CoME-VL: Scaling Complementary Multi-Encoder Vision-Language Learning
Recent vision-language models (VLMs) typically rely on a single vision encoder trained with contrastive image-text objectives, such as CLIP-style pretraining. While contrastive encoders are effective for cross-modal alignment and retrieval, self-supervised visual encoders often capture richer dense semantics and exhibit stronger robustness on recognition and understanding tasks. In this work, we investigate how to scale the fusion of these complementary visual representations for vision-language modeling. We propose CoME-VL: Complementary Multi-Encoder Vision-Language, a modular fusion framework that integrates a contrastively trained vision encoder with a self-supervised DINO encoder. Our approach performs representation-level fusion by (i) entropy-guided multi-layer aggregation with orthogonality-constrained projections to reduce redundancy, and (ii) RoPE-enhanced cross-attention to align heterogeneous token grids and produce compact fused visual tokens. The fused tokens can be injec
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Understanding and Enforcing Weight Disentanglement in Task Arithmetic
Task arithmetic provides an efficient, training-free way to edit pre-trained models, yet lacks a fundamental theoretical explanation for its success. The existing concept of ``weight disentanglement" describes the ideal outcome of non-interfering task composition but does not reveal its underlying cause. Crucially, what intrinsic properties of the pre-trained model (θ_0) or the task vectors (τ_t) enable this disentanglement remains underexplored. In this paper, we introduce Task-Feature Specialization (TFS), a model's ability to allocate distinct internal features to different tasks, as the fundamental principle. We first prove that TFS is a sufficient condition for weight disentanglement. More importantly, we find that TFS also gives rise to an observable geometric consequence: weight vector orthogonality. This positions TFS as the common cause for both the desired functional outcome (disentanglement) and a measurable geometric property (orthogonality). This relationship provides the
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Paper Circle: An Open-source Multi-agent Research Discovery and Analysis Framework
The rapid growth of scientific literature has made it increasingly difficult for researchers to efficiently discover, evaluate, and synthesize relevant work. Recent advances in multi-agent large language models (LLMs) have demonstrated strong potential for understanding user intent and are being trained to utilize various tools. In this paper, we introduce Paper Circle, a multi-agent research discovery and analysis system designed to reduce the effort required to find, assess, organize, and understand academic literature. The system comprises two complementary pipelines: (1) a Discovery Pipeline that integrates offline and online retrieval from multiple sources, multi-criteria scoring, diversity-aware ranking, and structured outputs; and (2) an Analysis Pipeline that transforms individual papers into structured knowledge graphs with typed nodes such as concepts, methods, experiments, and figures, enabling graph-aware question answering and coverage verification. Both pipelines are impl
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Co-Evolving LLM Decision and Skill Bank Agents for Long-Horizon Tasks
Long horizon interactive environments are a testbed for evaluating agents skill usage abilities. These environments demand multi step reasoning, the chaining of multiple skills over many timesteps, and robust decision making under delayed rewards and partial observability. Games are a good testbed for evaluating agent skill usage in environments. Large Language Models (LLMs) offer a promising alternative as game playing agents, but they often struggle with consistent long horizon decision making because they lack a mechanism to discover, retain, and reuse structured skills across episodes. We present COSPLAY, a co evolution framework in which an LLM decision agent retrieves skills from a learnable skill bank to guide action taking, while an agent managed skill pipeline discovers reusable skills from the agents unlabeled rollouts to form a skill bank. Our framework improves both the decision agent to learn better skill retrieval and action generation, while the skill bank agent continua
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PaperMentor: Overleaf용 AI 연구논문 집필 멀티 에이전트 튜터
Expert writing feedback from experienced researchers is critical for early-career scholars to improve their manuscripts, yet high-quality feedback often remains scarce because reviewing research papers is labor-intensive. Emerging AI-powered writing assistants largely focus on grammar fixes or simulating peer review with final scores, yet they fall short of providing concrete, actionable suggestions that help students improve their papers during drafting. We present PaperMentor, a human-centered writing assistant system that delivers actionable suggestions as Overleaf-native inline comments while leaving the actual writing entirely to human authors. PaperMentor integrates an expert skill library carefully curated from established researchers' writing advice with 12 specialized agents covering different aspects of paper writing, such as formatting compliance, phrasing accuracy, and terminology consistency. In a user study (n=14), 90.6% of the generated comments were rated actionable and
