Jeva: System One Models from First PrinciplesSystem one models enable direct, low-latency decision-making. Yet recent practice of predicting an answer from serialized text does not, by itself, respect the structure of a decision problem. We argue that current designs underemphasize four important structural requirements. (i) null-aware: Models should distinguish answer absence from uncertainty among candidates; (ii) permutation-invariant: Reordering alternatives should not change the decision; (iii) option-scalable: Growing candidate sets should not require redefining the output space; (iv) cacheable: Request-independent computation over recurring alternatives should be reusable across requests. We introduce Jeva, a decision-native architecture that addresses these requirements jointly. A shared encoder independently represents the request and each option, while a compact decision stack refines only the request state against immutable option memory. Symmetric aggregation yields permutation-equivariant probabilities; shared scoring accommodates variable-size candidate sets. A separate coverage estimate distinguishes answer absence from candidate competition, enabling explicit null outcomes. Request-independent option representations and layer projections support reuse across newly assembled sets. These mechanisms unify Choice, Noul, and Score outputs. Across evaluations, Jeva combines strong typed-decision performance with near-perfect null detection and no decision flips under any tested permutations. It scales to thousands of candidates and substantially reduces latency through cross-request reuse without changing decisions.
VideoJev: System One Model for Video Understanding and InteractionVisual agents must turn video observations into timely decisions to track progress and choose what to do next. Building on the emerging System One paradigm, we introduce VideoJev, a family of models that cast video understanding and interaction as structured decision tasks. We adapt pretrained multimodal large language models (MLLMs) by replacing autoregressive answer decoding with a shared head that scores temporal intervals and textual options against video evidence. These scores yield event spans or answer choices, unifying temporal grounding and multiple-choice video question answering. This combines the semantic flexibility of MLLMs with efficient decisions that agents can use directly. As an interaction unfolds, new goals and intermediate results prompt further queries about the same visual history. VideoJev therefore reuses visual computation through Cached inference for queries as they arrive and Joint inference for multiple queries in a single forward pass. Across three temporal grounding benchmarks, VideoJev-4B and VideoJev-35B-A3B improve mean mIoU over their backbones by 6.7 and 10.8 points, respectively, with measured inference speedups of 2.8-3.1times. On four video QA benchmarks, both achieve performance comparable to their backbones in Thinking mode, with measured inference speedups exceeding 100times. These results offer a unified, reusable decision interface for composing structured visual judgments into complex, open-ended workflows.
Agent-Reflex: Teaching Language Agents to Act ReflectivelyLarge language models have evolved from single-turn chatbots into interactive agents capable of long-horizon reasoning. In real deployments, MCP tool services can return noisy feedback and users may intervene to correct the agent, but existing methods provide limited supervision for reflection learning and failure recovery. To bridge this gap, we propose Agent-Reflex, a general training framework for incentivizing proactive reflection in agents. Specifically, Agent-Reflex comprises three stages. First, Environment Reflection Skill Discovery (RSD) injects grounded tool-feedback perturbations into environment scaling, samples a capability-diverse LLM pool, mines matched success-failure pairs, and summarizes reusable reflection meta-skills. Building on this skill library, we then apply Reflective Supervised Fine-Tuning (ReSFT) that converts each skill into supervision for self-reflection, skill recovery, and user-centric correction, strengthening complementary reflective behaviors. Finally, we propose On-Policy Reflective Policy Optimization (ORPO) to combine agentic reinforcement learning under noisy interactions with reflection-guided on-policy distillation to further elicit proactive reflection. Built on Qwen3-8B, Agent-Reflex reaches 58.6 overall on five long-horizon tool-use benchmarks and 29.1 on AgentNoiseBench, surpassing strong environment-scaling and reflection baselines. Experiments on six challenging agent benchmark suites demonstrate the effectiveness of Agent-Reflex. Further analyses show that Agent-Reflex improves agents' robustness to noise while maintaining stable training dynamics, supporting scalable agent training. Our code is available at https://github.com/RUC-NLPIR/Agent-Reflex.
Urbex: Agentic Spatial Grounding for City-Scale 3D ScenesCity-scale 3D grounding is commonly formulated as candidate ranking, which requires precomputed instance proposals and becomes inefficient in large outdoor scenes. We propose Urbex, an agentic vision-language framework that instead casts grounding as active spatial search. Urbex represents a city-scale 3D scene as an interactive multi-view environment, allowing a VLM agent to query landmarks, zoom into local regions, render oblique views, and commit a grounded bounding box. We optimize this tool-use policy with reinforcement learning on CityRefer, using smooth localization rewards and lightweight shaping rewards for efficient exploration. Experiments show that Urbex achieves the best Hit@1 and IoU on CityRefer, supports candidate-free grounding without ground-truth boxes, and is substantially faster than the strongest city-scale ranking baseline. Zero-shot results on STPLS3D-Refer further indicate improved cross-scene robustness.
GreenWAM: A World Foundation Model for RoboticsA robot needs a world model that predicts how its actions will change the scene and a policy that chooses those actions. Models are usually built and evaluated for only one of these roles, and every robot records its actions in its own format. We ask whether one robot world model can serve both roles across different bodies, and what makes this work. We present GreenWAM, a world foundation model for robotics, together with the recipe that produces it: (1) a shared anatomical action space that describes 20 robot families, from bimanual arms to dexterous humanoids, in common joint coordinates; (2) joint training on these families in visual, action-conditioned and world-action modes; and (3) policies that split an action expert off the generator. As a world model, GreenWAM attains top-tier trajectory, depth and 3D accuracy on WorldArena 1.0, ahead of every world-action model and video generator in our comparison. As a policy, it scores among the top entries of the RoboTwin 2.0 leaderboard, reaches the highest zero-shot LIBERO-plus success among the compared methods and is competitive with dedicated vision-language-action and world-action policies on CALVIN and LIBERO. We further adapt GreenWAM to a real humanoid, where it succeeds more often than policies adapted from π_{0.5} and from Cosmos 3 Edge, and distill it into a single-step policy for real-time control. Controlled experiments yield three findings: robot specialization improves world prediction and control together; an action expert helps when split off at the start of adaptation; and keeping world-model modes during policy adaptation preserves robustness to scene changes.
AesCode: Aesthetic Code Generation with Decoupled Cross-Modal RewardsGenerating information-rich visual artifacts such as slides, posters, and dashboards as code is appealing because the outputs are structured, editable, and verifiable. Yet code models cannot see how their choices of layout and color come together on the canvas, often limiting spatial planning and aesthetic quality. Image generators excel at visual design but can misrender requested content, making their outputs unreliable targets for direct reproduction. We therefore introduce AesCode, which generates code grounded in the content prompt while using an image generated from the same prompt as an aesthetic guidance. To do so, AesCode represents the target as a design graph that describes the whole canvas and makes each property attributable. From this graph, we derive complementary cross-modal rewards: deterministic verifiers score properties parsable from code and rendering, while a VLM judge assesses the non-parsable ones with a sample-specific Visual Graph Rubric (VGR) tied to graph elements and relations. We optimize these decoupled rewards through reinforcement learning with per-channel normalization to jointly improve spatial planning, aesthetic quality, and verifiable correctness. To evaluate this setting, we build a benchmark that scores verifiable correctness and visual quality separately, with visual scores highly consistent with human judgments. We find that reference images substantially improve the visual quality of code generated by existing models, and ablations show that AesCode benefits from references both as model input and as a source of visual rewards. Relative to same-scale Qwen3-VL baselines given the same references, AesCode-8B and AesCode-32B improve visual quality by 31.1 and 22.4 percentage points, reaching scores comparable to those of closed-source frontier models such as GPT-5.5 and Claude Opus 4.8.
