D-OPSD: On-Policy Self-Distillation for Continuously Tuning Step-Distilled Diffusion Models
The landscape of high-performance image generation models is currently shifting from the inefficient multi-step ones to the efficient few-step counterparts (e.g, Z-Image-Turbo and FLUX.2-klein). However, these models present significant challenges for directly continuous supervised fine-tuning. For example, applying the commonly used fine-tuning technique would compromises their inherent few-step inference capability. To address this, we propose D-OPSD, a novel training paradigm for step-distilled diffusion models that enables on-policy learning during supervised fine-tuning. We first find that the modern diffusion model where the LLM/VLM serves as the encoder can inherit its encoder's in-context capabilities. This enables us to make the training as an on-policy self-distillation process. Specifically, during training, we make the model acts as both the teacher and the student with different contexts, where the student is conditioned only on the text feature, while the teacher is condi
HuggingFace Daily Papers
HeavySkill: Heavy Thinking as the Inner Skill in Agentic Harness
Recent advances in agentic harness with orchestration frameworks that coordinate multiple agents with memory, skills, and tool use have achieved remarkable success in complex reasoning tasks. However, the underlying mechanism that truly drives performance remains obscured behind intricate system designs. In this paper, we propose HeavySkill, a perspective that views heavy thinking not only as a minimal execution unit in orchestration harness but also as an inner skill internalized within the model's parameters that drives the orchestrator to solve complex tasks. We identify this skill as a two-stage pipeline, i.e., parallel reasoning then summarization, which can operate beneath any agentic harness. We present a systematic empirical study of HeavySkill across diverse domains. Our results show that this inner skill consistently outperforms traditional Best-of-N (BoN) strategies; notably, stronger LLMs can even approach Pass@N performance. Crucially, we demonstrate that the depth and wid
HuggingFace Daily Papers
The DAWN of World-Action Interactive Models
A plausible scene evolution depends on the maneuver being considered, while a good maneuver depends on how the scene may evolve. Existing World Action Models (WAMs) largely miss this reciprocity, treating world prediction and action generation as either isolated parallel branches or rigid predict-then-plan pipelines. We formalize this perspective as World-Action Interactive Models (WAIMs), and instantiate it in autonomous driving with DAWN (Denoising Actions and World iNteractive model), a simple yet strong latent generative baseline. DAWN operates in a compact semantic latent space and couples a World Predictor with a World-Conditioned Action Denoiser: the predicted world hypothesis conditions action denoising, while the denoised action hypothesis is fed back to update the world prediction, so that both are recursively refined during inference. Rather than eliminating test-time world evolution altogether or rolling out the full future in pixel space, DAWN performs a short explicit lat
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WorldRecon: 대규모 3D 월드를 위한 생성형 멀티뷰 메시 재구성
Reconstructing 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 inp
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Tetris3D: 맞물리는 오브젝트로 만드는 3D 장면 생성
We propose Tetris3D, a generative framework for single-image 3D scene reconstruction that recovers objects which are physically and geometrically coherent as a scene. Existing methods often generate objects independently or couple them implicitly, providing limited guidance for ensuring fine-grained spatial compatibility between neighboring objects that interact with one another. To address this, we explicitly condition the generation of each object on the geometry of surrounding objects and their physical relationships, guiding its shape and pose to remain geometrically and physically plausible within the scene. Moreover, we introduce ComOb, a physics simulation-based dataset of 1.2M scenes featuring physical interactions across diverse object categories, with per-object meshes and pairwise physical relation annotations. Comprehensive experiments on synthetic and realworld scenes show that Tetris3D recovers coherent object shapes and poses even when interacting regions are occluded, a
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정책 동기화 언어-행동 이중 부트스트래핑 기반 내비게이션용 데이터 중심 재귀적 자기 개선
Vision-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 trajecto
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ReWorld: 장기 기억을 갖춘 인터랙티브 월드 모델
