In finance, the answer that matters is usually the current one: prices, rates, and disclosures hold only as of a given day, so retrieving up-to-date facts is a core capability of a financial agent. Yet most financial benchmarks overlook timeliness. They fix each answer at annotation time, so the gold goes stale as markets move and, once leaked into training data, rewards recall rather than search and analysis. We introduce LiveSearch, a live benchmark that stores each question as executable verifier code: a typed program of calls to a professional financial data service, followed by a declarative extractor. The question is frozen, while its gold answer is determined by executing the program against professional financial data at evaluation time, and a daily job re-executes it with no human or language model in the loop. A memorized answer is thus likely outdated, and a model must reach the current one through tools and analysis. Construction is equally automatic: a language model only verbalizes programs enumerated from real tool responses and never chooses an answer. Under general web search, six contemporary tool-calling models reach 70.9% to 76.7% answer accuracy. Over three consecutive days, 70% of served questions change their gold value, and even under tolerance-aware matching, a literally reused earlier snapshot fails on a majority of questions within a single day. Per-question tracking uncovers dynamic shifts in correctness masked by aggregate accuracy.
https://arxiv.org/abs/2610.37166
Long-sequence panoramic reconstruction requires detailed scene geometry and globally consistent camera poses across distant revisits. Panoramic SLAM and incremental SfM rely on feature correspondences, but repeated, similar structures and small partial overlap make reliable long-range connections difficult to establish, leaving accumulated drift unresolved. Feed-forward models offer detailed local geometry, but their high computational costs limit inference window size, necessitating additional constraints for global consistency. This motivates combining continuous feature-based tracking and sparse mapping with rapid, high-quality local reconstruction from feed-forward models to achieve accurate localization and globally consistent dense mapping over long sequences. We therefore propose a panoramic reconstruction framework that couples an ORB-based sparse panoramic mapping frontend with a fine-tuned feed-forward model. Our key insight is that predicted local geometry enables 3D verification of feature matches across distant revisits, yielding long-range camera constraints even between regions. We calibrate predicted depths with sparse landmarks and use verified connections to optimize the global pose graph, updating dense geometry with the corrected camera poses. We also introduce PanoRecon, a seven-scene benchmark with repetitive architecture, large and small loops, and reference camera poses and LiDAR geometry for evaluating global consistency. Our method achieves the lowest mean absolute trajectory error and high F-1 Score among the evaluated methods. Project Page:this https URL
https://arxiv.org/abs/2610.36876
Audio systems aim to maximise the listener's perceived quality, traditionally evaluated through mean opinion scoring (MOS), a subjective process that is slow, costly, and collected only after playback. Machine learning now predicts MOS directly from the audio, but in generalising across participants it tends to discard the subject variance that defines individual perception. Neurophysiological measures may offer a complementary signal taken directly from the listener, objective, implicit, and continuous, though prior work has relied on laboratory-grade EEG and fNIRS. We ask how practical consumer-grade devices compare, and whether they might recover population-level audio-quality trends and, when calibrated per listener, track that listener's effort. Recording 32-channel laboratory EEG alongside wearable EEG, fNIRS, and eye tracking from thirty listeners, our results suggest commercial wearable and optical sensing can decode audio quality at statistically significant levels and recover listening effort per listener. These findings may point towards platforms tuned not only to perceived quality but to the effort a clip demands, read from the listener's own response as they listen.
https://arxiv.org/abs/2610.36865
Achieving high-quality reconstruction and responsive camera tracking remains challenging for monocular RGB Gaussian splatting SLAM under a limited optimization budget. We present an online system that addresses this challenge by combining learned geometric priors with explicit geometric camera tracking, which can substantially outperform learned camera prediction in terms of tracking accuracy. A frozen streaming 3D foundation model serves as a virtual RGB-D sensor, providing depth estimation from monocular video. An explicit geometric solver then estimates camera motion through feature reprojection, and a streaming Gaussian mapper integrates the resulting observations into a dense scene representation. We further show that geometric tracking improves camera pose accuracy across representative streaming geometry backbones, demonstrating the broader applicability of our approach. Extensive experiments on indoor and outdoor datasets show that our method significantly improves reconstruction quality over existing approaches, achieving about 7 FPS on a single RTX 4090 and delivering 2-3 times the throughput of the evaluated prior SLAM systems.
