Science & Mathematics
Reference documents in Science & Mathematics.
Documents in Science & Mathematics
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Deploying a trained 3D Gaussian Splatting scene under shrinking compute budgets requires one primitive set to remain effective when rendered at smaller prefixes. In this continuous level of detail (LoD) setting, the challenge is to decide which Gaussians should retain capacity as the budget decreases. A pilot study on 3DGS-MCMC reconstructions shows that image complexity, computed from the input views before optimization, predicts where reconstruction error concentrates in image and 3D space. It also reveals that simple regions contain too many Gaussians and degrade as much as complex ones at lower budgets, despite being inherently cheaper to represent. Subsequently, in KoalaGS, during training we use this complexity prior to bias relocation toward poorly reconstructed areas while ensuring smooth degradation across LoDs. A primitive importance score then enables inference at low-capacity, while preserving the scene structure. Tested across three datasets, KoalaGS maintains competitive full-capacity quality while significantly improving quality across the budget spectrum, yielding smoother transitions across LoDs, and enabling faster progressive streaming.
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Picture-description dementia classification uses a shared visual scene, but a transcript-level prediction alone does not identify the scene evidence underlying its inputs. NarraSpace links words and speech times to named picture elements and retrieves utterances for predefined scene events. Narrative-spatial descriptors summarize coverage and temporal organization. A frozen language model contrasts each event's text under examples from Alzheimer's disease and healthy-control training participants, alongside transcript surprisal and coverage measurements. Retained source records link event scores to their source utterances, speech intervals, and lexical matches. On the official 48-participant test set of the Alzheimer's Dementia Recognition through Spontaneous Speech benchmark, a fixed support vector classifier achieves $80.88\%\pm2.56\%$ mean accuracy over fifty seeds; averaged probabilities yield $81.25\%$ accuracy and $91.32\%$ area under the receiver operating characteristic curve. NarraSpace makes the construction of scene-linked classification inputs explicit and inspectable by connecting event-indexed language-model measurements to their source utterances, speech timing, and extraction records. Such source-linked measurements could support clinician review of picture descriptions by presenting quantitative summaries alongside the original speech evidence.
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Graph generative models commonly use graph-specific Transformer architectures to jointly update node and edge features. However, these architectures do not directly benefit from recent hardware-aware attention implementations, limiting their scalability. The adaptation is, however, non-trivial: edge and graph-level features must be injected into pairwise attention scores, graph masks must be respected, and dynamic edge updates remain a major source of quadratic memory usage. We propose an edge-aware attention layer for graph generation that incorporates structural information through head-wise score modulation, while updating edge representations with a lightweight residual mechanism that retains attention-score dependent edge updates. This layer can be effectively implemented using PyTorch's FlexAttention. We achieve similar generation quality to our baseline while reducing peak GPU memory by around 65% and substantially improving training and sampling throughput. These results suggest that the proposed architecture is a practical step toward scalable graph foundation models.
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Effective decision-making in human-centric environments such as Intelligent Tutoring Systems (ITSs) and clinical healthcare requires policies that are adaptive, data-efficient, and ethically deployable. Apprenticeship Learning (AL) infers policies directly from expert demonstrations by recovering the underlying reward structure, enabling strictly offline learning without environment interaction. This dissertation develops a progression of offline AL frameworks organized around two challenges: reward modeling and demonstration quality. For reward modeling, EM-EDM clusters demonstrations by latent reward functions and induces cluster-specific policies, and THEMES partitions trajectories into temporally coherent sub-trajectories guided by a hierarchically learned reward regulator; across one educational and three clinical datasets, THEMES outperforms flat and hierarchical AL baselines. For demonstration quality, HALIDE integrates continuous quality signals into hierarchical policy induction, enabling principled reuse of mixed-quality data under distribution shift. CCHAL further attributes quality to individual decisions via Bayesian credit assignment, dual-arm criticality scoring that contrasts expert and non-expert behavior, and a Bradley-Terry contrastive IRL objective over failure trajectories, outperforming baselines including HALIDE on three clinical EHR datasets and an ITS dataset. Finally, a real-world classroom evaluation of StuEDM, an EDM-induced policy that preserves student agency and intervenes only on disagreement, shows significant learning gains over an Expert baseline and a higher pretest-adjusted posttest score than a CQL policy trained on a far larger corpus, while overriding students less than half as often. Together, this work establishes offline AL as a practical, data-efficient, and ethically viable paradigm for human-centric environments.
