OpenRaiser/Intern-Atlas huggingface dataset:
SpeechDialogueFactory: Generating High-Quality Speech Dialogue Data to Accelerate Your Speech-LLM Development
Venue: arXiv cs.CL 2025
Year: 2025

High-quality speech dialogue datasets are crucial for Speech-LLM development, yet existing acquisition methods face significant limitations. Human recordings incur high costs and privacy concerns, while synthetic approaches often lack conversational authenticity. To address these challenges, we introduce \textsc{SpeechDialogueFactory}, a production-ready framework for generating natural speech dialogues efficiently. Our solution employs a comprehensive pipeline including metadata generation, dialogue scripting, paralinguistic-enriched utterance simulation, and natural speech synthesis with voice cloning. Additionally, the system provides an interactive UI for detailed sample inspection and a high-throughput batch synthesis mode. Evaluations show that dialogues generated by our system achieve a quality comparable to human recordings while significantly reducing production costs. We release our work as an open-source toolkit, alongside example datasets available in English and Chinese, empowering researchers and developers in Speech-LLM research and development.
ExScene: Free-View 3D Scene Reconstruction with Gaussian Splatting from a Single Image
Venue: arXiv cs.CV 2025
Year: 2025

The increasing demand for augmented and virtual reality applications has highlighted the importance of crafting immersive 3D scenes from a simple single-view image. However, due to the partial priors provided by single-view input, existing methods are often limited to reconstruct low-consistency 3D scenes with narrow fields of view from single-view input. These limitations make them less capable of generalizing to reconstruct immersive scenes. To address this problem, we propose ExScene, a two-stage pipeline to reconstruct an immersive 3D scene from any given single-view image. ExScene designs a novel multimodal diffusion model to generate a high-fidelity and globally consistent panoramic image. We then develop a panoramic depth estimation approach to calculate geometric information from panorama, and we combine geometric information with high-fidelity panoramic image to train an initial 3D Gaussian Splatting (3DGS) model. Following this, we introduce a GS refinement technique with 2D stable video diffusion priors. We add camera trajectory consistency and color-geometric priors into the denoising process of diffusion to improve color and spatial consistency across image sequences. These refined sequences are then used to fine-tune the initial 3DGS model, leading to better reconstruction quality. Experimental results demonstrate that our ExScene achieves consistent and immersive scene reconstruction using only single-view input, significantly surpassing state-of-the-art baselines.
DiffScale: Continuous Downscaling and Bias Correction of Subseasonal Wind Speed Forecasts using Diffusion Models
Venue: arXiv cs.LG 2025
Year: 2025

Renewable resources are strongly dependent on local and large-scale weather situations. Skillful subseasonal to seasonal (S2S) forecasts -- beyond two weeks and up to two months -- can offer significant socioeconomic advantages to the energy sector. This study aims to enhance wind speed predictions using a diffusion model with classifier-free guidance to downscale S2S forecasts of surface wind speed. We propose DiffScale, a diffusion model that super-resolves spatial information for continuous downscaling factors and lead times. Leveraging weather priors as guidance for the generative process of diffusion models, we adopt the perspective of conditional probabilities on sampling super-resolved S2S forecasts. We aim to directly estimate the density associated with the target S2S forecasts at different spatial resolutions and lead times without auto-regression or sequence prediction, resulting in an efficient and flexible model. Synthetic experiments were designed to super-resolve wind speed S2S forecasts from the European Center for Medium-Range Weather Forecast (ECMWF) from a coarse resolution to a finer resolution of ERA5 reanalysis data, which serves as a high-resolution target. The innovative aspect of DiffScale lies in its flexibility to downscale arbitrary scaling factors, enabling it to generalize across various grid resolutions and lead times -without retraining the model- while correcting model errors, making it a versatile tool for improving S2S wind speed forecasts. We achieve a significant improvement in prediction quality, outperforming baselines up to week 3.
Entropy-Based Adaptive Weighting for Self-Training
Venue: arXiv cs.CL 2025
Year: 2025

The mathematical problem-solving capabilities of large language models have become a focal point of research, with growing interests in leveraging self-generated reasoning paths as a promising way to refine and enhance these models. These paths capture step-by-step logical processes while requiring only the correct answer for supervision. The self-training method has been shown to be effective in reasoning tasks while eliminating the need for external models and manual annotations. However, optimizing the use of self-generated data for model training remains an open challenge. In this work, we propose Entropy-Based Adaptive Weighting for Self-Training (EAST), an adaptive weighting strategy designed to prioritize uncertain data during self-training. Specifically, EAST employs a mapping function with a tunable parameter that controls the sharpness of the weighting, assigning higher weights to data where the model exhibits greater uncertainty. This approach guides the model to focus on more informative and challenging examples, thereby enhancing its reasoning ability. We evaluate our approach on GSM8K and MATH benchmarks. Empirical results show that, while the vanilla method yields virtually no improvement (0%) on MATH, EAST achieves around a 1% gain over backbone model. On GSM8K, EAST attains a further 1-2% performance boost compared to the vanilla method.
Local Information Matters: Inference Acceleration For Grounded Conversation Generation Models Through Adaptive Local-Aware Token Pruning
Venue: arXiv cs.CV 2025
Year: 2025

