Search arXiv⌕ Search

arXiv subjects

Haoyang Huang

Publications and source records attributed to Haoyang Huang.

At least 19 recordsLinked to original sources

Raincheck: Deferred Multimodal Prefill for Efficient Multi-Turn MLLM Inference

Multi-turn conversations with multimodal large language models (MLLMs) reuse input context, but long multimodal inputs increase time to first token (TTFT). Query-aware hard pruning reduces prefill tokens but permanently excludes information that later questions may require. We propose Raincheck, a framework for deferred multimodal prefill that decouples initial token selection from later information availability. An existing pruning method selects tokens for initial prefill; Raincheck preserves and progressively prefills unselected tokens in source order using unused compute capacity during decode. Unfinished prefill continues after answer return during available scheduling gaps. Attention visibility control and affine state mapping enable context updates after generation begins in full-attention and hybrid recurrent models. Prefill-decode fusion reduces repeated weight reads. We evaluate Qwen3-VL-8B and Qwen3.5-9B with 30% initial multimodal-token retention. Across both models and four pruning methods, Raincheck recovers on average 77.7% and 60.4% of the quality lost to matched hard pruning on MultiVerse and ConvBench, respectively. On MultiVerse, the SGLang implementation reduces mean first-turn TTFT by up to 24.1% relative to full prefill, with less than 0.5% increase in mean time per output token (TPOT).

cs.CL↗

Direct Forcing: Single-Stage Training with Representation-Space Supervision for Few-Step Autoregressive Video Generation

Few-step autoregressive video generation enables low-latency streaming, yet prevailing training pipelines separate causal adaptation from distribution matching. Recent representation-based text-to-video methods retain this separation by starting with an ODE initialization stage, even when the target distribution is defined directly by reference videos. We introduce \method, the first single-stage framework that uses reference videos both as paired examples of how a history continues and as a target population for self-generated rollouts. Specifically, Direct Forcing is trained with two complementary signals: (1) Causal Continuation Alignment learns paired spatiotemporal correspondence under reference histories; and (2) Rollout Distribution Matching employs maximum mean discrepancy to align the representation distributions of self-generated and reference videos. To coordinate these signals, we introduce Dynamic Gradient Balancing, which adapts their relative gradient contributions during training. Experiments with Wan2.1-1.3B show that Direct Forcing learns a four-step autoregressive generator in 250 updates without a separate ODE initialization stage or online diffusion-score supervision, achieving 84.63 VBench Total and 86.01 Quality.

cs.CV↗

SGF+: Decoupling Gradient Flows for Autoregressive Video Generation

Autoregressive video generation requires denoising the current frames while writing their key-value representations as context for future predictions. However, these two roles typically share parameters, and we find that their gradients exhibit distinct patterns and systematic negative alignment, hindering the joint optimization of visual quality and temporal consistency. We introduce Self Gradient Forcing Plus (SGF+), which assigns separate parameters to context writing and denoising while preserving their interaction through causal attention. Both roles are jointly optimized using the original generation objective without auxiliary losses, with context writing supervised through its contribution to future predictions. This simple change improves visual quality and long-horizon consistency over the evaluated baselines in both framewise and chunkwise generation, without additional video training data or a longer training horizon. Trained on only 5s rollouts, SGF+ supports continuous generation for up to 24 hours without long-video fine-tuning. These results highlight role-specific parameterization as an effective design principle for high-quality autoregressive video generation and native long-horizon extrapolation.

cs.CV↗

RIPPLE: Recovery Internalization through Process-Level Policy Learning and Effect-Aware Credit for Long-Horizon Agentic Coding

