These names do not exist. Elena Vasquez and Marcus Chen have appeared as volcano experts, astronauts, thriller protagonists, podcast hosts, and academic co-authors across hundreds of independently produced AI-generated documents, never having lived. We show that large language models do not merely default to high-probability individual names when generating fictional experts: they produce correlated character ensembles, pairs and trios whose co-occurrence rates far exceed chance and are consistent across independent generations. These priors are model-family-specific (Claude: Elena Vasquez + Marcus Chen + Amara Okafor; Gemini: Aris Thorne + Lena Petrova; GPT: Elara Voss with no fixed partner), version-specific, and actively suppressed at model release boundaries, leaving dateable behavioral fingerprints in the content they produced. We document a downstream consequence at scale. On Zenodo, a CERN-operated repository that mints real DataCite DOIs, we identify 1,655 ghost-authored records claiming nonexistent journals with fabricated publication dates: server-side DataCite timestamps prove deliberate backdating, and 991 records were registered in a single month; these carry real DOIs registered in DataCite, making them harvestable by any scholarly aggregator that ingests DOI metadata. Ghost names additionally appear on ResearchGate forming synthetic research groups with collaborators drawn from multiple model families; publication dates on these records provide a reliable temporal proxy for model deployment windows.
Clinical AI evaluation increasingly delegates scoring to large language models (LLMs) acting as AI raters, yet their scoring behavior across evaluation conditions has not been quantitatively characterized. We address this gap through a factorial study of AI rater behavior in adult type 2 diabetes (T2D) pharmacotherapy at 12-month outpatient follow-up, a clinical task involving complex decision-making operationalized across seven evaluation questions. Four open-source LLMs served simultaneously as clinical decision support system (CDSS) models and AI raters. Each CDSS output was scored under two scoring protocols: a rubric-anchored Gold Rubric (GR) protocol incorporating a patient-specific rubric, and a rubric-free Non Gold Rubric (Non-GR) protocol. Linear mixed effects models crossed the scoring protocol factor with five design factors -- CDSS model, CDSS prompt configuration (document-referenced generation [DRG] vs.\ Baseline), rater model, prompt character, and prompt type -- and estimated main effects together with their protocol interactions. Across all questions, AI raters yielded consistently higher scores within a very narrow range (74--78 points on average) under Non-GR compared to those under GR (7.69 to 49.64 points lower mean scores; 1.68 to 3.67 times wider interquartile ranges). Within each question, GR amplified the AI rater's discrimination between DRG and Baseline CDSS outputs by factors of 1.76 to 5.10, while also revealing substantial behavioral variation across rater models that Non-GR suppressed. These findings support rubric anchoring as the scoring protocol that preserves discriminative power in clinical AI evaluation; rubric-free scoring cannot substitute when questions require patient-specific or jurisdiction-specific criteria that rater models cannot infer from parametric knowledge alone.
Autoregressive world models have emerged as a powerful paradigm for interactive video generation, allowing users to navigate dynamically generated environments through actions. These models are typically conditioned on a text prompt and/or a single reference frame, from which the entire world is generated. Yet the moment the user navigates beyond what is visible in that frame, the unseen regions are populated by the base model's priors, with no mechanism for the user to specify what should appear and where. This is a fundamental limitation for applications such as gaming, interactive storytelling, and simulation, where controllable scene composition is essential. We refer to this missing capability as concept spawning; introducing a user-specified visual concept into a world model, analogous to spawning in a game engine. We introduce SPAWN (Swapping Pinned Anchor with Windowed iNjection), a training-free method for concept spawning. SPAWN exploits a structural property of image-to-video backbones: the first slot of the context memory is pinned to the reference frame and acts as a foundational anchor for every generated chunk. By swapping this anchor with an external concept latent over a short injection window and letting the original anchor return, we cause the concept to propagate naturally through the rollout via the model's own memory. SPAWN supports concepts from fine-grained entities such as characters and props to large-scale elements such as buildings and landmarks, and accepts either a concept image or a text description as input. Experiments show that SPAWN integrates concepts with consistent lighting, scale, and perspective while preserving identity and temporal coherence, demonstrating that controllable concept spawning is achievable in existing autoregressive world models without any training.
