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OASIS: One-Shot Federated Graph Learning via Wasserstein Assisted Knowledge Integration

Neural Information Processing Systems

Federated Graph Learning (FGL) offers a promising framework for collaboratively training Graph Neural Networks (GNNs) while preserving data privacy. In resource-constrained environments, One-shot Federated Learning (OFL) emerges as an effective solution by limiting communication to a single round. Current OFL approaches employing generative models have attracted considerable attention; however, they face unresolved challenges: these methods are primarily designed for traditional image data and fail to capture the fine-grained structural information of local graph data. Consequently, they struggle to integrate the intricate correlations necessary and transfer subtle structural insights from each client to the global model.


REMI: Reconstructing Episodic Memory During Internally Driven Path Planning

Neural Information Processing Systems

Grid cells fire in triangular grid patterns, while place cells fire at specific locations and respond to contextual cues. How do these interacting systems support not only spatial encoding but also internally driven path planning, such as navigating to locations recalled from cues? Here, we propose a system-level theory of MEC-HC wiring that explains how grid and place cell patterns could be connected to enable cue-triggered goal retrieval, path planning, and reconstruction of sensory experience along planned routes. We suggest that place cells autoassociate sensory inputs with grid cell patterns, allowing sensory cues to trigger recall of goal-location grid patterns. We show analytically that grid-based planning permits shortcuts through unvisited locations and generalizes local transitions to long-range paths. During planning, intermediate grid states trigger place cell pattern completion, reconstructing sensory experiences along the route. Using a single-layer RNN modeling the HC-MEC loop with a planning subnetwork, we demonstrate these effects in both biologically grounded navigation simulations using RatatouGym and visually realistic navigation tasks using Habitat Sim.


Heterogeneous Adversarial Play in Interactive Environments

Neural Information Processing Systems

Self-play constitutes a fundamental paradigm for autonomous skill acquisition, whereby agents iteratively enhance their capabilities through self-directed environmental exploration. Conventional self-play frameworks exploit agent symmetry within zero-sum competitive settings, yet this approach proves inadequate for open-ended learning scenarios characterized by inherent asymmetry. Human pedagogical systems exemplify asymmetric instructional frameworks wherein educators systematically construct challenges calibrated to individual learners' developmental trajectories. The principal challenge resides in operationalizing these asymmetric, adaptive pedagogical mechanisms within artificial systems capable of autonomously synthesizing appropriate curricula without predetermined task hierarchies. Here we present Heterogeneous Adversarial Play (HAP), an adversarial Automatic Curriculum Learning framework that formalizes teacher-student interactions as a minimax optimization wherein task-generating instructor and problem-solving learner co-evolve through adversarial dynamics. In contrast to prevailing automatic curriculum learning methodologies that employ static curricula or unidirectional task selection mechanisms, HAP establishes a bidirectional feedback system wherein instructors continuously recalibrate task complexity in response to real-time learner performance metrics. Experimental validation across multi-task learning domains demonstrates that our framework achieves performance parity with SOTA baselines while generating curricula that enhance learning efficacy in both artificial agents and human subjects.


The Shocking True Story Behind Maternal Instinct

TIME - Tech

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AMD tech cuts shader load times by up to 95%

PCWorld

AMD's Advanced Shader Delivery (ASD) technology dramatically reduces game shader loading times by over 95% in supported titles like Forza Horizon 6. PCWorld reports that ASD requires an AMD RDNA GPU, Windows, Xbox Gaming Service, and latest Adrenalin drivers to function properly. The technology transforms gaming experiences by cutting load times from 90 seconds to just 4 seconds in compatible games. Many's the time I've downloaded a big, fancy new game, just waiting for the moment I get to flex my graphics card on the latest graphics only to have to wait another ten minutes for the shaders to load up.


New MSI Claw and Asus Xbox Ally handhelds: What you need to know

PCWorld

The MSI Claw features Intel's new Arc G3 Extreme chipset, while the Asus ROG Ally X20 includes an OLED display that the Claw lacks. These devices represent significant advances in portable PC gaming with distinct specifications targeting different user preferences and performance needs. This year we saw a slew of cool new PC hardware unveiled at Computex 2026, but for my money the most exciting announcements were the debut of new gaming PC handhelds from Asus and MSI.