https://arxiv.org/abs/2610.36853
Multi-view tracking extends visual coverage beyond a single camera, providing complementary observations when targets are occluded or leave the view. This raises a question: how can observations from different views be matched to the correct identities without offline scene-specific training or camera calibration? Progress toward this goal remains limited because many offline formulations assume such deployment-specific knowledge, while online adaptation can amplify association errors. We study this problem as online multi-view identity maintenance (OMIM): targets are initialized once per view, with no further identity labels provided after each initialization. To this end, we introduce OmniGlimpse, an asymmetric propose-verify framework that separates adaptive association from stable identity consolidation. At the representation level, short-term local and cross-view evidence is mapped into target-specific adaptive spaces to propose associations, whereas long-term identity distributions are maintained for verification in a canonical space defined by a frozen encoder. At the update level, short-term evidence may guide current associations, whereas, after bootstrapping, only verified observations may update persistent memory or drive adaptation. Under a unified target-specified evaluation protocol, OmniGlimpse improves over the best evaluated online baseline for each metric by 9.1 IDF1 and 22.1 CVIDF1 points on M3Track. The corresponding gains on MvMHAT are 20.3 and 26.2 points. Despite using no offline scene-specific training, it outperforms offline-trained references in IDF1 and remains competitive in cross-view association. These results support an approach to online identity maintenance that adapts to changing appearances while consolidating reliable evidence into stable identity anchors.
https://arxiv.org/abs/2610.36785
Mobile robot manipulators extend contact-task capability beyond the workspace of fixed robot installations, but their bases must also sustain the forces generated by the task. On lightweight platforms, base motion and support compliance can change the force and motion realised at the workpiece. How these non-rigid base effects manifest during sustained contact remains insufficiently characterised. This paper investigates non-rigid base effects in mobile robot manipulators through a sanding case study combining exploratory simulation with experiments on two lightweight, unactuated wheeled testbeds. Joint measurements of contact force, tool motion, and base vibration show that sustained contact coexisted with substantial task error: under low base-ground resistance, only 54-70% of a 100 N command was realised, with tool-centre-point errors reaching 100 mm. Increasing base-ground resistance during contact improved force realisation and arrested further tool displacement, while base vibration did not vary consistently with force-tracking error in the tested conditions. These observations illustrate how non-rigid base behaviour can affect contact-task execution and highlight the value of examining force, motion, and vibration together when characterising lightweight mobile manipulation.
https://arxiv.org/abs/2610.36725
Handheld data-collection interfaces such as the Universal Manipulation Interface (UMI) allow manipulation demonstrations to be gathered in the wild without a robot in the loop, but the quality of the resulting action labels is bounded by the accuracy of vision-based localization. Existing systems recover end-effector pose from monocular visual-inertial odometry, which is subject to scale ambiguity and drift, or delegate tracking to closed-source modules and external infrastructure that reintroduce cost and setup burden. We present OpenJaws, a fully open hardware and software framework for sensorized UMI that improves localization and simplifies deployment across robot platforms. OpenJaws pairs a modular, 3D-printed gripper exposing a standardized ISO adapter with a low-cost stereo camera to recover metric camera trajectories. We further introduce UMI-Loc-Bench-v1, a benchmark quantifying real-world localization accuracy for handheld data-collection devices, and show that stereo localization substantially outperforms monocular alternatives. Finally, we demonstrate that policies trained on data collected with OpenJaws can be deployed on a real robot across multiple tasks. Hardware, software, and data are released under a commercially permissive license. Code, data, and videos are available at this https URL
https://arxiv.org/abs/2610.36598
Humanoid locomotion in confined spaces requires continuous height adaptation across multiple locomotion modes, yet most existing approaches remain limited to height-adjustable bipedal walking. We present REACH, an RL-based hierarchical framework that enables a Unitree G1 humanoid to traverse height-constrained environments through variable-height bipedal walking and crawling. The learned policies regulate body height over complementary command ranges of 1.27--0.50m in bipedal locomotion and 0.50--0.20m in crawling, extending traversal beyond the clearance limits of crouched walking. To address contact-rich crawling dynamics, we employ a history-conditioned latent representation that captures terrain and interaction context from proprioceptive observations. A bidirectional transition policy further connects crouched bipedal locomotion and crawling across large kinematic and contact discontinuities. These skills are integrated with a LiDAR-based planner that converts point clouds into collision-free three-dimensional paths and locomotion commands, including proactive height targets. Real-world experiments demonstrate accurate height and velocity tracking, robust terrain traversal, reliable mode transitions and confined-space traversal with the proposed pipeline. Code and videos are available at this https URL.
