Daily Paper Cast

Daily Paper Cast

By Jingwen Liang, Gengyu WangScienceTechnology
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Daily Paper Cast episodes

  • SuperNav: An Agentic Navigation System for Any Task in Any Scene

    πŸ€— Upvotes: 59 | cs.RO, cs.CV

    Authors:

    Jinkai Zhang, Jingyi Xu, Yuanhong Yu, Jiarui Guo, Ruizhen Hu, Hujun Bao, Xiaowei Zhou, Sida Peng

    Title:

    SuperNav: An Agentic Navigation System for Any Task in Any Scene

    Arxiv:

    http://arxiv.org/abs/2610.12126v1

    Abstract:

    General-purpose service robots need navigation systems that can handle diverse human requests in unfamiliar environments, combining task generality with scene generality. Some existing methods fine-tune multimodal large language models (MLLMs) to predict navigation actions, making their behavior dependent on the coverage of navigation training data and potentially limiting generalization to new requests and environments. Our key insight is to let the MLLM focus on interpreting requests, understanding scenes, and making decisions while preserving its general-purpose capabilities and delegating motion execution to navigation tools. To realize this idea, we introduce SuperNav, which equips a pretrained MLLM with a specialized agent harness without navigation-specific fine-tuning of the MLLM. Our harness supports these decisions with Navigation Skills, agent-oriented Tools for physical interaction, and task-progress and context management. A unified visual-point interface connects decision-making to motion by allowing the model to specify destinations directly in images and revise its decisions from execution feedback. Together, these components support sustained navigation across different task requirements and environments. SuperNav outperforms four evaluated baselines on instance-level, multi-object, and demand-driven tasks. Category-level evaluation on HM3D and deployment on a real quadruped robot further demonstrate its applicability across environments. Project Page: https://zju3dv.github.io/SuperNav/

    24 min
  • MiMo-V2.6: Scaling Reinforcement Learning Towards Self-Improvement

    πŸ€— Upvotes: 43 | cs.CL

    Authors:

    Xiaomi LLM-Core Team, Zongming Qiao, Ziyue Hua, Zirui Ou, Zihao Yue, Zihan Jiang, Zhuo Huang, Zhiyang Chen, Zhixian Zheng, Zhipeng Xu, Zhengrui Ma, Yuyang Hu, Yuhang Dong, Yuechen Zhang, Yudong Wang, Yuanxin Liu, Yixin Yang, Yishuo Cai, Yikai Zhao, Yihan Yan, Yifan Zhang, Yifan Song, Xiyu Wei, Xing Zhang, Xin Zhang, Xiaoqian Liu, Xiaodong Ji, Xiangwei Deng, Xueyu Guo, Wenhan Ma, Weimin Xiong, Weikun Wang, Weiji Zhuang, Shuo Liu, Shuhuai Ren, Shuhao Gu, Shimao Chen, Shijie Cao, Shihua Yu, Shicheng Li, Shengjie Zhou, Shaolei Zhang, Rang Li, Qiying Wang, Qingkai Fang, Qianli Chen, Minzheng Wang, Liwen Wang, Linli Yao, Linghao Zhang, Liangyu Cheng, Liang Zhao, Lei Li, Jinhao Dong, Jinyu Xiang, Jianyu Wei, Jiangshan Duo, Huaqiu Liu, Huanjie Fan, Hongyi Guan, Hongshen Xu, Hao Tian, Hanyu Li, Hailin Zhang, Gang Wang, Fuli Luo, Feng Wei, Dong Zhang, Dawei Zhu, Chiheng Lou, Chenhong He, Chenhao He, Chenghua Liu, Bowen Ye, Bowen Shen, Boshen Xu, Bo Yang, Bingquan Xia, Bangjun Xiao, Baixuan Xu, Zhouxiang Mao, Zhiyang Zhang, Zhixiang Xu, Zhenru Lin, Zhengju Tang, Zhaojun Huang, Yuzhe Weng, Yuxing Xiang, Yuxiao Li, Yuheng Yang, Yuhang Wang, Yuchen Liu, Yuanyuan Tian, Yuanliang Dong, Yu Cheng, Yongzhe He, Yongshun Liang, Yong Wang, Yiyan Wang, Yitian Gong, Yijie Zhang, Yanshu Xin, Xun Zhang, Xingjian Zhao, Wenyu Yang, Wenshan Huang, Wenhao Li, Tingwei Huang, Tianyu Yu, Tianyang Lu, Taoyu Yang, Sinan Du, Shutong Tian, Shulin Du, Shengfan Wang, Shanchuan Fang, Qihao Zhang, Qibin Yang, Qian Yu, Qian Tu, Pengrong Xie, Peipei Wang, Peidian Li, Minkun Guo, Mingchen Shao, Luohan Gao, Lijie Wang, Liang Shi, Kaiqi Chen, Kaiming Liu, Kaifei Wang, Kai Yang, Jinlong Xue, Jiechen Zhang, Jiaxuan Liu, Hongxu An, Hao Peng, Hanglong LΓΌ, Guonan Wang, Feiyu Yang, Fanyu Cao, Fangyue Liu, Fan Cui, Cong Wang, Chun Chen, Chenxu Bai, Chengxuan Zhu, Chenghua Wang, Boyi Zeng, et al. (49 additional authors not shown)