Multics: Generative Multi-Player World Model with Hierarchical CommunicationMulti-player interactive world models aim to simulate shared environments from multiple players' perspectives, but achieving robust generation while scaling to more players remains challenging. Existing approaches that rely on fully-connected communication (e.g., Solaris) incur quadratic attention costs as the number of players grows, while centralized approaches (e.g., γ-World) suffer from interference between unrelated events in a shared global representation. To address these challenges, we present Multics, a multi-player video generation framework with hierarchical communication that structures information exchange across player, group, and global levels. This hierarchy introduces group tokens into self-attention as intermediate group-level representations that aggregate locally relevant player information. These tokens connect to global tokens for cross-group communication, while the hierarchical topology limits direct mixing between unrelated local events. Group-token parameters are shared across group slots, allowing the same communication module to accommodate varying numbers of players without introducing new group-specific parameters. We further propose budget-constrained dynamic grouping based on recent camera trajectories, which adaptively groups relevant players while limiting unnecessary communication. Experiments demonstrate that Multics achieves state-of-the-art performance in 4- and 6-player settings, with improved cross-player consistency, player-specific action and camera controllability, and interference robustness. Moreover, Multics generalizes from 4-player training to 6-, 8-, and 10-player inference without retraining, while reducing self-attention computation compared with fully-connected communication.
EviScene: Beyond "Is It AI?" for Agentic Image Factuality AssessmentDetermining whether an image is AI-generated does not establish whether the situation it depicts is factually supported. We formulate Image Factuality Assessment: given an image and a generic verification instruction, a system returns a supported or refuted verdict with an evidence-grounded explanation. Without a supplied textual claim, the system must progressively refine factual questions during investigation and align external evidence with the specific situation depicted. We introduce EviLens, an expert-reviewed benchmark of 10,174 supported and refuted images from controlled construction and web collection, covering twelve factual error types and evaluating both verdict accuracy and evidence sufficiency. We develop EviScene, a multimodal ReAct agent that interleaves visual inspection, external retrieval, and evidence analysis, using new findings to refine its questions and revisit relevant image details. We train a compact policy with supervised fine-tuning on reviewed teacher trajectories, followed by privileged on-policy self-distillation applied to verified decisions from the policy's own investigations. On the 1,527-image test set, the trained Qwen3.5-9B agent achieves 79.05% balanced accuracy and a Strict Evidence Sufficiency Rate (SESR) of 52.26%, improving over the same-backbone base agent by 6.71 and 9.37 percentage points, respectively. Its SESR is the highest among the evaluated agents.Code, models, and data will be released at https://github.com/wangzian828/EVISCENE and https://huggingface.co/ZiAnwang/EviScene.
Learning How to Remember: Memory Modality Selection for GUI AgentsRecent advances in vision-language models (VLMs) have substantially improved the capabilities of GUI agents, while memory augmentation has emerged as a promising approach for reusing knowledge from past interactions. However, existing memory augmented GUI agents typically adopt a fixed representation strategy, providing retrieved experience as a static modality. It remains unclear whether a single memory modality is consistently optimal, or how modality preference changes across interaction steps. In this work, we conduct a systematic study of memory modality in VLM based GUI agents. Across GUI benchmarks, we find that the preferred memory representation is strongly step dependent. Motivated by the finding, we introduce SwitchMem, a routing framework that dynamically selects between textual and visual memory representations at each step. Across three GUI benchmarks, SwitchMem outperforms memory augmented baselines that rely on static memory representations. Our findings validate our claim that memory modality is a step dependent decision rather than a fixed design choice. Code and project resources are available at https://txxnrd.github.io/switchmem
VEDJE: Video-Efficient Discriminative Joint Encoder for Scalable Video-Text RetrievalFinding the right video often requires distinguishing similar scenes in which different events occur. Joint matching improves retrieval, but processing rich video representations for each query is costly. VEDJE compresses features within sampled frames while keeping their representations separate in a reusable cache. Feature-change prediction supplies an auxiliary training signal that improves retrieval from the compressed cache without adding work at query time. On MSR-VTT, MSVD, DiDeMo, and ActivityNet, VEDJE improves R@1 over matched first-stage retrievers in both retrieval directions. On MSR-VTT, it reaches 59.8 text-to-video R@1 with a fine-tuned VideoCLIP-XL first stage. In the VideoPrism configuration, shrinking the per-video cache fourfold to 12 KiB preserves text-to-video recall within 0.2 points. These results show that accurate video search can operate on compact evidence, encoded once and reused as new queries arrive.
FlashVSR+: Efficient Video Super-Resolution via Hybrid Attention and Reward-Yield Distribution MatchingRecent video super-resolution (VSR) models achieve efficient one-step generation through diffusion distillation. However, high-resolution inference remains costly, and distilled models are difficult to align with human preferences. These challenges call for improvements in both model architecture and training strategy. We present FlashVSR+ to address both limitations. On the architecture side, we introduce hybrid attention based on the strong locality observed in pretrained VSR models, while retaining sparse global interaction for long-range consistency. It achieves up to 2times DiT speedup and 45\% lower peak memory, enabling spatially untiled 4K VSR on a single 24GB RTX 4090. On the training side, we propose Reward-Yield Distribution Matching Distillation (Ry-DMD) for preference-aligned one-step generation. Ry-DMD uses reward-weighted teacher rollouts to incorporate black-box rewards into distribution matching, without backpropagating through the reward model. We further show that Ry-DMD generalizes beyond VSR to T2I generation. Together, FlashVSR+ delivers stronger restoration quality and substantially improves high-resolution efficiency, with consistent gains in user preference. We release our code, models, and training data at https://www.flashvsr.tech{FlashBlue{www.flashvsr.tech}}.
APEX: Asynchronous Prefix Denoising for Extreme CompressionFewer latent tokens promise cheaper diffusion. Yet aggressive latent compression creates a reconstruction-generation dilemma: adding channels improves reconstruction but makes generation harder. We introduce APEX, short for Asynchronous Prefix denoising for EXtreme compression, which pairs a hierarchical latent space with asynchronous denoising over channel groups. Our autoencoder orders channel prefixes from structure to detail, while one shared denoiser generates them at staggered local times without adding tokens. On ImageNet-512, APEX outperforms existing methods at every evaluated channel count under 64x and 128x compression. At matched training and guided sampling compute, it also outperforms a 256-token model at every evaluated budget, with larger gains at lower compute. Code is available at https://daviddinkevich.github.io/APEX.
Self-Distillation with Verbal RegularizationOn-policy self-distillation (OPSD) trains a large language model using supervision from a teacher instantiated from the same model as the student. The teacher is conditioned on privileged information (PI), such as verified solutions. The student, which does not observe PI, learns from the teacher's next-token distributions along its own sampled responses. However, PI can bias supervision toward shortcut reasoning with limited verification or reconsideration, accompanied by a sharp drop in the entropy of the output distribution. To address this challenge, we introduce self-distillation with verbal regularization (VRSD), which uses system prompts to regulate how the teacher uses PI, thereby encouraging rethinking and exploration to counteract premature commitment. Theoretically, we model prompting as attenuating the influence of PI on the teacher distribution and derive conditions for entropy preservation. Across three models and four tasks, VRSD improves Pass@1 over OPSD in 11 of 12 model-task settings, by 3.9 percentage points on average, while generally maintaining higher token entropy.