Long-horizon coding agents can observe a failure and generate a plausible critique yet continue along the same incorrect trajectory. We call this the Critique-to-Action Handoff Gap. We introduce RIPPLE, a recovery-oriented training framework that internalizes process-level guidance into a single self-recovering policy. A prefix-only teacher provides evidence-grounded recovery supervision without access to future actions or terminal outcomes. After lightweight distillation, reinforcement learning assigns stage-specific credit to reflection triggering, diagnosis, and corrective action. Local validity signals gate trajectory advantages so that intermediate recovery decisions do not indiscriminately inherit terminal outcomes. Across four repository-level software-engineering benchmarks, RIPPLE improves the base policy by an arithmetic mean of 4.8 score points, with no auxiliary critic at deployment. Controlled ablations isolate the benefits of local, stage-aligned credit, and matched-prefix interventions show that critique semantics affect subsequent correction. Recovery gains concentrate where the prefix contains sufficient diagnostic evidence and the repository state remains reversible within the remaining budget.

cs.AI↗

OPRD: On-Policy Reminder Distillation for Long-Horizon Coding Agents

Reliable repository-level coding requires agents not only to generate correct code but also to preserve constraints and respond to tool feedback across long interactions. However, our diagnostic analysis shows that agents often fail to act on relevant information already available in context, while final Pass/Fail outcomes provide only sparse process supervision. We introduce On-Policy Reminder Distillation (OPRD), which combines Multi-Scope Reminder supervision with outcome-based routing on reminder-free student rollouts. Successful rollouts provide autoregressive self-imitation targets, whereas failed rollouts receive Reminder-conditioned reverse-KL supervision from a teacher that re-evaluates the same student-generated prefixes. A Global Reminder converts final-test diagnostics into trajectory-level guidance, while Turn-local Reminders apply only to the next decision following the relevant environment observation. The teacher and student share a two-stage initialization from Coding SFT and Instruction-Following (IF) SFT. At inference, the student operates without Reminders. On SWE-bench Verified, SWE-bench Pro, and SWE-bench Multilingual, OPRD improves the benchmark-averaged task resolution rate by 11.3 points over the open-source Qwen3.5-4B base model. Under the same diagnostic protocol, it reduces the aggregate error-event count from 446 to 222, a 50.2% reduction.

cs.CL↗

WEAVE: Weaving Real-World Code Evolution into Dependency-Structured Tasks for Benchmarking and Training Code Agents

Real-world software engineering rarely consists of isolated changes. Features, migrations, and systematic fixes often unfold across multiple pull requests (PRs), requiring coordinated modifications across a repository. Yet most executable repository-level benchmarks retain a single issue or PR as the task unit, while existing multi-PR settings rely on coarse aggregation and structure-agnostic evaluation. This mismatch obscures dependencies among changes and limits progress measurement and learning signals for long-horizon code agents. We introduce WEAVE, a framework that transforms verified PR histories into executable, dependency-structured tasks. WEAVE leverages repository-calibrated typed change loci to organize related PRs into bounded DAGs and instantiate each as a unified executable task. We further introduce Graph Credit, a deterministic, test-grounded metric that measures dependency-consistent partial progress and supports dense, verifiable rewards for reinforcement learning. Experiments on task construction, agent evaluation, supervised fine-tuning, and reinforcement learning show that WEAVE yields coherent executable tasks, enables more faithful progress measurement than flat scoring, and provides effective supervision and verifiable rewards for training code agents.

cs.SE↗

Decoupling Action from Egocentric Observation for World Simulation

Egocentric action transfer aims to decouple the semantic action from egocentric observations and reproduce them in new visual contexts, enabling scalable world simulation, embodied policy learning, and robotic data generation. Existing approaches to transferring actions rely on condition-guided video generation, which converts the observation video into explicit geometric controls (e.g., hand poses or meshes) to drive synthesis. However, these methods introduce geometric estimation errors, making it difficult to preserve physically plausible interactions when transferred to new scenes. Alternatively, motion transfer methods directly extract motion patterns from the observation video, yet motion-level features alone cannot encode rich contact dynamics, frequently leading to severe hand structural collapse and implausible contact layout. To address both limitations, we present EgoACT, a test-time framework for egocentric action transfer that operates directly on the denoising process of video diffusion models without requiring additional geometric estimators. EgoACT uses Velocity-guided Structure Anchoring to stabilize reference-consistent hand-object structure in the early denoising stage, and Sparse Correspondence Calibration to refine reliable local correspondences in the mid-to-late denoising stages. Together, these two components preserve transferable action semantics while improving temporal coherence and interaction realism. We further establish EgoActionBench, a benchmark for evaluating action preservation, visual quality, and hand-object plausibility across diverse egocentric manipulation scenarios. Experiments show that EgoACT generates more coherent and physically plausible interaction videos than strong baselines.

