Daily Paper Cast

Jingwen Liang, Gengyu Wang

We update every weekday to discuss highest-voted papers from Huggingface Daily Paper (https://huggingface.co/papers). Both the podcast scripts and audio are generated by AI. Feedback and suggestions are welcome! Email us: dailypapercast.ai@gmail.com Creator: Jingwen Liang, 3D ML, https://www.linkedin.com/in/jingwen-liang/ Gengyu Wang, LLM ML, http://wanggengyu.com Listen on: Spotify: https://open.spotify.com/show/21nrhmdaA8qoBiH8q03NXL Apple Podcast: https://podcasts.apple.com/us/podcast/daily-paper-cast/id1777620236 Cover Image by Kawen Kuang https://kawen.art

  1. 3h ago

    DreamX-Creator: Democratizing Native Audio-Video Generation at 2K Resolution

    🤗 Upvotes: 64 | cs.CV, cs.SD Authors: Jiashu Zhu, Yanhao Zheng, Ruitian Tian, Rujing Dang, Shen Zhang, Bingze Song, Jiachen Lei, Ruimin Lin, Jiahong Wu, Xiangxiang Chu Title: DreamX-Creator: Democratizing Native Audio-Video Generation at 2K Resolution Arxiv: http://arxiv.org/abs/2608.31106v1 Abstract: Recent video generators often omit audio or synthesize it in a separate stage, limiting reciprocal modeling of visual dynamics and acoustic events. We present DreamX-Creator 1.0, a compact native joint audio-video generation system centered on a 7B generator. Conditioned on a first frame and a text prompt, the generator jointly denoises modality-specialized audio and video streams. The streams are processed independently in the first half of the network and coupled in the latter half through Gated Cross-Modal Attention, whose token- and head-wise output gates modulate each active cross-modal attention-head output. A unified Audio-Video Data System constructs and filters temporally coherent clips, produces structured multimodal annotations, and organizes clips into capability-oriented data pools. Progressive Joint Training comprises two audio-video pre-training stages followed by High-Quality Finetuning. Audio-Video Reinforcement Learning further post-trains the generator with Modality-Aware Multimodal Feedback that routes video-, audio-, and cross-modal feedback to the corresponding streams. For high-resolution output, our Autoregressive 1-Step 2K Refinement pipeline adapts a bidirectional multi-step teacher into an autoregressive multi-step refiner and distills it into a student requiring one denoising evaluation per temporal chunk. Overall, DreamX-Creator 1.0 achieves native, synchronized audio-video generation with performance competitive with state-of-the-art open-source systems. By releasing our compact 7B generator and 2K Refiner, we seek to democratize native audio-video generation and provide an accessible foundation for future research in unified audio-video generative modeling.

  2. 3h ago

    GenFirst: Generation Before Reconstruction for Stable End-to-End Latent Generative Modeling

    🤗 Upvotes: 46 | cs.CV Authors: Guangting Zheng, Yiyuan Zhang, Tao Yang, Yunpeng Chen, Rui Zhu, Jiajun Deng, Yanyong Zhang Title: GenFirst: Generation Before Reconstruction for Stable End-to-End Latent Generative Modeling Arxiv: http://arxiv.org/abs/2608.29335v1 Abstract: Latent generative models typically follow a two-stage pipeline, training a variational autoencoder for reconstruction and then a generative model on the frozen latent space. Since reconstruction-optimized latents are not necessarily generation-friendly, jointly training both models is an appealing alternative. However, direct end-to-end training remains challenging, as it is prone to latent collapse and faces a generation-reconstruction conflict. We revisit this problem by analyzing how different objectives shape the latent space and identify two key insights. First, the entropy term in the Kullback-Leibler divergence objective is essential for preventing collapse: reconstruction and prior fitting tend to shrink the posterior, while entropy preserves non-degenerate latent uncertainty. Second, reconstruction and generation exhibit asymmetric learning dynamics: reconstruction is fast and strongly supervised, whereas generation is slower and harder to optimize. Based on these insights, we achieve the first direct end-to-end training without latent collapse and propose GenFirst, a simple generation-before-reconstruction strategy. The generative objective first shapes the latent space under weak reconstruction pressure, after which reconstruction is progressively strengthened to recover visual details. We validate GenFirst with continuous autoregressive priors with exact likelihoods and SiT priors with implicit likelihoods. With our end-to-end objective and GenFirst, SiT achieves a gFID of 0.97 with CFG and 1.45 without CFG on ImageNet-256, while MMDiT reaches a GenEval score of 0.90 on text-to-image generation. Beyond image generation, we extend the framework to shared visual latents for generation and representation learning, and to continuous unified text-image generation. These results demonstrate the generality of stable end-to-end latent learning across generative priors and modalities.

