable Log-Gabor kernels, with different orientations to each head for frequency-domain modulation. This improves the perception of shared structural information across modalities and increases both registration accuracy and quality. Experiments on VIS-SAR and VIS-IR demonstrate that RegNC-Mamba3 outperforms the compared detector-based and semi-dense multi-modal registration methods.

cs.CV

版本更新 · v3arXiv:2608.22538

STAGE: Stateful Translation to Agentic Graph Execution with Policy-Scoped Context and Deterministic Control

Mengxi Luo, Changjia Chen, An Cao, Wanyi Dai, Zirong Huang, Shixiong Gao, Ruoqi Shu, John Chen 等 9 位作者

原文摘要

Enterprise agents are expected to deliver correct and consistent outcomes while executing complex procedures, adhering to governing policies, and operating within practical resource budgets. We present \textsc{Stage}, an integrated execution framework combining typed task nodes, shared execution memory, document tools, and deterministic orchestration. We evaluate \textsc{Stage} on SOP-Bench Referral Abuse, the Retail and Telecom domains of $τ^2$-bench, and two proprietary banking workflows, Smart Dispute and Paystub Fraud Detection. Using the same underlying model in each comparison, \textsc{Stage} improves single-run success and repeated-run reliability over the baseline in all 18 benchmark--model pairs. Success across all three runs (\(\mathrm{Pass}^{3}\)) increases by 7.5--66.0 percentage points. Fixed-graph ablations demonstrate the contributions of localized policy context and coordinator-owned routing. Further analysis of Smart Dispute shows improved coverage of required operations across procedure lengths. These findings show that integrating local reasoning, persistent state, and procedural control can improve reliable enterprise workflow completion without changing the underlying model.

cs.AI

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