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Humanoid Whole-Body Badminton via Multi-Stage Reinforcement Learning

arXiv.org Artificial Intelligence

A fully autonomous humanoid returns machine-fed shuttles in a motion-capture arena; overlaid arcs show an incoming (blue) and returned (orange) trajectory. Abstract--Humanoid robots have demonstrated strong capabilities for interacting with static scenes across locomotion, manipulation, and more challenging loco-manipulation tasks. Y et the real world is dynamic, and quasi-static interactions are insufficient to cope with diverse environmental conditions. As a step toward more dynamic interaction scenarios, we present a reinforcement-learning-based training pipeline that produces a unified whole-body controller for humanoid badminton, enabling coordinated lower-body footwork and upper-body striking without motion priors or expert demonstrations. Training follows a three-stage curriculum--first footwork acquisition, then precision-guided racket swing generation, and finally task-focused refinement--yielding motions in which both legs and arms serve the hitting objective. For deployment, we incorporate an Extended Kalman Filter (EKF) to estimate and predict shuttlecock trajectories for target striking. We also introduce a prediction-free variant that dispenses with EKF and explicit trajectory prediction. T o validate the framework, we conduct five sets of experiments in both simulation and the real world. In simulation, two robots sustain a rally of 21 consecutive hits. Moreover, the prediction-free variant achieves successful hits with comparable performance relative to the target-known policy. In real-world tests, both prediction and controller modules exhibit high accuracy, and on-court hitting achieves an outgoing shuttle speed up to 19.1 m/s with a mean return landing distance of 4 m. These experimental results show that our proposed training scheme can deliver highly dynamic while precise goal striking in badminton, and can be adapted to more dynamics-critical domains. Humanoid platforms have been proposed as general-purpose embodied agents for human-compatible skills [1, 2, 3, 4, 5, 6, 7]. Despite rapid progress in locomotion and motion imitation, agile, contact-rich interactions with fast-moving objects under tight reaction windows remain underexplored.


Simulating Misinformation Propagation in Social Networks using Large Language Models

arXiv.org Artificial Intelligence

Misinformation on social media thrives on surprise, emotion, and identity-driven reasoning, often amplified through human cognitive biases. To investigate these mechanisms, we model large language model (LLM) personas as synthetic agents that mimic user-level biases, ideological alignments, and trust heuristics. Within this setup, we introduce an auditor--node framework to simulate and analyze how misinformation evolves as it circulates through networks of such agents. News articles are propagated across networks of persona-conditioned LLM nodes, each rewriting received content. A question--answering-based auditor then measures factual fidelity at every step, offering interpretable, claim-level tracking of misinformation drift. We formalize a misinformation index and a misinformation propagation rate to quantify factual degradation across homogeneous and heterogeneous branches of up to 30 sequential rewrites. Experiments with 21 personas across 10 domains reveal that identity- and ideology-based personas act as misinformation accelerators, especially in politics, marketing, and technology. By contrast, expert-driven personas preserve factual stability. Controlled-random branch simulations further show that once early distortions emerge, heterogeneous persona interactions rapidly escalate misinformation to propaganda-level distortion. Our taxonomy of misinformation severity -- spanning factual errors, lies, and propaganda -- connects observed drift to established theories in misinformation studies. These findings demonstrate the dual role of LLMs as both proxies for human-like biases and as auditors capable of tracing information fidelity. The proposed framework provides an interpretable, empirically grounded approach for studying, simulating, and mitigating misinformation diffusion in digital ecosystems.


Q-Sat AI: Machine Learning-Based Decision Support for Data Saturation in Qualitative Studies

arXiv.org Artificial Intelligence

The determination of sample size in qualitative research has traditionally relied on the subjective and often ambiguous principle of data saturation, which can lead to inconsistencies and threaten methodological rigor. This study introduces a new, systematic model based on machine learning (ML) to make this process more objective. Utilizing a dataset derived from five fundamental qualitative research approaches - namely, Case Study, Grounded Theory, Phenomenology, Narrative Research, and Ethnographic Research - we developed an ensemble learning model. Ten critical parameters, including research scope, information power, and researcher competence, were evaluated using an ordinal scale and used as input features. After thorough preprocessing and outlier removal, multiple ML algorithms were trained and compared. The K-Nearest Neighbors (KNN), Gradient Boosting (GB), Random Forest (RF), XGBoost, and Decision Tree (DT) algorithms showed the highest explanatory power (Test R2 ~ 0.85), effectively modeling the complex, non-linear relationships involved in qualitative sampling decisions. Feature importance analysis confirmed the vital roles of research design type and information power, providing quantitative validation of key theoretical assumptions in qualitative methodology. The study concludes by proposing a conceptual framework for a web-based computational application designed to serve as a decision support system for qualitative researchers, journal reviewers, and thesis advisors. This model represents a significant step toward standardizing sample size justification, enhancing transparency, and strengthening the epistemological foundation of qualitative inquiry through evidence-based, systematic decision-making.


