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We asked teens what schools should teach them about work. This is what they said

BBC News

We asked teens what schools should teach them about work. More than four in 10 UK teenagers want more work experience opportunities at school, with a similar proportion calling for more guidance on how to apply for jobs, a survey for the BBC suggests. The online survey, by Survation,, external asked 2,000 young people aged 13 to 18 about the world of work and the help they need to secure employment once they leave full-time education. Some called for more support with their communications skills and raised concerns about stress management and personal finances. Skills Minister Jacqui Smith said it was the government's mission to ensure teenagers leave school confident about their next step and equipped with the skills and experience they need to succeed.


Optimizing sensor placement for estimating wildlife populations: an interview with Hannah Murray

AIHub

In their paper Optimizing Sensor Placement with Greedy Algorithms: A Case Study in Wildlife Camera Trapping for Spatial Capture-Recapture Population Estimation, and present an approach for optimizing sensor placement for wildlife population counts. We caught up with first author Hannah to find out more about this work, which was presented at IJCAI-ECAI 2026 . What is the topic of the research in your paper, and why is it an interesting area for study? In our research, we set out to develop optimization methods that help ecologists determine where to place sensors, such as camera traps, to get precise estimates of species population counts from the data they collect. This information is integral for ecologists to measure ecosystem health and to develop effective conservation management strategies, but they usually work under strict budget constraints.


Efficient Pre-Training of LLMs via Topology-Aware Communication Alignment on More Than 9600 GPUs

Neural Information Processing Systems

The scaling law for large language models (LLMs) depicts that the path towards machine intelligence necessitates training at large scale. Thus, companies continuously build large-scale GPU clusters, and launch training jobs that span over thousands of computing nodes. However, LLM pre-training presents unique challenges due to its complex communication patterns, where GPUs exchange data in sparse yet high-volume bursts within specific groups. Inefficient resource scheduling exacerbates bandwidth contention, leading to suboptimal training performance. This paper presents Arnold, a scheduling system summarizing our experience to effectively align LLM communication patterns with data center topology at scale. An in-depth characteristic study is performed to identify the impact of physical network topology to LLM pre-training jobs. Based on the insights, we develop a scheduling algorithm to effectively align communication patterns with the physical network topology in modern data centers. Through simulation experiments, we show the effectiveness of our algorithm in reducing the maximum spread of communication groups by up to 1.67x. In production training, our scheduling system improves the end-to-end performance by 10.6% when training with more than 9600 GPUs, a significant improvement for our training pipeline.


CORE: Collaborative Optimization with Reinforcement Learning and Evolutionary Algorithm for Floorplanning

Neural Information Processing Systems

Floorplanning is the initial step in the physical design process of Electronic Design Automation (EDA), directly influencing subsequent placement, routing, and final power of the chip. However, the solution space in floorplanning is vast, and current algorithms often struggle to explore it sufficiently, making them prone to getting trapped in local optima. To achieve efficient floorplanning, we propose CORE, a general and effective solution optimization framework that synergizes Evolutionary Algorithms (EAs) and Reinforcement Learning (RL) for high-quality layout search and optimization. Specifically, we propose the Clustering-based Diversified Evolutionary Search that directly perturbs layouts and evolves them based on novelty and performance. Additionally, we model the floorplanning problem as a sequential decision problem with B*-Tree representation and employ RL for efficient learning.


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Neural Information Processing Systems

To encode structure, FactoredScenes learns are dra a wn, library then of uses functions large language capturing models reusable to generate layout patterns high-lev from el programs, which scenes regularized a program-conditioned by the learned library model . T to o represent hierarchically scene predict variations, object FactoredScenes poses, and retrie learns ves and real-w places orld 3D rooms objects that in are a dif scene.


