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DirCast: Live Esports Directing and Commentary with a Single Streaming Video-Language Model

arXiv:2610.31734v1 Announce Type: new Abstract: A live esports broadcast needs a director who chooses which camera goes on air and a caster who talks over that choice, every second and without knowing what comes next. Streaming video language models have learned to commentate, but only over a broadcast that a human director has already produced. We study live broadcast production, in which a model receives the raw camera of every player and must both direct and commentate from the past alone. We present DirCast, a single streaming video language model that does both. Every second it scans all cameras at low resolution, decides with a hold-or-switch director whether and where to cut, and reads the chosen camera at high resolution before it speaks. Its context keeps what went on air and what

DirCast: Live Esports Directing and Commentary with a Single Streaming Video-Language Model
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Tradeoff-Aware Territory Design: A Multi-Objective Decision System for Enterprise Customer-to-Seller Allocation

arXiv:2610.31701v1 Announce Type: new Abstract: Enterprise customer journeys are shaped not only by product experiences and marketing, but also by recurring resource-allocation decisions. In B2B go-to-market (GTM) organizations, territory carving determines which accounts receive seller coverage, which seller-account relationships are preserved, and how limited field capacity is distributed. Yet the process often remains manual, making it difficult to compare opportunities, value continuity, and evaluate tradeoffs among growth, balance, capacity, and feasibility. We present a production decision system for tradeoff-aware customer-to-seller allocation in enterprise GTM planning. It integrates three components: a multidimensional account-value layer that combines predictive signals to score

Tradeoff-Aware Territory Design: A Multi-Objective Decision System for Enterprise Customer-to-Seller Allocation
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HyScale: Scaling Long-Context Training for Learned Sparse Attention

arXiv:2610.32057v1 Announce Type: new Abstract: We present HyScale, a long-context training system for learned sparse attention. Learned sparse attention is a promising architecture for million-token contexts, widely adopted in production since DeepSeek-V3.2. Selection, however, grows into the training bottleneck. For each query, it scores every previous token whereas sparse attention reads only $k$; worse, current systems materialize a full score table and repeat selection during recomputation. Our key insight is that the output of selection is not an activation, but rather a set of indices. Building on it, HyScale introduces HyTopK and selection replay. HyTopK finds each query's exact top-$k$ on the fly without a score table, while selection replay reuses forward-pass selection in recomp

HyScale: Scaling Long-Context Training for Learned Sparse Attention
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GLP Networking API Specification

arXiv:2610.32583v1 Announce Type: cross Abstract: Multiagent deterministic GLP (madGLP) runs Grassroots Logic Programs (GLP) as agents that communicate solely by asynchronous message passing, and assumes fair delivery: every message sent is eventually delivered. Each agent runs on a person's smartphone, named by the person's public key. A grassroots platform depends on no global resource but the network, so agents must reach one another over Bluetooth Low Energy, on a local network, and across the Internet from behind NAT, via rendezvous servers anyone can run. What madGLP requires of such a network, and what the network requires of the platform, has not been specified. We specify the networking layer beneath madGLP. Anything that can be done in GLP is done in GLP: the layer provides only

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StackGen3D: Stable 3D Block Stack Generation from Multiview Silhouettes

arXiv:2610.31803v1 Announce Type: new Abstract: Generating physically stable 3D structures from visual specifications requires resolving geometric ambiguity while accounting for physical interactions among objects. We present StackGen3D, a framework for generating stable block assemblies conditioned on a given block inventory and three orthographic silhouettes. Our approach consists of two stages. First, we develop a physics-informed graph neural network (PI-GNN) that models support relations between blocks and serves as a fast stability predictor for curating a diverse dataset of stable structures. Second, we train a conditional flow-matching model on this dataset to capture the multimodal distribution of block configurations consistent with the target silhouettes. At inference time, ligh

StackGen3D: Stable 3D Block Stack Generation from Multiview Silhouettes
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Research reveals that activation interventions struggle to achieve conditional reuse in tool usage models.

