📄 AI Papers

UniT: Toward a Unified Physical Language for Human-to-Humanoid Policy Learning and World Modeling

Scaling humanoid foundation models is bottlenecked by the scarcity of robotic data. While massive egocentric human data offers a scalable alternative, bridging the cross-embodiment chasm remains a fundamental challenge due to kinematic mismatches. We introduce UniT (Unified Latent Action Tokenizer via Visual Anchoring), a framework that establishes a unified physical language for human-to-humanoid transfer. Grounded in the philosophy that heterogeneous kinematics share universal visual consequences, UniT employs a tri-branch cross-reconstruction mechanism: actions predict vision to anchor kinematics to physical outcomes, while vision reconstructs actions to filter out irrelevant visual confounders. Concurrently, a fusion branch synergies these purified modalities into a shared discrete latent space of embodiment-agnostic physical intents. We validate UniT across two paradigms: 1) Policy Learning (VLA-UniT): By predicting these unified tokens, it effectively leverages diverse human data

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강건한 멀티뷰 3D 복원을 위한 기하 인식 표현 디노이징

Multi-view 3D reconstruction has achieved remarkable progress with the advent of feed-forward 3D reconstruction models. However, these models are typically trained and evaluated under ideal, degradation-free imaging conditions, whereas real-world observations often contain degradations that differ significantly from such settings. Improving robustness for multi-view 3D reconstruction under degraded conditions therefore remains an important challenge. We present Geometry-Aware Representation Denoising (GARD), a novel framework that performs diffusion-based multi-view restoration directly in the feature space of a feed-forward 3D reconstruction model. This design exploits the geometry-aware feature representations of the 3D reconstructor to effectively recover accurate scene geometry. Furthermore, by employing an additional RGB image decoder, the refined representations can also be used to restore high-quality RGB images, thereby enabling the simultaneous recovery of 3D scene geometry an

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One-Forcing: 안정적인 원스텝 자기회귀 비디오 생성을 향해

Recent advances have substantially improved real-time interactive video generation in the autoregressive regime. However, most existing few-step autoregressive video generation methods, often distilled from a corresponding many-step teacher, default to a 4-step sampling configuration, which still incurs considerable latency during deployment and suffers from severe quality degradation when the number of sampling steps is further reduced, particularly in the one-step setting. Trajectory-style consistency distillation methods often produce videos with weak dynamics, while DMD-based approaches, such as Self-Forcing, tend to yield blurry frames. To address this challenge, we propose One-Forcing, a simple yet effective approach which augments the DMD objective with an auxiliary GAN loss for high-quality and efficient one-step video generation. Experiments on VBench show that One-Forcing achieves a total score of 83.76, establishing state-of-the-art performance among one-step causal video ge

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SingGuard: 동적 추론을 적용한 정책 적응형 멀티모달 LLM 가드레일

SingGuard: 동적 추론을 적용한 정책 적응형 멀티모달 LLM 가드레일

Vision-language models (VLMs) are increasingly deployed in consumer, medical, financial, and enterprise applications. This broad deployment expands the safety surface: risks can arise from multimodal question answering, assistant responses, and cross-modal composition, while moderation policies may vary across products, regions, and deployment stages. Most existing guardrails either rely on fixed taxonomies or target only a narrow set of interaction settings, which limits their adaptability when safety rules change at deployment time. We present SingGuard, a policy-adaptive multimodal guardrail model family for safety assessment in multimodal conversations. SingGuard treats the active policy as a runtime input: given natural-language rules, it checks the target content against the active policy rule by rule and predicts both the safety label and the triggered rule. To balance efficiency and interpretability, SingGuard supports fast, hybrid, and slow inference regimes along a fast-to-sl

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에이전트 시스템의 공진화: 인간 설계를 넘어 자율 진화로

