Top AI Models This Week
A live, ranked snapshot of the top trending AI models and papers for Wednesday, October 14, 2026. The most trending open models, research papers, and demos on Hugging Face over the past week — refreshed daily.
The top trending AI models and papers this week: 1) GroundingPI: A Grounding Foundation Model towards Physical Intelligence with Visual Primitives; 2) Thinking Inertia: LLMs Keep Thinking When Told Not To; 3) AgentSWE: Can Coding Agents Build the Agent You Actually Want?.
Top 30 trending models & papers — Wednesday, October 14, 2026
- 01GroundingPI: A Grounding Foundation Model towards Physical Intelligence with Visual Primitives
Precise grounding matters. It specifies which object is the target and where that object is, even in clutter and for tiny objects, and it has to be fast enough for closed-loop control. Yet vision-language-action (VLA) and world-action models (WAMs) take perception from general-purpose vision-language and video-generation backbones, which still fail in these settings. We introduce GroundingPI, a 4B grounding foundation model that generates points and boxes as quantized coordinates in a shared vocabulary. Training combines multimodal and spatial pretraining, supervised fine-tuning, and reinforcement learning with GRPO, using supervision from public datasets and dedicated data engines. Against 44 baselines across 34 grounding benchmarks spanning 11 perceptual capabilities, GroundingPI establishes a new state of the art, averaging 73.68%, above the larger GPT-6 Astra (71.54%). As a downstream visual backbone, GroundingPI improves performance on robotic manipulation and autonomous driving. On RoboTwin 2.0, it outperforms every mainstream backbone we evaluate in all four out-of-distribution settings, by up to 24.8% relative to the strongest backbone. On RoboCasa-GR1, GroundingPI trained with 50% of the demonstrations outperforms those baselines trained with 75%. On nuScenes, used as the visual backbone, GroundingPI attains an average open-loop L2 error of 0.296 m. We systematically analyze GroundingPI's pretraining in scale and data composition. Downstream autonomous driving and robotic manipulation improve as the pretraining is scaled. Analyzing the data recipe across these 11 perceptual capabilities shows dense grounding's substantial benefits for both, and OCR's potential as a catalyst for perceptual learning. These results support grounding as a perceptual foundation, and dedicated perceptual pretraining as a promising direction for foundation models of physical intelligence.
246 points2026-09-29 - 02Thinking Inertia: LLMs Keep Thinking When Told Not To
Large Language Models (LLMs) increasingly ship with explicit "thinking modes", yet their counterpart, "no-thinking", has received far less attention. We study LLMs' no-thinking behavior along two axes. a. How to measure no-thinking? Prior work typically defines no-thinking through proxies such as a disabled thinking mode or the absence of long traces. These proxies are unreliable: disabled thinking modes may still emit reasoning, while long traces may contain filler rather than genuine inference. We instead normalize each response into a pre-answer trace and final answer, and evaluate it at three levels: (i) Empty-Thinking Rate for strict answer-only compliance; (ii) instruction-aware Question-Pre-answer Relevance for similarity between the question and pre-answer trace; and (iii) LLM-as-judge Explicit Inference Rate for visible explicit inference. Together, these metrics distinguish answer-only output, relevant but non-inferential text, and explicit inference. b. How does no-thinking vary across tasks and models? We evaluate six prompting interventions on six LLMs across Boolean, multiple-choice, and open-ended questions. We find that explicit no-think controls cannot reliably eliminate visible inference. Models instead exhibit "Thinking Inertia": explicit inference persists even under strict controls and becomes more prevalent as the answer space opens. Accuracy remains stable on Boolean and multiple-choice tasks, whereas open-ended tasks reveal a trade-off between answer-only compliance and task accuracy. Rewriting the same questions across answer spaces shows that supplying candidate answers makes answer-only responses easier to produce. These findings establish no-thinking as a non-trivial capability: stopping explicit reasoning cannot be assumed from model settings or instructions alone and deserves systematic evaluation alongside reasoning ability.
214 points2026-10-07 - 03AgentSWE: Can Coding Agents Build the Agent You Actually Want?
As the production of software passes into the hands of software itself, coding agents are increasingly commissioned to build agents fitted to their users' own workflows. This delegation carries a quiet assumption, that the delivered agent will faithfully serve the requirement it was built for, rather than merely appear to. No existing benchmark tests that assumption. We introduce AgentSWE, a benchmark for agent software engineering spanning three stages of the agent development lifecycle: Creation of a complete agent from a natural-language requirement, Editing of production agent codebases, and Optimization toward a measurable target. Each of its 25 tasks is framed as a commission rather than an exam: the builder iterates against a handful of illustrative cases, while acceptance exercises the frozen submission on held-out cases designed to span the full requirement, grading behavior against requirement-derived rubrics under hard pass/fail gates or, for Optimization, against the source benchmark's own objective. Evaluating a range of coding agents across models and harnesses, we find that none comes close to delivering what a requirement asks for: the gap between what a builder demonstrates and what it delivers is the norm, not the corner case. An accompanying empirical analysis of the failure trajectories identifies recurring failure modes, among them overfitting to the visible cases, hollow runtimes behind code that looks complete, and unsupported claims of completion, each a signal by which coding agents can learn to build the agents they are asked for.