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Search Beyond What Can Be Taught: 에이전트형 시각 생성의 지식 경계를 확장하는 탐색
Visual generators excel at rendering, but they confidently fabricate what they do not know. User requests are unbounded, evolving, and deeply long-tailed: new characters, trending entities, post-cutoff events, and more. This world-knowledge bottleneck is structural: generators are trained on fixed corpora, but the visual world is open-ended. We construct SearchGen-20K and SearchGen-Bench, with 20,839 prompts spanning twelve failure categories and twenty-two domains, paired with a pre-executed multimodal SearchGen-Corpus-1M to support offline, reproducible research. On SearchGen-Bench, frontier open generators score only 21 to 28 out of 100, a 40-point collapse invisible to existing benchmarks. The natural remedy is to employ search tools, enabling agentic visual generation. However, we find that naive search fails: it retrieves indiscriminately, injecting noise into prompts the generator already handles. We trace the root cause to a generator-specific, evolving knowledge boundary: the
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RigidFormer: Learning Rigid Dynamics using Transformers
Learning-based simulation of multi-object rigid-body dynamics remains difficult because contact is discontinuous and errors compound over long horizons. Most existing methods remain tied to mesh connectivity and vertex-level message passing, which limits their applicability to mesh-free inputs such as point clouds and leads to high computational cost. Efficiently modeling high-fidelity rigid-body dynamics from mesh-free representations, therefore, remains challenging. We introduce RigidFormer, an object-centric Transformer-based model that learns mesh-free rigid-body dynamics with controllable integration step sizes. RigidFormer reasons at the object level and advances each object through compact anchors; Anchor-Vertex Pooling enriches these anchors with local vertex features, retaining contact-relevant geometry without dense vertex-level interaction. We propose Anchor-based RoPE to inject anchor geometry into attention while respecting the unordered nature of objects and anchors: obje
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WorldAct: 거대한 3D 월드를 상호작용 가능한 객체 중심 장면으로 전환
Recent 3D world modeling systems based on generative scene synthesis, such as Marble, can create coherent and explorable 3D environments, yet their outputs are typically static monolithic assets with limited editability and physical interaction. This restricts their use in immersive content creation and embodied simulation, where generated worlds must be actively modified and manipulated. To tackle this challenge, we present WorldAct, a framework that converts static generated 3D worlds into editable and interaction-ready scenes. WorldAct uses a multimodal agent to guide scene decomposition, identify actionable objects, reconstruct geometrically aligned object-level meshes for interaction, and restore the residual background via 3D inpainting. The resulting scenes support object-level editing, collision-aware manipulation, and embodied task execution while preserving global scene coherence. Experiments show that WorldAct enables richer interaction scenarios than the original generated
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SkVM: Compiling Skills for Efficient Execution Everywhere
LLM agents increasingly adopt skills as a reusable unit of composition. While skills are shared across diverse agent platforms, current systems treat them as raw context, causing the same skill to behave inconsistently for different agents. This fragility undermines skill portability and execution efficiency.
To address this challenge, we analyze 118,000 skills and draw inspiration from traditional compiler design. We treat skills as code and LLMs as heterogeneous processors. To make portability actionable, we decompose a skill's requirements into a set of primitive capabilities, and measure how well each model-harness pair supports them. Based on these capability profiles, we propose SkVM, a compilation and runtime system designed for portable and efficient skill execution. At compile time, SkVM performs capability-based compilation, environment binding, and concurrency extraction. At runtime, SkVM applies JIT code solidification and adaptive recompilation for performance optimizati
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LOME: Learning Human-Object Manipulation with Action-Conditioned Egocentric World Model
Learning human-object manipulation presents significant challenges due to its fine-grained and contact-rich nature of the motions involved. Traditional physics-based animation requires extensive modeling and manual setup, and more importantly, it neither generalizes well across diverse object morphologies nor scales effectively to real-world environment. To address these limitations, we introduce LOME, an egocentric world model that can generate realistic human-object interactions as videos conditioned on an input image, a text prompt, and per-frame human actions, including both body poses and hand gestures. LOME injects strong and precise action guidance into object manipulation by jointly estimating spatial human actions and the environment contexts during training. After finetuning a pretrained video generative model on videos of diverse egocentric human-object interactions, LOME demonstrates not only high action-following accuracy and strong generalization to unseen scenarios, but
