OpenRaiser/Intern-Atlas huggingface dataset:
Scalable Multi-phase Word Embedding Using Conjunctive Propositional Clauses
Venue: arXiv cs.LG 2025
Year: 2025

The Tsetlin Machine (TM) architecture has recently demonstrated effectiveness in Machine Learning (ML), particularly within Natural Language Processing (NLP). It has been utilized to construct word embedding using conjunctive propositional clauses, thereby significantly enhancing our understanding and interpretation of machine-derived decisions. The previous approach performed the word embedding over a sequence of input words to consolidate the information into a cohesive and unified representation. However, that approach encounters scalability challenges as the input size increases. In this study, we introduce a novel approach incorporating two-phase training to discover contextual embeddings of input sequences. Specifically, this method encapsulates the knowledge for each input word within the dataset's vocabulary, subsequently constructing embeddings for a sequence of input words utilizing the extracted knowledge. This technique not only facilitates the design of a scalable model but also preserves interpretability. Our experimental findings revealed that the proposed method yields competitive performance compared to the previous approaches, demonstrating promising results in contrast to human-generated benchmarks. Furthermore, we applied the proposed approach to sentiment analysis on the IMDB dataset, where the TM embedding and the TM classifier, along with other interpretable classifiers, offered a transparent end-to-end solution with competitive performance.
SynthmanticLiDAR: A Synthetic Dataset for Semantic Segmentation on LiDAR Imaging
Venue: arXiv cs.CV 2025
Year: 2025

Semantic segmentation on LiDAR imaging is increasingly gaining attention, as it can provide useful knowledge for perception systems and potential for autonomous driving. However, collecting and labeling real LiDAR data is an expensive and time-consuming task. While datasets such as SemanticKITTI have been manually collected and labeled, the introduction of simulation tools such as CARLA, has enabled the creation of synthetic datasets on demand. In this work, we present a modified CARLA simulator designed with LiDAR semantic segmentation in mind, with new classes, more consistent object labeling with their counterparts from real datasets such as SemanticKITTI, and the possibility to adjust the object class distribution. Using this tool, we have generated SynthmanticLiDAR, a synthetic dataset for semantic segmentation on LiDAR imaging, designed to be similar to SemanticKITTI, and we evaluate its contribution to the training process of different semantic segmentation algorithms by using a naive transfer learning approach. Our results show that incorporating SynthmanticLiDAR into the training process improves the overall performance of tested algorithms, proving the usefulness of our dataset, and therefore, our adapted CARLA simulator. The dataset and simulator are available in https://github.com/vpulab/SynthmanticLiDAR.
Gravity Compensation of the dVRK-Si Patient Side Manipulator based on Dynamic Model Identification
Venue: arXiv cs.RO 2025
Year: 2025

The da Vinci Research Kit (dVRK, also known as dVRK Classic) is an open-source teleoperated surgical robotic system whose hardware is obtained from the first generation da Vinci Surgical System (Intuitive, Sunnyvale, CA, USA). The dVRK has greatly facilitated research in robot-assisted surgery over the past decade and helped researchers address multiple major challenges in this domain. Recently, the dVRK-Si system, a new version of the dVRK which uses mechanical components from the da Vinci Si Surgical System, became available to the community. The major difference between the first generation da Vinci and the da Vinci Si is in the structural upgrade of the Patient Side Manipulator (PSM). Because of this upgrade, the gravity of the dVRK-Si PSM can no longer be ignored as in the dVRK Classic. The high gravity offset may lead to relatively low control accuracy and longer response time. In addition, although substantial progress has been made in addressing the dynamic model identification problem for the dVRK Classic, further research is required on model-based control for the dVRK-Si, due to differences in mechanical components and the demand for enhanced control performance. To address these problems, in this work, we present (1) a novel full kinematic model of the dVRK-Si PSM, and (2) a gravity compensation approach based on the dynamic model identification.
PathE: Leveraging Entity-Agnostic Paths for Parameter-Efficient Knowledge Graph Embeddings
Venue: arXiv cs.AI 2025
Year: 2025

