Abstract:Recent audio generation systems have progressed from single-modality synthesis to generating complex acoustic scenes containing speech, music, and sound effects. Therefore, evaluating these models requires assessing multiple interacting capabilities, including semantic fidelity, speaker consistency, and temporal control, yet existing benchmarks focus on isolated domains or coarse-grained descriptions. To address this gap, we introduce the Multi-control Mixed Audio Generation (MMAG) benchmark. MMAG contains approximately 4,000 manually verified audio clips with rich annotations covering speech content, speaker identity, music attributes, sound events, and temporal relationships, together with dedicated subsets for voice cloning and timestamp-conditioned generation. We further propose a systematic evaluation protocol that measures acoustic fidelity, speech quality, semantic alignment, and temporal accuracy. Benchmarking representative agentic orchestrators, unified audio-visual generation models, and native mixed-audio generators reveals substantial performance trade-offs across these capabilities, with no existing model performing consistently well. Our results highlight the remaining challenges of controllable mixed audio generation and establish MMAG as a comprehensive benchmark for future research.
Abstract:Language models (LMs) offer strong textual representations for electronic health records (EHRs), but they encode patient sequences in isolation and provide limited explainability. Graph neural networks (GNNs) complement LMs by incorporating inter-patient relationships and enabling reference-patient attribution, yet they rely on high-quality patient representations. We propose Patients-like-me (PLM), a unified LM--GNN framework that integrates local patient semantics with global cohort structure. To train PLM efficiently, we introduce a Variational Expectation-Maximization algorithm that alternates LM and GNN updates under a supervised variational objective. Extensive experiments on MIMIC-III and MIMIC-IV show that PLM consistently outperforms state-of-the-art methods, with improvements generalizing across encoder-only and decoder-only LM backbones. These gains are achieved with only modest additional computational overhead. PLM also provides reference-patient explanations by retrieving influential similar patients, while edge-masking experiments confirm that the highest-ranked references have the greatest impact on model predictions.
Abstract:We introduce CameraAnything, the first unified framework for camera controlled video editing that enables joint control of both intrinsic and extrinsic camera parameters. Existing approaches either rely on expensive 3D reconstruction to achieve full camera functionality or restrict editing to extrinsic parameter manipulation. Moreover, the coupled influence of intrinsic and extrinsic parameters on video appearance makes disentangled modeling particularly challenging. To address this, we adopt per-pixel Plücker ray injection alongside resolution-aware 3D RoPE in self-attention, building both camera conditioning and spatial positional encoding on the target latent to jointly control camera position, focal length, and native resolution editing without cropping or outpainting. To overcome the scarcity of paired training data, we further develop a scalable synthetic pipeline that constructs diverse dynamic scenes through structured multi-camera recording and generates synchronized videos with varied camera configurations. With a tailored orthogonal training strategy, CameraAnything enables expressive video reshooting with arbitrary viewpoint control, focal length adjustment, resolution adaptation, and multi-shot transitions within a single generation process, offering strong practical value for cinematic video editing and cross-platform content adaptation in video production.
Abstract:We introduce Skill Learning from Video Memory (SLVMBench), the first benchmark that jointly evaluates whether video large language models (video-LLMs) can learn skills from long video memory and apply them to real-time tasks. SLVMBench presents models with 2-3 hour video streams that contain a tutorial video embedded in a stream of arbitrary irrelevant videos, resembling real-world human learning practices. Video-LLMs are asked to apply the acquired skill to answer real-time questions about an ongoing video. Unlike long-video understanding benchmarks that emphasize passive comprehension and skill-learning benchmarks that rely on short, immediate demonstrations, SLVMBench tests the full pipeline of memorizing and extracting procedural knowledge, as well as transferring it to real-time tasks. Moreover, rigorous human annotations feature sub-second-level temporal calibration, manually engineered questions eliminating common-sense guessing, and collated tutorials to ensure coverage of the required skills. Evaluations on state-of-the-art proprietary and open-source video LLMs show that video-LLMs struggle substantially with learning and applying skill knowledge from videos. Moreover, performance degrades markedly when the skill knowledge is placed within a long video memory. These results reveal a key limitation of existing video LLMs and position SLVMBench as the first benchmark for studying real-time skill acquisition and application from long-context video memory.
