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Junsu Kim

Publications and source records attributed to Junsu Kim.

At least 19 recordsLinked to original sources

DreamX: Video Diffusion Model is a Universal Latent Action Learner

Learning a universal action representation from video requires modeling dynamics that are consistent across different executions of the same action yet invariant to changes in embodiment and appearance. Existing latent action models infer actions from visual transitions, but their representations often entangle the underlying action with irrelevant visual variations, limiting transfer across embodiments. We introduce DreamX, which repurposes a pretrained video diffusion model as a universal latent action learner. Our approach extracts compact latent actions from the video model's rich spatiotemporal features, compressing each latent video frame by $\boldsymbol{300\times}$ ($\boldsymbol{1{,}200 \rightarrow 4}$ tokens). In addition, by leveraging the video model's generative prior, these latent actions capture action-relevant dynamics disentangled from visual appearance. The resulting latent space serves as a shared action interface across embodiments (human and robot), environments, and action parameterizations. On LARY-Bench, DreamX achieves state-of-the-art performance among latent action models. Moreover, actions encoded in one setting remain effective in another: the latent space supports any-to-any video transfer and zero-shot action transfer across diverse embodiments and environments. Furthermore, this shared interface also enables policy learning in a compact latent action space, reducing the computational cost of video-diffusion-based policies.

cs.CV↗

Intensity-Domain Demultiplexing of Orbital Angular Momentum Channels for Optical Communication

Orbital angular momentum (OAM) multiplexing has been limited in practice by the complexity and optical loss of the elements that separate the channels at the receiver side. Here we adopt the azimuthal harmonics of OAM petal patterns as the demultiplexing basis, which makes the receiver the optical counterpart of the circular antenna arrays used in radio OAM links: the petal pattern of topological charge $\ell$ carries a single azimuthal harmonic of order $2\ell$, so one Fourier transform of the azimuthal intensity profile returns every channel, without gratings or mode sorters. The petals are formed by projecting a vector vortex beam from a single q-plate onto a linear polarization. A two-channel system at 515 nm with a 16-position circular photoreceiver array reaches 5.2 Gb/s below the forward error correction threshold, 2.6 Gb/s per channel from a 1.4 GHz photoreceiver.

physics.optics↗

Clip-Low Increases Entropy and Clip-High Decreases Entropy in Reinforcement Learning of Large Language Models

Reinforcement learning with verifiable rewards (RLVR) has recently emerged as the leading approach for enhancing the reasoning capabilities of large language models (LLMs). However, RLVR is prone to entropy collapse, where the LLM quickly converges to a near-deterministic form, hindering exploration and progress during prolonged RL training. In this work, we reveal that the clipping mechanism in PPO and GRPO induces biases on entropy. Through theoretical and empirical analyses, we show that clip-low increases entropy, while clip-high decreases it. Further, under standard clipping parameters, the effect of clip-high dominates, resulting in an overall entropy reduction even when purely random rewards are provided to the RL algorithm. Our findings highlight an overlooked confounding factor in RLVR: independent of the reward signal, the clipping mechanism influences entropy, which in turn affects the reasoning behavior. Furthermore, our analysis demonstrates that clipping can be deliberately used to control entropy. Specifically, with a more aggressive clip-low value, one can increase entropy, promote exploration, and ultimately prevent entropy collapse in RLVR training.

cs.LG↗

HumanSkill-4D: Training-Free Language Querying of Animatable Gaussian Avatars in Space and Time

We introduce avatar referring segmentation, which selects regions of animatable Gaussian avatars from language queries. A query can also specify a pose or motion to select matching intervals. This lets users interact with avatars for local editing and motion inspection. However, making these selections with existing language Gaussian splatting methods poses two challenges: adjacent parts and garments are hard to separate and may be referred to indirectly (region ambiguity), while fine-grained motions can look alike in RGB (motion ambiguity). We address these challenges with HumanSkill-4D, a training-free framework that shares a multimodal large language model (MLLM) and geometric operators across avatars. For each avatar, a semantic memory links body-part and garment categories to persistent Gaussian regions and appearance descriptions. The MLLM uses category names and descriptions to select categories by appearance, relation, or function. To find matching intervals, it composes operators into programs that check query conditions on driving joint trajectories stored in a motion memory. These category choices and operator outputs make selections traceable, while composing or adding operators supports new motion conditions. To evaluate this task, we introduce three human-annotated benchmarks and show that HumanSkill-4D outperforms the baselines in part segmentation and 3D and 4D referring segmentation, with compact memories and only minutes of setup per avatar.

