Industry
Meta CTO Andrew Bosworth Admits the Company's AI Reorg Was 'Atrocious'
In an internal memo seen by WIRED, Bosworth promised employees more stability, better communication, and the return of workplace perks as the company seeks to improve morale. Meta did an "atrocious" job of rolling out a new artificial intelligence division and will aim to "rekindle" a more cheerful internal culture through better communication, career growth, and even snacks, a top executive told employees on Monday in an internal post seen by WIRED. The comments made by Andrew Bosworth, Meta's chief technology officer, follow reporting by WIRED last week that revealed widespread dissatisfaction within the Applied AI engineering unit. Meta formed the division of about 6,500 engineers and product managers in March to work on projects aimed at improving the company's generative AI models. But what workers described as the menial nature of the work prompted one to describe it as "a gulag."
Generative Graph Pattern Machine
Graph neural networks (GNNs) have been predominantly driven by messagepassing, where node representations are iteratively updated via local neighborhood aggregation. Despite their success, message-passing suffers from fundamental limitations--including constrained expressiveness, over-smoothing, oversquashing, and limited capacity to model long-range dependencies. These issues hinder scalability: increasing data size or model size often fails to yield improved performance. To this end, we explore pathways beyond message-passing and introduce Generative Graph Pattern Machine (G2PM), a generative Transformer pre-training framework for graphs. G2PM represents graph instances (nodes, edges, or entire graphs) as sequences of substructures, and employs generative pre-training over the sequences to learn generalizable and transferable representations. Empirically, G2PM demonstrates strong scalability: on the ogbn-arxivbenchmark, it continues to improve with model sizes up to 60M parameters, outperforming prior generative approaches that plateau at significantly smaller scales (e.g., 3M). In addition, we systematically analyze the model design space, highlighting key architectural choices that contribute to its scalability and generalization. Across diverse tasks--including node/link/graph classification, transfer learning, and crossgraph pretraining--G2PM consistently outperforms strong baselines, establishing a compelling foundation for scalable graph learning.
Distributional LLM-as-a-Judge
LLMs have emerged as powerful evaluators in the LLM-as-a-Judge paradigm, offering significant efficiency and flexibility compared to human judgments. However, previous methods primarily rely on single-point evaluations, overlooking the inherent diversity and uncertainty in human evaluations. This approach leads to information loss and decreases the reliability of evaluations. To address this limitation, we propose a novel training framework that explicitly aligns the LLMgenerated judgment distribution with human evaluation distributions. Specifically, we propose a distributional alignment objective based on KL divergence, combined with an auxiliary cross-entropy regularization to stabilize the training process. Furthermore, due to limited human annotations, empirical human distributions are merely noisy estimates of the true underlying distribution. We therefore incorporate adversarial training to ensure a robust alignment with this true distribution, rather than overfitting to its imperfect approximation. Extensive experiments across various LLM backbones and evaluation tasks demonstrate that our framework significantly outperforms existing closed-source LLMs and conventional singlepoint alignment methods, with superior alignment quality, strong robustness, and competitive evaluation accuracy.
Why Knowledge Distillation Works in Generative Models: AMinimal Working Explanation
Knowledge distillation (KD) is a core component in the training and deployment of modern generative models, particularly large language models (LLMs). While its empirical benefits are well documented--enabling smaller student models to emulate the performance of much larger teachers--the underlying mechanisms by which KD improves generative quality remain poorly understood. In this work, we present a minimal working explanation of KD in generative modeling. Using a controlled simulation with mixtures of Gaussians, we demonstrate that distillation induces a trade-off between precision and recall in the student model. As the teacher distribution becomes more selective, the student concentrates more probability mass on high-likelihood regions at the expense of coverage, which is a behavior modulated by a single entropy-controlling parameter.
SHAP Meets Tensor Networks: Provably Tractable Explanations with Parallelism
Although Shapley additive explanations (SHAP) can be computed in polynomial time for simple models like decision trees, they unfortunately become NP-hard to compute for more expressive black-box models like neural networks -- where generating explanations is often most critical. In this work, we analyze the problem of computing SHAP explanations for Tensor Networks (TNs), a broader and more expressive class of models than those for which current exact SHAP algorithms are known to hold, and which is widely used for neural network abstraction and compression. First, we introduce a general framework for computing provably exact SHAP explanations for general TNs with arbitrary structures. Interestingly, we show that, when TNs are restricted to a Tensor Train (TT) structure, SHAP computation can be performed in poly-logarithmic time using parallel computation. Thanks to the expressiveness power of TTs, this complexity result can be generalized to many other popular ML models such as decision trees, tree ensembles, linear models, and linear RNNs, therefore tightening previously reported complexity results for these families of models. Finally, by leveraging reductions of binarized neural networks to Tensor Network representations, we demonstrate that SHAP computation can become efficiently tractable when the network's width is fixed, while it remains computationally hard even with constant depth. This highlights an important insight: for this class of models, width -- rather than depth -- emerges as the primary computational bottleneck in SHAP computation.
