Turns Matter: Advancing Streaming Video RL via Turn-Level CreditStreaming video understanding requires models to repeatedly decide whether to respond or continue observing. Recently, Group Relative Policy Optimization (GRPO) has been applied to this setting, with existing approaches emphasizing reward design while retaining a single trajectory-level advantage across turns. Such shared credit can reinforce redundant replies after earlier successes and discourage useful follow-ups after earlier failures. We propose TurnWise, a turn-level GRPO framework that aligns learning with individual streaming decisions. TurnWise addresses the mismatch between trajectory-level feedback and turn-level interaction, promoting informative responses and reducing redundancy. Specifically, turn-level credit assignment uses silence-completed prefix scoring to construct group-relative advantages from each decision's remaining return, separating its learning signal from earlier rewards. Turn-mean policy optimization averages token losses within each turn and then across turns, giving response and waiting decisions equal weight regardless of output length. These complementary designs improve streaming policy learning without a learned critic or additional rollouts. Extensive experiments show our method outperforms prior RL approaches for streaming video understanding.
From Pixels to Actions - Towards Native Vision-Language-Action PoliciesVision-language-action models are typically built on a simple premise: perception is first compressed by visual encoders, and action reasoning begins only afterwards. Yet manipulation often hinges on precisely the visual signals most vulnerable to this abstraction, e.g., local geometry, boundaries, depth, and subtle state changes. This raises a fundamental question: should action policies inherit a fixed visual endpoint, or directly access evolving visual computation? We introduce NEO-VLA, a structurally encoder-free vision-language-action framework. Images are tokenized by lightweight patch convolutional layers and evolve jointly with language throughout the backbone, allowing a flow-matching action expert to draw from instruction-conditioned visual representations at different depths. This simple change reveals a consistent pattern. Native architectures outperform encoder-based counterparts under controlled comparisons; full fine-tuning reduces but does not erase the gap, and additional scale alone cannot recover it. More strikingly, layer-wise probing shows that the action-critical signals often peak well before the final visual representation. Across diverse manipulation settings and distribution shifts, NEO-VLA consequently achieves stronger and more robust control. Together, these results suggest that embodied control benefits from access to visual representations across the computational hierarchy, rather than a fixed encoder output.
GameVerse: A Minute-Scale Gameplay Dataset for Long-Horizon Interactive World ModelingRecent 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.
FrontierPhysics: Evaluating Agents for End-to-End Physics ResearchAI agents are playing an increasingly important role in physics research. However, existing physics benchmarks only evaluate fixed questions, isolated sub-tasks, or paper reproduction with given solutions, and rarely check research quality alongside correctness. We introduce FrontierPhysics, an end-to-end benchmark with 56 tasks made by 42 physicists based on their own research, covering nine domains across theoretical, computational, and experimental physics. Each task requires agents to review the literature, develop a research plan, conduct research and experiments, and produce structured outputs and scientific manuscripts. Combining deterministic verifiers with expert-authored rubrics, FrontierPhysics evaluates whether agents' research is correct and publishable. Across 22 models in 26 configurations, no configuration passes more than 46 of its 168 rollouts. Manual review of agent trajectories shows that frontier agents' main weaknesses are insufficiently rigorous reasoning and limited expert intuition, rather than gaps in physics knowledge or execution errors.
What Does Multi-Turn Reinforcement Learning Really Improve in LLM Agents?While multi-turn agentic reinforcement learning (RL) excels on long-horizon tasks, its performance gains remain highly sensitive to interaction constraints. Evaluating across sampling breadth K and interaction depth T via Pass@(K,T), we show that trajectory-level RL advantages depend on sufficient turn budgets, diminishing significantly when budgets tighten. Besides, agentic RL does not uniformly elevate single-step decision quality; rather, its strength concentrates in error recovery and long-horizon resilience. To mitigate the deployment risks caused by this budget dependence, we provide a preliminary discussion on the benefits and limitations of process supervision signals and introduce BudgetMix RL as an alternative that varies interaction budgets during training. Experiments demonstrate that BudgetMix RL achieves robust performance across diverse execution settings. Project Page: https://rethinking-agentic-rl.github.io/
PyRUA-DataFarm: LLM Agent as a Cost-Efficient Teleoperator for Real-Ready Robot DataTeleoperation remains the default way to collect robot demonstrations, but every episode costs robot and operator time, and every new task starts from scratch. We ask whether a coding agent can take over the teleoperator's job. In our DataFarm, the agent receives a data request and one calibration episode of the robot in the target scene and rebuilds the task in simulation: it writes the scene, an expert controller, and a success judge. The simulator supplies exact actions, and a video model conditioned on real images renders each rollout as photographic video, generating all camera views together consistently. The output is real-ready data: synchronized camera views labelled with the robot's actions, on which a policy can be trained directly and deployed on the real robot. Independent judges certify the expert and every rendered episode before admission. On five real-robot tasks, policies trained only on farm data match policies trained on as many teleoperated episodes (93 vs. 84 successes in 100 trials), and under an unseen tablecloth and coloured light they keep 87 successes where the teleoperation-trained policies fall to 46. Adapting a task is fully automatic and costs \21 of API usage on average, paid once per task, plus 5 for a render contract; every further episode costs \0.80 on average for simulation, rendering, and review, with no robot or operator. One hour of three-view data for a task costs 107 on average, these costs included, slightly below a quote of \117 for teleoperation in China and below 290 in labour alone in North America.