201 points2026-10-08 - 04Scaling Agentic Data for Long-Horizon Terminal Intelligence
Terminal agents are moving beyond local operations toward completing real-world professional tasks. Short trajectories can demonstrate commands and tool calls, but they do not fully show how agents accumulate evidence through exploration, use it to inform judgments, continually adjust strategies based on feedback, and turn intermediate results into final deliverables. High-quality long-horizon trajectories capture these agentic behavioral patterns and their connections within a single problem-solving process, providing richer experience for sustained autonomous work. However, environment synthesis may complete or simplify the key work underlying these patterns in advance and thus remove the need for exploration, implementation, and verification that the agent was meant to perform. To address this, we introduce TerminalHorizon, a fully automated data synthesis engine for long-horizon terminal agents. Starting from real-world professional work, it uses independent execution to identify key work omitted during construction and uses the resulting evidence to guide environment reconstruction. To extend these patterns across stages, it progressively expands tasks under the same goal, introducing new requirements that build on prior results and call for further exploration and improvement. Using this engine, we construct 1.5K task environments and perform supervised fine-tuning of Qwen3.5-27B on the resulting dataset to obtain TerminalHorizon-27B. We achieve substantial performance gains on all 12 benchmarks spanning coding-agent tasks, agentic tasks in real-world production settings, and general reasoning. Multiple RSI case studies, each with a 12-hour research budget, further demonstrate the model's ability to continue experimenting beyond an initial solution, improve its methods based on feedback, and retain effective improvements in its final deliverables.
132 points2026-10-08 - 05VIS-Ground: Video Interactive Storytelling with Contextual Grounding
Video interactive storytelling enables viewers to actively steer how a video unfolds. However, once we allow viewers to intervene during generation, a new challenge arises: The viewer's request can have latent dependencies on both the grounding source and the current rendered video state. These dependencies may not be explicitly stated in any individual input, but emerge only when the source, rendered history, and new viewer intent are considered jointly. Existing interactive video generation systems primarily emphasize following viewer instructions, while source-grounded video generation methods focus on aligning generated content with an external narrative or knowledge source. This leaves a fundamental question underexplored: What context should a generation model ground on during interactive continuation, and how can heterogeneous, unstructured inputs be transformed into such grounding context? In this work, we formulate contextual grounding as the process of transforming heterogeneous input context into an executable constraint model for video generation. To address this challenge, we introduce VIS-Ground, which performs Structured Context Abstraction to recover grounded states and cross-context dependencies, Generation Constraints Induction to project relevant dependencies into candidate-specific constraints, and Constrained Video Generation to enforce these constraints through planning, verification, revision, and rendering. Across three video generation backbones, VIS-Ground consistently achieves the highest overall composite score, reaching an average absolute improvement of 10.3 points over the strongest per-backbone baselines. Detailed analysis further shows gains across both narrative and knowledge grounding, and reveals remaining challenges in dependency extraction, and faithful realization during video rendering.
75 points2026-10-06 - 06GroundAnything: Reconciling Parallel Decoding with Precise Visual Grounding at Flash Speed
Autoregressive (AR) grounding models serialize spatial predictions, introducing sequential latency and imposing a causal order on output tokens. We view grounding as visual evidence extraction: objects, locations, and spatial relations are jointly constrained by the image and query, yet their dependencies do not imply an intrinsic left-to-right generation order. This distinction makes bidirectional diffusion a natural fit, allowing spatial hypotheses to emerge in parallel and be jointly refined through iterative denoising. We introduce GroundAnything, a 4B-parameter grounding foundation model that reconciles fast parallel decoding with precise localization through blockwise denoising. Training combines grounding pretraining from public datasets and dedicated data engines, direct AR-to-diffusion conversion with joint AR and diffusion objectives, supervised fine-tuning, and GRPO-based reinforcement post-training. Across 30 grounding benchmarks, our autoregressive variant, GroundAnything-VLM, establishes a new overall state of the art among similarly sized models at 72.42%, remaining competitive with GPT-6 Astra (71.35%). With entropy-guided decoding, GroundAnything also surpasses the prior state of the art at this scale, averaging 61.75% versus 53.32% for the fast MTP-based LocateAnything model. We further explore decoding strategies, showing that an optional self-speculative mode achieves a 4.51times speedup over the AR counterpart with a 0.74 percentage-point drop in COCO F1mIoU. Infrastructure experiments show that progressive inference optimizations translate parallel decoding into practical speedups. These support efficient visual grounding in latency-sensitive real-world systems.
73 points2026-09-29 - 07Multi-Stream Attention Residuals
Attention Residuals (AttnRes) enables content-dependent retrieval over network depth, which can be viewed as single-stream softmax attention along the depth axis. Inspired by the success of multi-head attention along the sequence axis, we introduce Multi-Stream Attention Residuals (MSAR), an extension of AttnRes that generalizes this mechanism to multi-head depth attention, yielding substantial performance gains with minimal additional overhead. MSAR draws stream diversity from sequence context through multi-scale causal convolutions, allowing different heads to retrieve historical representations through distinct contextual views while preserving the integrity of the hidden representation. The retrieved streams are combined through lightweight adaptive mixing to generate the single-stream layer input. By retaining single-stream sources and expanding them on demand, MSAR supports multi-stream computation without requiring persistent multi-stream storage or communication. Across all 12 downstream benchmarks at the 18B and 28B MoE scales, MSAR consistently outperforms prior residual variants, including standard residual connections, manifold-constrained Hyper-Connections (mHC), and AttnRes. Scaling-law experiments yield an iso-loss compute speedup of 1.58times over the standard residual baseline, compared with 1.35times for AttnRes and 1.30times for mHC. These results make MSAR a promising residual architecture for large-scale pre-training.
