This vision paper argues that distributed learning, including federated and decentralized, should become a first-class paradigm in LLM post-training, not merely a privacy add-on. Current methods like RLHF and DPO rest on an invisible assumption: preference data should be centralized. We contend this assumption is scientifically unjustified, practically unsustainable, and ethically problematic. As LLMs deploy into healthcare, law, finance, and multilingual communities, preference data originates from populations that cannot or will not centralize. We develop a three-pillar argument grounded in (1) privacy and data sovereignty, (2) pluralism and representational equity, and (3) robustness and scalability. We formalize key technical challenges unique to this intersection, reference drift, preference heterogeneity, and the DP-utility trade-off for contrastive losses, and propose concrete algorithmic directions, and sketch a research agenda. Our analysis shows distributed post-training is not only necessary but tractable, and ignoring it risks AI that is legally noncompliant, representationally narrow, and brittle at scale.
https://arxiv.org/abs/2611.05841
Inserting an unseen part requires sub-millimetre precision and the correct orientation of keyed features. Current zero-shot agentic manipulation methods built on vision-language models (VLMs) produce spatial outputs that are far too coarse for this. We propose to let a VLM build a sketch model of the task, i.e., a few geometric primitives and two mate frames, which a VLM agent measures with geometric tools in multi-view depth and which a standard planner and compliant controller execute. Because a sketch describes the parts independently of their placement, the robot needs to build it only once per task. A sketch memory stores each agent run and transfers the stored sketch to later placements by point-cloud registration, so that the VLM is called only for unfamiliar parts. After grasping the part, the robot inspects both mating faces at close range and corrects the sketch by shape matching. On 69 simulated insertion episodes, our method inserts 88% of the parts at the assembled pose in a strict kinematic test, while ReKep and MOKA with the same VLM insert none. On new placements of eight tasks, reusing one stored run inserts as many parts as calling the agent in each episode, and it produces the sketch in 3.4 s instead of about 90 s.
https://arxiv.org/abs/2610.41844
RGB-D SLAM requires accurate online tracking, high-quality rendering, and geometrically consistent reconstruction. Existing Gaussian SLAM methods mainly optimize Gaussian primitives with photometric, depth, or local frame-to-model constraints, which are often insufficient in indoor scenes with weak textures, large planar structures, noisy depth, and long trajectories. The resulting maps may suffer from pose drift, surface thickness artifacts, noisy normals, and blurred structural boundaries. We propose DrawSplat, an Atlanta World-guided implicit Gaussian SLAM framework for indoor reconstruction. DrawSplat follows a drawing-like process: explicit point-line geometry first sketches the structural layout, and implicit neural Gaussians then fill in high-fidelity appearance and continuous geometric details. It estimates camera poses, sparse geometry, and gravity direction through point-line joint tracking, infers structural planes from tracked lines using the shared-gravity component of the Atlanta World prior, and converts them into differentiable regularization terms on Gaussian centers and normals. To improve compactness and efficiency, DrawSplat further combines an anchor-based implicit neural Gaussian representation with adaptive structural sampling, which allocates Gaussian capacity to structurally informative regions. Experiments on multiple datasets show that DrawSplat achieves robust tracking, high-fidelity rendering, and strong geometric reconstruction among Gaussian-based SLAM systems, while maintaining a practical balance among quality, efficiency, and model size.
https://arxiv.org/abs/2610.41602
Existing sketch generation methods often rely on image guidance and are largely limited to individual objects or simplified scenes, leaving text-guided complex scene sketching underexplored. We present SketchDirector, an agentic framework that mimics the human sketching workflow for automatic multi-concept scene sketching. Given a scene-level text prompt, SketchDirector first employs a large language model~(LLM) to decompose the scene into multiple draft assets, where each is represented by a set of Bézier curves. Then, an agentic reasoning loop iteratively plans and executes their spatial arrangement, guided by self-evolving memory. Finally, a detail refinement module leverages diffusion priors to enhance sketch quality while preserving geometric structure. To support future research and applications in multi-concept scene sketch generation, we further introduce the \textit{MCSketch8K} dataset, comprising editable vector assets, compositional layouts, and object-level manipulation annotations. Extensive experiments show that SketchDirector outperforms state-of-the-art baselines in semantic and compositional quality while effectively preserving overall contour organization during refinement. The project page is: \href{this https URL}{this https URL}.