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Multi-token prediction (MTP) can accelerate language-model decoding by drafting several tokens and verifying them in a single target-model pass. However, the best speculation horizon changes with context: longer drafts offer greater amortization when reliable, but can waste compute on suffixes discarded after a rejection. Unlike autoregressive drafting, where a stopping rule can decide token by token, MTP must fix the horizon before drafting, as all heads fire in the same forward pass. We therefore formulate horizon selection as an online control problem, using verification feedback to learn how far the draft can be trusted in each context, and introduce Adaptive Multi-Token Prediction (AMTP): a lightweight controller that requires no retraining and leaves the exact verifier unchanged. To guide horizon selection, we characterize the expected number of tokens committed at each horizon via acceptance survival, the probability that a draft prefix is fully accepted. Before each round, AMTP predicts how far the draft is likely to survive and picks the horizon with the highest expected tokens per second, learning freely from every verification pass. Theoretically, we show that any online learner's prediction error translates into throughput regret against the best horizon for each context, and in turn into a bound on wall-clock completion time. With online gradient descent, this regret is sublinear. Across five draft-target pairings built on Llama-3.1-8B-Instruct with Medusa heads, Meta's MTP models, and Qwen3-4B-Inst-2507-MTP, evaluated on AIME 2025 and GSM8K, AMTP decodes up to 4.1x faster than standard decoding and matches or outperforms the fixed window in 8 of 10 settings, with throughput gains of up to 10%.
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Ternary LLMs read only a few gigabytes per decoded token, yet on dual-socket servers with four NUMA nodes the fastest ternary runtime we found uses less than half of the memory bandwidth. Placing each weight on the node of the thread that reads it is necessary but not enough: in a decode engine with node-local weights that reuses ik_llama's kernels, threads on two generations of Xeon servers still spend 20-48% of each token waiting at synchronization points. Per-thread barrier traces show that most of the wait is for the slowest threads of each node; the barriers' own latency (microseconds each, but up to 12% of the token for the smallest model) and serial per-node work are smaller parts. On identical kernels, a Megatron-style column split beats a row-owned split without cross-node reductions in every configuration we measured, and isolating the number of barriers shows that most of its gain comes from its threads waiting less for each other and for their node leaders, and only a minority from having fewer barriers. Where decoding is DRAM-bound, the resulting engine is 1.5-2.1x faster than ik_llama with all cores and 1.5-1.9x faster than ik_llama at its fastest thread count (3.2x and 2.8x for a small model that runs from the L3 cache), at the same accuracy and with less energy per token.
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Spatial intelligence has recently been assessed through generative tasks such as spatially grounded image editing, yet language-guided generation of spatially consistent views from partial multi-view observations remains underexplored. We introduce MindView, a benchmark for generative multi-view spatial intelligence with 1,500 samples from 513 scenes across three indoor datasets. Its seven tasks form two families: geometry-dominant tasks specify changes in camera position and orientation, while semantics-dominant tasks require inferring target viewpoints by grounding referred objects and interpreting spatial relations and reference-frame cues. Evaluation of eleven generators reveals substantial room for improvement on MindView. A paired context analysis further shows that all eleven generators obtain lower overall scores under the expanded context setting. These findings motivate us to investigate whether task-specific supervision can improve target-view generation and whether models can use additional multi-view evidence effectively. We therefore fine-tune BAGEL on the MindView training dataset, improving its overall score by 24.3 points and yielding gains across all seven MindView tasks. Beyond these generation gains, the fine-tuned model also yields higher scores on three spatial-understanding benchmarks without training on their annotations, suggesting that learning to generate spatially grounded views may benefit spatial understanding. To improve evidence utilization under expanded context, we propose MindCue, a training-free spatial evidence selector guided by a target-view hypothesis. MindCue reverses the drop in overall score under expanded context and outperforms the standard-context baseline. Overall, MindView provides a concrete testbed for generative multi-view spatial intelligence.