cs.CV↗

EgoTools: Towards Tool-Centric Reasoning in Real-World Egocentric Videos

Real-world embodied tasks, from everyday activities to professional procedures, require agents to act under physical constraints while tracking evolving object and task states. Tool use sits at the heart of such tasks, as many everyday and professional activities are tool-mediated. Understanding them requires reasoning about affordances, hand-tool-object geometry, procedural progress, and causal effects on target objects. Yet despite strong performance on perception-oriented video tasks such as captioning and general video QA, current multimodal video models remain limited in this form of tool-centric embodied reasoning. Progress in this direction has been limited by the lack of real-world egocentric data and diagnostic benchmarks. To address this gap, we introduce EgoTools, the first comprehensive suite for egocentric tool-use understanding. It consists of two complementary components: EgoTools-Data, a large-scale corpus of 100 hours of tool-centric egocentric recordings with synchronized audio, dense captions, reasoning-heavy narrations, and supplementary 3D information; and EgoTools-Bench, a diagnostic benchmark of 1,000 QA pairs across four tracks that cover tool-use understanding from perception and geometry to procedure and causal reasoning. Experimental results show that current models still struggle to ground tool use in visual evidence: Gemini-3.1-Pro achieves 66.9% overall accuracy but only 51.7% on Perception & Grounding. Beyond evaluation, we validate EgoTools-Data as a training resource. On the full 1,000-question benchmark, full supervised fine-tuning improves Qwen3-VL-8B-Instruct from 50.0% to 60.9%, under strict source-video separation. Together, these results establish EgoTools as a unified resource for both training and diagnostic evaluation of real-world egocentric tool-use understanding.

cs.CV↗

SPADE: Self-Play in Adaptive Synthetic Executable Environments

Continuous self-improvement requires an ever-expanding pool of self-generated, diverse, adaptive goals. For language agents, existing training environment pools (hand-curated, statically synthesized, or frozen-verifier) keep the goal distribution fixed as the learner scales. We introduce SPADE (Self-Play in Adaptive Synthetic Executable Environments), a self-play RL framework in which a single LLM plays two roles: an Environment Designer that writes complete, long-horizon training environments as executable code with an OpenAI Gym-style reset()/step() interface, and a Reasoning Agent that learns to act in them. Each is a stateful, multi-turn environment (state transitions, reward functions, and verification code), so one interface spans reasoning problems and multi-step agentic tool use. The Reasoning Agent's regret is estimated using the gap between its reward with and without privileged hints; in optimizing this regret signal the Environment Designer learns to target environments at the edge of the agent's capabilities while keeping them feasible. Through extensive experimentation, we find several components critical to success: grounding the Environment Designer on documents sampled from a large pretraining corpus, and giving it an accumulated environment memory. Scaling to 30B-parameter models, SPADE improves over the strongest fixed-environment baseline by +5.3 on average across eight held-out math, science, code, and reasoning benchmarks, and lifts the tool-use setting by +5.7 on BFCL-v4 multi-turn and +13.9 on ACEBench-Agent; on the games setting, the margin over the strongest baseline grows with model scale. By making environment design itself a learnable component, SPADE takes a concrete step toward open-ended self-improvement.

cs.CL↗

Where Is the Bee? Detecting Tiny Pollinators with a Single Collaborative-Head Transformer

The CVPPA@ECCV 2026 BuzzSpot Challenge asks us to detect bees, bumblebees, hoverflies, and moths in 1920x1080 field keyframes. Its annotations carry 2 difficulties: the median box occupies 0.16% of a frame, and bees account for 80% of the labels. To cope with the small boxes, we compare 10 recorded detector configurations on held-out keyframes; plain Co-DINO with a Swin-L backbone has the highest mAP in this comparison, so we select it. Training then addresses the bee dominance in 2 ways: fine-tuning on a crop-mosaic pool in which the combined annotation share of the 3 rare classes rises from 19.9% to 55.1%, and a class-weighted simplex equiangular tight frame (ETF) loss that pulls the projected states of matched decoder queries toward fixed class directions. The full schedule spans 12+3+2 epochs. Without inference-time ensembling or test-time augmentation, we rank first on FinalTest at 0.5062 mAP@[.5:.95].

cs.CV↗

OAM Light Demultiplexing from an Intensity Profile using Orthogonality Restoration of Pair Modes

