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arXiv 最近完成扫描:2026-11-15 00:32 · 全站最近入库:2026-11-14 15:09各信源进度 →

统计口径与数据新鲜度

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版本更新 · v2arXiv:2606.31248

Scaling Storm-Resolving Atmospheric AI Simulation to the Entire Planet

Zeyuan Hu, Akshay Subramaniam, Noel Keen, Tao Ge, Jaideep Pathak, Mohammad Shoaib Abbas, Suman Ravuri, Karthik Kashinath 等 12 位作者

原文摘要

Kilometer-scale convection shapes precipitation extremes, tropical organization, and cloud feedbacks, but most global atmospheric models approximate these processes at 25-100 km resolution. Global storm-resolving physics models resolve convective systems explicitly, but at a cost (roughly one MWh per simulated day on exascale supercomputers) that limits long-duration simulation. We introduce STRATA (Storm-resolving Tile-based autoRegressive Atmosphere Transformer Architecture), the first autoregressive AI emulator for global storm-resolving atmospheric dynamics. STRATA is trained on the highest-resolution atmospheric dataset yet used for global AI emulation: 17 days of SCREAM physics-model output at 4.9-km resolution (~25 million grid cells) sampled every 10 minutes. Our central premise is that on 10-minute timescales atmospheric dynamics are predominantly local, so training on small spatial tiles trades scarce global temporal samples for abundant local spatial samples and enables global rollout via overlapping-tile blending. STRATA combines 3D patch embedding and local 3D neighborhood attention, a novel Stereographic Rotary Position Embedding (StereoRoPE) for grid-invariant encoding, and a pixel-space de-aliasing decoder that suppresses patch-scale rollout artifacts. An iso-FLOP scaling study reveals that km-scale emulation requires ~10x more FLOPs per grid point than coarse-resolution AI weather models, consistent with the higher information density of convective-scale dynamics. Trained on only 17 days of data, STRATA produces stable 24-hour global rollouts with realistic km-scale dynamics across diverse regimes, though large-scale biases develop with lead time. It achieves 48 simulated days per megawatt-hour (more than 50 times better energy efficiency than the SCREAM physics model) and 741 simulated days per wall-clock day at 512 H100 GPUs.

physics.ao-ph · cs.CE · cs.LG

新论文 · v1arXiv:2611.15189

WordInferBench: Can Agents Infer How to Edit from Word Document Context?

Jiayu Ding, Yupan Huang, Jinyoung Park, Yilin Jia, Wenshan Wu, Tengchao Lv, Shaohan Huang, Yuzhong Zhao 等 17 位作者

原文摘要

Document editing is among the most common knowledge-work tasks, yet existing benchmarks for evaluating autonomous agents on Word document editing provide fully specified attribute-modification instructions. They do not evaluate agents' ability to infer the appropriate attributes from document context, a capability essential in real-world editing where users expect consistency without spelling out every attribute. We introduce WordInferBench, a benchmark comprising 280 base document-editing instances, each paired with three instruction conditions: descriptive (the instruction explicitly lists every attribute change), referential (the instruction points to another object as an exemplar), and inferential (the agent must examine document context to infer what attributes to apply). To evaluate contextual attribute inference, each base instance is constructed so that the target formatting is recoverable from an in-document exemplar. The instances are derived from real Word documents collected from Common Crawl and cover 13 object types and 81 attributes. We evaluate six recent coding-agent systems and find that the best-performing evaluated system, Claude Code with Opus 4.6, achieves a 62.9% task-level pass rate on descriptive variants but only 40.7% on inferential variants, indicating that current systems complete tasks less reliably when the required formatting changes must be determined from document context.

cs.AI

新论文 · v1arXiv:2611.10475

WordEval: Evaluating Word-Native Operation Fidelity in Document Editing

Jinyoung Park, Yupan Huang, Shimin Zhang, Jiayu Ding, Yilin Jia, Yuzhong Zhao, Tengchao Lv, Wenshan Wu 等 21 位作者

原文摘要

Microsoft Word is a central environment for office automation, and the faithful execution of its editing operations is an important capability for document agents. Unlike plain-text editing, editing in Word modifies a structured object model, where the requested effect is realized in object properties. Existing benchmarks, however, evaluate office workflows or desktop automation, treating word-processor documents as one task domain among many and verifying outcomes with keyword matching, per-task property checks, or screenshot comparison. We introduce WordEval, an operation-fidelity benchmark that instead centers evaluation on Word editing operations, testing whether each requested edit is realized as intended changes to Word objects and properties. It contains 642 cases across 15 Word feature areas, ranging from text and lists to charts, shape geometry, and SmartArt. 546 atomic cases cover 231 commands, 96 compositional cases combine multiple edits in a single document, and a Word-native oracle checks task-specific object properties and preservation conditions. Cases are constructed from editing-unit specifications, yielding controlled input documents, reference documents, and aligned oracle checks. Each compositional case is linked to corresponding atomic cases, supporting fine-grained diagnosis of editing failures. We evaluate eight agent systems and find that many struggle on the Atomic track, with performance varying across feature areas. Moreover, every system scores lower on Compositional than on Atomic, with gaps that vary substantially by system. Exact atomic-intent links and recorded failure diagnoses provide complementary views of this variation.

cs.CV

版本更新 · v2arXiv:2610.37257

GameVerse:面向长时程交互式世界建模的分钟级游戏视频数据集

GameVerse: A Minute-Scale Gameplay Dataset for Long-Horizon Interactive World Modeling

Kang He, Wenshuo Peng, Chuanhao Li, Zihui Gao, Xiaojie Xu, Zhengyuan Lin, Yuzhe Ding, Donghong Ji 等 10 位作者

AI 速读 基于摘要

作者构建了包含69.7K片段、1,655小时、约3.5亿帧的分钟级游戏视频数据集GameVerse,用于支撑长时程交互式世界模型训练。

cs.CV

查看原文摘要

Recent advances in interactive world models have made it possible to generate controllable, dynamic environments from action inputs. Yet current models struggle to maintain coherence beyond roughly one minute of rollout, a limitation rooted not in model capacity but in the scarcity of long-horizon training data. Existing gameplay video datasets typically consist of clips under ten seconds, with captions that describe whole clips in coarse and undifferentiated text, which is insufficient for controllable long-horizon generation. We address this with GameVerse, a minute-scale gameplay video dataset purpose-built for long-horizon interactive world modeling. GameVerse contains 69.7K clips spanning 1,655 hours and 349.6 million frames across diverse first- and third-person gameplay, including 1,358 hours of continuous two-minute sequences, an order of magnitude longer than prior datasets. Clips pass through a unified pipeline of scene-consistent segmentation, quality filtering, camera pose estimation, and event-based caption annotation. Each clip is paired with a temporally stable camera trajectory that remains coherent across minutes, together with captions that separate static scene context from dynamic foreground events and align to event boundaries rather than fixed time windows. Comprehensive analysis shows that GameVerse surpasses existing public datasets in scale, diversity, and annotation quality. Experiments further demonstrate that training on GameVerse substantially extends the temporal horizon of interactive world models.