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1655documentos

162últimos 7 días

arXiv AI Papers

Rethinking Class Imbalance for Single-Cell Foundation Models: A Systematic Benchmark Across Architectures and Long-Tail Loss Functions

Single-cell foundation models (scGPT, scBERT, Geneformer) achieve cell-type classification accuracy up to 97.5% in our experiments, yet this aggregate accuracy can mask systematic failure on rare, often disease-relevant cell populations that long-tail loss functions are widely assumed to address. We present a systematic benchmark of six long-tail loss functions (cross-entropy, weighted CE, class-balanced loss, focal loss, LDAM, logit-adjusted softmax) across three architectures and three datasets (Multiple Sclerosis, Zheng68K, human Pancreas), totaling 162 controlled training runs (3 backbones x 3 datasets x 6 losses x 3 seeds). The gap between overall accuracy, Macro-F1, and rare-class recall under plain cross-entropy is consistent across all nine (architecture, dataset) settings, driven by dataset structure rather than pretraining. Rare-class failure itself splits into two regimes with distinct embedding-geometry signatures, visible before any loss is chosen: some classes are recoverable by the right loss, while others retain linear separability yet are absorbed into unrelated classes' neighborhoods under every evaluated loss and architecture. Among the recoverable classes, the efficacy of reweighting is predicted by a class's absolute training-set size, rather than its share of the dataset or the dataset's overall imbalance ratio. Class-balanced loss and LDAM are the most consistent choices across all nine settings, while logit adjustment trades rare-class precision for recall rather than improving both. Our results give both a reusable benchmark and mechanism-grounded practical guidelines for combining foundation models with imbalanced biological data.

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arXiv AI Papers

Expansion Counts under Standard A* Tie-Breaking Strategies on the Final Plateau

In the A* search algorithm, the tie-breaking strategies for nodes with the same f-value determines which states A* expands on the final f-layer. For nine standard tie-breaking strategies, we show that under a consistent heuristic, every pair has positive-cost instances favoring each strategy over the other by an arbitrarily large additive expansion gap. A parameterized unit-cost grid example also gives unbounded expansion-count ratios between low-h with FIFO and LIFO. In unit-cost search with h > 0 at non-goals, exact heuristic values near the goal lead to complementary extremal results: low-h minimizes the number of remaining expansions from a common configuration within the perfect region, while high-h maximizes the total number of expansions when every final-plateau state with h=1 is a goal predecessor. Finally, with the evaluation function f_α = g + αh, when h>0 at non-goals, every heuristic weight 0 α<1 eliminates tie-breaking sensitivity, and all tie-breaking strategies expand the same set of states.

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arXiv AI Papers

GrapeSplat: Geometry-Grounded Reconstruction via Amalgamated Pose-Free Encoding for Feed-Forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting now reconstructs renderable scenes from unposed, uncalibrated images. Yet, most models supervise only photometric consistency and predict Gaussians pixel by pixel, which leaves global structure fragile and ties primitive count to image resolution and view count. To this end, GrapeSplat amalgamates multi-view cues into a voxel-aligned scene representation and decodes Gaussians directly from the learned grid, requiring no per-scene optimization or post-processing. An Atlas Encoder lifts all views into pixel-wise geometry-and-appearance features anchored at predicted 3D points. PEACH-Vox compands the unbounded scene into a bounded sparse grid through a smooth per-axis map with an exact closed-form inverse. The Sparse Decoder then consolidates the grid with sparse convolutions and decodes the full scene as multiple Gaussians per occupied cell. This amalgamated representation exploits sparse voxel occupancy, where the Gaussian count follows the occupied cells and saturates as views cover the scene, while grid resolution sets its ceiling. GrapeSplat turns unposed images into a renderable Gaussian scene in a single forward pass. Trained with 2D and 3D supervision on 8-view sequences, it generalizes zero-shot from 4 to 64 views across indoor and unbounded scenes. Code and trained weights are available at https://github.com/VAISR/GrapeSplat

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arXiv AI Papers

Designer-RSI: Evolving Procedural Memory from User Traffic for Agentic Graphic Design