A Decade in a Day: Synthesizing Agent-Native Interfaces from Human-Oriented Software EvolutionLarge language model agents are emerging as an important new class of users of desktop applications. However, existing desktop interfaces were designed for human end users or application developers, leaving agents to interpret visual controls or discover and compose low-level software operations. This mismatch can hinder even capable agents, yet it remains unclear what interface properties make desktop software easier for agents to use. To study this question, we treat software evolution as a natural source of interface variation and introduce DeskIF-Bench, a benchmark of 255 artifact-verified tasks across six desktop applications. By holding the task, agent, and verifier fixed while varying the software release, we measure how interface changes affect agent performance. Across two models and six applications, the newest release consistently outperforms the oldest. Trajectory analysis identifies three relevant interface properties: discoverability, granularity, and observability. Guided by these properties, we develop ANIS, a framework that synthesizes agent-native interfaces from the capabilities of installed applications. On an expanded evaluation of 368 tasks across eight applications, atomic interfaces improve success over native SDK use by 3.8 and 3.5 percentage points with DeepSeek V4 Flash and Claude Haiku 4.5, respectively, while reducing online token usage by approximately 73%. Goal-level commands further raise success to 74.5% and 67.4%, respectively.
Data-Centric Recursive Self-Improvement for Navigation via Policy-Synchronized Language-Action Dual BootstrappingVision-language navigation requires agents to follow natural-language instructions to reach target locations, making high-quality language supervision essential. Since human annotation is costly, prior work has explored scalable data synthesis methods. However, existing methods typically either use separate models for navigation and instruction generation or couple the two tasks through task-specific components; most also annotate the full trajectory corpus with a fixed model before updating, which can cause generated supervision to lag behind the evolving policy. Therefore, we introduce RSI-Nav, a data-centric recursive self-improvement framework for navigation via policy-synchronized language-action dual bootstrapping, which unifies vision-language-to-action instruction following and vision-action-to-language instruction generation within a shared model. Specifically, after supervised fine-tuning establishes fundamental capabilities, RSI-Nav progressively processes unlabeled trajectories in small shards. The current model generates instructions for these trajectories, executes them to evaluate goal completion and path efficiency, retains qualified samples, and immediately updates itself before processing the next shard. This shard-wise update keeps newly generated supervision aligned with the evolving policy. We also incorporate spatial understanding data, since stronger spatial reasoning benefits navigation. Extensive experiments show that RSI-Nav reaches 68.6% SR on R2R-CE and 72.4% SR on RxR-CE, while providing stronger instruction-generation utility and modestly improved spatial understanding after recursive evolution.
Cepheid: Decoupling Scale from Structure for Cross-Family Motion CompletionSparse-to-dense motion completion recovers dense mesh motion from sparse vertex displacements. Residual priors trained on one geometry family frequently fail to beat parameter-free harmonic extension off-family. Moreover, cross-family training meets a scaling barrier: residual amplitude varies by more than an order of magnitude across geometry families and collapses as observations become denser. Since this scale depends on unknown target motion, it cannot be measured directly at test time. We decouple residual structure from physical scale by learning a dimensionless prior, estimating amplitude from observables and a lightweight correction fitted only on training sources. Our unified model surpasses harmonic extension across all evaluated families, including unseen cloth and legged bodies, without skeletons, registration, or cross-mesh correspondence. The same prior applies without retraining to point-tracked animal video and a robot grasping a soft body. Project page: https://su-terry.github.io/cepheid-website/
WAVE-0: Bridging VLA Policies and WAMs with Lightweight Latent Future PredictionVision-language-action (VLA) policies excel at generalist robotic manipulation but generate actions without explicitly modeling their environmental consequences. World action models (WAMs) incorporate future prediction, yet most rely on costly video generation, while latent alternatives either use predicted futures only as auxiliary targets or infer latent actions from suboptimal visual transitions through costly large-scale video pretraining. We introduce WAVE-0 (World-model-Augmented VLA Execution), a framework that bridges VLAs and WAMs through a lightweight latent world model. By connecting the semantic understanding of pretrained VLAs with explicit future prediction, WAVE-0 allows anticipated action consequences to directly guide action generation. Built on a pretrained VLA, its 257M world model translates VLM-generated latent action plans into predicted future representations that condition the action expert, unifying latent planning, future prediction, and action generation. The world model is trained directly on ground-truth robot actions with a counterfactual ranking objective, requiring neither pixel reconstruction nor large-scale video pretraining. WAVE-0 achieves success rates of 91.47% on RoboTwin 2.0 and 98.7% on LIBERO, along with 88.0%, 61.4%, and 75.0% on LIBERO-Plus, LIBERO-Pro, and LIBERO-Para, respectively. On real-world tasks, it improves the success rate of π_{0.5} from 38.3% to 73.3%. These results demonstrate strong manipulation performance and generalization across diverse distribution shifts.
ReTerm: Recovery Training for Self-Improving Terminal AgentsTerminal agents have shown strong abilities in complex coding tasks. However, they often struggle to recover from errors during long-running execution (e.g., command errors, faulty implementations), eventually leading to task failures. To this end, we present ReTerm, a self-improving terminal agent trained by learning how to recover from its own failed terminal tasks. To support its training, we construct a customized data pipeline and produce ReTerm-10K, a high-quality dataset that provides effective recovery demonstrations for SFT cold start. Furthermore, we propose ReTerm-GRPO, an online RL algorithm that forks from the agent's own failure states to generate multiple independent self-recovery attempts. By learning from whether these attempts successfully complete the task, the agent self-improves through its own recovery experience. Built on Qwen3.5-9B, our ReTerm-9B achieves 34.8% Pass@1 on Terminal-Bench 2.0, improving over the base model by 14.6 points. Further analysis shows that our method achieves consistently higher recovery rates across diverse error categories compared with standard GRPO training. All code, data and model are released at https://github.com/twothsnd/ReTerm.
Open-o3-Video-v2: Seek, Ground, and Reason with Verifiable Spatio-Temporal EvidenceReliable video reasoning requires models to produce correct answers and expose supporting visual evidence. Open-o3-Video enables verifiable reasoning by embedding timestamps and object-level bounding boxes into reasoning traces, but is restricted to frames from an initial sparse sampler. We introduce Open-o3-Video-v2, which formulates video reasoning as a unified agentic evidencegrounded process. The model identifies missing information, acquires additional observations, grounds the moments and objects supporting its reasoning, and writes this evidence into the trajectory before continuing or answering. To support this behavior, we construct STGR-v2-CoT135K, including 52K multi-turn agentic grounded reasoning trajectories, and STGR-v2-RL-13K for reinforcement learning. We further propose Clue-Seek GRPO (CS-GRPO), which tracks how tool calls change accumulated evidence, rewards clue coverage and step-wise gains, and penalizes excessive, repetitive, or uninformative retrieval. On V-STaR, Open-o3-Video-v2-4B achieves 40.4% mAM and 56.3% mLGM, outperforming its Qwen3-VL-4B backbone by 8.5% and 12.6%, respectively. It also delivers consistent gains across general video understanding, long-video reasoning, and temporal grounding benchmarks. These results show that active evidence acquisition and verifiable object-level grounding are complementary for reliable video reasoning. The code and models are released at https://msalab-pku.github.io/projects/Open-o3-Video-v2.
Fish Audio Drama 3 Technical ReportWe introduce Fish Audio Drama 3, an open-source speech generation model that turns text into directed performances, built on a 35B-parameter mixture-of-experts backbone that activates 3B parameters per token. It clones voices from multiple references, follows natural-language direction, revises a take when the next turn gives a note, voices multi-character scenes, edits existing speech by infilling, and synthesizes long-form and streaming audio. Multi-turn revision, scene dubbing, editing by infilling, and streaming text input are new in Drama 3, all in one model. Drama 3 pairs the hybrid linear-attention backbone with a new codebook multi-token-prediction audio decoder that predicts the acoustic codebooks of each frame in dedicated layers that attend over the entire sequence. The model is trained with a three-stage pre-training recipe, instruction fine-tuning, and large-batch reinforcement learning whose only reward is a single learned model of human preference. Its inference engine decodes a single stream at 271 frames per second on one H200, against 177 for Fish Audio S2, although Drama 3 has more than seven times as many parameters. The model weights are available on GitHub (https://github.com/fishaudio/fish-speech) and Hugging Face (https://huggingface.co/fishaudio/drama-3), and inference is available through SGLang-Omni (https://github.com/sgl-project/sglang-omni). We highly encourage readers to visit https://fish.audio to direct their own performances.