Grounded Conversation Generation (GCG) is an emerging vision-language task that requires models to generate natural language responses seamlessly intertwined with corresponding object segmentation masks. Recent models, such as GLaMM and OMG-LLaVA, achieve pixel-level grounding but incur significant computational costs due to processing a large number of visual tokens. Existing token pruning methods, like FastV and PyramidDrop, fail to preserve the local visual features critical for accurate grounding, leading to substantial performance drops in GCG tasks. To address this, we propose Adaptive Local-Aware Token Pruning (ALTP), a simple yet effective framework that accelerates GCG models by prioritizing local object information. ALTP introduces two key components: (1) Detail Density Capture (DDC), which uses superpixel segmentation to retain tokens in object-centric regions, preserving fine-grained details, and (2) Dynamic Density Formation (DDF), which dynamically allocates tokens based on information density, ensuring higher retention in semantically rich areas. Extensive experiments on the GranDf dataset demonstrate that ALTP significantly outperforms existing token pruning methods, such as FastV and PyramidDrop, on both GLaMM and OMG-LLaVA models. Notably, when applied to GLaMM, ALTP achieves a 90% reduction in visual tokens with a 4.9% improvement in AP50 and a 5.0% improvement in Recall compared to PyramidDrop. Similarly, on OMG-LLaVA, ALTP improves AP by 2.1% and mIOU by 3.0% at a 90% token reduction compared with PDrop.
Video-based Traffic Light Recognition by Rockchip RV1126 for Autonomous Driving
Venue: arXiv cs.CV 2025
Year: 2025

Real-time traffic light recognition is fundamental for autonomous driving safety and navigation in urban environments. While existing approaches rely on single-frame analysis from onboard cameras, they struggle with complex scenarios involving occlusions and adverse lighting conditions. We present \textit{ViTLR}, a novel video-based end-to-end neural network that processes multiple consecutive frames to achieve robust traffic light detection and state classification. The architecture leverages a transformer-like design with convolutional self-attention modules, which is optimized specifically for deployment on the Rockchip RV1126 embedded platform. Extensive evaluations on two real-world datasets demonstrate that \textit{ViTLR} achieves state-of-the-art performance while maintaining real-time processing capabilities (>25 FPS) on RV1126's NPU. The system shows superior robustness across temporal stability, varying target distances, and challenging environmental conditions compared to existing single-frame approaches. We have successfully integrated \textit{ViTLR} into an ego-lane traffic light recognition system using HD maps for autonomous driving applications. The complete implementation, including source code and datasets, is made publicly available to facilitate further research in this domain.
An Empirical Study of Rust-Specific Bugs in the rustc Compiler
Venue: arXiv cs.PL 2025
Year: 2025

Rust is gaining popularity for its well-known memory safety guarantees and high performance, distinguishing it from C/C++ and JVM-based languages. Its compiler, rustc, enforces these guarantees through specialized mechanisms such as trait solving, borrow checking, and specific optimizations. However, Rust's unique language mechanisms introduce complexity to its compiler, leading to Rust-specific compiler bugs that are less common in traditional compilers. With Rust's increasing adoption in safety-critical domains, understanding these language mechanisms and their impact on compiler bugs is essential for improving the reliability of both rustc and Rust programs. Yet, we still lack a large-scale, detailed, and in-depth study of Rust-specific bugs in rustc. To bridge this gap, this work conducts a comprehensive and systematic study of Rust-specific bugs in rustc, with a particular focus on the components that support its unique language features. Our analysis examines issues and fixes reported between 2022 and 2024, with a manual review of 301 valid issues. We categorize these bugs based on their causes, symptoms, affected compilation stages, and test case characteristics. Additionally, we evaluate existing rustc testing tools to assess their effectiveness and limitations. Our key findings include: (1) rustc bugs primarily arise from Rust's type system and lifetime model, with frequent errors in the High-Level Intermediate Representation (HIR) and Mid-Level Intermediate Representation (MIR) modules due to complex checkers and optimizations; (2) bug-revealing test cases often involve unstable features, advanced trait usages, lifetime annotations, standard APIs, and specific optimization levels; (3) while both valid and invalid programs can trigger bugs, existing testing tools struggle to detect non-crash errors, underscoring the need for further advancements in rustc testing.
Deviation Between Team-Optimal Solution and Nash Equilibrium in Flow Assignment Problems
Venue: arXiv cs.GT 2025
Year: 2025