Orbital Angular Momentum (OAM) of light is a promising degree of freedom for next-generation communication. By exploiting the orthogonality of OAM modes, multi-channel division enables a linear increase in communication performance proportional to the number of available modes. However, the multiplexing and demultiplexing of each superposition state remain essential yet complex processes. Demultiplexing has been established through spatial-domain methods that require additional optical elements such as gratings and apertures, which can decrease communication efficiency and accuracy under various conditions. In this paper, we propose a demultiplexing method under a single intensity profile by orthogonality restoration of OAM pair states. This method can be applied directly to an OAM multichannel communication system without additional receiver-side optical structure. We present simulation results of our method under various conditions.

physics.optics↗

Loaded Dice: Solving the Non-Selection Problem for Scalable Probabilistic RowHammer Defense

DRAM scaling has exacerbated the RowHammer vulnerability. To counter this, JEDEC recently introduced Per Row Activation Counting (PRAC) with the Alert Back-Off protocol as an optional DDR5 feature. While promising, PRAC requires per-row counter cells that incur area overhead, and updating them on every activation lengthens DRAM timing parameters, degrading performance. Probabilistic mitigations such as MINT offer a lower-cost alternative by randomly selecting and mitigating rows within periodic mitigation windows. MINT is effective at higher thresholds (>= 1000), but at lower thresholds, it must raise its mitigation rate to overcome the non-selection problem, where heavily hammered rows can repeatedly escape sampling. This fixed-rate scaling reduces effective memory bandwidth even when no attack is present. To overcome this limitation, we propose PrISM, an intersection-based probabilistic mitigation that correlates sampled rows across windows using a Sampled History Queue (SHQ). PrISM samples a few activation slots per window, stores sampled-but-unmitigated rows in the SHQ, and requests an additional mitigation through the existing Alert Back-Off protocol when a sampled row reappears in this history. This allows PrISM to increase mitigation only when persistent row activity is observed, without globally increasing the fixed mitigation rate. At the threshold of 500, PrISM incurs a negligible 0.2% average slowdown compared to 14% for PRAC, with no DRAM array changes or per-row counters and only 625B of SRAM per bank, one to two orders of magnitude less than prior secure counter-based in-DRAM defenses. Compared to MINT, PrISM provides better scalability at low thresholds, reducing average slowdown from 10.7% to 1.5% at a threshold of 250, a 7.1x reduction. PrISM is open-sourced at https://github.com/STAR-Laboratory/prism.

cs.CR↗

C3G: Learning Compact 3D Representations with 2K Gaussians

Reconstructing and understanding 3D scenes from unposed sparse views in a feed-forward manner remains as a challenging task in 3D computer vision. Recent approaches use per-pixel 3D Gaussian Splatting for reconstruction, followed by a 2D-to-3D feature lifting stage for scene understanding. However, they generate excessive redundant Gaussians, causing high memory overhead and sub-optimal multi-view feature aggregation, leading to degraded novel view synthesis and scene understanding performance. We propose C3G, a novel feed-forward framework that estimates compact 3D Gaussians only at essential spatial locations, minimizing redundancy while enabling effective feature lifting. We introduce learnable tokens that aggregate multi-view features through self-attention to guide Gaussian generation, ensuring each Gaussian integrates relevant visual features across views. We then exploit the learned attention patterns for Gaussian decoding to efficiently lift features. Extensive experiments on pose-free novel view synthesis, 3D open-vocabulary segmentation, and view-invariant feature aggregation demonstrate our approach's effectiveness. Results show that a compact yet geometrically meaningful representation is sufficient for high-quality scene reconstruction and understanding, achieving superior memory efficiency and feature fidelity compared to existing methods.

cs.CV↗

Quality over Quantity: Demonstration Curation via Influence Functions for Data-Centric Robot Learning

Learning from demonstrations has emerged as a promising paradigm for end-to-end robot control, particularly when scaled to diverse and large datasets. However, the quality of demonstration data, often collected through human teleoperation, remains a critical bottleneck for effective data-driven robot learning. Human errors, operational constraints, and teleoperator variability introduce noise and suboptimal behaviors, making data curation essential yet largely manual and heuristic-driven. In this work, we propose Quality over Quantity (QoQ), a grounded and systematic approach to identifying high-quality data by defining data quality as the contribution of each training sample to reducing loss on validation demonstrations. To efficiently estimate this contribution, we leverage influence functions, which quantify the impact of individual training samples on model performance. We further introduce two key techniques to adapt influence functions for robot demonstrations: (i) using maximum influence across validation samples to capture the most relevant state-action pairs, and (ii) aggregating influence scores of state-action pairs within the same trajectory to reduce noise and improve data coverage. Experiments in both simulated and real-world settings show that QoQ consistently improves policy performances over prior data selection methods.