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Paper Reconstruction Evaluation: Evaluating Presentation and Hallucination in AI-written Papers
This paper introduces the first systematic evaluation framework for quantifying the quality and risks of papers written by modern coding agents. While AI-driven paper writing has become a growing concern, rigorous evaluation of the quality and potential risks of AI-written papers remains limited, and a unified understanding of their reliability is still lacking. We introduce Paper Reconstruction Evaluation (PaperRecon), an evaluation framework in which an overview (overview.md) is created from an existing paper, after which an agent generates a full paper based on the overview and minimal additional resources, and the result is subsequently compared against the original paper. PaperRecon disentangles the evaluation of the AI-written papers into two orthogonal dimensions, Presentation and Hallucination, where Presentation is evaluated using a rubric and Hallucination is assessed via agentic evaluation grounded in the original paper source. For evaluation, we introduce PaperWrite-Bench,
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음성 인식을 위한 Convex 저자원 악센트 강건 언어 식별
Globalization and multiculturalism continue to produce increasingly diverse speech varieties. Yet current spoken dialogue systems frequently fail on under-represented dialects and accents, often misidentifying the input language and causing cascading failures in downstream dialogue tasks. Addressing this dialectal variance under low-resource constraints remains an open challenge, as standard fine-tuning is computationally expensive and prone to overfitting on high-dimensional speech data. We propose Convex Language Detection (CLD), a novel framework that integrates theoretically grounded convex optimization techniques into the spoken dialogue systems pipeline. Our method is efficiently implemented via multi-GPU Alternating Direction Method of Multipliers (ADMM) in JAX, thus providing global optimality guarantees and fast training in polynomial time. Theoretically, we prove that our convex objective induces certified margin stability and provide guarantees against feature perturbations.
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Sumi: 처음부터 학습한 오픈 균일 확산 언어 모델
Diffusion models have become a promising alternative to autoregressive models. Among these, uniform diffusion language models (UDLMs) permit any token to be updated at any step, in principle enabling more flexible generation. However, no UDLM has yet been pretrained from scratch at both large parameter scale and large token budget. Both autoregressive modeling and masked diffusion modeling already have capable models at scale that the community can study and build on; uniform diffusion has none. A scratch-pretrained UDLM at scale would provide a clean reference point for studying scaling behavior, generation dynamics, controllability, and trade-offs against established autoregressive and masked diffusion models. To this end, we introduce Sumi ("ink" in Japanese), a fully open 7B uniform diffusion language model pretrained from scratch on 1.5T tokens. Sumi performs competitively with autoregressive models trained at comparable token budgets on knowledge, reasoning, and coding benchmarks
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더 많이 본다고 더 많이 아는가: 멀티소스 시각 추론을 위한 Mono-Anchored Advantage Normalization
Visual reasoning through reinforcement learning with verifiable rewards (RLVR) has achieved remarkable progress. However, when dealing with multi-source inputs, existing approaches tend to treat them as a mere accumulation of information, lacking explicit mechanisms to distinguish whether integrating additional sources yields information gain or introduces interference. Therefore, they struggle to effectively model dynamic interaction when integrating multiple sources, particularly when they differ significantly in physical properties and semantics, e.g., infrared and depth, leading to inferior performance to mono-source reasoning when a certain source holds the dominant signal. To address this issue, we propose MARS, a novel mono-anchored multi-source reasoning framework that models each visual modality as an independent information source. Specifically, by treating mono-source rewards as dynamic anchors, our method explicitly incorporates the information gain introduced by multi-sour
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LongAV-Compass: T2AV·I2AV·V2AV 전반의 분 단위 오디오-비주얼 생성 통합 평가를 향해
Audio-visual generation is rapidly advancing from short clips to minute-long content, while existing evaluation protocols remain largely confined to short-form settings. Existing benchmarks primarily focus on 5--10 second text-conditioned generation and rarely support unified evaluation across text, image, and video conditioning modalities. Moreover, they provide limited insight into how identity consistency, narrative coherence, and audio-visual alignment degrade over extended temporal horizons. To bridge this gap, we introduce LongAV-Compass, a systematic benchmark for minute-long audio-visual generation. LongAV-Compass contains 284 curated test cases spanning text-to-audio-video (T2AV), image-to-audio-video (I2AV), and video-to-audio-video (V2AV), organized by application scenario and generation complexity. The benchmark combines taxonomy-guided benchmark construction with a unified evaluation framework that integrates MLLM-assisted assessment with complementary perceptual and multi