Mulberry: Empowering MLLM with o1-like Reasoning and Reflection via Collective Monte Carlo Tree Search
In this work, we aim to develop an MLLM that understands and solves questions by learning to create each intermediate step of the reasoning involved till the final answer. To this end, we propose Collective Monte Carlo Tree Search (CoMCTS), a new learning-to-reason method for MLLMs, which introduces the concept of collective learning into "tree search" for effective and efficient reasoning-path searching and learning. The core idea of CoMCTS is to leverage collective knowledge from multiple models to collaboratively conjecture, search and identify effective reasoning paths toward correct answers via four iterative operations including Expansion, Simulation and Error Positioning, Backpropagation, and Selection. Using CoMCTS, we construct Mulberry-260k, a multimodal dataset with a tree of rich, explicit and well-defined reasoning nodes for each question. With Mulberry-260k, we perform collective SFT to train our model, Mulberry, a series of MLLMs with o1-like step-by-step Reasoning and Reflection capabilities. Extensive experiments demonstrate the superiority of our proposed methods on various benchmarks.
Fostering the Ecosystem of AI for Social Impact Requires Expanding and Strengthening Evaluation Standards
There has been increasing research interest in AI/ML for social impact, and correspondingly more publication venues have refined review criteria for practice-driven AI/ML research. However, these review guidelines tend to most concretely recognize projects that simultaneously achieve deployment and novel ML methodological innovation. We argue that this introduces incentives for researchers that undermine the sustainability of a broader research ecosystem of social impact, which benefits from projects that make contributions on single front (applied or methodological) that may better meet project partner needs. Our position is that researchers and reviewers in machine learning for social impact must simultaneously adopt: 1) a more expansive conception of social impacts beyond deployment and 2) more rigorous evaluations of the impact of deployed systems.
FrameShield: Adversarially Robust Video Anomaly Detection
Weakly Supervised Video Anomaly Detection (WSVAD) has achieved notable advancements, yet existing models remain vulnerable to adversarial attacks, limiting their reliability. Due to the inherent constraints of weak supervision--where only video-level labels are provided despite the need for frame-level predictions--traditional adversarial defense mechanisms, such as adversarial training, are not effective since video-level adversarial perturbations are typically weak and inadequate. To address this limitation, pseudo-labels generated directly from the model can enable frame-level adversarial training; however, these pseudo-labels are inherently noisy, significantly degrading performance. We therefore introduce a novel Pseudo-Anomaly Generation method called Spatiotemporal Region Distortion (SRD), which creates synthetic anomalies by applying severe augmentations to localized regions in normal videos while preserving temporal consistency. Integrating these precisely annotated synthetic anomalies with the noisy pseudolabels substantially reduces label noise, enabling effective adversarial training. Extensive experiments demonstrate that our method significantly enhances the robustness of WSVAD models against adversarial attacks, outperforming state-ofthe-art methods by an average of 71.0% in overall AUROC performance across multiple benchmarks.
Unifying Appearance Codes and Bilateral Grids for Driving Scene Gaussian Splatting
Neural rendering techniques, including NeRF and Gaussian Splatting (GS), rely on photometric consistency to produce high-quality reconstructions. However, in real-world driving scenarios, it is challenging to guarantee perfect photometric consistency in acquired images. Appearance codes have been widely used to address this issue, but their modeling capability is limited, as a single code is applied to the entire image. Recently, the bilateral grid was introduced to perform pixel-wise color mapping, but it is difficult to optimize and constrain effectively. In this paper, we propose a novel multi-scale bilateral grid that unifies appearance codes and bilateral grids. We demonstrate that this approach significantly improves geometric accuracy in dynamic, decoupled autonomous driving scene reconstruction, outperforming both appearance codes and bilateral grids. This is crucial for autonomous driving, where accurate geometry is important for obstacle avoidance and control. Our method shows strong results across four datasets: Waymo, NuScenes, Argoverse, and PandaSet. We further demonstrate that the improvement in geometry is driven by the multi-scale bilateral grid, which effectively reduces floaters caused by photometric inconsistency.
Certifying Concavity and Monotonicity in Games via Sum-of-Squares Hierarchies
Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players' actions. In concave games, where players' strategy sets are compact and convex, and their payoffs are concave in their own actions, strong guarantees follow: Nash equilibria always exist and decentralized algorithms converge to equilibria. If the game is furthermore monotone, an even stronger guarantee holds: Nash equilibria are unique under strictness assumptions. Unfortunately, we show that certifying concavity or monotonicity is NP-hard, already for games where utilities are multivariate polynomials and compact, convex basic semialgebraic strategy sets--an expressive class that captures extensive-form games with imperfect recall. On the positive side, we develop two hierarchies of sum-of-squares programs that certify concavity and monotonicity of a given game, and each level of the hierarchies can be solved in polynomial time. We show that almost all concave/monotone games are certified at some finite level of the hierarchies. Subsequently, we introduce the classes of SOS-concave/monotone games, which globally approximate concave/monotone games, and show that for any given game we can compute the closest SOS-concave/monotone game in polynomial time. Finally, we apply our techniques to canonical examples of extensiveform games with imperfect recall.