EmoReward: Self-Evolving Reward Calibration for Emotional Video Generation RLGroup Relative Policy Optimization (GRPO) has advanced generative model post-training in verifiable domains such as code and mathematics, but evaluating video quality, especially emotional expression, often depends on subjective aesthetics and has no uniquely correct target. Existing approaches typically rely on fixed rewards for visual quality, motion quality, and text alignment that poorly capture emotional intent and can invite reward hacking, while RLHF is difficult to scale and subject to individual aesthetic differences that complicate the calibration of facial, body motion, and chromatic cues across narrative contexts. We introduce EmoReward, a new self-evolving training mechanism that distills evidence reliability from reward traces collected during an actual training run to adaptively guide multi-reward weight allocation in subsequent training by determining which emotional evidence to trust and how much to weight it. EmoReward first plans specific grounding cues from the emotional prompt to guide evaluation, then uses heterogeneous signal primitives to score the generated video during the act stage. Reflective Reward Gating calibrates their contributions through instance-level gates for phase, face confidence, conflict, and subtlety, then renormalizes weights over the active set to produce the sample's fused reward. RewardMemory then estimates each primitive's reliability from rollout scores and outcomes within each emotional regime in the finished training run, then fixes bounded multipliers that calibrate fusion weights in the next training run without updating reward models. Experiments on HunyuanVideo 1.5 show improvements across multiple RL algorithms and compare EmoReward with other agentic reward methods under SAGE-GRPO. Ablations and transfer experiments on SD 3.5 and FLUX further support adaptive reward calibration for visual generation.
StreamDuo: A Live Commentator and a Research Agent for Unseen GamesStreaming video LLMs can now commentate live gameplay, but they are trained and tested on the same games. We study cross-game streaming commentary, in which a model trained on one game commentates games it has never seen, and find that current commentators transfer their timing but not their knowledge of the game world. We propose StreamDuo, which pairs a trainable commentator with a frozen research agent that reads the wiki of the game being played. When the commentator sees something it cannot name, it sends the current frames, and the research agent returns a few wiki entries two seconds later while the stream continues. We train only the commentator, on a single game, in two stages. Information-gain labels teach it to ask only where an answer would help it say what the human caster said, and on-policy self-distillation from a copy of itself that sees the ideal answer teaches it to use noisy answers. Trained on Baldur's Gate 3 and tested on ten unseen games, StreamDuo raises entity recall from 0.082 to 0.116 over Proact-VL trained on the same data, cuts source-game leakage from 9.9% to 1.0%, and achieves the best timing and the highest judged liveliness and overall quality among streaming models.
Solv3R: 3D Looped Transformer as a Multi-view SolverClassical structure-from-motion reconstruction proceeds iteratively, refining camera poses and scene geometry from a current estimate. This allows maps to easily expand without recomputing already computed views, or geometry estimates to improve as more observations are provided. Most geometric foundation models, however, predict entire geometry in a single forward pass or update a recurrent state as frames arrive sequentially, making this expansion and refinement non-trivial. We introduce Solv3R, a looped transformer that learns to continue solving multi-view geometry from its current state. Importantly, its update operator is independent of the iteration count, allowing previously refined and newly introduced views to be jointly updated regardless of how ``solved'' they are. We train the operator to preserve accurate reconstructions under continued iteration and correct inaccurate states, enabling refinement of fixed image collections and integration of new observations. Representations of solved views can also be cached once and reused as geometric context across iterations, enabling compact and efficient key-value caching. We analyze the solver dynamics and compare it with the state-of-the-art, demonstrating that a single learned solver supports offline reconstruction, incremental reconstruction, relocalization, and streaming without task-specific training or modules. The code and models will be made publicly available at https://ubc-vision.github.io/solv3r/.