34 points2026-10-08 - 08Relevance Does Not Imply Applicability: Experience Activation for Personal GUI Agents
Personal Graphical User Interface (GUI) agents rely on interaction history to infer what a user wants from ambiguous instructions and to anticipate recurring routines. Existing approaches retrieve task-relevant history and append it to the policy's context, implicitly assuming that experience relevant to a task remains useful for each decision within it. We find that this help is largely spent at the first decision: retrieved history strongly improves the opening step of an episode, yet provides little sustained benefit over the remaining 90\% of steps, and offers weak guidance on whether a proactive suggestion is warranted. A relevant record may tell the agent where to begin, but not which past action applies to the current screen or whether a routine is due now. The underlying issue is that relevance does not imply applicability}: relevance is determined at the task level, whereas applicability depends on the situation at decision time. We therefore recast personalization as experience activation and introduce ExpActivator, a training-free framework that activates only the experience applicable to the current situation. During execution, ExpActivator matches each new screen to historical states in the frozen GUI backbone's latent space and supplies the corresponding action as a reference. Before execution, it activates a recurring intent only when the current time and scenario provide sufficient support, and otherwise abstains. Across four GUI backbones, ExpActivator improves within-trajectory step success by 28\% on average, achieves the best personalized execution on every backbone while using about one-fifth as many history tokens, and reaches approximately 2.3times the Matthews correlation coefficient of the strongest proactive baseline. Experience pays where it is activated, not where it is appended.
30 points2026-09-26 - 09CrossTimeEdit: A Decade-Spanning Cross-View Dataset and Reward-Guided Editing for Historical Street-View Generation
Historical street-view imagery records urban evolution, but uneven coverage leaves substantial gaps in historical records. Generating plausible past appearances requires restoring changed structures while preserving persistent scene content. We construct VIGOR-his, a decade-spanning cross-view dataset containing 43,653 location-level quadruplets across 11 cities on three continents. Its automated pipeline performs spatial pairing, consistency screening, change classification, and the generation and validation of satellite-based change descriptions and local editing instructions. Based on VIGOR-his, we propose CrossTimeEdit, a model that reformulates historical street-view generation as editing, using recent street views to constrain viewpoint and unchanged appearance and temporal satellite differences as change evidence. Starting from FLUX.2 [Klein] 4B, we train CrossTimeEdit through supervised fine-tuning (SFT) followed by online reinforcement learning (RL). We design three street-view editing criteria, namely Instruction Alignment (IA), Background Preservation (BP), and Quality and Physical Plausibility (QP), as both RL reward dimensions and evaluation metrics. We optimize this multi-reward objective using Within Group Relative Policy Optimization for flow-matching models (Flow-GRPO) with Group reward-Decoupled Normalization Policy Optimization (GDPO), which normalizes each reward dimension before aggregation. CrossTimeEdit improves overall performance across the three editing criteria by 17.12\% over the pretrained baseline and outperforms cross-view generation models in scene consistency, visual realism, and perceptual quality. The implementation code, dataset, and model weights are available at https://luhanwen67.github.io/CrossTimeEdit-release/.
20 points2026-09-28 - 10SpatialASM: Internalizing Active Mentalization for Spatial Reasoning
When solving complex spatial reasoning tasks, ordinary humans naturally revisit the scenes from task-relevant viewpoints and mentally reconstruct the spatial layouts from those viewpoints. But can Large Vision-Language Models (LVLMs) proactively think in the same way? We term this ability Active Spatial Mentalization (ASM), an intrinsic component of visual intelligence that remains substantially underdeveloped in current LVLMs. To bridge this gap, we introduce SpatialASM, a scalable framework to internalize ASM into LVLMs through training-time spatial simulation. SpatialASM employs an allocentric novel-view generator to ground hypothetical viewpoints in visual evidence and produces two complementary forms of supervision: i) explicit ASM trajectories that teach LVLMs when and how to adaptively invoke view planning and imagination during spatial reasoning, and ii) automatically-constructed perspective-taking tasks that further strengthens viewpoint-conditioned scene imagination. On seven benchmarks spanning relatively perception-oriented spatial understanding to more challenging tasks requiring multi-image, cross-view and viewpoint-transformation reasoning, SpatialASM yields performance gain on LVLMs of four LVLM backbones in spatial reasoning while retaining their original general vision capabilities. The experimental results demonstrate that our approach improves average accuracy across the seven spatial benchmarks. And the synthesis of ASM trajectories provides a scalable pathway to alleviate the scarcity of spatial Chain-of-Thought (CoT) supervision for eliciting active viewpoint exploration and mental scene simulation.