에이전트 시스템의 공진화: 인간 설계를 넘어 자율 진화로

Agentic systems are increasingly expected to improve after deployment, yet single-entity self-evolution is often bounded by a static learning context, such as fixed tasks and feedback. This survey focuses on co-evolution in agentic systems, a multi-component form of self-evolution in which multiple agents and their environment impose adaptive pressure on one another. To organize existing papers, we propose a progressive three-stage taxonomy that traces how the system gradually sheds human-engineered constraints. Agent--Agent Co-Evolution studies how agents adapt through dynamic peers, including adversarial, collaborative, and organizational adaptation. Agent--Environment Co-Evolution extends this loop to adaptive tasks, feedback, and interaction spaces that change with the agents. Meta Co-Evolution further explores the possibility of making the evolution mechanism itself evolvable. We also discuss open challenges in evaluating such systems, scaling them across multiple components, and

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OmniGameArena, 개선 동역학까지 담은 UE5 기반 VLM 게임 에이전트 통합 벤치마크

OmniGameArena, 개선 동역학까지 담은 UE5 기반 VLM 게임 에이전트 통합 벤치마크

Vision-language model (VLM) agents are increasingly deployed in interactive game environments. Yet game benchmarks for VLM agents typically report a single first-attempt score per (agent, game) pair, focus on single-agent Solo play, and lack unified protocols for evaluating heterogeneous agent classes (commercial VLMs, open-weight VLMs, and specialized game policies) on the same footing. We address these gaps with OmniGameArena, a real-time benchmark of twelve newly built Unreal Engine 5 games spanning Solo (7), PvP (3), and Coop (2) with unified action interfaces, and the Improvement Dynamics Curve (IDC), an agentic-reflection harness in which a tool-using reflector LLM autonomously refines a bounded skill prompt across multiple rounds. Beyond cold-start leaderboard scores, IDC exposes two additional observables for each (agent, game) pair: how the score evolves across reflection rounds, and how the learned skill behaves on held-out task variants. We report these observables for twelv

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OVO-S-Bench: 멀티모달 LLM의 스트리밍 공간 지능을 위한 계층형 벤치마크

OVO-S-Bench: 멀티모달 LLM의 스트리밍 공간 지능을 위한 계층형 벤치마크

Multimodal agents in robotics, AR, and autonomous driving must reason about places and layouts from continuous egocentric streams, often using evidence outside the current view. Existing benchmarks either evaluate offline over full videos or target events rather than spatial structure. We introduce OVO-S-Bench, a fully human-annotated benchmark for streaming spatial intelligence, comprising 1,680 questions over 348 source videos. Annotation involves 12 trained annotators, each also serving as a blind cross-reviewer, across roughly 804 person-hours of multi-round quality assurance. Each question carries a query timestamp and an evidence interval, and at evaluation, the model sees only the prefix preceding the query. Questions span four levels of increasing abstraction: instantaneous egocentric perception, spatiotemporal context tracking, spatial simulation and reasoning, and allocentric mapping. Across 38 proprietary and open-source MLLMs, Gemini-3.1-Pro trails human experts by 27 point

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Prism: 네이티브 2K 영상·오디오 동시 생성 모델 학습을 위한 동적 희소 Attention

Prism: 네이티브 2K 영상·오디오 동시 생성 모델 학습을 위한 동적 희소 Attention

Natively training joint video-audio generation models at higher resolutions empowers them to learn richer visual details and sharper motion dynamics. However, full attention incurs quadratic cost and, as resolution increases, spreads attention over increasingly redundant tokens, diluting learning signals for informative content and disrupting pretrained priors. Existing sparse attention methods either target training-free acceleration or overlook the unique structure of joint video-audio data, where cross-modal interactions are inherently concentrated around sound-producing regions. To address this, we propose Prism, a dynamic sparse attention framework for natively training joint video-audio generation models at 2K. In particular, Prism organizes the token sequence into spatiotemporal macro-zones, enabling the attention structure to adapt to local content. For each zone, it estimates local information structure via video feature variance along the channel and feature norms from the au

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제대로 된 루프 모델을 향하여 II: 고정점에서 다시 생각하기

