OpenRaiser/Intern-Atlas huggingface dataset:
AdaPtis: Reducing Pipeline Bubbles with Adaptive Pipeline Parallelism on Heterogeneous Models
Venue: arXiv cs.DC 2025
Year: 2025

Pipeline parallelism is widely used to train large language models (LLMs). However, increasing heterogeneity in model architectures exacerbates pipeline bubbles, thereby reducing training efficiency. Existing approaches overlook the co-optimization of model partition, model placement, and workload scheduling, resulting in limited efficiency improvement or even performance degradation. To respond, we propose AdaPtis, an LLM training system that supports adaptive pipeline parallelism. First, we develop a pipeline performance model to accurately estimate training throughput. Second, AdaPtis jointly optimizes model partition, model placement, and workload scheduling policies guided by this performance model. Third, we design a unified pipeline executor that efficiently supports the execution of diverse pipeline strategies. Extensive experiments show that AdaPtis achieves an average speedup of 1.42x (up to 2.14x) over Megatron-LM I-1F1B across various LLM architectures and scales.
DiffPCN: Latent Diffusion Model Based on Multi-view Depth Images for Point Cloud Completion
Venue: arXiv cs.CV 2025
Year: 2025

Latent diffusion models (LDMs) have demonstrated remarkable generative capabilities across various low-level vision tasks. However, their potential for point cloud completion remains underexplored due to the unstructured and irregular nature of point clouds. In this work, we propose DiffPCN, a novel diffusion-based coarse-to-fine framework for point cloud completion. Our approach comprises two stages: an initial stage for generating coarse point clouds, and a refinement stage that improves their quality through point denoising and upsampling. Specifically, we first project the unordered and irregular partial point cloud into structured depth images, which serve as conditions for a well-designed DepthLDM to synthesize completed multi-view depth images that are used to form coarse point clouds. In this way, our DiffPCN can yield high-quality and high-completeness coarse point clouds by leveraging LDM' s powerful generation and comprehension capabilities. Then, since LDMs inevitably introduce outliers into the generated depth maps, we design a Point Denoising Network to remove artifacts from the coarse point cloud by predicting a per-point distance score. Finally, we devise an Association-Aware Point Upsampler, which guides the upsampling process by leveraging local association features between the input point cloud and the corresponding coarse points, further yielding a dense and high-fidelity output. Experimental results demonstrate that our DiffPCN achieves state-of-the-art performance in geometric accuracy and shape completeness, significantly improving the robustness and consistency of point cloud completion.
AudioMoG: Guiding Audio Generation with Mixture-of-Guidance
Venue: arXiv cs.SD 2025
Year: 2025

Guidance methods have demonstrated significant improvements in cross-modal audio generation, including text-to-audio (T2A) and video-to-audio (V2A) generation. The popularly adopted method, classifier-free guidance (CFG), steers generation by emphasizing condition alignment, enhancing fidelity but often at the cost of diversity. Recently, autoguidance (AG) has been explored for audio generation, encouraging the sampling to faithfully reconstruct the target distribution and showing increased diversity. Despite these advances, they usually rely on a single guiding principle, e.g., condition alignment in CFG or score accuracy in AG, leaving the full potential of guidance for audio generation untapped. In this work, we explore enriching the composition of the guidance method and present a mixture-of-guidance framework, AudioMoG. Within the design space, AudioMoG can exploit the complementary advantages of distinctive guiding principles by fulfilling their cumulative benefits. With a reduced form, AudioMoG can consider parallel complements or recover a single guiding principle, without sacrificing generality. We experimentally show that, given the same inference speed, AudioMoG approach consistently outperforms single guidance in T2A generation across sampling steps, concurrently showing advantages in V2A, text-to-music, and image generation. These results highlight a "free lunch" in current cross-modal audio generation systems: higher quality can be achieved through mixed guiding principles at the sampling stage without sacrificing inference efficiency. Demo samples are available at: https://audio-mog.github.io.
LUQ: Layerwise Ultra-Low Bit Quantization for Multimodal Large Language Models
Venue: arXiv cs.CV 2025
Year: 2025

