#01Oct 29, 2026
cs.NI
Multistatic ISAC with Deep Learning-Based Clutter Suppression for 5G and Beyond
Yalin E. Sagduyu, Tugba Erpek, Sastry Kompella
Integrated sensing and communications (ISAC) systems using 5G and beyond signals of opportunity enable joint wireless sensing and communication using shared infrastructure and spectrum resources. While multistatic ISAC can increase sensing coverage with spatially distributed receivers, dense and dynamic clutter can significantly degrade bistatic range and Doppler estimation, leading to errors in target localization and velocity estimation. This paper presents a multistatic ISAC framework with clutter suppression for high-fidelity estimation of target position and velocity. Distributed clutter is modeled with randomly located scatterers with varying Doppler spreads and radar cross sections to capture dense and dynamic clutter effects. A broad range of conventional signal processing baselines are evaluated for clutter suppression, showing limited robustness under strong clutter conditions. To address this limitation, deep learning-based clutter suppression methods are introduced to improve robustness against dense and dynamic clutter by employing residual and attention-enhanced deep neural network architectures that directly enhance target responses from clutter-contaminated observations. These methods substantially outperform conventional approaches in target position and velocity estimation across diverse clutter conditions in multistatic ISAC.
#02Oct 29, 2026
cs.CV
Fight World Model: Customizable Combat through Visual Interaction Proxies
Jiahua Li, Zixu John, Tom Zhong and 5 more
A playable, programmable game world must maintain persistent state, enforce executable rules, and support extensible gameplay mechanics. Existing video world models can generate plausible combat, yet struggle to keep hit reactions and health updates consistent with game rules. We introduce Fight World Model (FWM), which separates rule-governed combat execution from video rendering. An executable engine maintains state and resolves interactions. A deterministic compiler encodes these outcomes and attempted actions in a spatially and temporally aligned interaction proxy. The proxy aligns action and skill windows, brief hit reactions, and persistent health by fighter identity and timing. These cues can be controlled separately to render interactions under modified rules. Identity-bound references preserve character appearance across side switches. We train FWM on FightWorld Corpus, spanning 52 skill effects, 187 character-appearance variants, and 15 arenas. Without retraining the renderer, FWM supports damage scaling, limited-hit immunity, lifesteal, and multi-stage skill mechanisms beyond the native game. It also allows character and arena customization. Experiments demonstrate the effectiveness of FWM, which outperforms existing game world models in action fidelity, hit reactions, health-state consistency, and character appearance preservation. Our project is available at https://fight-world-model.github.io.
#03Oct 29, 2026
cs.CV
SonoWorld4D: From One Video to a 4D Audio-Visual Scene via Diffusion Synchronization
Derong Jin, Xiyi Chen, Ming C. Lin and 1 more
Recent progress in visual scene generation has extended beyond static 3D scenes toward the more challenging problem of generating dynamic 4D scenes from minimal input. However, sound, despite being intrinsically coupled with dynamic objects and events, remains largely unmodeled in prior work. We introduce Video-to-4DAVScene, a new task that turns a video into an explorable, time-varying 4D audio-visual scene, and present the SonoWorld4D framework for this task. Given a monocular video, our method generates a 360 static background, reconstructs explicit motion trajectories of dynamic, sound-emitting foreground objects, and synthesizes a physically-grounded sound field consistent across multiple sources through dual-space audio diffusion synchronization. The resulting 4D scene supports real-time novel-view visual and spatial audio rendering. Evaluation on real-world dynamic scenes and a user study demonstrates SonoWorld4D generates 4D audio-visual scenes with perceptually realistic, physically grounded spatial audio consistent with scene geometry and visual content.
#04Oct 29, 2026
cs.LG
Rethinking Neural Thickets Without Weight Perturbations
Nicolas Dufour, Elouan Gardès, Amil Dravid and 2 more
The Neural Thickets hypothesis posits that pretrained language models lie in dense neighborhoods of task-specific experts in weight space, which random Gaussian perturbations can uncover. We reproduce the reported gains, but show that they do not require this geometric explanation. Perturbing a single decoder block already recovers much of the improvement, while keeping the model entirely frozen and adding a random bias to its output logits matches or exceeds full-weight perturbations on most reasoning tasks. This suggests an alternative explanation based on output diversity, validation-based selection, and voting. We formalize this view as Perturb-Select-Vote (PSV), a general procedure that generates perturbed predictors, selects high-performing members on a small validation set, and aggregates their predictions. This interpretation connects Neural Thickets to established inference-time methods, including sampling, self-consistency, and verifier-guided selection. A first-order analysis further shows that small weight perturbations act primarily through their induced logit shifts. We extend this analysis to vision, where logit PSV substantially improves performance under domain shift, including on Earth observation, while full-weight perturbations provide little additional benefit. Together, these results suggest that the gains attributed to nearby weight-space experts can instead be obtained through output diversity, selection, and voting. Logit PSV realizes these benefits with a fully frozen model, providing a simple, training-free alternative to full-weight perturbation ensembles across language and vision.
#05Oct 29, 2026
cs.CR
TextSeal2: Distortion-Free LLM Watermarking with Copula Mixing and Memoryless Races
Tom Sander, Pierre Fernandez, Itai Gat and 11 more
We present TextSeal2, a distortion-free watermark for large language models that keeps its signal under speculative decoding: tokens that replace rejected drafts remain watermarked with the same keys, and the acceptance rate is unchanged. It also preserves output diversity and adds no measurable inference latency. Its predecessor, TextSeal, restores diversity in the Gumbel-max scheme by routing each token to one of two keys via a coin flip. This is suboptimal because the detector averages the scores from both keys without knowing which key was used. TextSeal2 instead merges two or more keys into a single virtual key and couples it to fresh noise through AutoMark's Gaussian copula. Any number of keys, including publicly shared keys, can be merged this way without diluting detection. Under speculative decoding, TextSeal2 verifies keyed drafts with one more exponential race, run on the leftovers of the draft races. By memorylessness, this race reproduces block verification, so the output follows the target model exactly. We evaluate TextSeal2 on three LLMs. At equal output token diversity, TextSeal2 detects 8 to 22 percentage points more 100-token answers than TextSeal at a false-positive rate of $10^{-3}$, and is comparable to textGrain while requiring no post-logits optimization. Under speculative decoding, it detects 18 and 22 percentage points more 200-token answers than TextSeal and textGrain, respectively, at the same acceptance rate.