block type
SimuGen: Multi-modal Agentic Framework for Constructing Block Diagram-Based Simulation Models
Ren, Xinxing, Zang, Qianbo, Guo, Zekun
Recent advances in large language models (LLMs) have shown impressive performance in mathematical reasoning and code generation. However, LLMs still struggle in the simulation domain, particularly in generating Simulink models, which are essential tools in engineering and scientific research. Our preliminary experiments indicate that LLM agents often fail to produce reliable and complete Simulink simulation code from text-only inputs, likely due to the lack of Simulink-specific data in their pretraining. To address this challenge, we propose SimuGen, a multimodal agent-based framework that automatically generates accurate Simulink simulation code by leveraging both the visual Simulink diagram and domain knowledge. SimuGen coordinates several specialized agents, including an investigator, unit test reviewer, code generator, executor, debug locator, and report writer, supported by a domain-specific knowledge base. This collaborative and modular design enables interpretable, robust, and reproducible Simulink simulation generation. Our source code is publicly available at https://github.com/renxinxing123/SimuGen_beta.
- North America > United States > Florida > Miami-Dade County > Miami (0.04)
- Asia > Thailand > Bangkok > Bangkok (0.04)
"Stack It Up!": 3D Stable Structure Generation from 2D Hand-drawn Sketch
Xu, Yiqing, Li, Linfeng, Yu, Cunjun, Hsu, David
Imagine a child sketching the Eiffel Tower and asking a robot to bring it to life. Today's robot manipulation systems can't act on such sketches directly-they require precise 3D block poses as goals, which in turn demand structural analysis and expert tools like CAD. We present StackItUp, a system that enables non-experts to specify complex 3D structures using only 2D front-view hand-drawn sketches. StackItUp introduces an abstract relation graph to bridge the gap between rough sketches and accurate 3D block arrangements, capturing the symbolic geometric relations (e.g., left-of) and stability patterns (e.g., two-pillar-bridge) while discarding noisy metric details from sketches. It then grounds this graph to 3D poses using compositional diffusion models and iteratively updates it by predicting hidden internal and rear supports-critical for stability but absent from the sketch. Evaluated on sketches of iconic landmarks and modern house designs, StackItUp consistently produces stable, multilevel 3D structures and outperforms all baselines in both stability and visual resemblance.
- Oceania > New Zealand (0.04)
- Asia > South Korea > Seoul > Seoul (0.04)
- Asia > Singapore (0.04)
- Asia > Middle East > Republic of Türkiye > Karaman Province > Karaman (0.04)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (0.68)
AssistanceZero: Scalably Solving Assistance Games
Laidlaw, Cassidy, Bronstein, Eli, Guo, Timothy, Feng, Dylan, Berglund, Lukas, Svegliato, Justin, Russell, Stuart, Dragan, Anca
Assistance games are a promising alternative to reinforcement learning from human feedback (RLHF) for training AI assistants. Assistance games resolve key drawbacks of RLHF, such as incentives for deceptive behavior, by explicitly modeling the interaction between assistant and user as a two-player game where the assistant cannot observe their shared goal. Despite their potential, assistance games have only been explored in simple settings. Scaling them to more complex environments is difficult because it requires both solving intractable decision-making problems under uncertainty and accurately modeling human users' behavior. We present the first scalable approach to solving assistance games and apply it to a new, challenging Minecraft-based assistance game with over $10^{400}$ possible goals. Our approach, AssistanceZero, extends AlphaZero with a neural network that predicts human actions and rewards, enabling it to plan under uncertainty. We show that AssistanceZero outperforms model-free RL algorithms and imitation learning in the Minecraft-based assistance game. In a human study, our AssistanceZero-trained assistant significantly reduces the number of actions participants take to complete building tasks in Minecraft. Our results suggest that assistance games are a tractable framework for training effective AI assistants in complex environments. Our code and models are available at https://github.com/cassidylaidlaw/minecraft-building-assistance-game.
- North America > United States > California > Alameda County > Berkeley (0.14)
- Europe > Sweden > Skåne County > Malmö (0.04)
- North America > United States > Maryland > Baltimore (0.04)
- (11 more...)
- Research Report > New Finding (1.00)
- Research Report > Experimental Study (0.67)
The Sharpness Disparity Principle in Transformers for Accelerating Language Model Pre-Training
Wang, Jinbo, Wang, Mingze, Zhou, Zhanpeng, Yan, Junchi, E, Weinan, Wu, Lei
Transformers consist of diverse building blocks, such as embedding layers, normalization layers, self-attention mechanisms, and point-wise feedforward networks. Thus, understanding the differences and interactions among these blocks is important. In this paper, we uncover a clear Sharpness Disparity across these blocks, which emerges early in training and intriguingly persists throughout the training process. Motivated by this finding, we propose Blockwise Learning Rate (LR), a strategy that tailors the LR to each block's sharpness, accelerating large language model (LLM) pre-training. By integrating Blockwise LR into AdamW, we consistently achieve lower terminal loss and nearly $2\times$ speedup compared to vanilla AdamW. We demonstrate this acceleration across GPT-2 and LLaMA, with model sizes ranging from 0.12B to 1.1B and datasets of OpenWebText and MiniPile. Finally, we incorporate Blockwise LR into Adam-mini (Zhang et al., 2024), a recently proposed memory-efficient variant of Adam, achieving a combined $2\times$ speedup and $2\times$ memory saving. These results underscore the potential of exploiting the sharpness disparity to improve LLM training.