Large Language Models (LLMs) with multimodal capabilities have revolutionized vision-language tasks, but their deployment often requires huge memory and computational resources. While post-training quantization (PTQ) has successfully compressed language models to as low as 1-bit precision without significant performance loss, its effectiveness for multimodal LLMs (MLLMs) remains relatively unexplored. In this paper, we present the first study on ultra-low bit (<4-bit) quantization for multimodal LLMs. Our analysis reveals that multimodal tokens and intermediate layer activations produced by them exhibit significantly higher statistical variance and entropy compared to text tokens, making them less tolerant to ultra-low bit quantization. However, the activation distributions of multimodal tokens varies significantly over different layers, with some layers having lower entropy activation distributions. We empirically show that such layers in these models can better tolerate ultra-low bit quantization. Building on these insights, we propose a novel strategy for MLLM quantization, LUQ: Layerwise Ultra-Low Bit Quantization, which selectively applies ultra-low bit quantization to layers that are more resilient to it. Additionally, we also show that using a mix of multimodal tokens (image and text) for PTQ boosts VQA performance in the ultra-low bit regime. We evaluate our method on LLaVA-1.5 and Qwen-2.5-VL across 9 popular VQA benchmarks. The resulting LUQ models use 40% and 31% less memory than their 4-bit counterparts, respectively, while exhibiting a performance degradation of less than 10% on the MME benchmark.
HieraTok: Multi-Scale Visual Tokenizer Improves Image Reconstruction and Generation
Venue: arXiv cs.CV 2025
Year: 2025

In this work, we present HieraTok, a novel multi-scale Vision Transformer (ViT)-based tokenizer that overcomes the inherent limitation of modeling single-scale representations. This is realized through two key designs: (1) multi-scale downsampling applied to the token map generated by the tokenizer encoder, producing a sequence of multi-scale tokens, and (2) a scale-causal attention mechanism that enables the progressive flow of information from low-resolution global semantic features to high-resolution structural details. Coupling these designs, HieraTok achieves significant improvements in both image reconstruction and generation tasks. Under identical settings, the multi-scale visual tokenizer outperforms its single-scale counterpart by a 27.2\% improvement in rFID ($1.47 \rightarrow 1.07$). When integrated into downstream generation frameworks, it achieves a $1.38\times$ faster convergence rate and an 18.9\% boost in gFID ($16.4 \rightarrow 13.3$), which may be attributed to the smoother and more uniformly distributed latent space. Furthermore, by scaling up the tokenizer's training, we demonstrate its potential by a sota rFID of 0.45 and a gFID of 1.82 among ViT tokenizers. To the best of our knowledge, we are the first to introduce multi-scale ViT-based tokenizer in image reconstruction and image generation. We hope our findings and designs advance the ViT-based tokenizers in visual generation tasks.
GBSK: Skeleton Clustering via Granular-ball Computing and Multi-Sampling for Large-Scale Data
Venue: arXiv cs.LG 2025
Year: 2025

To effectively handle clustering task for large-scale datasets, we propose a novel scalable skeleton clustering algorithm, namely GBSK, which leverages the granular-ball technique to capture the underlying structure of data. By multi-sampling the dataset and constructing multi-grained granular-balls, GBSK progressively uncovers a statistical "skeleton" -- a spatial abstraction that approximates the essential structure and distribution of the original data. This strategy enables GBSK to dramatically reduce computational overhead while maintaining high clustering accuracy. In addition, we introduce an adaptive version, AGBSK, with simplified parameter settings to enhance usability and facilitate deployment in real-world scenarios. Extensive experiments conducted on standard computing hardware demonstrate that GBSK achieves high efficiency and strong clustering performance on large-scale datasets, including one with up to 100 million instances across 256 dimensions. Our implementation and experimental results are available at: https://github.com/XFastDataLab/GBSK/.
LocoFormer: Generalist Locomotion via Long-context Adaptation
Venue: arXiv cs.RO 2025
Year: 2025