16 points2026-10-08 - 11T3lescope: Arbitrary-Resolution High-Fidelity Generative Surface Reconstruction from Images
We reconstruct high-fidelity 3D scene meshes from posed multi-view images without per-scene optimization, across scales ranging from single objects to large outdoor scenes. Per-scene optimization methods lack the learned 3D prior needed when observations are sparse or surfaces are glossy or transparent. Existing generative methods leverage such priors to complete geometry in sparsely observed regions, but typically operate at a fixed resolution over a limited spatial extent, trading spatial coverage against detail. Reconstructing a large scene therefore often requires partitioning it into independently processed overlapping local regions, making it difficult to maintain global geometric consistency. To address these issues, we propose T3lescope, which applies a single fixed-resolution generator across scene scales in an inference-time coarse-to-fine cascade. A coarse level establishes the scene layout, and finer levels perturb and denoise geometry inherited from the coarser level within progressively finer spatial cells to recover surface detail. The model is trained on individual cells at multiple scales and shares its weights across all levels, so no hierarchy is fixed during training, and the number of levels, cell scales, and cell locations are determined at inference time. On indoor, outdoor, and city-scale scenes, T3lescope outperforms feed-forward and generative baselines, matches or surpasses per-scene optimization, and recovers fine structures as well as glossy and transparent surfaces. These results show that our method generalizes across diverse scenes, view counts, and image resolutions. Project page: https://pfnet-research.github.io/t3lescope/
10 points2026-10-01 - 12Systematic Multi-Agent Vision-and-Language Navigation: Formulation, Benchmark, and Method
Vision-and-Language Navigation (VLN) has largely focused on a single agent following a single instruction, yet many real-world applications require teams of robots to tackle tasks beyond the capabilities of any individual agent. We present Systematic Multi-Agent Vision-and-Language Navigation, providing, to our knowledge, the first systematic formalization of multi-agent VLN as a constrained coordination problem: each mission consists of subtasks carrying dependency and resource constraints (presence locks and holding chains). A verified four-stage crafting pipeline instantiates the task as MAVLN, comprising 11,724 episodes across 145 scenes with teams of up to four agents under three instruction regimes, accompanied by tailored constraint-aware metrics. We further present TRISS, a coordination-ready navigation system coupling an LLM-based subtask scheduler, a shared topological memory that turns each agent's exploration into team knowledge, and a conflict-aware execution mechanism that realizes simultaneous intentions as collision-free routes. Extensive experiments establish TRISS as a comprehensive baseline and reveal substantial room for improvement across scheduling, planning, and execution, highlighting the challenges of coordinating under MAVLN task constraints. Project page: https://xyz9911.github.io/mavln.
10 points2026-10-06 - 13ARCS: Towards Precise Text-to-SQL via Structured Disambiguation
As text-to-SQL systems move beyond demonstrations toward real-world deployment, ambiguity in user questions becomes a primary source of errors. Such ambiguities are often subtle, domain- or data-specific, and can silently cause system outputs to deviate from the user's true intent. Ambiguity is traditionally addressed through conversational clarification, which is often inefficient, cognitively demanding, and poorly aligned with real-world user workflows. We propose structured disambiguation, a new paradigm in which ambiguity is resolved through explicit, constrained interactions rather than free-form dialogue. We construct ARCS (Ambiguity Resolution Corpus for SQL), the first text-to-SQL benchmark featuring naturally occurring, unconstrained ambiguities over real-world databases, with complete annotations of all valid ambiguity points, interpretations, and SQL queries. Experimental results show that text-to-SQL remains challenging in the presence of ambiguity: gpt-6-sol achieves only 51% end-to-end execution accuracy, and no open-source model exceeds 27%.
8 points2026-10-06 - 14Learning More by Training Less: Uncertainty-Guided Progressive Contraction for Efficient Reasoning Post-Training
Large language models have achieved remarkable advances in complex reasoning. However, scaling reasoning post-training with ever-larger corpora can substantially increase training cost without proportional performance gains. In this study, we therefore ask: how far can reasoning supervision be compressed without sacrificing capability? To this end, we propose an uncertainty-guided progressive contraction framework that concentrates supervision and optimization on the reasoning trajectories most valuable for learning. Specifically, rather than treating a teacher-generated chain-of-thought (CoT) as a single realized path, we construct uncertainty-profiled reasoning supervision by building Monte Carlo reasoning trees around intermediate reasoning states to expose process-level uncertainty. This uncertainty first contracts the original corpus into a compact teacher-informed pool. A second, learner-aware contraction then performs online routing during SFT, concentrating optimization according to the student's evolving learning state. Together, the two stages progressively contract both supervision and optimization, substantially reducing the student training budget. Experiments across diverse reasoning benchmarks and LLM families show that our method uses as little as 0.22% of the optimization budget of full-data SFT, over 450x less training exposure, while maintaining or improving reasoning performance. Notably, our framework generalizes well across heterogeneous student families, black-box teachers, and weak-to-strong transfer. This indicates that it is not only a way to accelerate training but can also enhance reasoning capability.
