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arXiv AI Papers

Studying Image Tokenizers as Visual Languages in Unified Multimodal Models

Image tokenizers define the ``visual language'' of unified multimodal models, yet are commonly studied through isolated metrics or generation-/understanding-only evaluations. These evaluations do not fully capture how visual tokens behave when modeled jointly with text. We build a controlled pure-autoregressive testbed and track task-specific validation losses during multimodal continual pretraining across text, image, text-to-image (T2I), and image-to-text (I2T) prediction. We examine how these losses scale and relate to downstream performance, then use them to study multimodal learnability---how well image and text tokens are jointly modeled---and tokenizer design. We find that (1) losses should be analyzed by task, since they exhibit distinct scaling behavior and rank tokenizers differently. (2) The loss--performance relationship depends on the predicted token space: for a fixed tokenizer, T2I and I2T losses correlate with generation quality, but across tokenizers, the T2I loss--performance relationship shifts with the image-token space, whereas I2T loss, computed over a shared text vocabulary, provides a more consistent signal. I2T loss also correlates with both generation and visual understanding performance after supervised finetuning. Using losses as a lens, we show that (3) better reconstruction does not necessarily yield lower task-specific losses or stronger downstream performance, and that (4) image tokenizer choice can affect text modeling under joint optimization. As case studies, we revisit three tokenizer design axes---the discriminator, semantic supervision, and vocabulary size---to examine their effects on joint modeling and downstream performance. Together, our testbed offers a complementary perspective on image tokenizers as visual languages, highlighting their interplay with text in joint multimodal training.

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arXiv AI Papers

NOAH: Learning the Full Patient Journey. A Longitudinal Multimodal Time-Aware Model for Representation and Forecasting

The digitization of healthcare has generated vast, longitudinal, and multimodal patient records over a lifetime, yet fully exploiting these data to represent and predict patient state trajectories remains a critical challenge. Current AI models often struggle to capture the complex, irregular temporal dynamics and inherent stochasticity of real-world multimodal patient data. Existing AI approaches for modeling longitudinal patient records are predominantly discriminative, limited to a few modalities, constrained by closed categorical vocabularies, treating time as a monotonic inductive bias, or they are limited in forecasting future patient states. We introduce NOAH, a time-aware, task-agnostic, generative transformer model representing and forecasting the full multimodal patient journey. NOAH features a novel bidirectional time integration and a variational latent space to capture the continuous evolution of patient states and the stochasticity of clinical trajectories. Built from over 559 million clinical events from 431,000 hospital visits of 299,000 patients across the MIMIC dataset family, NOAH natively processes medical images, time-series and numeric signals, categorical events, as well as structured and unstructured clinical records. NOAH is the first truly holistic generative model in its field, enabling autoregressive forecasting with optional time control, zero-shot classification, and counterfactual intervention simulation. It generates highly informative and predictive patient state representations that demonstrate strong performance in probing for clinical outcomes, 15 ICD chapters, and 29 comorbidities, as well as in time-to-event prediction. Seamlessly handling diverse modalities and complex temporal dynamics, NOAH provides a versatile, task-agnostic, scalable foundation for intelligent predictive systems in personalized clinical care and digital medicine.

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arXiv AI Papers

Canonical Color as a Lens into Concept Decodability in Vision Encoders and VLMs

Visual encoders construct a representation of the image input for Vision-Language models. How much conceptual, as opposed to immediately visible, information does this representation contain? We use canonical color as a controlled test case to ask whether vision encoders make canonical-color information linearly accessible, even when color is removed from the input image. We construct a dataset of objects with canonical colors, and probe vision encoders for both color and object identity using color and grayscale images. We find that canonical color remains decodable from grayscale images, and is tied to predicted object identity, indicating a conceptual link. Extending this analysis to full VLMs, we find that VLM post-training can have a surprisingly large effect on color decodability in the vision encoder. Overall, canonical color provides a usefully controllable lens for tracing object-level conceptual semantic information in vision encoders and VLMs.

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arXiv AI Papers

GoDeep: Annotation-Free Open-Vocabulary 3D Scene Understanding via Language-Space Lifting

Open vocabulary 3D semantic segmentation methods typically lift CLIP features into 3D. This embeds points in a joint vision-language space known to behave like a bag-of-words on compositional tasks. Furthermore, even annotation free variants often require a large 3D training corpus and a dedicated 3D encoder per domain. Instead we use a vision-language model purely as a translator. It produces structured, entity-level descriptions of each posed image. These descriptions are grounded, projected, and aggregated directly in a general-purpose, language-only embedding space, with no 3D training corpus or encoder required. On ScanNet++, our pipeline is competitive with strong annotation free baselines trained on ScanNet. On a 5-building cultural heritage benchmark, raw scores initially favor a CLIP-based variant, but a single systematic vocabulary correction reverses this ranking. An effect confirmed by a second, independent correction on a different class, indicating that language-space embeddings track physical content more faithfully. This fidelity extends to genuinely out-of-vocabulary (OOV) objects on ScanNet++ proving that language-space embeddings separate presence from absence objects far more sharply than CLIP-based embeddings do. GoDeep also localize these OOV objects within the scene, all without any 2D-3D annotation. Because every representation remains discrete text, predictions are also explainable at the point level. Finally, exploiting both a heuristic weighting, that favors precise over merely frequent observations and GoDeep's explainability property, we propose an aggregation strategy, as a proof of concept, that favors finer elements localization.