Modern locomotion controllers are manually tuned for specific embodiments. We present LocoFormer, a generalist omni-bodied locomotion model that can control previously unseen legged and wheeled robots, even without precise knowledge of their kinematics. LocoFormer is able to adapt to changes in morphology and dynamics at test time. We find that two key choices enable adaptation. First, we train massive scale RL on procedurally generated robots with aggressive domain randomization. Second, in contrast to previous policies that are myopic with short context lengths, we extend context by orders of magnitude to span episode boundaries. We deploy the same LocoFormer to varied robots and show robust control even with large disturbances such as weight change and motor failures. In extreme scenarios, we see emergent adaptation across episodes, LocoFormer learns from falls in early episodes to improve control strategies in later ones. We believe that this simple, yet general recipe can be used to train foundation models for other robotic skills in the future. Videos at generalist-locomotion.github.io.
An Investigation of Batch Normalization in Off-Policy Actor-Critic Algorithms
Venue: arXiv cs.LG 2025
Year: 2025

Batch Normalization (BN) has played a pivotal role in the success of deep learning by improving training stability, mitigating overfitting, and enabling more effective optimization. However, its adoption in deep reinforcement learning (DRL) has been limited due to the inherent non-i.i.d. nature of data and the dynamically shifting distributions induced by the agent's learning process. In this paper, we argue that, despite these challenges, BN retains unique advantages in DRL settings, particularly through its stochasticity and its ability to ease training. When applied appropriately, BN can adapt to evolving data distributions and enhance both convergence speed and final performance. To this end, we conduct a comprehensive empirical study on the use of BN in off-policy actor-critic algorithms, systematically analyzing how different training and evaluation modes impact performance. We further identify failure modes that lead to instability or divergence, analyze their underlying causes, and propose the Mode-Aware Batch Normalization (MA-BN) method with practical actionable recommendations for robust BN integration in DRL pipelines. We also empirically validate that, in RL settings, MA-BN accelerates and stabilizes training, broadens the effective learning rate range, enhances exploration, and reduces overall optimization difficulty. Our code is available at: https://github.com/monster476/ma-bn.git.
From What to Why: A Multi-Agent System for Evidence-based Chemical Reaction Condition Reasoning
Venue: arXiv cs.AI 2025
Year: 2025

The chemical reaction recommendation is to select proper reaction condition parameters for chemical reactions, which is pivotal to accelerating chemical science. With the rapid development of large language models (LLMs), there is growing interest in leveraging their reasoning and planning capabilities for reaction condition recommendation. Despite their success, existing methods rarely explain the rationale behind the recommended reaction conditions, limiting their utility in high-stakes scientific workflows. In this work, we propose ChemMAS, a multi-agent system that reframes condition prediction as an evidence-based reasoning task. ChemMAS decomposes the task into mechanistic grounding, multi-channel recall, constraint-aware agentic debate, and rationale aggregation. Each decision is backed by interpretable justifications grounded in chemical knowledge and retrieved precedents. Experiments show that ChemMAS achieves 20-35% gains over domain-specific baselines and outperforms general-purpose LLMs by 10-15% in Top-1 accuracy, while offering falsifiable, human-trustable rationales, which establishes a new paradigm for explainable AI in scientific discovery.
GroupCoOp: Group-robust Fine-tuning via Group Prompt Learning
Venue: arXiv cs.CV 2025
Year: 2025

