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Jiahao Lu

Publications and source records attributed to Jiahao Lu.

At least 19 recordsLinked to original sources

Rethinking Scientific Discovery in the Agentic Era

Artificial intelligence has advanced scientific discovery, but most AI4Science systems remain fragmented tools that rely on humans to coordinate problem formulation, literature grounding, model use, simulation, validation, and knowledge reuse. This paper presents \textbf{SCION (Scientific Collaborative Innovation with Agentic Organizational Nexus)}, an agentic scientific operating system that acts as an \textbf{organizational nexus}. Through a Science Agent serving as a \textbf{Meta-Harness}, SCION connects scientific tasks, tools, agents, artifacts, and memory, transforming research into an executable, auditable, and reusable operational process. At its core is the \textbf{Research Execution Plan (REP)}, which compiles high-level scientific intent into staged objectives, dependencies, verification checkpoints, tool requirements, expected artifacts, and fallback conditions. SCION further integrates hierarchical multi-agent execution, profile-driven specialization, selective context construction, governed delegation, and layered epistemic memory to support long-horizon scientific work. We formulate discovery under SCION as \textbf{Target-conditioned Inverse Search} and extend it to hidden-target settings through batch active search under finite experimental budgets. Applications in materials analysis, molecule design, and protein or antibody screening, together with experiments on scientific reading, idea generation, molecule generation, and antibody screening, show that SCION outperforms existing autonomous research-agent baselines, especially in decomposition, verification, refinement, and memory reuse. Overall, SCION shifts AI from isolated tools toward a coordinated operational layer for traceable and reusable scientific innovation.

cs.CL↗

PURE: Refining Feed-forward 3D Reconstruction with Unlabeled Post-training

Feed-forward 3D reconstruction models have achieved remarkable progress through large-scale training and strong learned priors. However, they remain fragile when applied to dynamic in-the-wild videos, where non-rigid motion, occlusions, and illumination changes are prevalent. A key limitation lies in their reliance on expensive depth and camera pose annotations, which hinders scaling to diverse real-world dynamic data and restricts generalization. To address this issue, we propose \textbf{PURE}, an unlabeled post-training refinement framework that improves depth and camera estimation without requiring ground-truth supervision. Instead of relying on annotations, PURE elegantly distills robust structural knowledge from state-of-the-art 2D priors into 4D feed-forward architectures. PURE leverages relative depth constraints, affine-invariant geometry distillation, and pose refinement based on feature correspondences to stabilize geometric predictions under challenging dynamic conditions. Extensive experiments on both synthetic and real-world dynamic benchmarks demonstrate that PURE delivers consistent improvements across multiple state-of-the-art architectures. Furthermore, our data-efficient paradigm effectively mitigates domain shifts, successfully unlocking the architectural limits of these base models in challenging, in-the-wild dynamic scenes.

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GAE: Learning a Geometry-Native Latent Space for 3D-Consistent World Generation

We present a compact geometry-native latent space as a shared foundation for perception and generation. Visual generators can produce photorealistic frames without preserving a consistent 3D scene. We argue that this is not only a modeling problem but also a representation problem: generators typically evolve appearance-centric latents, while perception models recover geometry in a semantically rich space that encodes cross-view structure. Rather than adding geometry as another output, we reparameterize a geometry foundation model's features into a compact latent space for generation. We realize this shift with the geometry-native autoencoder (GAE), whose latent is jointly decodable to appearance, depth, cameras, and point maps. With this state, a standard conditional flow supports diverse generation tasks. In controlled comparisons that hold the generator and training protocol fixed, replacing the latent with GAE improves both visual quality and independently measured 3D coherence: FVD falls by $12.7\%$ and $23.1\%$ on RealEstate10K and DL3DV, and camera-trajectory error is halved on RealEstate10K. Together, these results show that the latent space is central to geometry-consistent generation and can serve as a shared interface between perception and generation.

