TodayNewsResearchFieldsStacksMarketAnalytics
⌘K

Research

New papers ranked by attention, with their code, models and discussion linked. Pick a field on the left.

WeekMonthQuarterAll
NewestMost relevant

Papers

Open problems

Rising research topics

Ask the research

Sample
ByteTrail · AI and developer-tools intelligence
NewsResearchStacksFor AI agentsAPI
Fields · this week
All fields3542Evals464Multimodal347Agents345Frontier LLMs260Computer vision235Recursive self improvement216Inference & serving200Training & fine-tuning188Agents & indirect prompt injection169Neural operators139Clinical reasoning135Robotics134Image & video generation92Forecasting time91Code models80All 32 fields

Open problems across fields

  • Dynamic model and policy routing for general-purpose AI1 paper raises it · 1 addresses it

    Balancing performance and computational cost across diverse tasks and modalities is critical for scalable AI systems.

    • Route Anything: A Study of Model and Policy Routing for General-Purpose AI Systemsraises · addresses
  • Cross-repository consistency in coding agents1 paper raises it · 0 address it

    Real-world software development often requires coordinated changes across interdependent repositories, which current agents struggle to maintain.

    • CrossSWE: Benchmarking Cross-Repository Joint Development for Coding Agentsraises
  • Efficient long-video generation with consistent quality1 paper raises it · 1 addresses it

    Real-time streaming video generation demands continuous output without quality degradation or camera drift.

    • Wave Forcing: Towards Speed-of-Light Streaming Video Generationraises · addresses
  • Local decision-making for reasoning compression1 paper raises it · 1 addresses it

    Reducing inference costs without sacrificing accuracy requires models to know when to stop reasoning.

    • Think Less, Locally: Local Preference Learning for Reasoning Compressionraises · addresses
  • Unified taxonomy and coordination for agentic systems1 paper raises it · 1 addresses it

    Fragmented terminology and rapid growth in agentic systems hinder systematic understanding and collaboration.

    • Advances in Agentic Computer Graphicsraises · addresses

Named by an AI from these papers' abstracts.

Papers

  • arXiv cs.LGOct 1

    Slow-Fast Multi-Teacher On-Policy Distillation for Capability Preservation

    Xiaofei Yin, Tong Chu, Jiyuan Fu, Jun Lan, Shuheng Zhou +1

    Foundation multimodal large language models are designed to support a broad spectrum of capabilities across diverse domains. Multi-teacher on-policy distillation (MOPD) provides an effective framework for consolidating domain-specific expertise into a single student model. However, MOPD training gradually drives the student away from its initialization model, and general capabilities decline as the displacement grows, resulting in capability interference. A direct remedy is constraining the student toward its initialization, but this suppresses the acquisition of domain expertise as well. We propose Slow-Fast Multi-Teacher On-Policy Distillation (SF-MOPD), which couples a fast model, the current student updated directly by each teacher, with a slow model, an exponential moving average of the student. The slow model absorbs the learning signal gradually, serving as a moving capability reference that fuses the general foundation with confirmed domain expertise. For each teacher, SF-MOPD computes the teacher-induced update in log-probability space and removes only the component that pushes the fast model further away from the slow model, while retaining aligned and orthogonal…

    PDF
  • arXiv cs.RORoboticsOct 1

    World-Calibrated Proposal-to-Action Flow for Vision-Language-Action Models

    Jie He, Wei Li, Junwen Tong, Rui Shao, Wei-Shi Zheng +1

    Flow-based Vision-Language-Action (VLA) policies generate action chunks by transporting samples from a task-agnostic isotropic Gaussian source. As this source is conditioned on neither recent execution nor predicted future evolution, (i) it discards the local continuity established by recently executed motion. (ii) Even when predictive world representations are introduced, they often only condition the transport dynamics rather than determine where generation starts, how far it may deviate, or along which action directions it may expand. Building on this observation, we introduce ProAct, a world-calibrated proposal-to-action framework that makes the generative source itself predictable. (i) To preserve motion continuity, a lightweight Proposal Expert converts recent actions into a scene-aware hypothesis via one motion-anchored endpoint flow-matching step, initializing generation near the demonstrated action manifold. (ii) To jointly capture intended scene evolution and proposal-future compatibility, a prospective World Expert treats the hypothesis as a soft motion prior while predicting the task-consistent latent future. (iii) From this compatibility, the model calibrates a…

