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arXiv 最近完成扫描:2026-11-16 01:34 · 全站最近入库:2026-11-14 15:09各信源进度 →

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新论文 · v1arXiv:2611.16517

UniSpark: Exploring Hybrid Attention for Multimodal Understanding and Generation

Jiancheng Pan, Yuzheng Liu, Hengyuan Cao, Qiyuan Zhang, Yangyan Li, Biao Gong, Zheng Zhang, Ka Long Cheng 等 10 位作者

原文摘要

We present UniSpark-9B, a unified multimodal model that investigates hybrid attention for visual understanding and generation. Built on a Mixture-of-Transformer-Experts backbone with approximately 9B parameters in each branch, UniSpark combines full attention for explicit token interactions with GatedDeltaNet linear attention for compact context propagation. Autoregressive text prediction and visual flow matching jointly support visual question answering, text-to-image generation, instruction-guided editing, and interleaved text-image prediction. In interleaved generation, noisy visual targets are isolated from subsequent predictions, while clean visual representations provide context for later outputs. A blockwise protocol enforces this distinction through attention masks in full-attention layers and recurrent-state retention rules in linear-attention layers. The selected training sources contain 159.7M generation samples, 213.4M understanding samples, and 624.8K interleaved sequences. A four-stage curriculum jointly trains multimodal understanding and visual generation, refining answer accuracy and instruction following while extending image synthesis to 2K. UniSpark scores 2470.3 on MME-S and 0.83 on GenEval. Qualitative examples further illustrate its capabilities in interleaved image generation, video synthesis, and video editing. Together, these results demonstrate that hybrid attention provides an effective backbone for unified multimodal understanding and generation.

cs.CV

新论文 · v1arXiv:2611.16020

Imitating the Imperfect: Offline-to-Online Robust Imitation Learning from Heterogeneous Demonstrators

Cheng Pan, Nan Lu, Kai Arulkumaran, Josie Hughes

原文摘要

Imitation learning (IL) typically relies on large-scale offline demonstrations collected from multiple human or algorithmic demonstrators. However, most existing approaches assume these demonstrators are homogeneous or near-optimal experts, a convenient but unrealistic assumption in real-world applications. In practice, demonstrations are often collected from heterogeneous demonstrators with unknown and varying levels of expertise, resulting in highly mixed-quality data. In this work, we study a challenging yet practical setting of imitation learning from such heterogeneous imperfect demonstrators. We propose Latent Expertise and Optimality Scoring based Imitation Learning (LEOS-IL), a principled framework that jointly learns (i) a state-action optimality scoring model and (ii) latent expertise levels for each demonstrator from unlabeled suboptimal offline demonstrations. The learned scoring model is then integrated into an online policy optimization procedure, where the agent is trained to maximize estimated optimality scores while its online rollouts are iteratively leveraged to refine the scoring model, thereby mitigating distributional shift during online adaptation. We further provide theoretical guarantees for optimality score identification and conditional optimal occupancy and policy recovery under explicit sufficient conditions. Experiments on continuous control benchmarks demonstrate that our approach consistently outperforms existing baselines across highly heterogeneous and low-quality demonstration regimes.

cs.LG · cs.RO

新论文 · v1arXiv:2611.15131

Duo: A Reciprocal World Model for Full-Duplex Interaction

Hengyuan Cao, Biao Gong, Guoshan Lu, Qiyuan Zhang, Lin Liu, Yiding Tian, Yilei Jiang, Yuxin Ma 等 20 位作者

原文摘要

In this report, we introduce the Reciprocal World Model (RWM) and present Duo v1, a full-duplex world model that continuously perceives audiovisual inputs while responding to users in real time. The RWM treats intelligence and physical reality as equally fundamental to what constitutes a world. Existing world models largely focus on simulating the latter, leaving reasoning and decision-making as external controls rather than intrinsic parts of the world itself. In RWM, we identify two equally fundamental capabilities: Intent, which provides the cognition underlying world interactions, and Realization, which generates coherent audio-visual behavior. To realize this formulation, Duo v1 introduces three key technical designs: (1) Leveraging autoregressive modeling for continuous interaction reasoning and participation decisions, rather than restricting it to instruction understanding for diffusion models. (2) Constructing chunk-specific conditions and synchronize tokens across Intent and Realization on a unified timeline. Module-specific attention masks enforce causal dependencies both within and across chunks, preventing access to future inputs. (3) Mitigating distribution shift in both modules through dual rollout distillation, training on autoregressively generated Intent tokens and synthesized audiovisual histories from Realization. Both modules continuously perceive real-time audio, video, and text, enabling full-duplex interaction with spontaneous conversations and interruptions. Beyond conversation, users can share real objects, reshape virtual scenes, guide assistants, or play audiovisual games without mouse or keyboard controls. The release of Duo v1 makes our first step, with the next version coming soon. We look forward to broader exploration of this emerging field.

cs.CV · cs.SD

新论文 · v1arXiv:2610.40503

代数世界模型:从探索到证明

Algebraic World Model: From Exploration to Proofs

Guancheng Pan, Qixin Tan, Yang Yuan, Andrew Chi-Chih Yao

AI 速读 基于摘要

提出代数世界模型(AWM),将未知环境中的探索转化为可执行假设、范畴论引导的结构化模型,并在 Lean 4 中形式化证明可达性与不可能性。

cs.AI · cs.LO

查看原文摘要

AI has made remarkable progress in mathematics, solving challenging problems with machine-checkable proofs in Lean, yet typically relying on predefined mathematical definitions and formal specifications. This raises a natural question: can it reason rigorously about an unknown world? We introduce the Algebraic World Model (AWM), a framework that turns interaction with unfamiliar environments into explicit mathematical models supporting formal reasoning. AWM explores the environment and develops executable Python hypotheses, continually testing and revising them against observations. It then structures these hypotheses into typed objects and shared rules, simplifies their structure through category-theory-guided transformations, and formalizes the resulting model in Lean 4 to prove reachability and impossibility. AWM can formally prove that a goal is unreachable, even beyond explored trajectories. On two impossible game levels, it constructs closed, kernel-checked Lean proofs excluding every legal winning sequence in all six runs, while Claude Opus 5.5 and GPT-6 Astra, equipped with coding tools, produce none in twelve baseline runs. Four of AWM's six initial bounds are correct, compared with one for Opus 5.5 and none for GPT-6 Astra; given only feedback that a cheaper win exists, AWM revises its rules and constructs new proofs, reaching six of six correct bounds. Moreover, AWM produces interpretable mathematical models whose rules can be inspected and tested step by step. Across all 25 public ARC-AGI-3 games, these models enable Lean to replay the winning trajectories of all 183 levels and generalize beyond observed play, predicting unseen transitions and detecting changes in game mechanics. With Claude Opus 5, AWM clears all levels with a score of 99.9, while its certified winning trajectories use only 43% of the human baseline's actions.