XiaomiMiMo/MiMo-V2.6-Distill-Qwen-9B
New image-text-to-text model. Tags: qwen3_5, image-text-to-text, mimo_v2, agentic, distillation, supervised-fine-tuning, code, tool-use
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New image-text-to-text model. Tags: qwen3_5, image-text-to-text, mimo_v2, agentic, distillation, supervised-fine-tuning, code, tool-use
New text-generation model. Tags: mimo_v2, text-generation, multimodal, vision-language, audio, agent, video-understanding, long-context
New text-generation model. Tags: mimo_v2, text-generation, multimodal, vision-language, audio, agent, video-understanding, long-context
xAI's Grok 4.6 is now available in Amazon Bedrock: a frontier model for long-running agents, coding, and knowledge work, with a 500K token context window and four reasoning effort levels. It runs on both the bedrock-mantle and bedrock-runtime endpoints, with Converse API and cross-Region inference support.
Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, and precise action control over multiple temporal horizons. Existing datasets and benchmarks, however, either cover a narrow range of games, lack language instructions, or rely on high-variance online rollouts. To address these challenges, we introduce GameHorizon, a unified data and evaluation suite that measures gameplay capabilities at different horizons for diverse model families. GameHorizon Suite consists of three components. First, GameHorizon-Annotator is a scalable and automated annotation pipeline for multi-horizon instructions. Second, utilizing the pipeline, we construct GameHorizon-Data, the first large-scale AAA gameplay dataset with temporally aligned videos, player actions, and multi-horizon instructions. It comprises 5,000 hours of recordings from 21 games, collected by 100 human expert players. Third, we build GameHorizon-Bench with reproducible offline and stepwise online testing. The offline track enables reproducible evaluation using thousands of standardized questions organized into three primary tasks and a series of diagnostic variants, while the online track tests whether offline scores reflect actual gameplay capabilities and localizes failures to specific steps within long-horizon gameplay. Based on our GameHorizon Suite, we evaluate 47 models through more than one million model invocations, revealing a meaningful hierarchy of task difficulty and pronounced differences in model capabilities. Our work can provide a standardized yardstick for evaluating gameplay capabilities across horizons and model families. We will release our dataset, annotator, and benchmark to facilitate future research.
Video world models enable interactive exploration of dynamic environments, yet struggle to respect prior observations over long horizons and across viewpoints. We present WorldCrafter, a video world model that learns a camera-queryable implicit 3D-aware memory for this purpose. The key insight is to let the requested viewpoint shape how multi-view evidence is compressed into the video generator's limited token budget. Trained jointly with the video generator, a memory encoder and pose-conditioned readout module integrate historical observations into a fixed set of target view-specific tokens before denoising, without explicit depth-based correspondences. By combining this memory with recent temporal context and few-step distillation, WorldCrafter enables streaming scene exploration from a single input image or text prompt. Experiments across static and dynamic scenes show substantial gains in long-horizon consistency and camera-control accuracy while preserving visual quality during minute-scale exploration.
Dexterous manipulation depends on contact dynamics that are often only partially observable from vision. Recent World-Action Models (WAMs) couple predictive video world modeling with action generation, but remain largely vision-centric and therefore cannot directly model these contact dynamics. We present DexTacWAM, a visuo-tactile WAM that encodes each fingertip independently, aggregates the resulting features through a finger- and pose-aware tactile compressor, and injects the tactile latent into a video diffusion world model for joint visuo-tactile world modeling. Across six contact-rich dexterous manipulation tasks on a 22-DoF bimanual platform, DexTacWAM achieves the highest score on every task, averaging 70.6 versus 38.0 for the strongest baseline. Ablations attribute the gain to modeling contact evolution as part of the predicted world state rather than tactile conditioning alone: removing tactile world modeling reduces the four-task mean from 74.7 to 26.6 while keeping the same tactile features and action expert. After four hours of tactile-encoder adaptation with a frozen pretrained vision VAE, our continual vision-to-touch learning extends the pretrained video model to touch using roughly 100 demonstrations per task without tactile midtraining, while retaining visual prediction quality within 0.5 dB of vision-only counterparts. The compressor retains 89.4% of pre-fusion contact recall while enabling 2.26x faster training and 1.29x faster inference. Together, these results show that pretrained video priors can be extended to distributed multi-finger contact dynamics in a data- and compute-efficient manner.