We investigate the relationship between the team-optimal solution and the Nash equilibrium (NE) to assess the impact of strategy deviation on team performance. As a working use case, we focus on a class of flow assignment problems in which each source node acts as a cooperating decision maker (DM) within a team that minimizes the team cost based on the team-optimal strategy. In practice, some selfish DMs may prioritize their own marginal cost and deviate from NE strategies, thus potentially degrading the overall performance. To quantify this deviation, we explore the deviation bound between the team-optimal solution and the NE in two specific scenarios: (i) when the team-optimal solution is unique and (ii) when multiple solutions do exist. This helps DMs analyze the factors influencing the deviation and adopting the NE strategy within a tolerable range. Furthermore, in the special case of a potential game model, we establish the consistency between the team-optimal solution and the NE. Once the consistency condition is satisfied, the strategy deviation does not alter the total cost, and DMs do not face a strategic trade-off. Finally, we validate our theoretical analysis through some simulation studies.
Learning 3D-Gaussian Simulators from RGB Videos
Venue: arXiv cs.GR 2025
Year: 2025

Realistic simulation is critical for applications ranging from robotics to animation. Learned simulators have emerged as a possibility to capture real world physics directly from video data, but very often require privileged information such as depth information, particle tracks and hand-engineered features to maintain spatial and temporal consistency. These strong inductive biases or ground truth 3D information help in domains where data is sparse but limit scalability and generalization in data rich regimes. To overcome the key limitations, we propose 3DGSim, a learned 3D simulator that directly learns physical interactions from multi-view RGB videos. 3DGSim unifies 3D scene reconstruction, particle dynamics prediction and video synthesis into an end-to-end trained framework. It adopts MVSplat to learn a latent particle-based representation of 3D scenes, a Point Transformer for particle dynamics, a Temporal Merging module for consistent temporal aggregation and Gaussian Splatting to produce novel view renderings. By jointly training inverse rendering and dynamics forecasting, 3DGSim embeds the physical properties into point-wise latent features. This enables the model to capture diverse physical behaviors, from rigid to elastic, cloth-like dynamics, and boundary conditions (e.g. fixed cloth corner), along with realistic lighting effects that also generalize to unseen multibody interactions and novel scene edits.
Pay More Attention to the Robustness of Prompt for Instruction Data Mining
Venue: arXiv cs.AI 2025
Year: 2025

Instruction tuning has emerged as a paramount method for tailoring the behaviors of LLMs. Recent work has unveiled the potential for LLMs to achieve high performance through fine-tuning with a limited quantity of high-quality instruction data. Building upon this approach, we further explore the impact of prompt's robustness on the selection of high-quality instruction data. This paper proposes a pioneering framework of high-quality online instruction data mining for instruction tuning, focusing on the impact of prompt's robustness on the data mining process. Our notable innovation, is to generate the adversarial instruction data by conducting the attack for the prompt of online instruction data. Then, we introduce an Adversarial Instruction-Following Difficulty metric to measure how much help the adversarial instruction data can provide to the generation of the corresponding response. Apart from it, we propose a novel Adversarial Instruction Output Embedding Consistency approach to select high-quality online instruction data. We conduct extensive experiments on two benchmark datasets to assess the performance. The experimental results serve to underscore the effectiveness of our proposed two methods. Moreover, the results underscore the critical practical significance of considering prompt's robustness.
Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
Venue: arXiv cs.LG 2025
Year: 2025

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design. For instance, while one archetype may have an advantage over another, both should have an equal chance of winning. We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels. We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches. Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.
PolypSegTrack: Unified Foundation Model for Colonoscopy Video Analysis
Venue: arXiv cs.CV 2025
Year: 2025

Early detection, accurate segmentation, classification and tracking of polyps during colonoscopy are critical for preventing colorectal cancer. Many existing deep-learning-based methods for analyzing colonoscopic videos either require task-specific fine-tuning, lack tracking capabilities, or rely on domain-specific pre-training. In this paper, we introduce PolypSegTrack, a novel foundation model that jointly addresses polyp detection, segmentation, classification and unsupervised tracking in colonoscopic videos. Our approach leverages a novel conditional mask loss, enabling flexible training across datasets with either pixel-level segmentation masks or bounding box annotations, allowing us to bypass task-specific fine-tuning. Our unsupervised tracking module reliably associates polyp instances across frames using object queries, without relying on any heuristics. We leverage a robust vision foundation model backbone that is pre-trained unsupervisedly on natural images, thereby removing the need for domain-specific pre-training. Extensive experiments on multiple polyp benchmarks demonstrate that our method significantly outperforms existing state-of-the-art approaches in detection, segmentation, classification, and tracking.
Compression Metadata-assisted RoI Extraction and Adaptive Inference for Efficient Video Analytics
Venue: arXiv cs.MM 2025
Year: 2025