https://arxiv.org/abs/2610.36546
Humans are dexterous, but traditional data collection paradigms such as teleoperation, kinesthetic teaching, and wearable exoskeletons force humans to act through the robot embodiment, bottlenecking their dexterity. Retargeting can avoid this. However, existing methods purely translate kinematics and ignore the real-world contact dynamics essential for task success. We present CARD: Contact-Anchored Retargeting for Dexterous Manipulation, a simulator and object-free framework that retargets human demonstrations to robot actions by explicitly preserving contact force targets. CARD unifies human data sources including video, motion capture, and tactile gloves via a shared hand--contact representation and generates explicit contact force targets in addition to kinematics. To maintain these contact targets during hardware open-loop replay, CARD also introduces a tactile tracking controller. For video which does not contain an explicit tactile source, we present Vid-HACO, our video-to-contact model that sets a new state of the art. Across our video, glove, motion-capture data and the GRAB dataset, CARD maintains contact on $43$--$78\%$ of contact frames, while kinematic and object-aware retargeting methods maintain contact on $<10\%$ and $22.5\%$ of the frames respectively. Further, integrating our formulation into physics-based retargeting improves strict task success from 12\% to 32\% on GRAB dataset. Finally, we show that our tactile tracker is critical to reproduce demonstrated forces during hardware replay. These results establish that contact preservation via CARD is a scalable interface for transferring human dexterity to robots.
https://arxiv.org/abs/2610.36539
Differences in musculoskeletal morphology challenge policy reuse across individual models. Here we present MyoAcross, a framework that combines individual musculoskeletal model construction, morphology-conditioned policy learning and virtual model augmentation to enable muscle-driven reference-motion tracking without individual fine-tuning. Across 31 held-out individual models, MyoAcross achieves 99.24% completion and reduces tracking error by 22.60% relative to an unconditioned multilayer perceptron. Policy reuse extends to models of 22 held-out individuals constructed from single-image shape estimates, measured height and body mass, and, with asymmetry augmentation, to models with unilateral lower-limb shortening. Comparisons with measurements from 120 additional individuals show agreement in vertical ground reaction force waveforms and channel-dependent agreement between simulated muscle activations and electromyography. These results establish a common control framework for comparative simulations of movement across individual musculoskeletal models.
https://arxiv.org/abs/2610.36535
Humanoid behavior foundation models (BFMs) provide reusable whole-body motion priors: given a kinematic reference, they generate coordinated joint commands for motion replay, teleoperation, and VLA control. However, trained primarily on flat-ground motion, BFMs lack an explicit mechanism to adapt foot placement, swing clearance, and contact timing to local terrain. Many terrain-aware BFM approaches address this limitation by retraining or fine-tuning the tracker together with perception, incurring substantial data and computation costs while coupling ordinary tracking to the perception pathway. To bridge this gap, we propose GRAFT, a geometry-aware residual adaptation framework for frozen behavior trackers. GRAFT preserves the BFM parameters and motion-reference interface, while a lightweight adapter adds terrain-conditioned corrections only to lower-body execution targets. The adapter is trained with task and foot-geometry rewards, regularized to suppress unnecessary corrections on flat ground, and distilled from privileged terrain observations to onboard depth. Because the frozen BFM already provides whole-body reference tracking and nominal locomotion, GRAFT reduces terrain learning to a focused execution-adaptation problem. We instantiate the framework on four frozen trackers and evaluate stairs, gaps, and platforms in simulation. We further validate it through real-world deployment on a Unitree G1, where the adapted SONIC tracker traverses terrain with onboard depth and unmodified references.