EVAAA: AVirtual Environment Platform for Essential Variables in Autonomous and Adaptive Agents

Neural Information Processing Systems

Appendix A describes the Unity-based interface implemented in EVAAA, including an environment setup, prefab structures, and object instantiation. Appendix B provides a comprehensive introduction to Essential Variables (EVs), including their design, dynamics, and role in internal state regulation. Appendix C explains the implementation of the reward system and its connection to the balance of internal states. Appendix E outlines the modular configuration to generate EVAAA environments, along with the instructions for environment customization. Appendix F presents the structure and progression of naturalistic training environments. Appendix G describes the design of unseen experimental testbeds for evaluation. Appendix I provides analyses of agent behavior across training and test environments, including emergent behavioral patterns. All code and data are publicly available at: https://github.com/cocoanlab/evaaa A.1 Prefabs Environmental elements such as terrain, resources, obstacles, and predators are implemented as reusable and configurable Unity prefabs. Prefabs are grouped into Agents, Environment, and Materials. Each category includes reusable components for constructing and customizing interactive scenes: Agents (main agent and predators), Environment (terrain and containers), and Materials (varied textures and colors for visual distinction). This modular system enables rapid prototyping, task generation, condition randomization, and reproducible scene setup. Prefabs can be customized through the Unity Editor or programmatically at runtime, and reused across scenes without manual rebuilding.


Tru-POMDP: Task Planning Under Uncertainty via Tree of Hypotheses and Open-Ended POMDPs

Neural Information Processing Systems

Task planning under uncertainty is essential for home-service robots operating in the real world. Tasks involve ambiguous human instructions, hidden or unknown object locations, and open-vocabulary object types, leading to significant open-ended uncertainty and a boundlessly large planning space. To address these challenges, we propose Tru-POMDP, a planner that combines structured belief generation using Large Language Models (LLMs) with principled POMDP planning. Tru-POMDP introduces a hierarchical Tree of Hypotheses (TOH), which systematically queries an LLM to construct high-quality particle beliefs over possible world states and human goals. We further formulate an open-ended POMDP model that enables rigorous Bayesian belief tracking and efficient belief-space planning over these LLM-generated hypotheses. Experiments on complex object rearrangement tasks across diverse kitchen environments show that Tru-POMDP significantly outperforms state-of-the-art LLM-based and LLM-tree-search hybrid planners, achieving higher success rates with significantly better plans, stronger robustness to ambiguity and occlusion, and greater planning efficiency.1


Benchmarking End-To-End Performance of AI-Based Chip Placement Algorithms

Neural Information Processing Systems

Chip placement is a critical step in the Electronic Design Automation (EDA) workflow, which aims to arrange chip modules on the canvas to optimize the performance, power, and area (PPA) metrics of final designs. Recent advances show great potential of AI-based algorithms in chip placement. However, due to the lengthy EDA workflow, evaluations of these algorithms often focus on intermediate surrogate metrics, which are computationally efficient but often misalign with the final end-to-end performance (i.e., the final design PPA). To address this challenge, we propose to build ChiPBench, a comprehensive benchmark specifically designed to evaluate the effectiveness of AI-based algorithms in final design PPA metrics. Specifically, we generate a diverse evaluation dataset from 20circuits across various domains, such as CPUs, GPUs, and NPUs. We then evaluate six state-of-the-art AI-based chip placement algorithms on the dataset and conduct a thorough analysis of their placement behavior. Extensive experiments show that AI-based chip placement algorithms produce unsatisfactory final PPA results, highlighting the significant influence of often-overlooked factors like regularity and dataflow. We believe ChiPBench will effectively bridge the gap between academia and industry.


Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning

Neural Information Processing Systems

Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions.


Benchmarking End-To-End Performance of AI-Based Chip Placement Algorithms

Neural Information Processing Systems

Chip placement is a critical step in the Electronic Design Automation (EDA) workflow, which aims to arrange chip modules on the canvas to optimize the performance, power, and area (PPA) metrics of final designs.Recent advances show great potential of AI-based algorithms in chip placement.However, due to the lengthy EDA workflow, evaluations of these algorithms often focus on intermediate surrogate metrics, which are computationally efficient but often misalign with the final end-to-end performance (i.e., the final design PPA).To address this challenge, we propose to build ChiPBench, a comprehensive benchmark specifically designed to evaluate the effectiveness of AI-based algorithms in final design PPA metrics.Specifically, we generate a diverse evaluation dataset from $20$ circuits across various domains, such as CPUs, GPUs, and NPUs.We then evaluate six state-of-the-art AI-based chip placement algorithms on the dataset and conduct a thorough analysis of their placement behavior.Extensive experiments show that AI-based chip placement algorithms produce unsatisfactory final PPA results, highlighting the significant influence of often-overlooked factors like regularity and dataflow.We believe ChiPBench will effectively bridge the gap between academia and industry.