Technology
Online Segment Any 3D Thing as Instance Tracking
Online, real-time, and fine-grained 3D segmentation constitutes a fundamental capability for embodied intelligent agents to perceive and comprehend their operational environments. Recent advancements employ predefined object queries to aggregate semantic information from Vision Foundation Models (VFMs) outputs that are lifted into 3D point clouds, facilitating spatial information propagation through inter-query interactions. Nevertheless, perception, whether human or robotic, is an inherently dynamic process, rendering temporal understanding a critical yet overlooked dimension within these prevailing query-based pipelines. This deficiency in temporal reasoning can exacerbate issues such as the over-segmentation commonly produced by VFMs, necessitating more handcrafted post-processing. Therefore, to further unlock the temporal environmental perception capabilities of embodied agents, our work reconceptualizes online 3D segmentation as an instance tracking problem (AutoSeg3D).
Robust Cross-modal Alignment Learning for Cross-Scene Spatial Reasoning and Grounding
Grounding target objects in 3D environments via natural language is a fundamental capability for autonomous agents to successfully fulfill user requests. Almost all existing works typically assume that the target object lies within a known scene and focus solely on in-scene localization. In practice, however, agents often encounter unknown or previously visited environments and need to search across a large archive of scenes to ground the described object, thereby invalidating this assumption. To address this, we reveal a novel task called Cross-Scene Spatial Reasoning and Grounding (CSSRG), which aims to locate a described object anywhere across an entire collection of 3D scenes rather than predetermined scenes. Due to the difference from existing 3D visual grounding, CSSRG poses two challenges: the prohibitive cost of exhaustively traversing all scenes and more complex cross-modal spatial alignment. To address the challenges, we propose a Cross-Scene 3D Object Reasoning Framework (CoRe), which adopts a matching-then-grounding pipeline to reduce computational overhead. Specifically, CoRe consists of i) a Robust Text-Scene Aligning (RTSA) module that learns global scene representations for robust alignment between object descriptions and the corresponding 3D scenes, enabling efficient retrieval of candidate scenes; and ii) a Tailored Word-Object Associating (TWOA) module that establishes fine-grained alignment between words and target objects to filter out redundant context, supporting precise object-level reasoning and alignment. Additionally, to benchmark CSSRG, we construct a new CrossScene-RETR dataset and evaluation protocol tailored for cross-scene grounding. Extensive experiments across four multimodal datasets demonstrate that CoRe dramatically reduces computational overhead while showing superiority in both scene retrieval and object grounding.
Structure-Aware Spectral Sparsification via Uniform Edge Sampling
Spectral clustering is a fundamental method for graph partitioning, but its reliance on eigenvector computation limits scalability to massive graphs. Classical sparsification methods preserve spectral properties by sampling edges proportionally to their effective resistances, but require expensive preprocessing to estimate these resistances. We study whether uniform edge sampling--a simple, structure-agnostic strategy--can suffice for spectral clustering. Our main result shows that for graphs admitting a well-separated $k$-clustering, characterized by a large structure ratio $\Upsilon(k) = \lambda_{k+1} / \rho_G(k)$, uniform sampling preserves the spectral subspace used for clustering. Specifically, we prove that uniformly sampling $O(\gamma^2 n \log n / \varepsilon^2)$ edges, where $\gamma$ is the Laplacian condition number, yields a sparsifier whose top $(n-k)$-dimensional eigenspace is approximately orthogonal to the cluster indicators.
Can Agent Fix Agent Issues?
LLM-based agent systems are emerging as a new software paradigm and have been widely adopted across diverse domains such as medicine, robotics, and programming. However, maintaining these systems requires substantial effort, as they are inevitably prone to bugs and continually evolve to meet changing external requirements. Therefore, automatically resolving agent issues (i.e.,bug reports or feature requests) is a crucial and challenging task. While recent software engineering (SE) agents (e.g., SWE-agent) have shown promise in addressing issues in traditional software systems, it remains unclear how effectively they can resolve real-world issues in agent systems, which differ significantly from traditional software. To fill this gap, we first manually analyze 201 real-world agent issues and identify common categories of agent issues. We then spend 500 person-hours constructing AgentIssue-bench, a reproducible benchmark comprising 50 agent issue resolution tasks (each with an executable environment and failure-triggering tests). We further evaluate state-of-the-art SE agents on AgentIssue-bench and reveal their limited effectiveness (.e., with only 0.67% - 4.67% resolution rates). These results underscore the unique challenges of maintaining agent systems compared to traditional software, highlighting the need for further research to develop advanced SE agents for resolving agent issues.
SAP: Exact Sorting in Splatting via Screen-Aligned Primitives
Recently, 3D Gaussian Splatting (3DGS) has achieved state-of-the-art rendering results. However, its efficiency relies on simplifications that disregard the thickness of Gaussian primitives and their overlapping interactions. These simplifications can lead to popping artifacts due to inaccurate sorting, thereby affecting the rendering quality. In this paper, we propose Screen-Aligned Primitives (SAP), an anisotropic kernel that generates primitives parallel to the image plane for each view. Our rasterization pipeline enables full per-pixel ordering in real time. Since the primitives are parallel for a given viewpoint, a single global sorting operation suffices for correct per-pixel depth ordering. We formulate 3D reconstruction as a combination of a 3D-consistent decoder and 2D view-specific primitives, and further propose a highly efficient decoder to ensure 3D consistency. Moreover, within our framework, the primitive function values remain consistent between view space and screen space, allowing arbitrary radial basis functions (RBFs) to represent the scene without introducing projection errors. Experiments on diverse datasets demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time performance.
