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arXiv:2608.18177v1 Announce Type: new Abstract: Continual learning has traditionally treated forgetting as a failure, emphasizing preservation of previously acquired knowledge as environments evolve. We argue that this objective is incomplete for enterprise AI agents operating in non-stationary environments, where customers, policies, tools, workflows, regulations, and market conditions change over time. Indiscriminate retention can allow obsolete knowledge to influence decisions, creating negative transfer and operational risk. We therefore propose reversible forgetting: a conceptual framework with three operational memory states: active, dormant, and retired, and a reactivation transition that can restore dormant knowledge when its relevance returns. We instantiate the framework as a Hysteretic Reversible Memory Controller that accumulates relevance evidence, uses asymmetric thresholds to prevent state oscillation, tests reactivation in shadow mode, and gates retirement through polic
arXiv:2608.18079v1 Announce Type: new Abstract: Game world modeling (GWM) and reinforcement learning (RL) are often confounded because research papers rarely quantify how difficult the underlying transition prediction problem is at the declared interface (pixels/tokens/latents with finite history). We propose the Transition Complexity Profile (TCP): a small, reproducible set of metrics that characterizes an environment's (or gameplay dataset's) induced transition kernel by (i) intrinsic one-step branching, (ii) interaction-induced uncertainty and opponent influence when observable, and (iii) temporal/spatial dependency span via standardized probe curves. TCP is reported with an explicit reference distribution, protocol stochasticity, and a versioned measurement budget (sampling/resampling and fixed probe compute), enabling comparable numbers across benchmarks. We outline how common game families and modern "neural game engine" domains populate this landscape and call for TCP to become
arXiv:2608.18178v1 Announce Type: new Abstract: Trust assessment is a fundamental component of cooperative and connected vehicle systems. However, existing approaches operate primarily at the level of individual vehicles, making it difficult to reason about trust evolution across road segments. In this paper, we propose a spatio-temporal trust-field framework that aggregates microscopic vehicle-level trust into a continuous representation over space and time. The trust field is formally defined on road segments. We conducted simulation-based experiments using synthetic trajectories generated under controlled conditions, enabling analysis of trust-field behavior in simple road scenarios. Beyond theoretical modeling, we study an implication of the trust-field concept: reconstructing the full trust field from sparse roadside-unit (RSU) measurements. We compare (i) a coordinate-based deep learning baseline that learns a generic trust field from sparse samples and (ii) a field-informed deep
arXiv:2608.18078v1 Announce Type: new Abstract: This position paper argues that AI agents with chain-of-thought reasoning capabilities are predisposed to exhibit collusive behavior and should be required to obtain behavioral certification before making decisions that affect economic markets. This is because integrating these agents into society could collapse the legal evidentiary distinction between competition and collusion among independent firms without eroding the economic harm distinction. Experiments with DeepSeek-R1 agents in the Bertrand oligopoly pricing domain reveal a tendency towards tacit collusion that persists even when humans prompt the agents not to collude. We further show that the chain-of-thought of these agents can be steered toward either extremely collusive or highly competitive behavior in a way that is not semantically detectable by another LLM analyzing the reasoning traces. As a result, deploying reasoning agents for market decisions leads to collusive econo
arXiv:2608.18147v1 Announce Type: new Abstract: Adaptive stochastic quantization (ASQ) is a recently introduced quantization approach that optimizes the Mean Squared Error (MSE) for a given input while preserving unbiasedness. It is designed to alleviate the communication and memory bottlenecks of modern data and machine learning workloads, including model, gradient, and KV-cache compression and nearest-neighbor search. Further, practical systems can then compress quantized data with a lossless entropy encoder. However, existing unbiased methods, including ASQ, choose their quantization values without considering this later encoding stage, leaving accuracy on the table. We formulate the Entropy Constrained Adaptive Stochastic Quantization (ECASQ) problem, which jointly selects adaptive quantization values to minimize MSE under an entropy budget and an unbiasedness constraint. We give an optimal dynamic program with $O(sd^2)$ time and $O(d^2)$ space for a length-d vector and at most s q
arXiv:2608.18140v1 Announce Type: new Abstract: We define an intertwined scheduling and routing problem where new jobs appear due to the degradation of the existing jobs. Specifically, once a job arrives at a potential job location, a time window begins during which the demand of the job can be fulfilled. The demand degrades within the time window, and once it surpasses a particular threshold, it triggers the arrival of new jobs. Each job location inherently possesses an initial default reward, and the presence of an unprocessed job at a location gradually reduces this default value. The overall objective is to maximize the total remaining reward. The underlying motivation of this problem aligns with the proverb ``a stitch in time saves nine," and the problem itself carries practical implications. We focus on the problem in the context of aerial forest firefighting. Each ignited area has a designated action window; delaying intervention causes the fire to grow, diminishing the area's v
A production account of scaling an enterprise integration pipeline from 500 to 8,000 events per second, and the two correctness guarantees the throughput work was never allowed to trade away. The post How to Scale an Integration Pipeline Without Breaking Correctness appeared first on Towards Data Science.
A controlled comparison of a top-5 RAG pipeline and a full 127,000 token prompt on the same 12 questions, same system prompt and same model. Graded blind on correctness, completeness and grounding. The post Kimi K3’s 1M Token Context Window vs. RAG: Cost, Latency and Answer Quality appeared first on Towards Data Science.
People can accept tradeoffs when they see value — but if they don’t, what happens? The post Understanding Anti-AI Public Opinion appeared first on Towards Data Science.
Conceptual overview and walkthrough of a solution approach in Python The post Jigsaw Jeeves: Building a Puzzle Assistant using Computer Vision appeared first on Towards Data Science.
Claude now marks AI-generated content. But it does not mark everything the same way. Anthropic currently uses embedded watermarks for text and signed C2PA provenance metadata for supported files. Code sits somewhere in between: it is still text, but its structure gives the watermark fewer places to work. I went into detail about Claude s watermarks [ ] The post How to Remove Claude Watermarks from Text, Code, and Files appeared first on Analytics Vidhya.
arXiv:2608.17027v1 Announce Type: new Abstract: Visual loco-manipulation policies that can generalize to novel scenes and objects have long been a goal of robotics research. However, today's data-hungry algorithms make collecting sufficient demonstrations a struggle for tabletop manipulation, and even more so for humanoids that must also walk and balance. Learning from simulated data and transferring that behavior to the real world, as is commonly done in locomotion, sidesteps this struggle, so we replicate that recipe for loco-manipulation. In doing so, we find that cloning synthetic demonstrations results in a low performance ceiling no matter the amount of training data. Reinforcement learning breaks through it, and refining the cloned policy with Flow-GRPO on a single sparse reward yields performance that synthetic behavior cloning cannot match. Together, these stages form our end-to-end sim-to-real pipeline spanning more than 150,000 scenes, which we use to train FetchMan. We eval