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Momentum

3 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.

Jul 13Week of Sep 28

Latest papers 35

Apr 27, 2026cs.CV

Omni-o3: Deep Nested Omnimodal Deduction for Deliberative Audio-Visual Reasoning

Omnimodal understanding entails a massive, highly redundant search space of cross-modal interactions, demanding focused and deliberative reasoning. Current reasoning paradigms rely on either sequential step-by-step generation or parallel sample-by-sample rollouts, leading to isolated reasoning trajectories. This inability to share promising intermediate paths severely limits exploration efficiency and causes compounding errors in complex audio-visual tasks. To break this bottleneck, we introduce Omni-o3, a novel framework driven by a deep nested deduction policy. By formulating reasoning as a dynamic recursive search, Omni-o3 inherently shares reasoning prefixes across branches, enabling the iterative execution of four atomic cognitive actions: expansion, selection, simulation, and backpropagation. To empower this framework, we propose a robust two-stage training paradigm: (1) cold-start supervised fine-tuning on 101K high-quality, long-chain trajectories distilled from 3.5M diverse omnimodal samples, enabling necessary recursive search patterns; and (2) nested group rollout-driven exploratory reinforcement learning on 18K complex multi-turn samples, explicitly guided by a novel multi-step reward model to stimulate deep nested reasoning. Extensive experiments demonstrate that Omni-o3 achieves competitive performance across 11 benchmarks, unlocking advanced capabilities in comprehensive audio-visual, visual-centric, and audio-centric reasoning tasks.
Apr 19, 2026cs.GT

Study and Improvement of Search Algorithms in Multi-Player Perfect-Information Games

In this article, we generalize Unbounded Minimax, the state-of-the-art search algorithm for zero sums two-player games with perfect information to the framework of multiplayer games with perfect information. We experimentally show that this generalized algorithm also achieves better performance than the main multiplayer search algorithms.
Apr 15, 2026cs.LG

PAC-CF: Calibrating Irreversible Frontier Pruning in LLM-Guided Search

LLM-guided search explores multiple candidate trajectories, but at substantial test-time cost. Pruning low-scoring frontier candidates can control this cost, yet it also turns potentially biased evaluator scores into irreversible decisions: systematic ranking errors can persist under repeated scoring and remove useful branches. We propose Probably Approximately Correct Conformal Filtering (PAC-CF). Its fixed-frontier analysis formulates elimination as an (ε,δ)(\varepsilon,δ)-PAC problem under bounded evaluator bias; its operational rule separately calibrates a score-gap threshold on held-out tasks by running the original controller without PAC-CF and using post-search verifier labels to measure the deficit of solution-preserving candidates relative to the frontier leader. Conditional on exchangeable native-controller tasks with nonempty protected exposure, conformal calibration gives finite-sample coverage for retaining at least one verifier-defined valid continuation at every protected frontier on the native trajectory. At deployment, PAC-CF removes only candidates whose gap from the highest frontier score exceeds the frozen threshold. We evaluate PAC-CF across three domains, five controllers, and four request budgets from B100 to B500. In the cross-domain/controller macro averages, the point estimates for all three workload measures are lower at every budget; the paired-bootstrap 95% confidence interval for utility excludes zero at B100 and B200. For pruning-aware ToolTree, the full-test-set cross-domain utility difference is +4.38+4.38 points at each tested budget; on the natural-termination sensitivity cohort, physical requests decrease by 18.9418.94--18.95%18.95\% and end-to-end token usage by 23.5723.57--23.76%23.76\%.
Feb 12, 2026cs.AI

TSR: Trajectory-Search Rollouts for Multi-Turn RL of LLM Agents

Advances in large language models (LLMs) are driving a shift toward using reinforcement learning (RL) to train agents from iterative, multi-turn interactions across tasks. However, multi-turn RL remains challenging as rewards are often sparse or delayed, and environments can be stochastic. In this regime, naive trajectory sampling can hinder exploitation and induce mode collapse. We propose TSR (Trajectory-Search Rollouts), a training-time approach that repurposes test-time scaling ideas for improved per-turn rollout generation. TSR performs lightweight tree-style search to construct higher-quality trajectories by selecting promising actions and trajectory prefixes during rollout generation. This improves rollout quality while preserving stable policy optimization and remains compatible with standard policy-gradient optimizers by design. Across Sokoban, FrozenLake, and WebShop, TSR achieves success-rate gains of up to 15 percentage points and converges in fewer optimization steps, while trading additional training-time rollout compute for stronger policies that require no search at inference time. By moving search from test time to the rollout stage of training, TSR provides a modular mechanism for stronger multi-turn agent learning, complementary to existing frameworks and rejection-sampling-style selection methods.
Aug 22, 2025cs.AI

PuzzleJAX: A Benchmark for Reasoning and Learning

We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoning abilities. Unlike existing GPU-accelerated learning environments that provide hard-coded implementations of fixed sets of games, PuzzleJAX allows dynamic compilation of any game expressible in its domain-specific language (DSL). This DSL follows PuzzleScript, which is a popular and accessible online game engine for designing puzzle games. In this paper, we validate in PuzzleJAX several hundred of the thousands of games designed in PuzzleScript by both professional designers and casual creators since its release in 2013, thereby demonstrating PuzzleJAX's coverage of an expansive, expressive, and human-relevant space of tasks. By analyzing the performance of search, learning, and language models on these games, we show that PuzzleJAX can naturally express tasks that are both simple and intuitive to understand, yet often deeply challenging to master, requiring a combination of control, planning, and high-level insight.