Tev: Scaling Long-Horizon Agentic Environments with Dense Progress RewardsLong-horizon agents have drawn growing attention for their ability to work autonomously -- from hours to days -- on economically valuable tasks, a capability essential to automated discovery and recursive self-improvement (RSI). Yet open-source models still struggle on long-horizon tasks, largely for lack of both training data and a working recipe, and scaling both is hard: long, complex tasks are difficult to curate and verify, and their rewards are sparse. We address both. First, we introduce Tev-Gym, the first long-horizon agent training dataset with verifiable, dense, progressive rewards -- 1,170 verified task environments across 7 domains. It is built on a latent-world-first approach that first constructs a latent world: a complete and correct hidden specification of the task domain, workflow, and expected state after each step. Each task is then progressively rendered from this specification into an agent-facing environment, enabling controllable complexity and a natural progress metric. Second, we turn this metric into a training recipe: via progress-potential reward shaping (PPRS), we convert progress into a dense per-step reward that improves training efficiency and makes otherwise-intractable tasks trainable. Training with this recipe yields Tev-27B, which achieves substantial gains on the Agents' Last Exam computing and math sciences domains (ALE-CM), matching GPT-6 Astra and Claude Opus 5 at Pass@5. Despite training only on ALE-related data, it generalizes to the Terminal-Bench (TB) 3.0 and 4.0 subsets, surpassing GLM 5.2 and Gemini 3.7 Flash, and reaches Claude Opus 4.8-level performance on middle-horizon tasks such as TB 2.1.
JevGPT: Thinking Fast and Slow in Autonomous ResearchAutonomous research agents must acquire and reason over evidence within a limited budget. Yet relevant sources can remain uninspected or unused, leaving a gap between retrieval coverage and the evidence that informs research. The challenge is to align fast local judgments with changing evidence needs and feed their findings back into research decisions. We introduce JevGPT, a dual-system architecture for autonomous research that couples fast evidence processing with deliberative research planning. System Two sets evidence objectives and integrates findings, while System One locates support, assesses relevance, and guides further inspection. Independent source judgments run in parallel; selected original passages inform the next research step. Experiments on fixed-corpus question answering and document ranking show that JevGPT achieves leading task performance, with faster completion and lower cost than comparably effective research agents. Evidence analysis shows broader source inspection and greater coverage of supporting documents in the research loop, highlighting efficient evidence processing as a route to more capable autonomous research.
LightVAE: Towards Compact and Efficient Video AutoencodersLatent diffusion models enable high-quality video generation, but video VAE encoding and decoding remain computationally expensive. Existing methods use stage-specific lightweight operators, yet either constrain spatial and temporal computation jointly or remove temporal computation altogether, without distinguishing their compression sensitivities in pretrained Conv3D. To address these limitations, we present LightVAE, a compression framework that exploits redundancy in temporal modeling and network depth. LightVAE exactly reparameterizes eligible causal Conv3D layers into an aggregate spatial response and a difference-driven temporal correction. Based on their distinct compression sensitivities, temporal low-rank compression (TLR) keeps the aggregate spatial kernel dense and applies layer-specific low-rank approximation only to the temporal correction. An algebraically equivalent folded implementation converts the arithmetic savings into practical acceleration. LightVAE further uses width-preserving block pruning to reduce depth and probe-guided feature alignment, guided by feedback from a frozen teacher suffix, to recover quality after compression. The framework also extends to video encoders. Across three video VAE backbones and two GPU platforms, LightVAE consistently accelerates decoding. For the Wan VAE family, it achieves up to 2.24times and 1.11times the decoding throughput of state-of-the-art efficient VAE decoders on NVIDIA H100 and RTX~5090, respectively, with higher DAVIS PSNR and lower LPIPS. On MiniMax-H3, it achieves up to 2.97times the original decoding throughput while retaining 99.51\% of the original model's overall VBench-2.0 score. Our code is available at https://github.com/ModelTC/LightVAE.
LifeSearch: Benchmarking Deep Research Agents for Real-World Life and ProductivityDeep research (DR) agents address open-ended information needs through multi-step reasoning, long-horizon web search, and evidence synthesis. However, existing benchmarks primarily focus on academic research or synthetic tasks, leaving DR agents' capabilities in real-world life and professional productivity settings insufficiently evaluated. To bridge this gap, we introduce LifeSearch, a challenging benchmark comprising 203 Chinese and English tasks derived from real-user query seeds across 7 concrete life and productivity domains. With more than 4,500 hours of human annotation, we construct over 4,000 expert-written, fine-grained rubrics, covering both report-content criteria for coverage and accuracy and concrete criteria specifying values, units, dates, and URLs. We conduct extensive experiments on 12 advanced DR agents under a unified evaluation harness, systematically analyzing their performance patterns and failure modes. We find that even the best-performing frontier agent, GPT-5.6 Sol, achieves a score of only 63.4%, leaving substantial room for improvement on realistic life and professional DR tasks. We select the grading configuration by comparing candidate LLM judges against human rubric labels, and a human ranking study shows strong alignment between aggregate benchmark scores and human judgments (Spearman's ρ= 0.89, Kendall's τ= 0.81). LifeSearch provides a rigorous evaluation framework and foundation for advancing DR agents toward real-world life and productivity.
LongR: Unleashing Long-Context Reasoning via Reinforcement Learning with Dense Utility RewardsReinforcement Learning (RL) has emerged as a key driver for LLM reasoning. This capability is equally pivotal in long-context scenarios---such as long-dialogue understanding and structured data analysis---where the challenge extends beyond consuming tokens to performing rigorous deduction. While existing efforts focus on data synthesis or architectural changes, recent work points out that relying solely on sparse, outcome-only rewards yields limited gains, as such coarse signals are often insufficient to effectively guide the complex long-context reasoning. To address this, we propose LongR, a unified framework that enhances long-context performance by integrating a dynamic ``Think-and-Read'' mechanism---which interleaves reasoning with document consultation---with a contextual density reward based on relative information gain to quantify the utility of the relevant documents, without evidence annotations. Empirically, LongR achieves a gain of over 9\% on LongBench v2 and consistent improvements on RULER and InfiniteBench, demonstrating robust efficiency in navigating extensive contexts. Furthermore, LongR consistently enhances performance across diverse RL algorithms (e.g., DAPO, GSPO). Finally, we conduct in-depth analyses to investigate the impact of reasoning chain length on efficiency and the model's robustness against distractors.
Latent World Action Model for GUI AgentsPixel-space world models have recently emerged as a promising approach for GUI agents, predicting future screens prior to execution and subsequently re-perceiving them for action selection. However, this two-stage paradigm faces two key challenges in GUI environments: (L1) the high computational cost of pixel reconstruction and (L2) the need to reconstruct large and diverse appearance-level details beyond what is required for action selection. In practice, this screen-generation objective can induce an identity shortcut problem, where future-state prediction largely preserves the current state rather than capturing action-induced changes. In this work, we reformulate GUI world modeling by shifting the prediction target from full-screen reconstruction to action-induced future information in latent space. Concretely, we leverage a large multimodal model as the latent world model, whose shared representations support two dedicated heads for both action selection and predictive transition modeling. The action head directly translates these latent representations into action selection, while the transition head captures action-conditioned future information. To mitigate the identity shortcut, we further introduce an action-aware contrastive objective that encourages the transition representations to capture discriminative action-induced changes. Extensive experiments across offline and online GUI settings show that our method achieves up to 31.9% and 40.6% relative gains in success rate over pixel-space world models, respectively, while substantially reducing inference latency by up to 98.9%. Our code is available at https://github.com/sjyu001/latent2world.