Professional graphic design is a long-horizon agentic task in which structured, editable artifacts emerge from many interdependent actions, yet outcomes admit no reliable programmatic oracle. We introduce a continual adaptation framework in which a frozen frontier model operates professional design software through more than 230 tools, while an external procedural memory of natural-language skills accumulates and refines reusable design procedures from experience. The memory widens by acquiring procedures for recurring uncovered subtasks and deepens by revising existing procedures against their own successful and failed executions, while a matched replay gate admits only changes that repair failures without regressing observed successes. Five rounds over 1,406 real user briefs and 1,869 automatically graded trajectories, with no weight updates and no human labels, grow the bank from 76 documentation-derived skills to 139 and raise GenEval2 execution success on Claude-Sonnet-4 from 72.7% to 99.3% (+11.99 points in generation quality), with 61.8% and 67.6% win rates against the no-skill agent across four specialized design benchmarks on Claude-Sonnet-4 and Claude-Opus-4.6. We further show the two mechanisms are effective in combination: on 200 held-out briefs from user-traffic benchmark, widening or deepening alone reaches a 49.4% / 48.6% win rate over the no-skill agent, while their combination reaches 58.5% (p = 0.025). Procedural memory offers a practical route to continual adaptation of agents under noisy, unverifiable feedback.

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arXiv AI Papers

CodeMidas: Scaling Agentic Coding RL Environments from Code Itself

Training capable coding agents via reinforcement learning (RL) requires diverse tasks with reliable verifiers. Open-source codebases offer a rich source of such tasks, while existing methods typically rely on development artifacts such as issues and commits, limiting the range of tasks that can be extracted. To better scale RL environments, we present CodeMidas, an agentic pipeline that turns implemented functionality in existing codebases into executable RL environments using source code as its only task-specific input. CodeMidas allocates agentic compute to every stage of environment construction: agents explore implemented functionality to formulate behavioral specifications, construct tests grounded in execution of the original code, and validate and filter candidate tasks through execution checks and repeated solution rollouts. The resulting dataset has 5,545 training tasks from 3,185 open-source codebases spanning 23 programming languages and 15 technical domains. Training MiMo-V2.5 on these tasks with GRPO improves performance on all five diverse benchmarks, covering issue repair (DeepSWE + 11.7%), whole-program construction (ProgramBench +17%), and terminal work (Terminal-Bench v2.1 +8.5%). Ablations show that increasing the number of high-quality training tasks improves performance. Trajectory analysis shows the RL-trained agent demonstrates better behaviors like increasing codebase exploration and more diverse self-verification. These results establish source code as a scalable foundation for constructing RL environments that improve coding agents across diverse software tasks.

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arXiv AI Papers

An Interpretable Memory Decision Controller for LLM Agents Based on Three-Signal Complementarity: Decoupling Confidence and Consistency

Memory systems for large language models have focused predominantly on efficient retrieval, whereas the decision of whether retrieved memories should be trusted has received comparatively little attention. When the memory store contains conflicting positions, standard retrieval-augmented generation (RAG) blindly injects memories and amplifies hallucinations: in models susceptible to memory injection, the RAG hallucination rate under conflicting memories is markedly higher than that of a memory-free baseline. Inspired by memory signaling mechanisms in the prefrontal cortex, we propose the Memory Decision Layer (MDL), a zero-parameter memory decision controller situated between the retrieval and generation stages. Its core is a three-signal complementary encoder that fuses relevance, reliability, and task risk through QR-based orthogonal subspace projection and a meta-working-memory signal into an interpretable decision representation that quantifies the trustworthiness of retrieved memories. Building on this encoder, MDL explicitly decouples confidence from consistency and introduces risk inversion and explicit abstention. Evaluations on mainstream large language models and multiple open-source datasets show that MDL reduces the hallucination rate under conflicting memories by about 56.04% in general scenarios and approaches zero hallucination in high-risk scenarios. The controller is fully white-box: it relies purely on geometric operations, requires no trained parameters, and adds only about 0.14 ms per decision -- roughly 50x faster than the embedding-retrieval step that precedes it and four to five orders of magnitude faster than an LLM self-evaluation call.

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arXiv AI Papers

DiaVLo: Diagnosing Behaviours of Vision-Language Models

Vision-language models (VLMs) rely on storing and transferring appropriate information across their sub-components. Verifying that the VLMs exhibit desired behaviours, while avoiding harmful ones, is central to their reliable deployment. Yet, methods that identify VLM behaviours remain scarce. We present DiaVLo, a diagnostic framework that leverages human curation and VLMs' generation capabilities to construct specifications of desired and observed VLM behaviours, surfacing potential misalignments. Beyond this, DiaVLo also provides causal estimates to identify the most influential concepts steering VLM behaviours. We evaluate DiaVLo on several open-source VLMs under both classification and generation conditions. Our experiments show that DiaVLo produces behaviour labels that correlate with model performance and provide context for measured performance. DiaVLo surfaced behaviours that are clearly aligned and misaligned, alongside patterns in how VLMs perceive, organise, and prioritise concepts.