OS-Sentinel: Towards Safety-Enhanced Mobile GUI Agents via Hybrid Validation in Realistic Workflows

arXiv.org Artificial Intelligence

Computer-using agents powered by Vision-Language Models (VLMs) have demonstrated human-like capabilities in operating digital environments like mobile platforms. While these agents hold great promise for advancing digital automation, their potential for unsafe operations, such as system compromise and privacy leakage, is raising significant concerns. Detecting these safety concerns across the vast and complex operational space of mobile environments presents a formidable challenge that remains critically underexplored. To establish a foundation for mobile agent safety research, we introduce MobileRisk-Live, a dynamic sandbox environment accompanied by a safety detection benchmark comprising realistic trajectories with fine-grained annotations. Built upon this, we propose OS-Sentinel, a novel hybrid safety detection framework that synergistically combines a Formal Verifier for detecting explicit system-level violations with a VLM-based Contextual Judge for assessing contextual risks and agent actions. Experiments show that OS-Sentinel achieves 10%-30% improvements over existing approaches across multiple metrics. Further analysis provides critical insights that foster the development of safer and more reliable autonomous mobile agents. Our code and data are available at https://github.com/OS-Copilot/OS-Sentinel.


From Benchmarks to Business Impact: Deploying IBM Generalist Agent in Enterprise Production

arXiv.org Artificial Intelligence

Agents are rapidly advancing in automating digital work, but enterprises face a harder challenge: moving beyond prototypes to deployed systems that deliver measurable business value. This path is complicated by fragmented frameworks, slow development, and the absence of standardized evaluation practices. Generalist agents have emerged as a promising direction, excelling on academic benchmarks and offering flexibility across task types, applications, and modalities. Yet, evidence of their use in production enterprise settings remains limited. This paper reports IBM's experience developing and piloting the Computer Using Generalist Agent (CUGA), which has been open-sourced for the community (https://github.com/cuga-project/cuga-agent). CUGA adopts a hierarchical planner--executor architecture with strong analytical foundations, achieving state-of-the-art performance on AppWorld and WebArena. Beyond benchmarks, it was evaluated in a pilot within the Business-Process-Outsourcing talent acquisition domain, addressing enterprise requirements for scalability, auditability, safety, and governance. To support assessment, we introduce BPO-TA, a 26-task benchmark spanning 13 analytics endpoints. In preliminary evaluations, CUGA approached the accuracy of specialized agents while indicating potential for reducing development time and cost. Our contribution is twofold: presenting early evidence of generalist agents operating at enterprise scale, and distilling technical and organizational lessons from this initial pilot. We outline requirements and next steps for advancing research-grade architectures like CUGA into robust, enterprise-ready systems.


Shift Bribery over Social Networks

arXiv.org Artificial Intelligence

In shift bribery, a briber seeks to promote his preferred candidate by paying voters to raise their ranking. Classical models of shift bribery assume voters act independently, overlooking the role of social influence. However, in reality, individuals are social beings and are often represented as part of a social network, where bribed voters may influence their neighbors, thereby amplifying the effect of persuasion. We study Shift bribery over Networks, where voters are modeled as nodes in a directed weighted graph, and arcs represent social influence between them. In this setting, bribery is not confined to directly targeted voters its effects can propagate through the network, influencing neighbors and amplifying persuasion. Given a budget and individual cost functions for shifting each voter's preference toward a designated candidate, the goal is to determine whether a shift strategy exists within budget that ensures the preferred candidate wins after both direct and network-propagated influence takes effect. We show that the problem is NP-Complete even with two candidates and unit costs, and W[2]-hard when parameterized by budget or maximum degree. On the positive side, we design polynomial-time algorithms for complete graphs under plurality and majority rules and path graphs for uniform edge weights, linear-time algorithms for transitive tournaments for two candidates, linear cost functions and uniform arc weights, and pseudo-polynomial algorithms for cluster graphs. We further prove the existence of fixed-parameter tractable algorithms with treewidth as parameter for two candidates, linear cost functions and uniform arc weights and pseudo-FPT with cluster vertex deletion number for two candidates and uniform arc weights. Together, these results give a detailed complexity landscape for shift bribery in social networks.