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UI-Copilot: Advancing Long-Horizon GUI Automation via Tool-Integrated Policy Optimization
MLLM-based GUI agents have demonstrated strong capabilities in complex user interface interaction tasks. However, long-horizon scenarios remain challenging, as these agents are burdened with tasks beyond their intrinsic capabilities, suffering from memory degradation, progress confusion, and math hallucination. To address these challenges, we present UI-Copilot, a collaborative framework where the GUI agent focuses on task execution while a lightweight copilot provides on-demand assistance for memory retrieval and numerical computation. We introduce memory decoupling to separate persistent observations from transient execution context, and train the policy agent to selectively invoke the copilot as Retriever or Calculator based on task demands. To enable effective tool invocation learning, we propose Tool-Integrated Policy Optimization (TIPO), which separately optimizes tool selection through single-turn prediction and task execution through on-policy multi-turn rollouts. Experimental
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카메라 롤 VQA를 위한 개인 AI 에이전트
We study the personal camera roll visual question answering setting. In this setting, a conversational AI assistant can access a user's personal camera roll and retrieve relevant photos to answer queries, ranging from simple factual questions (e.g., ``Name of the food I tried yesterday?'') to more open-ended ones (e.g., ``Recommend some dishes I have never eaten before''). Given the vast nature of the personal camera roll (i.e., multiple years, hundreds to thousands of photos), a successful AI assistant needs to understand a long-horizon, highly personalized visual content stream in order to navigate and locate the correct and/or relevant information. To support this, we collect and manually annotate questions that mimic real-world usage. The final dataset, camroll, contains 50 users, 31,476 images, and 2,500 QA pairs. We further design camroll-agent, a conversational AI agent equipped with hierarchical memory and a minimal set of tools for efficient navigation over large, personalized
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모델 적응형 도구 필요성, LLM 도구 사용의 앎과 실행 간 격차 드러내
Large language models (LLMs) increasingly act as autonomous agents that must decide when to answer directly vs. when to invoke external tools. Prior work studying adaptive tool use has largely treated tool necessity as a model-agnostic property, annotated by human or LLM judge, and mostly cover cases where the answer is obvious (e.g., fetching the weather vs. paraphrasing text). However, tool necessity in the wild is more nuanced due to the divergence of capability boundaries across models: a problem solvable by a strong model on its own may still require tools for a weaker one. In this work, we introduce a model-adaptive definition of tool-necessity, grounded in each model's empirical performance. Following this definition, we compare the necessity against observed tool-call behavior across four models on arithmetic and factual QA dataset, and find substantial mismatches of 26.5-54.0% and 30.8-41.8%, respectively. To diagnose the failure, we decompose tool use into two stages: an inte
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RouteProfile: Elucidating the Design Space of LLM Profiles for Routing
As the large language model (LLM) ecosystem expands, individual models exhibit varying capabilities across queries, benchmarks, and domains, motivating the development of LLM routing. While prior work has largely focused on router mechanism design, LLM profiles, which capture model capabilities, remain underexplored. In this work, we ask: How does LLM profile design affect routing performance across different routers? Addressing this question helps clarify the role of profiles in routing, disentangle profile design from router design, and enable fairer comparison and more principled development of routing systems. To this end, we view LLM profiling as a structured information integration problem over heterogeneous interaction histories. We develop a general design space of LLM profiles, named RouteProfile, along four key dimensions: organizational form, representation type, aggregation depth, and learning configuration. Through systematic evaluation across three representative routers
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지수 감쇠 메모리를 더한 Attention, 쿼리 인지형 KV 희소성 개선
Efficient inference is critical for long-context language models, where attention computation and KV-cache access dominate the cost. Recent work RAT+, introduces a recurrence-augmented attention backbone that enables flexible dilated attention at inference time. In this paper, we investigate whether this exponentially decaying memory can also improve existing query-aware sparse inference methods. Using representative methods including Quest, MoBA, and SnapKV, we show that RAT+ consistently improves accuracy over standard attention across sparse budgets on eight needle-in-a-haystack tasks. We validate these gains both on the released checkpoints from the RAT+ paper and on OLMo2-7B, which we continue pretraining with the added memory module for 10B tokens. Finally, we propose two hypotheses explaining why this memory module benefits query-aware sparse inference and design targeted experiments to support them.