제대로 된 루프 모델을 향하여 II: 고정점에서 다시 생각하기

Every recurrence of a looped language model adds cost in training, decoding, prefill, and reinforcement learning (RL). The closer recurrent states get to fixed points, the less the path to them matters. This enables truncated backpropagation in training; terminal key-value (KV) sharing for decoding with almost no loss in accuracy; a distilled student that prefills up to 1.79x faster; and RL updates that compute gradients from saved rollout states, 2x faster than backpropagating through the replayed trajectory. We therefore improve the two components of training that shape these fixed points: the depth prior and input injection. Fixed-depth training breaks KV sharing, and Huginn's broad depth prior supports sharing but dilutes supervision at the target depth more than sharing requires; we learn the prior from prediction feedback, with an entropy term that keeps it broad. Existing injection schemes let the state's component along the input amplify or cancel the injection; we remove this

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자기 진화형 코딩 에이전트, 디지털 프로그램에서 물리 세계 지능으로

자기 진화형 코딩 에이전트, 디지털 프로그램에서 물리 세계 지능으로

Vision-language-action (VLA) and world-action (WAM) models map observations and instructions directly to robot actions. This directness ties a policy to training: minor layout or viewpoint changes cause failure, and instructions generalize poorly. The root cause lies in representation: task requirements, conditions, progress, and failure recovery are implicitly encoded in action sequences, making them difficult to inspect or revise. Digital coding agents offer a precedent: LLMs call tools, verify results, and revise from feedback as executable code. The same working pattern of explicit state, manageable execution, and revisable procedures underlies generalization and long-horizon execution in the physical world, letting physical experience return as reusable programs, memory, or evidence. We propose Physical Coding, representing task state and execution as code. Code as World records objects, relations, constraints, and progress; Code as Policy organizes planning, verification, recover

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Mira-Scene: 생성형 3D 장면을 위한 픽셀 정렬 레이아웃

Mira-Scene: 생성형 3D 장면을 위한 픽셀 정렬 레이아웃

Single-image 3D object generation can now produce high-fidelity assets, yet accurately placing them into a coherent scene layout remains an open challenge. A central difficulty lies in how object layout is represented. Holistic methods absorb placement into a scene-level generation process, sacrificing object-level detail. Compositional methods preserve object fidelity by decoupling geometry from layout, but typically parameterize layout as sparse, unbounded pose variables that are difficult to learn and generalize poorly under scarce scene-level supervision.We present Mira-Scene, a compositional 3D scene reconstruction framework that replaces sparse pose regression with dense, bounded correspondence recovery. At its core is the Canonical Coordinate Map (CCM), a pixel-aligned field that maps each visible object pixel to a surface coordinate in the object's bounded canonical space. When paired with a scene-space Point Cloud Map (PCM) from monocular geometry estimation, CCM induces dense

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Agent-G^2: 에이전트형 강화학습을 위한 Gaussian Guidance

Agent-G^2: 에이전트형 강화학습을 위한 Gaussian Guidance

Hint-based reinforcement learning addresses reward sparsity in long-horizon agentic tasks by retaining a prefix of an expert trajectory before each rollout, letting the policy explore from a state closer to success. Its effectiveness hinges on the guidance depth: how much of the trajectory to keep. Existing methods treat this depth as a deterministic scalar. Scheduled approaches share one value across samples and ignore per-task heterogeneity; per-sample probing estimates it separately at the cost of extra rollouts. We find that useful guidance occupies a band of depths whose informativeness profile is approximately Gaussian around the band center, rather than concentrating at a single optimal point. We propose Agent-G^2, a Gaussian guidance framework that draws the depth per task from a Gaussian whose center and spread are estimated online from rollouts already collected for policy optimization, requiring no probe rollouts or learned depth predictor. The center combines a global basel

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WeVisDoc, 문서 파싱을 커버리지에서 강건한 엔드투엔드 역량으로

