Drafting a new Magic: The Gathering expansion begins before any pick from it has been observed: the complete card list is public, but the draft logs that supervised pick models train on do not yet exist. We study this day-zero regime directly. DraftFM is a discrete-choice policy that scores exactly the cards available in the current pack, conditioned on the drafted pool and the state of the draft. Every card enters as a frozen 775-dimensional function of its public card record, structured features and a fixed text embedding, with no card identities, set identities, or usage statistics anywhere in the model, so an unseen card is scored by the same machinery as a familiar one. A 1.6-million-parameter network fitted on 149 million human picks from 29 expansions predicts held-out picks in three expansions withheld in their entirety, reaching 50.8%, 60.4%, and 56.7% top-1 agreement, where uniform chance at the opening pick is about 7%. Refitted on all 32 observed expansions, the same architecture produced a card ranking for the then-unreleased set The Hobbit, sealed with its complete cryptographic provenance and published roughly 36 hours before the set became draftable on MTG Arena. The sealed ranking agrees with six independent expert reviewers roughly as much as those reviewers agree with one another. Evaluation against realized outcomes is committed to a follow-on note, whatever it shows.
This paper examines a use of AI in creative practice as an interpretive sounding board for human-generated material, rather than the more familiar pattern of AI generation followed by human curation. Through the lens of resonance as theorized by Hartmut Rosa, I present a first-person case study of songwriting from July 2025 to March 2026, drawing on 16 original pieces in English, French, and other languages along with piano solos. I describe a configuration in which resonance is not located between user and model, but in the author's deepening contact with their own material, mediated through the model. This kind of resonance was supported rather than inhibited by AI when sounding-board behavior was cultivated through sustained calibration by the user. Two failure modes appeared when calibration was absent: sycophantic drift and magical overinterpretation. This account suggests both the potential and the risks of AI as an interpretive partner in creative practice.
Large language models are being proposed as agents in scientific workflows, in domains where no downstream verifier exists. Such deployment assumes the model can distinguish reliable scientific literature from unreliable literature, a capability that has not yet been directly measured. Existing benchmarks evaluate factuality on questions with known answers; the failure mode we target here is different. We introduce a probe corpus of 42 retracted, fraudulent, and pseudoscientific papers, paired with a methodology for eliciting and scoring single-shot model engagement with each paper's framing. Each probe pairs a preamble extracted near-verbatim from the target paper with a scientifically plausible study-design request. The probes span five claim types: fabricated observation, pseudophysical mechanism, magical premise, legitimization bridge, and cargo-cult experiment. Two complementary scores measure whether a model rejects the flawed premise outright (IFR-a) and whether it recognizes the unreliability while still engaging (IFR-i). A depth score, the Engagement Depth Index (EDI), quantifies reproduction of paper- or field-specific withheld details. Across 30 models and 10 repeated runs, aggregate IFR-a is 0.93 $\pm$ 0.004 and aggregate IFR-i is 0.809 $\pm$ 0.009. Models engaged with untenable premises in 95% of all non-empty responses. Every evaluated model fails more than 71% of agentic probes, and 22 of 30 models fail more than 90% of the time. Rejections are concentrated on a small number of high-notoriety topics and specific probes, and disappear under matched-structure controls. These results are consistent with topic-keyed safety behavior rather than robust epistemic competence, and indicate an urgent need for guardrail infrastructure for scientific deployment of language models.