cs.CV↗

WorldStream: Streaming Interactive 3D Worlds with Hierarchical Planning and Persistent State

We present WorldStream, an open-ended 3D world model with three simultaneous capabilities: it extends playable terrain beyond any pre-specified map, acts on open-ended language in the running world, and restores visited places with their edits. A hierarchical planner over a typed decision model emits structured decision state: Macro fixes settlement, ecology, transport, and hydrological structure across a group of tiles; Micro specializes that contract into tile semantics under measured terrain and accepted neighbor commitments. Deterministic local code compiles accepted plans into terrain, roads, settlements, vegetation, and entities. Streaming separates their reach: plans run ahead along the predicted corridor, compilation only where movement will soon need it, geometry behind the user released. One world record retains plans, seeds, object identities and mutable state, boundary commitments, and edits by attribute, revised as the user advances and edits; returning tiles recompile from it. The same record grounds interaction: the model acts on existing entities, including stateful NPCs that update as they act, edits the present region, or attaches intent to unplanned regions. Together they yield a world expanding under bounded budgets, connected across independently planned tiles, and interactive.

cs.CV↗

Ultra Flash: Scaling Real-Time Streaming Video Generation to High Resolutions

While recent autoregressive video diffusion models achieve remarkable streaming quality, they remain confined to low resolutions (e.g., 480P), leaving efficient, scalable, real-time high-resolution video generation a fundamental open challenge. To bridge this gap, we present Ultra Flash, a cascaded streaming framework capable of real-time high-resolution video generation. Ultra Flash achieves ~30 FPS at 1K resolution and ~18 FPS at 2K resolution on a single GPU through three key contributions: (1) an architecture-preserving T2V-to-TV2V super-resolution training paradigm coupled with an AIGC-oriented data degradation pipeline that effectively preserves the generative capability of the base model, enabling enhanced high-resolution detail when cascaded after mainstream low-resolution generative models; (2) a causal streaming latent upsampler paired with a high-resolution decoder, which enhances spatiotemporal coherence while enabling efficient latent spatial scaling and precise high-resolution decoding with negligible computational overhead; and (3) a cascade high-resolution streaming video generation optimization scheme that first performs hybrid-reward-enhanced sparse causalization and single-step distillation of the super-resolution model, then introduces cascaded streaming self-forcing preference optimization with dynamic cache management, jointly enhancing overall coherence, improving quality, and enabling real-time high-resolution streaming video generation. Extensive experiments demonstrate that Ultra Flash reliably produces ultra-high-resolution streaming video while maintaining state-of-the-art visual quality and superior efficiency. Project Page: https://xin1u.github.io/UltraFlash/

cs.CV↗

How Good Are Frontier Models at Physics? Expert Re-Grading Reveals Broken Evaluations and Near-Saturation of Leading Benchmarks