    Title:

    MiMo-V2.6: Scaling Reinforcement Learning Towards Self-Improvement

    Arxiv:

    http://arxiv.org/abs/2610.11959v1

    Abstract:

    Reinforcement learning (RL) is the central training paradigm for advancing large foundation models towards self-improvement. This report introduces the MiMo-V2.6 series, an omni-modal family that pushes the frontier of model intelligence by scaling RL compute. Prior to RL, we conduct mid-training on a broad multimodal corpus to provide ample exploration space, and build a solid infrastructure on the pretrained hybrid-SWA architecture to support subsequent scale-up. We scale RL compute along three dimensions: (1) larger batches and higher throughput, with an asynchronous training that consumes 1,568 samples and 2.7-3.7B tokens per step at context lengths of up to 1M; (2) more diverse and complex environments, spanning code, general, visual, and cyber domains under a mixture of agent harnesses; and (3) more grader compute, via groupwise agentic grading that yields more accurate reward signals for long-horizon tasks and steers the model towards shorter, more token-efficient solutions. To keep training stable at scale, we freeze the MoE router and establish a multi-layer defense against reward hacking. We further build infrastructure for mixed-task agentic RL, including a unified trajectory representation, high-concurrency multi-framework rollout, decoupled control and data planes, and training-inference consistency. We open-source the training dynamics, RL environments, and RL framework to facilitate reproduction and further research on scaled RL and model self-improvement.

    22 min
  • In-context Robot Learning Made Simple: A Democratized Recipe for Manipulation Tasks

    πŸ€— Upvotes: 38 | cs.RO

    Authors:

    Minxing Li, Minghao Han, Weizhi Zhao, Hanwen Wang, Xiangshuo Liu, Shuyao Shang, Jingxiang Zhou, Mingchao Sun, Hongyu Pan, Mu Xu, Yu Liu, Lue Fan, Zhaoxiang Zhang

    Title:

    In-context Robot Learning Made Simple: A Democratized Recipe for Manipulation Tasks

    Arxiv:

    http://arxiv.org/abs/2609.38173v2

    Abstract:

    We study robotic in-context learning (ICL), an emerging paradigm that enables robots to infer and execute tasks from visual demonstrations. Despite its growing promise, the problem itself remains under-defined: a visual demonstration simultaneously conveys action trajectories, object semantics, manipulation affordances, spatial relations, and task goals, making it unclear what information the robot is actually expected to follow. In this work, we first provide a clear problem definition of robot ICL that explicitly defines its learning target and resolves this fundamental prompt ambiguity. Building on this definition, we develop a minimalist and reproducible ICL framework (SimpleICL) with a visual prompt encoder and a low-cost data collection protocol. Without massive pre-training or specialized data infrastructure, our framework achieves strong performance in both simulation and real-world environments. Extensive experiments further reveal several key properties of robot ICL, including semantic discrimination and task-relevant disentanglement. We will fully open-source our data and training pipeline to facilitate systematic and reproducible research on robot ICL. The project page can be found at https://simpleicl.github.io/simpleicl.

    23 min
  • Multi-Agent Egocentric World Model with Fine-Grained Embodied Interaction

    πŸ€— Upvotes: 36 | cs.CV, cs.AI

    Authors:

    Dahyun Chung, Siyoon Jin, Hyunwook Choi, Honggyu An, Junyoung Seo, Hyunsung Kim, Seung Wook Kim, Seungryong Kim

    Title:

    Multi-Agent Egocentric World Model with Fine-Grained Embodied Interaction

    Arxiv:

    http://arxiv.org/abs/2610.12299v1

    Abstract:

    Egocentric world models predict first-person observations conditioned on an agent's actions, but most focus on a single agent. Real embodied settings often involve multiple agents that act and interact within a shared environment. Existing multi-agent world models rely on coarse actions like locomotion, camera control, or discrete commands, leaving fine-grained embodied interactions underexplored. We formulate multi-agent egocentric world modeling as synchronized ego-stream generation for multiple agents interacting through fine-grained actions in a shared world. This requires cross-view action consistency, shared-environment consistency, and consistent propagation of interaction-induced state updates. We propose Multi-agent Egocentric World Model (ME-World), which jointly denoises multiple ego streams in a shared token sequence, conditions each stream on all agents' target-view poses, and grounds generation with shared environment memory. We train and evaluate on real and synthetic multi-agent data and introduce shared-world consistency metrics for environment, update, and identity consistency. Experiments show ME-World improves shared-world consistency, action control, identity preservation, and video quality over existing methods.

