Technology
REMI: Reconstructing Episodic Memory During Internally Driven Path Planning
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.
TRACE: Contrastive learning for multi-trial time series data in neuroscience
Modern neural recording techniques such as two-photon imaging or Neuropixel probes allow to acquire vast time-series datasets with responses of hundreds or thousands of neurons. Contrastive learning is a powerful self-supervised framework for learning representations of complex datasets. Existing applications for neural time series rely on generic data augmentations and do not exploit the multi-trial data structure inherent in many neural datasets. Here we present TRACE, a new contrastive learning framework that averages across different subsets of trials to generate positive pairs. TRACE allows to directly learn a two-dimensional embedding, combining ideas from contrastive learning and neighbor embeddings. We show that TRACE outperforms other methods, resolving fine response differences in simulated data. Further, using in vivo recordings, we show that the representations learned by TRACE capture both biologically relevant continuous variation, cell-type-related cluster structure, and can assist data quality control.
Contact Map Transfer with Conditional Diffusion Model for Generalizable Dexterous Grasp Generation
Dexterous grasp generation is a fundamental challenge in robotics, requiring both grasp stability and adaptability across diverse objects and tasks. Analytical methods ensure stable grasps but are inefficient and lack task adaptability, while generative approaches improve efficiency and task integration but generalize poorly to unseen objects and tasks due to data limitations. In this paper, we propose a transfer-based framework for dexterous grasp generation, leveraging a conditional diffusion model to transfer high-quality grasps from shape templates to novel objects within the same category. Specifically, we reformulate the grasp transfer problem as the generation of an object contact map, incorporating object shape similarity and task specifications into the diffusion process. To handle complex shape variations, we introduce a dual mapping mechanism, capturing intricate geometric relationship between shape templates and novel objects.
Heterogeneous Adversarial Play in Interactive Environments
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.
Speculative Jacobi-Denoising Decoding for Accelerating Autoregressive Text-to-image Generation
As a new paradigm of visual content generation, autoregressive text-to-image models suffer from slow inference due to their sequential token-by-token decoding process, often requiring thousands of model forward passes to generate a single image. To address this inefficiency, we propose Speculative Jacobi-Denoising Decoding (SJD2), a framework that incorporates the denoising process into Jacobi iterations to enable parallel token generation in autoregressive models. Our method introduces a next-clean-token prediction paradigm that enables the pre-trained autoregressive models to accept noise-perturbed token embeddings and predict the next clean tokens through low-cost fine-tuning.
AMD tech cuts shader load times by up to 95%
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
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.
On the Global Optimality of Policy Gradient Methods in General Utility Reinforcement Learning
Reinforcement learning with general utilities (RLGU) offers a unifying framework to capture several problems beyond standard expected returns, including imitation learning, pure exploration, and safe RL. Despite recent fundamental advances in the theoretical analysis of policy gradient (PG) methods for standard RL and recent efforts in RLGU, the understanding of these PG algorithms and their scope of application in RLGU still remain limited. In this work, we establish global optimality guarantees of PG methods for RLGU in which the objective is a general concave utility function of the state-action occupancy measure. In the tabular setting, we provide global optimality results using a new proof technique building on recent theoretical developments on the convergence of PG methods for standard RL using gradient domination. Our proof technique opens avenues for analyzing policy parameterizations beyond the direct policy parameterization for RLGU. In addition, we provide global optimality results for large state-action space settings beyond prior work which has mostly focused on the tabular setting. In this large scale setting, we adapt PG methods by approximating occupancy measures within a function approximation class using maximum likelihood estimation. Our sample complexity only scales with the dimension induced by our approximation class instead of the size of the state-action space.
Efficient Multi-bit Quantization Network Training via Weight Bias Correction and Bit-wise Coreset Sampling
Multi-bit quantization networks enable flexible deployment of deep neural networks by supporting multiple precision levels within a single model. However, existing approaches suffer from significant training overhead as full-dataset updates are repeated for each supported bit-width, resulting in a cost that scales linearly with the number of precisions. Additionally, extra fine-tuning stages are often required to support additional or intermediate precision options, further compounding the overall training burden. To address this issue, we propose two techniques that greatly reduce the training overhead without compromising model utility: (i) Weight bias correction enables shared batch normalization and eliminates the need for fine-tuning by neutralizing quantization-induced bias across bit-widths and aligning activation distributions; and (ii) Bit-wise coreset sampling strategy allows each child model to train on a compact, informative subset selected via gradient-based importance scores by exploiting the implicit knowledge transfer phenomenon. Experiments on CIFAR-10/100, TinyImageNet, and ImageNet-1K with both ResNet and ViT architectures demonstrate that our method achieves competitive or superior accuracy while reducing training time up to 7.88 .