An interactive world model must follow the user's actions, remember the places it has shown, and stream in real time. The tension is structural: control wants a short horizon, memory wants an unbounded one. ReWorld separates the two during training and bounds them at inference. Mixed per-head attention windows confine most heads to the recent past while a small set of global heads attends over the entire history, and random head routing keeps either capability from binding to particular heads; random chunk dropping makes sparse histories in-distribution. At inference the whole past lives under a fixed budget: a bounded KV cache backed by a pose-indexed landmark bank, from which the model retrieves the landmarks nearest the current pose. A metric-scale-aligned data engine places eight sources -- Unreal-rendered fly-throughs, game roaming, and real-world footage -- on one physical action scale, so the same key press moves the camera the same distance in every source, and palindrome traje
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원스텝 비주얼 생성을 위한 표현 분포 매칭
We elucidate the design space of Representation Distribution Matching (RDM), our name for the paradigm that trains a one-step image generator by matching generated and reference feature distributions under frozen pretrained encoders. We identify two design axes, how the distributions are compared and the representations they are compared in, and controlled studies along them yield three findings. First, the classical MMD, which could not train convincing generators a decade ago, becomes a strong and scalable objective once estimated right. Second, the generated batch is then the operative variable, with an optimum above 2048, far beyond customary batch sizes. Third, any single representation can be gamed, driven below the real score while images stay visibly fake, so we match against a balanced battery of encoders and evaluate with SW_r14, a Sliced-Wasserstein distance over 14 encoders that is independent of the training loss and resists gaming. Combining the preferred choices yields i
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BioMatrix: 서열·구조·언어를 아우르는 포괄적 생물학 파운데이션 모델로
We present BioMatrix, the first multimodal foundation model that natively integrates sequences, structures, and natural language for both molecules and proteins within a single decoder-only architecture. Existing biological foundation models pursue native multimodality and broad entity coverage separately: those that fuse multiple modalities under a shared objective remain confined to a single entity type, while those spanning multiple entity types either omit explicit structural modeling or rely on adapter-based designs in which the model cannot natively generate the very modalities it can read. BioMatrix closes this gap by mapping molecular sequences (supporting both SMILES and SELFIES notations), molecular structures, protein sequences, protein structures, and natural language into a shared discrete token space through a unified tokenization scheme, so that all modalities are consumed and produced uniformly under a single next-token prediction objective -- without external encoders,
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Multi-LCB, LiveCodeBench를 다중 프로그래밍 언어로 확장
LiveCodeBench (LCB) has recently become a widely adopted benchmark for evaluating large language models (LLMs) on code-generation tasks. By curating competitive programming problems, constantly adding fresh problems to the set, and filtering them by release dates, LCB provides contamination-aware evaluation and offers a holistic view of coding capability. However, LCB remains restricted to Python, leaving open the question of whether LLMs can generalize across the diverse programming languages required in real-world software engineering.
We introduce Multi-LCB, a benchmark for evaluating LLMs across twelve programming languages, including Python. Multi-LCB transforms Python tasks from the LCB dataset into equivalent tasks in other languages while preserving LCB's contamination controls and evaluation protocol. Because it is fully compatible with the original LCB format, Multi-LCB will automatically track future LCB updates, enabling systematic assessment of cross-language code genera
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GrepSeek: 코퍼스 직접 상호작용을 위한 검색 에이전트 학습
