pwc-archive/papers-with-abstracts huggingface dataset:
Fatigue-PINN: Physics-Informed Fatigue-Driven Motion Modulation and Synthesis
Authors: Iliana Loi, Konstantinos Moustakas
Date: 2025-02-26 00:00:00
Tasks: Motion Synthesis

Fatigue modeling is essential for motion synthesis tasks to model human motions under fatigued conditions and biomechanical engineering applications, such as investigating the variations in movement patterns and posture due to fatigue, defining injury risk mitigation and prevention strategies, formulating fatigue minimization schemes and creating improved ergonomic designs. Nevertheless, employing data-driven methods for synthesizing the impact of fatigue on motion, receives little to no attention in the literature. In this work, we present Fatigue-PINN, a deep learning framework based on Physics-Informed Neural Networks, for modeling fatigued human movements, while providing joint-specific fatigue configurations for adaptation and mitigation of motion artifacts on a joint level, resulting in more realistic animations. To account for muscle fatigue, we simulate the fatigue-induced fluctuations in the maximum exerted joint torques by leveraging a PINN adaptation of the Three-Compartment Controller model to exploit physics-domain knowledge for improving accuracy. This model also introduces parametric motion alignment with respect to joint-specific fatigue, hence avoiding sharp frame transitions. Our results indicate that Fatigue-PINN accurately simulates the effects of externally perceived fatigue on open-type human movements being consistent with findings from real-world experimental fatigue studies. Since fatigue is incorporated in torque space, Fatigue-PINN provides an end-to-end encoder-decoder-like architecture, to ensure transforming joint angles to joint torques and vice-versa, thus, being compatible with motion synthesis frameworks operating on joint angles.
ArtGS: Building Interactable Replicas of Complex Articulated Objects via Gaussian Splatting
Authors: Yu Liu, Baoxiong Jia, Ruijie Lu, Junfeng Ni, Song-Chun Zhu, Siyuan Huang
Date: 2025-02-26 00:00:00
Tasks: parameter estimation

Building articulated objects is a key challenge in computer vision. Existing methods often fail to effectively integrate information across different object states, limiting the accuracy of part-mesh reconstruction and part dynamics modeling, particularly for complex multi-part articulated objects. We introduce ArtGS, a novel approach that leverages 3D Gaussians as a flexible and efficient representation to address these issues. Our method incorporates canonical Gaussians with coarse-to-fine initialization and updates for aligning articulated part information across different object states, and employs a skinning-inspired part dynamics modeling module to improve both part-mesh reconstruction and articulation learning. Extensive experiments on both synthetic and real-world datasets, including a new benchmark for complex multi-part objects, demonstrate that ArtGS achieves state-of-the-art performance in joint parameter estimation and part mesh reconstruction. Our approach significantly improves reconstruction quality and efficiency, especially for multi-part articulated objects. Additionally, we provide comprehensive analyses of our design choices, validating the effectiveness of each component to highlight potential areas for future improvement. Our work is made publicly available at: https://articulate-gs.github.io.
AniGaussian: Animatable Gaussian Avatar with Pose-guided Deformation
Authors: Mengtian Li, Shengxiang Yao, Chen Kai, Zhifeng Xie, Keyu Chen, Yu-Gang Jiang
Date: 2025-02-24 00:00:00

Recent advancements in Gaussian-based human body reconstruction have achieved notable success in creating animatable avatars. However, there are ongoing challenges to fully exploit the SMPL model's prior knowledge and enhance the visual fidelity of these models to achieve more refined avatar reconstructions. In this paper, we introduce AniGaussian which addresses the above issues with two insights. First, we propose an innovative pose guided deformation strategy that effectively constrains the dynamic Gaussian avatar with SMPL pose guidance, ensuring that the reconstructed model not only captures the detailed surface nuances but also maintains anatomical correctness across a wide range of motions. Second, we tackle the expressiveness limitations of Gaussian models in representing dynamic human bodies. We incorporate rigid-based priors from previous works to enhance the dynamic transform capabilities of the Gaussian model. Furthermore, we introduce a split-with-scale strategy that significantly improves geometry quality. The ablative study experiment demonstrates the effectiveness of our innovative model design. Through extensive comparisons with existing methods, AniGaussian demonstrates superior performance in both qualitative result and quantitative metrics.
Swap Regret and Correlated Equilibria Beyond Normal-Form Games
Authors: Eshwar Ram Arunachaleswaran, Natalie Collina, Yishay Mansour, Mehryar Mohri, Jon Schneider, Balasubramanian Sivan
Date: 2025-02-27 00:00:00
Tasks: Form

