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arXiv 最近完成扫描:等待完成 · 全站最近入库:2026-11-02 00:39各信源进度 →

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版本更新 · v4arXiv:2605.16679

CHI-Bench: Can AI Agents Automate End-to-End, Long-Horizon, Policy-Rich Healthcare Workflows?

Haolin Chen, Deon Metelski, Leon Qi, Tao Xia, Joonyul Lee, Steve Brown, Kevin Riley, Frank Wang 等 33 位作者

End-to-end automation of realistic healthcare operations stresses three capabilities underrepresented in current benchmarks: policy density, decisions must be grounded in a large library of medical, insurance, and operational rules; Multi-role composition: a single task requires the agent to play multiple roles with handoffs; and multilateral interaction: intermediate workflow steps are multi-turn dialogs, such as peer-to-peer review and patient outreach. We introduce $χ$-Bench, a benchmark of long-horizon healthcare workflows across three domains: provider prior authorization, payer utilization management, and care management. Each task hands the agent a clinical case in a high-fidelity simulator of 20 healthcare apps exposed via 87 MCP tools, which it must drive to a terminal status through tool calls and writing the role's artifacts, guided by a 1,290+ document managed-care operations handbook skill. Across 30 agent harness/models configurations, the best agent resolves only 28.0% of tasks, no agent clears 20% on strict pass^3, and executing all tasks in a single session slumps the performance to 3.8%. These results raise the hypothesis that similar gaps are likely to surface in other policy-dense, role-composed, irreversible enterprise domains.

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cs.CL · cs.AI
arXiv ↗PDF ↗
版本更新 · v2arXiv:2609.36956

Controlled Decoding Attacks on Black-Box LLMs

Jesson Wang, Shawn Li, Wei Yang, Franck Dernoncourt, Ryan A. Rossi, Charith Peris, Yue Zhao

Manipulating next-token probabilities during generation can bypass the safety alignment of large language models. Existing approaches, however, rely on access to model weights or numerical token probabilities and therefore do not apply to interfaces that return only sampled text. Reconstructing probabilities from sampled outputs offers a possible alternative, but finite sampling produces sparse and noisy estimates, while repeating this process at every generation step incurs substantial query costs. Our empirical observations suggest that large distributional changes along successful jailbreak trajectories are concentrated at a small subset of positions, motivating selective control. We introduce \method{}, a framework for jailbreaking through text-only continuation interfaces that permit repeated sampling and assistant-prefix continuation. Sample-Based Distribution Reconstruction combines sampled outputs with a prior over unobserved actions to obtain a usable control signal. Risk-Gated Residual Control uses the evolving response prefix to decide when to reconstruct and modify the distribution, concentrating sampling costs at selected positions. Speculative Multi-Token Execution further amortizes target calls by verifying and accepting draft prefixes that require no intervention. Across four target endpoints and three benchmarks, \method{} achieves the highest mean score most comparisons against baselines.

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cs.CR · cs.AI
arXiv ↗PDF ↗
新论文 · v1arXiv:2610.36791HF 社区推荐

RynnWorld-Latent: A Cross-Embodiment World Model Conditioned on Universal Latent Actions

Haoyu Zhao, Yinzhou Tang, Zixuan Wang, Minghao Zhu, Dongchi Huang, Xingyue Zhao, Qin Zhao, Kehan Li 等 14 位作者

Learning controllable world dynamics from heterogeneous interaction videos is challenging because robot embodiments use incompatible action spaces, while human videos lack native control labels. We present RynnWorld-Latent, a cross-embodiment video world model that uses the 3D-grounded latent actions introduced by RynnLAM as a shared conditioning interface. This representation enables joint pretraining on human interaction videos, robot demonstrations, and simulation rollouts without requiring a common native action space. Built on a pretrained video transformer, RynnWorld-Latent combines global action tokens with an identity-initialized local pathway that aligns actions with future video latents. We pretrain on 23 datasets comprising approximately 553.5M frames and adapt the model to target robots through post-training. The framework supports two data-generation routes: digital teleoperation uses target robot commands to generate action-video demonstrations, while latent-action synthesis transfers source motion to an edited initial frame and pairs the resulting rollout with retargeted pseudo robot actions. Experiments show improved video prediction metrics on public benchmarks and two real-robot platforms, alongside qualitative action following when different action sequences share the same initial observation. Synthetic mid-training improves policy success rates on LIBERO and LIBERO-Plus, and both generation routes improve real-world policy success rates over real-demonstration-only training in the evaluated settings. These results support universal latent actions as a scalable interface for learning controllable visual dynamics across heterogeneous embodiments.