7 points2026-10-08 - 15Branching On-Policy Distillation
On-policy distillation (OPD) provides teacher supervision on student-generated trajectories, but a single trajectory realizes only one continuation at each decision, limiting supervision coverage under a finite sampling budget. We propose BranchOPD (Branching On-Policy Distillation), which selects informative decision points using student uncertainty and teacher-student disagreement, resamples student-policy continuations from shared prefixes, and applies token-level teacher supervision to both main trajectories and branches. BranchOPD operates at token-level decisions in mathematics and within-turn decisions in agent tasks. Shared-prefix reuse reduces student-generated token costs by approximately 19% on ALFWorld and 31% on WebShop relative to seven independent trajectories. We also introduce protocol-boundary repair (PBR), which uses targeted supervision under protocol constraints to mitigate repetition and wasted generation. BranchOPD outperforms Vanilla OPD and Multi-Rollout OPD (n=7) across all evaluated benchmarks, with gains over Vanilla OPD of 18.55 percentage points in mean mathematics accuracy over 16 sampled answers (avg@16) and 13.8 points in mean ALFWorld ID/OOD success. Mechanistic analyses and selection ablations show that branching at uncertain decisions expands subsequent behavior coverage and outperforms random selection and turn-initial branching.
5 points2026-10-08 - 16Initialization Improves LLM-Driven Discovery
Large Language Models (LLMs) have been used for novel discovery of algorithms, theorems, drugs, and other tasks through the use of harnesses that prompt an LLM to iteratively optimize an objective. In this work, we study the relationship between the population of previous iterates and eventual discovery success. We generalize past work on harness design to develop a suite of 12 harnesses called 'Modular' and characterize their performance across 5 diverse discovery tasks, finding that discovery success is brittle and sensitive to harness design. We uncover mode collapse, characterized by a dramatic drop in the diversity of iterates, as a common failure mode. We find that popular state-of-the-art harnesses and diversity-inducing harness interventions, which aim to prolong this collapse, yield inconsistent gains. Our results instead uncover that the performance of early discoveries is predictive of eventual success. We therefore propose a universally applicable intervention that performs an initial stage of parallel exploration in order to initialize subsequent iterative optimization. Our method provides consistent gains across many harnesses and target applications, confirming the importance of initialization in LLM-driven discovery.
4 points2026-09-29 - 17Prospective Hindsight: Self-Calibrating Reinforcement Learning via Prediction-Reality Gaps
Reinforcement learning for long-horizon agents relies on purely retrospective training signals: credit is assigned only after observing environmental consequences, leaving the agent's belief at action time invisible to the gradient. We introduce Prospective Hindsight (PH), a self-calibrating training principle that augments any retrospective base method with a signal derived from the gap between the agent's prospective prediction (before feedback) and the retrospective evaluation (after feedback). This per-rollout surprise identifies samples where the agent's self-model is most inaccurate and amplifies their gradient contribution through a stop-gradient surprise-weighted advantage. Since the prospective predictor shares parameters with the policy, the two co-evolve, progressively shifting focus to the agent's remaining blind spots. We connect this principle to a privileged-information gap and show that minimizing the surprise residual provides a descent pathway on the agent's miscalibration rate; calibration thus emerges as a byproduct of optimization rather than from an added objective. On single-turn verifiable tasks and a multi-turn personal-agent task (under GRPO, on-policy distillation, and their combination), PH improves both task performance and calibration, with consistent gains across model scales. Notably, the dominant miscalibration mode shifts structurally between regimes, overconfident failures in single-turn, underconfident successes in multi-turn, yet the same training principle addresses both successfully.
3 points2026-10-01 - 18Evaluating LLM Creativity through Long-Tail Performance
Creativity benchmarks for large language models (LLMs) vary widely in task and metric design. This raises the question of whether they capture a common notion of creativity. We propose that this shared target can be formalized as task-specific performance in the long tail of a reference input-output distribution, which describes how common input-output pairs are relative to a chosen source of text. We ground this proposition in the novelty-quality product formulation and evaluate it empirically across 15 benchmarks and 26 open-weight models, using n-gram absence from the pretraining data as a novelty proxy. Our results show that creativity benchmarks lie further in the tail regions than standard benchmarks. Moreover, on both creativity and standard benchmarks, model rankings from higher-tail subsets of each benchmark align more closely with human creativity judgments in LM-Arena. Building on these findings, we introduce q@Tail(α), a lower-cost creativity diagnostic that measures mean task quality on the tail fraction of an existing benchmark. Applying it to creativity-promoting methods reveals substantial room to improve LLM creativity through stronger tail performance.
3 points2026-10-08 - 19Visual Grounding Safety in Vision-Language Models
Vision-language models (VLMs) are increasingly trained to generate structured outputs like points and bounding boxes that downstream interfaces, agents, and robots can act on, yet safety alignment of this output channel has not been systematically analyzed. We study visual grounding safety by repurposing three safety benchmarks spanning direct harm (VLSU), social bias (BBQ-V), and situational safety (Asimov-2.0) into 15,401 matched pairs of harmful requests that differ only in the requested output: a free-text answer (VQA) or a grounding (point or bounding box). Across five VLMs, models that refuse a harmful request posed as a question often comply when the same request asks for a grounding: averaged over models, grounding refusal trails VQA refusal by 31-59 percentage points, depending on the domain, and safety system prompts do not close this gap. We propose a fine-tuning approach that combines grounding-form refusals with capability grounding data and self-distilled benign data to counter over-refusal. For Qwen3-VL-8B and VisionReasoner-7B, it improves grounding refusal by 77-95 percentage points on VLSU and BBQ-V and by 64-85 points on the held-out Asimov-2.0 domain, while also improving VQA refusal, preserving grounding capability, and keeping over-refusal limited. Representation analysis shows that fine-tuning moves harmful requests toward each model's refusal direction, most strongly for grounding, while leaving benign requests near the harmless reference.