Large Language Model (LLM) search agents have shown strong promise for knowledge-intensive language tasks through multiple rounds of reasoning and information retrieval. Most existing systems access information using a retriever that takes a keyword or natural language query and returns a ranked list of documents using an index of pre-computed document representations. In this work, we explore a complementary perspective in which the search agent treats the corpus itself as the search environment and finds evidence by issuing executable shell commands. We introduce GrepSeek, an optimized direct corpus interaction (DCI) search agent that trains a compact search agent to find, filter, and compose evidence from large text corpora. To address the instability of learning behavior directly with reinforcement learning on large corpora, we propose a two-stage training pipeline. First, we construct a cold-start dataset using an answer-aware Tutor and answer-blind Planner to generate verified, c
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Towards Real-world Human Behavior Simulation: Benchmarking Large Language Models on Long-horizon, Cross-scenario, Heterogeneous Behavior Traces
The emergence of Large Language Models (LLMs) has illuminated the potential for a general-purpose user simulator. However, existing benchmarks remain constrained to isolated scenarios, narrow action spaces, or synthetic data, failing to capture the holistic nature of authentic human behavior. To bridge this gap, we introduce OmniBehavior, the first user simulation benchmark constructed entirely from real-world data, integrating long-horizon, cross-scenario, and heterogeneous behavioral patterns into a unified framework. Based on this benchmark, we first provide empirical evidence that previous datasets with isolated scenarios suffer from tunnel vision, whereas real-world decision-making relies on long-term, cross-scenario causal chains. Extensive evaluations of state-of-the-art LLMs reveal that current models struggle to accurately simulate these complex behaviors, with performance plateauing even as context windows expand. Crucially, a systematic comparison between simulated and authe
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Bayesian-Agent: LLM 에이전트 프레임워크를 위한 사후확률 기반 스킬 진화
LLM agents increasingly rely on external inference conditions: prompts, tools, memory, SOPs, skills, and harness feedback. These assets can improve task execution without changing model weights, but they are often revised by heuristic reflection or by reusing observed successes and failures as if counts alone were reliable belief. We introduce Bayesian-Agent, a native and cross-harness framework that treats reusable skills and SOPs as hypotheses about whether a frozen model will succeed under a particular prompt, context, and harness environment. Bayesian-Agent records verified trajectory evidence, maintains a feature-conditioned categorical posterior over each skill, and maps posterior state into inspectable actions such as patch, split, compress, retire, and explore. Model-facing prompts receive executable guardrails and failure-mode patches, while posterior summaries remain available for audit. With deepseek-v4-flash, incremental repair improves SOP-Bench from 80\% to 95\%, Lifelong
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Code-as-Room, 탑다운 이미지에서 에이전트형 코드 합성으로 3D 공간 생성
Designing realistic and functional 3D indoor rooms is essential for a wide range of applications, including interior design, virtual reality, gaming, and embodied AI. While recent MLLM-based approaches have shown great potential for 3D room synthesis from textual descriptions or reference images, text-based methods struggle to capture precise spatial information, and existing image-conditioned agents suffer from instability and infinite looping when tasked with holistic room generation from top-down views. To address these limitations, we propose Code-as-Room, an MLLM-based agentic framework equipped with a structured execution harness, which represents 3D rooms with Blender codes. Given a top-down room image, the framework parses the reference image to extract scene elements and their spatial relationships, and synthesizes executable Blender code for geometry, materials, and lighting in a principled, multi-stage pipeline. A cross-stage memory module is maintained throughout to mitigat
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과학 유토피아? 학술 연구 생태계를 닫힌 고리로 시뮬레이션한 LLM
Scientific progress emerges from a longitudinal ecosystem in which researchers, institutions, funding agencies, collaboration networks, and the scientific literature co-evolve. As AI becomes increasingly involved throughout the scientific research cycle, understanding these interconnected and evolving processes becomes increasingly important. We introduce SciUtopia, a persistent, closed-loop LLM-agent simulation framework for studying academic research ecosystems. SciUtopia models interconnected scientific processes such as research-direction choice, collaboration, submission, peer review, resubmission, citation, funding, and researcher attrition, while maintaining evolving states across simulated years. Its configurable institutional mechanisms and information channels provide a controlled testbed for matched counterfactual experiments and targeted interventions. Across 61 simulation worlds, SciUtopia simulates over 40,000 researchers from 8,000 institutions, producing around 400,000