WeVisDoc, 문서 파싱을 커버리지에서 강건한 엔드투엔드 역량으로

Document parsing converts document images into structured content and requires reliable performance across diverse layouts and acquisition conditions. Yet training corpora are biased toward common document types and clean digital pages, while expanding coverage alone does not specify how to address a parser's remaining weaknesses. We present WeVisDoc, a two-stage data-centric framework for robust end-to-end document parsing. Stage I broadens semantic, structural, and appearance coverage through heterogeneous data and structure-preserving degradation synthesis. Stage II uses a held-out probe to measure the Stage I parser's residual errors within fixed visual-structural clusters. These diagnostics guide targeted data construction and reallocation of the target-token budget. WeVisDoc-4B achieves an Overall score of 95.38 on OmniDocBench v1.6 and a mean Overall score of 75.54 across the three PureDocBench tracks, ranking first among the compared end-to-end parsers in all four settings. Com

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OmniVChat: 네이티브 오디오-비주얼 대화를 위한 합성·벤치마킹·학습

OmniVChat: 네이티브 오디오-비주얼 대화를 위한 합성·벤치마킹·학습

We define OmniVChat (Omni Video Chat) as the task of native audio-visual dialogue between a user and an omni model. In OmniVChat, omni models directly and simultaneously receive audio and video from a user and return text. The user's query is embedded in the audio and video, without a separate text question, external captioning, or speech recognition. Direct audio-visual input reduces external latency and computation while preserving perceptual cues. However, research on OmniVChat faces two constraints: data availability and evaluation. Recordings of people using their own devices are scarce. Furthermore, a good reply often needs to account for the user's surroundings, facial expressions, and nearby objects, and such responses can be expressed in many different ways, making keyword matching unreliable for evaluating reply quality. Recent progress in agent systems and video generation makes generation for comprehension viable, which means using synthesized dialogues for training and eva

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onPanda: 토큰 단위 수정으로 LLM·에이전트의 온폴리시 정렬 데이터를 효율적으로 어노테이션

onPanda: 토큰 단위 수정으로 LLM·에이전트의 온폴리시 정렬 데이터를 효율적으로 어노테이션

We present onPanda, an interactive tool for efficiently annotating LLM alignment data and agent trajectories. onPanda adopts token-level correction as its core interaction: while reading a model response, the annotator locates the first inappropriate token and either picks a substitute from the model's candidate tokens or types the correct text via free-form editing. The system then truncates everything after that position and continues generation from the corrected prefix, repeating this locate-correct-continue loop until a satisfactory response is obtained. This mechanism lets annotators precisely steer model outputs at low cost: a small controlled study suggests that onPanda reduces median annotation time by 52% over manual post-editing. Since the vast majority of tokens in the final response are generated by the model itself, the resulting data largely preserves the model's sampling distribution and is well suited for constructing on-policy SFT and preference data. Furthermore, the

HuggingFace Daily Papers

SceneMosaic: 하이브리드 에이전트형 레이아웃 진화로 구현한 효율적·다양한 시뮬레이션용 장면 생성

SceneMosaic: 하이브리드 에이전트형 레이아웃 진화로 구현한 효율적·다양한 시뮬레이션용 장면 생성

Diverse and simulation-ready indoor scenes are essential for interactive entertainment and embodied AI, yet their scalable generation remains challenging. Recent agentic text-to-3D scene pipelines that rely on vision-language models (VLMs) can generate scenes of high fidelity but require costly iterative object placement and refinement. Another mainstream paradigm, parametric image-to-3D scene models, produces scenes efficiently from strong priors learned from 2D images but often leads to imprecise and physically invalid scenes. More importantly, both paradigms struggle to output diverse scenes for a single input, making it hard for them to reflect the dynamically changing nature of real scenes. In this paper we propose SceneMosaic, a framework that combines the merits of both paradigms. It obtains the initial candidate from the learned image-based prior, and subsequently evolves the result through VLM agents, ensuring both efficiency and physical validity. Within the evolution process

