Repo-To-Skill: GitHub 저장소를 AI4AI 스킬로 증류
Autonomous agents are beginning to carry out machine-learning (ML) research end to end. These agents combine a model backbone with a harness for planning, execution, memory, and verification, but this architecture still leaves domain-specific know-how outside the agent. We call this missing layer operational knowledge, the know-how that separates knowing a method from making it work. That knowledge is not absent from the field. It appears in repositories and papers, but in forms written for human readers and too large to load during a task. Once distilled into compact, verified skills, this knowledge can be reused across tasks rather than rediscovered during each run.
We present DisCo, a skill-powered research agent that creates skills and uses them during research. Its distillation runs in two complementary forms: task-agnostic, condensing the field's widely used repositories into reusable skills, and task-oriented, producing the skills a concrete task calls for. The former, applied
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X-Planner: Embodied Intelligence를 위한 이벤트 구조 기반 태스크 플래닝
Task planning bridges high-level instructions and executable behavior in long-horizon manipulation, yet modern Vision-Language-Action (VLA) systems often leave this intermediate structure implicit. Existing chain-of-thought (CoT) planners also tend to rely on coarse task-level annotations or serialize long reasoning traces token by token. We present X-Planner, a planning front-end that addresses both the supervision and representation of embodied reasoning. Our planning data combine Ego, UMI, and teleoperation under a hierarchy granularity with source-dependent annotation depth. Takeover-time annotations and human-designed failures supervise ongoing error recognition. On the model side, a shared VLM backbone exposes two event-structured plan forms: a discrete interface that emits interpretable event states and a latent interface that relays continuous CoT states across staggered Transformer depths through Staircase Decoding. A frozen latent-to-text reconstruction objective provides a s
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VoiceMem: 실시간 상호작용을 위한 스트리밍 듀얼 브레인 메모리
Conversational systems, such as duplex speech language models (SLMs), still lack a streaming, accurate, and empathetic memory system as their soul. We introduce VoiceMem, a simple memory architecture with a parallel informational left brain, an emotional right brain, and streaming memory I/O mechanisms. We further build a complete pipeline for memory-aware SLM training, long-horizon evaluation, and decoupled deployment with interchangeable memory backends. Experiments and real-world deployment show three advantages: i) Accuracy: under top-5 retrieval, the left brain outperforms classical systems such as Mem0 at top-200 by nearly 30 points; ii) Emotional & Personal: the right brain, with short- and long-horizon affective attribution and dual-node persona modeling, achieves state-of-the-art performance across three persona benchmarks and improves the aggregate score by 4.29 points over the previous best system; and iii) Real-Time & Cheap: VoiceMem completes retrieval in 134 ms, well with
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CORAL: Towards Autonomous Multi-Agent Evolution for Open-Ended Discovery
Large language model (LLM)-based evolution is a promising approach for open-ended discovery, where progress requires sustained search and knowledge accumulation. Existing methods still rely heavily on fixed heuristics and hard-coded exploration rules, which limit the autonomy of LLM agents. We present CORAL, the first framework for autonomous multi-agent evolution on open-ended problems. CORAL replaces rigid control with long-running agents that explore, reflect, and collaborate through shared persistent memory, asynchronous multi-agent execution, and heartbeat-based interventions. It also provides practical safeguards, including isolated workspaces, evaluator separation, resource management, and agent session and health management. Evaluated on diverse mathematical, algorithmic, and systems optimization tasks, CORAL sets new state-of-the-art results on 10 tasks, achieving 3-10 times higher improvement rates with far fewer evaluations than fixed evolutionary search baselines across tas
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TransitLM: 지도 없이 대중교통 경로를 생성하는 대규모 데이터셋·벤치마크
Public transit route planning traditionally depends on structured map infrastructure and complex routing engines, and no existing dataset supports training models to bypass this dependency. We present TransitLM, a large-scale dataset of over 13 million transit route planning records from four Chinese cities covering 120,845 stations and 13,666 lines, released as a continual pre-training corpus and benchmark data for three evaluation tasks with complementary metrics. Experiments show that an LLM trained on TransitLM produces structurally valid routes at high accuracy and implicitly grounds arbitrary GPS coordinates to appropriate stations without any explicit mapping. These results demonstrate that transit route planning can be learned entirely from data, enabling end-to-end, map-free route generation directly from origin-destination information. The dataset and benchmark are available at https://huggingface.co/datasets/GD-ML/TransitLM, with evaluation code at https://github.com/HotTric
