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2026-08-28 AI 리서치 브리핑

최신 VLM, sLLM, on-device AI 논문과 연구 블로그를 한눈에 정리합니다. 중복 기사 방지를 위해 URL 기준으로 추적합니다.

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VLM 업데이트

멀티모달 비전-언어 모델의 최신 논문과 리더보드 변화

UrbanGround: From Local Perception to Spatial Agency in a Real-Scale City

Paper arXiv cs.CV (recent)

Multimodal large language models (MLLMs) can interpret a street view, but urban agency depends on whether such local evidence remains useful after the agent starts to move. In this paper, we investigate how far current MLLM agents can turn local urban perception into reliable action in a complicated real-scale city. We propose UrbanGround, the first sandbox to make this question testable in a physically constrained replica of Hong Kong built from territory-wide 3D geospatial data. UrbanGround supports closed-loop interaction from a first-person view and provides an interactive map for navigation. Agents can directly enter the 3D city and explore from a first-person view. Our analysis follows the growth of the spatial problem through three research questions. We first test whether an agent can ground a local scene well enough to answer spatial questions after active observation. Then we ask whether that grounding supports navigation as destinations become farther away and less explicit. Finally, we examine whether the resulting behavior survives changes in route availability and pedestrian motion. Contemporary MLLM agents usually show useful atomic abilities in visual recognition and short-range spatial reasoning, while orientation and pedestrian-aware movement remain unreliable. Their central failure emerges over extended exploration, where local abilities do not compose into sustained goal-directed behavior and errors accumulate without effective correction. We hope UrbanGround will support broader study of how far current MLLM agents can explore reliably in complex, open-ended urban environments.

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Retrieval Heads Meet Vision: Uncovering How VLMs Locate and Extract Visual Information

Paper arXiv cs.CV (recent)

Vision-language models (VLMs) can locate an image region referred to by a text prompt and route the corresponding visual evidence to the output, yet the internal mechanism behind this behavior is not understood. Inspired by retrieval heads in large language models, we ask whether VLMs contain an analogous mechanism for visual retrieval. We answer affirmatively by introducing Visual Retrieval Heads (VRHs), a small subset of attention heads (about 1.7-2.6%) that are causally responsible for grounding text descriptions to image regions. To find them, we recast existing head-scoring methods under a unified design space over query tokens, key aggregation, and cross-sample aggregation. We then show that scoring attention from output prediction tokens with a sum over the ground-truth referent region most reliably identifies causal heads. Across eleven VLMs and five referring-expression benchmarks, masking only the top 20 VRHs reduces grounding accuracy by up to 80 percentage points, while masking the same number of random heads has little effect. Beyond replicating the causal-sparse-universal triad established for text retrieval heads, VRHs exhibit several properties not previously reported: they generalize across visual reference tasks, remaining causal on attribute, spatial, counting, and visual-math benchmarks despite being discovered through bounding-box prediction; they are functionally specific, preserving output format while corrupting localization; and they are architecturally shared, transferring causally across VLMs that share an LLM backbone but differ in vision encoder, projector, and instruction tuning.

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AI 뉴스 & 리서치

기업/연구기관의 주요 발표와 블로그 업데이트

Training Agents to Evolve with Their Harness: TaoLive Digital Avatar Agent Technical Report

Paper Hugging Face Papers

Training Agents to Evolve with Their Harness: TaoLive Digital Avatar Agent Technical Report에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.

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What Makes Good Agentic Data? An ACE Lens on Data Generation for LLM Agents

Paper Hugging Face Papers

What Makes Good Agentic Data? An ACE Lens on Data Generation for LLM Agents에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.

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PAWBench: How Far Are We from Probabilistically Aligned World Modeling?

Paper Hugging Face Papers

PAWBench: How Far Are We from Probabilistically Aligned World Modeling?에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.

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UrbanGround: From Local Perception to Spatial Agency in a Real-Scale City

Paper Hugging Face Papers

UrbanGround: From Local Perception to Spatial Agency in a Real-Scale City에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.

