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Nov 12

SciEducator: Scientific Video Understanding and Educating via Deming-Cycle Multi-Agent System

Recent advancements in multimodal large language models (MLLMs) and video agent systems have significantly improved general video understanding. However, when applied to scientific video understanding and educating, a domain that demands external professional knowledge integration and rigorous step-wise reasoning, existing approaches often struggle. To bridge this gap, we propose SciEducator, the first iterative self-evolving multi-agent system for scientific video comprehension and education. Rooted in the classical Deming Cycle from management science, our design reformulates its Plan-Do-Study-Act philosophy into a self-evolving reasoning and feedback mechanism, which facilitates the interpretation of intricate scientific activities in videos. Moreover, SciEducator can produce multimodal educational content tailored to specific scientific processes, including textual instructions, visual guides, audio narrations, and interactive references. To support evaluation, we construct SciVBench, a benchmark consisting of 500 expert-verified and literature-grounded science QA pairs across five categories, covering physical, chemical, and everyday phenomena. Extensive experiments demonstrate that SciEducator substantially outperforms leading closed-source MLLMs (e.g., Gemini, GPT-4o) and state-of-the-art video agents on the benchmark, establishing a new paradigm for the community.

gml-cn Guang Ming Laboratory
·
Nov 22, 2025 2

OSWorld2.0: Benchmarking Computer Use Agents on Long-Horizon Real-World Tasks

Existing computer-use benchmarks fail to capture the realism, complexity, and long-horizon demands of real-world computer use, limiting their ability to reveal the limitations of frontier agents. We introduce OSWorld 2.0, a benchmark of 108 long-horizon computer-use workflows across everyday and professional tasks, designed to capture complex and challenging real-world phenomena. Each task represents a realistic end-to-end workflow that takes human users a median of about 1.6 hours to complete and requires an average of 318 tool calls with Claude Opus 4.7 using maximum thinking, compared with about 30 in OSWorld 1.0. OSWorld 2.0 targets challenge phenomena that are common in real workflows yet underrepresented in prior benchmarks, spanning interaction-design challenges such as streaming interaction and dynamic environments, as well as agent-pattern challenges such as cross-source reasoning, implicit-state inference, and visual-spatial precision. Tasks are grounded in authentic input artifacts and cross-referenced against realistic stateful user profile data, and include separate safety reports auditing safety-sensitive execution. Under our primary binary-completion metric at 500 steps, Claude Opus 4.8 with maximum thinking and batched tool calls scores best but still completes only 20.6% of tasks at a 54.8% partial score; GPT-5.5 is far more token-efficient yet plateaus near 13%. These results show that current agents are still far from professional-level computer use: rather than stumbling on basic GUI control or coding, they lose track of constraints, miss information that arrives mid-task, guess rather than ask the user, and skip verification, struggling most when a task hinges on hidden state they must recover.

  • 36 authors
·
Jun 27 1

Mapping of Subjective Accounts into Interpreted Clusters (MOSAIC): Topic Modelling and LLM applied to Stroboscopic Phenomenology

Stroboscopic light stimulation (SLS) on closed eyes typically induces simple visual hallucinations (VHs), characterised by vivid, geometric and colourful patterns. A dataset of 862 sentences, extracted from 422 open subjective reports, was recently compiled as part of the Dreamachine programme (Collective Act, 2022), an immersive multisensory experience that combines SLS and spatial sound in a collective setting. Although open reports extend the range of reportable phenomenology, their analysis presents significant challenges, particularly in systematically identifying patterns. To address this challenge, we implemented a data-driven approach leveraging Large Language Models and Topic Modelling to uncover and interpret latent experiential topics directly from the Dreamachine's text-based reports. Our analysis confirmed the presence of simple VHs typically documented in scientific studies of SLS, while also revealing experiences of altered states of consciousness and complex hallucinations. Building on these findings, our computational approach expands the systematic study of subjective experience by enabling data-driven analyses of open-ended phenomenological reports, capturing experiences not readily identified through standard questionnaires. By revealing rich and multifaceted aspects of experiences, our study broadens our understanding of stroboscopically-induced phenomena while highlighting the potential of Natural Language Processing and Large Language Models in the emerging field of computational (neuro)phenomenology. More generally, this approach provides a practically applicable methodology for uncovering subtle hidden patterns of subjective experience across diverse research domains.

  • 7 authors
·
Feb 25, 2025

A comprehensive taxonomy of hallucinations in Large Language Models

Large language models (LLMs) have revolutionized natural language processing, yet their propensity for hallucination, generating plausible but factually incorrect or fabricated content, remains a critical challenge. This report provides a comprehensive taxonomy of LLM hallucinations, beginning with a formal definition and a theoretical framework that posits its inherent inevitability in computable LLMs, irrespective of architecture or training. It explores core distinctions, differentiating between intrinsic (contradicting input context) and extrinsic (inconsistent with training data or reality), as well as factuality (absolute correctness) and faithfulness (adherence to input). The report then details specific manifestations, including factual errors, contextual and logical inconsistencies, temporal disorientation, ethical violations, and task-specific hallucinations across domains like code generation and multimodal applications. It analyzes the underlying causes, categorizing them into data-related issues, model-related factors, and prompt-related influences. Furthermore, the report examines cognitive and human factors influencing hallucination perception, surveys evaluation benchmarks and metrics for detection, and outlines architectural and systemic mitigation strategies. Finally, it introduces web-based resources for monitoring LLM releases and performance. This report underscores the complex, multifaceted nature of LLM hallucinations and emphasizes that, given their theoretical inevitability, future efforts must focus on robust detection, mitigation, and continuous human oversight for responsible and reliable deployment in critical applications.

  • 1 authors
·
Aug 2, 2025

Shades of Zero: Distinguishing Impossibility from Inconceivability

Some things are impossible, but some things may be even more impossible than impossible. Levitating a feather using one's mind is impossible in our world, but fits into our intuitive theories of possible worlds, whereas levitating a feather using the number five cannot be conceived in any possible world ("inconceivable"). While prior work has examined the distinction between improbable and impossible events, there has been little empirical research on inconceivability. Here, we investigate whether people maintain a distinction between impossibility and inconceivability, and how such distinctions might be made. We find that people can readily distinguish the impossible from the inconceivable, using categorization studies similar to those used to investigate the differences between impossible and improbable (Experiment 1). However, this distinction is not explained by people's subjective ratings of event likelihood, which are near zero and indistinguishable between impossible and inconceivable event descriptions (Experiment 2). Finally, we ask whether the probabilities assigned to event descriptions by statistical language models (LMs) can be used to separate modal categories, and whether these probabilities align with people's ratings (Experiment 3). We find high-level similarities between people and LMs: both distinguish among impossible and inconceivable event descriptions, and LM-derived string probabilities predict people's ratings of event likelihood across modal categories. Our findings suggest that fine-grained knowledge about exceedingly rare events (i.e., the impossible and inconceivable) may be learned via statistical learning over linguistic forms, yet leave open the question of whether people represent the distinction between impossible and inconceivable as a difference not of degree, but of kind.

  • 3 authors
·
Feb 26, 2025