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cs.RO
arXiv ↗PDF ↗
版本更新 · v2arXiv:2605.02141

On the Optimal Sample Complexity of Offline Multi-Armed Bandits with KL Regularization

Kaixuan Ji, Qiwei Di, Heyang Zhao, Qingyue Zhao, Quanquan Gu

Kullback-Leibler (KL) regularization is widely used in offline decision-making and offers several benefits, motivating recent work on the sample complexity of offline learning with respect to KL-regularized performance metrics. Nevertheless, the exact sample complexity of KL-regularized offline learning remains largely from fully characterized. In this paper, we study this question in the setting of multi-armed bandits (MABs). We provide a sharp analysis of KL-PCB (Zhao et al., 2026), showing that it achieves a sample complexity of $\tilde{O}(ηSAC^{π^*}/ε)$ under large regularization $η= \tilde{O}(ε^{-1})$, and a sample complexity of $\tildeΩ(SAC^{π^*}/ε^2)$ under small regularization $η= \tildeΩ(ε^{-1})$, where $η$ is the regularization parameter, $S$ is the number of contexts, $A$ is the number of arms, $C^{π^*}$ policy coverage coefficient at the optimal policy $π^*$, $ε$ is the desired sub-optimality, and $\tilde{O}$ and $\tildeΩ$ hide all poly-logarithmic factors. We further provide a pair of sharper sample complexity lower bounds, which matches the upper bounds over the entire range of regularization strengths. Overall, our results provide a nearly complete characterization of offline multi-armed bandits with KL regularization.

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cs.LG · cs.AI · math.ST · stat.ML
arXiv ↗PDF ↗
版本更新 · v3arXiv:2605.09965

Towards Generalist Game Agents: A Survey of Foundation Models in Virtual Worlds

Kuan Zhang, Dongchen Liu, Qiyue Zhao, Tianyu Xin, Yue Su, Haisheng Wang, Han Yin, Hongbo Ma 等 15 位作者

The real world unfolds along a single set of physics laws, yet human intelligence demonstrates a remarkable capacity to generalize experiences from this singular physical existence into a multiverse of games, each governed by entirely different rules, aesthetics, physics, and objectives. This omni-reality adaptability is a hallmark of general intelligence. As Artificial Intelligence progresses towards Artificial General Intelligence, the multiverse of games has evolved from mere entertainment into the ultimate ground for training and evaluating AGI. The pursuit of this generality has unfolded across four eras: from environment-specific symbolic and reinforcement learning agents, to current large foundation models acting as generalist players, and toward a future creator stage where agent both creates new game worlds and continually evolves within them. We trace the full lifecycle of a generalist game player along four interdependent pillars: Dataset, Model, Harness, and Benchmark. Every advance across these pillars can be read as an attempt to break one of five fundamental trade-offs that currently bound the whole system. Building on this end-to-end view, we chart a five-step roadmap, progressing from single-game mastery to the ultimate creator stage in which the agent simultaneously creates and evolves within theoretical game multiverse. Taken together, our work offers a unified lens onto a rapidly shifting field, and a principled path toward the omnipotent generalist agent capable of seamlessly mastering any challenge within the multiverse of games, thereby paving the way for AGI.