Parameter-efficient fine-tuning (PEFT) of vision-language models (VLMs) excels in various vision tasks thanks to the rich knowledge and generalization ability of VLMs. However, recent studies revealed that such fine-tuned VLMs are vulnerable to spurious correlations stemming from the subgroup imbalance in the fine-tuning datasets. To resolve this issue, we propose Group Context Optimization (GroupCoOp), a simple and effective debiased fine-tuning algorithm that enhances the group robustness of fine-tuned VLMs. Its key idea is to employ group-specific text prompts as group representatives serving as multiple classifiers for their target class. The rich semantic knowledge of the text encoder of VLM enables the discovery of effective group prompts even for groups with a small number of training samples. Leveraging the group prompts for each class addresses the issues caused by the group-imbalanced training set, such as the neglect of minority groups and the scattered distribution of each class in the embedding space. GroupCoOp achieved the best results on five benchmarks across five CLIP architectures and occasionally outperformed prior methods that fine-tune the entire network, despite training only 0.016\% of the network's parameters.
Short-Term Guidance Algorithm on a Drone Road System
Venue: arXiv cs.NI 2025
Year: 2025

Unmanned Aerial Vehicles (UAVs), commonly known as drones, have experienced expanding use in urban environments in recent years. However, the growing density of drones raises significant challenges, such as avoiding collisions and managing air traffic efficiently, especially in congested areas. To address these issues, a structured road system and an effective guidance algorithm are essential. In this paper, we introduce a markup language allowing to describe drone road systems (DRS), in which a road system is given by a set of individual roads, each of which can have a varying number of lanes. Roads can be linked through connecting lanes. Furthermore, we propose a novel short-term decentralized greedy (STDG) guidance algorithm that uses only the position and speed information of nearby drones -- communicated via periodically transmitted beacons -- to make real-time decisions such as stopping, changing lanes, or adjusting speed for the next few seconds. Unlike existing methods that rely on centralized coordination, our algorithm enables drones to operate independently while ensuring safety and efficiency. We present simulation results showing the impact of key wireless and algorithm parameters on performance metrics like the drone collision rate, average speed and throughput of the drone road system.
From Frustration to Fun: An Adaptive Problem-Solving Puzzle Game Powered by Genetic Algorithm
Venue: arXiv cs.AI 2025
Year: 2025

This paper explores adaptive problem solving with a game designed to support the development of problem-solving skills. Using an adaptive, AI-powered puzzle game, our adaptive problem-solving system dynamically generates pathfinding-based puzzles using a genetic algorithm, tailoring the difficulty of each puzzle to individual players in an online real-time approach. A player-modeling system records user interactions and informs the generation of puzzles to approximate a target difficulty level based on various metrics of the player. By combining procedural content generation with online adaptive difficulty adjustment, the system aims to maintain engagement, mitigate frustration, and maintain an optimal level of challenge. A pilot user study investigates the effectiveness of this approach, comparing different types of adaptive difficulty systems and interpreting players' responses. This work lays the foundation for further research into emotionally informed player models, advanced AI techniques for adaptivity, and broader applications beyond gaming in educational settings.
Navigating the Labyrinth: Path-Sensitive Unit Test Generation with Large Language Models
Venue: arXiv cs.SE 2025
Year: 2025

Unit testing is essential for software quality assurance, yet writing and maintaining tests remains time-consuming and error-prone. To address this challenge, researchers have proposed various techniques for automating unit test generation, including traditional heuristic-based methods and more recent approaches that leverage large language models (LLMs). However, these existing approaches are inherently path-insensitive because they rely on fixed heuristics or limited contextual information and fail to reason about deep control-flow structures. As a result, they often struggle to achieve adequate coverage, particularly for deep or complex execution paths. In this work, we present a path-sensitive framework, JUnitGenie, to fill this gap by combining code knowledge with the semantic capabilities of LLMs in guiding context-aware unit test generation. After extracting code knowledge from Java projects, JUnitGenie distills this knowledge into structured prompts to guide the generation of high-coverage unit tests. We evaluate JUnitGenie on 2,258 complex focal methods from ten real-world Java projects. The results show that JUnitGenie generates valid tests and improves branch and line coverage by 29.60% and 31.00% on average over both heuristic and LLM-based baselines. We further demonstrate that the generated test cases can uncover real-world bugs, which were later confirmed and fixed by developers.
A Multi-Camera Vision-Based Approach for Fine-Grained Assembly Quality Control
Venue: arXiv cs.CV 2025
Year: 2025

