每日AI论文

每日AI论文

By Jingwen Liang, Gengyu WangScienceTechnology
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每日AI论文 episodes

  • CogEvol: Towards Efficient and Reliable Learning Environment Generation

    🤗 Upvotes: 26 | cs.CL, cs.AI

    作者:

    Shangqing Tu, Daniel Zhang-Li, Yucheng Wang, Shiyu Gan, Yanpeng Wang, Huiqiang Rong, Mofei Chen, Shen Yang, Yini Chen, Yinuo Duan, Haoxuan Li, Binglin Liu, Ye He, Danqi Zheng, Zhanxin Hao, Yuxuan Wu, Mengting Tao, Yuqiu Liu, Jifan Yu, Juanzi Li, Bin Xu, Lei Hou, Huiqin Liu, Yu Zhang

    标题:

    CogEvol: Towards Efficient and Reliable Learning Environment Generation

    Arxiv:

    http://arxiv.org/abs/2608.30968v1

    摘要:

    We present CogEvol, a family of models trained specifically for Learning Environment Generation: turning a course brief into a finished learning artifact (structured-JSON slides or self-contained interactive HTML pages) in a single pass. Across 220k production requests, CogEvol completes a slide in a median of 17 seconds and an interactive page in 59, replacing minutes-long multi-turn agent scaffolding. Reliability is enforced rather than hoped for: a production-grounded data pipeline turns real failures into 53,687 verified SFT samples, and a hybrid rule-plus-VLM reward drives GRPO-based RL, hardened after we caught and fixed a reward-hacking episode that produced visually convincing but unplayable games. CogEvol-27B scores 83.7 on slide quality and 63.7 on a 500-case interactive-HTML benchmark with 26.9x fewer parameters than flagship coding models, and, in collaboration with the OpenMAIC team, serves their live production traffic. CogEvol-4B is released openly under the Apache 2.0 license at https://github.com/CogEvol/CogEvol-4B; external flagships are measured on the same suites under the identical harness. Scaffold editing cuts interactive-page generation cost by a further ~76%, and the full stack runs on domestic Ascend accelerators at application-level parity with A800 GPUs, lowering the unit cost of AI-native education at scale.

    17 min
  • LightNav-0: Eliciting VLM Spatial Intelligence for Generalist Embodied Navigation

    🤗 Upvotes: 25 | cs.RO, cs.AI

    作者:

    Shaoan Wang, Aocheng Luo, Fei Huang, Jingyi Xu, Xiaoyang Wang, Yueyu Wang, Qianli Ma, Fan Yang, Ran Mei, Jia Wei, Jiangpeng Hu, Xuhao Liu, Hongming Chen, Yuanbin Shao, Yiyang Lin, Ziliang Li, Liang Pan, Xinhang Liu, Yuntao Ma, Tingxiang Fan

    标题:

    LightNav-0: Eliciting VLM Spatial Intelligence for Generalist Embodied Navigation

    Arxiv:

    http://arxiv.org/abs/2608.30935v1

    摘要:

    Embodied navigation requires agents to translate heterogeneous goals and visual observations into actions across tasks, environments, and robot embodiments. Modern vision-language models (VLMs) already encode spatial priors for visual grounding, spatial reasoning, and pointing, but these capabilities are rarely elicited directly for robot control. Existing navigation systems instead rely on task- or embodiment-specific components, fragmenting perception, reasoning, and action while offering limited generalization. Here we present LightNav-0, a compact generalist embodied navigation model that elicits the spatial intelligence of a pretrained VLM and aligns it with navigation, without task-specific prediction heads. LightNav-0 represents diverse navigation tasks through a unified token interface: dual-channel pointing expresses task-, scene-, and embodiment-agnostic spatial intent, while a residual vector-quantized action tokenizer maps this intent to precise, embodiment-specific trajectories. Together with temporally aware visual history compression, ER mid-training, supervised fine-tuning, and reinforcement learning, this formulation supports instruction following, open-vocabulary object navigation, and visual tracking within a single model. The navigation training corpus spans 2K+ scenes and 4K+ hours of embodied navigation data. LightNav-ER, the embodied-reasoning checkpoint used to initialize LightNav-0, attains the highest complete-set average across 8 embodied-reasoning benchmarks, while LightNav-0 achieves state-of-the-art monocular success rates across all 10 public navigation simulation settings. Real-world evaluations further demonstrate zero-shot generalization across robot embodiments, diverse scenes, and static and dynamic targets. These results establish compact VLMs as a unified and transferable backbone for generalist embodied navigation.