HuggingFace Daily Papers

NatureBench, 코딩 에이전트는 Nature 계열 논문의 공개 SOTA에 도달할 수 있을까

NatureBench, 코딩 에이전트는 Nature 계열 논문의 공개 SOTA에 도달할 수 있을까

We introduce NatureBench, a cross-discipline benchmark of 90 tasks distilled from peer-reviewed Nature-family publications, designed to evaluate whether AI coding agents can move beyond reproduction toward discovery on real scientific problems. NatureBench is built on NatureGym, an automated pipeline that constructs a standardized, per-task containerized environment from a source paper, addressing the environment-fragmentation problem that has limited the credibility of prior agent-on-research benchmarks. Evaluating ten frontier agent configurations under a strict web-search-disabled protocol, we find that the strongest model surpasses SOTA on only 17.8% of tasks under the g>0.1 criterion. Analysis of method pathways reveals that agents succeed primarily through methodological translation, converting scientific tasks into familiar supervised prediction problems, rather than through genuine scientific invention. Failures are dominated by wrong method choice and insufficient compute budg

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MerchantBench, 이커머스 운영에서 LLM 에이전트의 장기 일관성 평가

MerchantBench, 이커머스 운영에서 LLM 에이전트의 장기 일관성 평가

Large language model agents are increasingly evaluated as autonomous tool users, yet most benchmarks focus on bounded tasks with immediate success criteria. Real-world deployments often require Long-Term Coherence, the capacity to preserve purposeful behavior across extended horizons while adapting decisions to accumulated evidence. Evaluating this capacity requires a persistent environment in which actions constrain future choices, feedback arrives at heterogeneous delays, and incoherent behavior produces measurable cumulative effects. Seller-side e-commerce provides a suitable setting for this evaluation through recurrent and interdependent decisions over Product Sourcing, Listing and Pricing Control, Cash-Flow Management, and Mixed-Latency Feedback Adaptation. We introduce MerchantBench, a 365-day order-level simulation grounded in 98,843 real e-commerce product records and equipped with 26 tools for agent interaction. MerchantBench couples promptly observable Upstream Supplier Even

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OmniVideo-100K: 구조화된 스크립트와 증거 체인 기반 오디오-비주얼 추론 데이터셋

OmniVideo-100K: 구조화된 스크립트와 증거 체인 기반 오디오-비주얼 추론 데이터셋

Current automated pipelines for audio-visual Question Answering (QA) generally adopt a ``video-caption-QA'' paradigm. However, these methods typically segment videos into short clips and generate separate descriptions for audio and visual modalities. This decoupled processing severs inherent associations between sounds and their visual sources, while independent clip processing often causes inconsistent descriptions of the same entity across segments. Furthermore, coupling long-text comprehension and QA synthesis into a single step often restricts models to localized events, yielding questions lacking long-term temporal connections and deep cross-modal reasoning. To address these issues, we propose an automated data engine featuring two mechanisms: (1) Entity-Anchored Video Scripting transforms videos into structured scripts, comprising summaries, main entity lists, and segment-wise audio-visual descriptions. The entity list serves as a global prior to ensure cross-segment referential

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Next Forcing: 멀티 청크 예측 기반 인과적 월드 모델링

Next Forcing: 멀티 청크 예측 기반 인과적 월드 모델링

Autoregressive video generation has emerged as a powerful paradigm for World Action Models (WAMs). However, existing approaches suffer from slow training convergence and limited converged accuracy, particularly at high frame rates, as the training supervision is confined to the current chunk without explicit signals about future dynamics; they also suffer from slow inference due to iterative video denoising. In this paper, we present Next Forcing, a multi-chunk prediction (MCP) framework for causal world modeling that enables faster training, higher accuracy, and accelerated inference. Inspired by multi-token prediction in large language models, Next Forcing introduces an MCP training objective that augments the main model with lightweight auxiliary MCP modules to simultaneously denoise video chunks at multiple future temporal horizons (next^1, next^2, next^3 chunks). These MCP modules form a causal chain across prediction depths, where intermediate features fused from multiple layers