Quality control is a critical aspect of manufacturing, particularly in ensuring the proper assembly of small components in production lines. Existing solutions often rely on single-view imaging or manual inspection, which are prone to errors due to occlusions, restricted perspectives, or lighting inconsistencies. These limitations require the installation of additional inspection stations, which could disrupt the assembly line and lead to increased downtime and costs. This paper introduces a novel multi-view quality control module designed to address these challenges, integrating a multi-camera imaging system with advanced object detection algorithms. By capturing images from three camera views, the system provides comprehensive visual coverage of components of an assembly process. A tailored image fusion methodology combines results from multiple views, effectively resolving ambiguities and enhancing detection reliability. To support this system, we developed a unique dataset comprising annotated images across diverse scenarios, including varied lighting conditions, occlusions, and angles, to enhance applicability in real-world manufacturing environments. Experimental results show that our approach significantly outperforms single-view methods, achieving high precision and recall rates in the identification of improperly fastened small assembly parts such as screws. This work contributes to industrial automation by overcoming single-view limitations, and providing a scalable, cost-effective, and accurate quality control mechanism that ensures the reliability and safety of the assembly line. The dataset used in this study is publicly available to facilitate further research in this domain.
Test-time GNN Model Evaluation on Dynamic Graphs
Venue: arXiv cs.LG 2025
Year: 2025

Dynamic graph neural networks (DGNNs) have emerged as a leading paradigm for learning from dynamic graphs, which are commonly used to model real-world systems and applications. However, due to the evolving nature of dynamic graph data distributions over time, well-trained DGNNs often face significant performance uncertainty when inferring on unseen and unlabeled test graphs in practical deployment. In this case, evaluating the performance of deployed DGNNs at test time is crucial to determine whether a well-trained DGNN is suited for inference on an unseen dynamic test graph. In this work, we introduce a new research problem: DGNN model evaluation, which aims to assess the performance of a specific DGNN model trained on observed dynamic graphs by estimating its performance on unseen dynamic graphs during test time. Specifically, we propose a Dynamic Graph neural network Evaluator, dubbed DyGEval, to address this new problem. The proposed DyGEval involves a two-stage framework: (1) test-time dynamic graph simulation, which captures the training-test distributional differences as supervision signals and trains an evaluator; and (2) DyGEval development and training, which accurately estimates the performance of the well-trained DGNN model on the test-time dynamic graphs. Extensive experiments demonstrate that the proposed DyGEval serves as an effective evaluator for assessing various DGNN backbones across different dynamic graphs under distribution shifts.
SIG-Chat: Spatial Intent-Guided Conversational Gesture Generation Involving How, When and Where
Venue: arXiv cs.GR 2025
Year: 2025

The accompanying actions and gestures in dialogue are often closely linked to interactions with the environment, such as looking toward the interlocutor or using gestures to point to the described target at appropriate moments. Speech and semantics guide the production of gestures by determining their timing (WHEN) and style (HOW), while the spatial locations of interactive objects dictate their directional execution (WHERE). Existing approaches either rely solely on descriptive language to generate motions or utilize audio to produce non-interactive gestures, thereby lacking the characterization of interactive timing and spatial intent. This significantly limits the applicability of conversational gesture generation, whether in robotics or in the fields of game and animation production. To address this gap, we present a full-stack solution. We first established a unique data collection method to simultaneously capture high-precision human motion and spatial intent. We then developed a generation model driven by audio, language, and spatial data, alongside dedicated metrics for evaluating interaction timing and spatial accuracy. Finally, we deployed the solution on a humanoid robot, enabling rich, context-aware physical interactions.