OpenGU: A Comprehensive Benchmark for Graph Unlearning
Graph Machine Learning is essential for understanding and analyzing relational data. However, privacy-sensitive applications demand the ability to efficiently remove sensitive information from trained graph neural networks (GNNs), avoiding the unnecessary time and space overhead caused by retraining models from scratch.To address this issue, Graph Unlearning (GU) has emerged as a critical solution to support dynamic graph updates while ensuring privacy compliance. Unlike machine unlearning in computer vision or other fields, GU faces unique difficulties due to the non-Euclidean nature of graph data and the recursive message-passing mechanism of GNNs. Additionally, the diversity of downstream tasks and the complexity of unlearning requests further amplify these challenges. Despite the proliferation of diverse GU strategies, the absence of a benchmark providing fair comparisons for GU, and the limited flexibility in combining downstream tasks and unlearning requests, have yielded inconsistencies in evaluations, hindering the development of this domain. To fill this gap, we present OpenGU, the first GU benchmark, where 16 SOTA GU algorithms and 37 multi-domain datasets are integrated, enabling various downstream tasks with 13 GNN backbones when responding to flexible unlearning requests. Through extensive experimentation, we have drawn $10$ crucial conclusions about existing GU methods, while also gaining valuable insights into their limitations, shedding light on potential avenues for future research.
LILO: Learning to Reason at the Frontier of Learnability
Reinforcement learning is widely adopted in post-training large language models, especially for reasoning-style tasks such as maths questions. However, as we show, most existing methods will provably fail to learn from questions that are too hard, where the model always fails, or too easy, where the model always succeeds. Much human effort is therefore spent continually producing datasets of questions of a suitable difficulty for state-of-the-art models. Given this, we consider how to algorithmically identify questions that allow for maximally efficient training. We introduce a method, LILO (Learnability Improves LLMs Optimally), that prioritises training on questions with high variance of success, known as learnability, and we provide theory proving LILO maximises the expected improvement of the model. We run a wide range of experiments over multiple base models, algorithms and reasoning datasets to demonstrate that LILO consistently improves final test accuracy and can yield a 3x reduction in the number of training steps required to reach it. We explore how questions with high learnability can be efficiently identified, and discuss how learnability can be scaled to produce LLM agents that autonomously and open-endedly expand the frontier of human knowledge.
ST 2 360D: Spatial-to-Temporal Consistency for Training-free 360 Monocular Depth Estimation
To mitigate the distortions brought by equirectangular projection, existing methods typically divide 360-degree images into distortion-less perspective patches. However, since these patches are processed independently, depth inconsistencies are often introduced due to scale drift among patches. Recently, video depth estimation (VDE) models have leveraged temporal consistency for stable depth predictions across frames. Inspired by this, we propose to represent a 360-degree image as a sequence of perspective frames, mimicking the viewpoint adjustments users make when exploring a 360-degree scenario in virtual reality. Thus, the spatial consistency among perspective depth patches can be enhanced by exploiting the temporal consistency inherent in VDE models. To this end, we introduce a training-free pipeline for 360-degree monocular depth estimation, called ST 360D.
How Well Can Differential Privacy Be Audited in One Run?
Recent methods for auditing the privacy of machine learning algorithms have improved computational efficiency by simultaneously intervening on multiple training examples in a single training run. Steinke et al. prove that one-run auditing indeed lower bounds the true privacy parameter of the audited algorithm, and give impressive empirical results. Their work leaves open the question of how precisely one-run auditing can uncover the true privacy parameter of an algorithm, and how that precision depends on the audited algorithm. In this work, we characterize the maximum achievable efficacy of one-run auditing and show that the key barrier to its efficacy is interference between the observable effects of different data elements. We present new conceptual approaches to minimize this barrier, towards improving the performance of one-run auditing of real machine learning algorithms.
Exploring Polyglot Harmony: On Multilingual Data Allocation for Large Language Models Pretraining
Large language models (LLMs) have become integral to a wide range of applications worldwide, driving an unprecedented global demand for effective multilingual capabilities. Central to achieving robust multilingual performance is the strategic allocation of language proportions within training corpora. However, determining optimal language ratios is highly challenging due to intricate cross-lingual interactions and sensitivity to dataset scale. This paper introduces CLIMB (Cross-Lingual Interaction-aware Multilingual Balancing), a novel framework designed to systematically optimize multilingual data allocation. At its core, CLIMB introduces a cross-lingual interaction-aware language ratio, explicitly quantifying each language's effective allocation by capturing inter-language dependencies. Leveraging this ratio, CLIMB proposes a principled two-step optimization procedure--first equalizing marginal benefits across languages, then maximizing the magnitude of the resulting language allocation vectors--significantly simplifying the inherently complex multilingual optimization problem. Extensive experiments confirm that CLIMB can accurately measure cross-lingual interactions across various multilingual settings. LLMs trained with CLIMB-derived proportions consistently achieve state-of-the-art multilingual performance, even achieve competitive performance with open-sourced LLMs trained with more tokens.