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Fast in Slow System Unifying Fast Manipulation within Slow Reasoning

Neural Information Processing Systems

Generalized policy and execution efficiency constitute the two critical challenges in robotic manipulation. While recent foundation policies benefit from the commonsense reasoning capabilities of internet-scale pretrained vision-language models (VLMs), they often suffer from low execution frequency. To mitigate this dilemma, dual-system approaches have been proposed to leverage a VLM-based System 2 module for handling high-level decision-making, and a separate System 1 action module for ensuring real-time control. However, existing designs maintain both systems as separate models, limiting System 1 from fully leveraging the rich pretrained knowledge from the VLM-based System 2. In this work, we propose Fast-in-Slow (FiS), a unified dual-system vision-language-action (VLA) model that embeds the System 1 execution module within the VLM-based System 2 by partially sharing parameters. This innovative paradigm not only enables high-frequency execution in System 1, but also facilitates coordination between multimodal reasoning and execution components within a single foundation model of System 2. Given their fundamentally distinct roles within FiS-VLA, we design the two systems to incorporate heterogeneous modality inputs alongside asynchronous operating frequencies, enabling both fast and precise manipulation. To enable coordination between the two systems, a dual-aware co-training strategy is proposed that equips System 1 with action generation capabilities while preserving System 2's contextual understanding to provide stable latent conditions for System 1. For evaluation, FiS-VLA outperforms previous state-of-the-art methods by 8% in simulation and 11% in realworld tasks in terms of average success rate, while achieving a 117.7 Hz control frequency with action chunk set to eight.


Support Vector Generation: Kernelizing Zero-Shot Classifiers from Pre-Trained Language Models

Neural Information Processing Systems

We introduce Support Vector Generation (SVG), a kernel-based framework that converts a frozen language model into an interpretable, training-free classifier for zero-and few-shot learning. SVG operates by combining Metropolis-Hastings sampling with support vector machine optimization in the reproducing kernel Hilbert space (RKHS) induced by the language model's embedding. Each classification decision is based on a weighted combination of at most 32 natural-language sentences, which serve as explicit support vectors and provide faithful rationales. Our theoretical analysis proves that SVG minimizes the empirical hinge loss over the span of the supports and admits a generalization bound independent of the language model size. Experiments on the GLUE benchmark show that SVG matches or surpasses prompting-based zero-shot baselines in accuracy across multiple tasks--without any fine-tuning or GPU acceleration. Notably, our CPU-only implementation completes training in under three minutes per task, and maintains competitive inference speed. These results suggest that SVG offers a viable path toward efficient, interpretable NLP systems under compute constraints.


Interactive Cross-modal Learning for Text-3DScene Retrieval

Neural Information Processing Systems

Text-3DScene Retrieval (T3SR) aims to retrieve relevant scenes using linguistic queries. Although traditional T3SR methods have made significant progress in capturing fine-grained associations, they implicitly assume that query descriptions are information-complete. In practical deployments, however, limited by the capabilities of users and models, it is difficult or even impossible to directly obtain a perfect textual query suiting the entire scene and model, thereby leading to performance degradation. To address this issue, we propose a novel Interactive Text-3D Scene Retrieval Method (IDeal), which promotes the enhancement of the alignment between texts and 3D scenes through continuous interaction. To achieve this, we present an Interactive Retrieval Refinement framework (IRR), which employs a questioner to pose contextually relevant questions to an answerer in successive rounds that either promote detailed probing or encourage exploratory divergence within scenes. Upon the iterative responses received from the answerer, IRR adopts a retriever to perform both feature-level and semantic-level information fusion, facilitating scene-level interaction and understanding for more precise re-rankings. To bridge the domain gap between queries and interactive texts, we propose an Interaction Adaptation Tuning strategy (IAT).


ViewCraft3D: High-Fidelity and View-Consistent 3D Vector Graphics Synthesis

Neural Information Processing Systems

While recent approaches have shown promise in generating 3D vector graphics, they often suffer from lengthy processing times and struggle to maintain view consistency. To address these limitations, we propose ViewCraft3D (VC3D), an efficient method that leverages 3D priors to generate 3D vector graphics. Specifically, our approach begins with 3D object analysis, employs a geometric extraction algorithm to fit 3D vector graphics to the underlying structure, and applies view-consistent refinement process to enhance visual quality. Our comprehensive experiments demonstrate that VC3D outperforms previous methods in both qualitative and quantitative evaluations, while significantly reducing computational overhead. The resulting 3D sketches maintain view consistency and effectively capture the essential characteristics of the original objects.