End-to-end manga generation is a structured visual storytelling task that requires story decomposition, recurring character and scene grounding, page layout design, panel rendering, page composition, and lettering. However, existing generative models often perform direct page synthesis, entangling these factors in a single visual output and limiting precise control over layout geometry, visual references, and cross-panel consistency. To address these limitations, we propose MangaFlow, an agentic framework for controllable long-form manga generation that decomposes manga creation into planning, grounding, layout construction, reference-conditioned rendering, composition, and text placement. By treating layout and visual references as explicit intermediate variables, MangaFlow enables both simple text-to-manga generation and more precise user-controlled manga creation. This design exposes layout, visual assets, and lettering as editable intermediate controls for refining panel geometry, references, and text placement. To support long-form consistency, MangaFlow introduces a story section memory that links section descriptions with corresponding character, scene, and object references for reuse across panels. We further present a meta-benchmark for evaluating layout controllability, visual consistency, and generation quality. Experiments show that MangaFlow improves layout adherence and cross-panel consistency over direct generation baselines while supporting flexible human control.
Most Automatic Speech Recognition (ASR) systems formulate transcription as a prediction problem over orthographic units such as characters, subwords, or words. Although effective, such representations do not explicitly reflect the phonetic structure of speech and often require large vocabularies to maintain adequate coverage. In this work, we are motivated from the phonemic features of Vietnamese to propose a Syllabic-Structure Decoder for ASR, which models speech at the phoneme level instead of the orthographic level. Our approach explicitly captures the phonological composition of syllables, enabling the decoder to generate valid syllabic structures from a compact phonemic inventory. This design more closely aligns with the phonetic realization of speech while significantly reducing vocabulary size. Experimental results on two benchmarks: LSVSC, representing standard speech, and UIT-ViMD, a multi-dialect corpus containing diverse regional pronunciations, show that our method consistently outperforms strong previous baselines, especially pretrained baselines such as PhoWhisper and Wav2Vec2, despite using a substantially smaller vocabulary and no additional training resources. These results highlight the effectiveness of phoneme-based syllabic modeling for ASR in this language. Code for experimental reproducibility will be publicly available upon the acceptance of this paper.
We study real-time audio-responsive character control as a deployment-faithful problem: strictly causal, bounded-latency streaming that must generate coherent full-body motion at interactive frame rates while the audio condition can change abruptly, including tempo shifts, drops, or user edits. Prior music-to-motion systems are largely optimized for offline generation with global context, and degrade in streaming rollouts where conditioning history becomes stale or unreliable. We introduce DiscoForcing, a streaming audio-driven diffusion framework that combines a causal music encoder that captures rhythmic structure and phase dynamics with a diffusion-forcing sequence model trained under heterogeneous noise levels across the temporal horizon. Building on this, we design a hybrid temporal schedule and a history-guided streaming sampler to explicitly trade off responsiveness against long-horizon consistency under non-stationary audio. Implemented in an end-to-end real-time interactive system with online avatar playback and humanoid deployment workflows, DiscoForcing delivers more stable long-horizon rollouts and sharper audio-motion alignment than prior baselines under matched causality and latency constraints while maintaining real-time throughput.
Large language models route every input through a learned embedding table of shape |V| x d_model, consuming hundreds of millions to billions of trainable parameters at frontier scale. We introduce Kronecker Embeddings, a deterministic byte-level character-position factorization that replaces this table with a fixed encoder and a single learned projection, compatible with standard BPE tokenizers, eliminating 91--94% of input-side trainable parameters at frontier scale. We provide five contributions. First, a cross-model probe across six LMs (135M-671B parameters) shows trained input embeddings cluster typographic variants of the probe word far more than morphological relatives; Kronecker escapes this clustering at the embedding layer. Second, a controlled three-seed comparison on nanoGPT GPT-2 124M over 2.5B tokens of FineWeb-Edu shows Kronecker reaching 2.5 +- 0.2% lower validation loss than the BPE-tied baseline (gap 0.083 +- 0.007 nats, ~9% lower perplexity), needing ~1.43x fewer steps to reach BPE's converged loss. Third, a spelling-robustness probe over 110 clean/typo pairs shows Kronecker preserves the top-1 prediction on 55.5% of pairs vs. 47.3% for BPE (+8.2 pp) and lowers KL by 7.6%, winning or tying in 10 of 11 categories; a generation probe shows Kronecker echoes byte-novel strings and typos through generation where BPE forgets them. Fourth, BPE embedding norm drifts during training while Kronecker projection norm stays near 1.0, consistent with a stable representational target. Fifth, an on-the-fly runtime variant reconstructs embeddings from a 4.5 MB byte buffer rather than a 2.15 GB table at vocabulary 131,072, with 0.01--0.24% step-time overhead. Byte-level locality has a tradeoff: byte-similar but semantically distant pairs (compute/commute, nation/notion) cluster together, shifting disambiguation to early attention layers.
