Read, Allocate, Route: Role-Coupled Tokenization for Pixel-Space Generative Transformers
Jiongfan Yang, Weichen Fan, Haiwen Diao, Zhongang Cai, Ziwei Liu
AI 速览:SpecSlot通过将每个空间锚点拆成多个按DCT频带分工的slot,让全局注意力只处理低频slot、高频细节在局部交互,从而在不加长全局序列的前提下提升像素空间生成式Transformer的细节建模能力。
Pixel-space generative Transformers typically use one token per image patch, so capturing finer detail requires more tokens and makes global attention increasingly expensive. We observe that finer detail does not necessarily require more global communication: low-frequency structure benefits from global exchange, while high-frequency detail can be modeled locally. Based on this insight, we introduce SpecSlot, a pixel-space rectified-flow Transformer that decouples output detail from the length of the global attention sequence. SpecSlot expands each spatial anchor into multiple slots, each assigned a disjoint band of DCT coefficients; this separates anchor density from spectral subdivision. Only the lowest-frequency slot from each anchor participates in global attention, while all slots interact locally. This allows the model to increase spectral detail without enlarging the global sequence. A spatial head further adds a local correction to the spectral prediction, while the generative state, target, and loss remain in pixel space. On ImageNet-256, SpecSlot achieves a comparable final FID to a FLOPs-matched JiT control while converging faster. On ImageNet-512, it improves FID by 2.84 over the control with 3.9% fewer FLOPs, and comes within only 0.69 FID of JiT-B/16 at 38.2% lower cost. On text-to-image generation, SpecSlot surpasses JiT-B/8 on DPG-Bench by 1.06 at 40.6% lower forward cost.
Probing Spatial State Representations in Visual Foundation Models
Baiqiao Yin, Zhongang Cai, Ruisi Wang, Qiwei Liang, Lei Yang, Ziwei Liu
AI 速览:该研究通过四个层级的冻结特征探针,检验视觉基础模型在流式自我中心观测下是否具备可维持、可预测更新并可用于目标导向动作的空间状态表征。
An observer sees only part of the surrounding world, yet must keep track of what lies beyond the current view. Spatial perception therefore involves more than recognizing individual images: it calls for a persistent spatial state that is updated under self-motion and used to guide action. Do visual foundation models provide representations that support such a state? We study this question through four levels of spatial capability---spatial structure, object persistence, predictive spatial update, and actionability---using frozen-feature probes on ten representations under streaming egocentric observations of static indoor environments. The resulting capability profiles vary across tasks, network layers, and prefix lengths: strong readout of the visible scene does not ensure accurate object persistence or future-feature retrieval. Matched controls separate readout accuracy from reliance on visual history and motion. Native future prediction retains recoverable spatial structure, but a spatial reader trained on real features does not transfer to predicted features unchanged. Finally, goal-dependent candidate selection does not establish reliable continuous action utility: predicted actions respond to goal changes, yet supplying the correct goal does not reliably improve progress. Across the four levels, object persistence and actionability build on camera-pose readout, whereas feature prediction builds on visible-scene readout. Together, these findings motivate evaluating spatial representations not only by what can be decoded from them, but by whether that information is maintained beyond observation, updated predictively, and used for goal-directed action.
Generative recommendation (GR) has emerged as a promising paradigm that predicts target items by autoregressively generating their semantic identifiers (SID). Most GR methods follow a quantization-representation-generation pipeline. While most research focuses on quantization and generation, the representation that bridges the two remains underexplored. Existing representation constructions mainly take two forms: either directly flattening the SID code embeddings into a sequence or merging them into a compact vector via external networks. While effective, they still expose two practical challenges: \textbf{1) Loss of item semantics:} Information lost by quantization or compression needs to be recovered during the representation stage. \textbf{2) Insufficient modeling of structured SID relations:} Intra-item code composition patterns and inter-item prefix-transition patterns are not explicitly preserved for representation and subsequent SID generation. To overcome these challenges, we propose \textbf{ComeIR}, a \textbf{\uline{Co}}nditional \textbf{\uline{me}}mory Enhanced \textbf{\uline{I}}tem \textbf{\uline{R}}epresentation framework that reconstructs SID code embeddings into item-aware inputs and preserves structured SID evidence for prediction. Item-guided Token Scoring estimates the contribution of each SID code using the item embedding employed by the quantizer. Dual-level Conditional Memory captures intra-item prefix composition and inter-item prefix transitions, while Memory Merge integrates these signals into each historical item representation. The Memory-restoring Prediction Head further conditions SID-level prediction on the generated prefix and historical transition evidence. Extensive experiments demonstrate the effectiveness and flexibility of ComeIR, and further reveal scalable gains from enlarging conditional memory.
