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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.


couch 150 200 50 0 d

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.


Negligible in Size, Significant in Effect: On Scale Vectors in Large Language Models

arXiv.org Machine Learning

Normalization layers in modern large language models (LLMs) consist of a deterministic normalization operation and a learnable scale vector. While the normalization operation has been extensively studied, the scale vector remains poorly understood despite its ubiquitous use. In this work, we present a systematic study of scale vectors in LLMs from the perspectives of expressivity, optimization, and architectural structure. First, we show empirically that although scale vectors constitute only a negligible fraction of model parameters, removing them substantially degrades LLM pre-training. Our theory further shows that, in Pre-Norm architectures, scale vectors do not increase expressivity; instead, they improve optimization through a self-amplifying preconditioning effect on subsequent linear mappings. Second, we investigate the role of weight decay for scale vectors. By distinguishing Input-Norm and Output-Norm layers, we theoretically show that weight decay is beneficial for the former but harmful for the latter, due to their distinct roles in optimization and expressivity. Third, motivated by this understanding, we propose three lightweight and complementary improvements to scale vectors: branch-specific heterogeneity, improved placement around linear mappings, and magnitude-direction reparameterization. Both theory and experiments show that each improvement yields consistent gains. Finally, we combine these improvements into a unified scale-vector strategy and evaluate it through extensive LLM pre-training experiments on dense and mixture-of-experts models ranging from 0.12B to 2B parameters, across multiple optimizers and learning rate schedules, under industrial-scale token budgets. The unified strategy consistently achieves lower terminal loss than well-tuned baselines and exhibits more favorable scaling behavior, while adding negligible parameter and computational overhead.



ProcTHOR: Large-Scale Embodied AIUsing Procedural Generation

Neural Information Processing Systems

Massive datasets and high-capacity models have driven many recent advancements in computer vision and natural language understanding. This work presents a platform to enable similar success stories in Embodied AI. We propose PROCTHOR, a framework for procedural generation of Embodied AI environments. PROCTHOR enables us to sample arbitrarily large datasets of diverse, interactive, customizable, and performant virtual environments to train and evaluate embodied agents across navigation, interaction, and manipulation tasks. We demonstrate the power and potential of PROCTHOR via a sample of 10,000 generated houses and a simple neural model. Models trained using only RGB images on PROCTHOR, with no explicit mapping and no human task supervision produce state-of-the-art results across 6 embodied AI benchmarks for navigation, rearrangement, and arm manipulation, including the presently running Habitat 2022, AI2-THOR Rearrangement 2022, and RoboTHOR challenges. We also demonstrate strong 0-shot results on these benchmarks, via pre-training on PROCTHOR with no fine-tuning on the downstream benchmark, often beating previous state-of-the-art systems that access the downstream training data.