Multi-frame story illustration requires long-horizon coherence beyond single-image text-to-image generation, including narrative decomposition and persistent character identity, layout, and affect across frames. We propose Story-to-Executable Descriptions (S2ED), a training-free, model-agnostic, prompt-layer framework that converts a full story into a sequence of explicit, editable executable descriptions for more consistent rendering. S2ED coordinates three agents to segment the narrative, ground canonical character attributes, and enrich spatial and affective cues, enabling interpretable prompt-carried state propagation and local edits to repair drift without retraining the generator. Experiments on Flintstones and Shakoo Maku show that S2ED improves sequence-level consistency and character fidelity over strong prompting, large-model planning, and a reference training-based method, under both automatic metrics and human judgments. We also deploy S2ED in an end-to-end story-to-storybook system for children's illustrated stories, with a supplementary video.
Handwritten text generation (HTG) conditioned on writer style has been widely studied for Latin scripts, but remains underexplored for low-resource and non-Latin writing systems, leaving open how well existing models generalise beyond the Latin domain. Cyrillic, particularly Ukrainian, lacks both large-scale writer-labeled datasets and empirical evidence of such generalisation. To address this gap, we construct a Ukrainian handwritten word dataset of 126,177 images from 308 writers using connected-component segmentation, quality filtering, and targeted oversampling of underrepresented Ukrainian characters. We retrain DiffusionPen, a MobileNetV2 triplet-loss style encoder with a CANINE-conditioned latent diffusion U-Net, on this dataset without architectural modification, testing direct transfer from Latin to Cyrillic. We evaluate cross-domain style transfer in three settings: cross-lingual transfer from IAM English samples, zero-shot transfer to an early 20th-century Ukrainian manuscript, and few-shot imitation of contemporary writers. The model produces legible, style-consistent word images, indicating that few-shot latent diffusion models generalize beyond the Latin-script domain. We release the dataset, trained models, and evaluation protocol as a reproducible benchmark for writer-aware Cyrillic HTG, providing a foundation for extending stylized HTG to other underrepresented writing systems.
Existing approaches for digital short-drama production typically rely on one-shot LLM generated scripts and loosely coupled pipelines, which fail to satisfy three key requirements of short-drama generation: (1) narrative pacing, resulting in weak hooks, insufficient escalation, and unattractive endings; (2) spatial consistency, leading to drifting scene layouts and inconsistent character positions across clips; and (3) production-level quality control, requiring extensive manual review and correction across script and visual stages. We present One Sentence, One Drama, a hierarchical multi-agent framework that transforms a user's single-sentence idea into a fully produced short drama through structured intermediate modules and iterative refinement. Our approach is built upon three key components: (1) a multi-agent debate-based story generation module that enforces short-drama pacing and narrative coherence; (2) a 3D-grounded first-frame generation mechanism that establishes a shared spatial reference for consistent character positioning and scene layout across clips; and (3) multi-stage reviewer loops that perform comprehensive error detection and targeted revision across script, visual, and video generation stages. We also introduce scene-level BGM matching and scene transition planning to improve the audience's immersive experience. To systematically evaluate this task, we introduce Short-Drama-Bench, a benchmark that extends standard video quality metrics with short-drama-specific criteria. Experimental results demonstrate that our method significantly outperforms existing pipelines in narrative quality, cross-clip consistency, and overall viewing experience.