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Learn from Move: the Next Step for GUI Agents

Existing benchmarks for GUI agents primarily focus on increasing task difficulty by extending task horizons. Besides, enabling agents to explore unfamiliar environments and successfully complete tasks within them is also a critical yet challenging problem. We introduce LatentGUIWorld, a benchmark of six tasks in three matched pairs organized by the evidence needed for control: $I_0$ uses prior knowledge and available observations, $I_1$ requires interaction that directly reveals hidden semantics, and $I_2$ identifies dynamics from action-response relationships. Frontier models struggle especially on $I_2$ tasks. We introduce MOVE, which separates movement from button events and exposes intermediate visual feedback, together with demonstrations of iterative exploration and control. Ablations show that both action granularity and multi-step demonstrations improve performance. After SFT, LatentLearner-9B achieves 50.0% overall success on LatentGUIWorld, comparable to several frontier models. Joint RL further raises egocentric Drag and Ten-Choice success to 92.0% and 75.3%. Behavioral analysis reveals multi-step exploration. In egocentric Drag, RL increases Pearson correlation between error-normalized commands and ideal gain compensation from 0.610 to 0.803. Together, these behaviors show that models learn to explore through interaction and adapt their control to environment dynamics. The same format improves GUI grounding after RL, reaching 67.37% mean accuracy across five benchmarks versus 66.72% for conventional RL.

cs.LG↗

Agentic-TTT: Training test-time policy for test-time training

Test-time training (TTT) adapts an LLM's parameters using signals derived from test inputs, and can make striking improvements in pre-specified settings such as IMO competitions or designated open problems. By turning deployment experience into parameter updates, TTT provides a direct mechanism for model-level self-improvement. Yet TTT is not universally beneficial: each TTT algorithm works in different settings, and applying an ill-suited method could waste test-time compute or even damage model performance. Therefore, such parameter-level self-improvement requires agency: the model must decide when TTT is warranted, which algorithm to invoke, and whether an existing skill can be reused. To fill this gap, we introduce Agentic-TTT, which learns a test-time policy to govern those decisions. Agentic-TTT turns TTT procedures into callable tools, treats accumulated skills as an evolving deployment environment, and trains its policy using the observed utility gains from its decisions. On our benchmark, Agentic-TTT nearly doubles the utility over the backbone model, learns to trade off utility against compute, and generalizes to domains unseen during training. Together, these results point toward autonomous self-improvement: models that can decide how to learn from their own deployment experience.

cs.LG↗

ForcingBooster: Adaptive Patch-wise Denoising for Fast Autoregressive Video Diffusion

Autoregressive video diffusion models have become a leading approach to real-time interactive video generation and video world modeling. However, existing methods typically allocate computation uniformly across space when generating the next video chunk, updating all patches with the same denoising schedule and number of function evaluations. This ignores the spatial heterogeneity of video content: static, simple, or recurring regions are often easier to denoise, while other regions require further refinement or additional context. A uniform budget thus leads to redundant computation on easy patches, whereas reducing the fixed step count can leave difficult patches insufficiently refined. We introduce \methodname{}, a general framework that dynamically allocates denoising steps to individual patches: easy patches stop early to improve efficiency, while difficult patches receive more refinement steps. This design accelerates generation with negligible quality degradation. Our method is compatible with most existing few-step autoregressive diffusion models, requiring only a lightweight routing module with modest training. Experiments demonstrate that \methodname{} reduces the total number of denoising steps applied across video patches by about 50\% while maintaining visual quality comparable to the four-step baseline.

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MARCO: Multi-Round Agentic Reinforcement for Conditional Molecular Optimization

Molecular optimization is inherently iterative: a candidate is proposed, evaluated against several objectives, and revised while preserving a relationship to the source molecule. Most instruction-following models instead emit one edited molecule, forcing validity, property improvement, and similarity control into a single response. We introduce MARCO, an evaluator-grounded reinforcement-learning framework that trains molecular editors on bounded proposal--feedback--revision trajectories. MARCO aggregates shaped turn rewards into an undiscounted trajectory return for group-relative policy optimization. We evaluate two consequences of this training: Same-1 tests the trained policy under a one-response budget, while Same-5 tests whether the same policy can use verifier feedback when up to five responses are available. Across the three-objective MuMOInstruct benchmark, three Qwen backbones, and seen/unseen instruction splits, SFT-initialized MARCO obtains the highest product of property success rate and similarity in every reported primary setting. Same-5 further improves the observed score under the tested budget, while four-objective and public-checkpoint experiments test transfer across constraint sets and initialization regimes.

