arXiv:2607.06320v1 Announce Type: new Abstract: We present the dithered Gaussian mechanism, a novel alternative to the discrete Gaussian mechanism for differential privacy that discretizes the private output rather than the noise distribution itself. By interpreting this discretization as post-processing of the Gaussian mechanism, our construction directly inherits the privacy guarantees of the standard Gaussian mechanism while avoiding vulnerabilities caused by finite-precision floating-point outputs. We show that the mechanism is provably randomness-efficient: by sampling the discretized output values directly, the number of high-quality random bits required for privacy can be reduced significantly and made independent of the noise level. This is achieved by separating the randomness into two sources: a high-quality source used for the privacy-critical sampling step, and a high-performance public source, possibly known to the adversary, that supplies the additional randomness needed for randomized discretization. This separation enables the use of cryptographically secure randomness without substantial performance loss. As an application, we study model training with DP-SGD and show that cryptographically secure noise generation with reduced exposure to floating-point vulnerabilities can be achieved with modest practical overhead.
Science Journals
arXiv:2607.05638v1 Announce Type: new Abstract: Teams deploying large language models in business contexts need evaluation systems, yet most treat evaluation as static model selection: run benchmarks, rank models, deploy the winner. This framing misses evaluation's primary value for production systems--diagnosing why a system underperforms and guiding what to fix. We present EvalLoop, a methodology for evaluation-driven iterative improvement. EvalLoop organizes evaluation around three mechanisms: (1) dimensional metric grouping that decomposes quality into business-relevant dimensions enabling orthogonal failure diagnosis; (2) failure mode classification that categorizes why outputs fail within weak dimensions, bridging diagnosis to action; and (3) a structured iteration workflow where each evaluation run varies one system variable and compares dimensional profiles before and after. We validate EvalLoop through a case study on sales intelligence briefing generation (10 models, 3 providers, 18 metrics, 5 dimensions, 3 iterations). Dimensional diagnosis identified that 69% of hallucination failures were prompt-induced interpretation errors--invisible in aggregate scoring. A targeted prompt fix improved the best model from 82.6% to 94.6% overall, with improvement concentrated in diagnosed dimensions (Content Accuracy +16.8pp, Synthesis Power +26.4pp). An undirected configuration change in a prior iteration produced zero impact, illustrating the cost of iterating without diagnosis. We additionally demonstrate that dimensional profiling enables deployment-specific model selection, and that a one-time blind human gate on a finalist panel (4 models, 16 cases) confirms dimensional rankings while resolving multi-criteria deployment trade-offs--a 94% reduction in review burden compared to evaluating the full design. EvalLoop is packaged as reusable artifacts (playbook, agent specification, template repository) for adoption by other teams.
arXiv:2607.06326v1 Announce Type: new Abstract: Large language models deployed in open-world applications require safety guardrails that are both robust to complex risks and efficient enough for low-latency runtime moderation. Existing guardrails face a practical trade-off between lightweight classification-based models, which are efficient but often struggle with concealed intent, ambiguous semantics, and borderline safety decisions, and reasoning-based guards, which improve judgment quality but introduce additional token generation and inference latency. We present DT-Guard, a content safety guardrail model based on a Reasoning-Active Training, Reasoning-Free Inference paradigm. The key idea is to use reasoning supervision during training while emitting only structured safety labels at inference time. DT-Guard formulates safety judgment as a progressive decision process, Intent - Category - Safety, and constructs an intent-driven dataset with intent labels, risk categories, safety labels, and structured reasoning trajectories. To further improve hard-case robustness, we propose Rollout-Guided Progressive Hard-Case Optimization (RG-PHO), which uses multi-rollout consistency to identify stably mastered, persistently failed, and preference-unstable samples, and applies targeted supervised and preference optimization accordingly. At inference time, DT-Guard directly generates structured labels without explicit reasoning traces, preserving deployment efficiency. Experiments on prompt-side and response-side safety benchmarks show that DT-Guard achieves average F1 scores of 0.886 and 0.870, respectively. With only a 4B backbone, it reaches a dual-side average F1 of 0.878, outperforming strong 8B guardrail baselines. These results demonstrate that reasoning supervision can be effectively internalized into low-latency safety discrimination.
arXiv:2607.06356v1 Announce Type: cross Abstract: Accurate quantification of lung disease severity from chest imaging is critical for clinical decision-making and resource allocation. We propose a tri-modal deep learning framework, TMF-RSE (Tri-Modal Fusion with Regional Semantics and Evidential Uncertainty), that combines appearance features from two-dimensional chest inputs, structural features from lung segmentation masks, and semantic features from vision-language models (VLMs) for severity quantification. Our approach employs complementary fusion mechanisms that integrate semantic guidance, structural priors, and hierarchical interactions across modalities. The model employs evidential regression to provide both severity predictions and uncertainty estimates. Experiments on the Per-COVID-19 CT and RALO datasets show that TMF-RSE outperforms recent transformer-based baselines, achieving MAE of 4.02 and Pearson correlation of 0.9629 on Per-COVID-19 validation, and 0.339 MAE / 0.973 PC on RALO geographic extent.