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ABot-Earth 0.5: 생성형 3D 지구 모델
We present ABot-Earth 0.5, a generative 3D framework designed to synthesize vast, seamless 3D environments from ubiquitous, geospatially referenced satellite imagery. To achieve this, we propose a novel generative model formulated directly with the 3D Gaussian Splatting (3DGS) representation. The model is trained on a diverse corpus of existing real-world urban reconstructions, learning to generate realistic geometry and textures. At inference, it synthesizes novel 3D scenes conditioned solely on satellite imagery at a scalable rate of under 10 minutes per square kilometer, while demonstrating exceptional realism. The framework is designed for accessibility, with integrated hierarchical level-of-detail (LOD) structures that permit real-time, interactive visualization on web-based map engines. This high-fidelity simulation sandbox effectively mitigates the sim-to-real domain gap, enabling critical downstream Embodied AI applications like closed-loop UAV navigation. By providing an ultra
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Sema Code: Decoupling AI Coding Agents into Programmable, Embeddable Infrastructure
AI coding agents have become central to developer workflows, yet every existing solution locks its reasoning capabilities within a specific delivery form, such as a CLI, IDE plugin, or web application. This limitation creates systemic barriers when enterprises attempt to reuse these capabilities across heterogeneous engineering environments. To address this challenge, we present Sema Code, an open AI coding framework built on the principle of being embeddable, pluggable, and framework-first. Sema Code completely decouples the core agent engine from all client layers, publishing it as a standalone npm library that any runtime can drive programmatically. Built around this architecture, we designed eight key mechanisms: multi-tenant engine isolation, FIFO input queuing with safe session reconstruction, adaptive context compression, multi-agent collaborative scheduling, intelligent Todo-based process management, four-layer asynchronous permission control, three-tier ecosystem integration s
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Programmable World Model: 프로그래밍 가능한 월드 모델
Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditi
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Mega-ASR: 실제 환경 음향 시뮬레이션 확장으로 야생 환경 음성 인식 고도화
Despite rapid advances in automatic speech recognition (ASR) and large audio-language models, robust recognition in real-world environments remains limited by an "acoustic robustness bottleneck": models often lose acoustic grounding and produce omissions or hallucinations under severe, compositional distortions. We propose Mega-ASR, a unified ASR-in-the-wild framework that combines scalable compound-data construction with progressive acoustic-to-semantic optimization. We introduce Voices-in-the-Wild-2M, covering 7 classic acoustic phenomena and 54 physically plausible compound scenarios, and train Mega-ASR with Acoustic-to-Semantic Progressive Supervised Fine-Tuning and Dual-Granularity WER-Gated Policy Optimization. Extensive experiments demonstrate that Mega-ASR achieves significant advantages over prior state-of-the-art systems on adverse-condition ASR benchmarks (45.69% vs. 54.01% on VOiCES R4-B-F, and 21.49% vs. 29.34% on NOIZEUS Sta-0). On complex compositional acoustic scenarios
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Lite Any Stereo V2: 더 빠르고 강력해진 효율적 제로샷 스테레오 매칭
Recent advances in stereo matching have achieved remarkable accuracy, but often rely on large models, heavy computation, or additional foundation-model priors, making them difficult to deploy on resource-constrained platforms. In contrast, efficient stereo models offer faster inference but are commonly considered less capable of strong zero-shot generalization. In this paper, we challenge this assumption by introducing Lite Any Stereo V2 (LAS2), an ultra-fast model series designed for efficient zero-shot stereo matching. LAS2 is developed from both architecture and training perspectives. Architecturally, we revisit efficient stereo design under practical deployment settings and propose a 2D-only cost aggregation framework, optimized for real inference latency rather than theoretical MACs alone. For training, we develop a three-stage strategy that combines synthetic supervision, self-distillation, and real-world knowledge distillation. To improve the reliability of real-world pseudo sup
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MMSkills: 범용 비주얼 에이전트를 위한 멀티모달 스킬로
