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Received — 8 April 2026 ⏭ cs.AI, q-bio.NC updates on arXiv.org

ZINA: Multimodal Fine-grained Hallucination Detection and Editing

arXiv:2506.13130v2 Announce Type: replace-cross Abstract: Multimodal Large Language Models (MLLMs) often generate hallucinations, where the output deviates from the visual content. Given that these hallucinations can take diverse forms, detecting hallucinations at a fine-grained level is essential for comprehensive evaluation and analysis. To this end, we propose a novel task of multimodal fine-grained hallucination detection and editing for MLLMs. Moreover, we propose ZINA, a novel method that identifies hallucinated spans at a fine-grained level, classifies their error types into six categories, and suggests appropriate refinements. To train and evaluate models for this task, we construct VisionHall, a dataset comprising 6.9k outputs from twelve MLLMs manually annotated by 211 annotators, and 20k synthetic samples generated using a graph-based method that captures dependencies among error types. We demonstrated that ZINA outperformed existing methods, including GPT-4o and Llama-3.2, in both detection and editing tasks.
Received — 5 March 2026 ⏭ cs.AI, q-bio.NC updates on arXiv.org

A Rubric-Supervised Critic from Sparse Real-World Outcomes

arXiv:2603.03800v1 Announce Type: new Abstract: Academic benchmarks for coding agents tend to reward autonomous task completion, measured by verifiable rewards such as unit-test success. In contrast, real-world coding agents operate with humans in the loop, where success signals are typically noisy, delayed, and sparse. How can we bridge this gap? In this paper, we propose a process to learn a "critic" model from sparse and noisy interaction data, which can then be used both as a reward model for either RL-based training or inference-time scaling. Specifically, we introduce Critic Rubrics, a rubric-based supervision framework with 24 behavioral features that can be derived from human-agent interaction traces alone. Using a semi-supervised objective, we can then jointly predict these rubrics and sparse human feedback (when present). In experiments, we demonstrate that, despite being trained primarily from trace-observable rubrics and sparse real-world outcome proxies, these critics improve best-of-N reranking on SWE-bench (Best@8 +15.9 over Random@8 over the rerankable subset of trajectories), enable early stopping (+17.7 with 83% fewer attempts), and support training-time data curation via critic-selected trajectories.

Agent Data Protocol: Unifying Datasets for Diverse, Effective Fine-tuning of LLM Agents

arXiv:2510.24702v2 Announce Type: replace-cross Abstract: Public research results on large-scale supervised finetuning of AI agents remain relatively rare, since the collection of agent training data presents unique challenges. In this work, we argue that the bottleneck is not a lack of underlying data sources, but that a large variety of data is fragmented across heterogeneous formats, tools, and interfaces. To this end, we introduce the agent data protocol (ADP), a light-weight representation language that serves as an "interlingua" between agent datasets in diverse formats and unified agent training pipelines downstream. The design of ADP is expressive enough to capture a large variety of tasks, including API/tool use, browsing, coding, software engineering, and general agentic workflows, while remaining simple to parse and train on without engineering at a per-dataset level. In experiments, we unified a broad collection of 13 existing agent training datasets into ADP format, and converted the standardized ADP data into training-ready formats for multiple agent frameworks. We performed SFT on these data, and demonstrated an average performance gain of ~20% over corresponding base models, and delivers state-of-the-art or near-SOTA performance on standard coding, browsing, tool use, and research benchmarks, without domain-specific tuning. All code and data are released publicly, in the hope that ADP could help lower the barrier to standardized, scalable, and reproducible agent training.

Real-Time Generation of Game Video Commentary with Multimodal LLMs: Pause-Aware Decoding Approaches

arXiv:2603.02655v1 Announce Type: cross Abstract: Real-time video commentary generation provides textual descriptions of ongoing events in videos. It supports accessibility and engagement in domains such as sports, esports, and livestreaming. Commentary generation involves two essential decisions: what to say and when to say it. While recent prompting-based approaches using multimodal large language models (MLLMs) have shown strong performance in content generation, they largely ignore the timing aspect. We investigate whether in-context prompting alone can support real-time commentary generation that is both semantically relevant and well-timed. We propose two prompting-based decoding strategies: 1) a fixed-interval approach, and 2) a novel dynamic interval-based decoding approach that adjusts the next prediction timing based on the estimated duration of the previous utterance. Both methods enable pause-aware generation without any fine-tuning. Experiments on Japanese and English datasets of racing and fighting games show that the dynamic interval-based decoding can generate commentary more closely aligned with human utterance timing and content using prompting alone. We release a multilingual benchmark dataset, trained models, and implementations to support future research on real-time video commentary generation.
Received — 25 February 2026 ⏭ cs.AI, q-bio.NC updates on arXiv.org

Ambig-SWE: Interactive Agents to Overcome Underspecificity in Software Engineering

arXiv:2502.13069v3 Announce Type: replace Abstract: AI agents are increasingly being deployed to automate tasks, often based on underspecified user instructions. Making unwarranted assumptions to compensate for the missing information and failing to ask clarifying questions can lead to suboptimal outcomes, safety risks due to tool misuse, and wasted computational resources. In this work, we study the ability of LLM agents to handle underspecified instructions in interactive code generation settings by evaluating proprietary and open-weight models on their performance across three key steps: (a) detecting underspecificity, (b) asking targeted clarification questions, and (c) leveraging the interaction to improve performance in underspecified scenarios. We introduce Ambig-SWE, an underspecified variant of SWE-Bench Verified, specifically designed to evaluate agent behavior under ambiguity and interaction. Our findings reveal that models struggle to distinguish between well-specified and underspecified instructions. However, when models interact for underspecified inputs, they effectively obtain vital information from the user leading to significant improvements in performance, up to 74% over the non-interactive settings, underscoring the value of effective interaction. Our study highlights critical gaps in how current state-of-the-art models handle missing information in complex software engineering tasks and structures the evaluation into distinct steps to enable targeted improvements.
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