  3. 3h ago

    Lucida: Parse, Generate, and Place for Composable Real-to-Sim Scene Modeling

    🤗 Upvotes: 38 | cs.CV, cs.AI Authors: Minghan Qin, Yuang Wang, Xiuyu Yang, Yushi Long, Yujian Zhang, Ruihuan Wang, Kai Ye, Yangang Zhang, Hang Li Title: Lucida: Parse, Generate, and Place for Composable Real-to-Sim Scene Modeling Arxiv: http://arxiv.org/abs/2608.30821v1 Abstract: Composable scene modeling aims to recover a real indoor scene as complete, editable object assets arranged as observed, giving robot simulation and embodied AI a simulation-ready replica of the real environment whose objects can be manipulated individually. Existing pipelines decompose the task into three steps---parse the observations into instances, generate an asset for each, and place each asset back---but every step presumes an input that a cluttered capture rarely provides: accurate instance geometry, unoccluded views, and assets that accurately match the observations. We propose Lucida, which keeps this order but redistributes the requirements, so each step consumes only what a real capture reliably provides and precision is reached at the end of the pipeline rather than demanded at its start. Lucida parses the video into a scene graph whose nodes carry per-instance multi-view evidence, generates a complete asset for each instance from its evidence, and places assets with GizmoAct, a VLM policy that casts placement as multi-turn GUI interaction, manipulating the object's gizmo in a closed loop and deciding itself when alignment is reached. Across scene-level 3D object detection, object pose estimation, and scene reconstruction, Lucida improves mAP over Boxer by 69% on R2S-Scene, raises ADD-SB@0.05 from 57.8% to 83.4% on CA-1M, and increases scene F-Score from 0.794 for SAM3D to 0.924.

  4. 3h ago

    Does On-Policy Distillation Really Distill? From Noisy Teacher to Self-Improvement

    🤗 Upvotes: 36 | cs.LG, cs.CL Authors: Yi Ding, Ruqi Zhang Title: Does On-Policy Distillation Really Distill? From Noisy Teacher to Self-Improvement Arxiv: http://arxiv.org/abs/2608.31046v1 Abstract: On-policy distillation (OPD) offers dense token-level supervision as an alternative to the sparse outcome-level advantages of reinforcement learning with verifiable rewards (RLVR). However, the teacher scores student-generated trajectories that are inherently off-policy for it, so the reliability of its supervision, and hence the source of the student's improvement, remains unclear. We quantitatively analyze teacher supervision during OPD training and find substantial noise whose prevalence increases with teacher scale. Surprisingly, the student policy is insensitive to such noise, converging to comparable performance regardless of whether noisy supervision is retained or removed. Does OPD distill at all? By analyzing what drives its gains, we find that learning concentrates on low log-probability tokens, and using a single fixed negative advantage matches the performance of teacher-provided ones. This suggests that OPD works largely by suppressing low log-probability tokens, which requires no teacher. These findings motivate On-Policy Self-Adaptation (OPSA), a supervision-free method using entropy-adaptive negative advantages. It assigns stronger learning signals to high-entropy positions, suppressing tail tokens, and evenly redistributing probability mass among head tokens. Compared with the base \texttt{Qwen3-1.7B}, OPSA improves Avg@32 by 35.41 points on AIME24, corresponding to a 263\% relative gain, and more than doubles Pass@32 across all three benchmarks. It also outperforms OPD by 16.77 points in Avg@32 on AIME24. Extensive experiments and analyses across model families and tasks further demonstrate its effectiveness and generalizability.

  5. 3h ago

    PaperGym: Rubric-Centered Evolution for Research-Plan Generation

    🤗 Upvotes: 28 | cs.CL Authors: Yuhan Wang, Zhengxi Lu, Yuchen Yan, Kaitao Song, Wenqi Zhang, Weiming Lu, Jun Xiao, Yueting Zhuang, Yongliang Shen Title: PaperGym: Rubric-Centered Evolution for Research-Plan Generation Arxiv: http://arxiv.org/abs/2608.31119v1 Abstract: Research planning is the decisive capability of AI scientists. Yet a research plan admits no verifiable answer, so reinforcement learning lacks the environment it requires: tasks paired with a critic. Rubrics extracted from scientific papers can supply the critic. Existing pipelines, however, draw the question and the criteria from the same content, so the reward can be earned by paraphrase. The rubric is further compressed into a single scalar per rollout. We introduce PaperGym, a unified framework that turns each research paper into a complete training environment. PaperGym exploits the structure of a paper: the question is synthesized from the research goal and background, while the criteria are derived from the method and experiments. The criteria span methodological innovation and experimental design, and criterion leakage falls to 3.7%, versus 11.90% to 34.10% in existing datasets. Training uses the rubric twice: first as privileged context for OPSD's self-teacher, then as the reward for GRPO. Across Qwen3-1.7B/4B/8B, this schedule outperforms supervised fine-tuning, either stage alone, and the reverse ordering, improving five-benchmark averages by +5.6, +5.0, and +4.8 points. With the recipe held fixed, models trained on PaperGym-20k win 58.1% of three-way comparisons, against 28.2% for RubricHub Science. The trained Qwen3-8B reaches 73.48 on ResearchQA, above the far larger Kimi K2.6. We release the pipeline, the 20,000-instance corpus PaperGym-20k, and the benchmarks PaperGym-Innov and PaperGym-Design.