Reusable skills have become a core substrate for improving agent capabilities, yet most existing skill packages encode reusable behavior primarily as textual prompts, executable code, or learned routines. For visual agents, however, procedural knowledge is inherently multimodal: reuse depends not only on what operation to perform, but also on recognizing the relevant state, interpreting visual evidence of progress or failure, and deciding what to do next. We formalize this requirement as multimodal procedural knowledge and address three practical challenges: (I) what a multimodal skill package should contain; (II) where such packages can be derived from public interaction experience; and (III) how agents can consult multimodal evidence at inference time without excessive image context or over-anchoring to reference screenshots. We introduce MMSkills, a framework for representing, generating, and using reusable multimodal procedures for runtime visual decision making. Each MMSkill is a
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AgentGarten: 진화하는 에이전트를 위한 코드 월드
Interactive virtual worlds allow agents to learn through exploration and interaction. What agents can learn is bounded by the environments they practice in, which must be faithful, with consistent state, rules, and dynamics, and realistic, with observations that follow the real-world visual distributions. Achieving both across diverse worlds remains a bottleneck. We introduce AgentGarten, a framework that couples simulators and game engines with a shared neural renderer to build real-time interactive environments. Its simulation backends maintain persistent world state and execute program-defined interaction rules, while the renderer generates visual observations from structured conditions exported through a common interface. To build the neural renderer, we adapt a pretrained video model to geometry conditions, distill it with our proposed Adversarial Forcing, and optimize inference for real-time interaction. Adversarial Forcing makes history prefilling differentiable through exact re
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Program-as-Weights: 퍼지 함수 위한 새 프로그래밍 패러다임
Many everyday programming tasks resist clean rule-based implementation, such as alerting on important log lines, repairing malformed JSON, or ranking search results by intent, and are increasingly outsourced to large language model APIs at the cost of locality, reproducibility, and price. We propose fuzzy-function programming: compiling such a function from a natural-language specification into a compact, locally-executable neural artifact. We instantiate this paradigm with Program-as-Weights (PAW), in which a 4B compiler trained on FuzzyBench, a 10M-example dataset we release, emits parameter-efficient adapters for a frozen, lightweight interpreter. A 0.6B Qwen3 interpreter executing PAW programs matches the performance of direct prompting of Qwen3-32B, while using roughly one fiftieth of the inference memory and running at 30 tokens/s on a MacBook M3. PAW reframes the foundation model from a per-input problem solver into a tool builder: invoked once per function definition, it produc
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From Skills to Talent: Organising Heterogeneous Agents as a Real-World Company
Individual agent capabilities have advanced rapidly through modular skills and tool integrations, yet multi-agent systems remain constrained by fixed team structures, tightly coupled coordination logic, and session-bound learning. We argue that this reflects a deeper absence: a principled organisational layer that governs how a workforce of agents is assembled, governed, and improved over time, decoupled from what individual agents know. To fill this gap, we introduce OneManCompany (OMC), a framework that elevates multi-agent systems to the organisational level. OMC encapsulates skills, tools, and runtime configurations into portable agent identities called Talents, orchestrated through typed organisational interfaces that abstract over heterogeneous backends. A community-driven Talent Market enables on-demand recruitment, allowing the organisation to close capability gaps and reconfigure itself dynamically during execution. Organisational decision-making is operationalised through an
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EBench: 범용 모바일 매니퓰레이션 정책의 요소별 진단
We present EBench, a simulation benchmark that diagnoses generalist mobile manipulation policies beyond a single success-rate scalar. EBench comprises 26 diverse and challenging manipulation tasks annotated along 5 capability dimensions and 4 generalization dimensions. We evaluate state-of-the-art generalist manipulation models including π_0, π_{0.5}, XVLA, and InternVLA-A1, and reveal that models with near success rates exhibit strikingly different capability profiles: π_{0.5} achieves the highest test success rate and the best train--test retention, whereas InternVLA-A1 dominates mobile manipulation but collapses on dexterous tasks, and XVLA exhibits strengths on a disjoint set of atomic skills compared to other policies. Beyond capability profiling, EBench analyzes the generalization ability from 4 representative perspectives, identifying the impact of different distribution shift factors. The results reveal strengths and weaknesses of models behind an overall score. We hope this be
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Adam's Law: Textual Frequency Law on Large Language Models