Knowledge Graphs (KGs) store human knowledge in the form of entities (nodes) and relations, and are used extensively in various applications. KG embeddings are an effective approach to addressing tasks like knowledge discovery, link prediction, and reasoning. This is often done by allocating and learning embedding tables for all or a subset of the entities. As this scales linearly with the number of entities, learning embedding models in real-world KGs with millions of nodes can be computationally intractable. To address this scalability problem, our model, PathE, only allocates embedding tables for relations (which are typically orders of magnitude fewer than the entities) and requires less than 25% of the parameters of previous parameter efficient methods. Rather than storing entity embeddings, we learn to compute them by leveraging multiple entity-relation paths to contextualise individual entities within triples. Evaluated on four benchmarks, PathE achieves state-of-the-art performance in relation prediction, and remains competitive in link prediction on path-rich KGs while training on consumer-grade hardware. We perform ablation experiments to test our design choices and analyse the sensitivity of the model to key hyper-parameters. PathE is efficient and cost-effective for relationally diverse and well-connected KGs commonly found in real-world applications.
$\infty$-Video: A Training-Free Approach to Long Video Understanding via Continuous-Time Memory Consolidation
Venue: arXiv cs.CV 2025
Year: 2025

Current video-language models struggle with long-video understanding due to limited context lengths and reliance on sparse frame subsampling, often leading to information loss. This paper introduces $\infty$-Video, which can process arbitrarily long videos through a continuous-time long-term memory (LTM) consolidation mechanism. Our framework augments video Q-formers by allowing them to process unbounded video contexts efficiently and without requiring additional training. Through continuous attention, our approach dynamically allocates higher granularity to the most relevant video segments, forming "sticky" memories that evolve over time. Experiments with Video-LLaMA and VideoChat2 demonstrate improved performance in video question-answering tasks, showcasing the potential of continuous-time LTM mechanisms to enable scalable and training-free comprehension of long videos.
Genetic AI: Evolutionary Games for ab initio dynamic Multi-Objective Optimization
Venue: arXiv cs.NE 2025
Year: 2025

We introduce Genetic AI, a novel method for multi-objective optimization without external parameters or predefined weights. The method can be applied to all problems that can be formulated in matrix form and allows for a data-less training of AI models. Without employing predefined rules or training data, Genetic AI first converts the input data into genes and organisms. In a simulation from first principles, these genes and organisms compete for fitness, where their behavior is governed by universal evolutionary strategies. We present four evolutionary strategies: Dominant, Altruistic, Balanced and Selfish and show how a linear combination can be employed in a fully self-consistent evolutionary game. Investigating fitness and evolutionary stable equilibriums, Genetic AI helps solving optimization problems with a set of predefined, discrete solutions that change dynamically. We show the universality of the approach on two decision problems.
Mixed Feelings: Cross-Domain Sentiment Classification of Patient Feedback
Venue: arXiv cs.CL 2025
Year: 2025

Sentiment analysis of patient feedback from the public health domain can aid decision makers in evaluating the provided services. The current paper focuses on free-text comments in patient surveys about general practitioners and psychiatric healthcare, annotated with four sentence-level polarity classes -- positive, negative, mixed and neutral -- while also attempting to alleviate data scarcity by leveraging general-domain sources in the form of reviews. For several different architectures, we compare in-domain and out-of-domain effects, as well as the effects of training joint multi-domain models.
Imitation Game for Adversarial Disillusion with Multimodal Generative Chain-of-Thought Role-Play
Venue: arXiv cs.AI 2025
Year: 2025