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ORPG: Reconciling Multiple Reward Objectives through Objective-wise Policy Gradients

Multi-reward policy optimization requires a joint update that reflects both the learning signals and the intended relationships among objectives. We introduce Objective-wise Reconciled Policy Gradient (ORPG), which constructs a separate clipped policy objective for each reward and reconciles the resulting gradients into one policy update. For compatible gradients, a cosine-dependent interpolation coordinates their contributions through a partially normalized reference while preserving the norm of their sum. We characterize this update as the unique solution of a spherical directional compromise. For conflicting gradients, projection follows the task's priorities. We evaluate the same compatible rule in helpfulness--safety alignment and correctness--cost optimization for mathematical reasoning. ORPG substantially improves average Useful and Harmless scores over the strongest external baseline on each axis. In mathematics, it achieves the highest average full-budget accuracy and three-budget hypervolume among the compared methods, with more accurate and shorter responses than the initial policy. Component comparisons and training dynamics show the larger contribution of compatible coordination and a complementary benefit from conflict handling. These results support gradient reconciliation for objectives with equal standing and for objectives with an explicit priority.

cs.LG↗

SWE-bench Science: Can Coding Agents Resolve Engineering Tasks in Science?

Software increasingly functions as part of the scientific instrument itself, making failures in scientific code capable of compromising not only program behavior but also the evidence underlying scientific conclusions. Yet existing evaluations of coding agents largely emphasize aggregate task success, providing limited insight into why agents fail when repairing scientific software. We introduce \textbf{SWE-bench Science}, a repository-level benchmark for scientific software engineering comprising 119 tasks from 98 GitHub repositories across 20 scientific domains. Each task is organized into one of three paradigms: Issue-driven, Expert-exploratory, and Engineering-integration. Even the best-performing agent, \textbf{Claude Code with Opus-5 (max), achieves a pass@1 below 50\%}, highlighting the substantial challenges posed by scientific software engineering. We identify four recurring failure mechanisms: deficits in scientific knowledge or abstraction, misguided exploration or surface-level repair, incomplete repair coverage or system integration, and failures to generalize scientific knowledge beyond observed cases in our analysis. We further conduct a paired ablation that removes explicit scientific guidance while preserving the repository and executable engineering context. The results show that scientific knowledge is not uniformly beneficial: well-grounded information can constrain repair and improve average performance and token efficiency, whereas poorly aligned guidance can induce anchoring and does not necessarily improve exact repair success. Together, SWE-bench Science provides a broad testbed for studying both the capabilities and failure mechanisms of coding agents in scientific software engineering.

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GuardianBench: A Same-Scene Instruction-Contrastive Benchmark for Latent Contextual Risk in Embodied AI

In embodied AI, safety risk can be latent: a benign instruction and a safe scene become hazardous only when composed. Prior work has advanced embodied safety by varying visual contexts or evaluating execution-time dynamics, but the complementary axis of fixing the scene and varying only the instruction remains underexplored. We introduce GuardianBench, an instruction-contrastive benchmark grounded in international safety standards that isolates this latent contextual risk through 3,024 instruction-scene examples organized as same-scene Safe/Unsafe contrastive pairs across various hazard categories. Benchmarking state-of-the-art vision-language models (VLMs) reveals instruction-insensitive verdicts: models disproportionately approve both instructions under a given scene; across the primary models, average pair accuracy is only 24.1%. Our systematic rationale audit localizes the dominant failure: models fail to bind the instruction-relevant cues that differentiate safe from unsafe compositions. As a post-training case study, Verdict Log-Odds Supervision (VLOS), a lightweight verdict-level objective, substantially improves performance on open-weight backbones. Together, our latent contextual risk task formulation, standards-grounded contrastive benchmark construction, pair-level and rationale-level failure diagnosis, and benchmark-enabled verdict calibration establish GuardianBench as a controlled evaluation suite for exposing and improving safety reasoning over instruction-scene compositions under latent contextual risk.