cs.RO↗

Towards Autonomous Mathematics Research

Recent advances in foundational models have yielded reasoning systems capable of achieving a gold-medal standard at the International Mathematical Olympiad. The transition from competition-level problem-solving to professional research, however, requires navigating vast literature and constructing long-horizon proofs. In this work, we introduce Aletheia, a math research agent that iteratively generates, verifies, and revises solutions end-to-end in natural language. Specifically, Aletheia is powered by an advanced version of Gemini Deep Think for challenging reasoning problems, a novel inference-time scaling law that extends beyond Olympiad-level problems, and intensive tool use to navigate the complexities of mathematical research. We demonstrate the capability of Aletheia from Olympiad problems to PhD-level exercises and most notably, through several distinct milestones in AI-assisted mathematics research: (a) a research paper (Feng26) generated by AI without any human intervention in calculating certain structure constants in arithmetic geometry called eigenweights; (b) a research paper (LeeSeo26) demonstrating human-AI collaboration in proving bounds on systems of interacting particles called independent sets; and (c) an extensive semi-autonomous evaluation (Feng et al., 2026a) of 700 open problems on Bloom's Erdos Conjectures database, including autonomous solutions to four open questions. In order to help the public better understand the developments pertaining to AI and mathematics, we suggest quantifying standard levels of autonomy and novelty of AI-assisted results, as well as propose a novel concept of human-AI interaction cards for transparency. We conclude with reflections on human-AI collaboration in mathematics and share all prompts as well as model outputs at https://github.com/google-deepmind/superhuman/tree/main/aletheia.

cs.LG↗

Adversarial Reinforcement Learning Framework for ESP Cheater Simulation

Extra-Sensory Perception (ESP) cheats, which reveal hidden in-game information such as enemy locations, are difficult to detect because their effects are not directly observable in player behavior. The lack of observable evidence makes it difficult to collect reliably labeled data, which is essential for training effective anti-cheat systems. Furthermore, cheaters often adapt their behavior by limiting or disguising their cheat usage, which further complicates detection and detector development. To address these challenges, we propose a simulation framework for controlled modeling of ESP cheaters, non-cheaters, and trajectory-based detectors. We model cheaters and non-cheaters as reinforcement learning agents with different levels of observability, while detectors classify their behavioral trajectories. Next, we formulate the interaction between the cheater and the detector as an adversarial game, allowing both players to co-adapt over time. To reflect realistic cheater strategies, we introduce a structured cheater model that dynamically switches between cheating and non-cheating behaviors based on detection risk. Experiments demonstrate that our framework successfully simulates adaptive cheater behaviors that strategically balance reward optimization and detection evasion. This work provides a controllable and extensible platform for studying adaptive cheating behaviors and developing effective cheat detectors.

cs.LG↗

Gold-medalist Performance in Solving Olympiad Geometry with AlphaGeometry2

We present AlphaGeometry2 (AG2), a significantly improved version of AlphaGeometry introduced in (Trinh et al., 2024), which has now surpassed an average gold medalist in solving Olympiad geometry problems. To achieve this, we first extend the original AlphaGeometry language to tackle problems involving movements of objects, and problems containing linear equations of angles, ratios, and distances. This, together with support for non-constructive problems, has markedly improved the coverage rate of the AlphaGeometry language on International Math Olympiads (IMO) 2000-2024 geometry problems from 66% to 88%. The search process of AG2 has also been greatly improved through the use of Gemini architecture for better language modeling, and a novel knowledge-sharing mechanism that enables effective communication between search trees. Together with further enhancements to the symbolic engine and synthetic data generation, we have significantly boosted the overall solving rate of AG to 84% on all geometry problems over the last 25 years, compared to 54% previously. AG2 was also part of the system that achieved the silver-medal standard at IMO 2024 https://deepmind.google/blog/ai-solves-imo-problems-at-silver-medal-level/. Finally, we report progress towards using AG2 as a part of a fully automated system that reliably solves geometry problems from natural language input. Code: https://github.com/google-deepmind/alphageometry2.