https://arxiv.org/abs/2610.36507
While velocity-commanded RL policies are effective for controlling quadrupeds, they are a limited interface for humanoids that need to perform complex whole-body motions. Furthermore, RL tracking policies for whole-body motions typically have limited information about the desired future motion, preventing them from performing controlled deviations to achieve long-term task success; such information is particularly relevant when a controller must prepare for transitions between behaviors. We address these challenges using concise motion representations that can be generated by a high-level controller, given a behavior label or text command. These representations can be fed directly into a tracking policy to provide a detailed motion reference. Our method exhibits a high degree of flexibility in performing real-world robot motions such as dancing, fighting, or walking based on conditional information. At matched capacity, our adopted stochastic motion tokenizer reconstructs motions from the Unitree G1 at a level that exceeds state-of-the-art approaches such as finite scalar quantization (FSQ) and the vector-quantized autoencoder (VQ-VAE). The resulting discrete interface conditions whole-body tracking policies that execute generated dance, fight, and walk motions lasting 16.8 s each and a 35 s fight-to-dance sequence on a physical Unitree G1.
https://arxiv.org/abs/2610.36452
Monocular outdoor navigation requires robust camera motion estimation and a dense, navigable map, where 3D Gaussian Splatting SLAM serves this task through an explicit differentiable parameterization and closed-form projection. However, typically, the geometry is recovered by associating 2D pixels with 3D points, so a modular SLAM system absorbs tracking error into the map, leading to cascading degradation. To address these gaps, we present SG^2SLAM, which couples streaming spatial geometry with a ray-conditioned 3DGS kernel. Streaming spatial geometry replaces the per- frame cross-dimensional correspondence with a chunk-level metric prior that supervises tracking and mapping from one source. A ray-conditioned kernel extends each primitive with a viewing-direction subspace that senses the monocular camera viewpoints. The joint optimization over spatial geometry and poses ensures a globally consistent map and trajectory outcome. Experiments on the KITTI and Waymo Open datasets show that our SG^2SLAM surpasses the per-frame association baselines in the monocular outdoor navigation task. Code will be made publicly available upon acceptance.
https://arxiv.org/abs/2610.36312
Structure predictors like ESMFold fold proteins using neural network computation and have transformed structural biology. However, the driving mechanism from amino-acid (AA) sequence to 3D structure is insufficiently understood, and biological meaning remains locked in the dense network. Sparse autoencoders (SAEs) have shown promising results in obtaining interpretable concept features over an overcomplete basis of intermediate protein sequence-model representations. Yet folding models, which predict physical shape from AA sequence semantics, have no such account. We hypothesize that the features carrying the folding computation evolve in the 3D structural regression process. In this paper, we interpret the folding trunk in three steps. First, a pilot analysis on the representation distribution across modules and recycles locates distinct spatial computation in the trunk. Second, the dictionaries expose a division of labor: the single representation carries inherited semantics, and the pair representation computes the pairwise geometry. Third, we interpret the dictionary at scale with a reasoning language model, trace how the concepts compose across blocks by gradient-based attribution, and follow the interpreted code to the model's folding output, verifying where the computation aligns with, or departs from, known biochemistry. Together, the sparse dictionaries we train capture the relational geometry the trunk computes beyond the sequence model, and their concept activations forecast the model's own fold quality, turning the black-box folding trunk into a sparse, interpretable, and scientifically verifiable circuit.