Visual instructions for physical tasks are typically authored in one context and followed in another, requiring users to translate demonstrated tools, materials, and spatial relationships into their own environment. We introduce Generative Tutorial, a conceptual framework for live visual instruction that depicts intended outcomes and actions within the user's environment and task flow. A formative evaluation of state-of-the-art image and video generation identifies failures and potential benefits across 15 physical tasks. Drawing on these findings, we build an augmented-reality prototype system that proactively generates goal images and demonstration videos using observed workspace context and predicted visual outcomes of preceding actions. A 24-participant lab study found higher task performance quality, greater perceived workspace correspondence, and shorter step-confirmation intervals with the system than with pre-authored guidance. Qualitative findings highlighted how contextual resemblance shapes trust, how generation errors affect interpretation, and how guidance delivery should adapt to users' needs, informing future designs.
Whole-slide pathology images (WSIs) contain gigapixel-scale visual content, creating a major scalability challenge for slide-level multimodal large language models (MLLMs). Existing approaches process thousands of patch tokens and typically apply compression only after slide encoding, leaving multimodal attention computationally expensive. We introduce SLICEChat, a slide-level MLLM that integrates progressive token pruning within a hybrid Mamba--Transformer slide encoder. Mamba layers enable efficient long-range propagation, while Transformer layers preserve global interactions as the sequence is progressively shortened. Between stages, language-supervised, region-aware pruning removes spatially coherent low-utility regions under a controlled keep-rate schedule, producing compact slide representations before multimodal fusion. On SlideBench VQA, SLICEChat achieves 79.84% accuracy on TCGA and 59.09% on BCNB cohorts, outperforming prior slide-level pathology MLLMs, and achieves the highest overall WSI-Bench metrics. It also provides competitive memory usage and the inference latency among the evaluated models. These results demonstrate accurate and computationally efficient multimodal reasoning over gigapixel WSIs.
Reaching a 6-DoF grasp pose in clutter requires a collision-free trajectory, conventionally obtained by reconstructing the scene in 3D and planning inside that reconstruction, at the cost of its accuracy and compute. Potential fields learned directly from images remove that dependency but inherit the classical weakness of artificial potential fields: where attractive and repulsive gradients cancel, the descent grazes the obstacle instead of going around it, and can stall short of the goal. We present an SE(3) neural potential field learned from posed RGB images and supervised with a navigation function, the geodesic distance to the grasp through free space recovered from those same images during training, which removes both failures. On two tabletop scenes, from obstacle-blocked starts executed on a UR10, the field converges within 3 cm of the grasp from every start and every path it executes is collision-free against the ground-truth geometry, against 25% and 0% under image supervision alone; mean clearance rises from under a centimeter to 8.6-8.8 cm and arm-link contacts fall from 20.6-50.4% to 2.7-5.5% of executed configurations. Executed grasp success is 90.0% and 40.0% on the two scenes, the residual failures being refusals of the Cartesian executor rather than of the field. Planning takes about 2 s against 67-133 s for RRT* on a reconstruction of the same images, though under a common offline harness the two are comparable: the deployed margin is the cost of collision-checking a dense reconstruction, not planner complexity.
Positron, Posit's IDE for data science, now runs on Amazon SageMaker AI. This post shows how a data scientist explores an Amazon Athena table, validates features in R, trains an XGBoost model in Python, deploys a real-time SageMaker AI endpoint, and reports results with Quarto, all in one governed SageMaker Studio Space.
EXL built an AI-powered Medical intelligent document processing (IDP) solution on AWS, combining IDP with domain-specific large language models on Amazon SageMaker and Amazon Bedrock to extract, summarize, and query medical records at enterprise scale and cut claims review time from over 100 minutes per case.
Diffusion models offer flexible motion generation, but translating this flexibility into feedback-responsive humanoid control remains challenging. Hierarchical systems steer motion through references that may exceed a separate tracker's capabilities, leaving recovery and physical execution largely to the tracker. Action-only diffusion generates actions directly but lacks an explicit future-state trajectory for test-time motion objectives. Joint state-action diffusion provides this representation, yet representative controllers often depend on privileged full-body states, and support for learned behavior selection and test-time motion steering remains fragmented. We present PredActor, a predictive action diffusion policy that brings these complementary steering capabilities into one directly executed policy using proprioceptive observations. Conditioned on proprioceptive history and optional task context, PredActor jointly generates executable actions and an internal future-state trajectory. Classifier-free guidance strengthens text-conditioned behavior, while classifier guidance steers predicted states toward test-time objectives. Only actions are executed, without a separate motion-reference tracker or externally estimated full-body states as policy inputs. In simulation, PredActor reaches all 15 destination targets and achieves a text retrieval score of 0.580, compared with 0.373 for conditional action diffusion, with similar observed disturbance survival. To make this guided policy practical onboard, rolling denoising and computation-preserving runtime optimizations reduce the complete callback to 16.790 ms median and 19.383 ms p95 on a Jetson Orin NX, both below the 20 ms control period. We deploy PredActor on a Unitree G1; evaluations across simulation and physical hardware demonstrate text-conditioned motion, disturbance response, joystick control, and semantic interpolation.