https://arxiv.org/abs/2610.41260
Humanoid controllers often require task-specific training despite sharing the need for balance and whole-body coordination. We present Metatron, a promptable whole-body execution layer combining a generative base policy with a programmable skill layer. The base policy receives partial goals, collectively called a prompt, that can combine timed body-part targets, velocity commands, and style cues. It produces diverse whole-body motions consistent with these goals. Training combines motion capture, synthetic recovery trajectories, and retargeted scene-interaction motions. After training, the policy is frozen. Stateful programs called skills express task intent as prompts at each control step, drawing rough geometric sketches that the policy turns into coordinated movement. Skills are ordinary code, refined by coding agents that analyze motion data and fit compact rules without task-specific policy training. On the physical Unitree G1, one frozen checkpoint supports walking, recovery, teleoperated object pickup, and sitting on furniture. Comparative evaluations show higher reaching success and push robustness than the tested reference-tracking pipelines. The same recipe produces climbing and acrobatics on a simulated character. Metatron enables coding agents to turn learned motor capabilities into new skills through code, without further policy training.
https://arxiv.org/abs/2610.38027
Mixture-of-Experts (MoE) models are bottlenecked by loading routed-expert weights from memory during interactive decoding at small batch sizes. Because most intermediate channels in a routed expert contribute little to any single token, channel selectors predict which channels matter and read only their weights, typically keeping channels above a threshold calibrated on offline data. We show that channel selection needs no calibration data. First, a calibrated threshold does not fix how much a selector reads, because the number of channels passing it varies across inputs; Prox with thresholds calibrated for an 18% read budget actually reads only 12.9% on average across our benchmarks. Second, top-k keeps each token's k highest-scoring channels and needs no calibration data. At the calibrated budget, a selector's top-k version matches or beats its threshold version on the same score in 40 of 43 comparisons at 13% and 18% budgets, including all 23 on generation tasks. The top-k versions also avoid the repetition-loop collapse that calibrated thresholds cause on Gemma 4. Calibrating a threshold thus provides neither of the two things selectors use it for: a known read budget and a consistent accuracy gain at that budget. We furthermore introduce a reader built entirely from the model's weights, which screens channels with a ternary sketch and recovers the skipped ones with a low-rank map. Across three post-trained MoE models, our reader retains 98.1% of full-model accuracy at 17.8% of routed-expert reads, with Triton kernels running MoE blocks 1.60 to 1.90x faster than optimized vLLM at batch one and up to 2.69x at larger batches on the same three models.
https://arxiv.org/abs/2610.37386
Do LLMs have valenced states, i.e. states that feel pleasant or unpleasant? Recent empirical work has claimed to show that LLMs possess functional valenced states (e.g. ``functional pleasure and pain'' [Ren et al. 2026], ``functional emotions'' [Sofroniew et al. 2026], and ``functional welfare'' [Han et al. 2026]) that play the same causal role as valenced states in cognition and action, without necessarily being consciously experienced. But it remains unexplored how well the identified states fit the functional role of valence as understood in the philosophical and cognitive science literature. Here, I assess the current body of evidence, and argue (i) that key aspects of valence remain untested in LLMs, and (ii) that extant empirical paradigms inadequately distinguish (functional) valence from neighbouring constructs like preferences, value-judgments, valence attributions and role-play. I conclude by sketching some novel experimental approaches to better target (functional) valence itself.
https://arxiv.org/abs/2610.36962
Context windows have grown a thousand-fold, yet coding agents still start every session with no memory of their past work. They re-read files, retry failed approaches, and forget root causes they established hours earlier. This is not a context-length problem but a memory-architecture problem. Our hypothesis: coding agents need persistent, experience-aware repository memory, so that knowledge survives from one session to the next. Three measurements on real repositories motivate the design. First, mid-size projects already exceed the largest production context windows, and storing knowledge inside the model's key-value (KV) cache costs $10^4$ to $10^5$ times more bytes than storing it as indexed text. Second, across 752 real bug-fix commits, the median fix edits two files, and these files plus their direct imports amount to less than 10% of the repository; the bottleneck is selection, not capacity. Third, even with transitive import reachability and test links, 47% of co-edited file pairs remain structurally disconnected; the knowledge needed for selection must be mined from history and experience. We sketch Stratum, a tiered memory that lives with the repository and serves it through page-safe tools: every response states what was returned, what remains, and what it cost. Retrieval over a store of one million nodes takes 1.7 ms at the median. In a multi-session experiment on eight real bugs, a fresh agent that inherited a prior session's memory, written by a different model, identified the root-cause file in 21 of 24 trials versus 6 of 24 for a retrieval-only baseline (Fisher $p<10^{-4}$), at 4.5x lower median token cost. With the notes of all eight investigations pooled in one store, success remained 8/8.