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FlowInOne:Unifying Multimodal Generation as Image-in, Image-out Flow Matching
Multimodal generation has long been dominated by text-driven pipelines where language dictates vision but cannot reason or create within it. We challenge this paradigm by asking whether all modalities, including textual descriptions, spatial layouts, and editing instructions, can be unified into a single visual representation. We present FlowInOne, a framework that reformulates multimodal generation as a purely visual flow, converting all inputs into visual prompts and enabling a clean image-in, image-out pipeline governed by a single flow matching model. This vision-centric formulation naturally eliminates cross-modal alignment bottlenecks, noise scheduling, and task-specific architectural branches, unifying text-to-image generation, layout-guided editing, and visual instruction following under one coherent paradigm. To support this, we introduce VisPrompt-5M, a large-scale dataset of 5 million visual prompt pairs spanning diverse tasks including physics-aware force dynamics and traje
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WorldMemArena: 행동-세계 상호작용을 통한 멀티모달 에이전트 메모리 평가
Multimodal large language models are increasingly deployed as long-horizon agents, where memory must do more than recall: it must track an evolving world, revise what has gone stale, and surface the right evidence at decision time. Existing benchmarks measure recall over static dialogue, collapse memory into a single end-of-task accuracy, and reduce visual observations to captions, leaving us unable to localize failures to writing, maintenance, retrieval, or use. The rise of agent harnesses that author their own memory sharpens this gap, since we have no principled way to compare hand-designed pipelines with self-managing alternatives. To close these gaps, we formulate multimodal agent memory as an Action-World Interaction Loop with an observable four-stage lifecycle, and instantiate it in WorldMemArena: 400 multi-session multimodal tasks spanning Lifelong Evolution (evolving personal and task states) and Agentic Execution (memory from real observations, actions, and feedback), annotat
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포인트별 상호정보량 기반 추론 RL용 Anti-Self-Distillation
On-policy self-distillation, where a student is pulled toward a copy of itself conditioned on privileged context (e.g., a verified solution or feedback), offers a promising direction for advancing reasoning capability without a stronger external teacher. Yet in math reasoning the gains are inconsistent, even when the same approach succeeds elsewhere. A pointwise mutual information analysis traces the failure to the privileged context itself: it inflates the teacher's confidence on tokens already implied by the solution (structural connectives, verifiable claims) and deflates it on deliberation tokens ("Wait", "Let", "Maybe") that drive multi-step search. We propose Anti-Self-Distillation (AntiSD), which ascends a divergence between student and teacher rather than descending it: this reverses the per-token sign and yields a naturally bounded advantage in one step. An entropy-triggered gate disables the term once the teacher entropy collapses, completing a drop-in replacement for default
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Functional Attention: 쌍별 유사도에서 함수적 대응으로
Learning mappings between infinite-dimensional function spaces, or operator learning, is essential for many machine learning applications. Although transformer-based operators are popular, they often rely on token-wise attention. These methods treat continuous fields as discrete tokens and usually ignore the global functional structure. We introduce Functional Attention, which reinterprets attention as a functional correspondence between adaptive bases. Inspired by geometric functional maps, our method replaces softmax affinities with structured linear operators. This yields a compact, generalizable, resolution-invariant representation that explicitly captures global dependencies. Experiments demonstrate that Functional Attention can match state-of-the-art performance in many operator learning tasks, including solving PDEs, 3D segmentation, and regression, while remaining robust to varying discretizations. Project page is available at https://github.com/xjffff/FUNCATTN.