Human-to-Robot Transfer via Bridging Representation and Action Space in VLAsPretrained Vision-Language-Action (VLA) policies provide a strong starting point for deployment, but adapting them to a target robot and environment still requires costly embodiment-specific demonstrations. Human demonstrations are far easier to collect, yet directly leveraging them is challenging due to the substantial human-robot embodiment gap, particularly when the underlying VLA has been pretrained primarily on robot data. We introduce H2RB (Human-To-Robot Bridge), a human-robot co-training framework for adapting pretrained VLA policies from unpaired human and robot demonstrations. H2RB bridges the embodiment gap at both interfaces: geometry-anchored alignment grounds human and robot observations in a compatible representation, while a decoupled-decoder tokenizer shares action latents without forcing both domains through a single action mapping. This design allows human demonstrations to provide useful behavioral supervision while retaining the rich visual, semantic, and control priors of the pretrained VLA. Across real-world tasks, H2RB substantially improves object transfer performance from 8.0 to 51.8 and enables skill transfer to score 62.7, in settings where co-train baselines totally fail to transfer human-demonstrated skills. The benefit also persists under object-placement shifts, improving out-of-distribution transfer from 6.0 to 45.3. H2RB suggests a way for human demonstrations to serve as a scalable supervision source for adapting pretrained robotic policies, reducing the dependence on costly target-robot data collection.
VideoMemBench: How Well Do MLLMs Remember in Video Conversations?Multimodal large language models (MLLMs) can now process hour-long videos, making extended multi-turn dialogue over a single video a natural mode of use. Sustaining such a dialogue requires more than answering each question in isolation: the model must retrieve and reuse information established earlier in the conversation, both what it has seen and what it has said, an ability we term in-context video memory. Existing video QA benchmarks leave this ability unmeasured: their questions are mutually independent, never reference one another, and each is answerable from the video alone, so nothing ever requires carrying information across turns. We introduce VideoMemBench, in which each sample pairs a single video with a long multi-turn dialogue, whose turns are connected by typed cross-turn dependencies: an Episodic Dependency refers back to a visual episode described in an earlier turn, probing memory of what the model has seen, while an Answer Dependency builds on the model's own earlier answer, probing memory of what the model has said. Every dependency is verified considering two properties: 1) necessity, meaning the question cannot be answered without its earlier turns, and 2) non-leakage, meaning the question does not restate the information from its earlier turns. To enforce these properties, we design a construction pipeline with three LLM roles: a planner, a generator, and a judger, with each dialogue reviewed by human experts. VideoMemBench comprises 326 videos with 2,476 turns, of which 1,387 depend on earlier turns, including multi-parent dependencies and long-range call-back. Among over 20 evaluated open- and closed-source MLLMs, Claude Opus 5 performs the best with an overall score of only 45.7%, highlighting the challenge of in-context video memory. Our dataset and evaluation are released.
VA-TDM: A Unified View for Improving Few-Step Diffusion Models by Velocity Adversarial DistillationFew-step distillation offers efficient generation with diffusion and flow models, but preserving quality with only a few sampling steps remains challenging. Distribution-matching methods via score distillation provide a strong foundation, yet they rely on accurately tracking the student's changing distribution. At intermediate generation steps in few-step sampling, student-score estimation can be difficult, and commonly used estimators may describe a different distribution from the one used to update the student. Flow matching allows a more flexible approach to supervision through velocity fields constructed from the student's sampling process. Building on this perspective, we introduce Velocity Adversarial Distillation (VAD), which uses a learned critic to compare student and teacher fields and turn their disagreement into feedback for learning. VAD unifies score distillation, Fisher-based matching, and moment matching, also explaining existing heuristic MMD updates and delivering new training objectives. We further develop VA-TDM, which follows trajectory distribution matching: providing supervision for partial denoising along the student trajectory. Beyond this, VA-TDM combines transition-aware online velocity learning and dual-form VAD supervision across intermediate student transitions. Extensive results show that VA-TDM is powerful for learning few-step generators, achieving state-of-the-art four-step performance in both text-to-image and text-to-video generation across various backbones and scaling effectively to 33B MiniMax-H3. In particular, our VA-TDM-H3 notably outperforms the few-step Fast-H3 and is closer to the original many-step H3 according to human preference.
TAC-CoT: Tool-Empowered Implicit Chain-of-Thought via Interleaving Explicit TokensLLM-based agentic systems are increasingly combined with CoT reasoning to solve tasks that require accurate reasoning, external knowledge, and multi-step deliberation. Yet, explicit CoT incurs substantial generation overhead, while implicit CoT, which replaces textual rationales with compact continuous tokens, does not naturally support the explicit communication interface required for agentic tool-use. We propose TAC-CoT, a tool-empowered adaptive implicit CoT framework that replaces explicit reasoning traces with compact latent reasoning segments while retaining textual tokens only for tool calls, observations, and final answers. This interleaved design enables agentic tool-use without verbalizing every intermediate reasoning step. Experiments on agentic math and QA benchmarks show that TAC-CoT improves accuracy by up to 8.8 points while reducing model forward passes by up to 6.8x. Furthermore, analyses show that TAC-CoT improves tool-use quality in both single- and multi-tool settings.