https://arxiv.org/abs/2610.36226
We study time-to-arrival (TTA) in sports: the shortest plausible time a player needs to reach an arbitrary location on the pitch given their current kinematic state, estimated as the lower envelope of observed locomotion times. Rather than modeling space ownership through position density estimation or closed-form physics-based models, we cast TTA as a conditional quantile regression problem, estimating the lower quantile of locomotion time so the model learns a player's lower-envelope arrival time. We train the model on optical tracking data from all 64 matches of the PFF FC FIFA World Cup 2022 dataset, and evaluate a lightweight multilayer perceptron against six player-motion models from the literature, re-expressed as TTA predictors, and a learned reachable- hull baseline. Across our evaluation metrics, the MLP consistently outperforms every physics-based baseline. To probe the generality of the learned locomotion model, we further evaluate it on basketball tracking data and a single-game NFL tracking dataset, analyzing the transferability of player motion dynamics across sports. Our project is available at this https URL.
https://arxiv.org/abs/2610.36183
Action-conditioned world models offer a scalable alternative to costly real-world interaction for improving robot policies. However, existing world-model-based methods largely treat world models as forward-only surrogates of the physical environment, leaving untapped a capability no physical environment affords: rewinding to past decision points to explore counterfactual futures. We introduce Rollback, a policy improvement paradigm that turns world models from passive simulators into counterfactual engines: it rolls back to critical decision points, branches into alternative actions, and contrasts their outcomes to attribute success to individual decisions. This concentrates imagination where it matters most and distills counterfactual outcomes into fine-grained, action-level supervision without a separately learned value model. We build a scalable training system that unifies distributed world-model search with asynchronous real-robot execution, forming a self-reinforcing cycle: real-world experience continually sharpens the world model, and a sharper world model in turn drives further policy improvement. We term the world-model side of this cycle test-time physics grounding, a capability that hand-built physics simulators lack: while the world model serves as the training environment, real transitions from the policy it trains correct its dynamics through a lightweight LoRA pipeline. Experiments on three challenging real-world tasks show that Rollback improves success rates over the strongest baseline by an absolute 10.67%, 11.11%, and 11.85% on block extraction, ball tossing, and tabletop curling, respectively, while achieving more stable improvement throughout training. Although initialized from teleoperated demonstrations far below human level, Rollback surpasses the average success rate of human players on both ball tossing and tabletop curling within 8 hours of training.
https://arxiv.org/abs/2610.36068
Many everyday tasks require controlling contact force as well as motion. On a humanoid, this force must often be coordinated across both hands and the whole body, and cannot be specified by kinematic trajectories alone. Therefore, we present FLORE, a framework for learning force-reactive humanoid loco-manipulation. We collect robot-free demonstrations using two force-sensing UMI-style handheld grippers for hand motion and contact wrenches, and wearable trackers for body motion. A force-reactive diffusion policy takes vision, proprioception, and measured wrenches as input, then predicts actions and per-hand force commands. A hybrid compliance whole-body controller with force tracking executes these commands while maintaining balance: an integral of the force error measured by real force/torque (F/T) sensors lets each hand track force accurately along the commanded direction and remain compliant along the others. In simulation, the controller tracks per-hand force commands of varied magnitude and direction, with little loss in whole-body motion accuracy. Across three contact-rich tasks on the robot, the force-reactive policy succeeds in 80% of rollouts, compared with 26.7% for a position-only policy trained on the same demonstrations and executed by the same controller. For more details, please visit our website: this https URL.
