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Online Video Agent Harness for Long Video Understanding

arXiv:2609.12818v1 Announce Type: cross Abstract: Long video understanding often behaves like a visual needle-in-a-haystack problem: query-relevant evidence is sparsely distributed across long temporal spans, while packing dense frames into a single VLM context incurs \textit{context rot} and high cost. Existing video agents often rely on query-agnostic offline preprocessing or ad hoc tool sets, which can miss query-specific details and waste computation. In this work, we present VideoXAgent, a purely online video-agent harness for long video understanding that starts from the given video file and user query, plans and decomposes the task, invokes specialized expert tools on demand, and aggregates multimodal evidence to produce a final answer while resolving conflicts among observations. To support this on-demand invocation, we design a suite of heterogeneous expert tools guided by a data-driven taxonomy of atomic capabilities, spanning scripts, VLMs, and domain models (e.g., detection, OCR, ASR, face recognition). The harness further enforces objective evidence prompting and budget-aware control to curb hallucination and non-termination. Across Video-MME-Long, LongVideoBench-Long, LVBench, and MINERVA, VideoXAgent is competitive with frontier LMMs and video agents under a smaller context footprint---about 50k tokens of agent context per sample, even on hour-long videos. In particular, on complex video-reasoning benchmarks such as MINERVA, it matches this level while using only about 15\% of the context of a 1,024-frame dense-packing baseline. Notably, the harness remains effective with a visually weak or even text-only orchestrator, suggesting that strong long-video understanding can emerge from progressive agentic evidence seeking rather than from packing the full video into a single context. Project page: https://go-agent-x.github.io/video_agent_harness/

SlideChat is a multimodal generative artificial intelligence assistant for whole-slide computational pathology across cancer types

Nature Cancer, Published online: 01 September 2026; doi:10.1038/s43018-026-01220-4

Chen et al. have developed SlideChat, a multimodal generative artificial intelligence assistant, which they benchmark on 27 pathology tasks across 33 cancer types. Expert pathologists rated the assistant as clinically relevant and accurate.

ClawTrace: Cost-Aware Tracing for LLM Agent Skill Distillation

arXiv:2604.23853v2 Announce Type: replace Abstract: Skill-distillation pipelines learn reusable rules from LLM agent trajectories, but they lack a key signal: how much each step costs. Without per-step cost, a pipeline cannot distinguish adding a missing step to fix a bug from removing an expensive step that never affected the outcome. We use the cost-attribution gap to ask whether the rule types inside a distilled skill transfer the same way to new tasks. ClawTrace records cost-attributed agent traces and compiles each session into a TraceCard; CostCraft reads TraceCards and writes three kinds of skill patches: preserve, prune, and repair. We find a pattern aggregate metrics hide. On 30 held-out SpreadsheetBench tasks across two seeds, removing prune patches roughly tripled the quality-regression count without lowering median cost. Across the full 84-task SkillsBench transfer, CostCraft saves no aggregate cost. All three quality regressions trace to the preserve lane, and both quality wins trace to the prune lane: prune patches act as quality guardrails while preserve patches drive regressions. We argue that reusable agent skills should be evaluated at the rule-type level, not as monolithic instruction packages. To support this, we release ClawTrace, the TraceCard schema, and the full set of typed skills.

A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial

Background: College students commonly experience suboptimal health conditions, including insufficient physical activity (PA), excessive body weight, and declining physical fitness. Traditional interventions face low adherence, while gamified mobile health (mHealth) programs may improve engagement and outcomes. Objective: This study aimed to evaluate the feasibility and effectiveness of a novel gamified, incentive-based mHealth intervention on primary outcomes (PA and adherence) and secondary outcomes (physical fitness, body composition, executive function [EF], and mental health). Methods: A 2-arm parallel-group randomized controlled trial (RCT) was conducted in 2025 at Yantai University with 160 college students (18‐25 years; BMI 18.5‐30.0) who were randomized 1:1 (computer-generated, sex-stratified blocks of 4; concealed allocation) to the intervention group (IG) or control group (CG; n=80 each); major exclusions were contraindications to exercise, severe physical/mental illness, recent PA interventions, or psychotropic medication use. Both used the same fitness watch–app system and identical PA targets (≥150 min moderate-to-vigorous physical activity [MVPA] per week or ≥900 metabolic equivalent-minutes [MET-min] per week); IG additionally received team-based gamification (competition, points/leaderboards, feedback, and rewards), while CG received monitoring only. PA and adherence were monitored throughout the 8-week intervention; other outcomes were assessed at baseline and 8 weeks (fitness, body composition, EF, and mental health). Open-label with blinded outcome assessors/analysts; intention-to-treat (ITT) with multiple imputation. Results: At 8 weeks, data were available for 154 participants (IG 78; CG 76); all 160 were analyzed per ITT. Compared to the CG, the IG demonstrated significantly higher mean levels in all primary PA outcomes over 8 weeks (daily steps: mean 10,356, SD 1245 versus 8242, SD 1087; Δ=2114; =1.81, 95% CI 1.44‐2.18;
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