MUON-RT Reusing the Teacher's Trajectory for Momentum-Free Muon for LLM Self-DistillationSelf-distillation methods for large language models with an exponential moving average (EMA) teacher already retain a history of student updates. Muon nevertheless stores a separate momentum buffer, increasing persistent training memory. We propose Muon with Reused Teacher (Muon-RT), which reuses the teacher-student displacement to eliminate momentum buffers for hidden weight matrices. We show that this displacement encodes an exponentially weighted history of applied updates and smooths temporally uncorrelated noise under a local model. Muon-RT removes its radial component, normalizes it spectrally, and mixes it with the current gradient after Newton-Schulz (NS) orthogonalization. Under explicit regularity and alignment assumptions, we establish linear contraction of an expected objective-gap bound toward a residual error level. With Self-Distillation Fine-Tuning (SDFT) on Qwen2.5-7B-Instruct, Muon-RT improves average accuracy over AdamW by 2.6 points with 42% less persistent memory, and over momentum Muon by 5.4 points with 27% less persistent memory. With Self-Distillation Policy Optimization (SDPO) on Olmo-3-7B-Instruct, it improves average accuracy over AdamW by 2.0 points.
AnchorComplete: Recovering Complete Scene Meshes from Partial Point CloudsMost image-based 3D reconstructors primarily recover visible surfaces, producing partial point clouds with large holes and leaving unobserved geometry unresolved. To address this limitation, we introduce AnchorComplete, a framework that reconstructs complete scene meshes from partial point clouds while preserving observed geometry and supporting scenes of varying scales. Building on TRELLIS.2, our method combines partial-point conditioning, which integrates global scene tokens with local spatial evidence to anchor generation to the input, and metric-scale coarse-to-fine generation, which progressively refines scene geometry within fixed-size windows while maintaining global structural consistency. Experiments on Replica and SCRREAM demonstrate that AnchorComplete consistently outperforms strong baselines in complete-scene reconstruction, particularly under sparse-view settings.
SpecOPD: Branch-Parallel On-Policy Distillation for Speculative DecodingSpeculative decoding (SD) accelerates large language model inference by reducing the sequential cost of token-by-token generation. Advanced SD methods reduce proposal cost with parallel drafters that predict entire blocks in one forward pass, but overall speedup still depends on acceptance length. On-policy distillation (OPD) can push well-trained drafters beyond acceptance-length plateaus, yet conventional pipelines collect supervision through sequential draft-and-verify rollouts. Our key insight is that on-policy supervision need not inherit these dependencies: a draft block can be supervised using only its reference prefix and draft-sampled history. We propose SpecOPD, a branch-parallel OPD framework that parallelizes draft sampling and target supervision across independent branches drawn from the evolving drafter policy at reference anchors. We pack these branches into proposal trees to share target-prefix computation, using tree masks for full attention, branch-consistent indexer groups for sparse attention, and indexed state replay for linear attention to preserve each branch's history. We train the drafter with an E2E-TV surrogate that directly targets acceptance length. Our study spans 8B full-attention (GQA), 27B full-linear (GQA--GDN), and 125B sparse-linear (QSA--GDN) targets, three parallel draft architectures (DFlash, DSpark, and DFlash V2), and four task domains (dialogue, coding, mathematics, and agentic). SpecOPD achieves up to 41.45% higher mean acceptance length, 16.09times supervised-token throughput over sequential-rollout OPD under native configurations, and up to 3.56times generation speedup over autoregressive decoding.
PyRUA-REAL: Robot Exploration and Adaptive Learning through RSI in the Real WorldCoding agents powered by models such as GPT-6-Astra connect spatial reasoning with executable robot behavior, raising the question of how such agents can produce lasting improvements in robot capabilities from physical interaction. In this work, we study embodied recursive self-improvement (RSI) through real-world exploration, code refinement, and deployment using PyRUA-REAL, a framework in which coding agents retain interaction experience as persistent memory and reusable executable skills that inform subsequent exploration and improvement. Our empirical study places physical manipulation at the center of the improvement process, examining how agents collaborate, what kinds of execution feedback support effective code refinement, and how task specifications and previously acquired skills influence robustness and task transfer. We further investigate the efficiency and capability of the resulting programs when deployed without involving an online agent for decision-making. Across eight real-world tasks, PyRUA-REAL achieves an average success rate of 91.1%. In complementary evaluation on 42 tasks from the RoboDojo benchmark, it achieves an average success rate of 84.4%. This study provides empirical guidance for turning physical exploration into reusable robot skills that support continued improvement and robust, efficient deployment.
