#01Aug 6, 2026
cs.RO
Visual Grounding in Zero-Shot Vision-Language Control
J. de Curtò, Dayani Plasencia, Diego Sánchez and 1 more
Vision-language models (VLMs) are increasingly used as zero-shot controllers, but successful trajectories do not necessarily show that decisions are grounded in visual input: simulator dynamics and conservative action priors can produce favourable scores without meaningful perception. We investigate this with an input-ablation battery: blind-image controls, repeated identical inputs, lane-axis reflection, non-visual baselines, and pipeline-integrity checks. Across nine direct-action models, six structured local VLMs, and an exploratory VLM-MPC hierarchy, we analyse 32,874 scored calls over two embodiments and three simulators. The direct-control results are largely negative: a constant-SLOW policy outperforms a scripted geometric controller, several models are image-invariant or nearly constant, and models that recognize longitudinal hazards still fail to transform LEFT and RIGHT under reflection. No local VLM meets the joint longitudinal and lateral grounding criteria. However, an image-only deterministic positive control estimates the lead gap with 0.090 m MAE and exact mirror equivariance, confirming the stimuli carry sufficient visual information; the failures are modular, not universal. A post-hoc, leakage-controlled symmetry-consensus guardian selects two models from 16 calibration frames and freezes a 2-of-4 hazard vote across original and reflected views. On 272 held-out frames it reaches 0.954 balanced accuracy (episode-cluster bootstrap 95% CI [0.895,0.990]); nested leave-one-episode-out recovers the same pair and threshold in all 12 folds. Abstaining on ties raises committed balanced accuracy to 0.973 at 0.824 coverage. With deterministic perception retaining lateral authority, offline modular replay achieves 0.934 action agreement and exact mirror equivariance. These results support current VLMs as bounded, selective hazard assistants, not monolithic zero-shot controllers.
#02Aug 6, 2026
cs.CV
The Next Screenshot Knows: Gated Hindsight Distillation for Mobile GUI Agents
Weiwei Li, Junzhuo Liu, Tong Chu and 2 more
GUI agents are commonly trained offline from successful interaction trajectories. Standard training decomposes each trajectory into prefix-action pairs: the agent predicts an action from the current screen and interaction history, while the subsequent observation is discarded. This removes the rationale of why an action is correct: the evidence often appears only on the subsequent screen. For example, to enable Soft Wrap, the agent should click Edit or View, but nothing reveals this until the menu opens. Without such evidence, standard imitation gives the model little chance of ever sampling and thus learning the correct reasoning. To address this issue, we propose Gated Hindsight Distillation (GHD), which uses the next screenshot as privileged information during training. A student predicts from the observable trajectory prefix, while a parameter-sharing teacher additionally observes the next screenshot and re-scores the student's on-policy responses. We apply distillation only when the student fails and the hindsight-conditioned teacher recovers the demonstrated action. GHD improves task success over GRPO on AndroidWorld and AndroidLab across two vision-language models. The code and checkpoints will be made available.