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cs.CV
arXiv ↗PDF ↗
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

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

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cs.HC · cs.AI · cs.CY · cs.LG
arXiv ↗PDF ↗
首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.502ACL Anthology · ACL 2026

Defenses Against Prompt Attacks Learn Surface Heuristics

Li Li University of Southern California, Chenxiao Yu University of Southern California, Zhiyu Ni University of California, Berkeley, Hao Li Washington University, Saint Louis, Charith Peris Amazon, Chaowei Xiao, Yue Zhao University of Southern California

Large language models (LLMs) are increasingly deployed in security-sensitive applications, where they must follow system- or developer-specified instructions that define the intended task behavior, while completing benign user requests. When adversarial instructions appear in user queries or externally retrieved content, models may override intended logic. Recent defenses rely on supervised fine-tuning with benign and malicious labels. Although these methods achieve high attack rejection rates, we find that they rely on narrow correlations in defense data rather than harmful intent, leading to systematic rejection of safe inputs. We analyze three recurring shortcut behaviors induced by defense fine-tuning. Position bias arises when benign content placed later in a prompt is rejected at much higher rates; across reasoning benchmarks, suffix-task rejection rises from below 10% to as high as 90%. Token trigger bias occurs when strings common in attack data raise rejection probability even in benign contexts; inserting a single trigger token increases false refusals by up to 50%. Topic generalization bias reflects poor generalization beyond the defense data distribution, with defended models suffering test-time accuracy drops of up to 40%. These findings suggest that current prompt-injection defenses frequently respond to attack-like surface patterns rather than the underlying intent. We introduce controlled diagnostic datasets and a systematic evaluation across two base models and multiple defense pipelines, highlighting limitations of supervised fine-tuning for reliable LLM security.

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cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

ACL Anthology · ACL 2026 ↗PDF ↗
首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.751ACL Anthology · ACL 2026

CoAct: Co-Active LLM Preference Learning with Human-AI Synergy

Ruiyao Xu Northwestern University, Mihir Parmar Google, Tiankai Yang University of Southern California, Zhengyu Hu University of Washington, Yue Zhao University of Southern California, Kaize Ding Northwestern University

Learning from preference-based feedback has become an effective approach for aligning LLMs across diverse tasks. However, high-quality human-annotated preference data remains expensive and scarce. Existing methods address this challenge through either self-rewarding, which scales by using purely AI-generated labels but risks unreliability, or active learning, which ensures quality through oracle annotation but cannot fully leverage unlabeled data. In this paper, we present CoAct, a novel framework that synergistically combines self-rewarding and active learning through strategic human-AI collaboration. CoAct leverages self-consistency to identify both reliable self-labeled data and samples requiring oracle verification. Additionally, oracle feedback guides the model to generate new instructions within its solvable capability. Evaluated on three reasoning benchmarks across two model families, CoAct achieves average improvements of +13.25% on GSM8K, +8.19% on MATH, and +13.16% on WebInstruct, consistently outperforming all baselines.

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cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

ACL Anthology · ACL 2026 ↗PDF ↗
新论文 · v1arXiv:2504.05298Google Research

基于测试时训练的一分钟视频生成

One-Minute Video Generation with Test-Time Training

Karan Dalal, Daniel Koceja, Gashon Hussein, Jiarui Xu, Yue Zhao, Youjin Song, Shihao Han, Ka Chun Cheung 等 15 位作者

AI 速览:将测试时训练(TTT)层加入预训练Transformer,以生成一分钟的复杂故事视频。

Transformers today still struggle to generate one-minute videos because self-attention layers are inefficient for long context. Alternatives such as Mamba layers struggle with complex multi-scene stories because their hidden states are less expressive. We experiment with Test-Time Training (TTT) layers, whose hidden states themselves can be neural networks, therefore more expressive. Adding TTT layers into a pre-trained Transformer enables it to generate one-minute videos from text storyboards. For proof of concept, we curate a dataset based on Tom and Jerry cartoons. Compared to baselines such as Mamba~2, Gated DeltaNet, and sliding-window attention layers, TTT layers generate much more coherent videos that tell complex stories, leading by 34 Elo points in a human evaluation of 100 videos per method. Although promising, results still contain artifacts, likely due to the limited capability of the pre-trained 5B model. The efficiency of our implementation can also be improved. We have only experimented with one-minute videos due to resource constraints, but the approach can be extended to longer videos and more complex stories. Sample videos, code and annotations are available at: https://test-time-training.github.io/video-dit

cs.CV
arXiv ↗PDF ↗