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Ver preçosOpenAI is building out the pieces of an alternative to the traditional app store model, turning ChatGPT into a place where software can be discovered…
The new round is anticipated to be the company's last before its delayed 2027 public debut.
The new round is anticipated to be the company's last before its delayed 2027 public debut.
GPT-6.1 Sol is now generally available on Amazon Bedrock, bringing stronger reasoning to coding, computer use, and professional workloads that run frequently.
OpenAI isn't a public supporter of Nvidia's Open Agent Safety Platform, but it is privately working with Nvidia, TechCrunch has learned.
Robots deployed in the physical world must be able to improve beyond their initial training as they encounter new situations and failures. For this improvement to scale across tasks, it must make effective use of experience without requiring human demonstration of each correction. Recent agentic systems offer a way to reduce this reliance on human effort by using foundation models to autonomously compose learned behaviors to complete tasks. Yet completing tasks this way does not itself teach a task policy to overcome its own failures; that requires turning these behaviors into learnable corrections for the policy. Our insight is that many such corrections are familiar short behaviors, or skills: they recur across tasks and describe actions that foundation models can reason about from a scene. We introduce skill-space shooting, which uses foundation model guidance to explore corrections through these reusable skills and turn successful trials into policy improvement. Real-world experiments show repeated improvement in policies acting autonomously, while skills can also be shared to reduce the teaching needed to improve on new tasks. By making reusable skills a source of corrective supervision, skill-space shooting enables scalable and generalizable policy improvement within and across tasks. Additional results and videos at https://skill-space-shooting.github.io.
Reasoning about the 3D world from multi-view images remains a fundamental challenge for Multimodal Large Language Models (MLLMs). While modern MLLMs handle single-image inputs effectively, they struggle to integrate evidence across viewpoints into a coherent 3D understanding. A growing body of work attempts to close this gap by injecting 3D awareness into MLLMs, either by boosting fine-grained pixel-level cross-view correspondence or by fusing features from 3D geometry foundation models, yet a substantial gap to human reasoning persists. In this work, we revisit human spatial reasoning, which suggests that rather than relying on fine-grained geometry cues, humans roughly identify common objects across views, infer the relative geometry between viewpoints, and assemble a coarse 3D layout of the scene. Inspired by this process, we introduce Imagine3D-LLM, an MLLM that learns to assemble a similar compact 3D representation of the scene and conditions its answer on this representation. Concretely, we append a small set of learnable summary tokens after the image tokens, decode them into a compact 3D Gaussian Splatting representation supervised by a photometric reconstruction loss, and train jointly with the standard next-token prediction objective. Notably, although only the summary tokens receive direct reconstruction supervision, this objective also induces stronger cross-frame correspondence within the LLM's underlying image features, suggesting that learning to reconstruct propagates 3D-aware signals throughout the model. As a result, Imagine3D-LLM consistently outperforms prior approaches across multiple spatial reasoning and 3D understanding benchmarks, suggesting that imagining the scene can be more effective than being told its pixel-wise geometry.
The dynamics of generative models exhibit two apparently distinct temporal windows: a speciation window, in which a sample commits to a semantic class, and a nonlocality window, in which local context windows become insufficient for generation. Motivated by evidence of their near-concurrence in a variety of frontier models, we investigate their relationship through the spatial distribution of semantic information. Under a "common cause" hypothesis, we prove that the nonlocality window must lie in the speciation window. This hypothesis postulates that semantic labels explain a fraction of the correlations between distant tokens, a condition that is natural for many real datasets. We further give conditions under which both windows shrink to a single limiting time as system size grows, defining a "phase transition", and verify this behavior analytically in Gaussian mixtures. Together, these results identify conditions under which semantic information explains the concurrence of speciation and nonlocality, connecting two complementary perspectives on the emergence of semantic structure in generative modeling.
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.