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Prototype Language Models

arXiv.org Machine Learning

Knowing which training examples drive outputs is fundamental to auditing, correcting, and understanding language models, yet for modern LLMs this remains expensive, approximate, and largely post-hoc. Standard language models generate tokens through a dense network pathway, causing training data's influence to be distributed across parameters rather than organized along explicit, traceable components. We introduce a prototype language model architecture, Prototypes for Interpretable Sequence Modeling (PRISM), that forms each prediction via a sparse, non-negative mixture of learned prototypes, trained with clustering objectives that anchor each prototype to coherent neighborhoods of training examples. Across architectures from 130M to 1.6B parameters trained on up to 50B tokens, prototype language models either surpass or remain within 2.5 percentage points on average downstream accuracy of matched dense baselines. We show that sparse prototype structure localizes curvature in the loss landscape, yielding a more tractable Hessian and enabling training data attribution that is ~500x faster than post hoc baselines when consuming equivalent memory. Calibrating linear prototype controllers can improve downstream accuracy by roughly 3 points while tracing those corrections back to training neighborhoods, and targeted prototype suppression can remove model behaviors without finetuning or measurable loss in generation quality.


A.1 Qualitative Results of Bench

Neural Information Processing Systems

Figure 5: Word clouds of text prompts for the text-only generation (T2I) task (left) and the multimodal generation task (right). Figure 5 visually summarizes the prominent semantic elements in the benchmark prompts for text-only492 (T2I) and multimodal generation tasks. The differentiation of the word clouds reflects task-specific493 features of MMGen-Bench, emphasizing spatial and descriptive details in T2I tasks, while multimodal494 tasks more frequently involve social and interactive scenarios.495 Aspect Objects Relations Attributes Counting Overall Spearman ω 0.469 0.909 0.601 0.839 0.699 As depicted in Figure 6, the distribution of aspect types differs notably between the text-only497 generation (T2I) and multi-modal generation tasks. In the T2I setting, "Objects" dominate with498 38.3%, while "Attributes" and "Relations" also constitute substantial proportions (33.9% and 25.4%,499 respectively).


cb463f73a35802996546ac8e8b1b2743-Supplemental-Datasets_and_Benchmarks_Track.pdf

Neural Information Processing Systems

A.1 Behavioral Task A male nonhuman primate (NHP, Macaca mulatta), Monkey N (age 7 at the beginning of the dataset, age 11 at the end), was trained to perform a trial-based, two degree-of-freedom (DOF) dexterous finger movement task, shown in Figure 1. During all sessions, Monkey N sat in a primate chair (Crist Instruments, Hagerstown, MA) in a shielded chamber, with his arms fixed at his sides and flexed 90 degrees at the elbow, resting on a table. The left hand was positioned securely in a manipulandum, which used bend sensors (FS-L-0073-103-ST, Spectra Symbol, Salt Lake City, UT) to measure the flexion of two finger groups, index (IDX) and middle-ring-small (MRS). At the beginning of each experimental session (and as needed throughout a session), these flexion sensors were calibrated such that a reading of 1 indicated full flexion of a finger group and a reading of 0 indicated full extension. These readings were used to update the positions of the corresponding finger groups of a virtual hand presented on a screen in front of Monkey N. Bend sensor values were sampled at 1000 Hz. Updates to the virtual hand were limited to the refresh rate of the monitor (120 Hz). The task itself involved trial-based target acquisitions. At the beginning of each trial, two color-coded spherical targets, one for each DOF, were placed on the screen, covering 15% of the full arc of motion (see Figure 1A). Monkey N then acquired the targets by moving his fingers to the correct positions and holding his position for 750 ms.


REAL: Benchmarking Autonomous Agents on Deterministic Simulations of Real Websites

Neural Information Processing Systems

We introduce REAL, a benchmark and framework for multi-turn agent evaluations on deterministic simulations of real-world websites. REAL comprises high-fidelity, publicly hosted, deterministic replicas of 11 widely-used websites across domains such as e-commerce, travel, communication, and professional networking. We also release a benchmark consisting of 112 practical tasks that mirror everyday complex user interactions requiring both accurate information retrieval and state-changing actions. All interactions occur within this fully controlled setting, eliminating safety risks and enabling robust, reproducible evaluation of agent capability and reliability. REAL environments are highly configurable, offer complete action/observation space control, and allow researchers to inspect state-changes at any step to define reward signals for training. Our novel evaluation framework combines programmatic checks of website state for action-based tasks with rubric-guided LLM-based judgments for information retrieval, and our harness supports both open-source and proprietary agentic systems. Our empirical results show that frontier language models achieve at most a 41%success rate on REAL, highlighting critical gaps in current autonomous capabilities. REAL enables easy integration of new tasks, reproducible evaluation, and scalable data generation for post-training web agents. The websites, framework, and leaderboard are available at https://realevals.xyzand https://github.com/agi-inc/REAL.


Policy Compatible Skill Incremental Learning via Lazy Learning Interface

Neural Information Processing Systems

Skill Incremental Learning (SIL) is the process by which an embodied agent expands and refines its skill set over time by leveraging experience gained through interaction with its environment or by the integration of additional data. SIL facilitates efficient acquisition of hierarchical policies grounded in reusable skills for downstream tasks. However, as the skill repertoire evolves, it can disrupt compatibility with existing skill-based policies, limiting their reusability and generalization. In this work, we propose SIL-C, a novel framework that ensures skill-policy compatibility, allowing improvements in incrementally learned skills to enhance the performance of downstream policies without requiring policy re-training or structural adaptation. SIL-C employs a bilateral lazy learning-based mapping technique to dynamically align the subtask space referenced by policies with the skill space decoded into agent behaviors. This enables each subtask, derived from the policy's decomposition of a complex task, to be executed by selecting an appropriate skill based on trajectory distribution similarity. We evaluate SIL-C across diverse SIL scenarios and demonstrate that it maintains compatibility between evolving skills and downstream policies while ensuring efficiency throughout the learning process.