cs.AI↗

SCoPE: Sightline-Coordinate Positional Encoding for Video Diffusion Transformers

Video diffusion transformers address their tokens by position on the pixel-time grid: an address in the tensor, not in the world. The address we would want, the world point a token depicts, lies on a surface not yet generated, while its camera ray is fixed once the user specifies a trajectory. SCoPE therefore treats the ray as a second positional coordinate, and camera control becomes a property of the coordinate system, not an added module. The ray is added to the pretrained attention's queries and keys, and the score gains a term that reads the two rays alone. Its canonical form, the reciprocal product of line geometry, measures how nearly two lines of sight meet. Normalize-Gate-Inject makes a single encoding trainable across metric and up-to-scale pose sources. The retrofit keeps RoPE bit-exact, starts from the unchanged pretrained DiT, and adds under 0.1/% new parameters. On Wan2.2 at 5B and 14B under matched data and budget, SCoPE improves every camera-controllability and fidelity metric, leads all closed-loop revisit metrics, and shows widening margins with model size. At 14B, rotation error falls 29/% and FVD 43/% below the strongest baseline.

cs.CV↗

WAT3R: Feedforward Underwater 3D Reconstruction

Reliable feedforward underwater 3D reconstruction remains challenging due to severe light attenuation and backscattering, which degrade visual quality and disrupt feature consistency across views, leading to inaccurate multi-view geometry. To address this issue, we propose WAT3R, a feed-forward framework for reconstructing 3D scenes directly from underwater images. By leveraging degradation adaptation as a geometry-constrained process, WAT3R integrates a lightweight neural adaptation module to flexibly account for these underwater imaging effects, thereby improving multi-view reconstruction quality. Implemented in a single forward pass, WAT3R directly and efficiently outputs pixel-aligned 3D point maps and camera poses from underwater videos, allowing a high-quality underwater 3D reconstruction. Experiments conducted on the FLSea, SQUID, and USOD10K datasets show that our method consistently outperforms state-of-the-art approaches on 3D reconstruction tasks, including multi-view/monocular depth estimation and camera pose estimation.

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AdaptR1: Reinforcement Learning Based Adaptive Interleaved Thinking in Multi-hop Question Answering

Large Language Models (LLMs) have achieved remarkable performance in complex reasoning tasks through Chain-of-Thought (CoT) prompting. However, this approach often leads to ``over-thinking,'' where models generate unnecessarily long reasoning traces for simple queries and incur avoidable inference cost. While recent work has explored adaptive reasoning, existing methods typically make a single query-level decision about whether to reason. This overlooks the dynamic nature of multi-step tasks, where the need for explicit reasoning varies across intermediate stages. To address this limitation, we introduce AdaptR1, a Reinforcement Learning (RL) based framework for adaptive interleaved thinking in multi-hop Question Answering (QA). Unlike previous approaches that require Supervised Fine-Tuning (SFT) for cold-start initialization, AdaptR1 uses a fully RL-based strategy with a quality-gated efficiency reward to dynamically allocate reasoning budgets at each step. Under the Graph-R1 setting, AdaptR1 reduces average think tokens by 69.71\%, with a 90.35\% reduction on HotpotQA, while maintaining performance comparable to or better than standard baselines. Furthermore, our analysis reveals that overthinking in multi-hop reasoning is not uniformly distributed but occurs predominantly during the initial planning stages, highlighting the effectiveness of step-wise adaptive budget allocation.

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Most Transformer Modifications Still Do Not Transfer at 1-3B: A 2020-2026 Update to Narang et al. (2021) with Downstream Evaluation and a Noise Floor

Narang et al. (2021) evaluated 40+ Transformer modifications at T5-base scale and concluded that most did not transfer. Five years later, the typical working regime has moved to 1-3B parameters, downstream evaluation has replaced pretraining perplexity, and a substantially different catalogue of modifications has emerged. We revisit their question by testing 20 post-2021 Transformer modifications at 1.2B and 3B under strict iso-data, iso-compute, iso-recipe control, with a multi-seed baseline noise floor and CLIMB-12 downstream evaluation as the primary metric. The central finding reproduces theirs at this curated set: most modifications do not transfer. Of the 20 modifications, only two clear Bonferroni correction at 1.2B; one of those two further fails to train stably at 3B under the shared recipe. We also find that the loss-downstream gap reported by Tay et al. (2023) enlarges several-fold for attention-output modifications: two significant failures converge to within 2-3% of baseline validation loss yet drop 6-16 CLIMB-points. We conclude that noise-floor reporting, downstream evaluation, and cross-scale stability testing are now prerequisites for architecture comparisons at 1-3B.