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MMaDA-VLA: Large Diffusion Vision-Language-Action Model with Unified Multi-Modal Instruction and Generation

Vision-Language-Action (VLA) models aim to control robots for manipulation from visual observations and natural-language instructions. However, existing hierarchical and autoregressive paradigms often introduce architectural overhead, suffer from temporal inconsistency and long-horizon error accumulation, and lack a mechanism to capture environment dynamics without extra modules. To this end, we present MMaDA-VLA, a fully native pre-trained large diffusion VLA model that unifies multi-modal understanding and generation in a single framework. Our key idea is a native discrete diffusion formulation that embeds language, images, and continuous robot controls into one discrete token space and trains a single backbone with masked token denoising to jointly generate a future goal observation and an action chunk in parallel. Iterative denoising enables global, order-free refinement, improving long-horizon consistency while grounding actions in predicted future visual outcomes without auxiliar

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GroundAnything: 병렬 디코딩과 정밀한 visual grounding을 초고속으로 결합

GroundAnything: 병렬 디코딩과 정밀한 visual grounding을 초고속으로 결합

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-

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Recursive Game Creator: 에이전트 기반 제품 수준 경험 중심 게임 프레임워크

Recursive Game Creator: 에이전트 기반 제품 수준 경험 중심 게임 프레임워크

Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criter

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트레이스에서 에이전트형 월드로: 인터랙티브 환경 시뮬레이션을 위한 Agentic Language World Models

트레이스에서 에이전트형 월드로: 인터랙티브 환경 시뮬레이션을 위한 Agentic Language World Models

Realistic environment replicas are increasingly valuable for training and evaluating LLM agents, yet the original systems may be inaccessible or impractical to reproduce. We explore agentic language world modeling: rather than rebuilding an executable environment, a world model agent serves as the environment for a task agent and supports faithful and stateful simulation. We instantiate this paradigm with Trace2Env, a learning-free framework for settings where the original system is unavailable but historical interaction traces remain accessible. Trace2Env reconstructs these traces into a reusable environment worldbook containing environment schemas, grounded evidence, and induced behavioral knowledge. At runtime, the world model agent actively consults the worldbook together with persistent episodic state to infer each action's observation and lasting state effects. Across nine environments, Trace2Env improves both next-observation fidelity and long-horizon interaction consistency ove

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InsightTok: 자기회귀 이미지 생성을 위한 이산 토큰화의 텍스트·얼굴 충실도 개선

Text and faces are among the most perceptually salient and practically important patterns in visual generation, yet they remain challenging for autoregressive generators built on discrete tokenization. A central bottleneck is the tokenizer: aggressive downsampling and quantization often discard the fine-grained structures needed to preserve readable glyphs and distinctive facial features. We attribute this gap to standard discrete-tokenizer objectives being weakly aligned with text legibility and facial fidelity, as these objectives typically optimize generic reconstruction while compressing diverse content uniformly. To address this, we propose InsightTok, a simple yet effective discrete visual tokenization framework that enhances text and face fidelity through localized, content-aware perceptual losses. With a compact 16k codebook and a 16x downsampling rate, InsightTok significantly outperforms prior tokenizers in text and face reconstruction without compromising general reconstruct

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Domino: Speculative Decoding에서 인과 모델링과 자기회귀 초안 생성을 분리하다

Speculative decoding accelerates LLM inference by drafting multiple tokens and verifying them in parallel with the target model. However, its practical speedup is constrained by the trade-off between draft quality and drafting cost: autoregressive drafters model causal dependencies among draft tokens but incur sequential overhead, while parallel drafters reduce drafting cost but weaken intra-block dependency modeling. In this paper, we propose Domino, a speculative decoding framework that decouples causal dependency modeling from expensive autoregressive draft execution. Domino first uses a parallel draft backbone to produce preliminary draft distributions for the entire block, and then applies a lightweight Domino head to refine them with prefix-dependent causal information. To stabilize teacher-forced causal encoding, we further introduce a base-anchored training curriculum that first strengthens the parallel backbone and then gradually shifts optimization toward the causally correct