arXiv:2607.05711v1 Announce Type: new Abstract: Diffusion models have become a dominant paradigm for high-quality generative modeling, while post-training is essential for adapting them to diverse downstream applications. However, post-training of large diffusion models is still challenging due to the prohibitive memory footprints and slow training speed, which existing parameter-efficient fine-tuning methods only partially address. To overcome these limitations, we propose FourTune, an efficient post-training framework for diffusion models based on an end-to-end W4A4G4 paradigm. FourTune introduces a triple-branch hybrid pipeline that augments the standard LoRA architecture with a frozen numerical stabilizer to isolate quantization-sensitive outliers, enabling stable training under native 4-bit computation. In addition, FourTune employs hardware-efficient block-wise quantization and customized fused kernels to support efficient quantized backpropagation and reduce memory bandwidth overhead. Across customization, reinforcement learning, and distillation tasks, FourTune matches the quality of full-precision fine-tuning. On FLUX.1-dev (12B), FourTune reduces memory overhead by 2.25$\times$ and increases end-to-end training throughput by 2.27$\times$ compared to BF16 LoRA.
An adaptive, space-time discretized linear iterative scheme for doubly-degenerate parabolic problems
arXiv:2607.05714v1 Announce Type: new Abstract: Degenerate diffusion problems, where the governing parabolic equation can change type to either an ordinary differential equation or an elliptic equation, model many real life applications. Due to the presence of free-boundaries, accurate numerical simulation of such problems require extremely small mesh and time step sizes locally. To remediate this issue, in this work, we consider a space-time formulation of the problem based on an efficient splitting of the nonlinearities. First, an iterative linearization scheme is proposed to resolve the nonlinearities that effectively reduces to solving a sequence of heat equations. Unconditional convergence of the scheme is proven even for double degenerate cases with linear convergence achieved if the problem is non-degenerate. Next, the dual norm of the nonlinear residual is decomposed into a linearization error component and a discretization error component corresponding to the heat equation. This leads to reliable and fully computable a posteriori estimates for the problem that are robust with respect to the nonlinearities/degeneracies. These estimates are used then in a fully adaptive (discretization + linearization) space-time solver. Numerical experiments for multiple test cases (one and two dimensions in space) demonstrate that this solver efficiently allocates the computational resources in the space-time domain, resulting in a rapid decay of error in terms of total degrees of freedom spent.
arXiv:2607.05751v1 Announce Type: new Abstract: We revisit several fundamental graph problems in the deterministic two-party communication model. Our main contributions include: (1) a new $\widetilde{O}(n^{3/2})$-bit protocol for computing a maximum matching in general graphs. While the same upper bound can be obtained by simulating the classic algorithms of Micali-Vazirani and Gabow, our protocol is conceptually simple and avoids the intricacies of finding a maximal set of shortest augmenting paths; (2) a new $\widetilde{O}(n)$-bit protocol for negative-cycle detection and negative-weight single-source shortest paths. Our protocol simplifies that of Blikstad et al. by replacing a long chain of reductions with a more direct approach based on vertex potentials; (3) a combinatorial $\widetilde{O}(n)$-bit protocol for computing a maximum matching in bipartite graphs, obtained by reinterpreting the near-linear communication protocol of Blikstad et al. through a discretized analysis. Together, these results provide simpler protocols for several basic graph problems. We hope they will inspire further advances on the communication complexity of a wide range of graph problems.
arXiv:2607.06329v1 Announce Type: new Abstract: In Numerical Algebraic Geometry (NAG) isolated solutions of polynomial systems are usually computed by tracking a solution curve defined by a homotopy equation. The tracking problem becomes especially challenging close to a singular root (the ``endgame'' regime). Existing approaches include power series endgames, Cauchy endgames, and various methods that regularize the system via dual-space-based {\em deflation}. We make the following contributions. (1) For corank-1 systems we introduce a new ``Arclength Endgame'' which combines the idea of the classical {\em pseudo-arclength continuation method} with the estimation of the Puiseux series of the curve. We formally prove that it has a superlinear rate of convergence in some neighborhood of the root. The method uses only evaluations of the system and its Jacobian, whereas previous techniques with proven superlinear convergence (such as deflation) require computing additional derivatives of the system. (2) For systems with a larger corank we propose a heuristic ``Lifted Arclength Endgame'', which shows promising experimental results. (3) A key step in our approach (as well as in the standard power series endgame) is estimating the Puiseux series of the curve, which is characterized by fractional exponents $k_i/c$ for $i\ge 1$ together with associated coefficients. Previous work addressed only estimating the ratio $k_1/c$. We present a new method for that which empirically appears to be more stable than previous methods, and also show how to estimate $k_i/c$ for $i\ge 2$.