Swap regret is a notion that has proven itself to be central to the study of general-sum normal-form games, with swap-regret minimization leading to convergence to the set of correlated equilibria and guaranteeing non-manipulability against a self-interested opponent. However, the situation for more general classes of games -- such as Bayesian games and extensive-form games -- is less clear-cut, with multiple candidate definitions for swap-regret but no known efficiently minimizable variant of swap regret that implies analogous non-manipulability guarantees. In this paper, we present a new variant of swap regret for polytope games that we call ``profile swap regret'', with the property that obtaining sublinear profile swap regret is both necessary and sufficient for any learning algorithm to be non-manipulable by an opponent (resolving an open problem of Mansour et al., 2022). Although we show profile swap regret is NP-hard to compute given a transcript of play, we show it is nonetheless possible to design efficient learning algorithms that guarantee at most $O(\sqrt{T})$ profile swap regret. Finally, we explore the correlated equilibrium notion induced by low-profile-swap-regret play, and demonstrate a gap between the set of outcomes that can be implemented by this learning process and the set of outcomes that can be implemented by a third-party mediator (in contrast to the situation in normal-form games).
Re-evaluating Open-ended Evaluation of Large Language Models
Authors: SiQi Liu, Ian Gemp, Luke Marris, Georgios Piliouras, Nicolas Heess, Marc Lanctot
Date: 2025-02-27 00:00:00

Evaluation has traditionally focused on ranking candidates for a specific skill. Modern generalist models, such as Large Language Models (LLMs), decidedly outpace this paradigm. Open-ended evaluation systems, where candidate models are compared on user-submitted prompts, have emerged as a popular solution. Despite their many advantages, we show that the current Elo-based rating systems can be susceptible to and even reinforce biases in data, intentional or accidental, due to their sensitivity to redundancies. To address this issue, we propose evaluation as a 3-player game, and introduce novel game-theoretic solution concepts to ensure robustness to redundancy. We show that our method leads to intuitive ratings and provide insights into the competitive landscape of LLM development.
Cued to Queue: Information in Waiting-Line Auctions
Authors: Jack Hirsch, Eric Tang
Date: 2025-02-26 00:00:00

We study the effect of providing information to agents who queue before a scarce good is distributed at a fixed time. When agents have quasi-linear utility in time spent waiting, they choose entry times as they would bids in a descending auction. An information designer can influence their behavior by providing updates about the length of the queue. Many natural information policies release "sudden bad news," which occurs when agents learn that the queue is longer than previously believed. We show that sudden bad news can cause assortative inefficiency by prompting a mass of agents to simultaneously attempt to join the queue. As a result, if the value distribution has an increasing (decreasing) hazard rate, information policies that release sudden bad news increase (decrease) total surplus, relative to releasing no information. When agents face entry costs to join the queue and the value distribution has a decreasing hazard rate, an information designer maximizes total surplus by announcing only when the queue is full.
A Multi-Agent DRL-Based Framework for Optimal Resource Allocation and Twin Migration in the Multi-Tier Vehicular Metaverse
Authors: Nahom Abishu Hayla, A. Mohammed Seid, Aiman Erbad, Tilahun M. Getu, Ala Al-Fuqaha, Mohsen Guizani
Date: 2025-02-26 00:00:00
Tasks: Deep Reinforcement Learning