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Random Attention: 효율적 추론을 위한 KV 캐시 제거 전략 재고
Large language models achieve superior performance on tasks that require extended reasoning, but long chains of thought make the KV cache a severe memory bottleneck. Existing KV cache compression methods share one paradigm: score each cached token by some estimate of how much it will matter later, and keep the top-scoring ones. We show that the selection signal contributes almost nothing. Random Attention keeps the prompt and evicts uniformly at random within each attention head, computing no score at all; across four models and six reasoning tasks it matches the strongest prior evictor while serving 32-43% higher throughput than it in vLLM deployment. Controlled experiments explain this by showing that 1) the prompt is the fragile part of the cache, and most of the gap between selectors is just whether their selection signal happened to keep it; 2) the reasoning trace protects itself against eviction with redundancy at two levels, in the text (the model restates what it still needs as
HuggingFace Daily Papers
GameWAM: 비디오 게임을 위한 월드 액션 모델
Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode at each action s
HuggingFace Daily Papers
Kaininja: 네이티브 3D 생성기를 파트 수준까지 확장
Native 3D generators turn one image into a single mesh. TRELLIS.2 and its peers deliver high-fidelity non-watertight geometry with materials, but the output is one fused object, while downstream work such as editing, rigging and simulation operates on part-level assets. A naive idea is to run a 3D segmentation network on the fused mesh that TRELLIS.2 generates, but such pipelines are slow and bounded by the accuracy of the segmentation. We want a simple way to extend an existing native 3D generator to the part level. But we face a critical problem: the O-Voxel grid stores one sheet of surface per voxel, so a single volume cannot represent the interface where two parts touch, at any resolution. We introduce a dual-volume representation to solve this problem and put forward KaiNinja, a part-level extension of TRELLIS.2 built on a dual-volume form of its O-Voxel representation. KaiNinja keeps the generation speed and quality of TRELLIS.2 while extending it to the part level, with no mask
HuggingFace Daily Papers
범용 CPU 환경에서 저지연 LLM 웹 검색을 위한 3계층 캐시 아키텍처
AI-powered search products such as ChatGPT search, Google's AI Overviews, and Perplexity provide LLM-synthesized answers grounded in live web results. We developed OreoLook (formerly lixSearch), an open-source answer engine using automated browser agents and provider-routed LLM inference. Its local search, caching, session-management, and embedding stack runs on commodity CPU hardware; answer synthesis is performed by a remote inference provider. As usage grew, sessions lost context, equivalent queries triggered redundant work, and URLs were repeatedly embedded across sessions.
We present a three-layer caching architecture: (1) a Session Context Window maintaining a rolling window of recent messages in Redis with automatic overflow to Huffman-compressed disk archives; (2) a Semantic Query Cache catches rephrasings via cosine similarity on embedding vectors, eliminating redundant LLM invocations; and (3) a URL Embedding Cache that deduplicates embedding computations across sessions. D
HuggingFace Daily Papers
GenRouter: 에이전트 기반 이미지 생성을 위한 통합 워크플로 라우팅
The rapid evolution of text-to-image (T2I) generation models has effectively solved the foundational challenge of raw pixel synthesis, shifting the community's focus toward fulfilling increasingly intricate user requests. While recent agentic image generation workflows enhance static inference with advanced capabilities like external knowledge retrieval and iterative reasoning, they mostly operate in isolated silos with fixed ``one-size-fits-all" topologies. This inevitably leads to severe compute-mismatch, where simple queries are forced through computationally heavy pipelines. To bridge this gap, we present GenRouter, the first unified workflow routing framework for agentic image generation. We first formulate GenCanvas, standardizing diverse agentic pipelines into a universal set of foundational primitives and executable templates. Operating over this unified space, GenRouter adaptively routes heterogeneous prompts to their optimal workflows via (i) demand profiling, (ii) experience
HuggingFace Daily Papers
Memadapter: 메모리 유발 아첨 편향에 맞서는 반사실 적응