WorldRecon: Generative Multi-View Mesh Reconstruction for Large-Scale 3D WorldReconstructing complete, high-quality meshes of large-scale scenes from unposed multi-view images requires faithful geometric grounding while plausibly completing surfaces that are unobserved or only sparsely captured. We present WorldRecon, a generative multi-view reconstruction framework for recovering complete, large-scale 3D scene meshes from unposed RGB images. WorldRecon uses a coarse, noisy global point cloud and camera poses estimated from the input images by a reconstruction model as a global scaffold for whole-scene generation and partitions it into overlapping spatial blocks. To robustly leverage these imperfect geometric priors, we equip the native 3D generative model TRELLIS.2 with a dedicated reconstruction-based conditioning architecture that generates each block from its local point-cloud crop and block-relevant image observations, producing sparse structure, detailed geometry, and PBR materials. To maintain scene-level coherence, we introduce neighbour-aware latent inpainting and a causal world-generation procedure that propagates structural, geometric, and material context across overlapping blocks. Together, these designs scale multi-view generative reconstruction to large-scale scenes, yielding coherent, unified meshes. Extensive experiments demonstrate that WorldRecon achieves state-of-the-art reconstruction performance, reducing Chamfer distance by 14.9% and 43.1% while improving F-score by 17.3% and 12.0% over the strongest baselines on synthetic and real-world indoor scenes, respectively, thereby demonstrating faithful and complete generative reconstruction as well as strong sim-to-real generalization. Project page: https://kszpxxzmc.github.io/WorldRecon-website/.
AUGUstus: Autonomous Driving VLA Model with Unified Generation and UnderstandingVision-language-action (VLA) models show strong potential for end-to-end autonomous driving by leveraging world knowledge and understanding to excel in long-tail scenarios. However, current VLAs have two limitations: 1) Degeneration into vision-action (VA) models. For low latency, regression/flow-based methods directly generate actions but underuse VLM understanding, causing unsafe, unexplainable actions. 2) Autoregressive high latency. Autoregressive methods sequentially generate chain-of-thought (CoT) and action tokens, fully leveraging VLM understanding, but high latency hinders deployment. To enable low-latency deployment while using CoT to assist action generation, we propose AUGUstus, an Autonomous-driving VLA model with Unified Generation and Understanding. We unify diffusion-based action generation and autoregressive CoT understanding in one model, where understanding only serves generation. Joint CoT supervision preserves VLM spatial understanding in shared representation for safer, more accurate trajectories. AUGUstus-mode orders action generation before CoT, so CoT supervises reliable actions during training while inference needs only action output, enabling low latency. AUGUstus-GRPO, a unified GRPO algorithm, jointly optimizes action and CoT, improving action performance. Experiments show AUGUstus achieves 94.6 PDMS on NAVSIMv1 and 90.7 EPDMS on NAVSIMv2, SOTA planning without scorer module. On nuScenes, it achieves average L2 error 0.27 m and average collision rate 0.05%, best among compared methods. To validate AUGUstus practicality, we train on in-house data with 512 NVIDIA H800 GPUs for ~2 days, evaluate on an internal 1,000 km dataset, and preliminarily deploy on a real vehicle, achieving 12 Hz operation. Project page: https://augustus-ad.github.io
What Really Works for Universal Multimodal Embeddings? A Controlled Study of Contrastive Training StrategiesContrastive learning has become the standard paradigm for multimodal representation learning, aligning semantically matched pairs while separating mismatched ones in a shared embedding space. Although various contrastive training strategies have been proposed across negative selection, batch construction, and gradient modulation, their actual effectiveness under controlled, reproducible conditions remains poorly understood. This motivates a fundamental question: Do sophisticated contrastive strategies consistently bring meaningful downstream gains in multimodal embedding learning? To address this, we systematically evaluate representative strategies under a unified benchmarking framework on MMEB. Surprisingly, direct evaluations reveal that most existing strategies offer marginal gains over a standard aligned baseline, with several even degrading overall performance. To uncover the underlying failure modes, we introduce an MLLM-as-a-Judge diagnostic framework that dissects top-1 retrieval behaviors into labeled positives, false negatives (unlabeled valid matches), and hard/easy negative errors. Our systematic analysis yields three key insights: (1) Gradient distortion: Upweighting gradients from high-similarity negatives consistently hurts downstream generalization; (2) Distribution illusion: Wider separation between positive and negative similarity distributions does not necessarily translate to better retrieval performance; and (3) Synergistic training: While false-negative mitigation or hard-batch construction yields limited gains in isolation, integrating hard-negative mining, false-negative mitigation, and hard-batch construction achieves optimal performance, delivering an average improvement of 6.0% on MMEB with Qwen2-VL-2B. Overall, our findings demystify popular contrastive strategies and provide actionable recipes for training universal multimodal embedding models.
Video-Arena: A Scalable Agentic Video Benchmark for Spatiotemporal CapabilityUnderstanding and tracking a dynamic world are fundamental to visual intelligence. Existing video benchmarks provide limited insight into whether models can maintain a coherent understanding of evolving world state. Building such a benchmark from real-world videos is challenging because the underlying world state is partially observable, making annotations hard to obtain. To close this gap, we introduce Video-Arena, a benchmark that turns competitive games into scalable, verifiable tests of how well models understand evolving world states from videos. Specifically, inspired by how humans understand dynamic events, we evaluate spatiotemporal world state understanding and tracking through three task categories: perceiving critical events, interpreting state updates, and tracking the resulting states. Our pipeline can generate videos and aligned reference labels from game records at scale. To keep evaluation affordable and reproducible, we curate a golden set of 180 tasks across 9 games and run evaluations under two protocols: native visual understanding and tool-assisted agentic analysis. The best-performing systems achieve F1 scores of and under the two protocols, respectively. The result highlights that native models struggle to perceive events reliably, while tool-assisted systems improve event recovery but still struggle to interpret state updates and track the resulting states consistently over time. Our project page is in https://videoarena-bench.github.io
SWE-MISBEHAVIOR: Benchmarking and Mitigating Boundary Violations in Software Coding AgentsWe present SWE-MISBEHAVIOR, the first taxonomy and evaluation framework for diagnosing boundary-violating misbehaviors in coding agents. It contains 7.4K human-in-the-loop synthesized samples spanning three layers of agent action space: (i) Code Generation, (ii) File Management, and (iii) System Interaction. Across these categories, SWE-MISBEHAVIOR covers 11 distinct misbehaviors with a fully automated evaluation protocol, including coding-action violations, Create/Read/Update/Delete (CRUD) file misbehaviors, system integrity and abuse violations, and task-goal misalignment. Experiments on state-of-the-art open-source coding agents (e.g., OpenHands, smolagents) reveal substantial misaligned behaviors, including dependency misinterpretation (up to 98.5% of cases), unintended modification of user inputs (50.5%), and silent compromise of environment integrity (53%). Motivated by these findings, we further propose CODE-KIT, a lightweight adaptive framework that combines misbehavior-aware guidelines with novel tools to help agents avoid such failures. CODE-KIT reduces misbehaviors by 52% for smolagents and 34% for OpenHands, while simultaneously improving task completion performance.