Low reported scores on leading physics benchmarks, including those featured in the Artificial Analysis Intelligence Index (2026), suggest that frontier language models still struggle with advanced physics, a demanding test of their scientific reasoning and quantitative problem-solving abilities. Yet this impression does not always align with domain experts' experiences using these models in their work. We revisit these reported findings by evaluating frontier models on six widely used physics benchmarks and auditing them with experts, focusing on text-only problems with verifiable final answers. For each subfield of physics, faculty and graduate researchers with relevant expertise carefully review problem statements, reference solutions, and model responses to distinguish genuine model errors from grader errors, incorrect reference solutions, and ambiguous or underspecified questions. Most audited cases initially evaluated as incorrect reflect these benchmarking issues rather than errors in the models' physics reasoning. We then ask experts to address these benchmarking issues by correcting erroneous reference solutions and repairing or excluding flawed questions. We find that GPT-5.6-Sol's measured mean@4 rises from 47.3% to 78.7% on HLE-Physics and from 61.0% to 87.2% on CMT-Benchmark, while its corrected pass@4 reaches 94.4% on the 54 retained CritPt challenges. Corrected scores are computed on the retained evaluation subsets following expert review. Scores on the audited subsets of UGPhysics, PRISM-Physics, and PHYBench also rise substantially after correction. These findings suggest that current benchmarks substantially understate frontier models' ability to solve well-posed physics problems. Near-saturation on these closed-ended tasks highlights the need for more demanding, expert-validated evaluations.

cs.AI↗

SWE-Nexus: Automated Composition of Software Engineering Tasks from Test Execution

Historical code changes provide convenient task boundaries, but do not identify which production functions selected tests exercise or support composing validated behaviors beyond a single change. We present SWE-Nexus, a fully automated pipeline that constructs repository-level implementation tasks from test execution. Four construction agents select tests, adapt tracing and evaluation protocols to each repository, and generate behavioral specifications. For each selected test file, tracing records an observed execution footprint of production function bodies. A scope is retained only if all expected scoring points pass in the original repository and masking the traced bodies causes at least one failure or error. Compatible scopes are composed deterministically, with shared functions counted once and every constituent test file revalidated under the complete combined mask. The benchmark contains 600 tasks from 105 repositories across six programming languages, including 116 atomic and 484 composite tasks. We evaluate 12 models under three agent scaffolds. The best configuration resolves 37.8% of tasks in one attempt, and scope-weighted scoring measures partial recovery. SWE-Nexus enables task construction from validated behavior beyond individual historical changes.

cs.SE↗

RepForcing: Representation-Space Initialization for Autoregressive Video Distillation

Distilling pretrained video diffusion models into few-step autoregressive (AR) generators typically combines student initialization with distribution matching distillation (DMD). An intermediate AR teacher can provide causally compatible targets for ODE initialization. However, causally compatible targets alone do not ensure high-quality generation under a short sampling schedule. We analyze the posterior-mean predictions favored by direct latent regression and empirically find that causal ODE initialization alleviates blur but still leaves fine detail unresolved. To address this limitation, we propose Representation Forcing, which learns few-step causal initialization through representation-space supervision rather than intermediate-teacher trajectory regression. The student is trained with teacher forcing by comparing clean predictions and training targets through normalized features of a frozen video diffusion transformer. This phase reuses the synthetic videos generated by a bidirectional model for AR teacher training and replaces both teacher training and causal ODE distillation, without generating additional causal ODE trajectories. The subsequent asymmetric DMD procedure remains unchanged. Empirical results show that, at four sampling steps, RepForcing better preserves generation quality than intermediate-teacher-based initialization before DMD. After DMD, our four-step chunk-wise model improves VBench Total from 84.04 to 84.66 (+0.62 points) and VisionReward from 6.326 to 10.074 (+59.25%) over the reported causal-ODE-based baseline.

cs.CV↗

Beyond the Remembered World: Predictive 4D Belief for Persistent Navigation in Evolving Worlds