    AIMultimodal80PDF
  • arXiv cs.CVOct 1

    SCION: Scene Composition with Instanced Neural Primitives

    William Koch, Amogh Joshi, Cyrus Vachha, Cheng Zheng, Felix Heide

    Real-world scenes are compositional: bricks, blades of grass, pebbles, and tree leaves recur across human-built and natural environments. Existing neural scene representations model these elements independently. Most 3D Gaussian Splatting and follow-up abstraction and compression methods treat each element as unique, fitting millions of independent Gaussians per scene. Prior methods like Splat and Replace fit template objects, but they require mostly manual selection of repeated elements. As a result, these representations store redundant parameters and provide weak manipulation handles for downstream tasks. We introduce SCION, a hierarchical compositional scene representation that replaces independent Gaussians with a compact vocabulary of reusable primitives and lightweight world-space instances that place transformed copies throughout the scene. We fit this representation to multi-view captures via a joint optimization over discrete and continuous scene parameters, combining two-level densification over splats and instances with an adversarial loss that preserves detail across shared primitives. The recovered structure yields a compact, controllable representation while…

    PDF
  • arXiv cs.CVAgentsOct 1▲ 19

    DeskForge: Dense Supervision from Desktop Environments for Computer-Use Agents

    A. Said Gurbuz, Ahmed Nassar, Sunghwan Hong, Marc Pollefeys, Peter W. J. Staar

    Computer-use agents need to reliably ground action targets in complex desktop scenes, where multiple applications, overlapping windows, and visually similar controls compete for attention. Existing training data rarely pair such scenes with dense annotations or vary them in a controlled way. We introduce DeskForge, a controllable desktop environment that composes and explores real applications to generate large-scale supervision for computer-use agents. It varies application states, content, window layout, appearance, and resolution, and fuses screenshots, accessibility trees, and window geometry into dense element annotations while recording the outcome of each executed action. Using this environment, we construct DeskForge-1M, a corpus of 1.2M annotated desktop observations containing 159.7M element instances. We fine-tune four vision-language models on 200K grounding examples drawn from DeskForge-1M. All four improve across held-out desktop conditions and on all five external GUI grounding benchmarks; for Qwen3.5-4B, accuracy increases by 11.51 percentage points on ScreenSpot-Pro and 10.11 points on OSWorld-G. The gains also translate to long-horizon task completion: under a…

    AIEvals90Code
  • arXiv cs.CVOct 1

    Moore, Escher, Penrose: A Conformal Golden Braid

    Sophia Feldman, Assaf Shocher

    I don't think I have ever done anything as peculiar in my life. Among other things, it shows a young man looking with interest at a print on the wall of an exhibition that features himself. How can this be? Perhaps I am not far removed from Einstein's curved universe.'' So wrote M.C. Escher about his 1956 lithograph Print Gallery. Nearly half a century later, a mathematical analysis related its geometry to an untwisted source image through a conformal power map $z \mapsto z^α$, $α\in \mathbb{C}$. Building on this construction, we use a frozen text-to-image diffusion model to generate new self-referential scenes. Prompting alone does not enforce the recursion, while a post-hoc transformation can leave structures poorly connected. Applying the transformation during sampling is also insufficient: the denoiser may "repair" the intended distortion or drift out of the prescribed geometry. We construct a generalized inverse $T^\dagger$ of the non-invertible image transformation $T$, adapted to its recursive constraint. In the idealized formulation, the Penrose identity $TT^\dagger T = T$ makes $TT^\dagger$ an idempotent projection onto geometrically admissible images. Yet denoising only…

    PDF
  • arXiv cs.CVOct 1

    Sphere Encoder 2

    Kaiyu Yue, Sean McLeish, Ruchit Rawal, Brian Bartoldson, Menglin Jia +1

    Sphere Encoder is an autoencoder that generates images by decoding random points from a high-dimensional latent sphere. We identify two limitations of the original formulation that reduce its generation quality. First, random points concentrate near the equator relative to the pole on an encoded latent, but the training rotation never reaches this region, leaving a gap that limits one-step generation. Second, training for generation with pixel-wise reconstruction loss encourages the decoder to average over plausible images, producing blurry images that lack high-frequency details. We present Sphere Encoder 2 to address both limitations, substantially improving image generation quality while maintaining the speed and simplicity of a autoencoder. Models are released at https://github.com/kaiyuyue/sphere2.

