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5 papers

#01Nov 5, 2026

cs.CY

tok: a textual concrete syntax of BPMN and DMN for humans and AI agents

Marek Deja

tok is a plain-text notation for Business Process Model and Notation (BPMN) 2.0.2 process models and Decision Model and Notation (DMN) 1.5 decisions. One engine checks a tok document against both standards, compiles the document to XML with an automatic diagram, and serves language-model applications through the Model Context Protocol. The paper classifies the notation as an alternative concrete syntax of the BPMN and DMN metamodels and reports one study. A tok model takes 2.2 times fewer tokens than the smallest BPMN XML of 893 files exported by 37 tools and 7.7 times fewer than the files as exported. The checker signals 98.2% of 1,411 injected faults, against 85.8% for the XML Schema with bpmnlint. Four language models new to tok write valid tok from a one-page reference for 85.7 to 100% of 87 process descriptions from two datasets and valid BPMN XML for every description, and the strongest model writes tok with 25% and 19% fewer tokens than BPMN XML. As agents with a lean skill and one checker tool, the models write valid tok for 97.6 to 100% of the descriptions, the strongest model spends 21% and 14% fewer tokens on tok than on BPMN XML, and a skill which sends the model to read the reference through a tool costs 1.7 to 2.8 times the tokens of the lean skill. Of 47 event logs simulated from public models, 44 fit their source models, and tok imports every model discovered from the logs.

#02Nov 5, 2026

cs.LG

QRAE: Query-Relevant Attention Entropy for Context Compression in DeepSearch Agents

Yingjie Tan, Haiquan Qiu, Quanming Yao and 3 more

DeepSearch LLM agents repeatedly search and carry retrieved sources into subsequent reasoning steps. This expanding context increases token consumption and latency, although many results do not contribute to later reasoning. We propose Query-Relevant Attention Entropy (QRAE), an online context compression method that uses sparse evidence-assessment heads to decide which intact retrieved chunks should persist across reasoning steps. It scores bounded candidate batches through paired prefills: a query-free control suppresses shared attention responses, while normalized entropy measures the breadth of the positive response within each chunk. High-scoring chunks enter a persistent evidence whitelist and are included in the reasoning context. Uncertain chunks remain outside the reasoning context but are retained in a candidate cache, where they can be retrieved for later reevaluation. QRAE requires neither an additional generative compression pass nor modification of the attention operator. Across multiple DeepSearch benchmarks and reasoning models, QRAE improves task success by an average of 2.35 percentage points and reduces end-to-end latency and reported token usage by an average of 30% and 45%, respectively. These benefits generalize to a model with nearly 100B parameters.

#03Nov 5, 2026

cs.CV

Bri3D: Bridging the Object-Scene Gap in Single-Image 3D Generation via Scene-Anchor

Hongye Hou, Shuai Zhang, Hongjie Li and 4 more

Generating compositional 3D scenes from a single image requires recovering detailed object geometry and coherent spatial arrangements. Existing object-to-scene methods, including SAM3D and MIDI, extend object generation through image-context reasoning or inter-instance modeling. Coordinating objects remains challenging with limited scene-level supervision. Directly extending object-centric generators to entire scenes can degrade geometry and fail to preserve instance scale, orientation, and pose. We propose Bri3D, a framework bridging scene-level structural reasoning and object-level generative priors through instance-aware voxel scene anchors. Bri3D predicts a color-coded scene scaffold encoding coarse object geometry and spatial arrangements. Each instance is extracted as a scene anchor and refined into a pose-preserving, prior-compatible voxel support, enabling a frozen object generator to synthesize detailed textured geometry in the anchor-defined spatial reference. This coarse-to-fine design separates scene organization from object-scale detail synthesis, focusing scene-level training on spatial organization and anchor refinement while reusing pretrained object priors. Experiments demonstrate improvements in scene layout, object geometry, visual quality, and generalization. Bri3D predicts scene layouts efficiently; full scene generation is faster than SceneGen and SAM3D.

#04Nov 5, 2026

cs.LG

AttnSR: Attention Step Reward for Long-Horizon Agentic RL

Mengsong Wu, Tianchen Zhou, Zhaochen Su and 3 more

Long-horizon LLM agents make multi-step decisions, yet outcome-reward-only reinforcement learning provides little direct supervision for individual steps. We introduce AttnSR, a step-level reward augmentation method that derives reward allocations from policy attention extracted during training replay, without a separately trained reward model or additional rollouts. AttnSR traces backward through the policy model attention graph to estimate the relevance of earlier steps to the final response. The terminal step, measured relative to a running baseline, determines whether these rewards reinforce or penalize the selected steps. In a controlled Qwen2.5-7B-Instruct study, AttnSR consistently outperforms the PPO baseline across all evaluated checkpoints on ALFWorld, raising final held-out success from 91.2% to 97.1%. The ablation experiment shows that the benefit depends on how intermediate rewards are assigned, rather than simple accumulation of step rewards over time. AttnSR also improves ScienceWorld at every checkpoint while cutting environment interactions by 29.9%. These results support policy attention as a practical prior for step-level reward allocation in long-horizon agentic RL. Code is available at https://github.com/fairyshine/AttnSR .

#05Nov 5, 2026

cs.CV

Deformable Contact-Aware 3D Object Placement

Songhe Wang, David Miller, Charles A. Kamhoua

Current language-guided 3D object placement typically predicts a rigid 6-DoF pose, ignoring the physical reality that indoor placements are dictated by contact. Consequently, predicted poses often float, interpenetrate supports, or fail to deform soft surfaces. We propose Deformable Contact-Aware Placement (DCAP), a framework that reframes placement as a drop-to-equilibrium process. Rather than predicting a static pose, DCAP constructs a semantic release state that specifies the drop location, object scale, and deformable components, allowing a coupled rigid-deformable simulator to settle the object under gravity and friction. This explicitly separates semantic intent from physical realization. Evaluated on a benchmark of 2,063 prompt-asset-scene cases, DCAP significantly outperforms static baselines. On standard placements, it improves VLM Physics & Naturalness by 21.2 points and human preference by 26.5 points over the strongest raw rigid baseline, while reducing mean penetration depth by 72.3%. Compared to simulated rollout baselines, DCAP reduces residual speed by 72.1%. Ultimately, our results prove that physically accurate 3D placement requires modeling semantic intent and physical realization as strictly separate processes.