HexaBee-4B: Six-Language Translation with Multilingual Answering and Bidirectional SupervisionMultilingual translation requires a model to preserve meaning while producing text in a requested language. We present HexaBee-4B, a translator adapted from Gemma 3 4B IT through three stages: Wikipedia continued pretraining, joint multilingual answering and answer-text translation, and bidirectional translation specialization. The intermediate stage connects two tasks through shared multilingual answers: answering a question in the requested language and translating an answer into that language. It comprises 19.46 million answering records, including 5.76 million cross-language question-answer pairs, and 10.70 million answer-text translations. The final stage uses 658,274 forward and reverse synthetic translation examples. On 36,572 synthetic test examples spanning all 30 directions among Arabic, Chinese, English, Hebrew, Persian, and Spanish, HexaBee-4B achieves direction-macro chrF++ of 73.75, compared with 57.11 for Gemma 3 4B IT and 66.83 for Gemma 3 12B IT. BLEU, TER, COMET, and a matched model-judged subset support the same overall ranking. These results demonstrate improved translation across the six-language set, with chrF++ gains in every evaluated direction over both baselines.
Rubrics from the Task, Verdicts from Evidence: Pointwise Rubric Rewards with Tool-Augmented JudgesRubric-based reward models (RMs) evaluate responses against explicit criteria. However, existing methods often derive criteria from observed response candidates, introducing response-induced bias that may limit rubric generalizability. Their judges also struggle with mechanical constraints when relying on reading alone, and commonly used pairwise judges provide only relative preferences, complicating their direct use for policy optimization. We propose ReVeR, a pointwise rubric RM that derives hard rules and graded principles by reasoning about the instruction alone and evaluates responses independently through tool-augmented judging. Both components are trained through label-blind distillation, in which preference labels only filter a teacher's outputs, yielding ReVeR-Traces, a large-scale dataset of rubric-reasoning and judging trajectories. Experiments demonstrate that ReVeR outperforms pairwise rubric RMs in average preference accuracy, most clearly on instruction following, as well as in test-time scaling and downstream policy optimization. We further find that generator RL improves preference accuracy while reducing rubric fidelity, and that higher preference accuracy does not necessarily translate into better downstream policies. These findings highlight that rubric fidelity, preference accuracy, and downstream utility are distinct properties, shedding light on future RM research.
EMHO: EMbodied Agent Harness Optimization via Experience TracesImproving embodied agents often focuses on optimizing the underlying model through training, while the surrounding agent harness that controls planning, context, and tool use is typically engineered. We ask whether this harness can instead improve itself directly from experience traces under sparse environmental feedback. We propose EMbodied Agent Harness Optimization (EMHO), a self-evolving framework that keeps the embodied model frozen and iteratively revises its harness by analyzing execution trajectories and prior harness history. EMHO optimizes beyond skills or recovery prompts, modifying how the agent monitors progress, uses vision tools, grounds observations, and responds to failures. To support multiple subtasks with a single harness, we introduce EMHO-Merge, which addresses trade-offs in jointly optimizing a single shared harness across subtasks by using episode-level gains and losses to guide evidence-supported refinement of when and how revised behaviors are applied. We evaluate EMHO on EmbodiedBench across navigation and manipulation tasks, and EMHO consistently improves task success for both Qwen 9B and 27B models. Qualitative analysis shows that EMHO goes beyond recovering from failures and unproductive actions to reshape how the embodied agent interprets and interacts with its environment.
PsyBer-Agent: A Psychology-Driven User Agent for Recommender SystemsEvaluating recommender systems before deployment requires simulators that remain realistic over long, closed-loop interaction cycles. Current LLM-based agents generally function as surface imitators that generate realistic short-term responses but fail to capture the underlying user dynamics such as fatigue, affect, and shifting preferences. We propose PsyBer-Agent, a psychology-inspired simulator that models these dynamics through its Psy-Engine. This engine represents each user with three evolving, model-defined latent states. To calibrate simulated behavior against real interaction logs, we align log-conditioned reference trajectories with simulator-generated latent-state trajectories via Unbalanced Gromov--Wasserstein optimal transport. This approach provides structured supervision for a lightweight policy without the computational burden of fine-tuning the backbone LLM. We also introduce WebSim and the PsyBer Benchmark, which encompass multimodal scenarios and seven recommender backbones. Our framework evaluates behavioral fidelity, latent-state consistency, robustness, and responses to social-cue perturbations. On the tested horizons, PsyBer-Agent shows lower behavioral discrepancy than the prompt-only simulators while maintaining stable performance under large-scale concurrent simulation for up to 5M queued simulation tasks under bounded concurrency. Code is available in the supplementary material and at: PsyBer-Agent: https://anonymous.4open.science/r/CC66F/, WebSim Platform: https://anonymous.4open.science/r/D8EAX/.
Last Secure Code Benchmark: Is the Code You Vibe Secure?AI coding agents now write much of the code that ships, yet whether that code is secure remains unclear. We introduce the Last Secure Code Benchmark, a comprehensive evaluation of secure code generation by coding agents. Built from 150 real vulnerabilities, its 450 tasks span seven widely used languages (Java, C, C++, JavaScript, Python, PHP, and Go), 24 CWEs including 21 of the 2025 CWE Top 25 and 8 of the Top 10 KEV weaknesses, more than any benchmark we compare with, and three vibe-coding scenarios: filling in a function, writing a file, and building a repository's source tree from scratch. Every task asks only for functionality, through a specification that never mentions security, and hidden functional and security tests grade the result. Across six frontier agents, 73.6% to 91.3% of tasks pass functionally, yet even the strongest, Claude Fable 5, produces code that is both functional and secure for only 25.1% of tasks, and the others for 16.4% to 24.7%. The best model only passes 12% of the vulnerability scenarios across all vibe coding setting, posing strong concern on the security of the code written by vibe coding.
DoubtLess: Training-Free Contrastive Decoding for Efficient ReasoningReasoning models achieve strong performance through long chains of thought (CoT), but often spend more tokens than needed to solve a problem. Existing ways to shorten the CoT require additional training for each model, add a fixed steering vector to the model's hidden states, or use decoding heuristics such as stopping early or banning words like "wait", which can reduce accuracy. We propose DoubtLess, a training-free decoding method in which a much smaller reasoning model steers the large one towards brevity. The small model reads the large model's CoT so far twice, once prompted to be brief (the brief thinker) and once prompted to be verbose (the verbose thinker), and the difference between its two logit vectors, scaled by a strength, is added to the large model's logits at every step of the CoT. On seven benchmarks of competition mathematics, graduate-level science and competitive programming, DoubtLess shortens the CoT of Qwen3-32B by 31% with unchanged accuracy, outperforming five inference-time baselines. We also show that DoubtLess reduces thinking tokens per turn by 20% in a self-debugging coding agent with unchanged task performance. It also generalizes to two other model families with unchanged accuracy. When combined with training-based compression, it further shortens the CoT of a model already trained for brevity. Ablations and behavioral analysis show that DoubtLess reduces repeated checking, with most token savings coming after the correct answer first appears in the CoT. Our code is available at https://github.com/leoluolol/DoubtLess.
Can an Agent Learn to Predict Its Own Failure? Outcome-Grounded Confidence Calibration in LLM AgentsControlling an acting LLM agent means deciding, at each step of a long-horizon task, whether to trust its next action, abstain, or hand off to a human. That decision needs a per-step confidence signal predicting whether the current rollout will eventually succeed. The agent's own self-reported verbalized confidence is the natural candidate, but existing reinforcement learning methods calibrate it against the correctness of a decision at the current step. We propose a method to calibrate it against the eventual outcome of a multi-step episode: under GRPO, the group of rollouts for a task supplies success labels, and a proper scoring rule scores each step's confidence against the realized outcome. In offline RL on recorded trajectories of a Qwen2.5-7B agent in ALFWorld, TextWorld, and WebShop environments, the AUROC of step confidence against episode outcome rises from near chance to 0.68-0.85, and the top-10% of steps the agent is most confident about succeed ~4.3x more often than average. In online RL on the live ALFWorld agent, four calibration rewards improve early-step AUROC, expected calibration error goes from 0.42 to below 0.12, and selective execution improves over both the untrained agent and a format-only RL control, without degrading task success. We also introduce an evaluation protocol that separates episode depth, task difficulty, and attempt-level foresight, which shows where the gain lies: the trained agent recognizes from its first step which tasks it will fail, while telling a succeeding attempt from a failing one at the same task is harder, with some early-window signal emerging on TextWorld.