Abstract:We present WorldDirector, a highly controllable video world model framework designed for persistent dynamic object memory and unrestricted viewpoint exploration. Unlike existing world models that entangle physical dynamics with pixel rendering and rely on continuous visual observation to sustain motion, our framework explicitly decouples semantic motion orchestration from visual generation. By leveraging an LLM to coordinate 3D trajectories with camera movements and subsequently employing these orchestrated trajectories as control signals for video generation, our approach ensures strict physical logic and appearance stability, successfully preserving the exact visual identities of dynamic entities even when they re-enter the scene after prolonged periods out of view. Experimental results demonstrate that our method supports the synthesis of complex and extended events with unprecedented controllability and persistent dynamic object memory. Project Page: https://worlddirector.github.io/
Abstract:Embodied foundation models have recently been widely used to improve robot generalization and task success rates. Previous works apply lossy efficient-inference techniques such as quantization, pruning, and asynchronous inference, accepting small action quality degradation in exchange for lower per-step computation cost and inter-action latency. However, unlike traditional static ML tasks, embodied tasks involve repeated interaction with the environment, and task-level performance is determined not only by per-step cost, but also by closed-loop effects unique to embodied execution, which remain insufficiently characterized in current efficient-inference studies. In this work, we propose TISED (\underline{T}ask-level \underline{I}nference \underline{S}peedup \underline{E}ffect \underline{D}ecomposition), an analytical framework that unifies diverse lossy inference optimization techniques and decomposes their effects on static and dynamic tasks, and uncovers some paradoxical effects on task-level performance: (1) on \textit{static tasks}, optimization sometimes can lengthen end-to-end per-task completion time even as per-step latency drops; (2) on \textit{dynamic tasks}, moderate lossy optimization can raise task success rate even above the baseline; and (3) the monotonicity and sweet-spot location of both effects can shift with hardware configuration. Together, our findings provide a new perspective on adapting inference optimization techniques to embodied tasks.
Abstract:Video large language models (LLMs) are often constrained by computation and memory budgets, leading them to use reduced frame rates and spatial resolutions, which may cause them to miss critical information for question answering (QA). A practical and efficient solution is a two-stage paradigm: first perform coarse video understanding to localize relevant segments, and then re-watch these segments at higher temporal or spatial fidelity. In this paper, we present video-SALMONN-R$^3$, the first end-to-end video-LLM that enables re-watch through reinforcement learning without relying on chain-of-thought (CoT) cold-start. This design removes the need for costly CoT data annotations and avoids CoT-based supervised fine-tuning (SFT), which can otherwise degrade the pretrained video understanding abilities. To address the mismatch between the reasoning-first behavior induced by re-watch and the answer-first tendency of pretrained video-LLMs, we propose a re-answer strategy, in which the model first produces a direct answer in the first watch and then refines it after re-watching. Finally, to improve question adherence during re-watching, we propose a re-ask mechanism that re-injects the query when revisiting localized segments. Experimental results show that video-SALMONN-R$^3$ consistently outperforms both the base model and the QA-SFT baseline, while surpassing prior re-watch-based approaches with significantly lower computational cost. Code, models, and data will be publicly released upon acceptance.
Abstract:Large language models are increasingly deployed as autonomous agents for multi-step tasks in executable environments, yet their ability to perform realistic operations research (OR) work remains unclear. Existing OR evaluations often decouple modeling from solving, rely on pre-formalized or text-only instances, and rarely test the full workflow from operational artifacts to validated decisions. In this work, we introduce ORAgentBench, an execution-grounded benchmark for evaluating autonomous agents on challenging end-to-end operations research tasks. It contains 107 human-reviewed tasks across diverse operational scenarios, each packaged in an isolated environment with a natural-language brief, multi-file data, configuration artifacts, and a required submission schema. Agents must write and run solution code, and their submissions are evaluated by hidden validators for schema validity, hard-constraint feasibility, and normalized objective quality. Experiments with fourteen frontier agent-model configurations show that current agents remain far from reliable OR practice. The best agent passes only 35.51% of all tasks and 20.59% of hard tasks, and many feasible submissions still fall below the required quality threshold. Failure analysis further shows that errors are dominated by strategic weaknesses, including missed operational rules, brittle formulations, weak feasible-solution construction, and insufficient solution improvement. OR-specific procedural skills increase hard-task feasibility, but do not reliably improve solution quality or pass rate. These results suggest that progress in OR agents requires moving beyond plausible optimization code toward dependable, high-quality operational decision-making.
Abstract:Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, FastSAC, FlashSAC, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10$\times$ under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://unilabsim.github.io.
Abstract:Simulation-based RL for contemporary robot control is increasingly organized around GPU-resident simulation: physics, rollout collection, and learning are placed on a single GPU-centric execution path. This paradigm has greatly improved training speed, but it has also encouraged a default assumption that efficient training requires physics to reside on the GPU. We revisit this assumption. Our view is that, in simulation-dominated robot control, the essential question is not which processor runs physics, but whether simulation throughput, policy learning, and runtime synchronization form an efficient end-to-end loop. We present UniLab, a heterogeneous CPU-simulation / GPU-learning architecture that decouples CPU-parallel simulation from GPU policy updates through a unified runtime for data movement, buffering, and synchronization. UniLab is implemented as a complete and extensible training system using MuJoCoUni and MotrixSim CPU-batched physics backends, supporting PPO, SAC, FlashSAC, TD3, and APPO. On representative simulation-based robot control tasks, UniLab improves end-to-end training efficiency by 3--10$\times$ under the same hardware configuration, while reducing dependence on the NVIDIA CUDA-based software stack and supporting cross-platform execution on the Apple macOS platform and the AMD ROCm and Intel XPU accelerator backends. These results show that GPU simulation is an effective path to efficient training, but not a necessary one, broadening the practical system choices available for robot RL training. Project page: https://github.com/unilabsim/UniLab.