Semi-supervised Class Incremental Learning (SSCIL) is a severe challenge for neural networks, and it is hardest in the exemplar-free setting where no past data may be stored. Existing methods forget catastrophically due to feature drift, and their pseudo-labels become increasingly unreliable as the label space grows. In this paper, we propose MAGIC (Manifold Anchoring and Geometric Incremental Calibration), a framework that stabilizes plasticity without storing exemplars. MAGIC's design centers on two components. The first is Soft-Weighted Geometry Calibration (SWGC), which uses graph-based label propagation on the learner's plastic feature space to weight and calibrate class means and variances computed on the frozen backbone; from these calibrated Gaussians, we sample phantom features that stand in for data from previous tasks. The second is a Geometric Structural Alignment (GSA) objective that preserves representation topology by matching the relational structure of student and teacher heads and aligning feature anchors with the fixed classifier prototypes, locking the orientation of the feature space. Together, these constraints keep the adapter from drifting, so geometric relations between classes remain stable as new classes arrive. We implement MAGIC with a frozen ResNet-18 backbone and a learnable plastic adapter. Across CIFAR-100, CUB-200, and ImageNet-R, at label ratios of 1%, 5%, and 10%, MAGIC improves average incremental accuracy over most of the supervised CIL methods equipped with FixMatch and native SSCIL baselines; the largest gains occur in the fine-grained, low-label setting, where confidence thresholding fails most clearly.
Learning long-horizon manipulation skills with reinforcement learning remains challenging due to the complexity of reward design, the limited guidance of sparse rewards, and the high cost of manual subtask annotation. Visual demonstrations can provide supervision for reward learning, but rewards learned from raw pixels can be brittle and sensitive to visual variation, background appearance, and robot motion. In this work, we propose GORDON, a graph-based object-centric reward learning framework that learns dense rewards from action-free video demonstrations. Each visual scene is represented as a graph of detected objects and spatial relations, and a graph neural network is trained in a self-supervised manner to embed these graphs into a task-aligned latent space. To align the representation with semantic task progress, we introduce an activity-aware weighted pooling mechanism that emphasizes task-relevant objects while masking robot-dominated motion. The dense reward is then computed as distances in the learned latent space of the current state to demonstrated goal configurations, providing a measure of task progress. In long-horizon tasks, the temporal profile of this reward reveals stage-wise object-state transitions, enabling automatic subtask discovery without manual segmentation. The discovered segments are then used to train subtask-specific rewards and specialized policies that are composed sequentially. Experiments on seven manipulation tasks on MAGICAL and ManiSkill3 benchmarks show that our object-centric reward improves reinforcement learning in short-horizon settings and enables successful policy learning in complex long-horizon tasks through automatic decomposition, achieving an average success rate of 74.4% across the long-horizon tasks (on average approximately +35 p.p. vs. best learned baseline and approximately +25 p.p. vs. oracle).
Benchmarking the ability of AI scientists to generate novel ideas is notoriously difficult. Existing benchmarks in this field have made progress in evaluating scientific reasoning and research replication, but often rely on synthetic tasks or retrospective targets, which may be confounded by prior exposure. We hypothesize that complex, adversarial, fast-moving real-world domains where expert practitioners independently generate observable outputs can provide a practical solution to fill this gap and evaluate the capabilities needed for AI scientists, including reasoning, novelty, and hypothesis formulation. We instantiate this framework in two structurally different domains, Formula 1 (F1), where models ideate around car design concepts for the 2026 season, and real pre-season innovations provide a ground truth, and Magic: The Gathering (MTG), where models propose decks from a recently updated card pool and are evaluated against 19 Pro Tour (PT) decklists. Across both domains, models produce plausible outputs, but few align with real-world expert solutions. In F1, the best model, GPT-5.2 matched 10 of 40 real innovations with 166 ideas proposed across runs. In MTG, the best deck from Gemini 3 Flash recovered 5 of 7 new-set cards from the third-place PT deck, and across all 108 decks, the cards models selected most often were also the cards most widely adopted by PT decks (Spearman $ρ= 0.74$, $p = 0.0003$). These results suggest that a key capability gap for AI scientists is not idea generation, but filtering, prioritization, and coherent novelty.