LoopVQ: Sub 1-bit KV Cache Quantization for Looped TransformersLooped transformers are a parameter-efficient alternative to standard transformers for language modeling. By reapplying the same layers across multiple loop steps, recent looped language models match the performance of non-looped models several times their size. While this architecture effectively reduces parameter memory, each loop step still stores its own keys and values, so the key-value (KV) cache grows linearly with the number of loop steps and becomes the main memory bottleneck. We observe that the KV cache of looped models is highly redundant along the loop axis and that the loop steps differ substantially in their sensitivity to quantization. Based on these observations, we propose LoopVQ, a KV cache vector quantization method for looped transformers that codes channels of multiple loop steps jointly, and fine-tunes the codebooks to match the output of the full-precision model. At 0.5 bits per element, LoopVQ outperforms existing KV cache vector quantization methods for standard LLMs on general, long chain-of-thought reasoning, and long-context retrieval tasks with Ouro and Huginn models. Its design is orthogonal to these methods, and combined with TaSQ, it retains much of the BF16 accuracy even at 0.25 bits per element. We also implement LoopVQ in SGLang, where it nearly halves the decode latency at a 32K-token context and raises the peak serving throughput by up to 4.3times and 6.1times on the 1.4B and 2.6B Ouro models compared to the BF16 baseline.
How I Aligned Your Model: Scaling Up Multilingual Safety Training with TemplatesSafety alignment for Large Language Models is heavily focused on English with limited multilingual representation, particularly damaging low-resource language performance. Related open training datasets are often limited in size or do not follow region-localized harmful topics to broaden the scope of alignment beyond cultures. We propose a scalable template-based augmentation pipeline to produce massive multilingual refusal and benign corpora, extracting safe templates from harmful prompts, translating them and then filling in the slots with culturally authentic entities, both harmful and benign. As a result, we release MSafeTemp, a validated corpus spanning 60 languages useful for multilingual safety alignment and evaluation. Using the dataset, we show that English-only evaluation misjudges multilingual safety: for several models, attacks that fail in English succeed once translated, while culturally localized variants expose further failures that translation alone misses. We also confirm that augmenting safety training data through templates allows for higher diversity and quality of alignment, resulting in improved safety performance beyond English. MSafeTemp and the respective pipeline are aimed at facilitating research and development of safer and more responsible models for less-represented cultures.
Hybrid Computer Use: A Unified Programmatic, Semantic, and Visual Interface for General AgentsComputer-use agents increasingly tackle tasks ranging from everyday desktop activities to long-horizon professional workflows. Yet interfaces centered on screenshots and mouse-and-keyboard actions can impose a human-interaction prior, requiring repeated screen interpretation while leaving the computer's semantic and programmatic capabilities underexposed. We argue for exposing these capabilities and letting models choose and combine them. We introduce Hybrid Computer Use (HCU), a unified interface for general agents that combines three complementary channels: programmatic interaction through code and command-line tools, semantic interaction through accessibility (AX), and visual interaction through graphical user interfaces (GUI). Our HCU supports efficient AX interaction and guards against stale-state actions during channel switching. A supplementary HCU skill guides agents in selecting and coordinating channels to use the unified interface effectively. Our designed AX tools return compact observations, execute actions in batches, and report their effects as AX diffs, so the model needs fewer round trips. On OSWorld 2.0, HCU achieves the highest Partial and Binary scores among the compared systems. Analyzing agent trajectories, we find that all evaluated models improve with HCU yet allocate work across the channels differently and consistently outperform compared baselines in terms of both efficiency and task success, highlighting the value of unified computer-use interfaces that allow flexible channel selection and combination.
VidDub: Replacement-Aware Distillation for Two-Step Video DubbingVideo dubbing aims to synthesize lip movements that match target speech while preserving the speaker identity, head pose, and background of a source video. Existing editors are predominantly trained via self-reconstruction under original paired audio, even though the source mouth becomes a conflicting target when driving speech is replaced. We introduce replacement-aware cross-audio supervision: paired-audio samples use full-frame reconstruction, whereas unpaired replacement-audio samples mask out source-mouth reconstruction losses and supervise the mouth solely through audio-visual synchronization while preserving unmasked facial regions and background. Because offline dubbing provides the complete source video and target speech beforehand, we present VidDub, a full-context diffusion editor distilled into two denoising steps (2 NFE). Our replacement-aware teacher first learns accurate lip synchronization without regressing toward conflicting source mouth movements. Matched trajectory regression then transfers the teacher's CFG-guided trajectories to a two-step student, and distribution matching distillation recovers visual quality after step compression. We will release the curated training dataset, VidDub-Bench, fixed paired- and cross-audio evaluation manifests, preprocessing outputs, and unified evaluation code. Across three training seeds, masking out conflicting source-mouth reconstruction improves cross-audio Sync-C by 0.833; the final two-step model combines strong lip synchronization with superior visual quality, identity preservation, and visual speech recognition across four benchmarks.