Physical understanding and reasoning depend on forming compact and generalizable representations of the world. While modern vision-language models can recognize and explain diverse physical events, they often lack explicit representations of the underlying mechanisms-such as object states, physical parameters, and governing dynamics-needed for reliably reasoning how the world evolves and responds to interventions. In this work, we introduce Code-as-World, a paradigm that represents physical worlds through executable world representations. By expressing physical composition, dynamic evolution, and visual appearance as executable code, Code-as-World provides a compact, quantitatively grounded, and controllable abstraction of the physical world. To construct such representations from multimodal observations, such as natural-language descriptions or real-world videos, we develop an agentic discovery loop inspired by abductive reasoning, where an agent proposes, executes, renders, verifies, and iteratively refines executable world hypotheses. As a concrete application, we use verified executable worlds to provide scalable physical supervision for training vision-language models on quantitative physical reasoning. Experiments show that Code-as-World-VL achieves state-of-the-art performance on QuantiPhy and surpasses leading proprietary models, highlighting the potential of executable world representations as a scalable foundation for physical intelligence.
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.
Jinming Wu ByteDance Inc., Zihao Deng, Wei Li Bytedance, Yiding Liu Tiktok, Bo You ByteDance Inc., Bo Li, Zejun MA TikTok, Ziwei Liu Nanyang Technological University
Robust deployment of large multimodal models (LMMs) in real-world scenarios requires access to external knowledge sources, given the complexity and dynamic nature of real-world information. Existing approaches such as retrieval-augmented generation (RAG) and prompt engineered search agents rely on rigid pipelines, often leading to inefficient or excessive search behaviors. We present MMSearch-R1, the first end-to-end reinforcement learning framework that enables LMMs to perform on-demand, multi-turn search in real-world Internet environments. Our framework integrates both image and text search tools, allowing the model to reason about when and how to invoke them guided by an outcome-based reward with a search penalty. To support training, We collect a multimodal search VQA dataset through a semi-automated pipeline that covers diverse visual and textual knowledge needs and curate a search-balanced subset with both search-required and search-free samples, which proves essential for shaping efficient and on-demand search behavior. Extensive experiments on knowledge-intensive and info-seeking VQA tasks show that our model not only outperforms traditional RAG-based baselines of the same model size, but also matches the performance of a larger RAG-based model while reducing search calls by over 30%. We further analyze key empirical findings to offer actionable insights for advancing research in multimodal search.
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cs.CL · cs.CV
Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表
Kairui Hu Nanyang Technological University, Penghao Wu Nanyang Technological University, Fanyi Pu, Wang Xiao, Xiang Yue Carnegie Mellon University, Bo Li, Yuanhan Zhang, Ziwei Liu Nanyang Technological University
Humans acquire knowledge through three cognitive stages: perceiving information, comprehending knowledge, and adapting knowledge to solve novel problems. Videos serve as an effective medium for knowledge acquisition, facilitating a natural progression through these learning stages. However, existing video benchmarks fail to evaluate the knowledge acquisition capabilities of Large Multimodal Models (LMMs). To address this gap, we introduce Video-MMMU, a multi-modal, multi-discipline, multi-track benchmark that evaluates LMMs’ ability to acquire knowledge from college-level, educational videos. Video-MMMU features a collection of 300 videos and 900 human-annotated questions across six disciplines, evaluating knowledge acquisition through stage-aligned question-answer pairs: Perception, Comprehension, and Adaptation. Beyond measuring final accuracy, Video-MMMU proposes the performance gain metric that quantifies an LMM’s learning gain from video, shifting the focus of evaluation from absolute performance to learning efficiency. Our evaluation reveals a substantial gap between human learners and current LMMs, highlighting the need to improve models’ ability to learn and adapt knowledge from video content.
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cs.CL · cs.CV
Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表
Kai Zou, Ziqi Huang, Yuhao Dong, Shulin Tian Nanyang Technological University, Dian Zheng The Chinese University of Hong Kong, Hongbo Liu, Jingwen He, Bin Liu University of Science and Technology of China 等 10 位作者
Unified multimodal models aim to jointly enable visual understanding and generation, yet current benchmarks rarely examine their true integration. Existing evaluations either treat the two abilities in isolation or overlook tasks that inherently couple them. To address this gap, we present Uni-MMMU, a comprehensive and discipline-aware benchmark that systematically unfolds the bidirectional synergy between generation and understanding across eight reasoning-centric domains, including science, coding, mathematics, and puzzles. Each task is bidirectionally coupled, demanding models to (i) leverage conceptual understanding to guide precise visual synthesis, or (ii) utilize generation as a cognitive scaffold for analytical reasoning. Uni-MMMU incorporates verifiable intermediate reasoning steps, unique ground truths, and a reproducible scoring protocol for both textual and visual outputs. Through extensive evaluation of state-of-the-art unified, generation-only, and understanding-only models, we reveal substantial performance disparities and cross-modal dependencies, offering new insights into when and how these abilities reinforce one another, and establishing a reliable foundation for advancing unified models.
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cs.CL · cs.CV
Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表