Although multi-tier vehicular Metaverse promises to transform vehicles into essential nodes -- within an interconnected digital ecosystem -- using efficient resource allocation and seamless vehicular twin (VT) migration, this can hardly be achieved by the existing techniques operating in a highly dynamic vehicular environment, since they can hardly balance multi-objective optimization problems such as latency reduction, resource utilization, and user experience (UX). To address these challenges, we introduce a novel multi-tier resource allocation and VT migration framework that integrates Graph Convolutional Networks (GCNs), a hierarchical Stackelberg game-based incentive mechanism, and Multi-Agent Deep Reinforcement Learning (MADRL). The GCN-based model captures both spatial and temporal dependencies within the vehicular network; the Stackelberg game-based incentive mechanism fosters cooperation between vehicles and infrastructure; and the MADRL algorithm jointly optimizes resource allocation and VT migration in real time. By modeling this dynamic and multi-tier vehicular Metaverse as a Markov Decision Process (MDP), we develop a MADRL-based algorithm dubbed the Multi-Objective Multi-Agent Deep Deterministic Policy Gradient (MO-MADDPG), which can effectively balances the various conflicting objectives. Extensive simulations validate the effectiveness of this algorithm that is demonstrated to enhance scalability, reliability, and efficiency while considerably improving latency, resource utilization, migration cost, and overall UX by 12.8%, 9.7%, 14.2%, and 16.1%, respectively.
Cycles and collusion in congestion games under Q-learning
Authors: Cesare Carissimo, Jan Nagler, Heinrich Nax
Date: 2025-02-26 00:00:00
Tasks: Q-Learning

We investigate the dynamics of Q-learning in a class of generalized Braess paradox games. These games represent an important class of network routing games where the associated stage-game Nash equilibria do not constitute social optima. We provide a full convergence analysis of Q-learning with varying parameters and learning rates. A wide range of phenomena emerges, broadly either settling into Nash or cycling continuously in ways reminiscent of "Edgeworth cycles" (i.e. jumping suddenly from Nash toward social optimum and then deteriorating gradually back to Nash). Our results reveal an important incentive incompatibility when thinking in terms of a meta-game being played by the designers of the individual Q-learners who set their agents' parameters. Indeed, Nash equilibria of the meta-game are characterized by heterogeneous parameters, and resulting outcomes achieve little to no cooperation beyond Nash. In conclusion, we suggest a novel perspective for thinking about regulation and collusion, and discuss the implications of our results for Bertrand oligopoly pricing games.
Expected Variational Inequalities
Authors: Brian Hu Zhang, Ioannis Anagnostides, Emanuel Tewolde, Ratip Emin Berker, Gabriele Farina, Vincent Conitzer, Tuomas Sandholm
Date: 2025-02-25 00:00:00

Variational inequalities (VIs) encompass many fundamental problems in diverse areas ranging from engineering to economics and machine learning. However, their considerable expressivity comes at the cost of computational intractability. In this paper, we introduce and analyze a natural relaxation -- which we refer to as expected variational inequalities (EVIs) -- where the goal is to find a distribution that satisfies the VI constraint in expectation. By adapting recent techniques from game theory, we show that, unlike VIs, EVIs can be solved in polynomial time under general (nonmonotone) operators. EVIs capture the seminal notion of correlated equilibria, but enjoy a greater reach beyond games. We also employ our framework to capture and generalize several existing disparate results, including from settings such as smooth games, and games with coupled constraints or nonconcave utilities.
Learning and Computation of $Φ$-Equilibria at the Frontier of Tractability
Authors: Brian Hu Zhang, Ioannis Anagnostides, Emanuel Tewolde, Ratip Emin Berker, Gabriele Farina, Vincent Conitzer, Tuomas Sandholm
Date: 2025-02-25 00:00:00

$\Phi$-equilibria -- and the associated notion of $\Phi$-regret -- are a powerful and flexible framework at the heart of online learning and game theory, whereby enriching the set of deviations $\Phi$ begets stronger notions of rationality. Recently, Daskalakis, Farina, Fishelson, Pipis, and Schneider (STOC '24) -- abbreviated as DFFPS -- settled the existence of efficient algorithms when $\Phi$ contains only linear maps under a general, $d$-dimensional convex constraint set $\mathcal{X}$. In this paper, we significantly extend their work by resolving the case where $\Phi$ is $k$-dimensional; degree-$\ell$ polynomials constitute a canonical such example with $k = d^{O(\ell)}$. In particular, positing only oracle access to $\mathcal{X}$, we obtain two main positive results: i) a $\text{poly}(n, d, k, \text{log}(1/\epsilon))$-time algorithm for computing $\epsilon$-approximate $\Phi$-equilibria in $n$-player multilinear games, and ii) an efficient online algorithm that incurs average $\Phi$-regret at most $\epsilon$ using $\text{poly}(d, k)/\epsilon^2$ rounds. We also show nearly matching lower bounds in the online learning setting, thereby obtaining for the first time a family of deviations that captures the learnability of $\Phi$-regret. From a technical standpoint, we extend the framework of DFFPS from linear maps to the more challenging case of maps with polynomial dimension. At the heart of our approach is a polynomial-time algorithm for computing an expected fixed point of any $\phi : \mathcal{X} \to \mathcal{X}$ based on the ellipsoid against hope (EAH) algorithm of Papadimitriou and Roughgarden (JACM '08). In particular, our algorithm for computing $\Phi$-equilibria is based on executing EAH in a nested fashion -- each step of EAH itself being implemented by invoking a separate call to EAH.
Evaluating Human Trust in LLM-Based Planners: A Preliminary Study
Authors: Shenghui Chen, Yunhao Yang, Kayla Boggess, Seongkook Heo, Lu Feng, Ufuk Topcu
Date: 2025-02-27 00:00:00