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arXiv AI Papers

Abstention and Noise Filtering: Two Missing Primitives of Softmax Attention

Gating the value pathway of attention reportedly improves language model pretraining, and prior studies disagree on why. We argue and provide experimental evidence that such gates supply two different things that softmax attention lacks: abstention and noise filtering. The first is abstention, which allows an attention head to output nothing, bypassing the requirement that attention weights must sum to one. The second is noise filtering, which allows the value pathway of an attention head to suppress interference from superposed features in the residual stream. In our experiments in matched models from 10M to 350M parameters, we supply abstention through a learned per-head sink logit in the softmax and noise filtering through a gate on each value. We report three empirical findings. First, the benefit of abstention, measured as the reduction in validation loss relative to a matched baseline, declines as models grow, whereas the benefit of noise filtering increases with scale. In particular, abstention accounts for nearly all of the gain from gating at 10M and filtering for most of it at 350M. Second, the best model at every scale is the one with both primitives built in. Third, injecting controlled interference into the values a head reads confirms that the gate removes such interference, and reveals that each of the two gate forms we study has a characteristic blind spot. Supplying both primitives adds negligible parameters and remains compatible with the key-value cache.

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arXiv AI Papers

RecreationWorld: Scalable and Verifiable Environments for Hybrid Computer-Use Agents

Computer-use agents (CUAs) have advanced along two separate lines: graphical interaction and software development through code and the command line. Real digital work requires both, interleaved rather than stacked end to end. We study hybrid CUAs that autonomously decide when to explore an interface, implement software, and run and visually verify their artifacts. We introduce RecreationWorld, a five-platform framework built around recreation: given a running reference, an agent must discover its behavior and build a faithful implementation with no prescribed workflow. RecreationWorld provides reproducible environments on Ubuntu, macOS, Windows, Android, and Web, plus a unified harness with native GUI control and coding tools. The running reference serves as an oracle for hidden behavioral tests, providing execution-grounded rewards. We scale trajectory generation with high-quality open-source applications. Models trained on these trajectories improve across five out-of-distribution coding and hybrid computer-use benchmarks and more frequently verify their rendered outputs, providing evidence of transfer beyond recreation. For held-out evaluation, we introduce RecreationBench, comprising 250 diverse tasks across domains and platforms. Reference-grounded programmatic and visual assertions cover action-conditioned outcomes at multiple interaction depths; each is validated on the reference and by human reviewers before the suite is frozen for automatic scoring. GPT-6 Astra leads at 58.1% overall, but passes all programmatic tests on just 2.8% of tasks. Agents reproduce static interface structure more reliably than interactions and computed outputs, while generated applications remain smaller and more monolithic than their references. We release the benchmark, environments, and test suites.

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Introducing Kimi K3 on Amazon Bedrock

Kimi K3 from Moonshot AI is now available on Amazon Bedrock, giving you a powerful new open-weight option for coding and knowledge work. It offers native vision, a 1-million-token context window, and explicit prompt caching to reduce latency and input costs.

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arXiv AI Papers

NemotronLabs VoiceChat: An Open Full-duplex Speech-to-Speech Model with Tool Calling Capabilities

We introduce NemotronLabs VoiceChat, an open full-duplex speech-to-speech model with native tool-calling capabilities. NemotronLabs VoiceChat combines a streaming speech encoder and decoder-only language model with parallel specialized output streams for agent text and structured function calls, an auxiliary RNN-T branch for incremental user transcription, and a streaming TTS decoder. This design enables the model to listen, transcribe, reason, invoke tools, and speak within a unified streaming architecture while preserving the temporal behavior required for natural conversation. On Full-Duplex-Bench 1.0, NemotronLabs VoiceChat achieves the lowest pause-handling takeover rates among evaluated open-weight systems, 100\% takeover following user interruptions, and a 4.33/5 post-interruption response-quality score. On Full-Duplex-Bench 1.5, it resumes its response after user backchannels in 93\% of cases. NemotronLabs VoiceChat obtains a 55.1 normalized average on VoiceBench and, on Full-Duplex-Bench 3.0 (FDB 3.0), achieves 82.5\% tool-selection F1, while argument accuracy and end-to-end tool execution remain areas for improvement. These results demonstrate that full-duplex interaction, speech recognition and generation, general language capabilities, and external tool use can be integrated in a single open speech-to-speech model without sacrificing real-time conversational behavior.