https://arxiv.org/abs/2610.35862
Large language models (LLMs) show promise in specialty medicine, yet existing evaluations largely focus on isolated clinical encounters rather than tracking how clinical responsibilities evolve across a longitudinal care pathway. Here we introduce NPC-RubricBench, a phase-aware benchmark for evaluating multistage clinical reasoning across the cancer care continuum, using nasopharyngeal carcinoma as a defined disease context. Curated from longitudinal records of 405 patients across two cancer centers, the benchmark comprises 941 patient-phase units across six sequential care phases and 17,688 patient-specific atomic criteria spanning five evaluation dimensions, with each assessment strictly restricted to decision-time clinical evidence. Evaluating 30 general-purpose and medical LLMs revealed that strong diagnostic performance does not carry over to downstream care. We evaluated 30 general-purpose and medical LLMs, showing that high diagnostic performance did not translate into improved downstream care. Instead, the dominant failure modes reversed across phases. Explicit decision errors dominated anatomical staging at 48.2%, whereas decision omissions dominated initial work-up and post-treatment follow-up at 33.4% and 30.4%, respectively. In the evaluated model set, medically adapted models showed higher omission rates than general-purpose models. Moreover, varying query granularity exposes a critical specification trade-off: broad open-ended requests degrade Decision Quality across all 30 models, while more detailed, checklist-like prompts raise Decision Quality but reduce Evidence Faithfulness and Safety Adherence. Furthermore, NPC-RubricBench demonstrates that static diagnostic benchmarks are insufficient to ensure consistent clinical reliability over time, highlighting the importance of phase-adaptive safeguards in multistage medical AI.
https://arxiv.org/abs/2610.35847
General-purpose embodied intelligence requires robots to coordinate diverse skills over long horizons, track task progress, and recover from failures. Specialist policies alone do not ensure task-level reliability, while powerful multimodal agents rely on costly reasoning and external experience that compact models struggle to reproduce. We introduce OmniBrain-0, a lightweight unified embodied agent that coordinates manipulation and navigation through a shared high-level decision model, integrating task understanding, planning, progress tracking, and feedback-driven recovery. Our progressive training framework combines embodied pretraining, domain-specialized agent distillation, and multi-teacher on-policy distillation (MOPD). It distills powerful teachers' interaction experience into manipulation and navigation experts, then consolidates their decision capabilities into OmniBrain-0. Unification therefore occurs within the learned decision model rather than only at the tool interface. We further introduce Rubric-Guided Recursive Self-Improvement (RSI), a data flywheel in which a Meta-Agent turns execution evidence into refined rubrics, step-level reminders, and verified trajectories for domain-expert updates before their reconsolidation into OmniBrain-0 through MOPD. We evaluate OmniBrain-0 on LIBERO-Pro, LIBERO-Plus, RoboCasa365, RoboTwin 2.0, and R2R-CE Val-Unseen, as well as multiple real-world manipulation tasks. OmniBrain-0 combines strong cross-domain task performance with substantially lower inference and execution overhead than its closed-source teacher, demonstrating efficient transfer and consolidation of embodied capabilities into a compact unified agent.
https://arxiv.org/abs/2610.36013
Visual search is ubiquitous in daily life, from locating keys in a messy apartment to finding a tool in a cluttered workshop or an application icon on a desktop screen. While visual attention is to a large extent driven by image content, research in psychology indicates that user cognitive states have a significant influence on attention allocation. A promising way to access information about cognitive states is via Electroencephalography (EEG) recordings. Despite this potential, previous works in computational attention modeling have largely disregarded EEG, and related studies in psychology operate with abstract, simplistic stimuli, or even artificially guided search procedures. We bridge this gap with two contributions. First, we present EEGaze 140, the largest publicly available multimodal dataset of free visual search with realistic stimuli. The dataset contains synchronized EEG and eye tracking recordings from 36 participants across 140 naturalistic scenes, covering two scenarios: searching for desktop icons and finding tools in cluttered workshop scenes. Second, we introduce EEGazeNet, the first method for human attention prediction in visual search that integrates EEG signals. Our approach consists of a EEG guided refinement stage that adapts the output of a state of the art saliency prediction method to the user current cognitive state. In comprehensive evaluations on EEGaze 140, we show that EEGazeNet consistently outperforms all baselines and ablation conditions.
https://arxiv.org/abs/2610.35757