CRRL: Learning Channel-invariant Neural Representations for High-performance Cross-day Decoding

Neural Information Processing Systems

Brain-computer interfaces have shown great potential in motor and speech rehabilitation, but still suffer from low performance stability across days, mostly due to the instabilities in neural signals. These instabilities, partially caused by neuron deaths and electrode shifts, leading to channel-level variabilities among different recording days. Previous studies mostly focused on aligning multi-day neural signals onto a low-dimensional latent manifold to reduce the variabilities, while faced with difficulties when neural signals exhibit significant drift. Here, we propose to learn a channel-level invariant neural representation to address the variabilities in channels across days. It contains a channel-rearrangement module to learn stable representations against electrode shifts, and a channel reconstruction module to handle the missing neurons. The proposed method achieved the state-of-the-art performance with cross-day decoding tasks over two months, on multiple benchmark BCI datasets. The proposed approach showed good generalization ability that can be incorporated to different neural networks.



8gpx: HCDR36mjz: Protein2gkw: Peptide Interface Alignment

Neural Information Processing Systems

Designing protein binders targeting specific sites, which requires to generate realistic and functional interaction patterns, is a fundamental challenge in drug discovery. Current structure-based generative models are limited in generating nterfaces with sufficient rationality and interpretability. In this paper, we propose Retrieval-Augmented Diffusion for Aligned interface(RADiAnce), a new framework that leverages known interfaces to guide the design of novel binders. By unifying retrieval and generation in a shared contrastive latent space, our model efficiently identifies relevant interfaces for a given binding site and seamlessly integrates them through a conditional latent diffusion generator, enabling crossdomain interface transfer. Extensive exeriments show that RADiAnce significantly outperforms baseline models across multiple metrics, including binding affinity and recovery of geometries and interactions. Additional experimental results validate cross-domain generalization, demonstrating that retrieving interfaces from diverse domains, such as peptides, antibodies, and protein fragments, enhances the generation performance of binders for other domains. Our work establishes a new paradigm for protein binder design that successfully bridges retrieval-based knowledge and generative AI, opening new possibilities for drug discovery.


VideoCAD: ADataset and Model for Learning Long-Horizon 3DCADUIInteractions from Video

Neural Information Processing Systems

Computer-Aided Design (CAD) is a time-consuming and complex process, requiring precise, long-horizon user interactions with intricate 3D interfaces. While recent advances in AI-driven user interface (UI) agents show promise, most existing datasets and methods focus on short, low-complexity tasks in mobile or web applications, failing to capture the demands of professional engineering tools. In this work, we introduce VideoCAD, the first attempt to model UI interactions for precision engineering tasks. Specifically, VIDEOCAD is a large-scale synthetic dataset consisting of over 41K annotated video recordings of CAD operations, generated using an automated framework for collecting high-fidelity UI action data from human-made CAD designs. Compared to existing datasets, VIDEOCAD offers an order-of-magnitude increase in complexity for real-world engineering UI tasks, with time horizons up to 20 longer than those in other datasets. We show two important downstream applications of VIDEOCAD: (1) learning UI interactions from professional 3DCAD tools for precision tasks and (2) a visual question-answering (VQA) benchmark designed to evaluate multimodal large language models (LLMs) on spatial reasoning and video understanding. To learn the UI interactions, we propose VIDEOCADFORMER, a state-of-the-art model for learning CAD interactions directly from video, which outperforms existing behavior cloning baselines. Both VIDEOCADFORMER and the VQA benchmark derived from VIDEOCAD reveal key challenges in the current state of video-based UI understanding, including the need for precise action grounding, multi-modal and spatial reasoning, and long-horizon dependencies.


Scaling Computer-Use Grounding via User Interface Decomposition and Synthesis

Neural Information Processing Systems

Graphical user interface (GUI) grounding, the ability to map natural language instructions to specific actions on graphical user interfaces, remains a critical bottleneck in computer use agent development. Current benchmarks oversimplify grounding tasks as short referring expressions, failing to capture the complexity of real-world interactions that require software commonsense, layout understanding, and fine-grained manipulation capabilities. To address these limitations, we introduce OSWORLD-G, a comprehensive benchmark comprising 564 finely annotated samples across diverse task types including text matching, element recognition, layout understanding, and precise manipulation. Additionally, we synthesize and release the largest computer use grounding dataset JEDI, which contains 4 million examples through multi-perspective decoupling of tasks. Our multi-scale models trained on JEDI demonstrate its effectiveness by outperforming existing approaches on ScreenSpot-v2, ScreenSpot-Pro, and our OSWORLD-G. Furthermore, we demonstrate that improved grounding with JEDI directly enhances agentic capabilities of general foundation models on complex computer tasks with state-of-the-art performance, improving from 23% to 51% on OSWorld. Through detailed ablation studies, we identify key factors contributing to grounding performance and verify that combining specialized data for different interface elements enables compositional generalization to novel interfaces.