SleuthVLM: Do We Really Need Audio-in-Video for Omni Video Understanding?Omni models answer questions about videos by jointly processing sampled frames and audio in one turn, with progress driven largely by scaling model size and omni training data. We ask whether a model needs to hear the audio directly at all, and present SleuthVLM, an agent harness built on a VLM that never hears the audio directly: speech will be transcribed into text, and the VLM will sleuth the video on its own without any predefined workflow. On four omni benchmarks with videos up to 90 minutes, SleuthVLM achieves the best average accuracy: 75.0%, 2.6 points above Gemini 3.8 Flash, and it also tops the Video-MME-v2 leaderboard with 77.8%; with an open-source 27B VLM, it beats all open-source omni models. We draw three findings: SleuthVLM beats a model that glances; hearing is not the bottleneck, agentic ability is; omni understanding needs better agentic ability, not just more omni data for modality alignment. So we provide a simple but effective starting point for doing omni video understanding. Omni understanding needs better agents, not just bigger models that hear.
VeriSpoof: Beyond Real or Fake with One Audio LLMA speech deepfake detector estimates whether a recording is synthetic, but a forensic analyst also asks which system produced it, whether recordings share a source, and what evidence supports each conclusion. We present VeriSpoof, an audio language model that unifies five tasks with shared weights: deepfake detection, generator attribution (generator, acoustic model and vocoder), recording-condition analysis, synthesized-span localisation, and source verification. Each decision is supported by grounded rationales whose statements can be independently verified. Answers are scored by sentence likelihood, allowing detection and source verification to be thresholded without separate heads. Rationale statements can be checked against waveform measurements, span labels, or generator metadata. Counterfactual examples train decisions to follow the stated evidence. Across the 14 Speech-DF-Arena test sets, VeriSpoof-Plus achieves 2.14% pooled EER, ranking third of 28 systems and first among open-weight systems. VeriSpoof-Base, trained only on official training splits of eight corpora, achieves 4.43% EER, less than half that of the next open-weight detector. With the same weights, VeriSpoof-Plus verifies whether recordings from generators unseen in training share a source at 6.2% EER. Controlled studies show that the audio representation governs detection, the LLM governs recording comparison, and source supervision is necessary for neural-codec fakes. Statement-checkable rationales catch partial fakes missed by one-step answers (99.6% vs. 78.4% on PartialEdit) and determine decisions under edits unseen in training (99.5%). Training updates only 29.7M of 2.85B parameters, fitting a single 24 GB GPU with gradient checkpointing. We release both models, inference code, a demo, and VeriSpoof-Bench, the evaluation suite covering these questions.
GaussianRenderFormer: Transformer-based Rendering of 3D Gaussian SplatsCan a neural network learn to render 3D Gaussian splats on its own, with no rasterizer in the renderer? We present GaussianRenderFormer, a transformer that takes a set of Gaussians and a camera and outputs the image directly. Each Gaussian becomes one token in a view-independent encoder, and a view-dependent decoder turns small patches of camera rays into pixels by attending to those tokens. Trained on 26,820 Objaverse objects pruned to 20,000 Gaussians each, GaussianRenderFormer renders 300 unseen objects at 38.08 dB PSNR against the full, unpruned splats, while rasterizing the same pruned input reaches 44.02 dB. The gap is not one of generalization, and our diagnostics are consistent with a bottleneck in the view decoder: telling it the projected footprint of each Gaussian, which it could in principle infer, adds 1.4 dB. Under-training is not ruled out. Code, trained models and videos: https://svlwoof.github.io/gaussianrenderformer
NitroFusion2: Bringing Adversarial Loss to the Text Stream of Multimodal Diffusion TransformersAdversarial diffusion distillation has conventionally relied on image features for discrimination. We revisit this choice for multimodal diffusion transformers (MMDiTs), whose text stream becomes image-dependent through joint attention. We introduce Text-Stream Adversarial Distillation (TSAD), which exploits intermediate text-token states as a new adversarial representation. Because the text stream has already read the image while remaining tied to the text condition, changing that condition changes what information it extracts from the image. Building on this property, we introduce Aspect-Cued Discrimination (ACD), which conditions the discriminator on different aspects of the sample, such as typography, objects, or style, to steer which properties are emphasized during adversarial training. Building on the expert-discriminator design of NitroFusion, we integrate TSAD and ACD in NitroFusion2. NitroFusion2 brings few-step distillation from the conventional 4-8-step regime down to just 1-2 steps at comparable quality. At one step, it produces sharp rendered text and rich fine-grained details, making one-step generation practical rather than merely a stress test for distillation. At two steps, it remains competitive across the evaluated benchmarks. These results establish the MMDiT text stream as a powerful and steerable representation for adversarial diffusion distillation.