As the cornerstone of artificial intelligence, machine perception confronts a fundamental threat posed by adversarial illusions. These adversarial attacks manifest in two primary forms: deductive illusion, where specific stimuli are crafted based on the victim model's general decision logic, and inductive illusion, where the victim model's general decision logic is shaped by specific stimuli. The former exploits the model's decision boundaries to create a stimulus that, when applied, interferes with its decision-making process. The latter reinforces a conditioned reflex in the model, embedding a backdoor during its learning phase that, when triggered by a stimulus, causes aberrant behaviours. The multifaceted nature of adversarial illusions calls for a unified defence framework, addressing vulnerabilities across various forms of attack. In this study, we propose a disillusion paradigm based on the concept of an imitation game. At the heart of the imitation game lies a multimodal generative agent, steered by chain-of-thought reasoning, which observes, internalises and reconstructs the semantic essence of a sample, liberated from the classic pursuit of reversing the sample to its original state. As a proof of concept, we conduct experimental simulations using a multimodal generative dialogue agent and evaluates the methodology under a variety of attack scenarios.
Test-Time Training Scaling Laws for Chemical Exploration in Drug Design
Venue: arXiv cs.LG 2025
Year: 2025

Chemical Language Models (CLMs) leveraging reinforcement learning (RL) have shown promise in de novo molecular design, yet often suffer from mode collapse, limiting their exploration capabilities. Inspired by Test-Time Training (TTT) in large language models, we propose scaling TTT for CLMs to enhance chemical space exploration. We introduce MolExp, a novel benchmark emphasizing the discovery of structurally diverse molecules with similar bioactivity, simulating real-world drug design challenges. Our results demonstrate that scaling TTT by increasing the number of independent RL agents follows a log-linear scaling law, significantly improving exploration efficiency as measured by MolExp. In contrast, increasing TTT training time yields diminishing returns, even with exploration bonuses. We further evaluate cooperative RL strategies to enhance exploration efficiency. These findings provide a scalable framework for generative molecular design, offering insights into optimizing AI-driven drug discovery.
Cerny type automata and rank conjecture
Venue: arXiv cs.FL 2025
Year: 2025

The aim of this paper is to prove the Černý conjecture and the rank conjecture for Černý type automata and monoids. A transformation monoid is said to be Černý type if it is generated by a simple idempotent and a regular group of permutations. We prove Černý conjecture for the Černý type synchronizing automata and the rank conjecture for the Černý type transformation monoids. In particular, we obtain the tight bound for the reset threshold of Černý type synchronizing monoids.
PSyDUCK: Training-Free Steganography for Latent Diffusion
Venue: arXiv cs.LG 2025
Year: 2025

Recent advances in generative AI have opened promising avenues for steganography, which can securely protect sensitive information for individuals operating in hostile environments, such as journalists, activists, and whistleblowers. However, existing methods for generative steganography have significant limitations, particularly in scalability and their dependence on retraining diffusion models. We introduce PSyDUCK, a training-free, model-agnostic steganography framework specifically designed for latent diffusion models. PSyDUCK leverages controlled divergence and local mixing within the latent denoising process, enabling high-capacity, secure message embedding without compromising visual fidelity. Our method dynamically adapts embedding strength to balance accuracy and detectability, significantly improving upon existing pixel-space approaches. Crucially, PSyDUCK extends generative steganography to latent-space video diffusion models, surpassing previous methods in both encoding capacity and robustness. Extensive experiments demonstrate PSyDUCK's superiority over state-of-the-art techniques, achieving higher transmission accuracy and lower detectability rates across diverse image and video datasets. By overcoming the key challenges associated with latent diffusion model architectures, PSyDUCK sets a new standard for generative steganography, paving the way for scalable, real-world steganographic applications.
From Soft Materials to Controllers with NeuroTouch: A Neuromorphic Tactile Sensor for Real-Time Gesture Recognition
Venue: arXiv cs.HC 2025
Year: 2025

This work presents NeuroTouch, an optical-based tactile sensor that combines a highly deformable dome-shaped soft material with an integrated neuromorphic camera, leveraging frame-based and dynamic vision for gesture detection. Our approach transforms an elastic body into a rich and nuanced interactive controller by tracking markers printed on its surface with event-based methods and harnessing their trajectories through RANSAC-based techniques. To benchmark our framework, we have created a 25 min gesture dataset, which we make publicly available to foster research in this area. Achieving over 91% accuracy in gesture classification, a 3.41 mm finger localization distance error, and a 0.96 mm gesture intensity error, our real-time, lightweight, and low-latency pipeline holds promise for applications in video games, augmented/virtual reality, and accessible devices. This research lays the groundwork for advancements in gesture detection for vision-based soft-material input technologies. Dataset: Coming Soon, Video: Coming Soon
Rethinking Early Stopping: Refine, Then Calibrate
Venue: arXiv cs.LG 2025
Year: 2025