    PDF
  • arXiv cs.CVOct 1

    One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars

    Ramazan Fazylov, Stamatis Lefkimmiatis, Ivan Laptev

    3D Gaussian avatars support fast rendering, however, their real-time animation is often challenged by the costly neural inference. We address this bottleneck and show that the animation of pretrained avatar models can be closely approximated by a linear combination of identity-independent blendshapes. Building on this finding, we introduce GALA (Gaussian Animation via Linear Approximation), a distillation method that replaces per-frame heavy neural decoding with a shallow coefficient predictor and a linear blend. To improve fidelity and reduce memory requirements, we propose to construct the basis using block-local PCA under a rendering-aware metric and a memory budget. Our method learns a shallow MLP network to predict blendshape coefficients and applies to various animation architectures without retraining original models. We validate GALA by accelerating the inference of three distinct avatar models for 3D animation of facial expressions and full-bodies with clothing dynamics. Across these models, our distillation generalizes to held-out identities and reduces CPU animation cost by up to three orders of magnitude while preserving most of the rendering quality. Excellent…

    PDF
  • arXiv cs.CLOct 1

    KaliBench: A Fine-Grained Benchmark for Cybersecurity Tool Use on Kali Linux with Runtime-Free Verifiable Rewards

    Pengfei Li, Naufal Suryanto, Sicheng Zhang, Muzammal Naseer

    LLMs are increasingly applied to cybersecurity workflows, where they are expected to translate analysts' intent into tool invocations. However, existing evaluations focus on knowledge-based assessments or end-to-end agentic tasks, and do not directly measure LLMs' ability to generate executable commands for real-world cybersecurity tools. This gap is critical because cybersecurity operations rely on strict command-line interfaces (CLIs), where minor syntax errors, incorrect flag--value bindings, or argument misordering can invalidate execution. We introduce KaliBench, a fine-grained benchmark and dataset for natural-language--to--CLI translation on Kali Linux, comprising 8,504 query--command pairs spanning 1,642 tools across 23 capability dimensions and 5 security phases. KaliBench is constructed via a manuscript-grounded pipeline with deterministic canonicalization and alias-aware evaluation, enabling precise and reproducible assessment of tool selection and argument construction. To ensure both semantic correctness and practical executability, we develop a multi-stage verification pipeline that combines LLM-based validation, sandboxed terminal execution, and human-in-the-loop…

    PDF
  • arXiv cs.CVOct 1

    PROWBench: Do Video Models Render What the Program Specifies?

    Zheng-Hui Huang, Guixu Lin, Yu-Ju Tsai, Jian-Kai Zhu, Fengbo Lan +4

    Programmable world models separate executable dynamics from visual generation, offering a promising foundation for next-generation game engines. However, their visual adherence to explicit rules and interactions remains insufficiently evaluated. Existing benchmarks assess visual quality, controllability, and instruction or physical adherence, but rarely test fidelity to fine-grained, program-specified world events. We introduce PROWBench, comprising 170 programmatically constructed episodes and 600 proxy videos covering diverse scenes and interactions. PROWBench logs entity states and timestamped events, including those outside the camera's field of view, as replayable world records, from which it renders synchronized views and proxy representations. This enables generated videos to be checked against the observable consequences of program execution. An extensible framework constructs scenes, controls behaviors, and can render each camera view in different representations, such as coarse 3D, and bounding boxes. The benchmark covers first- and third-person perspectives, with synchronized multi-view observations available for a subset of episodes. Grounded in these records,…