On the Generalization Limitation of On-Policy Distillation for Post-RL ConsolidationMulti-teacher on-policy distillation (MOPD) extends on-policy distillation (OPD) to consolidate capabilities from multiple teachers. Although prior work reports near-perfect in-distribution (IND) distillation performance, we find that this can mask incomplete capability consolidation beyond the supervised distribution. A preliminary study on synthetic reasoning shows that OPD does not fully transfer teachers' generalization capabilities. We then extend this investigation to real-world tasks, evaluating extrapolative and compositional generalization across mathematical reasoning, coding, agent, and long-context capabilities using Qwen3 models. Across extrapolative settings, OPD and MOPD reach 96.04-102.73% of their teachers' IND scores. Yet their out-of-distribution (OOD) scores remain 2.45-16.25% below the base model's. Across three compositional settings, MOPD improves IND performance over the base model, but its performance on composed tasks as OOD remains 18.19-24.34% below that of the best teachers. To understand these gaps, we examine teacher capability and data coverage as two potential bottlenecks. Jointly alleviating these bottlenecks eliminates OOD forgetting in our experiments and suggests the potential for generalization beyond the teacher. (M)OPD also reduces OOD forgetting on average relative to its reinforcement learning (RL) baselines. Analysis of the associated update geometry reveals smaller and more spectrally concentrated updates on average than those of the RL baselines, along with greater shared update structure under MOPD. Motivated by these findings, we propose geometry-based patching and base-preserving replay to improve OOD performance while largely preserving IND performance. Our findings identify a blind spot in capability consolidation via (M)OPD, highlighting the need for algorithms that explicitly support OOD retention and generalization.
Why Pay for Long Reasoning When Rewrite Do Trick? Causal Effects of Reasoning History Compaction on Future Generation and Agent CostReasoning substantially improves language models' ability to solve difficult problems, but long reasoning traces make these gains expensive. Efficient reasoning should express useful analysis in fewer tokens by reducing repetition and text that adds little value to solving the problem. Progress in proprietary models motivates this goal, yet their hidden scratchpads limit direct study of how it is achieved. We investigate whether open-weight models can generate less verbose reasoning by changing the form of their own earlier thoughts, without retraining. Our intervention rewrites prior reasoning into compact state records before pending tool results are revealed, then compares continuations from original and compact histories. Across the tested models, accepted compact histories usually shorten future reasoning; a coding case study also shows less repeated verification after a shared candidate solution. In software-agent deployments, compaction can reduce total spending, although task quality and rewrite-inclusive time depend on the target and compressor. These findings identify reasoning history as one way to reduce future reasoning-token use and motivate model-specific compaction policies evaluated for both efficiency and retained capability.
LiveFoley: Dynamic Real-Time Video-to-Audio Generation for Immersive Interactive WorldsStreaming video-to-audio (V2A) generation is essential for immersive interactive applications. However, real-time constraints leave existing streaming V2A methods far behind offline models: (1) visual frontends shrink their receptive fields to cut look-ahead latency, severely degrading audio-visual alignment; (2) causal autoregressive diffusion backends denoise each audio patch in isolation, impairing audio quality. To this end, we present LiveFoley, a streaming causal autoregressive diffusion architecture that addresses both bottlenecks with imperceptible latency. For the visual frontend, we introduce a Trailing Sliding Window that converts non-causal segment-level encoders into streaming modules without retraining. By simply realigning the window, it preserves precise audio-visual alignment, while a configurable hop size reduces the frontend look-ahead well below the human perceptual threshold. Building on this tunable hop size, we propose the Unified Varhop Framework to accommodate scenarios with diverse latency and computation budgets. For the audio backend, we explore widening the denoising window of the local diffusion transformer (LocDiT) head in two temporal directions. History LocDiT adds past context to improve quality at no latency cost and serves as our default. Alternatively, Future-Warmup LocDiT breaks the autoregressive deadlock with an approximate future condition, further improving generation quality at the cost of an acceptable backend look-ahead. Extensive experiments demonstrate that LiveFoley matches offline models in temporal alignment and leads streaming systems in generation quality. Project page: https://dalision.github.io/livefoley-page/
UniRestorer++: Scalable Universal Image Restoration with Multi-Granularity Degradation ModelingUniversal image restoration aims to handle diverse degradations within a single model, but a reliable scaling strategy remains underexplored. Increasing backbone depth and width can lead to performance saturation, while degradation-aware specialization depends on accurate degradation estimation and is vulnerable to errors on out-of-distribution and real-world inputs. We propose UniRestorer++, a scalable framework based on multi-granularity degradation modeling. It progressively refines degradation groups and introduces group-specific experts, coupling capacity growth with specialization. Degradation-estimation-based routing selects a root-to-leaf path, while granularity-estimation-based routing chooses a level along that path to balance specialization and robustness. Spatially dense degradation representation maps further enable region-aware routing for spatially non-uniform corruptions. We develop CDD-50, a benchmark covering 50 degradation categories from single to penta-degradation. Experiments show approximately log-linear PSNR trends over the evaluated model-size range and stronger scaling gains on out-of-distribution and real-world data than vanilla MoE scaling. UniRestorer++ achieves state-of-the-art performance across benchmarks and demonstrates zero-shot generalization and few-shot transfer on real-world images. Code: https://github.com/mrluin/UniRestorer_plusplus