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Planning under uncertain control execution noise requires reliable feedback policies across diverse environments. We introduce Planning Under Noise (PUN), a neural operator that learns noise-aware value fields for planning in unseen geometries. Building on an established screened-Poisson formulation of stochastic optimal control, we address two challenges: specifying boundary conditions that support navigation across varying geometries and efficiently computing fields with reliable gradients. Zero-Dirichlet obstacle boundaries terminate sampled paths at walls, weakening the goal signal along long routes and making it harder to estimate reliably. We instead impose reflecting Neumann conditions on obstacles and a Dirichlet condition at the goal, allowing sampled paths to continue exploring free space until they reach the target. To solve the resulting PDE without a configuration-space mesh, we extend a Monte Carlo (MC) solver, Walk on Stars (WoSt), to higher dimensions. However, local MC fluctuations can reverse estimated gradient directions and cause planning failures, making direct planning require costly sampling. PUN amortizes this computation by learning geometry-to-field mappings from noisy, partially converged Monte Carlo labels, avoiding expensive convergence for every training example. At inference, test-time scaling uses bounded local search guided by the predicted global field. We evaluate PUN on planning tasks across dimensions. Across four noise levels, PUN matches or outperforms all compared planners, achieving 95-100% success on the 4D replanning benchmark while maintaining the lowest runtime. At the highest tested noise level in 4D, PUN achieves 10.7-60.6% relative gains in success rate over other methods while running 3.29-32.15 times faster.
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Warehouse robot fleets continuously observe operational conditions, but preserving these observations as reusable semantic memory incurs substantial computation, communication, and storage costs. For example, explaining recurring aisle blockages can require reviewing video from multiple robots across several shifts. We present IndustrialRemembr, a shared spatiotemporal memory system that extends NVIDIA ReMEmbR to robot fleets and reduces server-side computation by generating scene descriptions only on demand. On each robot, an NVIDIA Jetson encodes video clips into retrieval embeddings with Cosmos-Embed1, vision tokens with Cosmos3-Edge, and reconstruction latents with the Wan2.2 VAE, without uploading raw camera frames. The encoding models are re-used to detect people in image patches, zeroing them out to support PII abstraction for GDPR-compliant deployments. We split Cosmos3-Edge at its vision-language boundary, placing the vision encoder on the robot and the language decoder on an on-premises server. A Nemotron agent retrieves memories by content, position, and time and queries the decoder using cached vision tokens. This design eliminates caption generation at write time, while cached-token decoding reproduces the unsplit model's output in all 450 tested decodes.
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Understanding human needs and selecting responses require distinct judgments that aggregate accuracy can obscure. We introduce PsycheMME, a video benchmark informed by psychology, with eight capabilities spanning grounding, states, needs, interaction decisions, memory, and risk. Drawing on Social Information Processing and the Perception-Action Cycle, this organization separates human understanding from response selection. We construct 1,000 questions from 630 episodes through independent answering with proposed references withheld and expert review. Our Reasoning-Verified protocol weights answer credit by the support and logical consistency of explicit rationales against annotated cues. Across 17 models, Timing has the lowest Verified scores and credit retention, with weaker support judgments for correct Timing answers. Models with similar Need scores still differ in answer completeness on open questions. Input controls and SFT/GRPO examine context dependence and adaptation. Evaluating answers alongside rationales locates where models fail across understanding, response selection, and justification.
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Motivated by the human ability to integrate experience across language, perception, and action, we introduce UniWALM, a unified world-action-language model that learns video, action, and language in a single shared representation, where each modality is both a conditioning signal and a supervision target. We ask: can jointly generating language enrich this shared representation, improving manipulation and supporting memory-dependent behavior? Unlike prior approaches that attach a reasoning or vision-language model to a video-action backbone and run them as distinct stages, UniWALM unifies all three modalities inside a single mixture-of-transformers backbone whose per-modality diffusion heads co-denoise synchronously, decoding subtask and textual memory in the same pass as action with no separate planning stage; the generated language is re-consumed on the next step, closing a language-as-memory loop without an external planner or memory bank. To keep the action stream reliable under this richer objective, we further introduce Flow Matching with Correction (FMC), a training objective that teaches recovery from perturbed action trajectories at no inference-time cost. UniWALM consistently improves over same-backbone baselines (e.g., FastWAM) on compositional pick-and-place (MolmoSpaces) and across the memory-dependent subset of RMBench, where it reaches 34.5% without any pretrained language or reasoning model and exceeds Mem-0's keyframe-equipped setup (28.5%) using only a single anchor frame. On a real-world Find-the-Item task, generating textual memory lifts success from 11.1% to 61.1%, while state-of-the-art VLAs stay at or below chance (
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We give a self-contained constructive proof that the matrix multiplication exponent satisfies $ω\le9/4$. This bound was recently claimed by OpenAI~\cite{original} through non-constructive arguments in Strassen's asymptotic spectral framework, counting exact scalar arithmetic operations over the complex numbers. We explicitly construct a Strassen-style matrix multiplication identity and obtain the bound by ordinary block recursion. For every $γ>0$, the resulting algorithm multiplies two $n\times n$ integer matrices using $O(n^{9/4+γ})$ integer arithmetic operations.