    PDF
  • arXiv cs.ROOct 1

    Reconstruct, Practice, Go Real: Guided Self-Improvement for Embodied Agents

    Yen-Jen Wang, Haozhe Jiang, Shuying Deng, Haoru Xue, Weirui Ye +5

    Building reliable robot capabilities across diverse tasks requires substantial human effort to develop and maintain skills, design rewards, and integrate perception with control. We present Reconstruct, Practice, Go Real (RPG), a framework for autonomous improvement of robot execution systems without updating model weights. RPG identifies manipulation capabilities in an offline dataset and constructs related practice tasks in simulation. During practice, RPG uses execution feedback, privileged simulator state, and available dataset videos to diagnose failures. It develops new reusable symbolic skills, refines existing skills, and revises the system prompt based on these diagnoses. Cross-task evaluation tests individual candidate changes and merged revisions before they are retained for reuse. At test time, a multimodal LLM uses the resulting system prompt and skill library to coordinate perception and robot control. On held-out initializations of 22 manipulation tasks, RPG improves task success from 28.6% after the first practice round to 95.0% after 15 rounds, outperforming all evaluated baselines, including ASPIRE (75.5%) and CaP-Agent0 powered by GPT-6 Astra Pro (60.0%). After…

    Code
  • arXiv cs.CVOct 1

    Embedding Prediction Helps Image Generation

    Sihan Xu, Ji Xie, Zilin Wang, Hui Shen, Stella X. Yu

    In diffusion transformers, a class label or a text prompt is embedded once, and the same condition is reused at every denoising step. We ask whether predicted embeddings can serve as this condition instead. Next-Embedding Predictive Autoregression (NEPA) trains a Transformer to predict the next continuous embedding in a sequence. In generation, the clean image follows the noisy image, so its embeddings are the next embeddings after the condition and the noisy image. We train a NEPA model to predict them all at once with Multi-Embedding Prediction, and in Embedding Conditioned Generation, a DiT generator is conditioned on these predictions, recomputed at every denoising step, so the conditioning signal adapts to the current noisy state. Experiments on class-conditional ImageNet $256\times256$ study the condition of the generator, the design of Multi-Embedding Prediction, and the scaling of both models. The NEPA model adds a second network to every sampling step; with it, and combined with REPA, our final model, NEPA-DiT-XL, reaches an FID of 1.32 using about a third of the training compute of REPA.

    PDF
  • arXiv cs.AIOct 1

    ScholarCatalyst: A Benchmark for Retrieving Papers That Inspire New Research

    Sohyeon Kim, Yoonho Lee, Bo Liu, Dayoon Ko, Rulin Shao +9

    What makes great scientists great? Even as AI systems start to make progress on open problems, scientists remain far ahead of them at sensing which prior idea, buried in an ever-growing archive of research, a new problem needs. To study this skill, we draw on researchers who know firsthand which earlier work advanced their completed projects, with papers serving as pointers to the ideas within. Using our automated pipeline that makes author annotation scalable, we build ScholarCatalyst by having 184 lead authors of 207 recent computer science papers label which candidates did or could have advanced their project, each with a detailed rationale. We introduce a retrieval task with author-provided judgments: given an initial research question, retrieve these papers from only the literature available when the project began. Agentic search does no better than embedding retrieval (0.42 vs. 0.48 Recall@20) despite calling that same retriever as a tool. Even an agent built on Claude Fable 5.1, which may have seen the completed papers during training, reaches only 0.51 R@20. These results highlight the need for new training recipes that equip models with expert intuition for searching…

    PDF
  • arXiv cs.CVOct 1

    SILSA: Sliding-Window Slice Latents for Topology-Preserving High-Resolution 3D Generation

    Tianjiao Yu, Xinzhuo Li, Yifan Shen, Ying Shen, Kiet A. Nguyen +2

    High-resolution 3D generation increasingly relies on voxel latents and multi-stage pipelines that first predict active structure and then synthesize local geometry. While effective, this design fragments continuous surfaces into many local tokens, inflates generation cost, and often weakens topological consistency for thin or highly connected shapes. We introduce SILSA, a topology-aware 3D generation framework that represents shapes with compact sliding-window slice latents. Instead of generating expensive voxel tokens, SILSA uses a fixed set of overlapping slices along the three canonical axes, where each token summarizes a local depth window to preserve cross-sectional continuity and support single-stage rectified-flow generation. A Slice VAE encodes oriented surface samples into multi-axis slice latents and reconstructs them with a sparse volumetric decoder, while a Volumetric Anchor Lattice coordinates directional slice streams through a shared 3D workspace. To preserve structural correctness, we introduce slice-level topology supervision that matches persistence diagrams and aligns Betti transitions across neighboring slices. Experiments show that SILSA improves structural…