While textual frequency has been validated as relevant to human cognition in reading speed, its relatedness to Large Language Models (LLMs) is seldom studied. We propose a novel research direction in terms of textual data frequency, which is an understudied topic, to the best of our knowledge. Our framework is composed of three units. First, this paper proposes Textual Frequency Law (TFL), which indicates that frequent textual data should be preferred for LLMs for both prompting and fine-tuning. Since many LLMs are closed-source in their training data, we propose using online resources to estimate the sentence-level frequency. We then utilize an input paraphraser to paraphrase the input into a more frequent textual expression. Next, we propose Textual Frequency Distillation (TFD) by querying LLMs to conduct story completion by further extending the sentences in the datasets, and the resulting corpora are used to adjust the initial estimation. Finally, we propose Curriculum Textual Freq
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AutoLab: 프런티어 모델은 장기적인 자동차 연구·엔지니어링 과제를 해결할 수 있을까
Scientific and engineering progress is fundamentally a long-horizon iterative process: proposing changes, running experiments, measuring outcomes, and continuously refining artifacts. Yet existing benchmarks for frontier models primarily evaluate either single-turn responses or short-horizon agent trajectories, failing to capture the challenges of sustained iterative improvement over extended time horizons. To address this gap, we introduce AutoLab, a new benchmark for ultra long-horizon closed-loop optimization. AutoLab consists of 36 realistic, expert-curated tasks spanning four diverse domains: system optimization, puzzle & challenge, model development, and CUDA kernel optimization. Each task begins with a correct but deliberately suboptimal baseline and challenges agents to improve it within a strict wall-clock budget. Evaluating 17 state-of-the-art models reveals the dominant predictor of success is not the quality of an agent's initial attempt, but its persistence in repeatedly b
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Memory Intelligence Agent
Deep research agents (DRAs) integrate LLM reasoning with external tools. Memory systems enable DRAs to leverage historical experiences, which are essential for efficient reasoning and autonomous evolution. Existing methods rely on retrieving similar trajectories from memory to aid reasoning, while suffering from key limitations of ineffective memory evolution and increasing storage and retrieval costs. To address these problems, we propose a novel Memory Intelligence Agent (MIA) framework, consisting of a Manager-Planner-Executor architecture. Memory Manager is a non-parametric memory system that can store compressed historical search trajectories. Planner is a parametric memory agent that can produce search plans for questions. Executor is another agent that can search and analyze information guided by the search plan. To build the MIA framework, we first adopt an alternating reinforcement learning paradigm to enhance cooperation between the Planner and the Executor. Furthermore, we e
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STEPQuant: 델타 규칙 기반 순환 상태 양자화에서 오류가 중요한 시점과 위치
Linear attention replaces growing KV caches with fixed-size recurrent states, yet these persistent states can become a substantial memory bottleneck under concurrent serving. Directly quantizing recurrent states to low precision often leads to severe accuracy degradation, as quantization errors propagate through successive state updates. We discover that the impact of these errors depends on two complementary dimensions: temporally, errors in long-lived memory can persist across many decoding steps; spatially, errors in different key rows affect model outputs differently, while state magnitudes vary substantially along both rows and columns. Motivated by these observations, we propose STEPQuant, a spatial-temporal post-training quantization framework for Delta-rule recurrent states. STEPQuant allocates precision according to error magnitude and memory lifetime, and jointly fits key-row and value-column scales based on state distributions and key-row impact on output error. Experiments
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VidaForge: 비디오 사전학습 데이터 레시피를 위한 오픈 연구 인프라
Video foundation models increasingly rely on large-scale pretraining data, yet the end-to-end data pipelines behind them remain largely closed and difficult to inspect or reuse. Researchers seeking to understand how video data recipes affect model pretraining often need to build substantial infrastructure before testing even a focused hypothesis. We present VIDAFORGE, an open research infrastructure that represents a video data recipe as an executable five-stage workflow from raw videos to training datasets. A decision in this workflow can be varied to construct alternative datasets while preserving how every sample was produced. To demon strate this research workflow, we compare data recipes with different coverage and quality in early from-scratch pretraining of Wan 2.1 and V-JEPA 2.1. Across both learning objectives, the broader-coverage recipe achieves the highest downstream benchmark scores, while loss-based evaluation favors different recipes. This study demonstrates how VidaForg