#03Aug 6, 2026
cs.CV
Toward Deployable Bangla Sign Language Recognition with Expert-Validated Data and a Lightweight Attention-Based Model
Saad Ahmed, Md Khalid Syfullaha
Deaf and hard-of-hearing people in Bangladesh communicate mainly through Bangla Sign Language (BdSL). Automatic BdSL recognition on personal devices could widen access to education and services. Existing systems use controlled-setting datasets without expert verification and heavyweight pretrained backbones unsuited to on-device use. We introduce RSBdSL38, 10,874 expert-validated images spanning all 38 BdSL hand signs, representing the 51 letters of the Bangla alphabet, recorded from real signers at three special-needs schools across Bangladesh. We propose a lightweight attention based convolutional network of 298,470 parameters, built from grouped bottleneck residual blocks, channel and spatial attention, a multi-scale depthwise hand-feature block, dual pooling, and Swish activations. Trained from scratch, it attains 96.37% accuracy (95.72% +- 0.54% over five seeds), within 1.08 percentage points of the best of nine ImageNet-pretrained efficient architectures under an identical protocol, using 8.5 to 68x fewer parameters and 1.3 to 21.7x fewer MACs. Retrained, it reaches 92.95 to 98.33% on six public BdSL benchmarks, 97.04% on a merged corpus, and 76.25% zero-shot on BdSL-38. Removing any architectural stage costs 7.61 to 89.30 points, against at most 3.17 for the training recipe. Grad-CAM with deletion-insertion and weight-randomization checks confirms that predictions follow the signing hand. A signer-independent split holding out 6 of 36 signers yields 85.18%. Quantized to 0.48 MB, it runs at 3.98 ms per image within a 15.5 MB footprint on a commodity smartphone. Together, RSBdSL38 and our from-scratch model turn benchmark accuracy into deployable accessibility at a fraction of pretrained-backbone cost; dataset, code, and models are released.
#04Aug 6, 2026
cs.CV
CFGPNet: Cross-Attention-Based Fused Gradient Programmed Network Framework for Multispectral Object Detection
Nima Hatami, Karim Faez, Saeed Sharifian and 1 more
RGB--T object detection exploits the complementary strengths of visible and infrared imagery, supporting robust perception in low-light, adverse-weather, and complex multi-scale environments. However, existing methods still suffer from insufficient cross-modal interaction, unstable fusion from modality distribution gaps, and the high computational cost of heavy attention-based architectures. To address these issues, CFGPNet is proposed, a Cross-Attention-Based Fused Gradient Programmed Network framework for multispectral object detection. CFGPNet uses an improved GELAN backbone with RepViT-style re-parameterized blocks to strengthen feature representation while preserving computational efficiency. A Cross Computation Efficient Attention (CrossCEA) module is introduced to enhance cross-modal feature interaction and reduce redundant information transfer between visible and thermal branches. To generate compact and discriminative fused representations, an Attention Selection and Aggregation Fusion (ASAF) network combines dense feature aggregation with selective attention-based emphasis. Moreover, a programmable-gradient auxiliary branch is integrated into each CFGPNet variant to improve gradient delivery and optimization quality. Experiments on five public multispectral benchmarks, FLIR, M3FD, LLVIP, VEDAI, and MFAD, demonstrate that CFGPNet achieves strong and consistent performance across diverse scenes, object scales, and modality balances. In particular, the framework attains 80.7% mAP50 / 45.0% mAP50:95 on FLIR, 89.9% / 63.4% on M3FD, and 97.8% / 68.9% on LLVIP. It also reaches 83.3% / 56.9% on VEDAI and 83.4% / 61.8% on MFAD. These results show that CFGPNet is an effective, practical solution offering useful accuracy--efficiency trade-offs across three model scales. The code, data, and fine-tuned models are available at https://github.com/NimaHatami99/CFGPNet.
#05Aug 6, 2026
cs.CV
MASS: Multiplayer World Models with Authoritative Shared State
Ziqi Cai, Siqi Yang, Yimu Wang and 6 more
Current video world models struggle in multiplayer environments because they entangle world state with view-dependent visual latents, leading to redundant compute, view inconsistencies, and poor scalability. We propose MAS (Multiplayer world models with Authoritative Shared State) to resolve this limitation. Inspired by multiplayer game architectures, MAS disentangles world dynamics and view rendering. A learned Logic Engine advances a global, authoritative typed state from joint actions without any hand-written transition function, acting as the sole recurrent memory and synchronization reference. From this shared state, a learned Rendering Engine generates independent and consistent views for any requested camera on demand. This explicit disentangling allows MAS to achieve superior state accuracy and lower cross-view inconsistency compared to state-of-the-art multi-view baselines on a matched multiplayer Snake benchmark. It advances predicted worlds with 1,024 concurrent players for 10,000 recurrent steps. Our results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.