Genre
On Feasible Rewards in Multi-agent Inverse Reinforcement Learning
Multi-agent Inverse Reinforcement Learning (MAIRL) aims to recover agent reward functions from expert demonstrations. We characterize the feasible reward set in Markov games, identifying all reward functions that rationalize a given equilibrium. However, equilibrium-based observations are often ambiguous: a single Nash equilibrium can correspond to many reward structures, potentially changing the game's nature in multi-agent systems. We address this by introducing entropyregularized Markov games, which yield a unique equilibrium while preserving strategic incentives. For this setting, we provide a sample complexity analysis detailing how errors affect learned policy performance. Our work establishes theoretical foundations and practical insights for MAIRL.
Understanding and Rectifying Safety Perception Distortion in VLMs
Recent studies reveal that vision-language models (VLMs) become more susceptible to harmful requests and jailbreak attacks after integrating the vision modality, exhibiting greater vulnerability than their text-only LLM backbones. To uncover the root cause of this phenomenon, we conduct an in-depth analysis and identify a key issue: multimodal inputs introduce an modality-induced activation shift toward a "safer" direction compared to their text-only counterparts, leading VLMs to systematically overestimate the safety of harmful inputs. We refer to this issue as safety perception distortion. To mitigate such distortion, we propose Activation Shift Disentanglement and Calibration (ShiftDC), a training-free method that decomposes and calibrates the modality-induced activation shift to reduce its impact on safety.
Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation
We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts -- structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latent VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing.
Tensor-Parallelism with Partially Synchronized Activations
Training and inference of Large Language Models (LLMs) with tensor-parallelism requires substantial communication to synchronize activations. Our findings suggest that with a few minor adjustments to current practices, LLMs can be trained without fully synchronizing activations, reducing bandwidth demands. We name this "Communication-Aware Architecture for Tensor-parallelism" (CAAT-Net). We train a 7B parameter CAAT-Net model and show that tensor-parallel communication can be reduced by up to 50% with no significant drop in pretraining accuracy across nearly all evaluated benchmarks. We also experiment with smaller 130M and 1.1B models to show the robustness and scalability of our method. We find that, in some scenarios, validation loss can even improve when reducing communication. Finally, we demonstrate how CAAT-Net accelerates both training and inference workloads across various settings and model sizes.
GoRA: Gradient-driven Adaptive Low Rank Adaptation
Low-Rank Adaptation (LoRA) is a crucial method for efficiently fine-tuning large language models (LLMs), with its effectiveness influenced by two key factors: rank selection and weight initialization. While numerous LoRA variants have been proposed to improve performance by addressing one of these aspects, they often compromise usability or computational efficiency. In this paper, we analyze and identify the core limitations of existing approaches and propose a novel framework--GoRA (Gradient-driven Adaptive Low Rank Adaptation)--that simultaneously adapts both the rank and initialization strategy within a unified framework. GoRA leverages gradient information during training to dynamically assign optimal ranks and initialize low-rank adapter weights in an adaptive manner. To our knowledge, GoRA is the first method that not only addresses the limitations of prior approaches--which often focus on either rank selection or initialization in isolation--but also unifies both aspects within a single framework, enabling more effective and efficient adaptation. Extensive experiments across various architectures and modalities show that GoRA consistently outperforms existing LoRA-based methods while preserving the efficiency of vanilla LoRA.
Disentangled Concepts Speak Louder Than Words Explainable Video Action Recognition
Effective explanations of video action recognition models should disentangle how movements unfold over time from the surrounding spatial context. However, existing methods--based on saliency--produce entangled explanations, making it unclear whether predictions rely on motion or spatial context. Language-based approaches offer structure but often fail to explain motions due to their tacit nature--intuitively understood but difficult to verbalize. To address these challenges, we propose Disentangled Action aNd Context concept-based Explainable (DANCE) video action recognition, a framework that predicts actions through disentangled concept types: motion dynamics, objects, and scenes. We define motion dynamics concepts as human pose sequences. We employ a large language model to automatically extract object and scene concepts. Built on an ante-hoc concept bottleneck design, DANCE enforces prediction through these concepts. Experiments on four datasets--KTH, Penn Action, HAA500, and UCF101--demonstrate that DANCE significantly improves explanation clarity with competitive performance.
Self-Challenging Language Model Agents
Large language models are quickly becoming the foundation for intelligent agents that are capable of using tools. However, training such agents is challenging because it requires human creation and annotation of a diverse set of tasks, tools, and evaluation criteria. In this paper, we propose the Self-Challenging framework for training an agent on high-quality tasks that are generated by itself. The agent first plays the role of challenger and generates a task after interacting with the given tools. The tasks take the form of a novel general class of problems termed Code-as-Task, which are defined by an instruction, a verification function and solution and failure cases which serve as tests, allowing to filter only for highquality tasks. The agent then takes an executor role and trains on those tasks with reinforcement learning using the evaluation feedback as a reward. Evaluation on two existing multi-turn tool-use agent benchmarks, M3ToolEval and TauBench, shows the Self-Challenging framework achieves over a two-fold improvement in Llama-3.1-8B-Instruct,