Persistent spatial memory enables embodied agents to navigate familiar environments across repeated visits. However, targets may move while unobserved, including during navigation, making remembered locations unreliable by the time an agent arrives. Despite advances in memory retrieval and state prediction, accounting for continued hidden world evolution and revising beliefs under limited visibility remain challenging. We study Evolving-World Navigation, where agents infer target locations from intermittent observations, predict their states at inspection time, and revise beliefs using visual evidence. We propose EvolvingNav, which constructs a time-indexed belief from timestamped 3D object histories through a structured persistence-relocation model. The belief distinguishes persistence at the last observed location from relocation to alternative locations and retains probability mass outside the known candidate set. An event-driven filter propagates the current belief as time elapses, forecasts target occupancy at candidate inspection times, and incorporates new RGB-D evidence. Negative observations downweight location hypotheses according to calibrated, visibility-conditioned detection probabilities, while evidence tracking prevents repeated use of the same observations. A frozen, zero-shot vision-language controller uses the updated belief to choose actions and replan. We further introduce EvoWorld-Bench, a benchmark grounded in human activity traces, comprising 54 scenes and 803,680 tasks with controlled changes before and during navigation. In simulation and real-robot experiments, EvolvingNav improves navigation success and search efficiency over the evaluated baselines. Paired experiments show the clearest gains under learnable temporal patterns, while ablations demonstrate the value of preserving uncertainty and incorporating visibility-aware evidence.

cs.AI↗

REEL: Learning to Retrieve, Evaluate, and Evolve Visual Memory for Any Long-Horizon Multi-Shot Video Generation

Memory-based long-video generation aims to combine user control with long-range visual consistency. We organize this process into three functional components: a planner, an adapter, and a generator. Representative multi-shot systems couple memory to generator-specific interfaces or use predefined agent workflows, rather than independently training a memory policy for cross-shot objectives. We introduce REEL, a general-purpose visual-memory planner. Through a unified tool interface, REEL learns to retrieve references, create missing visual evidence, and update persistent memory. Backend-specific adapters translate its evidence plans into supported conditioning inputs, allowing the same policy to guide different black-box video generators. To train REEL, we construct two high-quality datasets, REEL-SFT-4k and REEL-RL-1k, covering diverse interaction patterns and prompt types. Training proceeds in three stages: supervised fine-tuning, single-shot Group Relative Policy Optimization (GRPO), and multi-shot GRPO. Multi-shot GRPO carries policy-generated memory across consecutive shots, so later outcomes guide earlier reference selection and memory updates. REEL-Bench tests identity preservation and intended state changes under text-only requests and timed reference-image uploads. On JoyAI-Echo~1.5 and MiniMax-H3, REEL improves cross-shot consistency on ST-Bench by 15.1\% and 20.7\%, and Core-100 on our proposed REEL-Bench by 2.41 and 8.32 points, respectively, over the no-memory baseline.

cs.CV↗

GraftOOD: Grafting Out-of-Distribution Exemplars into Advantage-Weighted Rectification for Video Reward Optimization

Video reward optimization can increase proxy rewards while reducing video dynamics, a mismatch we identify as \emph{motion collapse}, including under a video-level motion-quality reward. We propose \textbf{GraftOOD}, which replaces part of the online rollouts in selected prompt groups with out-of-distribution video exemplars. A shared velocity-regression objective combines group-relative reward rectification with sequence-level exemplar supervision, requiring neither exemplar generation trajectories nor an additional supervised-loss coefficient. We characterize its pointwise optimal field as a source-posterior-weighted combination of the two source-specific target fields. We construct \textbf{GraftSet-Video}, containing 9,588 format-matched exemplars for 2,397 prompts, to supply external supervision. On Wan2.1-1.3B, GraftOOD raises Dynamic Degree from 4.86 to 44.41 relative to reward-only FlowAWR, while HPSv3 decreases from 8.10 to 7.32 and VisionReward remains close. At the main setting, GraftOOD leads nine of ten metrics among three exemplar-augmented methods. Ablations of exemplar frequency and within-group count reveal dynamics--reward trade-offs rather than uniform gains from increasing exemplar usage. These results support external exemplar supervision as a complement to scalar reward feedback, without equating higher measured dynamics with coherent, visually plausible motion in the generated videos. Code is available at \href{https://github.com/Fuzm7/FlowAWR}{GraftOOD}.

cs.CV↗

ReCast: Attribution-Oriented Step Representation Learning for LLM-Based Agent Systems