Large Language Models (LLMs) are increasingly used for planning tasks, offering unique capabilities not found in classical planners such as generating explanations and iterative refinement. However, trust--a critical factor in the adoption of planning systems--remains underexplored in the context of LLM-based planning tasks. This study bridges this gap by comparing human trust in LLM-based planners with classical planners through a user study in a Planning Domain Definition Language (PDDL) domain. Combining subjective measures, such as trust questionnaires, with objective metrics like evaluation accuracy, our findings reveal that correctness is the primary driver of trust and performance. Explanations provided by the LLM improved evaluation accuracy but had limited impact on trust, while plan refinement showed potential for increasing trust without significantly enhancing evaluation accuracy.
The Impact of Transparency in AI Systems on Users' Data-Sharing Intentions: A Scenario-Based Experiment
Authors: Julian Rosenberger, Sophie Kuhlemann, Verena Tiefenbeck, Mathias Kraus, Patrick Zschech
Date: 2025-02-27 00:00:00

Artificial Intelligence (AI) systems are frequently employed in online services to provide personalized experiences to users based on large collections of data. However, AI systems can be designed in different ways, with black-box AI systems appearing as complex data-processing engines and white-box AI systems appearing as fully transparent data-processors. As such, it is reasonable to assume that these different design choices also affect user perception and thus their willingness to share data. To this end, we conducted a pre-registered, scenario-based online experiment with 240 participants and investigated how transparent and non-transparent data-processing entities influenced data-sharing intentions. Surprisingly, our results revealed no significant difference in willingness to share data across entities, challenging the notion that transparency increases data-sharing willingness. Furthermore, we found that a general attitude of trust towards AI has a significant positive influence, especially in the transparent AI condition, whereas privacy concerns did not significantly affect data-sharing decisions.
Telephone Surveys Meet Conversational AI: Evaluating a LLM-Based Telephone Survey System at Scale
Authors: Max M. Lang, Sol Eskenazi
Date: 2025-02-27 00:00:00
Tasks: AI Agent, Large Language Model, Speech-to-Text, Survey, text-to-speech, Text to Speech

Telephone surveys remain a valuable tool for gathering insights but typically require substantial resources in training and coordinating human interviewers. This work presents an AI-driven telephone survey system integrating text-to-speech (TTS), a large language model (LLM), and speech-to-text (STT) that mimics the versatility of human-led interviews (full-duplex dialogues) at scale. We tested the system across two populations, a pilot study in the United States (n = 75) and a large-scale deployment in Peru (n = 2,739), inviting participants via web-based links and contacting them via direct phone calls. The AI agent successfully administered open-ended and closed-ended questions, handled basic clarifications, and dynamically navigated branching logic, allowing fast large-scale survey deployment without interviewer recruitment or training. Our findings demonstrate that while the AI system's probing for qualitative depth was more limited than human interviewers, overall data quality approached human-led standards for structured items. This study represents one of the first successful large-scale deployments of an LLM-based telephone interviewer in a real-world survey context. The AI-powered telephone survey system has the potential for expanding scalable, consistent data collecting across market research, social science, and public opinion studies, thus improving operational efficiency while maintaining appropriate data quality for research.
QPM: Discrete Optimization for Globally Interpretable Image Classification
Authors: Thomas Norrenbrock, Timo Kaiser, Sovan Biswas, Ramesh Manuvinakurike, Bodo Rosenhahn
Date: 2025-02-27 00:00:00
Tasks: Classification, image-classification, Image Classification