    15 min
  • DreamX-Creator: Democratizing Native Audio-Video Generation at 2K Resolution

    🤗 Upvotes: 62 | cs.CV, cs.SD

    作者:

    Jiashu Zhu, Yanhao Zheng, Ruitian Tian, Rujing Dang, Shen Zhang, Bingze Song, Jiachen Lei, Ruimin Lin, Jiahong Wu, Xiangxiang Chu

    标题:

    DreamX-Creator: Democratizing Native Audio-Video Generation at 2K Resolution

    Arxiv:

    http://arxiv.org/abs/2608.31106v1

    摘要:

    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-Aware Multimodal Feedback that routes video-, audio-, and cross-modal feedback to the corresponding streams. For high-resolution output, our Autoregressive 1-Step 2K Refinement pipeline adapts a bidirectional multi-step teacher into an autoregressive multi-step refiner and distills it into a student requiring one denoising evaluation per temporal chunk. Overall, DreamX-Creator 1.0 achieves native, synchronized audio-video generation with performance competitive with state-of-the-art open-source systems. By releasing our compact 7B generator and 2K Refiner, we seek to democratize native audio-video generation and provide an accessible foundation for future research in unified audio-video generative modeling.

    16 min
  • GenFirst: Generation Before Reconstruction for Stable End-to-End Latent Generative Modeling

    🤗 Upvotes: 44 | cs.CV

    作者:

    Guangting Zheng, Yiyuan Zhang, Tao Yang, Yunpeng Chen, Rui Zhu, Jiajun Deng, Yanyong Zhang

    标题:

    GenFirst: Generation Before Reconstruction for Stable End-to-End Latent Generative Modeling

    Arxiv:

    http://arxiv.org/abs/2608.29335v1

    摘要:

    Latent generative models typically follow a two-stage pipeline, training a variational autoencoder for reconstruction and then a generative model on the frozen latent space. Since reconstruction-optimized latents are not necessarily generation-friendly, jointly training both models is an appealing alternative. However, direct end-to-end training remains challenging, as it is prone to latent collapse and faces a generation-reconstruction conflict. We revisit this problem by analyzing how different objectives shape the latent space and identify two key insights. First, the entropy term in the Kullback-Leibler divergence objective is essential for preventing collapse: reconstruction and prior fitting tend to shrink the posterior, while entropy preserves non-degenerate latent uncertainty. Second, reconstruction and generation exhibit asymmetric learning dynamics: reconstruction is fast and strongly supervised, whereas generation is slower and harder to optimize. Based on these insights, we achieve the first direct end-to-end training without latent collapse and propose GenFirst, a simple generation-before-reconstruction strategy. The generative objective first shapes the latent space under weak reconstruction pressure, after which reconstruction is progressively strengthened to recover visual details. We validate GenFirst with continuous autoregressive priors with exact likelihoods and SiT priors with implicit likelihoods. With our end-to-end objective and GenFirst, SiT achieves a gFID of 0.97 with CFG and 1.45 without CFG on ImageNet-256, while MMDiT reaches a GenEval score of 0.90 on text-to-image generation. Beyond image generation, we extend the framework to shared visual latents for generation and representation learning, and to continuous unified text-image generation. These results demonstrate the generality of stable end-to-end latent learning across generative priors and modalities.

    17 min
  • Lucida: Parse, Generate, and Place for Composable Real-to-Sim Scene Modeling

    🤗 Upvotes: 37 | cs.CV, cs.AI

    作者:

    Minghan Qin, Yuang Wang, Xiuyu Yang, Yushi Long, Yujian Zhang, Ruihuan Wang, Kai Ye, Yangang Zhang, Hang Li

    标题:

    Lucida: Parse, Generate, and Place for Composable Real-to-Sim Scene Modeling

    Arxiv:

    http://arxiv.org/abs/2608.30821v1

    摘要:

    Composable scene modeling aims to recover a real indoor scene as complete, editable object assets arranged as observed, giving robot simulation and embodied AI a simulation-ready replica of the real environment whose objects can be manipulated individually. Existing pipelines decompose the task into three steps---parse the observations into instances, generate an asset for each, and place each asset back---but every step presumes an input that a cluttered capture rarely provides: accurate instance geometry, unoccluded views, and assets that accurately match the observations. We propose Lucida, which keeps this order but redistributes the requirements, so each step consumes only what a real capture reliably provides and precision is reached at the end of the pipeline rather than demanded at its start. Lucida parses the video into a scene graph whose nodes carry per-instance multi-view evidence, generates a complete asset for each instance from its evidence, and places assets with GizmoAct, a VLM policy that casts placement as multi-turn GUI interaction, manipulating the object's gizmo in a closed loop and deciding itself when alignment is reached. Across scene-level 3D object detection, object pose estimation, and scene reconstruction, Lucida improves mAP over Boxer by 69% on R2S-Scene, raises [email protected] from 57.8% to 83.4% on CA-1M, and increases scene F-Score from 0.794 for SAM3D to 0.924.

    17 min
  • Does On-Policy Distillation Really Distill? From Noisy Teacher to Self-Improvement

    🤗 Upvotes: 31 | cs.LG, cs.CL

    作者:

    Yi Ding, Ruqi Zhang

    标题:

    Does On-Policy Distillation Really Distill? From Noisy Teacher to Self-Improvement

    Arxiv:

    http://arxiv.org/abs/2608.31046v1

    摘要:

    On-policy distillation (OPD) offers dense token-level supervision as an alternative to the sparse outcome-level advantages of reinforcement learning with verifiable rewards (RLVR). However, the teacher scores student-generated trajectories that are inherently off-policy for it, so the reliability of its supervision, and hence the source of the student's improvement, remains unclear. We quantitatively analyze teacher supervision during OPD training and find substantial noise whose prevalence increases with teacher scale. Surprisingly, the student policy is insensitive to such noise, converging to comparable performance regardless of whether noisy supervision is retained or removed. Does OPD distill at all? By analyzing what drives its gains, we find that learning concentrates on low log-probability tokens, and using a single fixed negative advantage matches the performance of teacher-provided ones. This suggests that OPD works largely by suppressing low log-probability tokens, which requires no teacher. These findings motivate On-Policy Self-Adaptation (OPSA), a supervision-free method using entropy-adaptive negative advantages. It assigns stronger learning signals to high-entropy positions, suppressing tail tokens, and evenly redistributing probability mass among head tokens. Compared with the base \texttt{Qwen3-1.7B}, OPSA improves Avg@32 by 35.41 points on AIME24, corresponding to a 263\% relative gain, and more than doubles Pass@32 across all three benchmarks. It also outperforms OPD by 16.77 points in Avg@32 on AIME24. Extensive experiments and analyses across model families and tasks further demonstrate its effectiveness and generalizability.

    14 min
  • PaperGym: Rubric-Centered Evolution for Research-Plan Generation

    🤗 Upvotes: 26 | cs.CL

    作者:

    Yuhan Wang, Zhengxi Lu, Yuchen Yan, Kaitao Song, Wenqi Zhang, Weiming Lu, Jun Xiao, Yueting Zhuang, Yongliang Shen

    标题:

    PaperGym: Rubric-Centered Evolution for Research-Plan Generation

    Arxiv:

    http://arxiv.org/abs/2608.31119v1

    摘要:

    Research planning is the decisive capability of AI scientists. Yet a research plan admits no verifiable answer, so reinforcement learning lacks the environment it requires: tasks paired with a critic. Rubrics extracted from scientific papers can supply the critic. Existing pipelines, however, draw the question and the criteria from the same content, so the reward can be earned by paraphrase. The rubric is further compressed into a single scalar per rollout. We introduce PaperGym, a unified framework that turns each research paper into a complete training environment. PaperGym exploits the structure of a paper: the question is synthesized from the research goal and background, while the criteria are derived from the method and experiments. The criteria span methodological innovation and experimental design, and criterion leakage falls to 3.7%, versus 11.90% to 34.10% in existing datasets. Training uses the rubric twice: first as privileged context for OPSD's self-teacher, then as the reward for GRPO. Across Qwen3-1.7B/4B/8B, this schedule outperforms supervised fine-tuning, either stage alone, and the reverse ordering, improving five-benchmark averages by +5.6, +5.0, and +4.8 points. With the recipe held fixed, models trained on PaperGym-20k win 58.1% of three-way comparisons, against 28.2% for RubricHub Science. The trained Qwen3-8B reaches 73.48 on ResearchQA, above the far larger Kimi K2.6. We release the pipeline, the 20,000-instance corpus PaperGym-20k, and the benchmarks PaperGym-Innov and PaperGym-Design.

