#01Nov 5, 2026
cs.LG
Towards interpreting any residual stream direction by scaling activation inversion
Celeste De Schamphelaere, Juan J. Vazquez, Ari Spiesberger and 4 more
To interpret a direction in a language model's residual stream, we can look for text that strongly activates it. But when such text is found by scanning a corpus, it is limited to what that corpus contains. We develop Maximally-Activating Example Metamodels (MAEMs), language models which map residual stream directions from a subject model to text exemplars that strongly activate those directions. Our objective is to maximise the cosine similarity of a supplied residual stream direction with the activations of the text generated by the MAEM. This label-free RL objective helps to scale MAEMs on diverse sources of residual stream directions. Empirically, we find the resultant metamodel produces informative exemplars: a Qwen3.6-27B MAEM inverts held-out activations better than corpus search or a natural-language autoencoder (NLA), beats corpus search (at 10M tokens) on a majority of held-out languages/domains, and activates 89% of held-out SAE features. It also identifies concepts behind steering vectors about as well as NLAs, recovers the payloads of LoRA backdoors more often than corpus search, and can even verbalise some model workspace inner monologue. Unlike explanations produced by other metamodels (e.g. NLAs), MAEM exemplars can be verified with a forward pass on the subject model, making the MAEM objective a grounded alternative for scaling the training of metamodels.
#02Nov 5, 2026
cs.LG
Discovering Learning Rules that Shape Others
Hong Jun Lee, Ziyan Wang, Jun Wang and 2 more
In general-sum games, self-interested learners can reach outcomes that are poor for everyone, which has motivated methods that shape the opponent's learning. Methods like Learning with Opponent-Learning Awareness (LOLA), which differentiates through the opponent's learning process, and Model-Free Opponent Shaping (M-FOS), which uses model-free optimisation methods for long-horizon opponent shaping, have enabled mutual cooperation and exploitation of learners. However, these methods require access to the opponent's parameters, policy, rewards or learning rule during deployment. In single-agent reinforcement learning, update rules discovered by meta-learning have achieved state-of-the-art results (e.g. DiscoRL). These rules are separate from the policy they train and read only the agent's own experience. We hereby extend this framework to general-sum settings by introducing Discovered Update Rule for Opponent Shaping (DUOS). To the best of our knowledge, this is the first method to discover an update rule for an agent in general-sum games. DUOS meta-trains the rule to maximise the agent's expected return over its lifetime, and updates an inner network using the agent's own experience. We show that our discovered rule exhibits behaviour consistent with opponent shaping without reading opponent policies or parameters, and ranks 1st in normalised mean score and 1st in self-play among tournament entrants.
#03Nov 5, 2026
cs.RO
Social Humanoid: Socially Responsive Human-Humanoid Interaction
Vongani H. Maluleke, James Ni, Kie Horiuchi and 7 more
Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: https://von31.github.io/social-humanoid/
#04Nov 5, 2026
cs.CV
USB Gym: A Gymnasium Testbed for Closed-Loop Ultrasound View Matching
Thanapong Intharah, Zhichao Gao, Yiliang Liu and 1 more
Background and Objective: Our main goal is ultrasound guidance: moving a probe until its image matches a target view. Published methods for each part of a guide are evaluated in separate simulators. We asked whether these methods, combined into one guide, are good enough. Methods: We built USB Gym, a testbed whose standard engine simulates ultrasound from public patient CT, with a network drawing organ textures from CT labels. Its guide has three replaceable parts (slots), an organ segmenter, a controller and a reward, which received 20 published methods, each run on the same 60 episodes of six held-out patients. In each slot, a published method replaced ours only if detectably better on these patients. The better of this combination and our original guide on 20 new CTs is the benchmark baseline. A pose oracle, reading the exact probe pose available only in simulation, set the reference. The results below are exploratory. Results: On these CTs, the probe started on average 16.0 mm from the target view; the pose oracle brought it to 1.5 mm. Of the results known when the combination was fixed, only an image-similarity reward (SSIM) was slightly but detectably better, so the combination was our guide with that reward. This combination was the benchmark baseline, ending at 13.7 mm (16% of the oracle's progress). Conclusions: Combining untuned published methods with ours did not guide the probe near the target view; the task remains under-explored. The testbed accepts new methods; no guide was tested on hardware.
#05Nov 5, 2026
cs.CV
4D Point Splatting for mmWave Radar Micro-Doppler Differentiable Rendering
Adnan Armouti, Guanyue Qian, Rajalakshmi Nandakumar
Millimeter-wave radar resolves the micrometer displacements of a moving body as micro-Doppler, enabling gait, gesture, activity, pose and vital-sign sensing. Each task relies on a downstream model trained on real data, yet radar datasets lag orders of magnitude behind vision and language. Brute-force collection will not close that gap, and existing synthesis methods (forward-only simulators, learned generators and static-scene inverse renderers) cannot fit a real capture of a moving body, leaving a sim2real gap. We present 4D Point Splatting (4DPS), a physics-based differentiable renderer that fits an explicit moving scene to a real capture. Using the synchronized camera to initialize the room and body, we represent the scene as oriented points carrying material, normal and velocity, and splat each point into range and Doppler bins. Our output is the raw complex return a real radar records, so we apply the same signal processing on the rendered data to obtain any representation for training any SOTA downstream model. We fit 235 sequences on HuPR and 100 on RT-Pose, two datasets with different radars. Our reconstructions set the state of the art, with median correlations of 0.940 and 0.830 on range-azimuth, 0.829 and 0.695 on range-Doppler, and 0.988 and 0.966 on micro-Doppler. Our renders also set the state of the art in downstream sim2real gap. On RT-Pose, a pose model trained on them reaches 21.9 cm MPJPE on real data, against 16.7 cm for real training and 127.6 cm for the RF-Genesis baseline, where both the rendered- and real-trained models learn nearly the same features. Our custom CUDA kernels fit a sequence in 5.7 minutes on HuPR and 12.9 on RT-Pose on one H100, making dataset-scale inverse rendering of mmWave radar possible for the first time. This work can enable synthetic data generation for any human-centered downstream task and model, and scene editing for data augmentation.