Long-term memory enables LLM-based agents to retain and reuse information across tasks and sessions, supporting personalization and long-horizon interactions. However, persistent memories can also induce sycophancy, causing agents to over-align with users' historical beliefs even when they are inaccurate, outdated, or inconsistent with objective evidence. Existing mitigation methods assume that memory-induced sycophancy originates from biased or incorrect memories and attempt to reduce this risk by filtering such memories at different stages of the memory pipeline. However, in the real world, objective and correct memories can still induce sycophancy, and the same memory can warrant different influence across different contexts. To this end, we propose MemAdapter, a novel framework that adaptively integrates retrieved memories to support objective and reliable reasoning. Specifically, MemAdapter consists of three components: (i) Counterfactual Induction, which leverages counterfactual
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비전을 통합 멀티모달 생성으로
We formulate computer vision as unified multimodal generation, where heterogeneous visual tasks are expressed in the native text and image generation spaces of a unified multimodal model, without task-specific architectures. Under this formulation, SenseNova-Vision uses natural-language instructions and optional visual prompts to specify tasks, target regions or views, and decoding conventions, and generates responses as text for symbolic outputs, images for dense spatial predictions, or mixed text-and-image outputs for compositional tasks. To support large-scale training, we convert diverse computer vision annotations into instruction-response examples compatible with these generation spaces, resulting in the SenseNova-Vision Corpus, a computer-vision instruction-response corpus spanning text, image, and mixed targets. Starting from an off-the-shelf pretrained unified multimodal model, SenseNova-Vision is trained primarily on this corpus, with auxiliary multimodal data used as a capab
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통합 월드 모델링을 위한 Masked Visual Actions
Video models absorb rich priors over how the visual world moves, interacts, and responds to contact, making them promising substrates for robotic world modeling. The central challenge is how to communicate action to such models in a form aligned with the visual space in which they learned these interaction priors, yet still grounded in physical manipulation. We introduce Masked Visual Actions, a pixel-space control interface that expresses action as a partially revealed trajectory of an arbitrary entity in a video. Revealing robot motion makes the model act as a forward dynamics model that predicts the scene's response to low-level robot actions, while revealing desired object motion makes the same model recover robot behavior consistent with that outcome. Finetuned with only 15 hours of masked examples from real videos and simulation, a single checkpoint achieves strong visual fidelity and controllability across diverse scenes and multiple embodiments. In downstream manipulation setti
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Pass the Baton: 궤적 릴레이 기반 온폴리시 증류
On-policy distillation (OPD) grounds token-level supervision in the student's own trajectory, yet suffers from prefix failure: once the student commits to a wrong reasoning direction, all subsequent generation builds on this deviation, producing misdirected continuations that elicit unreliable supervision and waste compute. We identify a teacher-student continuation asymmetry on failed prefixes, where the teacher tends to redirect while the student continues along the original direction, and convert it into a label-free handoff trigger in Relay On-Policy Distillation (Relay-OPD). During training, Relay-OPD constructs relay trajectories by letting the teacher briefly take over at detected trigger points to produce a teacher leg, after which the student resumes and is optimized on the resulting trajectory. A limited relay budget concentrates intervention on critical early positions while limiting departure from the student policy. With a Qwen3-4B-Instruct-2507 teacher and Qwen3-0.6B/1.7B
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AURORA-LM, 연속 잠재 확산 언어 모델링 위한 통합 표현 자동인코딩
Language remains an outlier in generative modeling: while images, video, and audio are increasingly modeled in continuous latent spaces, text generation still relies predominantly on discrete tokens. Existing continuous language models either inherit embedding spaces not designed for joint generation and decoding, or compress autoencoded latents to ease diffusion, sacrificing token-level fidelity. Instead of simplifying the representation to suit the generative model, we preserve a high-capacity, decodable text latent and design the diffusion model to learn its distribution directly.