Small Drafts, Big Verdict: Information-Intensive Visual Reasoning via Speculation

arXiv.org Artificial Intelligence

Large Vision-Language Models (VLMs) have achieved remarkable progress in multimodal understanding, yet they struggle when reasoning over information-intensive images that densely interleave textual annotations with fine-grained graphical elements. The main challenges lie in precisely localizing critical cues in dense layouts and multi-hop reasoning to integrate dispersed evidence. We propose Speculative Verdict (SV), a training-free framework inspired by speculative decoding that combines multiple lightweight draft experts with a large verdict model. In the draft stage, small VLMs act as draft experts to generate reasoning paths that provide diverse localization candidates; in the verdict stage, a strong VLM synthesizes these paths to produce the final answer, minimizing computational cost while recovering correct answers. To further improve efficiency and accuracy, SV introduces a consensus expert selection mechanism that forwards only high-agreement reasoning paths to the verdict. Empirically, SV achieves consistent gains on challenging information-intensive and high-resolution visual question answering benchmarks, including InfographicVQA, ChartMuseum, ChartQAPro, and HR-Bench 4K. By synthesizing correct insights from multiple partially accurate reasoning paths, SV achieves both error correction and cost-efficiency compared to large proprietary models or training pipelines. Code is available at https://github.com/Tinaliu0123/speculative-verdict.


StreamingThinker: Large Language Models Can Think While Reading

arXiv.org Artificial Intelligence

Large language models (LLMs) have demonstrated remarkable capabilities in chain of thought (CoT) reasoning. However, the current LLM reasoning paradigm initiates thinking only after the entire input is available, which introduces unnecessary latency and weakens attention to earlier information in dynamic scenarios. Inspired by human cognition of thinking while reading, we first design a \textit{\textbf{streaming thinking}} paradigm for LLMs, where reasoning unfolds in the order of input and further adjusts its depth once reading is complete. We instantiate this paradigm with \textit{StreamingThinker}, a framework that enables LLMs to think while reading through the integration of streaming CoT generation, streaming-constraint training, and streaming parallel inference. Specifically, StreamingThinker employs streaming reasoning units with quality control for CoT generation, enforces order-preserving reasoning through streaming attention masks and position encoding, and leverages parallel KV caches that decouple input encoding from reasoning generation, thereby ensuring alignment and enabling true concurrency. We evaluate StreamingThinker on the Qwen3 model family across math reasoning, logical reasoning, and context-based QA reasoning tasks. Experimental results show that the StreamingThinker preserves performance comparable to batch thinking, while yielding an 80\% reduction in token waiting before the onset of reasoning and a more than 60\% reduction in time-level latency for producing the final answer, demonstrating the effectiveness of the streaming paradigm for LLM reasoning. Code will be released at https://github.com/EIT-NLP/StreamingLLM/tree/main/StreamingThinker.


You May Speak Freely: Improving the Fine-Grained Visual Recognition Capabilities of Multimodal Large Language Models with Answer Extraction

arXiv.org Artificial Intelligence

Despite the renewed interest in zero-shot visual classification due to the rise of Multimodal Large Language Models (MLLMs), the problem of evaluating free-form responses of auto-regressive models remains a persistent challenge. Most existing works focus on language-only tasks or don't consider Multiple Choice Questions (MCQs) beyond 5-way options, both of which are critical capabilities to solve tasks in Fine-Grained Visual Classification (FGVC) where choice counts are in the hundreds to thousands and the choices are highly related. Furthermore, in this highly multi-way MCQ setting it is not clear how to extend LLM choice extraction to retrieval-based problems, where computing probabilities over the choice set is computationally costly. In this work we investigate nlg2choice, a simple two-stage method which first asks the MLLM an open-ended question for the task with minimal constraints, then uses text-only constrained decoding to predict the most likely choice. In retrieval settings, we compute the probability of the constrained response taking that choice with an early stopping method to significantly improve throughput. Our results show improvement over a suite of seven fine-grained visual datasets when evaluating in terms of classification and retrieval, and show that this performance holds over the various ways that users of LLMs can implement tasks in natural language.


IGUANA: Immersive Guidance, Navigation, and Control for Consumer UAV

arXiv.org Artificial Intelligence

As the markets for unmanned aerial vehicles (UAVs) and mixed reality (MR) headsets continue to grow, recent research has increasingly explored their integration, which enables more intuitive, immersive, and situationally aware control systems. We present IGUANA, an MR-based immersive guidance, navigation, and control system for consumer UAVs. IGUANA introduces three key elements beyond conventional control interfaces: (1) a 3D terrain map interface with draggable waypoint markers and live camera preview for high-level control, (2) a novel spatial control metaphor that uses a virtual ball as a physical analogy for low-level control, and (3) a spatial overlay that helps track the UAV when it is not visible with the naked eye or visual line of sight is interrupted. We conducted a user study to evaluate our design, both quantitatively and qualitatively, and found that (1) the 3D map interface is intuitive and easy to use, relieving users from manual control and suggesting improved accuracy and consistency with lower perceived workload relative to conventional dual-stick controller, (2) the virtual ball interface is intuitive but limited by the lack of physical feedback, and (3) the spatial overlay is very useful in enhancing the users' situational awareness.