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Bridging the Gap in Ophthalmic AI: MM-Retinal-Reason Dataset and OphthaReason Model toward Dynamic Multimodal Reasoning

arXiv:2508.16129v4 Announce Type: replace Abstract: Multimodal large language models (MLLMs) have recently demonstrated remarkable reasoning abilities under reinforcement learning (RL) paradigm. However, most existing multimodal medical reasoning models focus on basic reasoning, which refers to shallow inference based on visual feature matching. In contrast, real-world clinical diagnosis extends beyond basic reasoning, demanding complex reasoning that integrates heterogeneous clinical information (such as chief complaints and medical history) with multimodal medical imaging data. To bridge this gap, we introduce MM-Retinal-Reason, an ophthalmic multimodal dataset covering the full spectrum of perception and reasoning. Specifically, it is the first dataset in ophthalmology to encompass both basic and complex reasoning tasks with Chain-of-Thought (CoT) trajectories, aiming to enhance visual-centric reasoning and emulate realistic clinical decision-making. Building upon MM-Retinal-Reason, we propose OphthaReason, the first RL-enhanced ophthalmic multimodal reasoning model with step-by-step reasoning traces. To enable flexible adaptation to both basic and complex reasoning tasks, we further introduce Uncertainty-Aware Dynamic Thinking (UADT), which estimates sample-level uncertainty via entropy and dynamically modulates exploration depth through a shaped advantage mechanism. Comprehensive experiments demonstrate the effectiveness of our model on both basic and complex reasoning tasks, outperforming general-purpose MLLMs, medical MLLMs, RL-based medical MLLMs, and ophthalmic MLLMs by at least 15.47\%. Project Page: \href{https://github.com/lxirich/OphthaReason}{link}.

CODESKILL: Learning Self-Evolving Skills for Coding Agents

arXiv:2605.25430v1 Announce Type: new Abstract: Coding agents produce rich trajectories while solving software-engineering tasks. To enable agent self-evolution, these trajectories can be distilled into reusable procedural skills that compactly encode experience to guide future behavior. However, existing skill construction and maintenance methods often rely on fixed prompts and heuristic update rules, leaving it unclear how knowledge should be selected, abstracted, and maintained to best serve downstream agents. We propose CODESKILL, an LLM-based framework that reformulates skill extraction and skill-bank maintenance as a learnable management policy. CODESKILL extracts multi-granularity procedural skills from coding-agent trajectories, evolves skills with new experience, and maintains a compact skill bank for future task solving. We train CODESKILL with reinforcement learning, using a hybrid reward that combines dense rubric-based skill-quality feedback with sparse verifiable execution feedback from the frozen downstream agent. Experiments on EnvBench, SWE-Bench Verified, and Terminal-Bench 2 show that CODESKILL improves average pass rate by 9.69 over the no-skill baseline and by 4.01 over the strongest prompt-based or memory baseline, while maintaining the skill bank at a stable size during iterative construction.

GA-GS: Generation-Assisted Gaussian Splatting for Static Scene Reconstruction

arXiv:2604.04331v1 Announce Type: cross Abstract: Reconstructing static 3D scene from monocular video with dynamic objects is important for numerous applications such as virtual reality and autonomous driving. Current approaches typically rely on background for static scene reconstruction, limiting the ability to recover regions occluded by dynamic objects. In this paper, we propose GA-GS, a Generation-Assisted Gaussian Splatting method for Static Scene Reconstruction. The key innovation of our work lies in leveraging generation to assist in reconstructing occluded regions. We employ a motion-aware module to segment and remove dynamic regions, and thenuse a diffusion model to inpaint the occluded areas, providing pseudo-ground-truth supervision. To balance contributions from real background and generated region, we introduce a learnable authenticity scalar for each Gaussian primitive, which dynamically modulates opacity during splatting for authenticity-aware rendering and supervision. Since no existing dataset provides ground-truth static scene of video with dynamic objects, we construct a dataset named Trajectory-Match, using a fixed-path robot to record each scene with/without dynamic objects, enabling quantitative evaluation in reconstruction of occluded regions. Extensive experiments on both the DAVIS and our dataset show that GA-GS achieves state-of-the-art performance in static scene reconstruction, especially in challenging scenarios with large-scale, persistent occlusions.

Human-AI Collaborative Game Testing with Vision Language Models

arXiv:2501.11782v2 Announce Type: replace-cross Abstract: As modern video games become increasingly complex, traditional manual testing methods are proving costly and inefficient, limiting the ability to ensure high-quality game experiences. While advancements in Artificial Intelligence (AI) offer the potential to assist human testers, the effectiveness of AI in truly enhancing real-world human performance remains underexplored. This study investigates how AI can improve game testing by developing and experimenting with an AI-assisted workflow that leverages state-of-the-art machine learning models for defect detection. Through an experiment involving 800 test cases and 276 participants of varying backgrounds, we evaluate the effectiveness of AI assistance under four conditions: with or without AI support, and with or without detailed knowledge of defects and design documentation. The results indicate that AI assistance significantly improves defect identification performance, particularly when paired with detailed knowledge. However, challenges arise when AI errors occur, negatively impacting human decision-making. Our findings show the importance of optimizing human-AI collaboration and implementing strategies to mitigate the effects of AI inaccuracies. By this research, we demonstrate AI's potential and problems in enhancing efficiency and accuracy in game testing workflows and offers practical insights for integrating AI into the testing process.

