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5 papers

#01Nov 10, 2026

cs.RO

TanCRAFT: Context-Reasoned Anticipatory Feedback for Assembly Tasks

Sassan Mokhtar, Lars Doorenbos, Marius Bock and 4 more

Preventing human error in physical assembly tasks requires assistance systems that can intervene before mistakes are made. This is especially challenging in settings where users are free to choose the construction order and correctness depends on the evolving assembly rather than a fixed next step. We present TanCRAFT, a four-stage real-time predictive assistance system that tracks the scene state, reasons about the current partial assembly, forecasts the near-future motion of manipulated pieces, and intervenes when the predicted placement is incompatible with the target. We instantiate our framework and confirm its effectiveness in a controlled tangram assembly task through offline benchmarks and a within-subject user study. Our findings show that the predictive feedback significantly reduces mistakes relative to unguided and reactive sessions, while yielding the lowest mean perceived workload and shortest mean completion time. Overall, these results demonstrate the value of predictive feedback for error prevention and provide a step toward cost-aware assistance for automation and human-robot workcells.

#02Nov 10, 2026

cs.CV

C$^2$-Routing: Complementary Cropping and Compression for Efficient Vision-Language Inference

Guorui Lu, Qinyu Chen

Visual Question Answering (VQA) imposes substantial computational overhead on vision-language models (VLMs), motivating model-agnostic input reduction methods that can be readily applied across diverse VLMs, including in black-box settings. Simply enforcing a visual-token cap reduces computation, but it can discard information needed to answer the question. A single reduction strategy also struggles to accommodate different scenarios. Our key observation is that cropping and compression are complementary: cropping highlights small targets and local details, whereas whole-image compression better preserves context for large targets or distributed evidence. Based on this observation, we propose C$^2$-Routing, which adaptively selects cropping or compression according to the input image and question. Since both strategies may still discard key information, we further design a safety gate that uses the predicted joint correctness distribution under original and reduced inputs to guide fallback and protect accuracy. To accommodate consumer GPU resource constraints, all training and evaluation experiments run on RTX 3090 GPUs. To measure gains beyond token capping, we use full-image baselines with the same cap of 1,024 visual tokens. We conduct extensive evaluation on three VLMs and 18 datasets spanning local details, global scenes, scene text, and documents. With the visual budget already capped, C$^2$-Routing further reduces end-to-end FLOPs by 36.53% and visual tokens by 42.36% on average, with a mean relative task-score decrease of only 0.77%.

#03Nov 10, 2026

stat.ML

A Theory of Cross-Validation Variance

Nathaniel S. O'Connell, Jaime L. Speiser

Cross-validation estimates predictive performance by repeatedly splitting the data into training and validation sets, fitting the model on the first and evaluating it on the second. Every observation influences the estimate in two roles, through its own evaluation when it is held out and through the models it helps fit when it trains. The random splits determine its weight in each role. From this representation, we prove an exact finite-sample identity for the variance of the cross-validated estimate. For a given splitting scheme with a common training set size, the variance is a function of these weights, with constants of the model, the metric, and the population. It covers metrics averaged over observations, such as mean squared error, and over case--control pairs, such as the AUC. The identity shows which schemes to use. The variance decomposes into sampling variance, which depends only on the training size, and variance due to the random fold splitting, which arises when the weights change from one draw of the splits to the next. K-fold cross-validation, whose weights are equal across observations by design, is therefore variance optimal at first order; Monte Carlo and bootstrap cross-validation are not. The first-order variance of K-fold does not depend on K, and under reasonable conditions on the model leave-one-out has the smallest variance of any K-fold scheme. For the AUC the same holds for leave-pair-out, which evaluates every case--control pair. Finally, we show the cross-validated estimate is asymptotically normal with the identity's full variance. Together, these results provide a general theoretical foundation for inference on cross-validated performance and establish principles for selecting variance-optimal cross-validation designs.

#04Nov 10, 2026

cs.CV

UGG: Unified Generative Geometry Model

Amani Kiruga, Zhiyi Li, Ruojin Cai and 4 more

Understanding 4D scenes is a core challenge in visual intelligence, requiring models to jointly capture scene geometry, appearance, and dynamics from partial observations. However, existing approaches are subdivided into feedforward models for direct geometric prediction, and generative models for visual synthesis. We introduce UGG, a unified framework for 4D scene understanding that jointly models RGB video and geometric representations such as depth and camera pose. By assigning different noise levels across modalities and time, UGG formulates visual generation and geometric prediction as conditional completion within a single generative model. This flexible formulation enables the model to learn from diverse, heterogeneous datasets with different subsets of geometric and visual annotations. Furthermore, our generative formulation enables inference-time search over multiple plausible scene hypotheses, using geometric evidence extracted from observed RGB frames to improve geometric prediction without ground truth geometry. We demonstrate UGG's effectiveness over non-unified baselines across camera-controlled video generation, depth estimation, and camera pose prediction, including in challenging sparse observation settings. Code and visualizations are available at https://ugg-model.github.io/

#05Nov 10, 2026

cs.AI

Re-Search: Dissecting LLM Ideation Through a Two-Player Questioning Game

Muhan Gao, Hangxiao Zhu, Xinqi Su and 3 more

Research ideation is iterative: researchers refine their ideas step by step based on feedback. Yet existing evaluations obscure this search process, making it difficult to understand how LLMs explore the space of research ideas and what limits their progress. We introduce Re-Search, which adapts the format of Twenty Questions to research ideation: given only the research problem of a published paper, a model must rediscover the paper's core idea by asking yes-or-no questions. Built from 200 ICML 2026 papers, Re-Search tracks how a model's idea evolves as it asks questions and receives binary oracle feedback, isolating ideation from execution. Across six recent LLMs, nearly all progress happens within the first 30 of 100 questions, which largely decide how the game ends; after that, most models plateau. Through controlled interventions on the candidate questions and the hypothesis space, we find that the bottleneck is generation, not judgment: models recognize a good idea or a good question when one is offered, but often cannot produce it on their own. We further analyze the ideation traces and find that models fail by either over-exploiting one direction or over-exploring too many. These findings point to concrete design principles for autoresearch systems: since models can judge candidates they cannot produce, enriching the search with externally sourced ideas and questions may be more effective than improving any single model's generation ability.