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Zero-WAM: In-Context World-Action Modeling from Human Videos for Open-Ended Task Generalization

Paper Hugging Face Papers

Zero-WAM: In-Context World-Action Modeling from Human Videos for Open-Ended Task Generalization에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.

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More Motion Is Not Always Better Motion: Corpus Composition Governs Whether Augmentation Helps SMPL-Based Parkinsonian Gait Severity Estimation

Paper arXiv cs.CV (recent)

We grade MDS-UPDRS gait severity from SMPL motion using three frozen MotionAGFormer encoders as featurizers, reaching macro-F1 0.58 on a hidden, multi-site test set. Because the system's members differ only in their lifting corpus, evaluating encoders singly on that test set isolates what that corpus contributes. Six pools drawn from one inertial dataset, varying only in which walking tasks they include, score between 0.32 and 0.53, and just one of them beats the 0.51 of an encoder given no outside motion at all. What separates them is not how much data they hold but whether they carry a contrast in walking speed, the variation this representation appears to depend : a further pool adding a third collection site at fixed task composition does worse still. The same rule explains why exact synthetic motion and monocularly reconstructed web video both fail to help. Modifying the learned representation itself, rather than the corpus behind it, cost every variant that attempted it.

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Reconstructing Humans and Objects in Interaction using Large Reconstruction Models

Paper arXiv cs.CV (recent)

Estimation of Human-Object Interactions in 3D (3D HOI) is a fundamental problem in 3D computer vision with applications in AR/VR, robotics, and embodied AI. However, reconstructing these interactions in 3D remains challenging due to depth ambiguities, occlusions, and object shape variability. Existing approaches are primarily concerned with reprojection and contact constraints, fitting parametric human models and object templates to 2D images. In this paper, we explore a different avenue. We present MILO, a framework that leverages the visual capabilities of Large Reconstruction Models (LRMs) to recover detailed 3D human-object interactions from a single image. Our key observation is that LRMs provide a powerful geometric scaffold that preserves relative human-object arrangement and proximity cues. This significantly simplifies the reconstruction procedure, reframing the problem as interpreting the LRM mesh: we segment it into human and object components, fit a parametric body model to the human part, and optionally align an object template to the object part (if such a template is available). MILO achieves strong reconstruction accuracy and outperforms existing baselines across multiple benchmarks and interaction scenarios. Our code is available at https://ac5113.github.io/MILO.

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CLAP: Cross-Embodiment Video World Models are Zero-Shot Physical Simulators

Paper arXiv cs.CV (recent)

State-of-the-art action-conditioned video models are typically restricted to a single robot embodiment, preventing them from leveraging the vast corpus of heterogeneous video data that contains rich signals for learning generalizable physics. To bridge this gap, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. However, cross-embodiment learning is non-trivial because action representations vary sharply across robot platforms and are typically absent in human videos. CLAP addresses this fundamental challenge through the following core contributions. First, CLAP reconciles disparate action spaces using end-effector poses, language instructions, and latent actions. Second, to resolve their individual limitations, CLAP introduces a curriculum-based cross-embodiment learning recipe that first learns foundational physical priors across unlabeled video data using latent actions and subsequently grounds them in end-effector action spaces for zero-shot deployment to real-world tasks. Crucially, CLAP approaches or surpasses state-of-the-art single-embodiment video models in challenging environments like DROID. These performance advantages compound via few-shot adaptation to establish a novel paradigm for training single-embodiment video world models. Ultimately, CLAP delivers the most comprehensive suite of action-conditioned video world models to date - spanning diverse action-conditioning spaces (end-effector, language, and latent) and robot morphologies (including cross-embodiment, DROID, Bridge, bimanual YAM robots, and G1 humanoids). We open-source all code and models. Project Website at https://omni-clap.github.io .

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August 27, 2026 Planetary prediction engine: Automating global models via Earth AI Earth AI · Generative AI · Machine Intelligence

News Google Research Blog

August 27, 2026 Planetary prediction engine: Automating global models via Earth AI Earth AI · Generative AI · Machine Intelligence에 관한 최근 업데이트입니다. 자세한 내용은 원문 링크에서 확인할 수 있습니다.

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