    PDF
  • arXiv cs.AIOct 1

    VISTA: A Visual Harness for Reasoning in an Interactive World

    Qiushi Han, Keya Hu, Linlu Qiu, Cathy Wu, Kaiming He

    We show that multimodal models possess strong reasoning abilities and that an appropriate harness can unlock their potential to solve tasks across diverse interactive environments. We introduce VISTA, a visual harness that gives a general-purpose multimodal model long-horizon vision. VISTA allows the model to directly perceive the environment through visual observations and maintains a lossless visual memory that preserves past observations in their original form. The model can actively retrieve these observations and reorganize its visual input as it reasons. On ARC-AGI-3, VISTA improves Claude Opus 5.0's Relative Human Action Efficiency score from 40.68 to a perfect 100.00, with the model completing all 25 public games using 57.4% fewer actions than first-time human participants. VISTA's simple design also allows it to extend naturally to diverse visual environments with minimal adaptation. Across three additional benchmarks covering a diverse range of visual games and puzzles, it substantially outperforms baselines using the same underlying model with minimal harnesses. Our results highlight VISTA's potential as a general-purpose visual harness for advancing multimodal agents…

    Code
  • arXiv cs.LGOct 1

    TACO: Ternary Absolute-max Column-wise One-sparse Optimizer for LLM Fine-Tuning

    Jichao Jiang, Cristian McGee, El Houcine Bergou, HanQin Cai, Aritra Dutta

    Full-parameter fine-tuning of large language models (LLMs) incurs substantial optimizer state memory overhead, limiting the model sizes that fit on modern GPUs. Existing approaches either compress optimizer state, abandon first-order gradients, or change the update geometry while retaining dense state. The recently introduced Muon optimizer reduces optimizer memory through matrix-valued updates. Still, its geometry differs from AdamW and can lead to performance degradation when fine-tuning AdamW-pretrained models. To reduce optimizer memory without sacrificing accuracy or computational efficiency in LLM fine-tuning, we propose Ternary Absolute-max Column-wise One-sparse optimizer, or TACO, which follows Muon's operator-norm steepest-descent view but takes the geometric route further. TACO computes the exact steepest-descent direction under a dimension-normalized $1\to1$ operator norm by selecting the sign of the largest magnitude entry in each column of two-dimensional weight matrices. This retains first-order gradients while making optimizer state memory nearly negligible. Our practical TACO optimizer maintains only a small set of low precision gradient components per column,…

    PDF
  • arXiv cs.CVOct 1

    HiPhy: Hierarchical Alignment for Physically-Plausible Multi-Principle Video Generation

    Tahira Kazimi, Shubhankar Borse, Munawar Hayat, Fatih Porikli, Pinar Yanardag

    Video generation models have achieved remarkable visual fidelity and have strong potential to become general-purpose world simulators. Despite this progress, they still fail to generate videos which adhere to laws of physics. The problem becomes even more apparent in realistic settings where multiple physical principles must work together within the same video; for example, "a balloon floating upward while steam rises from a pot" requires buoyancy and fluid dynamics to unfold coherently and simultaneously. Yet existing methods largely ignore multi-principle interactions, focusing on a single principle per video. We propose HiPhy (Hierarchical Physical Alignment), a reinforcement learning framework that grounds video generation in physical laws through a dual-level objective: locally enforcing the temporal dynamics of individual physical principles, and globally ensuring the physical and semantic coherence of the entire scene. To support multi-principle generation, we construct a 50K-prompt dataset and introduce a prompt benchmark MultiPhyBench, spanning a diverse range of co-occurring physical events. Our experiments show that HiPhy significantly outperforms prior methods and…

    PDF
  • arXiv cs.LGOct 1

    FERPO: Forward Entropy-Regularized Policy Optimization

    Sebastian Sanokowski, Alireza Sarmadi, Majid Khadiv

    Several state-of-the-art methods for online reinforcement learning in continuous control improve policies using action gradients of a learned critic. However, critics are typically trained to predict returns, and accurate value predictions do not necessarily yield accurate action derivatives, potentially leading to unreliable policy updates. We propose Forward Entropy-Regularized Policy Optimization (FERPO), an on-policy maximum entropy reinforcement learning algorithm that performs policy improvement using critic values without differentiating the critic with respect to actions. FERPO derives an optimal target action distribution from a policy-improvement objective regularized by entropy and Kullback-Leibler (KL) divergence. We then fit the actor to this target by minimizing a forward-KL objective, estimated using self-normalized importance sampling (SNIS) with actions drawn from the rollout policy. By limiting the target distribution's deviation from the rollout policy, the KL regularization helps keep these importance weights well behaved. In contrast to reverse-KL objectives, which can favor a subset of the target distribution's modes, the forward-KL objective encourages…