Let the Mind Conceive, Let the Hand Achieve: Following Multimodal Instructions for Long-Horizon Robotic ManipulationA robot following a multi-step instruction needs to act on the right objects in the right order, even as the scene changes. It must also maintain awareness of task progress and determine when to advance. To address these challenges, we introduce Orchestra, an agent harness that separates task planning and execution management from action generation. Orchestra decomposes a complete multimodal instruction into ordered subtasks, tracks completed steps, and updates the locations of relevant objects and destinations during execution. It maintains a shared context containing the active subtask, spatial grounding, and recent observations. An action policy uses this context to generate actions, while a separately trained progress evaluator estimates when to advance to the next subtask. To evaluate whether robots trained on atomic instructions and short trajectories can execute longer subtask sequences, we introduce a benchmark named RMBench-Compose. Orchestra achieves a mean success rate of 68.22% across nine RMBench tasks, outperforming Mem-0 by 26.22 percentage points. On RMBench-Compose, it achieves an Average Success Length (ASL) of 7.35 subtasks, 2.46 times that of HarnessVLA. Across four real-world multi-step tasks, it improves mean ASL by 25.0% over Orchestra using the base π_{0.5} policy. These results show that Orchestra helps robots carry out longer sequences of subtasks while preserving the requested subtask order and acting on the specified objects. Our code and project page are available at https://youpengwen.github.io/Orchestra.
Omni-Modal LLMs Know More Than They SayOmni-modal large language models (Omni-LLMs) extend LLMs to process heterogeneous modalities (e.g., vision, audio, and IMU signals) alongside language, enabling a broader range of multimodal tasks. Yet we find that these models often fail to express information from non-textual modalities even when they perceive it correctly. We term this disconnect knows-but-cannot-say. To investigate this phenomenon, we introduce Token-level Modality Alignment (TMA), which measures the alignment between individual modality representations and response representations. Our analysis shows that non-textual representations are less aligned with response tokens and receive less attention than textual representations, suggesting a potential explanation for uneven modality preferences. Motivated by these findings, we propose OmniCatalyst, a simple perceive rightarrow infer strategy that complements the original modality inputs with self-generated text, making non-textual knowledge more accessible. Across seven Omni-LLMs, OmniCatalyst consistently improves performance (+7.29%) and yields more balanced modality preferences, with further gains from diverse training strategies. Further analysis demonstrates that the knowledge extraction phases increase TMA, suggesting that improved alignment makes non-textual information more accessible during response generation. In summary, our findings uncover how Omni-LLMs can better express modality knowledge through language. Our code is available at https://github.com/naver-ai/OmniLLM.
Scaling Repeated-Data Pretraining: Batch Size, Regularization, and GPU-Time TradeoffsWe study pretraining when compute is abundant but unique training data are finite, requiring repeated training on the same data. We first revisit infinite-compute pretraining (Kim et al. 2026) and show that its frontier depends critically on choices previously fixed or studied only in isolation. In particular, optimizing batch size together with epoch counts reveals a U-shaped relationship between validation loss and batch size, favoring smaller batches than typical pretraining, likely because small-batch gradient noise provides implicit regularization. We further find that training recipes, previously optimized under a single-pass assumption, can be tuned, e.g., repacking documents into new sequences every epoch, weight tying, and positive embedding weight decay.
We then relax the infinite-compute assumption. In particular, smaller-than-typical batch sizes can require prohibitively long sequential training, motivating to treat GPUs and time as separate resources. Tighter deadlines favor larger batches, and latency-oriented parallelism can trade additional GPUs for shorter training. Nevertheless, even under a fixed time budget, a smaller batch with fewer GPUs can achieve lower validation loss than a larger batch with more GPUs, challenging the common practice of increasing data parallelism to maximize GPU utilization under a deadline. Together, our results identify underexplored factors in repeated-data training and provide concrete guidance on how training recipes and resource allocation should change from single-pass pretraining.
Learning Transferable World-Action Models from Task-Paired Human VideosWorld-action models inherit broad visual and physical priors from video pre-training. However, standard within-video next-frame prediction allows them to rely on appearance shared between the context and future, rather than learning interactions that transfer across scenes and embodiments. We introduce WATCH, a cross-video pre-training that learns from task-paired human demonstrations collected across diverse environments. Conditioned on the video and actions of one demonstration, the model jointly predicts another demonstration's actions and future frames from its current observation. Predicting one demonstration from another encourages the model to learn task-relevant interactions that transfer across scenes and demonstrators. Our pre-training shows that these capabilities can be learned from readily scalable human-human pairs alone, without requiring matched human-robot demonstrations. Analyses before robot post-training show improved motion alignment across embodiments and better action and video prediction on unseen robots, with representations closer to those learned from robot pairs. After robot post-training, WATCH improves MimicDroid in-context success from 40.9% to 68.3% with Cosmos Policy and from 59.8% to 77.7% with Cosmos3, with the largest gains on the unseen levels. Gains persist under context-free post-training across robot embodiments. WATCH outperforms within-video pre-training and co-training baselines, supporting cross-video prediction as a scalable approach to learning transferable world-action representations.
MixLID: Token-Level Language Identification in Mixed-Language TextProcessing multilingual text requires both identifying a broad range of languages and distinguishing the language of each token in inputs containing multiple languages. We introduce MixLID, a token-level language identification model supporting 111 language-script combinations. MixLID follows a two-stage training process: it first learns to distinguish individual languages using the language labels of monolingual examples, then continues training on mixed-language data. The second stage uses concatenated examples from existing code-switching data alongside augmented examples created through word substitution based on correspondences between English source words and loanwords. For monolingual identification, MixLID outperforms all baselines in both accuracy and macro F1 on four benchmarks within the language coverage shared with each baseline. For mixed-language identification, it outperforms the baselines in identifying the language of individual tokens on every evaluated language pair. MixLID achieves high performance across a broad range of languages in both monolingual and mixed-language settings. The model is publicly available at https://huggingface.co/nlpai-lab/MixLID.
EventLens: Event-Structure Reinforcement Learning for Video UnderstandingRecent multimodal large language models (MLLMs) achieve strong results on video question answering, yet often fail to recover the temporal structure that makes a video coherent. They may merge neighboring events, miss single-event progression, or infer implausible relations across events. We study structured temporal understanding as the ability to recover event structure from visual evidence, including event boundaries, single-event progression, and multi-event relations. We argue that this gap arises from a mismatch between current post-training objectives and temporal reasoning, where caption-style supervision allows models to rely on language shortcuts rather than visual temporal grounding. To address this, we propose EventLens, a vision-centric reinforcement learning framework that learns video understanding through event-structure recovery. Instead of reconstructing captions, EventLens trains models to recover temporal structure under controlled perturbations, such as altered temporal granularity, reversed progression, and shuffled event order. We instantiate this framework with a three-level temporal ontology and derive three verifiable task families: event segmentation, progression discrimination, and multi-event relation reasoning. These tasks admit deterministic rewards, enabling task-specialized GRPO training without human preference labels or learned reward models. We further introduce multi-teacher on-policy distillation (MT-OPD) to consolidate specialized policies into a unified model. Experiments on Qwen3-VL backbones show consistent improvements on temporal grounding and event-sensitive reasoning benchmarks, while preserving general video-QA performance. Learning curves further demonstrate that EventLens achieves comparable downstream transfer with significantly reduced training cost compared to direct mixed RL optimization.