Machine learning classifiers often produce probabilistic predictions that are critical for accurate and interpretable decision-making in various domains. The quality of these predictions is generally evaluated with proper losses, such as cross-entropy, which decompose into two components: calibration error assesses general under/overconfidence, while refinement error measures the ability to distinguish different classes. In this paper, we present a novel variational formulation of the calibration-refinement decomposition that sheds new light on post-hoc calibration, and enables rapid estimation of the different terms. Equipped with this new perspective, we provide theoretical and empirical evidence that calibration and refinement errors are not minimized simultaneously during training. Selecting the best epoch based on validation loss thus leads to a compromise point that is suboptimal for both terms. To address this, we propose minimizing refinement error only during training (Refine,...), before minimizing calibration error post hoc, using standard techniques (...then Calibrate). Our method integrates seamlessly with any classifier and consistently improves performance across diverse classification tasks.
RaySplats: Ray Tracing based Gaussian Splatting
Venue: arXiv cs.CV 2025
Year: 2025

3D Gaussian Splatting (3DGS) is a process that enables the direct creation of 3D objects from 2D images. This representation offers numerous advantages, including rapid training and rendering. However, a significant limitation of 3DGS is the challenge of incorporating light and shadow reflections, primarily due to the utilization of rasterization rather than ray tracing for rendering. This paper introduces RaySplats, a model that employs ray-tracing based Gaussian Splatting. Rather than utilizing the projection of Gaussians, our method employs a ray-tracing mechanism, operating directly on Gaussian primitives represented by confidence ellipses with RGB colors. In practice, we compute the intersection between ellipses and rays to construct ray-tracing algorithms, facilitating the incorporation of meshes with Gaussian Splatting models and the addition of lights, shadows, and other related effects.
Exploring Flow in Real-World Knowledge Work Using Discreet cEEGrid Sensors
Venue: arXiv cs.HC 2025
Year: 2025

Flow, a state of deep task engagement, is associated with optimal experience and well-being, making its detection a prolific HCI research focus. While physiological sensors show promise for flow detection, most studies are lab-based. Furthermore, brain sensing during natural work remains unexplored due to the intrusive nature of traditional EEG setups. This study addresses this gap by using wearable, around-the-ear EEG sensors to observe flow during natural knowledge work, measuring EEG throughout an entire day. In a semi-controlled field experiment, participants engaged in academic writing or programming, with their natural flow experiences compared to those from a classic lab paradigm. Our results show that natural work tasks elicit more intense flow than artificial tasks, albeit with smaller experience contrasts. EEG results show a well-known quadratic relationship between theta power and flow across tasks, and a novel quadratic relationship between beta asymmetry and flow during complex, real-world tasks.
Analysis and predictability of centrality measures in competition networks
Venue: arXiv cs.SI 2025
Year: 2025

The Common Out-Neighbor (or CON) score quantifies shared influence through outgoing links in competitive contexts. A dynamic analysis of competition networks reveals the CON score as a powerful predictor of node rankings. Defined in first-order and second-order forms, the CON score captures both direct and indirect competitive interactions, offering a comprehensive metric for evaluating node influence. Using datasets from Survivor, Chess.com, and Dota~2 online gaming competitions, directed competition networks are constructed, and the dynamic CON score is integrated into supervised machine learning models. Empirical results show that the CON score consistently outperforms traditional centrality measures such as PageRank, closeness, and betweenness centrality in classification tasks. By integrating dynamic centrality measures with machine learning, our proposed methodology accurately predicts outcomes in competition networks. The findings underline the CON score's robustness as a feature in node classification, offering a significant advancement in understanding and analyzing competitive interactions.
SHARPIE: A Modular Framework for Reinforcement Learning and Human-AI Interaction Experiments
Venue: arXiv cs.AI 2025
Year: 2025