    PDF
  • arXiv cs.ROOct 1

    InterEvolve: Test-Time Evolution of Reward Programs for Humanoid Loco-Manipulation

    Zhuo Lin, Sirui Xu, Liuyu Bian, Yu-Xiong Wang, Liang-Yan Gui

    We study test-time evolution for humanoid loco-manipulation: solving tasks that a controller was never trained for by repurposing its existing skills, improving from its own attempts, and retaining what it learns, without retraining. Our key insight is that a broad controller already holds much of the competence a new task needs, and that this competence becomes accessible through an interface between planning and control that is expressive enough to specify contact-rich, multi-stage interactions, yet executable and measurable enough that execution feedback can guide planning from experience. InterEvolve realizes this interface with two components. First, we develop an object-aware forward-backward (FB) behavioral foundation model, whose object residuals on a frozen body prior turn a new reward about the body or objects into loco-manipulation behavior at test time. Second, we specify tasks as reward programs: staged rewards with completion conditions and tunable constants. A large language model (LLM) agent revises the program structure in context, drawing on execution feedback and a skill library of verified programs, while a numerical optimizer tunes its constants. With every…

    PDF
  • arXiv cs.CLOct 1

    Hierarchical Continuous Diffusion Language Models

    Hui Ren, Zihan Li, Chang Liu, Huidong Liu, Alexander Schwing

    Discrete diffusion language models offer a compelling alternative to autoregressive generation for tasks demanding bidirectional reasoning and global constraint satisfaction. Yet they share a structural bottleneck: when decoding in parallel, each token is sampled independently from its marginal, severing the statistical dependencies among the tokens decoded together. Continuous diffusion language models avoid this by denoising a shared continuous state, but their denoiser sees only that state, so nothing ties it to a valid token configuration until it is finally decoded. To address this, we propose Hierarchical Continuous Diffusion Language Models (HC-DLM), which couple discrete token generation with a continuous latent trajectory in a single, principled denoising process, whose training objective is derived from a variational bound on the token likelihood. In contrast to recent methods that attach continuous context to a self-contained discrete chain, HC-DLM makes the latent the only persistent generative state: tokens are read out from it at every step and feed back as a scaffold for the next latent update. On structured reasoning (Sudoku), mathematical planning (Countdown) and…

    PDF
  • arXiv cs.LGOct 1

    Cost-augmented Schrödinger bridges on graphs are exactly solvable: a Feynman-Kac tilt replaces learned control

    Akshay Balsubramani

    The generalized Schrödinger bridge on a graph moves mass between two distributions while charging a cost for the states visited. It has been approached by learning the rates of a controlled continuous-time Markov chain, with a temporal-difference penalty that restores the cost. A state cost folds into the reference process as a Feynman-Kac tilt. The cost-augmented bridge is then a plain bridge against the tilted reference, and the penalty is unnecessary. The bridge is computed exactly by alternating two endpoint rescalings, each one sparse matrix-exponential application; nothing is discretized in time or learned. The alternation converges at a rate set by the endpoint coupling alone. For a quadratic congestion cost on time-averaged occupancies, damped best response around the exact bridge is gradient descent on a strongly convex function, and its residual bounds its error. On a protein-folding model, a free-energy cost lowers the expected barrier of the folding paths. On the learned approach's road network, roll-outs of the exact bridge match the target within sampling error, and on networks with millions of intersections its memory grows linearly.

    PDF
Load more
PDF
PDF
PDF

Rising research topics

  • Databases8+60.0%
  • Speech emotion13+8.3%
  • Programming languages100.0%
  • DevOps & cloud10−9.1%
  • Anomaly detectors22−12.0%
  • Linear bandits79−19.4%
  • Computer vision235−23.7%
  • Federated learning29−23.7%