https://arxiv.org/abs/2610.36153
Object goal navigation requires an embodied agent to locate and reach target objects in complex environments. Humans often rely on low-cost yet informative schematic maps, such as rough sketches or directional annotations. We develop a workflow for schematic-guided embodied navigation with two components: a training-data generation pipeline and ScheNav, a closed-loop navigation framework. Our lightweight data-generation pipeline turns 2D floorplans into navigation training environments, yielding Furnished-RPLAN, a dataset of over 33k furnished layouts with paired navigation episodes and noise-controllable schematic maps. ScheNav turns rough schematic guidance into exploration and stopping decisions by using SchemaField, a learned spatial module that fuses the guidance with accumulated observations and predicts spatial value fields. The framework updates these fields as exploration proceeds, with trajectory-based training and a cross-frame consistency objective supporting coherent guidance across changing viewpoints. ScheNav learns to use schematic guidance entirely from simulated floorplans and transfers this ability to unseen embodied environments. Experiments show improved navigation success and path efficiency across schematic maps, goal ellipses, and pointed directions, together with tolerance to the tested schematic perturbations and omissions. Together, these results demonstrate that rough schematic guidance offers a practical way to improve embodied navigation.
https://arxiv.org/abs/2610.34286
LVLM benchmarks tell us whether a model answers correctly, but not which visual conventions it has retained, nor where those conventions live. Sketches expose this hidden structure. A sketch removes texture, lighting, and photographic context while preserving the strokes humans judged sufficient for recognition. If an LVLM can operate on that abstraction, the surviving signal is structural rather than merely photometric. We introduce a training-free sketch probe with three readouts: temporal part-construction order, spatial attention-based grounding, and the mechanistic layer/head locus of grounding. We evaluate nine LVLMs on part order and five on the attention readouts, over two part-annotated sketch datasets. Three findings emerge. First, LVLM part order tracks human convention: models reproduce canonical orderings where human drawings converge, and become correspondingly variable where human orderings vary. Controls that blank, withhold, and mismatch the sketch locate this convention in the language model. Second, part-level grounding survives the abstraction: attention heads selected from the frozen model with an existing recipe recover part and object regions on object and scene sketches, with no grounding supervision. Third, the grounding signal concentrates in a narrow mid-network band whose location follows the base language model rather than parameter count in the two families we compare, and remains stable across object and scene sketches. The result is a practical diagnostic for sketch-driven LVLMs: no fine-tuning, no auxiliary segmenter, and a layer band that doubles as a head-selection prior, matching or improving grounding mAcc@0.1 in every model and dataset we tested.
https://arxiv.org/abs/2610.34037
Existing methods for CAD reconstruction from 3D scans achieve strong performance on standard benchmarks, yet their effectiveness often degrades in real-world scenarios where objects consist of multiple parts and scan artifacts such as noise. A key reason is that current CAD reconstruction datasets predominantly contain single-part models and clean geometric inputs, limiting the ability of learned models to generalize to realistic settings. In this work, we introduce CADonatello, a part-aware framework for reconstructing parametric CAD models from real-world 3D scans. Our approach first decomposes the input geometry into structurally meaningful components using a foundation-scale 3D part segmentation model, and then reconstructs each component independently through a cross-section-driven pipeline that performs sketch parameterization followed by an extrusion. To improve the robustness of sketch parameterization to scan-derived cross-sections, we further introduce CC3D Cross-Sections, a dataset of paired rasterized cross-section images from realistic scans and their corresponding parametric sketches derived from aligned CAD models. This dataset enables effective domain adaptation from clean CAD sketch images to scan-derived cross-section images. Extensive experiments demonstrate that the proposed approach improves generalization to noisy scans and enables reliable reconstruction of complex multi-part objects across multiple real-world CAD reverse engineering benchmarks.
https://arxiv.org/abs/2610.33575
Text-to-3D solid retrieval requires aligning natural language with precise geometry despite variations in pose, scale, and recording conventions. Existing methods discretize Boundary Representation (B-rep) models into point clouds or meshes, or learn features from faces, edges, and topology, risking information loss or lacking explicit invariance guarantees. We propose a text-to-B-rep retrieval framework based on group actions and spectral geometric invariants, making invariance an explicit constraint on descriptor construction. Specifically, we use group actions to characterize equivalence transformations induced by translation, rotation, reflection, uniform scaling, and contour recording conventions. For sketch-extrusion solids, we construct a fixed 280-dimensional spectral geometric descriptor by integrating geometric information from three complementary levels, including cross-sectional regions, contour boundaries, and extrusion structures. Furthermore, we use descriptor-consistent multi-positive sets and geometric attribute supervision to promote structural alignment between text and solids. On Text-to-3D solid retrieval, our method achieves 88.6% Recall@5, exceeding the previous state of the art by 13.6 percentage points and demonstrating the effectiveness of explicit geometric invariants for precise 3D solid retrieval.