Video analytics demand substantial computing resources, posing significant challenges in computing resource-constrained environment. In this paper, to achieve high accuracy with acceptable computational workload, we propose a cost-effective regions of interest (RoIs) extraction and adaptive inference scheme based on the informative encoding metadata. Specifically, to achieve efficient RoI-based analytics, we explore motion vectors from encoding metadata to identify RoIs in non-reference frames through morphological opening operation. Furthermore, considering the content variation of RoIs, which calls for inference by models with distinct size, we measure RoI complexity based on the bitrate allocation information from encoding metadata. Finally, we design an algorithm that prioritizes scheduling RoIs to models of the appropriate complexity, balancing accuracy and latency. Extensive experimental results show that our proposed scheme reduces latency by nearly 40% and improves 2.2% on average in accuracy, outperforming the latest benchmarks.
Pseudo-Random UAV Test Generation Using Low-Fidelity Path Simulator
Venue: arXiv cs.RO 2025
Year: 2025

Simulation-based testing provides a safe and cost-effective environment for verifying the safety of Uncrewed Aerial Vehicles (UAVs). However, simulation can be resource-consuming, especially when High-Fidelity Simulators (HFS) are used. To optimise simulation resources, we propose a pseudo-random test generator that uses a Low-Fidelity Simulator (LFS) to estimate UAV flight paths. This work simplifies the PX4 autopilot HFS to develop a LFS, which operates one order of magnitude faster than the HFS.Test cases predicted to cause safety violations in the LFS are subsequently validated using the HFS.
Many-to-Many Matching via Sparsity Controlled Optimal Transport
Venue: arXiv cs.LG 2025
Year: 2025

Many-to-many matching seeks to match multiple points in one set and multiple points in another set, which is a basis for a wide range of data mining problems. It can be naturally recast in the framework of Optimal Transport (OT). However, existing OT methods either lack the ability to accomplish many-to-many matching or necessitate careful tuning of a regularization parameter to achieve satisfactory results. This paper proposes a novel many-to-many matching method to explicitly encode many-to-many constraints while preventing the degeneration into one-to-one matching. The proposed method consists of the following two components. The first component is the matching budget constraints on each row and column of a transport plan, which specify how many points can be matched to a point at most. The second component is the deformed $q$-entropy regularization, which encourages a point to meet the matching budget maximally. While the deformed $q$-entropy was initially proposed to sparsify a transport plan, we employ it to avoid the degeneration into one-to-one matching. We optimize the objective via a penalty algorithm, which is efficient and theoretically guaranteed to converge. Experimental results on various tasks demonstrate that the proposed method achieves good performance by gleaning meaningful many-to-many matchings.
All You Need is Sally-Anne: ToM in AI Strongly Supported After Surpassing Tests for 3-Year-Olds
Venue: arXiv cs.AI 2025
Year: 2025

Theory of Mind (ToM) is a hallmark of human cognition, allowing individuals to reason about others' beliefs and intentions. Engineers behind recent advances in Artificial Intelligence (AI) have claimed to demonstrate comparable capabilities. This paper presents a model that surpasses traditional ToM tests designed for 3-year-old children, providing strong support for the presence of ToM in AI systems.
GPU-centric Communication Schemes for HPC and ML Applications
Venue: arXiv cs.DC 2025
Year: 2025

Compute nodes on modern heterogeneous supercomputing systems comprise CPUs, GPUs, and high-speed network interconnects (NICs). Parallelization is identified as a technique for effectively utilizing these systems to execute scalable simulation and deep learning workloads. The resulting inter-process communication from the distributed execution of these parallel workloads is one of the key factors contributing to its performance bottleneck. Most programming models and runtime systems enabling the communication requirements on these systems support GPU-aware communication schemes that move the GPU-attached communication buffers in the application directly from the GPU to the NIC without staging through the host memory. A CPU thread is required to orchestrate the communication operations even with support for such GPU-awareness. This survey discusses various available GPU-centric communication schemes that move the control path of the communication operations from the CPU to the GPU. This work presents the need for the new communication schemes, various GPU and NIC capabilities required to implement the schemes, and the potential use-cases addressed. Based on these discussions, challenges involved in supporting the exhibited GPU-centric communication schemes are discussed.