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arXiv AI Papers

PlayTrain: An Efficient Reinforcement Learning Framework for LLM-Generated Adaptable JavaScript Games

While many video-game environments (VGEs) have played crucial roles in advancing reinforcement learning (RL), developing novel VGEs or modifying existing ones to support new features, has been a laborious process requiring extensive hand-coding. Here we present PlayTrain, an RL framework that combines the abilities of large language models (LLMs) to robustly generate JavaScript (JS) games from a minimal human prompt, and an efficient pipeline that can run any JS game in a standard 'gym' environment. Not only are recent LLMs particularly good at writing JS code, but the JS format also allows users to easily play generated VGEs, while PlayTrain enables us to train RL agents on the exact same games. We demonstrate multiple use cases of PlayTrain, including cloning well-known Atari and ProcGen games in simple JS, where PlayTrain trains pixel-based agents end-to-end at over 1M agent-decisions per second on a single GPU node; and creating modified versions thereof (e.g., that support novel test sets, procedural generation logics, or game dynamics). Through PlayTrain, we reimagine RL VGE development: all we need is a single JS file, generated and modified through an LLM. We discuss promising future RL research directions that PlayTrain unlocks.

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arXiv AI Papers

Let It Go or Learn to Self-Correct: Continuous Diffusion for Constrained Discrete Tasks

Denoising Diffusion Probabilistic Models (DDPMs) generate samples by starting from noise and repeatedly denoising while keeping each update close to the current noisy state. This behavior is effective in many continuous domains, but its role is less clear for globally constrained discrete tasks, such as Sudoku, graph connectivity, Latin squares, and N-queens. In such settings, early discrete errors can be difficult to undo. As a result, standard diffusion sampling may preserve early mistakes, even when the model's clean predictions are informative. We compare standard samplers to sampling directly from the model's clean prediction. Without retraining, this single change improves Sudoku validity from 31% to 95%, with consistent gains across the other discrete tasks. We hypothesize that staying close to the current noisy state is harmful because the reverse trajectory can drift off the forward noising distribution the model was trained on. To reduce this train-test mismatch, we further introduce self-correction training, which exposes the model to its own predictions, improving robustness to errors that arise during inference. This substantially improves the performance of standard samplers. Our results suggest that continuous diffusion models can learn nontrivial global constraints, but discrete reasoning tasks require better alignment between training and inference: either through samplers that reduce commitment to early decisions, or through training that teaches the model to correct its own inference-time errors.

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arXiv AI Papers

Transformers as In-Context Samplers: From Closed-Form Diffusion to Estimation-Free Sampling

A growing body of work establishes that large language models are not mere statistical memorizers, but are capable of in-context learning: performing inference at test time using only examples provided in the prompt, without any parameter updates. Prior theoretical work has shown that this capability extends to supervised learning tasks such as linear regression. We prove that in-context learning extends further to data generation: frozen transformers can simulate iterative generative samplers from in-context samples. We first show that transformers can realize closed-form and smoothed closed-form diffusion samplers. The construction identifies a concrete generative role for softmax attention: it computes responsibility weights and weighted empirical averages, while feedforward layers implement Euler updates. To empirically relate these constructions to pretrained language models, we study semantic-topic sampling: prompts consisting of words drawn from a common semantic category, such as animals, foods, or cities. Across transformer layers, the normalized hidden states exhibit a two-stage geometry: they move toward a uniform spherical reference in intermediate layers and then return to structured, topic-dependent representations near the output. We further measure an interacting-particle energy on these hidden-state clouds and observe the same U-shape pattern. We then prove that transformers can approximate an energy-based sampler, constructing the same U-shape energy across the layers.

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arXiv AI Papers

Omni Interaction Agent Technical Report

In this work, we present Gander, an end-to-end model that unifies omni perception, realtime interaction, and agentic capabilities within a single framework. In contrast to turn-based conventional paradigms, Gander continuously receives streaming inputs across multiple modalities, including video, speech, and text, enabling natural full-duplex interaction in both everyday conversations and complex workflow-oriented agent scenarios. Users can interrupt the model at any time, while the model can also proactively provide intermediate feedback or ask follow up questions. To natively support these capabilities, Gander adopts two key architectural designs: 1) It employs a Cerebellum-Brain collaborative framework, in which the Cerebellum is responsible for realtime interaction and omni conversational capabilities, while the Brain handles complex reasoning and higher-level agentic tasks. The two components interact continuously through tool calling and the agent orchestration runtime. 2) The Cerebellum is built upon a streaming Thinker-Talker architecture, user inputs and model outputs are further flattened into an ordered token stream at the chunk level, providing a unified representation for low latency, continuous interaction. We conduct comprehensive evaluations of Gander across four dimensions: conversational ability, omni understanding, interactive capability, and agentic intelligence. Internal human evaluations demonstrate that Gander maintains the natural and expressive spoken dialogue capabilities of SOTA open source models while achieving competitive performance in omni interaction. Gander also demonstrates robustness in challenging real-world scenarios, including background noise interference, multi-party interactions, and backchannel communication. We release Gander together with its models, code, and data to facilitate further research and development in the community.

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Viggle/Viggle-Animate

New video-to-video model. Tags: diffusers, video-editing, character-replacement, video-to-video, distillation, dmd, base_model:MiniMaxAI/MiniMax-H3, base_model:finetune:MiniMaxAI/MiniMax-H3

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