Ran Score: a LLM-based Evaluation Score for Radiology Report Generation

arXiv:2603.22935v1 Announce Type: new Abstract: Chest X-ray report generation and automated evaluation are limited by poor recognition of low-prevalence abnormalities and inadequate handling of clinically important language, including negation and ambiguity. We develop a clinician-guided framework combining human expertise and large language models for multi-label finding extraction from free-text chest X-ray reports and use it to define Ran Score, a finding-level metric for report evaluation. Using three non-overlapping MIMIC-CXR-EN cohorts from a public chest X-ray dataset and an independent ChestX-CN validation cohort, we optimize prompts, establish radiologist-derived reference labels and evaluate report generation models. The optimized framework improves the macro-averaged score from 0.753 to 0.956 on the MIMIC-CXR-EN development cohort, exceeds the CheXbert benchmark by 15.7 percentage points on directly comparable labels, and shows robust generalization on the ChestX-CN validation cohort. Here we show that clinician-guided prompt optimization improves agreement with a radiologist-derived reference standard and that Ran Score enables finding-level evaluation of report fidelity, particularly for low-prevalence abnormalities.

From Context to Intent: Reasoning-Guided Function-Level Code Completion

arXiv:2508.09537v2 Announce Type: replace-cross Abstract: The growing capabilities of Large Language Models (LLMs) have led to their widespread adoption for function completion within code repositories. Recent studies on such tasks show promising results when explicit instructions, often in the form of docstrings, are available to guide the completion. However, in real-world scenarios, clear docstrings are frequently absent. Under such conditions, LLMs typically fail to produce accurate completions. To enable more automated and accurate function completion in such settings, we aim to enable LLMs to accurately infer the developer's intent prior to code completion. Our key insight is that the preceding code, namely the code context before the function to be completed, often contains valuable cues that help the model understand the intended functionality. However, inferring intent from such implicit context is non-trivial and constitutes a core challenge in function-level code completion. To tackle this challenge, inspired by how humans interpret context, we propose a reasoning-based prompting framework that guides LLMs to utilize these contextual cues to infer intent step by step. To incentivize LLMs to reason through the preceding code and infer intent, we further curate a dataset of 40k examples, each annotated with intermediate reasoning traces and corresponding docstrings. Extensive experiments on DevEval and ComplexCodeEval demonstrate consistent performance improvements across multiple models, achieving over 25% relative gains in pass@1 for both DeepSeekCoder and CodeLLaMA families. Building upon our framework, we further develop an intent-interactive platform that supports lightweight human feedback. This platform allows developers to select from a set of candidate intentions or edit the intent to better guide the model. Our experiments show that this interactive approach leads to further performance improvements.

GeoChemAD: Benchmarking Unsupervised Geochemical Anomaly Detection for Mineral Exploration

arXiv:2603.13068v1 Announce Type: cross Abstract: Geochemical anomaly detection plays a critical role in mineral exploration as deviations from regional geochemical baselines may indicate mineralization. Existing studies suffer from two key limitations: (1) single region scenarios which limit model generalizability; (2) proprietary datasets, which makes result reproduction unattainable. In this work, we introduce \textbf{GeoChemAD}, an open-source benchmark dataset compiled from government-led geological surveys, covering multiple regions, sampling sources, and target elements. The dataset comprises eight subsets representing diverse spatial scales and sampling conditions. To establish strong baselines, we reproduce and benchmark a range of unsupervised anomaly detection methods, including statistical models, generative and transformer-based approaches. Furthermore, we propose \textbf{GeoChemFormer}, a transformer-based framework that leverages self-supervised pretraining to learn target-element-aware geochemical representations for spatial samples. Extensive experiments demonstrate that GeoChemFormer consistently achieves superior and robust performance across all eight subsets, outperforming existing unsupervised methods in both anomaly detection accuracy and generalization capability. The proposed dataset and framework provide a foundation for reproducible research and future development in this direction.

GameVerse: Can Vision-Language Models Learn from Video-based Reflection?

arXiv:2603.06656v1 Announce Type: cross Abstract: Human gameplay is a visually grounded interaction loop in which players act, reflect on failures, and watch tutorials to refine strategies. Can Vision-Language Models (VLMs) also learn from video-based reflection? We present GameVerse, a comprehensive video game benchmark that enables a reflective visual interaction loop. Moving beyond traditional fire-and-forget evaluations, it uses a novel reflect-and-retry paradigm to assess how VLMs internalize visual experience and improve policies. To facilitate systematic and scalable evaluation, we also introduce a cognitive hierarchical taxonomy spanning 15 globally popular games, dual action space for both semantic and GUI control, and milestone evaluation using advanced VLMs to quantify progress. Our experiments show that VLMs benefit from video-based reflection in varied settings, and perform best by combining failure trajectories and expert tutorials-a training-free analogue to reinforcement learning (RL) plus supervised fine-tuning (SFT).

