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5 papers

#01Aug 14, 2026

cs.CV

Can We Defend Against AI-Generated Video Attacks on Real-World Crisis Events? A Systematic Evaluation of Detectors, Generators and Social Dissemination

Shuo Liang, Yixing Ma, Pengfei Zhou and 32 more

Recent video generators can fabricate realistic depictions of wars, disasters, public emergencies, and other real-world crises, creating substantial risks of misinformation. Existing benchmarks, however, provide limited evidence on detector and generator behavior in such settings, including how detectability varies with generation conditions, how people perceive generated videos, and whether detectors remain reliable during social dissemination. To address this gap, we introduce RA-Bench, a benchmark for AI-generated video detection that uses Real videos as Anchors. RA-Bench contains 17,886 videos, comprising 1,830 real-video anchors across 10 social-risk categories and 16,056 generated clips from four open-source and five closed-source generators. Based on RA-Bench, we organize our evaluation along three dimensions. We first assess detector generalization across seven traditional detectors, ten zero-shot multimodal models under three review settings, and two MLLMs specifically fine-tuned on AI-generated video detection. Across these methods, none of the three detector families generalizes consistently across RA-Bench instances. We then examine how detectability varies with generation quality, conditioning information, and sampling seeds. These analyses show that generation properties affect detector families differently, while source-level detection patterns remain stable across seeds. Finally, we study human authenticity judgments and detector reliability during social dissemination. We find that videos that mislead people are also difficult for current detectors, and that social dissemination makes detection harder. Together, these findings show that current methods struggle to detect realistic AI-generated videos, highlighting the need for detectors robust to evolving video generators.

#02Aug 14, 2026

cs.CV

Marionette: Predicting World States, Rendering Geometry, Painting Appearance

Zian Meng, Zhen Li, Chuanhao Li and 2 more

Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stage autoregressive dynamics model predicts an explicit and interpretable 276-dimensional 3D world state comprising multi-entity articulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, a control-conditioned video-diffusion observation model synthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at an FVD of 831 against 799 for recorded pose.

#03Aug 14, 2026

cs.AI

Twin: Playing an Unknown Game with a Test-Time Digital Twin

Alexy Skoutnev, Kirill Acharya, Gaston Longhitano and 3 more

We present a Test-time World-model Inference (Twin) system, in which a frontier coding agent writes an executable world model for completing continual learning tasks, such as ARC-AGI-3 games. Traditional approaches hand-engineer such models, one custom design per task. Each game hides its rules and goal, and our system constructs them from simulation and interaction alone. Its inductive prior over grid games is strong enough to recover the true transitions of the game and the goal on nearly all levels. Replay validation happens in a twin world model. The harness enforces that an action is not made until the program reproduces every previous observed game transition. Each mismatch between a world model prediction and the actual action result becomes a counterexample that is used to repair the world model. Twin clears 179 out of 183 levels (97.8%), and does so more efficiently than humans in 158 out of 179 levels (88.3%). The system infers the goal before any reward on 156 of the levels it clears (87.2%), and in the remaining levels automatically discovers the goal by search. The benchmark scores completion and action efficiency, between 0 and 100, against humans playing each game for the first time. Played directly, the base model scores only 7.8%; an off-the-shelf harness increases it to 61.1%, whereas our twin world model increases the same base model to 93.3%, clearing 23 out of 25 games. Building a usable world model is simpler than anticipated, whereas the harder problem is inferring the right goal.

#04Aug 14, 2026

math.OC

AI-Assisted Discovery and Construction of a Counterexample to the Convergence of Three-Block ADMM with the Identity Matrix as its Third Constraint Block

Kenan Xu, Xiangfeng Wang

The alternating direction method of multipliers (ADMM), as a landmark algorithm, has attracted tremendous research attention and extensive practical applications over the past two decades. It is well known that, although the two-block ADMM enjoys well-established theoretical convergence guarantees, its direct extension to the three-block case may fail to converge, as demonstrated by existing counterexamples [5]. However, to the best of our knowledge, the case in which the third constraint block is the identity remains unresolved: the existing literature gives neither a general convergence proof nor a counterexample for this subclass. In this paper, we give a negative answer: direct three-block ADMM may fail even when the first two blocks are strongly convex quadratics. Using Codex with GPT-5.6 Sol, we construct an explicit rational counterexample candidate and verify it along a piecewise-affine reduction path; exact checks show that direct three-block ADMM on this instance produces a bounded nonconvergent orbit of period 66. Within the same Codex workflow, we further guide a study of multiplier relaxation and clarify when convergence can be restored at the fixed-instance and class levels: a problem-dependent small dual step can restore convergence, whereas no positive relative step works uniformly over the whole class. Furthermore, we also test the recent Kimi Code with Kimi K3 model without the Codex candidate or project-specific route guidance; along a different path it produces an exact locally attracting period-23 certificate, convertible to an equivalent all-identity instance. The comparison suggests that different research-harness configurations can shape the mathematical objects explored and the certificates pursued.

#05Aug 14, 2026

cs.CV

Decoding the Past: An Uncertainty-Aware Deep Learning Framework for Sex Attribution in Prehistoric Hand Stencils

Karel Becerra, Boris Mederos, Dean Snow and 1 more

Determining the biological sex of the individuals who created Upper Paleolithic hand stencils remains a challenging problem due to the absence of ground truth, population differences between contemporary and prehistoric groups, and the uncertainty introduced by image degradation. Traditional morphometric methods suffer from high structural overlap across sexes, poor cross-population generalizability, and subjective feature engineering. This study presents an uncertainty-aware deep learning framework for sex attribution in prehistoric hand stencils that explicitly models, propagates, and aggregates uncertainty throughout the analytical pipeline. The methodology combines dual image processing, dual contour extraction, structured silhouette augmentation, model architectural diversity, and ensemble-based decision aggregation. The pipeline generates twelve plausible silhouette realizations per stencil to capture boundary uncertainties, which are processed by two ensembles of ten deep neural networks each (EfficientNet-B3 and MobileViT-S) trained on 14,036 contemporary hand samples. Furthermore, a triangulated validation scheme integrates ensemble predictions with unsupervised 2D latent-space manifold mapping (UMAP + k-NN) and explainable AI spatial attributions (LayerCAM) to ensure anatomical consistency. On contemporary data, ensemble models achieve strong classification performance, with accuracies exceeding 88% in older age groups. When applied to prehistoric stencils, the framework produces both sex predictions and confidence measures of internal agreement, enabling the distinction between morphologically stable and ambiguous cases. Convergence across ensemble predictions, latent-space structure, and interpretability analyses shows that uncertainty can become a measurable component of archaeological inference, enabling robust and reproducible decoding of ancient rock art.