Resource-Constrained Federated Continual Learning: What Does Matter?

Neural Information Processing Systems

Federated Continual Learning (FCL) aims to enable sequential privacy-preserving model training on streams of incoming data that vary in edge devices by preserving previous knowledge while adapting to new data. Current FCL literature focuses on restricted data privacy and access to previously seen data while imposing no constraints on the training overhead. This is unreasonable for FCL applications in real-world scenarios, where edge devices are primarily constrained by resources such as storage, computational budget, and label rate. We revisit this problem with a large-scale benchmark and analyze the performance of state-of-the-art FCL approaches under different resource-constrained settings. Various typical FCL techniques and six datasets in two incremental learning scenarios (Class-IL and Domain-IL) are involved in our experiments. Through extensive experiments amounting to a total of over 1,000+ GPU hours, we find that, under limited resource-constrained settings, existing FCL approaches, with no exception, fail to achieve the expected performance. Our conclusions are consistent in the sensitivity analysis. This suggests that most existing FCL methods are particularly too resource-dependent for real-world deployment. Moreover, we study the performance of typical FCL techniques with resource constraints and shed light on future research directions in FCL.


A Principled Path to Fitted Distributional Evaluation

Neural Information Processing Systems

In reinforcement learning, distributional off-policy evaluation (OPE) focuses on estimating the return distribution of a target policy using offline data collected under a different policy. This work focuses on extending the widely used fitted Q-evaluation---developed for expectation-based reinforcement learning---to the distributional OPE setting. We refer to this extension as fitted distributional evaluation (FDE). While only a few related approaches exist, there remains no unified framework for designing FDE methods. To fill this gap, we present a set of guiding principles for constructing theoretically grounded FDE methods. Building on these principles, we develop several new FDE methods with convergence analysis and provide theoretical justification for existing methods, even in non-tabular environments. Extensive experiments, including simulations on linear quadratic regulators and Atari games, demonstrate the superior performance of the FDE methods.


Explicitly Modeling Subcortical Vision with a Neuro-Inspired Front-End Improves CNN Robustness

Neural Information Processing Systems

Convolutional neural networks (CNNs) trained on object recognition achieve high task performance but continue to exhibit vulnerability under a range of visual perturbations and out-of-domain images, when compared with biological vision. Prior work has demonstrated that coupling a standard CNN with a front-end (VOneBlock) that mimics the primate primary visual cortex (V1) can improve overall model robustness. Expanding on this, we introduce Early Vision Networks (EVNets), a new class of hybrid CNNs that combine the VOneBlock with a novel SubcorticalBlock, whose architecture draws from computational models in neuroscience and is parameterized to maximize alignment with subcortical responses reported across multiple experimental studies. Without being optimized to do so, the assembly of the SubcorticalBlock with the VOneBlock improved V1 alignment across most standard V1 benchmarks, and better modeled extra-classical receptive field phenomena. In addition, EVNets exhibit stronger emergent shape bias and outperform the base CNN architecture by 9.3\% on an aggregate benchmark of robustness evaluations, including adversarial perturbations, common corruptions, and domain shifts. Finally, we show that EVNets can be further improved when paired with a state-of-the-art data augmentation technique, surpassing the performance of the isolated data augmentation approach by 6.2\% on our robustness benchmark. This result reveals complementary benefits between changes in architecture to better mimic biology and training-based machine learning approaches.


Inpainting the Neural Picture: Inferring Unrecorded Brain Area Dynamics from Multi-Animal Datasets

Neural Information Processing Systems

Characterizing interactions between brain areas is a fundamental goal of systems neuroscience. While such analyses are possible when areas are recorded simultaneously, it is rare to observe all combinations of areas of interest within a single animal or recording session. How can we leverage multi-animal datasets to better understand multi-area interactions? Building on recent progress in large-scale, multi-animal models, we introduce NeuroPaint, a masked autoencoding approach for inferring the dynamics of unobserved brain areas. By training across animals with overlapping subsets of recorded areas, NeuroPaint learns to reconstruct activity in missing areas based on shared structure across individuals. We train and evaluate our approach on both synthetic data and two multi-animal, multi-area Neuropixels datasets. Our results demonstrate that models trained across animals with partial observations can successfully in-paint the dynamics of unrecorded areas, enabling multi-area analyses that transcend the limitations of any single experiment.