cs.LG↗

CoMoVi: Co-Generation of 3D Human Motions and Realistic Videos

In this paper, we find that the generation of 3D human motions and 2D human videos is intrinsically coupled. 3D motions provide the structural prior for plausibility and consistency in videos, while pre-trained video models offer strong generalization capabilities for motions. Based on this, we present CoMoVi, a co-generative framework that generates 3D human motions and videos synchronously within a single diffusion denoising loop. However, since the 3D human motions and the 2D human-centric videos have a modality gap between each other, we propose to project the 3D human motion into an effective 2D human motion representation that effectively aligns with the 2D videos. Then, we design a dual-branch diffusion model to couple human motion and the video generation process with mutual feature interaction and 3D-2D cross attentions. To train and evaluate our model, we curate CoMoVi-Dataset, a large-scale real-world human video dataset with text and motion annotations, covering diverse and challenging human motions. Extensive experiments demonstrate that our method generates high-quality 3D human motion with a better generalization ability and that our method can generate high-quality human-centric videos without external motion references.

cs.CV↗

ReFlow: Self-correction Motion Learning for Dynamic Scene Reconstruction

We present ReFlow, a unified framework for monocular dynamic scene reconstruction that learns 3D motion in a novel self-correction manner from raw video. Existing methods often suffer from incomplete scene initialization for dynamic regions, leading to unstable reconstruction and motion estimation, which often resorts to external dense motion guidance such as pre-computed optical flow to further stabilize and constrain the reconstruction of dynamic components. However, this introduces additional complexity and potential error propagation. To address these issues, ReFlow integrates a Complete Canonical Space Construction module for enhanced initialization of both static and dynamic regions, and a Separation-Based Dynamic Scene Modeling module that decouples static and dynamic components for targeted motion supervision. The core of ReFlow is a novel self-correction flow matching mechanism, consisting of Full Flow Matching to align 3D scene flow with time-varying 2D observations, and Camera Flow Matching to enforce multi-view consistency for static objects. Together, these modules enable robust and accurate dynamic scene reconstruction. Extensive experiments across diverse scenarios demonstrate that ReFlow achieves superior reconstruction quality and robustness, establishing a novel self-correction paradigm for monocular 4D reconstruction.

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MotionCrafter: Dense Geometry and Motion Reconstruction with a 4D VAE

We present MotionCrafter, a framework that leverages video generators to jointly reconstruct 4D geometry and estimate dense motion from a monocular video. The key idea is a joint representation of dense 3D point maps and 3D scene flows in a shared coordinate system, together with a 4D VAE tailored to learn this representation effectively. Unlike prior work that strictly aligns 3D values and latents with RGB VAE latents-despite their fundamentally different distributions-we show that such alignment is unnecessary and can hurt performance. Instead, we propose a new data normalization and VAE training strategy that better transfers diffusion priors and greatly improves reconstruction quality. Extensive experiments on multiple datasets show that MotionCrafter achieves state-of-the-art performance in both geometry reconstruction and dense scene flow estimation, delivering 38.64% and 25.0% improvements in geometry and motion reconstruction, respectively, all without any post-optimization. Project page: https://ruijiezhu94.github.io/MotionCrafter_Page

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Prototype-Guided Concept Erasure in Diffusion Models

Concept erasure is extensively utilized in image generation to prevent text-to-image models from generating undesired content. Existing methods can effectively erase narrow concepts that are specific and concrete, such as distinct intellectual properties (e.g. Pikachu) or recognizable characters (e.g. Elon Musk). However, their performance degrades on broad concepts such as ``sexual'' or ``violent'', whose wide scope and multi-faceted nature make them difficult to erase reliably. To overcome this limitation, we exploit the model's intrinsic embedding geometry to identify latent embeddings that encode a given concept. By clustering these embeddings, we derive a set of concept prototypes that summarize the model's internal representations of the concept, and employ them as negative conditioning signals during inference to achieve precise and reliable erasure. Extensive experiments across multiple benchmarks show that our approach achieves substantially more reliable removal of broad concepts while preserving overall image quality, marking a step towards safer and more controllable image generation.

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