The paper was posted on arXiv on October 26, 2026 (ID 2610.31686), and, based on the Qwen3.5-27B model, it systematically examined the impact of activation interventions on “conditional reuse” capabilities in tool-use tasks that depend on temporal or permission-based eligibility assessments. The experiments showed that while the intervention significantly improved the accuracy of target selection, it failed to generalize in scenarios involving fact‑based and identifier‑recombination tasks, and it did not enhance independent judgments of candidate eligibility.

From Target Selection to Condition Reuse: Auditing Residual Interventions in Tool-Use Models

Why it matters:This study is the first to clearly distinguish among three types of capabilities—“goal-selection control,” “condition-sensitive judgment,” and “complete-action correctness”—and demonstrates that merely optimizing output answers is insufficient to ensure that a model truly understands and reuses the conditions set by an intervention (such as time or permissions), thereby offering methodological implications for trustworthy tool invocation and the design of controllable AI systems.

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Hugging Face Releases Carbon-X, a 14B Open DNA Language Model that Brings DNA and Natural Language Together for the First Time

Hugging Face released Carbon-X, an open 14.8B DNA language model built on Qwen3-14B. It reads raw DNA in chat, answers in English, and averages 66.7% across 5 DNA benchmarks under Apache 2.0. The post Hugging Face Releases Carbon-X, a 14B Open DNA Language Model that Brings DNA and Natural Language Together for the First Time appeared first on MarkTechPost.

Hugging Face Releases Carbon-X, a 14B Open DNA Language Model that Brings DNA and Natural Language Together for the First Time
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battledrones v14: Compass Rose, a four player map

Release: battledrones v14: Compass Rose, a four player map I added four player online mode to Battledrones - previous maps were limited to two. Here's the initial prompt I used: Add a new map for a four player battle - four way rotational symmetry, up to four AI players, works with the WebSocket non-audio based multiplayer mode so up to four human players can join (any spare slots use AI) Claude Opus 4.5 added a new map called "Compass Rose" and modified the WebSockets multiplayer network code to support up to four players for that map, joining via share links or QR codes. The new teams use robots themed in purple and green, joining the existing blue and red designs. You can preview those colors in the updated model browser. Tags: game-design, projects, claude

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Amazon QuickSight’s layered maps now support GeoJSON point and line features, enabling the visualization of locations and routes together.

Amazon QuickSight’s layered maps now support the GeoJSON formats for Point and LineString geometries, enabling users to overlay store locations, delivery routes, or flight trajectories on the same map. This capability requires no third-party services, but it does demand that GeoJSON files adhere to the proper structure, with matching keys and static updates.

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Cloud Deployment Incoming: ‘Call of Duty: Modern Warfare 4’ Arrives on GeForce NOW

Lock in and load out this GFN Thursday. Call of Duty: Modern Warfare 4 arrives on GeForce NOW at launch, bringing a new campaign, multiplayer action and DMZ, high-stakes extraction mode to supported devices. The campaign also gets an enhanced look: GeForce RTX 5080-class performance arrives for Ultimate members, bringing support for ray-tracing features in […]

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Battle Drones - a vibe coded RTS with audio-based multiplayer

My latest vibe coded game experiment is a Command & Conquer style RTS (Real Time Strategy) game called Battle Drones (play it here). Unlike my previous experiments, this one is actually fun to play. I'm somewhat embarrassed to admit that I got there by telling Claude to "Make it a LOT more fun". It also supports multiplayer between nearby devices using audio to synchronize game state! Here's what I've built so far, and some of the things I learned along the way. Battle Drones How I built this v1: the initial prototype v2: full sprites v3: varied terrain v4: the fun update v5: Battle Drones goes 3D v8: Archipelago v10: Goliath, and agent battles Agent battles v11: Random Maps v12: Multiplayer via sound Some thoughts Update: Online multiplayer support Battle Drones My initial goal was to bui

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