    14 min
  • Normalized Low-Rank Adaptation

    🤗 Upvotes: 21 | cs.LG

    作者:

    Jiale Kang, Ziyin Yue, Zheng Zhan, Yangyi Huang, Weiyang Liu

    标题:

    Normalized Low-Rank Adaptation

    Arxiv:

    http://arxiv.org/abs/2608.31036v1

    摘要:

    While low-rank adaptation (LoRA) is widely used for parameter-efficient model adaptation, how to regularize its training dynamics for stable and effective optimization remains underexplored. Because LoRA initializes the up-projection to zero, its early optimization dynamics are largely governed by the down-projection. Building on this observation, we introduce Normalized Low-Rank Adaptation (NoRA), a simple yet effective method that normalizes the down-projection matrices during training. We further show that the same normalization can be applied only at initialization, improving standard LoRA without requiring repeated normalization throughout training. Across pretraining, supervised finetuning, and reinforcement learning, NoRA consistently accelerates convergence, improves performance and training stability, and mitigates catastrophic forgetting. These benefits require neither additional trainable parameters nor inference-time computation, making NoRA a simple and broadly applicable enhancement to LoRA.

    12 min
  • Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models

    🤗 Upvotes: 133 | cs.AI

    作者:

    Pengfei Zhou, Hexin Wang, Zhengfeiyang Zhang, Yixing Ma, Zhenglin Wan, Kaipeng Zhang, Wangbo Zhao, Yang You

    标题:

    Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models

    Arxiv:

    http://arxiv.org/abs/2608.25518v1

    摘要:

    A common strategy for scaling world models is to train on more crawled video with more compute. We argue that this strategy is inefficient: scaling world models also requires a recursive data engine that offers grounded reward signals. The success of code agents illustrates why this matters. As code is executable, compilers and runtimes can provide high-quality rewards for Reinforcement Learning (RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such as CLIP scores. These signals are fuzzy and biased, making them hard to support RL post-training. Compared with these, game development provides a missing reward environment for spatial world models. A scene encoded by a game engine is an executable world specification: the engine can efficiently check collision, physics, navigability and bounded playability, while the developer provides the global verification signal by judging whether the scene should be accepted. Game development also provides real-world long-horizon trajectory data for RL post-training. We therefore propose Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process.

    20 min
  • PAWBench: How Far Are We from Probabilistically Aligned World Modeling?

    🤗 Upvotes: 82 | cs.CV, cs.AI

    作者:

    Yuandong Pu, Le Zhuo, Sayak Paul, Gabriel Jorge Menezes, Avram Đorđević, Shiyang Li, Yifan Zhou, Bin Fu, Wenlong Zhang, Junjun He, Yu Qiao, Yihao Liu, Jingbo Xing, Xi Chen

    标题:

    PAWBench: How Far Are We from Probabilistically Aligned World Modeling?

    Arxiv:

    http://arxiv.org/abs/2608.27345v1

    摘要:

    Recent video generation models are increasingly framed as world models. Many physical processes can unfold in more than one valid way. Therefore, a world model should reproduce not only a plausible trajectory, but also the distribution of possible behaviors under the same initial observation and action. We call this distribution-level requirement probabilistic alignment. However, existing evaluations largely assess individual-video plausibility and do not test whether repeated generations recover the correct distribution. This raises a central question: how far are current video generators from probabilistically aligned world modeling? To answer it, we formalize probabilistic alignment as a distributional criterion for world models and introduce PAWBench, a benchmark for evaluating video generators as stochastic samplers of world dynamics. We further introduce PAWEval, an outcome-level protocol that converts repeated video rollouts into empirical distributions over possible physical behaviors. Across 50 scenarios and eleven current systems, no model consistently matches the reference probabilities while recovering the range of valid behaviors. Having established this gap, we test whether language prompts, initial noise sampling, or model training can reshape the model's predictive distribution. We believe our work can serve as a foundation for future efforts to move towards probabilistically aligned world modeling.

    13 min

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每个工作日更新,解读 Hugging Face Daily Papers(https://huggingface.co/papers)中得票最高的论文。播客文稿和音频均由 AI 生成。欢迎反馈与建议!邮箱:[email protected]