In LLM-based agent systems, failures can originate from early steps whose effects propagate through subsequent interactions, making their origins difficult to identify. To trace such failures back to their origin, failure attribution has been formulated as the task of identifying the earliest step responsible for the failure. Recent methods leverage LLM internal signals for failure attribution, typically using hidden states as step representations. We therefore conduct an empirical study to evaluate how effectively these representations distinguish root-cause steps from other steps and find limited separation. Motivated by this observation, we propose ReCast, a step representation learning method that transforms hidden states from a frozen LLM into attribution-oriented step representations. ReCast first selects attribution-relevant layers, then constructs complementary pattern and deviation features, and finally learns contextualized step representations through an encoder trained with contrastive and ranking objectives. We also introduce ReCast-2K, a training dataset for failure attribution. ReCast achieves the best Hit@1 across four benchmarks, surpassing the strongest baseline by 5.65 and 9.19 pp on Who&When Algorithm and Handcrafted, respectively. Code is available at https://anonymous.4open.science/r/ReCast-5FB6 .

cs.AI↗

EVO-WAM: Evolving World Action Models through Video-Action Verification

Improving robot policies on new tasks without collecting additional expert demonstrations remains a central challenge in robot learning. World action models (WAMs) use broad video priors to jointly predict future videos and actions, offering a potential source of supervision for adapting to new tasks. However, generated videos may fail to depict task completion, and even visually successful videos may be paired with inconsistent actions that lead to execution failure. We propose EVO-WAM, a framework that adapts WAMs to unseen tasks by learning from their own generated video-action trajectories, without executing candidate actions in an external environment. First, we augment WAM training with state prediction and anchored multi-frame context to enable complete autoregressive rollouts without external execution feedback. Second, we identify reliable training experience by selecting task-completing prefixes with a vision-language model and verifying their video-action consistency with an inverse dynamics model. Third, we iteratively train the WAM on verified prefixes and generate new rollouts with the updated model. On seven unseen RoboTwin 2.0 tasks, EVO-WAM increases average success rates from 26.9% to 68.0% for Cosmos3 and from 28.5% to 46.4% for DreamZero, reaching approximately $2.5\times$ and $1.6\times$ their initial success rates. On three unseen long-horizon composite tasks in the real world, it improves Cosmos3's average success rate from 20.0% to 76.7%, a gain of 56.7 percentage points. Project Page: https://evo-wam.github.io/.

cs.CV↗

WorldLine: Action-Driven Visual Simulation for Robotic Manipulation

Real-world robot learning is constrained by the cost of collecting experience and evaluating candidate behaviors. Video generation models offer a scalable foundation for visual simulators that predict action outcomes before physical execution. Yet they often favor visual plausibility over accurate action following and coherent robot--object dynamics, while action-conditioned simulators depend on scarce, embodiment-specific data that are difficult to share across incompatible control spaces. We introduce WorldLine, an action-driven visual simulator that decouples transferable dynamics learning from heterogeneous action grounding. WorldLine learns manipulation dynamics from more than 10,000 hours of action-free robot videos and grounds them using over 2,000 hours of action trajectories across more than ten embodiments. An image-space action representation provides a shared control interface across embodiments, while multi-view and failure-enriched training with relational regularization improves interaction-sensitive prediction. Robot-focused few-step distillation enables efficient causal rollout while preserving action-critical motion. Across held-out and out-of-domain settings, WorldLine maintains strong visual quality and robot-motion agreement; on failed trajectories, it improves robot-mask IoU by 0.1626 over the strongest baseline. It predicts trajectory success with 74% mean accuracy across RoboTwin and AgiBot, one percentage point above the strongest baseline. Without RoboTwin training or adaptation, its rollouts improve task success by up to 21.4 percentage points over direct policy execution. Together, these capabilities make WorldLine a scalable and efficient visual simulator for policy evaluation and embodied planning. More results are available at \href{https://zhengsh123.github.io/WorldLine/}{project page}.

cs.RO↗