    20 min
  • DreamTrue: Action-Faithful Robot World Model with Counterfactual Post-Training

    πŸ€— Upvotes: 32 | cs.RO, cs.CV

    Authors:

    Junyan Li, Ruizhi Li, Yu Liu, Xiangshuo Liu, Mingchao Sun, Hongyu Pan, Mu Xu, Lue Fan, Zhaoxiang Zhang

    Title:

    DreamTrue: Action-Faithful Robot World Model with Counterfactual Post-Training

    Arxiv:

    http://arxiv.org/abs/2610.12468v1

    Abstract:

    We present DreamTrue, a multi-view, cross-embodiment robot world model for action-faithful and physically plausible video prediction. Training such a model on existing robot datasets faces two obstacles: imprecise calibration can impair action following, while limited coverage of unsuccessful interactions can bias predictions toward successful outcomes. To improve action following across embodiments, we render action trajectories into image-space conditions and introduce offline geometric calibration to align these conditions with the target videos. To broaden interaction coverage, we introduce counterfactual post-training, modifying recorded action trajectories and generating future videos under a wider range of actions and contact configurations. To provide feedback on these predictions without paired ground-truth futures, we construct a human-annotated video dataset covering robot, object, and interaction defects and use it to train an embodied video reward model. Its scores guide reinforcement-learning post-training toward more physically plausible interaction outcomes. On AgiBot, DreamTrue attains state-of-the-art action following, while reducing the human-assessed interaction defect rate from from 48.12% to 6.25%. Notably, our model ranks first in the world model track of the AgiBot World Challenge 2026. The project page can be found at https://brave-eai.github.io/DreamTrue.

    24 min
  • Beyond Spatio-Temporal Priors: A Generalizable Approach for Dense Correspondence Matching

    πŸ€— Upvotes: 24 | cs.CV, cs.LG

    Authors:

    Luping Liu, Bingyi Kang, Yifan Wang, Dong Xu

    Title:

    Beyond Spatio-Temporal Priors: A Generalizable Approach for Dense Correspondence Matching

    Arxiv:

    http://arxiv.org/abs/2610.12421v1

    Abstract:

    Dense correspondence matching has historically been bounded by simplifying spatio-temporal priors, such as smooth motion and rigid geometry. While effective for classical tasks, these assumptions break down in image editing and reference-guided generation (IEG), where transformations can preserve visual identity while breaking physical continuity. To establish identity-preserving correspondence across such transformations, we introduce FreeMatching, a generalizable framework combining generative and semantic foundation representations with heterogeneous supervision from classical datasets, tracked videos, and synthetic scenes. Teacher-guided iterative refinement further improves correspondence in IEG without dense correspondence annotations. Experimentally, a single FreeMatching model substantially improves correspondence quality on challenging IEG image pairs while retaining competitive performance on classical benchmarks. Furthermore, we demonstrate its utility as a quantitative metric for evaluating identity preservation, with scores that correlate with human judgment. The code is available at https://github.com/luping-liu/FreeMatching.

    22 min
  • STEPQuant: When and Where Errors Matter in Delta-Rule Recurrent State Quantization

    πŸ€— Upvotes: 84 | cs.CL, cs.AI, cs.LG

    Authors:

    Bingchen Yao, Haobo Xu, Haokun Lin, Yichen Wu, Ziyu Guo, Renrui Zhang, Zhichao Lu, Zhenan Sun, Ying Wei

    Title:

    STEPQuant: When and Where Errors Matter in Delta-Rule Recurrent State Quantization

    Arxiv:

    http://arxiv.org/abs/2609.38169v1

    Abstract:

    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 on Qwen3.8-27B and Kimi-Linear-48B-A3B-Instruct across both long- and short-generation benchmarks show that STEPQuant closely matches FP32-state accuracy under a nominal 6-bit budget and outperforms uniform INT8 in its 4-bit configuration. Integrated into SGLang with optimized GPU kernels, 6-bit STEPQuant achieves over 5x recurrent-state compression and reduces total serving memory by up to 68.7%. Our code is available at https://github.com/Dreamer-Toby/STEPQuant.