Scalable simulation is essential for robot data generation, policy training, evaluation, and safe iteration, yet real-world interaction is costly and conventional simulators require labor-intensive construction. We present Uranus, a data-driven robot simulator built around a joint-trajectory-conditioned autoregressive diffusion model. Uranus offers three key capabilities: (1) streaming, open-ended rollout, which receives future joint-position trajectories online and autoregressively generates one latent frame per step, corresponding to four RGB frames, without a fixed horizon; (2) low-latency generation, achieving 24 FPS after inference optimization; and (3) scalable, extensible robot control, providing a unified interface for synchronized multi-view generation across diverse robot embodiments and camera configurations. We conduct comprehensive quantitative and qualitative evaluations on both in-distribution and out-of-distribution data, providing an objective assessment of Uranus and clearly identifying its current limitations. We release the code and model weights to empower the community with practical tools and insights.
Advances in processing power, camera technologies, and mobile image analysis have made smartphones and other mobile devices, such as laptops, increasingly suitable for medical diagnosis and healthcare applications. Researchers have developed low-cost solutions for the early detection and monitoring of various health conditions, including eye and ENT diseases, malnutrition, heart rate variability, skin and oral conditions, and injuries, using images captured by non-medical devices such as smartphones and webcams. This survey examines existing research on mobile image-based medical diagnosis, with an emphasis on its potential to enable low-cost and accessible healthcare. We comparatively analyze state-of-the-art solutions across different healthcare application categories, examining their advantages and limitations. Based on this analysis, we identify desirable characteristics of mobile image-based diagnostic tools and highlight areas where existing approaches have made progress as well as areas requiring further research. We also discuss application-specific and common challenges and outline directions for future research. Overall, this study provides a comprehensive overview of mobile image-based healthcare solutions and their potential to support low-cost disease diagnosis and monitoring, particularly for underserved populations in remote and resource-constrained settings.
Today, I’m talking with Mark Gurman, who is the world’s best-sourced Apple reporter — both as Bloomberg’s chief Apple correspondent and the host of the…
New text-to-image model. Tags: gguf, qwen, image-generation, comfyui, comfyui-gguf, text-to-image, base_model:Qwen/Qwen-Image-2.1, base_model:quantized:Qwen/Qwen-Image-2.1
In this work, we present a method for shape reconstruction and tracking from video via agentic analysis-by-synthesis. Unlike prior methods which first estimate dense pixel correspondences and then recover object motion from them, our method infers a structured 3D object model, including its geometry and kinematic structure, and uses this model to optimise object track estimates over time. In our optimisation loop, a Vision-Language Model (VLM) agent iteratively refines shape or generalised pose through a render-and-compare loop, combining coarse visual reasoning with numerical pose optimisation for precise state estimation. This structured formulation enables our method to track through large motion, articulation, and severe occlusion without relying on pixel-matching objectives. Quantitatively, on ARCTIC, our method substantially outperforms state-of-the-art 3D point-tracking baselines for articulated objects, and on HOT3D it outperforms all evaluated rigid-object tracking baselines.
Predicting postprandial glycemic response (PPGR) is fundamental to personalized nutrition and type 2 diabetes management, yet existing approaches typically rely on manually reported dietary intake, limiting their scalability in free-living settings. We propose a multimodal framework that replaces manual dietary logging with image-derived macronutrient estimates and integrates them with clinical variables and gut microbiome information for personalized PPGR prediction. The framework jointly performs image-based macronutrient estimation and glucose prediction, while an attention-based prediction module models interactions between dietary and host-specific information. We evaluate the proposed approach on a real-world dataset comprising meal images, continuous glucose monitoring, clinical variables, and gut microbiome profiles. The proposed model outperforms existing PPGR baselines using image-derived nutritional inputs and approaches the performance of methods that rely on manually reported macronutrients despite using automatically estimated nutritional information. These results demonstrate that combining image-derived nutrition with complementary clinical and gut microbiome information provides a practical foundation for scalable personalized PPGR prediction.
With GPT-6 Astra, Higgsfield AI makes video ad creation easier for small businesses and brings new creative tools to market faster.