We introduce AURORA-LM, a continuous-latent diffusion language model that separates the construction of a decodable text representation from the modeling of its distribution. A Query-based Encoder-Decoder organizes text into a high-capacity, prefix-aligned latent sequence, and a Block-causal Diffusion Transformer learns its distribution through flow matching, generating blocks left to right while denoisi
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Video-Oasis, 비디오 이해 평가를 다시 묻다
The inherent complexity of video understanding makes it difficult to determine whether Video-LLM benchmark performance stems from visual perception, linguistic reasoning, or knowledge priors. While many benchmarks have emerged to assess high-level reasoning, shared criteria for evaluating video understanding remain largely overlooked. Instead of introducing yet another benchmark, we take a step back to re-examine the criteria for evaluating video understanding. In this work, we introduce Video-Oasis, a sustainable diagnostic suite for systematically auditing existing video understanding benchmarks. This audit reveals that 55\% of existing benchmark samples are solvable without visual input or temporal context. After filtering these shortcuts, the remaining video-native challenges expose a substantial capability gap: state-of-the-art models perform only marginally above random guessing. Building on these findings, we use the distilled challenges as a testbed to investigate which algorit
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EvoEmbedding: 장문맥 검색과 에이전트 메모리를 위한 진화형 표현
Existing embedding models are inherently static: they encode text segments in isolation, ignoring their surrounding context and temporal order. This paper introduces EvoEmbedding, a novel embedding model that generates evolvable representations for retrieval. It is tailored for long-context scenarios, where information is dynamic, sequential, and requires continuous state tracking. Our design is simple: EvoEmbedding maintains a continuously updated latent memory as it sequentially processes inputs, and uses it alongside the raw content to jointly generate evolvable embeddings. Consequently, for the same query, our model adapts its representation to retrieve distinct targets based on the evolving context, going beyond static semantic search. To equip the model with this capability, we construct EvoTrain-180K, a diverse dataset for the joint optimization of latent memory and retrieval. Furthermore, we introduce a memory queue to prevent representation collapse during recurrent encoding,
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RynnWorld-4D: 로봇 조작을 위한 4D embodied world model
Robotic manipulation in the open world requires not only recognizing what a scene looks like, but also anticipating how its 3D structure moves under interaction. We argue that synchronized RGB, depth, and optical flow, namely RGB-DF, provide a physically grounded representation that captures the underlying 4D dynamics of a scene. Compared to 2D pixel videos, this multi-modal synergy aligns visual appearance with geometric structure and temporal motion, creating a representation space significantly closer to the low-level end-effector actions demanded by robotic systems, thereby narrowing the gap between world prediction and policy learning. Building on this insight, we introduce RynnWorld-4D, a generative model that co-produces future RGB frames, depth maps, and optical flow from a single RGB-D image and a language instruction within one unified diffusion process. This 4D world model features a tri-branch architecture that integrates cross-modal attention with frame-wise 3D RoPE, ensur
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개념 기반 범용 시선 타깃 추정
Estimating human gaze targets from images in-the-wild is an important and formidable task. Existing approaches primarily employ brittle, multi-stage pipelines that require explicit inputs, like head bounding boxes and human pose, in order to identify the subject of gaze analysis. As a result, detection errors can cascade and lead to failure. Moreover, these prior works lack the flexibility of specifying the gaze analysis task via natural language prompting, an approach which has been shown to have significant benefits in convenience and scalability for other image analysis tasks. To overcome these limitations, we introduce the Promptable Gaze Target Estimation (PGE) task, a new end-to-end, concept-driven paradigm for gaze analysis. PGE conditions gaze prediction on flexible user text or visual prompts (e.g., "the boy in the red shirt" or "person in point [0.52, 0.48]") to identify a specific subject for gaze analysis. This approach integrates subject localization with gaze estimation,
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MeanFlowNFT: 평균 속도 생성기에 포워드 프로세스 RL 적용
MeanFlow generators achieve fast few-step sampling by predicting average velocities over time intervals, making them attractive for efficient generation. Reinforcement learning (RL) has become a powerful way to align diffusion and flow models with human preferences and task-specific objectives. In particular, DiffusionNFT offers an efficient forward-process RL framework that does not require reverse-process trajectories or likelihood estimation. However, applying such RL methods to MeanFlow remains underexplored. DiffusionNFT optimizes instantaneous velocities, whereas MeanFlow samples with average velocities. To bridge this gap, we introduce MeanFlowNFT. Inspired by the MeanFlow identity, which bridges average and instantaneous velocities, we construct an induced instantaneous-velocity predictor. We apply the DiffusionNFT objective to this predictor, making reward optimization well-defined for MeanFlow. Sampling remains based on the average velocity, preserving MeanFlow's fast few-ste
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