cs.AI↗

Towards Robust Mathematical Reasoning

Finding the right north-star metrics is highly critical for advancing the mathematical reasoning capabilities of foundation models, especially given that existing evaluations are either too easy or only focus on getting correct short answers. To address these issues, we present IMO-Bench, a suite of advanced reasoning benchmarks, vetted by a panel of top specialists and that specifically targets the level of the International Mathematical Olympiad (IMO), the most prestigious venue for young mathematicians. IMO-AnswerBench first tests models on 400 diverse Olympiad problems with verifiable short answers. IMO-Proof Bench is the next-level evaluation for proof-writing capabilities, which includes both basic and advanced IMO level problems as well as detailed grading guidelines to facilitate automatic grading. These benchmarks played a crucial role in our historic achievement of the gold-level performance at IMO 2025 with Gemini Deep Think (Luong and Lockhart, 2025). Our model achieved 80.0% on IMO-AnswerBench and 65.7% on the advanced IMO-Proof Bench, surpassing the best non-Gemini models by large margins of 6.9% and 42.4% respectively. We also showed that autograders built with Gemini reasoning correlate well with human evaluations and construct IMO-GradingBench, with 1000 human gradings on proofs, to enable further progress in automatic evaluation of long-form answers. We hope that IMO-Bench will help the community towards advancing robust mathematical reasoning and release it at https://imobench.github.io/.

cs.CL↗

Beyond Synthetic Replays: Turning Diffusion Features into Few-Shot Class-Incremental Learning Knowledge

Few-shot class-incremental learning (FSCIL) is challenging due to extremely limited training data while requiring models to acquire new knowledge without catastrophic forgetting. Recent works have explored generative models, particularly Stable Diffusion (SD), to address these challenges. However, existing approaches use SD mainly as a replay generator, whereas we demonstrate that SD's rich multi-scale representations can serve as a unified backbone. Motivated by this observation, we introduce Diffusion-FSCIL, which extracts four synergistic feature types from SD by capturing real image characteristics through inversion, providing semantic diversity via class-conditioned synthesis, enhancing generalization through controlled noise injection, and enabling replay without image storage through generative features. Unlike conventional approaches requiring synthetic buffers and separate classification backbones, our unified framework operates entirely in the latent space with only lightweight networks ($\approx$6M parameters). Extensive experiments on CUB-200, miniImageNet, and CIFAR-100 demonstrate state-of-the-art performance, with comprehensive ablations confirming the necessity of each feature type. Furthermore, we confirm that our streamlined variant maintains competitive accuracy while substantially improving efficiency, establishing the viability of generative models as practical and effective backbones for FSCIL.

cs.CV↗

VPOcc: Exploiting Vanishing Point for 3D Semantic Occupancy Prediction

Understanding 3D scenes semantically and spatially is crucial for the safe navigation of robots and autonomous vehicles, aiding obstacle avoidance and accurate trajectory planning. Camera-based 3D semantic occupancy prediction, which infers complete voxel grids from 2D images, is gaining importance in robot vision for its resource efficiency compared to 3D sensors. However, this task inherently suffers from a 2D-3D discrepancy, where objects of the same size in 3D space appear at different scales in a 2D image depending on their distance from the camera due to perspective projection. To tackle this issue, we propose a novel framework called VPOcc that leverages a vanishing point (VP) to mitigate the 2D-3D discrepancy at both the pixel and feature levels. As a pixel-level solution, we introduce a VPZoomer module, which warps images by counteracting the perspective effect using a VP-based homography transformation. In addition, as a feature-level solution, we propose a VP-guided cross-attention (VPCA) module that performs perspective-aware feature aggregation, utilizing 2D image features that are more suitable for 3D space. Lastly, we integrate two feature volumes extracted from the original and warped images to compensate for each other through a spatial volume fusion (SVF) module. By effectively incorporating VP into the network, our framework achieves improvements in both IoU and mIoU metrics on SemanticKITTI and SSCBench-KITTI360 datasets. Additional details are available at https://vision3d-lab.github.io/vpocc/.

cs.CV↗

Can Synthetic Images Conquer Forgetting? Beyond Unexplored Doubts in Few-Shot Class-Incremental Learning

Few-shot class-incremental learning (FSCIL) is challenging due to extremely limited training data; while aiming to reduce catastrophic forgetting and learn new information. We propose Diffusion-FSCIL, a novel approach that employs a text-to-image diffusion model as a frozen backbone. Our conjecture is that FSCIL can be tackled using a large generative model's capabilities benefiting from 1) generation ability via large-scale pre-training; 2) multi-scale representation; 3) representational flexibility through the text encoder. To maximize the representation capability, we propose to extract multiple complementary diffusion features to play roles as latent replay with slight support from feature distillation for preventing generative biases. Our framework realizes efficiency through 1) using a frozen backbone; 2) minimal trainable components; 3) batch processing of multiple feature extractions. Extensive experiments on CUB-200, \emph{mini}ImageNet, and CIFAR-100 show that Diffusion-FSCIL surpasses state-of-the-art methods, preserving performance on previously learned classes and adapting effectively to new ones.

cs.CV↗