  6. 4h ago

    CogEvol: Towards Efficient and Reliable Learning Environment Generation

    🤗 Upvotes: 21 | cs.CL, cs.AI Authors: Shangqing Tu, Daniel Zhang-Li, Yucheng Wang, Shiyu Gan, Yanpeng Wang, Huiqiang Rong, Mofei Chen, Shen Yang, Yini Chen, Yinuo Duan, Haoxuan Li, Binglin Liu, Ye He, Danqi Zheng, Zhanxin Hao, Yuxuan Wu, Mengting Tao, Yuqiu Liu, Jifan Yu, Juanzi Li, Bin Xu, Lei Hou, Huiqin Liu, Yu Zhang Title: CogEvol: Towards Efficient and Reliable Learning Environment Generation Arxiv: http://arxiv.org/abs/2608.30968v1 Abstract: We present CogEvol, a family of models trained specifically for Learning Environment Generation: turning a course brief into a finished learning artifact (structured-JSON slides or self-contained interactive HTML pages) in a single pass. Across 220k production requests, CogEvol completes a slide in a median of 17 seconds and an interactive page in 59, replacing minutes-long multi-turn agent scaffolding. Reliability is enforced rather than hoped for: a production-grounded data pipeline turns real failures into 53,687 verified SFT samples, and a hybrid rule-plus-VLM reward drives GRPO-based RL, hardened after we caught and fixed a reward-hacking episode that produced visually convincing but unplayable games. CogEvol-27B scores 83.7 on slide quality and 63.7 on a 500-case interactive-HTML benchmark with 26.9x fewer parameters than flagship coding models, and, in collaboration with the OpenMAIC team, serves their live production traffic. CogEvol-4B is released openly under the Apache 2.0 license at https://github.com/CogEvol/CogEvol-4B; external flagships are measured on the same suites under the identical harness. Scaffold editing cuts interactive-page generation cost by a further ~76%, and the full stack runs on domestic Ascend accelerators at application-level parity with A800 GPUs, lowering the unit cost of AI-native education at scale.

  7. 3d ago

    Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models

    🤗 Upvotes: 112 | cs.AI Authors: Pengfei Zhou, Hexin Wang, Zhengfeiyang Zhang, Yixing Ma, Zhenglin Wan, Kaipeng Zhang, Wangbo Zhao, Yang You Title: Agentic Game Development as a Verifiable Trajectory Data Engine for Scaling World Models Arxiv: http://arxiv.org/abs/2608.25518v1 Abstract: A common strategy for scaling world models is to train on more crawled video with more compute. We argue that this strategy is inefficient: scaling world models also requires a recursive data engine that offers grounded reward signals. The success of code agents illustrates why this matters. As code is executable, compilers and runtimes can provide high-quality rewards for Reinforcement Learning (RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such as CLIP scores. These signals are fuzzy and biased, making them hard to support RL post-training. Compared with these, game development provides a missing reward environment for spatial world models. A scene encoded by a game engine is an executable world specification: the engine can efficiently check collision, physics, navigability and bounded playability, while the developer provides the global verification signal by judging whether the scene should be accepted. Game development also provides real-world long-horizon trajectory data for RL post-training. We therefore propose Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process.

About

We update every weekday to discuss highest-voted papers from Huggingface Daily Paper (https://huggingface.co/papers). Both the podcast scripts and audio are generated by AI. Feedback and suggestions are welcome! Email us: dailypapercast.ai@gmail.com Creator: Jingwen Liang, 3D ML, https://www.linkedin.com/in/jingwen-liang/ Gengyu Wang, LLM ML, http://wanggengyu.com Listen on: Spotify: https://open.spotify.com/show/21nrhmdaA8qoBiH8q03NXL Apple Podcast: https://podcasts.apple.com/us/podcast/daily-paper-cast/id1777620236 Cover Image by Kawen Kuang https://kawen.art