https://arxiv.org/abs/2610.33484
Low-textured sketch images are widely used in scientific applications, including wildlife conservation, archaeological illustration, and forensic composites. Learning from and retrieving such images is challenging because they lack detailed surface textures and visual variations commonly exploited by modern deep learning models. This paper proposes Augmentation with Reinforcement Transformation (ART) to fine-tune pretrained models to learn effective representations for accurate sketch image retrieval. Our key observation is that sketches are particularly sensitive to image transformations, such as rotation, flipping, zooming, and stretching. While some transformations preserve their structural integrity, others may introduce distortions that hinder representation learning. Instead of randomly choosing transformations to construct fine-tuning views, ART formulates augmentation selection as a multi-armed bandit (MAB) problem, where transformations are treated as arms and their effectiveness is continuously evaluated through rewards. This enables ART to adaptively construct reward-guided view banks before self-supervised fine-tuning; the subsequent representation loss does not feed back to ART. On Florida manatee sketches provided by Mote Marine Laboratory, ART achieves 71.40% average Top-1 accuracy for transformed-scar retrieval, compared with 68.83% for random augmentation selection, and 55.84% for location-aware sketch retrieval, compared with 18.18% for frozen CLIP.
https://arxiv.org/abs/2611.05408
This study proposes a sketch-to-simulation system to solve handwritten circuit diagrams. The system converts raw images into a Simulation Program with Integrated Circuit Emphasis (SPICE)-compatible netlist and automatically calculates the circuit's nodal voltages and currents. Another objective is to propose a holistic framework that benefits students and educators by enhancing the teaching and learning experience of electric circuits and expediting engineering design reviews. This article presents a multistage pipeline that converts raw photographs of handwritten electric circuits into executable SPICE-like netlists, providing a solution. A dataset of 1,000 hand-drawn Resistor-Inductor-Capacitor (RLC) circuits was curated and annotated for components, text regions, and character recognition. The proposed system decomposes a circuit diagram into three stages: (i) dual You Only Look Once (YOLO)-based detectors for components and text regions, (ii) a Convolutional Recurrent Neural Network (CRNN) with Connectionist Temporal Classification (CTC) and Optical Character Recognition (OCR)-based domain-aware symbol value extraction, and (iii) image processing with thresholding, skeletonization, and Density-Based Spatial Clustering of Applications with Noise (DBSCAN) to automatically identify nodes and map them with corresponding components. The proposed system produces the netlist and solves the circuit. The qualitative and quantitative ablation studies on modular stages, as well as end-to-end tests, demonstrate robust performance across various handwriting styles, lighting conditions, and this http URL study serves as an interactive learning aid and practical tool for professionals, providing a comprehensive user interface (UI), enabling rapid digitization of circuit sketches for study, design, prototyping, or troubleshooting.
https://arxiv.org/abs/2610.28836
A geometric style learned from one family of shapes is typically applied to new shapes from the same family. We consider a more challenging setting: learning the geometric design language of a stylized Latin alphabet and applying it to new forms, from Greek glyphs to entirely different structures such as human poses. We introduce Open-Form Geometric Style Transfer, where the forms to which a learned geometric style can be applied are not restricted to the shape family in which that style was observed. This setting is deceptively challenging: the difficulty is not merely learning a style, but learning the style without learning the shape family in which it was observed. We represent target forms by structural sketches and disentangle structural adherence from style realization using a Geometry LoRA and a style-specific LoRA. Critically, open-form transfer requires the Geometry LoRA to be universal. To achieve this, we devise a geometry-enrichment strategy that constructs a large and purposefully diverse collection of synthetic structural sketches spanning a broad range of unfamiliar geometries. Our experiments and ablations demonstrate the importance of both disentanglement and this universal geometry prior, enabling geometric styles learned from glyphs, pictograms, and other shape families to be transferred to substantially different, unseen forms.
https://arxiv.org/abs/2610.26820
Sketching is one of the most natural ways for people to express visual ideas. Unlike the text prompts that most generative systems rely on today, a sketch captures spatial structure and intent directly, including where a designer wants highlights and shadows to appear. Yet current sketch-to-3D pipelines have no input for that intent: they bake the drawn shading into the texture as dark paint, and the light cannot be moved. We propose a system that transforms a rough garment sketch, marked with sparse annotations (a star for a highlight and a moon for a shadow), and a short text prompt describing the texture, into a textured 3D mesh with an explicit directional light, as a scene that can be relit and edited after generation. The two symbols are the most frequent proposals in an elicitation study with art students. From the marked sketch the system predicts the scene's directional light and, separately, a displacement field that bends the surface so that the moon-marked regions fall into shadow under that light, rather than being painted dark in the texture.
