#01Oct 27, 2026
cs.LG
Gym-Anything-RT: Scaling Real-Time Environments for Vision-Language Agents
Pranjal Aggarwal, Sean Welleck
AI agents have made substantial progress in domains where they have a non-trivial amount of time to deliberate between actions, such as mathematics, software engineering, and performing tasks on desktop applications. It is less clear how such models fare in settings that demand real-time interaction, such as playing a video game or operating a physical device. In these settings, the environment state may evolve as the agent is reasoning, or even as the underlying model is performing a forward pass. To gain insight into the real-time interaction capabilities of vision-language agents, we introduce Gym-Anything-RT. Our key idea is to construct visual minigames that demand a portfolio of capabilities required for interactive real-time settings. Gym-Anything-RT uses an agentic pipeline to automatically generate such environments based on a taxonomy of six capabilities required for real-time interaction, including the ability to perceive the environment and act under an evolving environment state. A key feature of Gym-Anything-RT is that it allows for controlled comparison of real-time interaction capabilities: we can run the same minigame in real time, or pause or slow down the environment to relax the requirement for real-time actions. We use Gym-Anything-RT to construct 100 real-time minigames and evaluate AI agents on them. We find large capability gaps in real-time interaction. For example, GPT-6 Astra (xHigh) achieves a pass rate of only 9.0% on the real-time minigames, which rises to 75.0% when the environment is paused. We also identify intriguing behaviors by the most powerful frontier agents: for instance, when given the ability to write code, these agents write code that bypasses the need to perceive and act in real time. We publicly release Gym-Anything-RT and the generated minigames to spur further research on AI agents in real-time interactive settings.
#02Oct 27, 2026
cs.LG
Attention as Lattice Gauge Theory: Relations Interact Only Through Wilson Loops
Aakash Sarkar, Ananya Mukherjee, Motoshige Sato
Relations compose through the entity they share - Alice is Bob's mother and Bob is Carol's father, so Alice is Carol's grandmother - and the order matters, since a father's mother is not a mother's father; verifying a composed relation means closing the loop. We show that if each entity's coordinate frame may be rotated independently (per-entity frame freedom), three things follow. In the pure-gauge sector, relations that share no cycle cannot interact at all. The only gauge-invariant score of a triangle is a class function of its holonomy $H = T_{ij} T_{jk} T_{ki}$ - a Wilson loop. And the only equivariant update of an edge is $U = Ψ(H)\, T_{ij}$ with $Ψ$ conjugation-equivariant. Edge attention by Wilson loops is therefore not one design among many but the unique form the symmetry permits. Three communities hold pieces of this form: the commuting-operator embeddings of knowledge graphs are its abelian (commuting) sector; AlphaFold's triangle update and the Edge Transformer have its shape - an edge updated through the third vertex - without its constraints; and lattice QCD builds it equivariantly on lattices. We instantiate the equivariant sub-family on general relational graphs as holonomy attention. With no training and composition alone, it infers unobserved $S_4$ relations on sparse graphs at 0.88 with a fifth of the edges corrupted, at or slightly below specialist synchronization algorithms, where every commutative architecture is capped at 0.083; its holonomy score flags corrupted triangles at AUC 0.99 where commuting scores are capped at 0.76 by a second selection rule, and it separates clusters without labels.
#03Oct 27, 2026
cs.SD
Beyond Answer Changes: Matched Same-Class Controls for Local Audio Evidence
Yunuo Wang, Maoyuan Chen, Yuanjin Huang and 1 more
For audio-language models, an answer change after a local sound-event edit can reflect a response to the event's class, sensitivity to waveform rewriting, or both. We compare matched same-class and different-class replacements of a queried event. Both use the same interval, level estimate, donor fitting, and crossfade, while the same-class replacement preserves the correct answer. Across 600 synthetic soundscapes and three models from two architecture families, different-class replacements produce 49.7 to 60.9 percentage points more answer changes than same-class replacements. Same-class accuracy remains within 5.2 percentage points of original accuracy. Among trials with correct original and same-class answers, soundscape-weighted selective accuracy for the inserted class is 73.7 to 81.9%, averaging eligible trials within each soundscape and then weighting eligible soundscapes equally. This protocol tests how model answers respond to local changes in event class.
#04Oct 27, 2026
cs.AI
TeamGym: A Gym for Team Decision-Making by AI Agents with Distributed Information
Chanwoo Park, Jaywoong Jeong, Zachary Wojtowicz and 4 more
Many real-world decisions require teams to integrate information distributed across participants. Yet AI agents are still primarily trained and benchmarked in isolation. We introduce TeamGym, an environment for evaluating and training language model-based agents on team decision-making problems constructed from real-world legal, finance, medical, and software engineering corpora. TeamGym introduces a method to identify a minimal set of facts, each element of which is necessary and all of which are collectively sufficient for a correct final decision, which we call pivotal information. This enables TeamGym to both control the distribution of pivotal information and track how well agents identify and integrate pivotal information when making team decisions. Examining 8 language models on 12 source corpora, we find that current AI agents often fail to effectively share information: Distributing pivotal information across participants lowers success rate by 22.9 percentage points on average relative to giving the same information to a single model (a communication gap). We also document that participants do not effectively retrieve decision-relevant information on their own: A team's success rate is lowered by a further 19.9 points when participants must identify and extract pivotal information from source material rather than receiving it directly (a retrieval gap). To help remedy these deficits, we use TeamGym to train policies through reinforcement learning on team decision loss. Across two policy-training experiments, we find that training improves final-decision quality and induces emergent coordination in participation, speaker selection, and communication, even though the reward evaluates only the final decision.
#05Oct 27, 2026
cs.MA
Strategyproof Deep Reinforcement Learning for Online Resource Allocation
Fariba Dehghan, Sebastian Stein, Vahid Yazdanpanah and 1 more
Online resource allocation faces two coupled challenges: (1) allocating scarce resources efficiently under uncertain future demand, and (2) ensuring that agents report task valuations and requirements truthfully (strategyproofness). Reinforcement Learning (RL) adapts allocation decisions through experience but does not necessarily ensure strategyproofness. Existing strategyproof RL uses a linear allocation rule, which limits the resource interactions it can represent. Neural mechanism design methods offer greater expressiveness, but provide only approximate incentive guarantees. Against this background, we introduce the first strategyproof deep RL mechanism for online resource allocation. It integrates three novel components: (i) a monotonic neural network that learns nonlinear interactions by construction (higher reported value cannot reduce acceptance, while a longer reported duration or larger resource requirement cannot increase it); (ii) a generalised critical payment: the lowest accepted value, with all other inputs fixed; and (iii) training by either RL or imitation of an existing rule. Together, monotonicity and the critical payment ensure strategyproofness and individual rationality, while the neural rule provides flexibility and imitation improves training efficiency. Empirically, on a four-resource stream with two partner pairs that a linear difference cannot represent, the neural rule achieves 97.8% of an offline welfare upper bound, compared with 93.8% for a linear learner and 89.0% for first-come, first-served, closing 65% and 80% of the remaining optimality gap, respectively. Moreover, imitation reaches 97.5% in only 261 seconds, about 89 times faster than RL.