societal impact
EditInfinity: Image Editing with Binary-Quantized Generative Models
To circumvent this issue, we investigate the parameter-efficient adaptation of binary-quantized generative models for image editing, and leverage their inherent characteristic that the exact intermediate quantized representations of a source im-Changeage are attainable,birenablingd Xmore effective supervision for precise image inversion.
TITAN: ATrajectory-Informed Technique for Adaptive Parameter Freezing in Large-Scale VQE
Variational quantum Eigensolver (VQE) is a leading candidate for harnessing quantum computers to advance quantum chemistry and materials simulations, yet its training efficiency deteriorates rapidly for large Hamiltonians. Two issues underlie this bottleneck: (i) the no-cloning theorem imposes a linear growth in circuit evaluations with the number of parameters per gradient step; and (ii) deeper circuits encounter barren plateaus (BPs), leading to exponentially increasing measurement overheads. To address these challenges, here we propose a deep learning framework, dubbed TITAN, which identifies and freezes inactive parameters of a given ansรคtze at initialization for a specific class of Hamiltonians, reducing the optimization overhead without sacrificing accuracy. The motivation of TITAN starts with our empirical findings that a subset of parameters consistently has negligible influence on training dynamics. Its design combines a theoretically grounded data construction strategy, ensuring each training example is informative and BP-resilient, with an adaptive neural architecture that generalizes across ansรคtze of varying sizes. Across benchmark transverse-field Ising models, Heisenberg models, and multiple molecule systems up to 30qubits, TITAN achieves up to 3 faster convergence and 40-60%fewer circuit evaluations than state-of-the-art baselines, while matching or surpassing their estimation accuracy. By proactively trimming parameter space, TITAN lowers hardware demands and offers a scalable path toward utilizing VQE to advance practical quantum chemistry and materials science.
Event based Light
Event-based structured light (SL) systems have attracted increasing attention for their potential in high-performance 3D measurement. Despite the inherent HDR capability of event cameras, reflective and absorptive surfaces still cause event clutter and absence, which produce overexposed and underexposed regions that degrade the reconstruction quality. In this work, we present the first HDR 3D measurement framework specifically designed for event-based SL systems. First, we introduce a multi-contrast HDR coding strategy that facilitates imaging of areas with different reflectance. Second, to alleviate inter-frame interference caused by overexposed and underexposed areas, we propose a universal confidence-driven stereo matching strategy. Specifically, we estimate a confidence map as the fusion weight for features via an energy-guided confidence estimation.
Tight Asymptotics of Extreme Order Statistics
A classic statistical problem is to study the asymptotic behavior of the order statistics of a large number of independent samples taken from a distribution with finite expectation. This behavior has implications for several core problems in machine learning and economics -- including robust learning under adversarial noise, best-arm identification in bandit algorithms, revenue estimation in secondprice auctions, and the analysis of tail-sensitive statistics used in out-of-distribution detection. The research question we tackle in this paper is: How large can the expectation of the โ-th maximum of the n samples be? For โ = 1, i.e., the maximum, this expectation is known to grow as o(n), which can be shown to be tight. We show that there is a sharp contrast when considering any fixed โ > 1. Surprisingly, in
Collaborative Geometry-Aware Multi-Solution Optimizer for Efficient Model Fine-Tuning
We propose a framework grounded in gradient flow theory and informed by geometric structure that provides multiple diverse solutions for a given task, ensuring collaborative results that enhance performance and adaptability across different tasks. This framework enables flexibility, allowing for efficient task-specific fine-tuning while preserving the knowledge of the pre-trained foundation models. Extensive experiments across transfer learning, few-shot learning, and domain generalization show that our proposed approach consistently outperforms existing Bayesian methods, delivering strong performance with affordable computational overhead and offering a practical solution by updating only a small subset of parameters. The code for our method is at https://github.com/anh-ntv/GAC-MSO
Learning to Better Search with Language Models via Guided Reinforced Self-Training
While language models have shown remarkable performance across diverse tasks, they still encounter challenges in complex reasoning scenarios. Recent research suggests that language models trained on linearized search traces toward solutions, rather than solely on the final solutions, exhibit improved generalization, despite the search traces being potentially noisy or suboptimal. However, relying on such imperfect traces can result in inefficient use of test-time compute. To address this, we propose guided reinforced self-training (Guided-ReST), a fine-tuning algorithm designed to improve the model's capability for effective search during inference. The key insight behind Guided-ReST is that optimal solutions can serve as valuable step-by-step landmarks to guide the model's search process. Based on this insight, we introduce a novel data generation method that seamlessly incorporates optimal solutions into the model's search procedure, enabling the generation of high-quality search traces. By fine-tuning the model on these search traces, we effectively distill improved search strategies into the model. Our method significantly enhances the search capabilities of language models on arithmetic reasoning and code self-repair tasks, including Countdown, CodeContests, and CodeForces.