2 points2026-10-04 - 20Same Output, Different Gold: Measuring How Reference Choice Moves a Multilingual Benchmark Score
A benchmark score compares a system output against a reference, and methodological attention falls almost entirely on the first term. We measure the second. The retained annotation record of a six-language benchmark for personally identifiable information contains two independent annotator labellings, the aggregate shipped as gold, and a reviewer gold from independent expert re-annotation of a sample. Using it, we hold the scored output fixed and exchange the reference. The score moves by 4.95 F1 points for one output and 2.00 for the other (95% CIs [3.23, 6.27] and [0.26, 3.37]), and by 7.55 in the worst language. The comparison between two outputs moves as well: the paired interaction between reference and system is +2.95 points (CI [+1.97, +3.87]), survives correction for multiple testing, and changes one language's margin outright. The cause is an undocumented aggregation default that usually kept one annotator when adjudication did not fire, making the shipped reference a partial copy of an output being scored. We report the resulting reference-sensitivity band, show how to compute one from any retained annotation record, and argue that the quantity belongs beside the score.
2 points2026-10-01 - 21UNITAS: A 3D-Native World Action Model for Embodied Manipulation
World action models (WAMs) aim to answer a coupled physical question: given a task instruction, what motion should the robot execute, and how will that motion change the surrounding world? Most existing WAMs build on pretrained video generators and represent world evolution through images or visual latents. Robotic interaction, however, takes place in metric three-dimensional space, while images are view-dependent projections whose pixel distances do not directly encode physical distances. We introduce UNITAS, to our knowledge the first 3D-native world action model that unifies observations, actions, and scene dynamics in a shared metric 3D frame within each interaction, using a common representation across robot embodiments and human hands. Action flow represents human hands and robot grippers as 3D point trajectories, while scene flow describes scene-point displacements conditioned on these trajectories. World-aligned 3D positional embeddings ground visual tokens with or without depth input, and a physical-time trajectory tokenizer encodes each point trajectory as one token anchored at its current 3D position. This interface supports both direct action execution and action-conditioned scene prediction. With 1.7B parameters, UNITAS achieves the best action-conditioned scene prediction on RoboTwin among the compared methods, with up to 49% lower displacement errors than PointWorld, and state-of-the-art manipulation success, including 99.8% on LIBERO and an average of 85% across real-world tasks. The code is available at https://github.com/DexForce/UNITAS.
1 points2026-10-07 - 22SPLATIFY: Reproduce, Discover, Innovate! From Papers and Ideas to Trainable 3DGS Code
The rapid growth of 3D Gaussian Splatting (3DGS) research demands significant effort to reimplement papers before building on them. We introduce SPLATIFY, a multi-agent framework that converts 3DGS papers into trainable gsplat-based implementations, where generic paper-to-code methods and frontier models fail. SPLATIFY achieves this through five innovations: (1) A context-free grammar for gsplat over a modular method template with extension points for losses, densification, rendering, and optimization, constraining synthesis so generated code satisfies gsplat's architectural invariants by construction. (2) Architectural elements for faithful reproduction: fork-aware citation recovery retrieving component-level code at function-level granularity, Graph-of-Thought synthesis in topological dependency order, RAG-guided in-context example selection from over 20 verified implementations, and visual feedback combining PSNR-guided regeneration, Gaussian-level structural checks, and VLM-driven patching. (3) Knowledge-driven compositional improvement that autonomously finds weaknesses and composes complementary regularizers, losses, and densification strategies to improve upon original results. (4) Interdisciplinary method discovery where agents retrieve physical priors from outside the 3DGS literature and compose them with rendering knowledge to produce methods for previously unaddressed scene types. (5) SPLATIFY-Bench, an evaluation framework across 30 diverse 3DGS papers. On papers without public code, SPLATIFY matches expert implementations while reducing development time from weeks to minutes, and through compositional discovery further improves PSNR by up to 2.4 dB. We additionally demonstrate novel methods for volumetric nebula rendering and other scientific domains, synthesized entirely by SPLATIFY.