- Asia > Singapore (0.04)
- Asia > Middle East > Jordan (0.04)
- Asia > Indonesia > Bali (0.04)
- (2 more...)
Mechanical Self-replication
This study presents a theoretical model for a self-replicating mechanical system inspired by biological processes within living cells and supported by computer simulations. The model decomposes self-replication into core components, each of which is executed by a single machine constructed from a set of basic block types. Key functionalities such as sorting, copying, and building, are demonstrated. The model provides valuable insights into the constraints of self-replicating systems. The discussion also addresses the spatial and timing behavior of the system, as well as its efficiency and complexity. This work provides a foundational framework for future studies on self-replicating mechanisms and their information-processing applications.
- Europe > Germany > Bavaria > Middle Franconia > Nuremberg (0.14)
- North America > United States > Texas > Williamson County > Georgetown (0.04)
- North America > United States > New York (0.04)
- North America > United States > Illinois (0.04)
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Earle, Sam, Kokkinos, Filippos, Nie, Yuhe, Togelius, Julian, Raileanu, Roberta
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
- North America > United States > Massachusetts > Worcester County > Worcester (0.06)
- Europe > United Kingdom > England > Greater London > London (0.04)
- North America > United States > New York > New York County > New York City (0.04)
- (9 more...)
Auto MC-Reward: Automated Dense Reward Design with Large Language Models for Minecraft
Li, Hao, Yang, Xue, Wang, Zhaokai, Zhu, Xizhou, Zhou, Jie, Qiao, Yu, Wang, Xiaogang, Li, Hongsheng, Lu, Lewei, Dai, Jifeng
Traditional reinforcement-learning-based agents rely on sparse rewards that often only use binary values to indicate task completion or failure. The challenge in exploration efficiency makes it difficult to effectively learn complex tasks in Minecraft. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will take further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse on the plains biome.
- Asia > China > Shanghai > Shanghai (0.04)
- North America > Mexico > Gulf of Mexico (0.04)
- Europe > Sweden > Skåne County > Malmö (0.04)
- (2 more...)
Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation
Hervé, Jean-Baptiste, Salge, Christoph
There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we adapt a range of existing PCG metrics to generated Minecraft settlements, develop a few new metrics inspired by PCG literature, and compare the resulting measurements to existing human evaluations. The aim is to analyze how those metrics capture human evaluation scores in different categories, how the metrics generalize to another game domain, and how metrics deal with more complex artifacts. We provide an exploratory look at a variety of metrics and provide an information gain and several correlation analyses. We found some relationships between human scores and metrics counting specific elements, measuring the diversity of blocks and measuring the presence of crafting materials for the present complex blocks.
- South America > Chile > Santiago Metropolitan Region > Santiago Province > Santiago (0.04)
- Europe > United Kingdom > England > Hertfordshire > Hatfield (0.04)
- North America > United States > New York > New York County > New York City (0.04)
- (4 more...)
EvoCraft: A New Challenge for Open-Endedness
Grbic, Djordje, Palm, Rasmus Berg, Najarro, Elias, Glanois, Claire, Risi, Sebastian
This paper introduces EvoCraft, a framework for Minecraft designed to study open-ended algorithms. We introduce an API that provides an open-source Python interface for communicating with Minecraft to place and track blocks. In contrast to previous work in Minecraft that focused on learning to play the game, the grand challenge we pose here is to automatically search for increasingly complex artifacts in an open-ended fashion. Compared to other environments used to study open-endedness, Minecraft allows the construction of almost any kind of structure, including actuated machines with circuits and mechanical components. We present initial baseline results in evolving simple Minecraft creations through both interactive and automated evolution. While evolution succeeds when tasked to grow a structure towards a specific target, it is unable to find a solution when rewarded for creating a simple machine that moves. Thus, EvoCraft offers a challenging new environment for automated search methods (such as evolution) to find complex artifacts that we hope will spur the development of more open-ended algorithms.
- North America > Mexico > Gulf of Mexico (0.14)
- Europe > Sweden > Skåne County > Malmö (0.04)
- Europe > Denmark > Capital Region > Copenhagen (0.04)
- Asia > China > Shanghai > Shanghai (0.04)
Increasing the Scalability of the Fitting of Generalised Block Models for Social Networks
Chan, Jeffrey (National University Ireland, Galway) | Lam, Samantha (National University Ireland, Galway) | Hayes, Conor (National University Ireland, Galway)
In recent years, the summarisation and decomposition of social networks has become increasingly popular, from community finding to role equivalence. However, these approaches concentrate on one type of model only. Generalised block modelling decomposes a network into independent, interpretable, labeled blocks, where the block labels summarise the relationship between two sets of users. Existing algorithms for fitting generalised block models do not scale beyond networks of 100 vertices. In this paper, we introduce two new algorithms, one based on genetic algorithms and the other on simulated annealing, that is at least two orders of magnitude faster than existing algorithms and obtaining similar accuracy. Using synthetic and real datasets, we demonstrate their efficiency and accuracy and show how generalised block modelling and our new approaches enable tractable network summarisation and modelling of medium sized networks.
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > United Kingdom > England > Greater London > London (0.04)
- Europe > Spain > Aragón (0.04)
- Europe > Ireland > Connaught > County Galway > Galway (0.04)