Mamba Goes HoME: Hierarchical Soft Mixture-of-Experts for 3DMedical Image Segmentation

Neural Information Processing Systems

In recent years, artificial intelligence has significantly advanced medical image segmentation. Nonetheless, challenges remain, including efficient 3D medical image processing across diverse modalities and handling data variability. In this work, we introduce Hierarchical Soft Mixture-of-Experts (HoME), a two-level token-routing layer for efficient long-context modeling, specifically designed for 3D medical image segmentation. Built on the Mamba Selective State-Space Model (SSM) backbone, HoME enhances sequential modeling through adaptive expert routing.


HMVLM: Human Motion-Vision-Lanuage Model via MoELoRA

Neural Information Processing Systems

The expansion of instruction-tuning data has enabled foundation language models to exhibit improved instruction adherence and superior performance across diverse downstream tasks. Semantically-rich 3D human motion is being progressively integrated with these foundation models to enhance multimodal understanding and cross-modal generation capabilities. However, the modality gap between human motion and text raises unresolved concerns about catastrophic forgetting during this integration. In addition, developing autoregressive-compatible pose representations that preserve generalizability across heterogeneous downstream tasks remains a critical technical barrier. To address these issues, we propose the Human MotionVision-Language Model (HMVLM), a unified framework based on the Mixture of Expert Low-Rank Adaption(MoE LoRA) strategy. The framework leverages the gating network to dynamically allocate LoRA expert weights based on the input prompt, enabling synchronized fine-tuning of multiple tasks. To mitigate catastrophic forgetting during instruction-tuning, we introduce a novel zero expert that preserves the pre-trained parameters for general linguistic tasks. For pose representation, we implement body-part-specific tokenization by partitioning the human body into different joint groups, enhancing the spatial resolution of the representation. Experiments show that our method effectively alleviates knowledge forgetting during instruction-tuning and achieves remarkable performance across diverse human motion downstream tasks.


Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation Learning

Neural Information Processing Systems

This paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games. We show that a new quantity named the all policy deviation concentrability coefficient is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an ฮต-Nash equilibrium with O(ฮต 4)expert and oracle queries.


Adaptive Context Length Optimization with Low-Frequency Truncation for Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Recently, deep multi-agent reinforcement learning (MARL) has demonstrated promising performance for solving challenging tasks, such as long-term dependencies and non-Markovian environments. Its success is partly attributed to conditioning policies on large fixed context length. However, such large fixed context lengths may lead to limited exploration efficiency and redundant information. In this paper, we propose a novel MARL framework to obtain adaptive and effective contextual information. Specifically, we design a central agent that dynamically optimizes context length via temporal gradient analysis, enhancing exploration to facilitate convergence to global optima in MARL. Furthermore, to enhance the adaptive optimization capability of the context length, we present an efficient input representation for the central agent, which effectively filters redundant information. By leveraging a Fourier-based low-frequency truncation method, we extract global temporal trends across decentralized agents, providing an effective and efficient representation of the MARL environment. Extensive experiments demonstrate that the proposed method achieves state-of-the-art (SOTA) performance on long-term dependency tasks, including PettingZoo, MiniGrid, Google Research Football (GRF), and StarCraft Multi-Agent Challenge v2 (SMACv2).



UGoDIT: Unsupervised Group Deep Image Prior Via Transferable Weights

Neural Information Processing Systems

Recent advances in data-centric deep generative models have led to significant progress in solving inverse imaging problems. However, these models (e.g., diffusion models) typically require large amounts of fully sampled (clean) training data, which is often impractical in medical and scientific settings. Training-data-free approaches like Deep Image Prior (DIP) do not require clean images but suffer from noise overfitting and can be computationally expensive as the network parameters need to be optimized for each measurement vector independently. Moreover, DIPbased methods often overlook the potential of learning a prior using a small number of sub-sampled measurements (or degraded images) available during training. In this paper, we propose UGoDIT--an Unsupervised Group DIP via Transferable weights--designed for the low-data regime where only a very small number, M, of sub-sampled measurement vectors are available during training.