Reinforcement learning (RL) offers a general approach for modeling and training AI agents, including human-AI interaction scenarios. In this paper, we propose SHARPIE (Shared Human-AI Reinforcement Learning Platform for Interactive Experiments) to address the need for a generic framework to support experiments with RL agents and humans. Its modular design consists of a versatile wrapper for RL environments and algorithm libraries, a participant-facing web interface, logging utilities, deployment on popular cloud and participant recruitment platforms. It empowers researchers to study a wide variety of research questions related to the interaction between humans and RL agents, including those related to interactive reward specification and learning, learning from human feedback, action delegation, preference elicitation, user-modeling, and human-AI teaming. The platform is based on a generic interface for human-RL interactions that aims to standardize the field of study on RL in human contexts.
Clustering in hyperbolic balls
Venue: arXiv cs.LG 2025
Year: 2025

The idea of representations of the data in negatively curved manifolds recently attracted a lot of attention and gave a rise to the new research direction named {\it hyperbolic machine learning} (ML). In order to unveil the full potential of this new paradigm, efficient techniques for data analysis and statistical modeling in hyperbolic spaces are necessary. In the present paper rigorous mathematical framework for clustering in hyperbolic spaces is established. First, we introduce the $k$-means clustering in hyperbolic balls, based on the novel definition of barycenter. Second, we present the expectation-maximization (EM) algorithm for learning mixtures of novel probability distributions in hyperbolic balls. In such a way we lay the foundation of unsupervised learning in hyperbolic spaces.
Objective Metrics for Human-Subjects Evaluation in Explainable Reinforcement Learning
Venue: arXiv cs.AI 2025
Year: 2025

Explanation is a fundamentally human process. Understanding the goal and audience of the explanation is vital, yet existing work on explainable reinforcement learning (XRL) routinely does not consult humans in their evaluations. Even when they do, they routinely resort to subjective metrics, such as confidence or understanding, that can only inform researchers of users' opinions, not their practical effectiveness for a given problem. This paper calls on researchers to use objective human metrics for explanation evaluations based on observable and actionable behaviour to build more reproducible, comparable, and epistemically grounded research. To this end, we curate, describe, and compare several objective evaluation methodologies for applying explanations to debugging agent behaviour and supporting human-agent teaming, illustrating our proposed methods using a novel grid-based environment. We discuss how subjective and objective metrics complement each other to provide holistic validation and how future work needs to utilise standardised benchmarks for testing to enable greater comparisons between research.
Application of Generative Adversarial Network (GAN) for Synthetic Training Data Creation to improve performance of ANN Classifier for extracting Built-Up pixels from Landsat Satellite Imagery
Venue: arXiv cs.CV 2025
Year: 2025

Training a neural network for pixel based classification task using low resolution Landsat images is difficult as the size of the training data is usually small due to less number of available pixels that represent a single class without any mixing with other classes. Due to this scarcity of training data, neural network may not be able to attain expected level of accuracy. This limitation could be overcome using a generative network that aims to generate synthetic data having the same distribution as the sample data with which it is trained. In this work, we have proposed a methodology for improving the performance of ANN classifier to identify built-up pixels in the Landsat$7$ image with the help of developing a simple GAN architecture that could generate synthetic training pixels when trained using original set of sample built-up pixels. To ensure that the marginal and joint distributions of all the bands corresponding to the generated and original set of pixels are indistinguishable, non-parametric Kolmogorov Smirnov Test and Ball Divergence based Equality of Distributions Test have been performed respectively. It has been observed that the overall accuracy and kappa coefficient of the ANN model for built-up classification have continuously improved from $0.9331$ to $0.9983$ and $0.8277$ to $0.9958$ respectively, with the inclusion of generated sets of built-up pixels to the original one.