Understanding the classifications of deep neural networks, e.g. used in safety-critical situations, is becoming increasingly important. While recent models can locally explain a single decision, to provide a faithful global explanation about an accurate model's general behavior is a more challenging open task. Towards that goal, we introduce the Quadratic Programming Enhanced Model (QPM), which learns globally interpretable class representations. QPM represents every class with a binary assignment of very few, typically 5, features, that are also assigned to other classes, ensuring easily comparable contrastive class representations. This compact binary assignment is found using discrete optimization based on predefined similarity measures and interpretability constraints. The resulting optimal assignment is used to fine-tune the diverse features, so that each of them becomes the shared general concept between the assigned classes. Extensive evaluations show that QPM delivers unprecedented global interpretability across small and large-scale datasets while setting the state of the art for the accuracy of interpretable models.
Shared Autonomy for Proximal Teaching
Authors: Megha Srivastava, Reihaneh Iranmanesh, Yuchen Cui, Deepak Gopinath, Emily Sumner, Andrew Silva, Laporsha Dees, Guy Rosman, Dorsa Sadigh
Date: 2025-02-27 00:00:00
Tasks: Autonomous Driving

Motor skill learning often requires experienced professionals who can provide personalized instruction. Unfortunately, the availability of high-quality training can be limited for specialized tasks, such as high performance racing. Several recent works have leveraged AI-assistance to improve instruction of tasks ranging from rehabilitation to surgical robot tele-operation. However, these works often make simplifying assumptions on the student learning process, and fail to model how a teacher's assistance interacts with different individuals' abilities when determining optimal teaching strategies. Inspired by the idea of scaffolding from educational psychology, we leverage shared autonomy, a framework for combining user inputs with robot autonomy, to aid with curriculum design. Our key insight is that the way a student's behavior improves in the presence of assistance from an autonomous agent can highlight which sub-skills might be most ``learnable'' for the student, or within their Zone of Proximal Development. We use this to design Z-COACH, a method for using shared autonomy to provide personalized instruction targeting interpretable task sub-skills. In a user study (n=50), where we teach high performance racing in a simulated environment of the Thunderhill Raceway Park with the CARLA Autonomous Driving simulator, we show that Z-COACH helps identify which skills each student should first practice, leading to an overall improvement in driving time, behavior, and smoothness. Our work shows that increasingly available semi-autonomous capabilities (e.g. in vehicles, robots) can not only assist human users, but also help *teach* them.
Repurposing the scientific literature with vision-language models
Authors: Anton Alyakin, Jaden Stryker, Daniel Alexander Alber, Karl L. Sangwon, Jin Vivian Lee, Brandon Duderstadt, Akshay Save, David Kurland, Spencer Frome, Shrutika Singh, Jeff Zhang, Eunice Yang, Ki Yun Park, Cordelia Orillac, Aly A. Valliani, Sean Neifert, Albert Liu, Aneek Patel, Christopher Livia, Darryl Lau, Ilya Laufer, Peter A. Rozman, Eveline Teresa Hidalgo, Howard Riina, Rui Feng, Todd Hollon, Yindalon Aphinyanaphongs, John G. Golfinos, Laura Snyder, Eric Leuthardt, Douglas Kondziolka, Eric Karl Oermann
Date: 2025-02-26 00:00:00
Tasks: Articles, Diagnostic

Leading vision-language models (VLMs) are trained on general Internet content, overlooking scientific journals' rich, domain-specific knowledge. Training on specialty-specific literature could yield high-performance, task-specific tools, enabling generative AI to match generalist models in specialty publishing, educational, and clinical tasks. We created NeuroPubs, a multimodal dataset of 23,000 Neurosurgery Publications articles (134M words, 78K image-caption pairs). Using NeuroPubs, VLMs generated publication-ready graphical abstracts (70% of 100 abstracts) and board-style questions indistinguishable from human-written ones (54% of 89,587 questions). We used these questions to train CNS-Obsidian, a 34B-parameter VLM. In a blinded, randomized controlled trial, our model demonstrated non-inferiority to then state-of-the-art GPT-4o in neurosurgical differential diagnosis (clinical utility, 40.62% upvotes vs. 57.89%, p=0.1150; accuracy, 59.38% vs. 65.79%, p=0.3797). Our pilot study demonstrates how training generative AI models on specialty-specific journal content - without large-scale internet data - results in high-performance academic and clinical tools, enabling domain-tailored AI across diverse fields.