    22 min
  • Long-WAM: Scaling the Context of World-Action Models

    πŸ€— Upvotes: 78 | cs.RO, cs.AI, cs.CV

    Authors:

    Wei Huang, Bohan Zhang, Chenzhi Liu, Isabella Liu, Shuai Yang, Weian Mao, Luozhou Wang, Yicheng Xiao, Weifeng Lin, Qixin Hu, Bryan Chu, Sifei Liu, Linxi Fan, Xiaojuan Qi, Song Han, Yukang Chen

    Title:

    Long-WAM: Scaling the Context of World-Action Models

    Arxiv:

    http://arxiv.org/abs/2610.10528v1

    Abstract:

    Real-time robot control demands enough visual history to infer motion and task progress, but processing that history can delay action. We present Long-WAM, a model-system framework for scaling the context of causal world-action models under real-time control constraints. Our central finding is that access to history is not the same as using it: longer histories pay off far more when the video foundation is pretrained autoregressively (AR). We first learn causal prediction from robot and egocentric videos without action labels, then preserve this history-to-future structure during world-action adaptation. On RoboCasa GR-1, increasing context from 0.0 to 19.2 seconds raises success from 63.3% to 78.7%, whereas a bidirectionally pretrained initialization shows no net gain; robot-domain AR pretraining further raises peak success on GR-1 and LIBERO-Long. Long-WAM also achieves the best results among compared methods on LIBERO-Long, RoboTwin 2.0, and DOMINO. Streaming observation encoding, asynchronous execution, and hardware-specific acceleration enable deployment on RTX 5090, DGX Spark, and Jetson AGX Thor without dropping future prediction; on RTX 5090, each action chunk, including future-video latent prediction, takes 107.4 ms. Real-time deployment on Unitree G1 and YAM supports dynamic and long-horizon manipulation, including 95% success on dynamic cup stacking, where Pi0.5 and Fast-WAM succeed in none of 20 trials. As a memory-informed executor, Long-WAM also complements higher-level planning in composite tasks.

    24 min
  • nanoMuse: An Open-Source Personal Agent for Every Device You Own

    πŸ€— Upvotes: 67 | cs.AI

    Authors:

    Guangyi Liu, Yong Liu, Jiangning Zhang

    Title:

    nanoMuse: An Open-Source Personal Agent for Every Device You Own

    Arxiv:

    http://arxiv.org/abs/2610.08699v1

    Abstract:

    Assistants from 2011 answered and waited, and agents from 2023 did a task and stopped. In September 2026 Meta's Muse showed an agent for one person, with accounts, devices, memory and a conversation that lasts, closed, in a vendor's cloud, in one country. Such an agent is expected to act on a person's accounts and devices, remember them across weeks, speak first when it is worth it, and answer for what it did. It is a kind of software, not a model, and until now had no open counterpart. This report defines the personal agent in five questions and three horizons. It reads how Muse is built from Meta's public record and a copy of its production prompt, each statement marked by its source. It then presents nanoMuse, the open-source counterpart under the GPL-3.0, one agent on every device a person owns, with hands on the phone's screen and the computer's. They share one conversation over a relay anyone can run; every action goes through a Sentinel, memory is files the person can read, and the model is their choice. Its size and cost are given as estimates. What is open, memory with provenance, an evaluation suite for the hands and an open model for them, is set out as a roadmap.

    22 min
  • Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness

    πŸ€— Upvotes: 61 | cs.AI, cs.MA, cs.SE

    Authors:

    Jiajun Chen, Haoyu Wu, Mingda Jia, Xihui Liu

    Title:

    Recursive Game Creator: An Agentic Product-Level Experience-Oriented Game Harness

    Arxiv:

    http://arxiv.org/abs/2610.08621v1

    Abstract:

    Recent game design agents have made substantial progress in generating playable games. However, program correctness does not ensure an enjoyable experience for players. We present Recursive Game Creator, an experience-oriented harness to advance agentic game development from rough game prototypes into entertaining games. Recursive Game Creator organizes recursive development around four components: Designer, Builder, Player, and Reviewer. The Designer translates user instructions and Reviewer's feedback into detailed plans. The Builder turns these plans into candidate games. The coding-native Player creates and executes reusable policies through programmatic interfaces to efficiently collect diverse gameplay trajectories, mitigating evaluation bias caused by slow GUI-based collection. The Reviewer uses carefully designed trajectory-based metrics to induce player preferences, integrating with visual evidence and explicit textual preferences to evaluate games against game-specific criteria. Finally, the Reviewer accepts the better version and provides improvement reviews for the next round, closing the recursive loop. Our method achieves state-of-the-art overall performance of 77.89 on GameCraft-Bench. On GameASG-Bench, it achieves a strict task success rate of 53.2%, a 34.1% improvement over the same-model baseline, and the highest mean runtime-check pass rate at 93.4% among compared methods. A user study shows longer playtime and higher ratings. Code is coming soon.

    22 min

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We update every weekday to discuss highest-voted papers from Huggingface Daily Paper (https://huggingface.co/papers). Both the podcast scripts and audio are generated by AI. Feedback and suggestions are welcome! Email us: [email protected]