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Towards Long-horizon Agentic Multimodal Search
Multimodal deep search agents have shown great potential in solving complex tasks by iteratively collecting textual and visual evidence. However, managing the heterogeneous information and high token costs associated with multimodal inputs over long horizons remains a critical challenge, as existing methods often suffer from context explosion or the loss of crucial visual signals. To address this, we propose a novel Long-horizon MultiModal deep search framework, named LMM-Searcher, centered on a file-based visual representation mechanism. By offloading visual assets to an external file system and mapping them to lightweight textual identifiers (UIDs), our approach mitigates context overhead while preserving multimodal information for future access. We equip the agent with a tailored fetch-image tool, enabling a progressive, on-demand visual loading strategy for active perception. Furthermore, we introduce a data synthesis pipeline designed to generate queries requiring complex cross-mo
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GBQA: A Game Benchmark for Evaluating LLMs as Quality Assurance Engineers
The autonomous discovery of bugs remains a significant challenge in modern software development. Compared to code generation, the complexity of dynamic runtime environments makes bug discovery considerably harder for large language models (LLMs). In this paper, we take game development as a representative domain and introduce the Game Benchmark for Quality Assurance (GBQA), a benchmark containing 30 games and 124 human-verified bugs across three difficulty levels, to evaluate whether LLMs can autonomously detect software bugs. The benchmark is constructed using a multi-agent system that develops games and injects bugs in a scalable manner, with human experts in the loop to ensure correctness. Moreover, we provide a baseline interactive agent equipped with a multi-round ReAct loop and a memory mechanism, enabling long-horizon exploration of game environments for bug detection across different LLMs. Extensive experiments on frontier LLMs demonstrate that autonomous bug discovery remains
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AI 리뷰어의 한계와 가능성: 전문가 45명이 Nature 계열 논문 리뷰를 다시 검토하다
With the advancement of AI capabilities, AI reviewers are beginning to be deployed in scientific peer review, yet their capability and credibility remain in question: many scientists simply view them as probabilistic systems without the expertise to evaluate research, while other researchers are more optimistic about their readiness without concrete evidence. Understanding what AI reviewers do well, where they fall short, and what challenges remain is essential. However, existing evaluations of AI reviewers have focused on whether their verdicts match human verdicts (e.g., score alignment, acceptance prediction), which is insufficient to characterize their capabilities and limits. In this paper, we close this gap through a large-scale expert annotation study, in which 45 domain scientists in Physical, Biological, and Health Sciences spent 469 hours rating 2,960 individual criticisms (each targeting one specific aspect of a paper) from human-written and AI-generated reviews of 82 Nature
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ViT-Up: Vision Transformers를 위한 충실한 특징 업샘플링
Vision Transformers (ViTs) have become a dominant architecture for visual representation learning, providing exceptionally strong and broadly reusable backbone features. However, ViTs are commonly operated on relatively small patch-token grids due to the quadratic cost of global self-attention, which creates a persistent bottleneck for dense prediction tasks such as semantic segmentation and depth estimation. This has motivated the development of task-agnostic feature upsamplers. While recent state-of-the-art methods produce visually sharp dense representations, their reliance on shallow image encoders for guided upsampling can introduce feature leakage, fragmentation, and blur. We introduce ViT-Up, an implicit feature upsampling framework that replaces external image guidance with layer-wise query construction from intermediate ViT hidden states. This enables feature prediction at arbitrary continuous image coordinates while preserving alignment with the backbone feature space. Experi
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TRACE, 스트리밍 비디오 이해를 위한 시간축 감사·조건 인식 평가
Streaming video understanding requires models to interpret evidence as it arrives, yet current evaluations often report task scores without specifying when evidence becomes valid, how visual history is maintained, or how responses are triggered. As a result, similar scores may correspond to different workloads, failure modes, and operational behavior. We introduce TRACE (Temporal Audit and Condition-aware Evaluation), a condition-aware benchmark and evaluation framework that makes these factors explicit. TRACE combines temporally audited visual tasks with evidence timing and instruction-dependent trigger annotations, a unified causal Core--Adapter protocol that controls information availability while recording actual history processing and response events, and multidimensional reporting of answer quality, timeliness, response-selection behavior, workload, completion, and reliability. On 1,240 records from 517 videos, we evaluate eight publicly available models or systems in eight confi
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CUA-SWE: 컴퓨터 활용 에이전트와 비주얼 소프트웨어 엔지니어링의 만남
Software development requires more than editing code: developers repeatedly run software, interact with its interfaces, visually inspect its behavior, and use these observations to decide what to change next and whether a change works. Existing coding agents and computer-use agents are largely studied in isolation, leaving this integrated development process underexplored. Diagnosing a runtime interaction failure requires agents to connect visual observations with the responsible code, then use the application again to verify the repair. We introduce CUA-SWE, a benchmark, environment, and evaluation pipeline for software engineering with computer use. Beyond studying how GUI feedback supports diagnosis and repair, we ask whether agents can complete software engineering tasks when required specification or operational information is available only through the running application's visual interface. CUA-SWE spans four software engineering domains and requires agents to modify code and co
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