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 Large Language Model


Optimization through In-Context Learning and Iterative LLM Prompting for Nuclear Engineering Design Problems

arXiv.org Artificial Intelligence

The optimization of nuclear engineering designs, such as nuclear fuel assembly configurations, involves managing competing objectives like reactivity control and power distribution. This study explores the use of Optimization by Prompting, an iterative approach utilizing large language models (LLMs), to address these challenges. The method is straightforward to implement, requiring no hyperparameter tuning or complex mathematical formulations. Optimization problems can be described in plain English, with only an evaluator and a parsing script needed for execution. The in-context learning capabilities of LLMs enable them to understand problem nuances, therefore, they have the potential to surpass traditional metaheuristic optimization methods. This study demonstrates the application of LLMs as optimizers to Boiling Water Reactor (BWR) fuel lattice design, showing the capability of commercial LLMs to achieve superior optimization results compared to traditional methods.


ACVUBench: Audio-Centric Video Understanding Benchmark

arXiv.org Artificial Intelligence

Audio often serves as an auxiliary modality in video understanding tasks of audio-visual large language models (LLMs), merely assisting in the comprehension of visual information. However, a thorough understanding of videos significantly depends on auditory information, as audio offers critical context, emotional cues, and semantic meaning that visual data alone often lacks. This paper proposes an audio-centric video understanding benchmark (ACVUBench) to evaluate the video comprehension capabilities of multimodal LLMs with a particular focus on auditory information. Specifically, ACVUBench incorporates 2,662 videos spanning 18 different domains with rich auditory information, together with over 13k high-quality human annotated or validated question-answer pairs. Moreover, ACVUBench introduces a suite of carefully designed audio-centric tasks, holistically testing the understanding of both audio content and audio-visual interactions in videos. A thorough evaluation across a diverse range of open-source and proprietary multimodal LLMs is performed, followed by the analyses of deficiencies in audio-visual LLMs. Demos are available at https://github.com/lark-png/ACVUBench.


Data-centric Federated Graph Learning with Large Language Models

arXiv.org Artificial Intelligence

In federated graph learning (FGL), a complete graph is divided into multiple subgraphs stored in each client due to privacy concerns, and all clients jointly train a global graph model by only transmitting model parameters. A pain point of FGL is the heterogeneity problem, where nodes or structures present non-IID properties among clients (e.g., different node label distributions), dramatically undermining the convergence and performance of FGL. To address this, existing efforts focus on design strategies at the model level, i.e., they design models to extract common knowledge to mitigate heterogeneity. However, these model-level strategies fail to fundamentally address the heterogeneity problem as the model needs to be designed from scratch when transferring to other tasks. Motivated by large language models (LLMs) having achieved remarkable success, we aim to utilize LLMs to fully understand and augment local text-attributed graphs, to address data heterogeneity at the data level. In this paper, we propose a general framework LLM4FGL that innovatively decomposes the task of LLM for FGL into two sub-tasks theoretically. Specifically, for each client, it first utilizes the LLM to generate missing neighbors and then infers connections between generated nodes and raw nodes. To improve the quality of generated nodes, we design a novel federated generation-and-reflection mechanism for LLMs, without the need to modify the parameters of the LLM but relying solely on the collective feedback from all clients. After neighbor generation, all the clients utilize a pre-trained edge predictor to infer the missing edges. Furthermore, our framework can seamlessly integrate as a plug-in with existing FGL methods. Experiments on three real-world datasets demonstrate the superiority of our method compared to advanced baselines.


OmniNova:A General Multimodal Agent Framework

arXiv.org Artificial Intelligence

The integration of Large Language Models (LLMs) with specialized tools presents new opportunities for intelligent automation systems. However, orchestrating multiple LLM-driven agents to tackle complex tasks remains challenging due to coordination difficulties, inefficient resource utilization, and inconsistent information flow. We present OmniNova, a modular multi-agent automation framework that combines language models with specialized tools such as web search, crawling, and code execution capabilities. OmniNova introduces three key innovations: (1) a hierarchical multi-agent architecture with distinct coordinator, planner, supervisor, and specialist agents; (2) a dynamic task routing mechanism that optimizes agent deployment based on task complexity; and (3) a multi-layered LLM integration system that allocates appropriate models to different cognitive requirements. Our evaluations across 50 complex tasks in research, data analysis, and web interaction domains demonstrate that OmniNova outperforms existing frameworks in task completion rate (87\% vs. baseline 62\%), efficiency (41\% reduced token usage), and result quality (human evaluation score of 4.2/5 vs. baseline 3.1/5). We contribute both a theoretical framework for multi-agent system design and an open-source implementation that advances the state-of-the-art in LLM-based automation systems.


Optimizing Language Models for Inference Time Objectives using Reinforcement Learning

arXiv.org Artificial Intelligence

In this work, we investigate the merits of explicitly optimizing for inference time algorithmic performance during model training. We show how optimizing for inference time performance can improve overall model efficacy. We consider generic inference time objectives with $k$ samples, with a focus on pass@$k$ and majority voting as two main applications. With language model training on reasoning datasets, we showcase the performance trade-off enabled by training with such objectives. When training on code generation tasks, we show that the approach significantly improves pass@$k$ objectives compared to the baseline method.