https://arxiv.org/abs/2610.21865
In this paper, our goal is to represent text embeddings as sketches for three main reasons. First, to visualize text representation and to explore their potential their potential for AI explainability. Second, to investigate the potential benefits of the sketch-based representation for information retrieval. Third, to explore their potential for reasoning, drawing inspiration from the concept of mental imagery. We propose a sketch-based visual grounding framework that transforms text representations into visual topographic sketches. Our approach aims to emphasis the semantics content encoded in the text embeddings through the corresponding sketch. Evaluations are conducted on the MS-COCO dataset to examine the utility of these sketches for text retrieval. The comparative study of SBERT and Sketch-based method reveals that SBERT retains an advantage in strict top-1 retrieval accuracy while achieving comparable performance to the sketch-based method in top-5 retrieval. A cascaded approach combining SBERT and the sketch-based method outperforms SBERT alone, suggesting that the Sketch-based representation could offer significant potential for information retrieval if trained directly on text.
https://arxiv.org/abs/2610.18047
Financial Artificial Intelligence (AI) governance and model risk management (MRM) emphasize independent validation, transparency, and effective challenge of AI-generated computations. Text-to-SQL translates natural-language questions into Structured Query Language (SQL), but queries that agree on one database can still express different computations. We present VeriPIE, a neurosymbolic framework combining language-model generation with symbolic checks. It ensembles direct SQL generation with QuerySketch, a structured plan language checked by a backend implemented in Lean, a theorem prover and programming language. Plan diagnostics guide repair before SQL generation, while execution agreement and bounded searches for distinguishing databases inform candidate selection. These checks expose malformed plans and hidden disagreement without proving agreement with the user's intent. In single-run experiments on the complete Spider development set, VeriPIE achieves 72.05% test-suite accuracy (745/1,034), compared with DeepEye's 65.67% (679/1,034). Its two-query shortlist covers 78.43% (811 questions), compared with 74.66% for DIN-SQL (772) and 69.05% for DeepEye (714). On BIRD, VeriPIE reaches 68.90% execution accuracy and 73.73% two-query coverage. The central benefit is reviewable evidence about the generated computation: explicit plan checks, repair diagnostics, and concrete disagreements that support safer financial analysis.
https://arxiv.org/abs/2610.17493
Parametric Computer-Aided-Design (CAD) modeling from human intent remains challenging, particularly during the conceptual design stage, where design goals are expressed through incomplete and unstructured modalities (e.g., hand-drawn sketches and textual descriptions). In this work, we rethink the human intent-to-CAD pipeline and propose a unified method that directly maps multi-level human intents to executable codes, without assuming the prior existence of target CAD models. To support our study, we construct HiCAD, the first large-scale dataset aligning hand-drawn sketches, textual descriptions, and parametric CAD codes. Based on this, we introduce HiCAD, a two-stage framework comprising Cooperative Multi-Task Alignment to bridge the representational gap between heterogeneous inputs, and Spatial-Aware Reinforcement Learning to enforce geometric and topological consistency. Extensive experiments demonstrate that our method significantly outperforms existing baselines across multiple tasks, validating its effectiveness and robustness in transforming heterogeneous human intents into high-fidelity parametric CAD models. Our project page: this https URL.
https://arxiv.org/abs/2610.15681
Softmax attention in Transformers suffers from quadratic complexity in sequence length, making it impractical for long-context applications. Linear attention alleviates this issue by replacing the exponential kernel with alternative functions that enable linear-time computation. Among existing linear attention approaches, recent studies have shown that polynomial kernels are particularly effective, as they exhibit sparse and spiky behavior similar to softmax attention, which emphasizes large dot products while suppressing irrelevant interactions. However, the exact computation of high-degree polynomial kernels is infeasible for high-dimensional representations. As a result, prior work relies on approximate polynomial kernels. This introduces a non-negligible approximation error. In this paper, we show that, from the perspective of polynomial kernel approximation, existing linear attention methods are still suboptimal. We propose \textbf{L}earnable \textbf{Lo}w-Rank \textbf{P}olynomial \textbf{S}ketch (LLoPS), a principled and flexible framework for approximating polynomial kernels with linear attention. Our method learns a low-rank polynomial sketch that provably achieves a strictly smaller approximation error than existing approaches. Experiment results show that LLoPS achieves the highest performance across extensive benchmarks, comparing with various linear attention baselines.
https://arxiv.org/abs/2610.14219