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TriSplat: 시뮬레이션에 바로 활용 가능한 피드포워드 3D 장면 재구성
Sparse-view 3D reconstruction is increasingly addressed with feed-forward splatting networks that predict explicit primitives directly from images. Yet most existing methods remain centered on Gaussian primitives and expose surfaces only indirectly: extracting a usable mesh for downstream simulation, physics reasoning, or embodied interaction still requires expensive post-hoc steps that break the feed-forward promise. This limitation is especially pronounced in pose-free settings, where scene structure and camera parameters must be estimated jointly from sparse observations. We present TriSplat, a feed-forward reconstruction network that represents scenes with oriented triangle primitives and directly exports simulation-ready mesh scenes from a single forward pass. Given input images, the network predicts local 3D point maps, triangle attributes, camera poses, and optional intrinsics. Rather than regressing triangle orientation as an unconstrained latent variable, our approach construc
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DreamX-Creator, 2K 해상도 네이티브 오디오·비디오 생성 대중화
Recent video generators often omit audio or synthesize it in a separate stage, limiting reciprocal modeling of visual dynamics and acoustic events. We present DreamX-Creator 1.0, a compact native joint audio-video generation system centered on a 7B generator. Conditioned on a first frame and a text prompt, the generator jointly denoises modality-specialized audio and video streams. The streams are processed independently in the first half of the network and coupled in the latter half through Gated Cross-Modal Attention, whose token- and head-wise output gates modulate each active cross-modal attention-head output. A unified Audio-Video Data System constructs and filters temporally coherent clips, produces structured multimodal annotations, and organizes clips into capability-oriented data pools. Progressive Joint Training comprises two audio-video pre-training stages followed by High-Quality Finetuning. Audio-Video Reinforcement Learning further post-trains the generator with Modality-
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UniWAM: 통합 World-Action Model
Vision-language-action models benefit from the understanding and reasoning capabilities of pretrained vision-language models, but action-only supervision provides limited grounding in world dynamics. Conversely, world-action models inherit spatiotemporal priors from video generation models, yet remain limited in semantic understanding and reasoning under distribution shifts. We introduce UniWAM, a unified architecture that integrates a physical reasoner, a world generator, and an action predictor to jointly learn semantic understanding of the physical world, visual generation, and action prediction. To ensure the quality of the training data, we developed a rigorous data cleaning and annotation pipeline for both human egocentric data and robot data. To adapt the vision-language component to embodied tasks while preserving its inherited language capabilities, we represent low-level actions in natural language and introduce a pre-training recipe that assigns complementary supervision fro
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GRAIL: 3D 에셋과 비디오 프라이어로 휴머노이드 이동·조작 생성
Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interac
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Continual Harness: Online Adaptation for Self-Improving Foundation Agents
Coding harnesses such as Claude Code and OpenHands wrap foundation models with tools, memory, and planning, but no equivalent exists for embodied agents' long-horizon partial-observability decision-making. We first report our Gemini Plays Pokemon (GPP) experiments. With iterative human-in-the-loop harness refinement, GPP became the first AI system to complete Pokemon Blue, Yellow Legacy on hard mode, and Crystal without a lost battle. In the hardest stages, the agent itself began iterating on its strategy through long-context memory, surfacing emergent self-improvement signals alongside human-in-the-loop refinement. Continual Harness removes the human fully from this loop: a reset-free self-improving harness for embodied agents that formalizes and automates what we observed. Starting from only a minimal environment interface, the agent alternates between acting and refining its own prompt, sub-agents, skills, and memory, drawing on any past trajectory data. Prompt-optimization methods
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ForgeWM: 적은 스텝의 행동 조건부 비디오 월드 모델을 위한 점진적 인과 학습