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arXiv AI Papers

Guiding Agents of Quantum Games to Equilibrium using Matrix Exponential Fixed-Point Iteration

In recent years, quantum game theory has gained significant attention as a framework for studying decision-making in multi-agent systems using quantum principles. However, computing equilibrium strategies is challenging because the dimension of the joint Hilbert space grows as the product of the players' local dimensions. In this paper, we consider an extended Gutoski-Watrous (EGW) game in which each player's quantum strategy is represented by a local density matrix. We derive tensor-contraction expressions for the payoff functions and their gradients, thereby avoiding the explicit construction of the full joint density matrix and its computationally expensive multiplication by the payoff operators. Building on the resulting effective Hamiltonians, we propose the Matrix Exponential Fixed-Point Iteration with Annealing (MEFPIA) algorithm to search for equilibrium points in EGW games. We compare MEFPIA with the Matrix Multiplicative Weights Update (MMWU) algorithm in terms of convergence. For the tested instances and parameter settings, both algorithms approach the same strategy profiles and payoffs, while MEFPIA achieves lower relative error in fewer iterations. These results indicate that MEFPIA is a promising numerical method for equilibrium search in multi-agent quantum games. Our findings provide important insights into the quantum game theory's potential for addressing complex decision-making processes, as well as opening up new paths for future research and exploration in multi-agent quantum systems.

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arXiv AI Papers

Benchmarking the Explanatory Quality of Open-Weight Vision-Language Models in Face Recognition

Vision-Language Models (VLMs) have recently been proposed as promising tools for face recognition, as they can produce natural language explanations alongside similarity scores. This capability is considered appealing for face comparisons in forensic contexts, which require decisions to be transparent and auditable. However, existing evaluations of VLMs for that use case focus mostly on recognition accuracy, while the validity of generated explanations remains unquantified. In this work, we introduce a benchmarking framework for VLM-based face recognition that treats explanation quality as a core evaluation axis. We propose two criteria that explanations should satisfy: relevance, i.e., reliance on identity-stable facial features; and faithfulness, i.e., alignment with the visible image content without hallucinated features. We jointly develop a methodology enabling the quantification of relevance and faithfulness of evaluated models, based on constraining model outputs to a structured explanation format that supports automated querying and auditing. Using this framework, we benchmark several families of open-weight VLMs, jointly evaluating face verification accuracy and explanation quality. Our results highlight remaining shortcomings of produced explanations, and emphasize the need for such explanation quality metrics to get a complete picture of model performance. The proposed benchmark and open-source evaluation harness provide a foundation for proper benchmarking and future fine-tuning of explainable face recognition systems.

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arXiv AI Papers

Geometric Mean Pooling for Equal-Weight Multiplicative Coarse-Graining

As an alternative to the additive and extremal biases of average and max pooling, we introduce Geometric Mean Pooling (GMP), a signed pooling operator that combines the product of feature signs with the geometric mean of feature magnitudes. Motivated by local-to-global composition in quantum many-body physics, GMP retains both joint sign information and a characteristic multiplicative scale without introducing learnable pooling parameters. We show that non-overlapping hierarchical GMP preserves the corresponding global multiplicative statistic and evaluate it on synthetic sequence tasks, iterative coarse-graining, image classification, and molecular lipophilicity regression. On the synthetic tasks, GMP recovers product-based signals more accurately than average and max pooling and maintains predictive performance under the tested levels of multiplicative input noise. On image and molecular data, however, its effectiveness depends on the representation, target parameterization, and placement of local and global pooling. These results position GMP as a complementary, regime-dependent inductive bias for tasks in which equal-weight multiplicative composition is plausible, rather than as a universal replacement for standard pooling operators.

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arXiv AI Papers

Do Personality-Tuned LLMs Make Better Social Agents?

LLMs are increasingly used in social simulations for socially interactive agents and robots, offering more flexibility than rule-based systems. However, even though they mimic human behaviour very well, there is a persistent alienness to them. This work investigates whether personality-aware fine-tuning can reduce this gap by improving the consistency and controllability of personality-conditioned dialogue generation compared with instruction prompting alone. We fine-tune two small open-weight LLMs, Qwen2.5-7B-Instruct and Ministral-8B-Instruct, using a corpus that combines personality-labelled social media posts and dialogues to create a personality-based dialogue engine for social simulation. The resulting models are evaluated across multiple social interaction scenarios using three independent LLM judges, which assess personality fidelity and provide evidence-based behavioral interpretations. We additionally quantify inter-rater agreement and lexical characteristics of the generated dialogue. Results indicate that fine-tuned models are not better at role-playing different personalities than their respective baseline models. However, low inter-rater agreement limits the confidence with which these results can be interpreted. Concerning the quality of generated texts, fine-tuned models are mostly comparable to the baselines, with fine-tuning improving the linguistic diversity of the Qwen models. While the results appear generally usable and the baseline models offer the best overall performance, future studies should place greater emphasis on the quality and domain alignment of training data for accurate personality role-playing.

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