California Gov. Gavin Newsom has signed seven bills designed to prevent AI data centers from passing utility costs onto residents, as reported earlier by the…
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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.
Multi-turn tool-use failures can hinge on a single model call, yet reward variation alone does not reveal which call would benefit from training. When rewards depend on later interactions, their variation can reflect downstream randomness rather than differences between the current actions. We introduce Critical-State RL to identify trainable states in multi-turn interactions. Given task-defined candidate calls and local rewards, the method assesses whether each reward captures the action's effect on task success and whether improvement over a reference policy is possible. It then uses nested sampling to separate action-dependent reward variation from continuation noise and optimizes the policy at the selected states using contextual-bandit training. Experiments on the Berkeley Function Calling Leaderboard (BFCL) v4 compare training at diagnostic-selected states with training at alternative states. For missing-function tasks, the diagnostic selects the response after the tool becomes available; for missing-argument tasks, it selects the response before the missing argument is supplied. Training the selected responses improves performance, including about 14 percentage points on the missing-function task, while training the alternatives leaves performance flat or worse. We further apply the recipe across models and tasks, including logged repeat-call avoidance and memory management.
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.
We present onPanda, an interactive tool for efficiently annotating LLM alignment data and agent trajectories. onPanda adopts token-level correction as its core interaction: while reading a model response, the annotator locates the first inappropriate token and either picks a substitute from the model's candidate tokens or types the correct text via free-form editing. The system then truncates everything after that position and continues generation from the corrected prefix, repeating this locate-correct-continue loop until a satisfactory response is obtained. This mechanism lets annotators precisely steer model outputs at low cost: a small controlled study suggests that onPanda reduces median annotation time by 52% over manual post-editing. Since the vast majority of tokens in the final response are generated by the model itself, the resulting data largely preserves the model's sampling distribution and is well suited for constructing on-policy SFT and preference data. Furthermore, the token-level corrections recorded during annotation provide fine-grained supervision with precise positions and naturally paired positive--negative samples. onPanda also connects to external tools and harnesses, enabling interactive trajectory annotation in realistic environments. In addition, we release Panda-CVL, a dataset annotated with onPanda, together with a benchmark for token-level correction.
On-device large language models (`LLMs'), e.g. running on mobile phones, are ripe for improvement via personalization. The limited compute resources of mobile devices impose limits on model scale and thus model quality, making any realizable quality gains highly impactful. At the same time, their personal nature (i.e., the close coupling to a particular user) means that a given on-device LLM tends to be used in similar, predictable patterns over the course of time. This paper presents a novel method for personalizing on-device LLMs. It trains a hypernetwork to map a user's context tokens to a low-rank adaptation (`LoRA') well-suited to that user. Once the trained common artifacts are deployed to users' devices, each user uses the hypernetwork to synthesize (entirely on device) a personalized LoRA. This approach blends the benefits while avoiding the drawbacks of two existing approaches to LLM customization: in-context learning (`ICL') and parameter-efficient fine-tuning (`PEFT'). Like ICL (and unlike PEFT), the on-device phase of our approach is computationally feasible, requiring only forward passes through neural networks. Like PEFT (and unlike ICL), our approach modifies the `target' base LLM via weights (the LoRA), avoiding negative consequences (e.g. increased latency) associated with extending the input sequence. Our approach is particularly well-suited to the mobile device regime. Apart from the on-device compute and latency benefits mentioned, it also requires minimal additional storage, as internally its architecture partly leverages the same LLM weights as belong to the target LLM to be personalized. We demonstrate the benefits of LoRA-generating hypernetworks on several representative personalization datasets, comparing against baselines like ICL and PEFT. Of note, our personalization experiments focus on more challenging and less studied long-form text generation tasks.