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arXiv 最近完成扫描:2026-11-15 06:43 · 全站最近入库:2026-11-14 15:09各信源进度 →

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新论文 · v1arXiv:2611.11355

Attacking Slide Puzzle CAPTCHAs Based on Time and Space Generative Adversarial Networks

Rui Guo, Xuelian Xie, Botao Xu, Kesheng Liu, Wenxian Wang, Haizhou Wang

原文摘要

CAPTCHAs can protect websites from malicious attacks. As a typical representative of behavior CAPTCHAs, slide puzzle CAPTCHAs have become increasingly popular in recent years due to their user-friendliness and high security. Previous attack methods on slide puzzle CAPTCHA mainly face challenges in the following four aspects. (1) The defense mechanisms of previous slide puzzle CAPTCHAs were relatively simple. The current slide puzzle CAPTCHAs have added complex interferences, detected slide trajectory features in the two-dimensional space, and added other defense mechanisms. (2) The previous notch detection methods were difficult to accurately locate the notch positions. (3) Previous attack trajectories were limited to the horizontal dimension, making them impossible to pass the existing detection. (4) The previous attack trajectories were generated by fitting functions, which were relatively simple and could not well simulate the slide characteristics of human users. In response to the above challenges, firstly, we systematically analyze the defense strategies of six most popular slide puzzle CAPTCHAs: Capy, Dingxiang, Geetest, Kyger, Shumei and Tencent. Secondly, for each type of CAPTCHA, we construct a notch detection dataset and a slide trajectory dataset separately. Thirdly, we use advanced YOLOv11 to detect the notch positions and train generative adversarial networks (GAN) to generate attack trajectories. As far as we know, we are the first to generate attack trajectories by directly learning human slide trajectory characteristic. According to the experimental results, this method cracked six most popular slide puzzle CAPTCHAs with success rates of over 90\%, and the attack time is only about 5 seconds, indicating that the security of existing slide puzzle CAPTCHAs is facing challenge. At the same time, we propose various methods to enhance the security of slide puzzle CAPTCHAs.

cs.CR

新论文 · v1arXiv:2611.05150

What Sets the Serving Speed of Looped Language Models? Measurements and Optimizations Graded by Exactness

Dezhen Lu, Runguo Li, Zixiang Ni, Yuchen Tang, Xingquan Kong, Jiaxing Yang, Jiarui Guo, Lingxiang Gao

原文摘要

Looped language models apply one block of layers many times per token, so a serving engine pays every per-layer overhead once per loop; we measure serving for Ouro and Huginn-0125 in an open-source looped-model engine and grade our optimizations from bitwise-identical changes to those that require an accuracy check. At batch 1, fusing all loop submissions leaves Ouro throughput at 0.99x; the 5689 small kernels per token are the real cost, and fusing them behind rounding fences raises throughput 1.11-1.59x while 1014/1014 requests remain identical. An approximate fusion is no faster and misses a one-point GSM8K rule on 87 questions (61 and 62 correct versus 64), so we do not ship it. Huginn's released defaults avoid dead KV slots, reuse prefix-cache pages, and serve 1.77-3.16x faster than the base engine; Ouro reaches 1.65-2.15x and agent sessions 1.91-3.21x, while Huginn's noise and prefix-reuse changes stay within one point on all 1319 Huginn test questions; Huginn's packed prefill, -0.61 points on the same questions, meets that rule only on its point estimate. Position-keyed noise makes CPU cache reuse exact but still leaves 20 of 128 GPU full hits different, while loop fusion delays prefill admission and a 64-graph cache prevents eager fallbacks. Under prefill-decode disaggregation ExactLoop reaches up to 3.3x the base throughput with peer error handling disabled, and 3.1x in two of three runs with it enabled. Its transfer budget, sized to hold one request's KV in flight, cuts the commit tail from about one second under the earlier budget to 16 ms (base: 2.8 s), removing the polling rounds that the engine's interval would otherwise impose.

cs.DC

新论文 · v1arXiv:2610.40333

RFW-A:面向500多个类别、40万件铰接资产的智能体程序化生成

RFW-A: Agentic Procedural Generation of 400K Articulated Assets over 500 Categories

Yuanbo Lyu, Changjian Pan, Saining Zhang, Yi Yang, Peishuo Li, Zhiheng Li, Jialu Liu, Junhao Chen 等 22 位作者

AI 速读 基于摘要

RFW-A 将智能体程序合成与程序化生成结合,先由智能体构建并验证类别级可复用生成器,再以程序化执行低成本批量产出铰接资产,并构建了 RFW-A-400K 数据集。

cs.CV

查看原文摘要

High-quality articulated assets are essential for embodied perception, simulation, and manipulation, yet constructing them at scale remains difficult. Manual annotation and procedural modeling require substantial human effort. Recent agentic systems automate asset construction through program synthesis, but repeat costly reasoning and refinement for every new asset. Our key observation is that assets within a category can share construction logic despite variations in structure and appearance. Agentic synthesis and procedural generation are therefore complementary: agents can construct reusable programs, while procedural execution reuses the resulting logic across many samples. We therefore present RFW-A, which combines the two in a new articulated-asset generation paradigm. Starting from existing articulated programs, RFW-A organizes reusable components and their dependencies into category-level generators. Agents test and refine these generators across sampled configurations and motion states. Once constructed and validated, the generators produce diverse assets through procedural execution with no further model calls or token charges. The estimated API cost of generator authoring averages $10.62, amortizing to $0.05 per asset over 200 assets, versus $1.24 for the sampled per-asset agentic synthesis baseline. Using RFW-A, we built RFW-A-400K, containing over 400K sim-ready articulated assets across more than 500 categories. Experiments show high structural and kinematic validity and stable execution across physics simulators. Beyond asset validity, training with RFW-A-400K improves part-level articulation estimation on seen and unseen categories, while policies trained in simulation with retrieved and program-edited assets transfer zero-shot to real articulated objects.