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

Is a Picture Worth a Thousand Words? Adaptive Multimodal Fact-Checking with Visual Evidence Necessity

arXiv:2604.04692v1 Announce Type: cross Abstract: Automated fact-checking is a crucial task not only in journalism but also across web platforms, where it supports a responsible information ecosystem and mitigates the harms of misinformation. While recent research has progressed from text-only to multimodal fact-checking, a prevailing assumption is that incorporating visual evidence universally improves performance. In this work, we challenge this assumption and show that indiscriminate use of multimodal evidence can reduce accuracy. To address this challenge, we propose AMuFC, a multimodal fact-checking framework that employs two collaborative agents with distinct roles for the adaptive use of visual evidence: An Analyzer determines whether visual evidence is necessary for claim verification, and a Verifier predicts claim veracity conditioned on both the retrieved evidence and the Analyzer's assessment. Experimental results on three datasets show that incorporating the Analyzer's assessment of visual evidence necessity into the Verifier's prediction yields substantial improvements in verification performance. In addition to all code, we release WebFC, a newly constructed dataset for evaluating fact-checking modules in a more realistic scenario, available at https://github.com/ssu-humane/AMuFC.
Received β€” 5 March 2026 ⏭ cs.AI, q-bio.NC updates on arXiv.org

D2E: Scaling Vision-Action Pretraining on Desktop Data for Transfer to Embodied AI

arXiv:2510.05684v3 Announce Type: replace Abstract: Large language models leverage internet-scale text data, yet embodied AI remains constrained by the prohibitive costs of physical trajectory collection. Desktop environments -- particularly gaming -- offer a compelling alternative: they provide rich sensorimotor interactions at scale while maintaining the structured observation-action coupling essential for embodied learning. We present D2E (Desktop to Embodied AI), a framework that demonstrates desktop interactions can serve as an effective pretraining substrate for robotics embodied AI tasks. Unlike prior work that remained domain-specific (e.g., VPT for Minecraft) or kept data proprietary (e.g., SIMA), D2E establishes a complete pipeline from scalable desktop data collection to verified transfer in embodied domains. Our framework comprises three components: (1) the OWA Toolkit that unifies diverse desktop interactions into a standardized format with 152x compression, (2) the Generalist-IDM that achieves strong zero-shot generalization across unseen games through timestamp-based event prediction, enabling internet-scale pseudo-labeling, and (3) VAPT that transfers desktop-pretrained representations to physical manipulation and navigation. Using 1.3K+ hours of data (259 hours of human demonstrations and 1K+ hours of pseudo-labeled gameplay), our 1B-parameter model achieves 96.6% success on LIBERO manipulation and 83.3% on CANVAS navigation, matching or surpassing models up to 7x larger, such as \pi_{0} (3.3B) and OpenVLA (7B). These results demonstrate that sensorimotor primitives learned from digital interactions transfer effectively to real-world physical tasks, establishing desktop pretraining as a practical paradigm for embodied AI. All resources are publicly available at https://worv-ai.github.io/d2e.
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