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Dexterous multi-finger hands hold promise to unlock diverse skills like functional grasps, in-hand reorientation, and dynamic handover that the human-designed world assumes, yet existing learning recipes force a trade-off. Goal-reaching reinforcement learning generalizes to arbitrary object poses but, lacking any human prior, converges to unnatural and unreliable finger strategies; motion tracking reproduces human-like behavior from a single clip but cannot deviate from it. We present AdaDex, a goal-conditioned RL framework that turns a single hand-object trajectory of a few seconds---from mocap data or HOI reconstruction from in-the-wild RGB(D) video---into an adaptable dexterous skill. At the core of AdaDex is Hybrid Dexterous Mimicking: a shared policy is trained on two populations of massively parallel environments: motion tracking environments trained with dense motion tracking objective, which instill the human prior from human motion; and generalization environments with noised initial states and goals and a sparse object-success reward, which force the skill to work far off the reference. From seconds of human motion per skill, the resulting policies can learn diverse adaptable dexterous skills, such as functional grasping, object reposing, in-hand reorientation with finger gaiting, and dynamic behaviors like throw-and-catch. Our method outperforms baselines in terms of generalization and functionality, and we demonstrate transfer across simulators and to the real world. Project page: https://yuxuank.com/AdaDex/.
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Agentic artificial intelligence (AI) systems hold immense potential for automating complex workflows in materials discovery and design, but extending them to domain-intensive mechanistic investigations remains challenging. Here, we present GBClaw, an agentic AI framework for investigating the structure and deformation of general grain boundaries (GBs). Although general GBs constitute the vast majority of real-world interfaces in polycrystalline materials, they remain understudied because their structural complexity and interfacial mismatch complicate experimental and modeling research. GBClaw integrates large language models (LLMs) into a modular architecture comprising an orchestrator, specialized agents, domain-specific tools, simulation interfaces, and hierarchical memory. Through dynamic replanning and iterative workflow refinement, the framework effectively connects systematic simulations with targeted mechanistic analysis. Applied to 14 general asymmetric tilt GBs in nickel, GBClaw characterized interfacial defect structures and identified diverse deformation modes across these incommensurate boundaries. Comparing boundary sliding with and without secondary GB misfit dislocations revealed substantial differences in shear strength, underscoring the critical role of defect hierarchies in sliding resistance. Furthermore, researcher-guided follow-up calculations traced an anomalously high shear resistance to metastable boundary structures. This work demonstrates that combining agentic AI with domain expertise bridges high-throughput computational screening with deep physical understanding of complex material interfaces.
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Game engines and coding agents can specify the layout, motion, and camera of a scene, yet turning such coarse structure into realistic video requires a renderer that follows the structure and completes the appearance it leaves open. Existing renderers are tied to the representation of one engine, need tens of denoising steps or a costly distillation of their own, and learn from conditions that are not aligned with their target videos. We present SolarRenderer, a structure-conditioned video renderer that adapts a frozen MiniMax-H3 33B backbone with two lightweight LoRAs. Structural videos enter the native reference pathway of the backbone at the positions of the frames they describe, without a type identifier and described only in plain text, so that a single control LoRA follows arbitrary structural representations. Starting from a pretrained four-step LoRA, structure-guided distribution matching renders in four steps, 12.3 times faster than 50-step sampling, while preserving the learned control. A block-causal variant extends the same design to streaming and renders 768p video in real time. To train the model, we build a frame-aligned corpus of 136K clips from game engines, simulators, and YouTube videos. Experiments on an in-distribution test set and a generalization benchmark of 16 structural representations show that SolarRenderer achieves state-of-the-art results across both, and generalizes to 11 unseen representations, including pose skeletons, drawings, and point clouds.