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UniMTS: Unified Pre-training for Motion Time Series
Motion time series collected from low-power, always-on mobile and wearable devices such as smartphones and smartwatches offer significant insights into human behavioral patterns, with wide applications in healthcare, automation, IoT, and AR/XR. However, given security and privacy concerns, building large-scale motion time series datasets remains difficult, hindering the development of pre-trained models for human activity analysis. Typically, existing models are trained and tested on the same dataset, leading to poor generalizability across variations in device location, device mounting orientation, and human activity type. In this paper, we introduce UniMTS, the first unified pre-training procedure for motion time series that generalizes across diverse device latent factors and activities. Specifically, we employ a contrastive learning framework that aligns motion time series with text descriptions enriched by large language models.
GFT: Graph Foundation Model with Transferable Tree Vocabulary
Inspired by the success of foundation models in applications such as ChatGPT, as graph data has been ubiquitous, one can envision the far-reaching impacts that can be brought by Graph Foundation Models (GFMs) with broader applications in the areas such as scientific research, social network analysis, drug discovery, and e-commerce. Despite the significant progress of pre-trained graph neural networks, there haven't been GFMs that can achieve desired performance on various graph-learning-related tasks. Building GFMs may rely on a vocabulary that encodes transferable patterns shared among different tasks and domains. Unlike image and text, defining such transferable patterns for graphs remains an open question. In this paper, we aim to bridge this gap by rethinking the transferable patterns on graphs as computation trees -- i.e., tree structures derived from the message-passing process. Based on this insight, we propose a cross-task, cross-domain graph foundation model named GFT, short for Graph Foundation model with transferable Tree vocabulary. By treating computation trees as tokens within the transferable vocabulary, GFT improves model generalization and reduces the risk of negative transfer. The theoretical analyses and extensive experimental studies have demonstrated the transferability of computation trees and shown the effectiveness of GFT across diverse tasks and domains in graph learning.
StreamBench: Towards Benchmarking Continuous Improvement of Language Agents
Recent works have shown that large language model (LLM) agents are able to improve themselves from experience, which is an important ability for continuous enhancement post-deployment. However, existing benchmarks primarily evaluate their innate capabilities and do not assess their ability to improve over time. To address this gap, we introduce StreamBench, a pioneering benchmark designed to evaluate the continuous improvement of LLM agents over an input-feedback sequence. StreamBench simulates an online learning environment where LLMs receive a continuous flow of feedback stream and iteratively enhance their performance. In addition, we propose several simple yet effective baselines for improving LLMs on StreamBench, and provide a comprehensive analysis to identify critical components that contribute to successful streaming strategies. Our work serves as a stepping stone towards developing effective online learning strategies for LLMs, paving the way for more adaptive AI systems in streaming scenarios.
Mexico City's 'Xoli' Chatbot Will Help World Cup Tourists Navigate the City
The launch of "Xoli" adds to the technological efforts promoted by the federal government to turn the 2026 World Cup into an engine of development for the entire country. Xoli, the new chatbot, is named after the axolotl, a salamander with external gills. The Government of Mexico City has launched Xoli, a chatbot that will provide information on services, tourism, and cultural offerings. The platform was designed to meet the demand of the millions of visitors expected to arrive during the 2026 FIFA World Cup . However, the authorities assure that the tool will remain active once the sporting event is over, with the aim of promoting economic activities and facilitating access to public services in the capital.
Normalization and effective learning rates in reinforcement learning
Normalization layers have recently experienced a renaissance in the deep reinforcement learning and continual learning literature, with several works highlighting diverse benefits such as improving loss landscape conditioning and combatting overestimation bias. However, normalization brings with it a subtle but important side effect: an equivalence between growth in the norm of the network parameters and decay in the effective learning rate. This becomes problematic in continual learning settings, where the resulting learning rate schedule may decay to near zero too quickly relative to the timescale of the learning problem. We propose to make the learning rate schedule explicit with a simple re-parameterization which we call Normalize-and-Project (NaP), which couples the insertion of normalization layers with weight projection, ensuring that the effective learning rate remains constant throughout training. This technique reveals itself as a powerful analytical tool to better understand learning rate schedules in deep reinforcement learning, and as a means of improving robustness to nonstationarity in synthetic plasticity loss benchmarks along with both the single-task and sequential variants of the Arcade Learning Environment. We also show that our approach can be easily applied to popular architectures such as ResNets and transformers while recovering and in some cases even slightly improving the performance of the base model in common stationary benchmarks.
Vocal Call Locator Benchmark (VCL) for localizing rodent vocalizations from multi-channel audio
Understanding the behavioral and neural dynamics of social interactions is a goalof contemporary neuroscience. Many machine learning methods have emergedin recent years to make sense of complex video and neurophysiological data thatresult from these experiments. Less focus has been placed on understanding howanimals process acoustic information, including social vocalizations. A criticalstep to bridge this gap is determining the senders and receivers of acoustic infor-mation in social interactions. While sound source localization (SSL) is a classicproblem in signal processing, existing approaches are limited in their ability tolocalize animal-generated sounds in standard laboratory environments.
RedCode: Risky Code Execution and Generation Benchmark for Code Agents
With the rapidly increasing capabilities and adoption of code agents for AI-assisted coding and software development, safety and security concerns, such as generating or executing malicious code, have become significant barriers to the real-world deployment of these agents. To provide comprehensive and practical evaluations on the safety of code agents, we propose RedCode, an evaluation platform with benchmarks grounded in four key principles: real interaction with systems, holistic evaluation of unsafe code generation and execution, diverse input formats, and high-quality safety scenarios and tests. RedCode consists of two parts to evaluate agents' safety in unsafe code execution and generation: (1) RedCode-Exec provides challenging code prompts in Python as inputs, aiming to evaluate code agents' ability to recognize and handle unsafe code. We then map the Python code to other programming languages (e.g., Bash) and natural text summaries or descriptions for evaluation, leading to a total of over 4,000 testing instances. We provide 25 types of critical vulnerabilities spanning various domains, such as websites, file systems, and operating systems. We provide a Docker sandbox environment to evaluate the execution capabilities of code agents and design corresponding evaluation metrics to assess their execution results.
Elo Uncovered: Robustness and Best Practices in Language Model Evaluation
In Natural Language Processing (NLP), the Elo rating system, originally designed for ranking players in dynamic games such as chess, is increasingly being used to evaluate Large Language Models (LLMs) through A vs B paired comparisons.However, while popular, the system's suitability for assessing entities with constant skill levels, such as LLMs, remains relatively unexplored. We study two fundamental axioms that evaluation methods should adhere to: reliability and transitivity. We conduct an extensive evaluation of Elo behavior across simulated and real-world scenarios, demonstrating that individual Elo computations can exhibit significant volatility.We show that both axioms are not always satisfied, raising questions about the reliability of current comparative evaluations of LLMs.If the current use of Elo scores is intended to substitute the costly head-to-head comparison of LLMs, it is crucial to ensure the ranking is as robust as possible.Guided by the axioms, our findings offer concrete guidelines for enhancing the reliability of LLM evaluation methods, suggesting a need for reassessment of existing comparative approaches.