1 points2026-10-05 - 23DiffusionART: Efficient, Stable and Scalable Reinforcement of Diffusion Models
Online reinforcement learning (RL) fine-tunes diffusion models with black-box rewards, but reverse-process methods such as Flow-GRPO are limited in efficiency by poor credit assignment, while forward-process methods such as DiffusionNFT are efficient yet unstable without carefully tuned exponential-moving-average (EMA) off-policy training. We show that NFT-style objectives contain a hidden forward--reverse consistency force that joint positive--negative training cancels only partially, and that EMA stabilizes training through restoration rather than off-policy rollouts. We introduce DiffusionART (Diffusion Reinforcement with Aggregation-First Reward Tilting), which aggregates each prompt's rewards into a shared reward-improving direction for reverse-process states, removing the consistency force by construction, and adds a trust-region-masked second update for drift-adaptive restoration without EMA tuning. It requires no differentiable reward model, remains effective with fewer samples per prompt, and supports pairwise reward models (DiffusionART-Pairwise). Across image and video generation, DiffusionART trains efficiently and stably without per-task tuning. In particular, on HunyuanVideo-13B with equally weighted visual and motion quality rewards, DiffusionART reaches the late-stage mean reward levels of DiffusionNFT and Flow-GRPO-Fast with 12.02 and 11.72 times fewer GPU hours, respectively, while achieving 28.8% and 53.0% higher mean training rewards.
228 points2026-10-07 - 24S-Space: Exploring Spatial Workspace in Multimodal Language Models
Multimodal language models (MLLMs) exhibit promising spatial reasoning capabilities, yet the internal mechanisms supporting them remain poorly understood. We uncover S-Space, a linear representation subspace in which object-token representations encode continuous coordinates along horizontal, vertical, and distance axes. Although we identify these axes by differentiating spatial-answer scores with respect to object-token activations, S-Space is intrinsic rather than induced by specific data or prompts, remaining readable under non-spatial questions. We show that S-Space functions as an internal spatial workspace of MLLMs. Perception encodes object locations into it, forming spatial representations that can be directly read out to support accurate spatial judgments. Internal reasoning transforms it for changing viewpoints. Verbal responses selectively access it, evidenced by causal interventions that alter spatial judgments while largely preserving non-spatial responses. Case studies further show that S-Space assigns locations to unseen entities and the observer, and connects physical directions with abstract linguistic meanings, suggesting both the capabilities and limitations of large-scale language training. Finally, we use S-Space as a diagnostic tool for spatial reasoning failures. Direction-word readouts reveal systematic coupling between cardinal and image-relative reference frames. More importantly, a perception-computation decomposition exposes a key bottleneck: MLLMs can form capable spatial representations, yet fall short in the spatial transformations required to reason reliably across viewpoint changes.
201 points2026-10-09 - 25Reflex: Visually Grounded Reactive Humanoid Control
Humans effortlessly react to the world; they adeptly return a tennis shot, catch a falling cup, step aside from a passing cart, or pass a box tossed during truck unloading. These everyday actions require anticipating a moving target and reflexively responding with the whole body within about a second. Such visual reactive whole-body control remains challenging for humanoids, which must (1) coordinate whole-body control, (2) react to object dynamics in real time, and (3) ground perception in egocentric vision. We study catching thrown boxes as a representative task that demands all three capabilities; existing systems cover only part of it, relying on end-effectors, motion capture, or marked objects. We present Reflex, a three-stage framework that learns these capabilities stage by stage while connecting them through a compact representation of object dynamics. First, a state-based policy learns whole-body catching with reinforcement learning. Second, the policy learns to infer the dynamics of a moving box from delayed and incomplete observations. Third, an egocentric RGB-D encoder learns to recover this dynamics representation directly from visual observations while keeping the whole-body controller fixed. This decomposition provides each capability with a direct training signal and makes visual learning substantially more scalable. In simulation, Reflex achieves 85.7% catch success from egocentric RGB-D, compared with 87.9% when given privileged box observations. Temporal visual history is critical: removing it reduces success by 35.6 and 39.8 points on centered and laterally offset throws. On a real Unitree G1, Reflex catches human-thrown boxes with 65% and 40% success at 2.5 and 5 m, reaching 76% and 59% of human catchers' success at the same distances.
129 points2026-10-07 - 26SoftwareGym: Scaling Computer-Use Agent Training with Diverse Synthesized Software Environments
Computer-use agents (CUAs) are rapidly improving, yet synthesizing diverse and reliable software environments at scale remains challenging. Native application environments require substantial construction and integration effort, which limits application coverage and increases the risk of application-specific overfitting. Browser-hosted environments provide limited interaction depth and workflow complexity. These limitations motivate SoftwareGym, an automated pipeline for synthesizing GUI software environments with diverse interfaces, executable functionality, and runtime-verified behavior. It generates structurally diverse designs, realizes them as runnable applications, and uses GUI evaluation with iterative repair to ensure functional reliability. Using SoftwareGym, we synthesize 182 applications across twelve categories and achieve a mean GUI task pass rate of 91.5%. We construct SoftwareGym-Bench, a 120-task evaluation suite spanning the same twelve categories, and use trajectories collected from these environments for CUA training. The resulting model improves Pass@3 from 41.39% to 56.97% on the strictly out-of-domain OSWorld benchmark and achieves 40.0% on SoftwareGym-Bench. These results demonstrate the potential of synthesized software environments as scalable and transferable supervision for CUA training.