Online Learning for Multi-Layer Hierarchical Inference under Partial and Policy-Dependent Feedback

arXiv:2603.04247v1 Announce Type: cross Abstract: Hierarchical inference systems route tasks across multiple computational layers, where each node may either finalize a prediction locally or offload the task to a node in the next layer for further processing. Learning optimal routing policies in such systems is challenging: inference loss is defined recursively across layers, while feedback on prediction error is revealed only at a terminal oracle layer. This induces a partial, policy-dependent feedback structure in which observability probabilities decay with depth, causing importance-weighted estimators to suffer from amplified variance. We study online routing for multi-layer hierarchical inference under long-term resource constraints and terminal-only feedback. We formalize the recursive loss structure and show that naive importance-weighted contextual bandit methods become unstable as feedback probability decays along the hierarchy. To address this, we develop a variance-reduced EXP4-based algorithm integrated with Lyapunov optimization, yielding unbiased loss estimation and stable learning under sparse and policy-dependent feedback. We provide regret guarantees relative to the best fixed routing policy in hindsight and establish near-optimality under stochastic arrivals and resource constraints. Experiments on large-scale multi-task workloads demonstrate improved stability and performance compared to standard importance-weighted approaches.

Social-JEPA: Emergent Geometric Isomorphism

arXiv:2603.02263v1 Announce Type: cross Abstract: World models compress rich sensory streams into compact latent codes that anticipate future observations. We let separate agents acquire such models from distinct viewpoints of the same environment without any parameter sharing or coordination. After training, their internal representations exhibit a striking emergent property: the two latent spaces are related by an approximate linear isometry, enabling transparent translation between them. This geometric consensus survives large viewpoint shifts and scant overlap in raw pixels. Leveraging the learned alignment, a classifier trained on one agent can be ported to the other with no additional gradient steps, while distillation-like migration accelerates later learning and markedly reduces total compute. The findings reveal that predictive learning objectives impose strong regularities on representation geometry, suggesting a lightweight path to interoperability among decentralized vision systems. The code is available at https://anonymous.4open.science/r/Social-JEPA-5C57.

Step 3.5 Flash: Open Frontier-Level Intelligence with 11B Active Parameters

arXiv:2602.10604v2 Announce Type: replace-cross Abstract: We introduce Step 3.5 Flash, a sparse Mixture-of-Experts (MoE) model that bridges frontier-level agentic intelligence and computational efficiency. We focus on what matters most when building agents: sharp reasoning and fast, reliable execution. Step 3.5 Flash pairs a 196B-parameter foundation with 11B active parameters for efficient inference. It is optimized with interleaved 3:1 sliding-window/full attention and Multi-Token Prediction (MTP-3) to reduce the latency and cost of multi-round agentic interactions. To reach frontier-level intelligence, we design a scalable reinforcement learning framework that combines verifiable signals with preference feedback, while remaining stable under large-scale off-policy training, enabling consistent self-improvement across mathematics, code, and tool use. Step 3.5 Flash demonstrates strong performance across agent, coding, and math tasks, achieving 85.4% on IMO-AnswerBench, 86.4% on LiveCodeBench-v6 (2024.08-2025.05), 88.2% on tau2-Bench, 69.0% on BrowseComp (with context management), and 51.0% on Terminal-Bench 2.0, comparable to frontier models such as GPT-5.2 xHigh and Gemini 3.0 Pro. By redefining the efficiency frontier, Step 3.5 Flash provides a high-density foundation for deploying sophisticated agents in real-world industrial environments.

Batch Speculative Decoding Done Right

arXiv:2510.22876v3 Announce Type: replace-cross Abstract: Speculative decoding must produce outputs distribution identical to standard autoregressive generation-this output equivalence is not an optimization target but the defining criterion of valid speculative decoding. We demonstrate that all existing batch speculative decoding implementations violate this fundamental requirement, producing corrupted outputs ranging from repetitive tokens to gibberish. These failures stem from the ragged tensor problem: sequences in the same batch accept different numbers of draft tokens, desynchronizing position IDs, attention masks, and KV-cache state. We present the first authentic batch speculative decoding framework. We (1) formalize the synchronization invariants that valid batch speculative decoding must satisfy, (2) present EQSPEC, the first algorithm that guarantees output equivalence, and analyze its cost structure to show that alignment overhead grows superlinearly and consumes up to 40\% of computation, and (3) introduce EXSPEC, which reduces this overhead through cross-batch scheduling that dynamically groups same-length sequences. On SpecBench across Vicuna-7B/68M, Qwen3-8B/0.6B, and GLM-4-9B/0.6B pairs, our methods achieve up to 3x throughput improvement at batch size 8 while maintaining algorithmic correctness. Our methods achieve 95\% decoding-equivalence, with residual divergence attributable to floating-point non-determinism in GPU inference, not the synchronization failures that cause near-zero equivalence of prior methods. Our code is available at https://github.com/eBay/spec_dec.
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