SHELDON: Reasoning through Dual Search over Hypothesis and Observation SpacesTest-time scaling has enabled LLMs to solve increasingly complex reasoning, discovery, and optimization tasks. However, existing approaches often gather observations while seeking evidence for current hypotheses, then generate new hypotheses conditioned on those hypotheses and their associated evidence. This couples observation discovery to existing hypotheses, favoring local refinements over exploration of unknown hypotheses regions. Inspired by the hypothetico-deductive method (Hempel, 1945) and dual-space models of scientific discovery (Klahr & Dunbar, 1988), we introduce SHELDON, a scientific reasoning harness that separately represents and jointly explores hypothesis and observation spaces. By actively seeking new observations along with new hypotheses, SHELDON can discover observations that its current hypotheses do not explain. These unexplained observations expose gaps in its understanding, motivate new investigations, and guide the generation of hypotheses beyond refinements of existing ones. Across diagnosis, abstract reasoning, and optimization benchmarks, SHELDON outperforms evaluated baselines by up to 26.7 points. Additional analysis shows that SHELDON generates up to 4.5x more novel solutions.
4LC: 4D Latent Cache for Efficient Conditioning in Dynamic World ModelingFor video generation in dynamic world modeling, observed static and dynamic content should be efficiently reused to provide conditions for repeated generation at different times and viewpoints. We introduce 4LC, a 4D latent cache with composite visual representations and a flexible spatiotemporal access interface. As a latent cache, 4LC directly reuses visual representations of static and dynamic content to provide generation conditions, avoiding per-request RGB rendering and re-encoding. As a composite cache, 4LC binds visual representations from multiple visual encoders (e.g., VAE, DINO, V-JEPA, VGGT) to shared geometry and motion, allowing the composite representations to describe the dynamic world with rich information. Besides, we design a flexible spatiotemporal interface, which directly reads the cache at independently specified times and viewpoints and combines readouts across observations, providing a common conditioning format for diverse downstream tasks. Building on 4LC, we develop 4LC-Video to address multiple video generation tasks through different configurations of source observations, spatiotemporal requests, and historical reuse, including camera control, temporal control, novel-view synthesis, scene revisits, and long-term generation. Our experiments show more efficient condition acquisition, effective spatiotemporal controllability, and scene consistency across tasks using a single 4LC-Video model without task-specific fine-tuning.
Probable but Not Valid: A Psychometric Audit of Decision Models as Synthetic Survey RespondentsLanguage models are increasingly used to create synthetic survey samples, also called silicon samples. Decision models are a new class of language models that return a probability for each point of a rating scale instead of text. We ask whether these models, or the newest generative LLMs, can stand in for human respondents on a psychometric survey. We test fourteen decision models from eleven providers and 47 generative LLMs on an open Lithuanian organisational-psychology survey (n=263, 68 items), with 100 real respondent profiles, the Psychometric Similarity Score (PSS) and statistical baselines. The best generative model, MiniMax M3, reaches PSS 0.813. This is level with a Gaussian copula fit only on other respondents (0.824) and below a copula fit in sample (0.927). A second sample of 100 real people scores below the best models, so at this size PSS cannot rank them against real respondents. In 5 of 10 product lines the newest generative release scores below an earlier release of the same line beyond resampling noise, and none gains beyond it. With the default rounded readout, 13 of 14 decision models score below the generative reference gpt-5.4-mini. Of the 47 generative models, 33 reproduce the pattern of item correlations better than any decision model. Averaged over respondents, the probability vectors are much closer to the human item marginals than rounded answers. They also rank respondents about as well as a profile regression fit on 163 real people. As forecasts of each person's own answers, however, every decision model is worse than the answer frequencies of other respondents, mainly because its average vector differs from them. The profile regression improves on these frequencies by only 1.0%, so the profile fields say little about how a person answers. Synthetic respondents built on such profiles should therefore aim at sample-level fidelity.
WorldCast: Distributed Multiplayer World ModelsMultiplayer world models must generate independently controlled views with consistent representations of both players and their shared environment. Most existing approaches coordinate multiple players through joint multi-view generation, whose cost grows with each additional player. We present WorldCast, a distributed multiplayer world model in which each player runs a local client comprising a video generator and a state model. Using recorded player positions and map geometry during training, the state model estimates the player's position from generated video and control inputs. Clients exchange player states and project them into camera-aligned player state fields that guide where and how other players are rendered. Shared scene state enables clients to reuse one another's generated observations to maintain consistent scene appearance across views. Experiments on Counter-Strike 2 demonstrate WorldCast's consistency, real-time performance, and distributed scalability. The camera-aligned player state field improves player rendering rates by over an order of magnitude over joint-generation methods, while shared scene state improves visual consistency over whole rounds. Each client runs in real time and exchanges only player and scene states, enabling scalable multiplayer generation without a centralized computational bottleneck. Image quality remains stable over hour-long rollouts.
0
Beyond Prompt Count: How Data Shapes Transfer in On-Policy DistillationOn-policy distillation (OPD) trains students using teacher feedback on their own sampled responses, yet how prompt choice shapes transfer across teacher-student pairs remains poorly understood. We systematically study prompt quantity, source, and selection across RL- and SFT-continuation pairs and cross-model settings. We find that OPD can be highly prompt-efficient: a few prompts can approach large-pool performance, with four DAPO prompts matching the observed mathematics score of 3,840 DeepMath prompts. However, prompt utility is relational rather than intrinsic: changing only the teacher can reverse the relative effectiveness of mathematics and code prompts. To characterize these transfer differences, we analyze parameter and functional changes across prompt supports and model pairs. Functional alignment with the teacher varies across supports and target tasks; in continuation pairs, teacher-aligned prediction changes can coexist with weak parameter alignment. Continued OPD on effective supports can restore performance after unfavorable transfer. Finally, targeted selection does not consistently outperform uniform random sampling, and filtering out a source that performs poorly alone yields no consistent gain across three paired support draws. Overall, our results distinguish prompt efficiency from prompt interchangeability and show that effective data choice depends on the teacher-student pair and target capability, with random sampling providing a competitive baseline in the studied settings.
0
TacitVLA: Reasoning Vision-Language-Action Models Without Reasoning LatencyTextual reasoning before acting has improved vision-language-action (VLA) models, but at the cost of latency: every action conditioned on the reasoning text must wait for autoregressive decoding. We show that actions do not need to wait for or condition on the generated reasoning to benefit from it, because the reasoning supervision already improves the backbone representation. We introduce TacitVLA, a reasoning VLA whose action expert never attends to the reasoning it generates for the current call. On long-horizon tasks where the reasoning text also serves as episodic memory, it can generate each entry during action execution rather than before acting. We evaluate it in a controlled study on four benchmarks spanning manipulation and autonomous driving, memory and non-memory tasks: RoboMME, RMBench, LIBERO, and PhysicalAI-AV. On all four, TacitVLA matches the performance of its explicit-reasoning counterpart at up to 3.4x lower latency, and matches the latency of the same architecture trained without reasoning at up to +17.1% success. In absolute terms, it surpasses the best previously published results on the RoboMME Counting suite (82.7% vs. 66.8%) and RMBench (77.5% vs. 56.5%), and reaches 72.9% on LIBERO-Plus and a 52.5% scene score on the public split of the PhysicalAI-AV closed-loop driving challenge. Project page: https://tacitvla.github.io.
0