83 points2026-10-07 - 27VisionWeave: Weaving Elastic Visual Representations as a Native Capability of MLLMs
Multimodal large language models have become the dominant paradigm for visual understanding, but incur substantial costs by encoding inputs into dense, fixed-size patch tokens. However, visual information is unevenly distributed: some regions require fine-grained detail, while others admit compact representations. Downsampling sacrifices this detail, while existing token pruning and adaptive approaches remain limited in content-adaptive granularity, task generalization, and integration with modern MLLMs and serving infrastructure. Overcoming these limitations calls for foundation models that learn, end to end, where-and at what granularity-to allocate visual representations, a native capability we term elastic visual representation weaving. We introduce VisionWeave, establishing this capability in frontier-level MLLMs through large-scale training. It combines two components: a gated spatial pooler constructs coarse-grained representations alongside native fine-grained representations within a shared MRoPE coordinate, while a granularity router learns their content-adaptive allocation. Through self-distillation alone, we validate this capability on Qwen3.5-4B and scale to Qwen3.8-27B with over 30K A100 GPU-hours. Based on Qwen3.8-27B, VisionWeave adaptively adjusts token savings to visual content, saving 43.0% tokens on average while retaining 98.9% native performance across eight benchmarks, versus only 88% performance preserved for token pruning baselines with a fixed 50% savings target. Extensive evaluations confirm robust efficiency-quality trade-offs across diverse tasks, resolutions and video frames. When deployed on SGLang serving engine, our method achieves a 2.3x throughput gain while reducing mean TTFT by 54.4% and mean TPOT by 60.6%. Together, we believe these results position elastic visual weaving as a promising capability for next-generation multimodal models.
57 points2026-10-05 - 28Can AI Agents Learn Their Way to the Top? Evaluating Heuristic Learning in a Long-Running Game Agent Competition
Adversarial games have driven advances from heuristic search to reinforcement learning, yet learning and adapting strategies from limited samples remain challenging. AI agents offer an alternative by turning game experience into revisions of executable policies. Building on heuristic learning (HL), we formalize Adversarial Heuristic Learning (AHL), a paradigm that uses AI agents as learning engines to refine game policies and supporting software while keeping model weights fixed. We introduce AAArena, a benchmark comprising 12 authentic adversarial games and 1,920 archived human programs, with an evaluation protocol modeled on real-world game competitions. Agents interpret rules, choose opponents, analyze replays, and revise game agents to achieve their highest ranking within fixed match and evaluation budgets. We evaluate completedmodels model and harness configurations: Opus5.5 with Claude Code earns 6 gold medals, while no evaluated configuration tops the remaining 6 human ladders. Performance is generally weaker in games with more complex rule specifications. Further experiments show that opponent selection and dense feedback support policy improvement, and that agents learn from both on-policy replays of their own matches and off-policy replays of other players' matches. These results highlight HL's potential in adversarial games and identify persistent challenges in game understanding, strategy implementation, and long-horizon policy development.
42 points2026-10-07 - 29Continually Post-training Small Models via Synthetic Self-distillation
Continual post-training faces a dual challenge of acquisition and retention: models must learn new capabilities while preserving prior knowledge. While Self-Distillation Fine-Tuning (SDFT) mitigates this using self-supervision with in-context demonstrations, it relies on strong in-context learning and instruction-following abilities. Consequently, SDFT fails on smaller models critical for low-latency, on-device use. To enable continual learning at smaller scales, we first identify the root cause of failure. We show that poor acquisition and forgetting correlate linearly with the post-trained model's distribution shift, revealing the necessity of in-distribution learning. We thus introduce Synthetic Self-Distillation (SynthSelf), imitating SDFT's in-distribution rewrite by outsourcing the task to a minimally larger, same-family aligner. Coupled with off-policy supervision and rejection sampling, this provides the high-quality supervision small models require without breaking their original distribution. Evaluations spanning 4 acquisition datasets (including a mixture) and 14 retention benchmarks show SynthSelf consistently outperforms 6 methods (including off- and on-policy distillation) across 3 small model scales. Extensive further analyses confirm SynthSelf paves the way toward effective small-model continual learning.
41 points2026-10-08 - 30Work2Skill: Capturing Human GUI Experience for Reusable Agent Skill Induction
Computer-use agents can perform increasingly complex GUI tasks, yet unfamiliar software and workflows requiring human domain knowledge remain challenging. Human demonstrations convey procedural knowledge through the same GUI interaction space, but reuse requires interpreting actions in context and separating workflow rules from task-specific details. We thus introduce Work2Skill, a framework that captures human GUI experience for reusable agent skill induction. WorkRecorder provides the framework's infrastructure for collecting this experience, aligning screen recordings, mouse and keyboard events, and available accessibility-tree information. Using WorkRecorder, we construct WorkDemo-350, the first synchronized multimodal dataset of human desktop GUI demonstrations for reusable agent skill induction and downstream evaluation. Its 350 demonstrations are screened for completeness and task success. We then propose an agentic skill-induction method that inspects evidence on demand to produce reusable skills capturing workflow rules, step dependencies, and completion checks. When the same four execution models are equipped with skills induced by each method under shared execution settings, Work2Skill achieves the highest scores and success rates. Mean score improvements over the corresponding No Skill baseline are 4.67--10.54 points on MyPCBench Bounded Action and 3.11--7.50 points on a 286-task subset of OSWorld-Verified. Our code and data are available at https://github.com/china-qijizhifeng/Work2Skill.
39 points2026-10-08
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