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GGT-100K: 일반화 가능한 실세계 이미지 복원을 위한 생성형 Ground Truth

Real-world image restoration (IR) is bottlenecked by the scarcity of high-quality paired training data. Synthetic datasets are abundant but often fail to model real-world degradations, while real-world paired datasets are expensive and difficult to capture. As a result, IR models trained on these datasets show limited generalization in real-world scenarios. In this work, we propose Generative Ground Truth (GGT) by using generative multimodal foundation models (MFMs) to produce high-quality (HQ) targets from real-world low-quality (LQ) images. We first conduct a systematic evaluation of nine state-of-the-art MFMs, including Nano-Banana-2 and GPT-Image-2, on images of various scenes and degradation types. The results demonstrate that Nano-Banana-2 with VLM-based adaptive prompting shows the highest capability to synthesize perceptually realistic and content-faithful HQ targets, which can serve as the GGT for the LQ input. We then employ Nano-Banana-2 to build a GGT synthesis pipeline, wh

HuggingFace Daily Papers

DexJoCo: MuJoCo 기반 작업 지향 정밀 조작 벤치마크·툴킷

Achieving human-level manipulation requires dexterous robotic hands capable of complex object interactions. Advancing such capabilities further demands standardized benchmarks for systematic evaluation. However, existing dexterous benchmarks lack tasks that reflect the unique manipulation capabilities of dexterous hands over parallel grippers, as well as comprehensive evaluation pipelines. In this paper, we present DexJoCo, a benchmark and toolkit for task-oriented dexterous manipulation, comprising 11 functionally grounded tasks that evaluate tool-use, bimanual coordination, long-horizon execution, and reasoning. We develop a low-cost data collection system and collect 1.1K trajectories across these tasks, with support for domain randomization to assess robustness. We benchmark modern models under diverse settings, including visual and dynamics randomization, multi-task training, and action-head adaptation. Through extensive empirical analysis, we identify several important insights a

HuggingFace Daily Papers

Sat3DGen: Comprehensive Street-Level 3D Scene Generation from Single Satellite Image

Generating a street-level 3D scene from a single satellite image is a crucial yet challenging task. Current methods present a stark trade-off: geometry-colorization models achieve high geometric fidelity but are typically building-focused and lack semantic diversity. In contrast, proxy-based models use feed-forward image-to-3D frameworks to generate holistic scenes by jointly learning geometry and texture, a process that yields rich content but coarse and unstable geometry. We attribute these geometric failures to the extreme viewpoint gap and sparse, inconsistent supervision inherent in satellite-to-street data. We introduce Sat3DGen to address these fundamental challenges, which embodies a geometry-first methodology. This methodology enhances the feed-forward paradigm by integrating novel geometric constraints with a perspective-view training strategy, explicitly countering the primary sources of geometric error. This geometry-centric strategy yields a dramatic leap in both 3D accura

HuggingFace Daily Papers

π-Bench: 장기 워크플로우에서 선제적으로 동작하는 개인 비서 에이전트 평가 벤치마크

The rise of personal assistant agents, e.g., OpenClaw, highlights the growing potential of large language models to support users across everyday life and work. A core challenge in these settings is proactive assistance, since users often begin with underspecified requests and leave important needs, constraints, or preferences unstated. However, existing benchmarks rarely evaluate whether agents can identify and act on such hidden intents before they are explicitly stated, especially in sustained multi-turn interactions where user needs emerge gradually. To address this gap, we introduce π-Bench, a benchmark for proactive assistance comprising 100 multi-turn tasks across 5 domain-specific user personas. By incorporating hidden user intents, inter-task dependencies, and cross-session continuity, π-Bench evaluates agents' ability to anticipate and address user needs over extended interactions, jointly measuring proactivity and task completion in long-horizon trajectories that better refl

HuggingFace Daily Papers