Track3R: Joint Point Map and Trajectory Prior for Spatiotemporal 3DUnderstanding
Understanding the 3D world from 2D monocular videos is a crucial ability for AI. Recently, to tackle this underdetermined task, end-to-end 3D geometry priors have been sought after, such as pre-trained point map models at scale. These models enable robust 3D understanding from casually taken videos, providing accurate object shapes disentangled from uncertain camera parameters. However, they still struggle when affected by object deformation and dynamics, failing to establish consistent correspondence over the frames. Furthermore, their architectures are typically limited to pairwise frame processing, which is insufficient for capturing complex motion dynamics over extended sequences. To address these limitations, we introduce Track3R, a novel framework that integrates a new architecture and task to jointly predict point map and motion trajectories across multiple frames from video input. Specifically, our key idea is modeling two disentangled trajectories for each point: one representing object motion and the other camera poses. This design not only can enable understanding of the 3D object dynamics, but also facilitates the learning of more robust priors for 3D shapes in dynamic scenes. In our experiments, Track3R demonstrates significant improvements in a joint point mapping and 3D motion estimation task for dynamic scenes, such as 25.8% improvements in the motion estimation, and 15.7% in the point mapping accuracy.
Linguini: A benchmark for language-agnostic linguistic reasoning
We propose a new benchmark to measure a language model's linguistic reasoning skills without relying on pre-existing language-specific knowledge. The test covers 894 questions grouped in 160 problems across 75 (mostly) extremely low-resource languages, extracted from the International Linguistic Olympiad corpus. To attain high accuracy on this benchmark, models don't need previous knowledge of the tested language, as all the information needed to solve the linguistic puzzle is presented in the context. We find that, while all analyzed models rank below 25% accuracy, there is a significant gap between open and closed models, with the best-performing proprietary model scoring 24.05% and the best-performing open model 8.84%.
PANTHER: Generative Pretraining Beyond Language for Sequential User Behavior Modeling
Large language models (LLMs) have shown that generative pretraining can distill vast world knowledge into compact token representations. While LLMs encapsulate extensive world knowledge, they remain limited in modeling the behavioral knowledge contained within user interaction histories. User behavior forms a distinct modality, where each action--defined by multi-dimensional attributes such as time, context, and transaction type--constitutes a behavioral token. Modeling these high-cardinality, sparse, and irregular sequences is challenging, and discriminative models often falter under limited supervision. To bridge this gap, we extend generative pretraining to user behavior, learning transferable representations from unlabeled behavioral data analogous to how LLMs learn from text.
AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finitevalued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model's design: its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a class of synthetic games generated by a probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By enforcing ancestor dependencies, a critical structural feature of real-world games, our framework generates problems with adjustable difficulty while retaining some form of analytical tractability. For several algorithms, including AlphaBeta and Scout, we derive recursive formulas characterizing their average-case complexities under this model. These allow us to rigorously compare algorithms on deep gametrees, where Monte-Carlo simulations are no longer feasible. While asymptotically, all algorithms seem to converge to identical branching factor (a result analogous to that of independence-based models), deep finite trees reveal stark differences: AlphaBeta incurs a significantly larger constant multiplicative factor compared to algorithms like Scout, leading to a substantial practical slowdown. Our framework sheds new light on classical game-solving algorithms, offering rigorous evidence and analytical tools to advance the understanding of these methods under a richer, more challenging, and yet tractable model.