Action-conditioned video world models require low-latency causal generation and reliable responses to game-native controls. Although causal distillation enables one- or few-step video synthesis, extending it to interactive world models remains challenging, as discrete keyboard states and continuous mouse motion must remain aligned with temporally compressed latent chunks during causal training and autoregressive rollout. We introduce ForgeWM, a progressive framework that transforms a bidirectional action-conditioned video generator into efficient few-step world models through domain adaptation, teacher-forced causal training, causal consistency distillation, and on-policy distribution matching with a bidirectional teacher. The resulting budget-specialized students operate at steady-state denoising budgets of 1, 2, and 4 steps. ForgeWM further supports a dual-path deployment protocol combining latency-critical interaction with optional replay-time refinement, where the one-step student
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적응형 루프드 Transformer로 테스트 타임 스케일링 개선
Looped transformers have demonstrated promising parameter efficiency by reusing layers for latent computation. Prior studies compare looped and non-looped models at matched parameters or per-token FLOPs. However, to the best of our knowledge, whether looping improves test-time scaling as outputs grow longer remains underexplored. Through post-training looped transformers, we study the accuracy-compute slope, measured as the accuracy gain per doubling of test-time decoding FLOPs. We find that existing looped transformers often yield steeper slopes than their non-looped baseline, yet underperform it at matched compute. While fixed-depth looping spends extra iterations on every token, our analysis shows that many tokens do not benefit from extra iterations. We therefore propose TaH2, which enables the model to focus extra iterations on the tokens that benefit from looping. It jointly post-trains the backbone and an iteration decider through lookahead depth supervision, which uses online l
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Echo-Memory: 액션 월드 모델의 메모리를 통제 실험으로 분석
We present Echo-Memory, a controlled study of memory mechanisms in action-conditioned world models. These models generate multi-segment videos from a first frame, text prompt, and camera-action sequence, but their central failure is often memory rather than local image synthesis: after the camera leaves and returns, the scene or salient object may silently change. Existing memory designs are hard to compare because gains are entangled with backbone, training, retrieval, and evaluation differences. Echo-Memory fixes the action-to-video interface and varies only how history is stored and read by the generator. Under a shared video diffusion backbone, optimizer, camera-action representation, sampler, and evaluation pipeline, we compare raw context, compression-based memory, spatial summaries with different read-out paths, and state-space recurrence. This matched matrix separates four otherwise conflated axes: capacity, compression, read-out, and recurrence. We also evaluate memory through
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MoZoo: 동물 털·근육 시뮬레이션에서 Video Diffusion의 성능을 끌어올리다
The creation of cinematic-quality animal effects necessitates the precise modeling of muscle and fur dynamics, a process that remains both labor-intensive and computationally expensive within traditional production workflows. While generative diffusion models have shown promise in diverse artistic workflows, their capacity for high-fidelity animal simulation remains largely unexploited. We present MoZoo, a generative dynamics solver that bypasses conventional refinement to synthesize high-fidelity animal videos from coarse meshes under multimodal guidance. We propose Role-Aware RoPE (RAR-RoPE) which employs role-based index remapping to synchronize motion alignment while decoupling reference information via fixed temporal offsets. Complementing this, Asymmetric Decoupled Attention partitions the latent sequence to enforce a unidirectional information flow, effectively preventing feature interference and improving computational efficiency. To address the scarcity of high-quality trainin
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Extending One-Step Image Generation from Class Labels to Text via Discriminative Text Representation
Few-step generation has been a long-standing goal, with recent one-step generation methods exemplified by MeanFlow achieving remarkable results. Existing research on MeanFlow primarily focuses on class-to-image generation. However, an intuitive yet unexplored direction is to extend the condition from fixed class labels to flexible text inputs, enabling richer content creation. Compared to the limited class labels, text conditions pose greater challenges to the model's understanding capability, necessitating the effective integration of powerful text encoders into the MeanFlow framework. Surprisingly, although incorporating text conditions appears straightforward, we find that integrating powerful LLM-based text encoders using conventional training strategies results in unsatisfactory performance. To uncover the underlying cause, we conduct detailed analyses and reveal that, due to the extremely limited number of refinement steps in the MeanFlow generation, such as only one step, the te
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