RxRx3-core: Benchmarking drug-target interactions in High-Content Microscopy

arXiv.org Artificial Intelligence

High Content Screening (HCS) microscopy datasets have transformed the ability to profile cellular responses to genetic and chemical perturbations, enabling cell-based inference of drug-target interactions (DTI). However, the adoption of representation learning methods for HCS data has been hindered by the lack of accessible datasets and robust benchmarks. To address this gap, we present RxRx3-core, a curated and compressed subset of the RxRx3 dataset, and an associated DTI benchmarking task. At just 18GB, RxRx3-core significantly reduces the size barrier associated with large-scale HCS datasets while preserving critical data necessary for benchmarking representation learning models against a zero-shot DTI prediction task. RxRx3-core includes 222,601 microscopy images spanning 736 CRISPR knockouts and 1,674 compounds at 8 concentrations. RxRx3-core is available on HuggingFace and Polaris, along with pre-trained embeddings and benchmarking code, ensuring accessibility for the research community. By providing a compact dataset and robust benchmarks, we aim to accelerate innovation in representation learning methods for HCS data and support the discovery of novel biological insights.


Fundamental Limits of Perfect Concept Erasure

arXiv.org Artificial Intelligence

Concept erasure is the task of erasing information about a concept (e.g., gender or race) from a representation set while retaining the maximum possible utility -- information from original representations. Concept erasure is useful in several applications, such as removing sensitive concepts to achieve fairness and interpreting the impact of specific concepts on a model's performance. Previous concept erasure techniques have prioritized robustly erasing concepts over retaining the utility of the resultant representations. However, there seems to be an inherent tradeoff between erasure and retaining utility, making it unclear how to achieve perfect concept erasure while maintaining high utility. In this paper, we offer a fresh perspective toward solving this problem by quantifying the fundamental limits of concept erasure through an information-theoretic lens. Using these results, we investigate constraints on the data distribution and the erasure functions required to achieve the limits of perfect concept erasure. Empirically, we show that the derived erasure functions achieve the optimal theoretical bounds. Additionally, we show that our approach outperforms existing methods on a range of synthetic and real-world datasets using GPT-4 representations.


Synthesizing world models for bilevel planning

arXiv.org Artificial Intelligence

Modern reinforcement learning (RL) systems have demonstrated remarkable capabilities in complex environments, such as video games. However, they still fall short of achieving human-like sample efficiency and adaptability when learning new domains. Theory-based reinforcement learning (TBRL) is an algorithmic framework specifically designed to address this gap. Modeled on cognitive theories, TBRL leverages structured, causal world models - "theories" - as forward simulators for use in planning, generalization and exploration. Although current TBRL systems provide compelling explanations of how humans learn to play video games, they face several technical limitations: their theory languages are restrictive, and their planning algorithms are not scalable. To address these challenges, we introduce TheoryCoder, an instantiation of TBRL that exploits hierarchical representations of theories and efficient program synthesis methods for more powerful learning and planning. TheoryCoder equips agents with general-purpose abstractions (e.g., "move to"), which are then grounded in a particular environment by learning a low-level transition model (a Python program synthesized from observations by a large language model). A bilevel planning algorithm can exploit this hierarchical structure to solve large domains. We demonstrate that this approach can be successfully applied to diverse and challenging grid-world games, where approaches based on directly synthesizing a policy perform poorly. Ablation studies demonstrate the benefits of using hierarchical abstractions.


CAFe: Unifying Representation and Generation with Contrastive-Autoregressive Finetuning

arXiv.org Artificial Intelligence

The rapid advancement of large vision-language models (LVLMs) has driven significant progress in multimodal tasks, enabling models to interpret, reason, and generate outputs across both visual and textual domains. While excelling in generative tasks, existing LVLMs often face limitations in tasks requiring high-fidelity representation learning, such as generating image or text embeddings for retrieval. Recent work has proposed finetuning LVLMs for representational learning, but the fine-tuned model often loses its generative capabilities due to the representational learning training paradigm. To address this trade-off, we introduce CAFe, a contrastive-autoregressive fine-tuning framework that enhances LVLMs for both representation and generative tasks. By integrating a contrastive objective with autoregressive language modeling, our approach unifies these traditionally separate tasks, achieving state-of-the-art results in both multimodal retrieval and multimodal generative benchmarks, including object hallucination (OH) mitigation. CAFe establishes a novel framework that synergizes embedding and generative functionalities in a single model, setting a foundation for future multimodal models that excel in both retrieval precision and coherent output generation.


BugCraft: End-to-End Crash Bug Reproduction Using LLM Agents in Minecraft

arXiv.org Artificial Intelligence

Reproducing game bugs, in our case crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent (GPT-4o) and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. Evaluated on BugCraft-Bench, our framework successfully reproduced 30.23% of crash bugs end-to-end. The Step Synthesizer demonstrated a 66.28% accuracy in generating correct bug reproduction plans, highlighting its effectiveness in interpreting and structuring bug report information. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. The framework and the BugCraft-Bench dataset pave the way for future research in automated game bug analysis and hold potential for generalization to other interactive game platforms. Finally, we make our code open at https://bugcraft2025.github.io/