Koopman Generative Operators for Efficient Probabilistic Time-Series ForecastingProbabilistic time-series forecasting requires models that simultaneously capture structured temporal dynamics, expressive uncertainty, and efficient inference, yet existing approaches fall short of this goal: latent dynamical models impose structure but rely on restrictive generation mechanisms, while modern generative methods such as diffusion and flow matching achieve flexibility at the cost of iterative and computationally expensive sampling. We introduce the Koopman Generative Operator (KGO), a probabilistic forecasting method that conceptualizes prediction as the evolution of structured uncertainty. KGO integrates three core components: (1) Koopman Patch Embedding (KoPE) for temporally consistent latent trajectory extrapolation; (2) Koopman Flow Matching (KoFM), which enables fast, single-step generation through a closed-form matrix exponential in a Koopman latent space, bypassing iterative sampling; and (3) an Adaptive Uncertainty Gate (AUG), which provides probabilistic forecasts by adapting uncertainty per-variable and per-horizon, corresponding to a learned decomposition of aleatoric uncertainty without manual tuning. By unifying these components, KGO achieves state-of-the-art accuracy on 13/17 ProbTS benchmarks in CRPS and 16/17 in NMAE. Further, by eliminating iterative sampling, KGO delivers at least a 25times reduction in inference time compared to iterative generative models. These results position KGO as a practical and principled framework that advances the accuracy-efficiency trade-off in probabilistic time-series forecasting, combining leading accuracy on the evaluated benchmarks with fast, single-step generation.
Ask, Don't Equip: Question-Driven Coding Agents for Deep Kernel OptimizationLLM agents for GPU kernel optimization sit at two ends of a structure-freedom tradeoff. Scripted agents fix what the model does at each step, via a learned policy, an optimization menu, or fixed roles, and are sample-efficient where the recipe applies and stall where it does not. Open-ended agents let a self-directed model mutate a population of kernels and pay for the freedom in trials: thousands of evaluations, repeated edits, and wrong candidates. Both respond to hard targets by equipping the agent with more: parsed profiler output, disassembly analysis, retrieval over documentation and libraries, and stores of lessons. We argue that both lack direction, a hypothesis about where the remaining gap is, and that a short question asked at the right moment supplies it without narrowing what the agent may do next. We present KernelSeek, a question-driven agent that makes an existing CUDA kernel faster with no operator-specific knowledge and no faster implementation to imitate: a general-purpose coding agent, a minimal harness that enforces a verifiable goal, and questions at decision points, first from a human, then from a bank the agent applies to itself. On the same task, evaluator, hardware, and week, a tool-rich autonomous agent built in the prevailing style plateaued at 0.50x FlashAttention-3 after 133 model-driven steps; KernelSeek reached 1.13x. It then produced dependency-free FlashAttention forward kernels for Hopper and Blackwell, single CUDA files with no CUTLASS, CuTe, cuBLAS, or cuDNN, correct on all 182 scenarios per architecture and 1.16x FlashAttention-3 and 1.46x FlashAttention-4 (geometric mean). Across 162 human messages and 11.5K agent tool calls, every large gain followed a question that moved the agent to a different layer of the system or rejected a claimed limit, never one that supplied information. We release the kernels, harness, question bank, and all traces.
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DRAP: Dynamics-Risk Adaptive Plasticity for Continual Learning in Physical AIContinual learning in physical AI differs from conventional continual learning because small per-step policy errors can accumulate over a trajectory. Each deviation may move the agent outside the training distribution, increase subsequent prediction errors, and ultimately cause closed-loop task failure. This work introduces Dynamics-Risk Adaptive Plasticity (DRAP), a replay-free method that estimates the historical importance of adaptable model tensors from sample-level action gradients weighted by local trajectory-amplification risk. A ridge-regularized local linear model is fitted to expert state-action transitions, and the largest singular value of its state-transition matrix provides a policy-independent, Lyapunov-inspired estimate of one-step perturbation amplification. After each task, risk-weighted squared gradients are accumulated in a tensor-level importance memory. During subsequent tasks, DRAP uses normalized cumulative importance to scale the effective AdamW learning rate of each tensor, immediately reducing the plasticity of components that supported previous behavior at dynamically sensitive trajectory points. We instantiate DRAP on a fixed KappaTune-selected subnetwork of OpenVLA and evaluate replay-free sequential adaptation across the LIBERO Spatial, Object, and Goal suites. Compared with standard AdamW fine-tuning and EWC, the results show substantially improved retention of previously learned behaviors while preserving strong new-suite acquisition.
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