Quantum error correction can be enhanced by post-selecting out runs that are likely to produce a logical failure, but the most accurate measures for that require costly decoder-level information. We introduce a practical, decoder-agnostic post-selection method that learns directly from syndrome data. The method trains a supervised classifier to distinguish between syndromes from low- and high-noise regimes, and then uses the classifier's output as an abort score for new runs, without requiring logical-error labels, correction operators, or code-specific likelihood calculations. We validate the approach in three complementary settings: circuit-level simulations of the Gross bivariate-bicycle code, code-capacity simulations of the surface code, and experimental logical magic-state distillation data from the QuEra neutral-atom processor. In the Gross and surface codes, learned syndrome post-selection reduces the conditional logical error rate at a fixed acceptance rate, with performance comparable to syndrome-weight filtering. For the surface code, the learned classifier reveals a post-selection transition distinct from the conventional decoding threshold. In the experimental data, the machine-learning score outperforms syndrome-weight post-selection and, when combined with logical-gap filtering, improves the output fidelity beyond using the logical gap alone. These results show that syndrome-only learning provides a scalable and hardware-compatible route to improving the reliability of quantum error correction.
Circuit cutting promises to scale quantum computations beyond current hardware, but variational quantum advantage also requires low cutting overhead, classical hardness, and trainability. We show that these properties are strongly constrained by entanglement geometry. Matrix product state (MPS) and tree tensor network (TTN) circuits with constant seam bond dimension can be cut with \(O(1/\varepsilon^2)\) sampling overhead, but remain efficiently classically simulable, ruling out asymptotic quantum advantage within these families. By independently controlling seam and intra-block entanglement, we construct a two-block circuit family that remains cheaply cuttable while requiring a super-polynomial global MPS bond dimension, as supported numerically up to \(n=100\). However, MPS hardness and trainability require incompatible depth regimes, \(d=ω(\log n)\) and \(d=O(\log n)\), respectively. Using magic rather than entanglement as the hardness resource avoids this conflict: shallow Clifford+\(T\) circuits remain cuttable and trainable while their stabiliser-simulation cost grows exponentially with the \(T\)-count.
High-resolution video diffusion models built on Diffusion Transformers (DiTs) deliver strong fidelity but quickly exhaust the memory budget of a single workstation. A 100 billion-plus parameter DiT easily requires over a terabyte of persistent state, while naive spatiotemporal self-attention grows quadratically in sequence length. These two walls -- parameter memory and activation memory -- prevent researchers from adapting massive generative models without large GPU clusters. We revisit this problem from a systems perspective and introduce MegaSlide-DiT, a prototype that demonstrates how a pre-trained 105B DiT can be adapted on a single H200 GPU with 1.5 TB of host RAM. Our key insight is that the GPU need not own the model state: all persistent weights, master weights and optimizer moments remain in host memory, while only transient shards are streamed to the GPU on demand. Simultaneously, we replace quadratic global attention with 3D Deformable Slide Attention (3D-DSA), a motion-adaptive local attention operator that reduces both memory and computational complexity to linear in the sequence length. We report detailed memory accounting, execution traces and evaluation results to substantiate our design. MegaSlide-DiT does not claim to train a 105B model from scratch on a single GPU, nor does it magically solve bandwidth limits; rather, it offers a pragmatic path for full-parameter adaptation of massive video diffusion models on high-end workstations.
Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files. Recent large language model (LLM) and multimodal LLM (MLLM) scene generators have made single-interior synthesis dramatically cheaper, yet they produce one scene at a time and cannot, by naive repetition, yield a connected multi-scene world. We identify three obstacles that single-scene methods leave unsolved: cross-scene consistency, in-scene navigability, and the evaluation of whether a transition actually works. We present MAGIC, a prompt-to-project system that addresses all three. MAGIC is a four-stage pipeline that turns a single natural-language prompt into a runnable multi-scene game project: it plans a shared transition-aware intermediate representation, specifies each scene while enforcing portal reachability with a flood-fill validator, generates the scenes together with their transition scripts, and combines them into one project. Because existing single-scene fidelity metrics never execute a transition, we further introduce a transition-focused evaluation agent that runs each transition in play. On a new benchmark of 100 multi-scene cases, MAGIC produces an executable project for every case and reaches 0.99 precision, 0.95 recall, and 0.96 F1 on end-to-end transition identification; stage by stage, it recovers more ground-truth portals and yields markedly more navigable layouts than an LLM baseline and Holodeck. Our code is available at https://github.com/sereneee1201/MAGIC/.