arXiv:2607.05782v1 Announce Type: new Abstract: Converters-based systems like wind farms manifest themselves as control-intensive systems, where control-driven stability issues frequently occur, e.g., oscillations. Such issues are popularly studied via circuit impedance-based methods. However, given its implicit controller modeling trait, the impedance-based methods have limitations in system analysis and designs involving large-scale controllers. To address this issue, this paper presents a novel frequency domain modeling framework, as a perspective shift from the circuit to the control system. Since the obtained model features a multi-input-multi-output (MIMO) feedback control structure and explicit controller placement, it is termed the Generalized Feedback Control (GFC) model. GFC modeling is conducted for both single and multi-converter cases, and the resulting models are validated by frequency scan and stability test. Moreover, advantages of the GFC method in achieving interaction analysis and stability-oriented designs of multi-controllers are demonstrated by three application examples, further suggesting its great potential for being applied to the analysis and design issues of converter systems involving large-scale controllers.
arXiv:2607.05787v1 Announce Type: new Abstract: Synthesizing physically plausible human-scene interactions (HSI) remains a critical challenge in computer vision and the development of human avatars. Although recent generative models enable diverse motion synthesis, they suffer from an inductive bias referred to as semantic-geometric entanglement. Because spatial constraints often strongly correlate with specific actions in training data, monolithic models will learn the shortcut bias, aggressively overriding the semantic intent when faced with strict geometric cues. Furthermore, this entanglement exacerbates physical hallucinations, such as body-scene penetrations. To address these limitations, we propose DeSeG, a hierarchical framework that explicitly decouples semantic intent from geometric constraints. First, we introduce a Residual Semantic Planner that encodes textual instructions and canonicalized goal voxels into a compact latent space, enabling fine-grained semantic control independent of spatial trajectories. Second, we propose a physics regularized diffusion executor that incorporates differentiable repulsive potential fields directly into the diffusion objective, enforcing collision-aware motion generation. Extensive experiments on the Lingo dataset demonstrate that DeSeG achieves state-of-the-art performance, reducing mean scene penetration by 47% and improving semantic alignment by 29% over the SOTA baselines.
arXiv:2607.06385v1 Announce Type: new Abstract: We propose an inverse biomechanical design framework for sectorial customized corneal crosslinking in keratoconus. The cornea is modeled as an anisotropic reduced shell with spatially varying crosslinking-induced stiffening, enabling the optimization of localized treatment patterns rather than uniform irradiation profiles. Numerical simulations show that sectorial stiffening can redistribute curvature, reduce localized steepening, and improve corneal regularity in decentered keratoconus models while preserving biomechanical plausibility. These results support the use of patient-specific computational planning for customized crosslinking protocols and provide a basis for future integration with corneal tomography and programmable ultraviolet delivery systems.
arXiv:2607.05397v1 Announce Type: new Abstract: Agent systems increasingly execute rather than advise. When an AI agent queries regulated data, invokes effectful tools, and mutates persistent state, correctness is not captured by whether a terminal output looks plausible. The operative questions are whether each step was authorized under a contract, whether the recorded history is tamper-evident, and whether the trajectory can be reconstructed deterministically. We formalize this as runtime proof of execution. An execution is a triple $x = (C, T, R)$: a contract $C$, an Execution Causal Event Stream (ECES) $T$, and a replay context $R$. A well-formedness predicate and five validator-checkable invariants form the PoE validity predicate. Five semantic guarantees describe authorization, path compliance, null effect on deny, history integrity, and replayability. We prove soundness under explicit cryptographic and deployment assumptions: any PPT adversary that produces a PoE-valid execution violating a semantic guarantee yields a signature forgery, a hash collision, or a quantified deployment-failure event. The Prime Execution Model (PEM) separates planning, enforcement, effect, and recordkeeping into distinct authority planes; a lemma reduces trace completeness to Effector-exclusive credentialing. An Execution Attestation Certificate is issued only when PoE = 1. In a single-node TypeScript prototype, PoE adds approximately 2.7 ms on a minimal flow and 4.4% overhead on concurrent batch workloads; a standard eight-event trace compresses to approximately 1.1 KB; injected Gateway-bypass and trace-mutation attacks are rejected. PoE does not replace consensus, TEEs, or zkVMs; it binds authorization, effect, history, and replay into a single runtime-checkable object so that governed execution becomes attestable under contract.
arXiv:2607.06402v1 Announce Type: new Abstract: Images tell us what a scene looks like, but rarely what it would feel like to be there. While recent datasets pair visual scenes with electronic-nose measurements, aligning smell signals with images remains challenging because many olfactory cues arise from contextual environmental factors that are not directly visible in pixels. We introduce SCENT, a multimodal framework that uses language guidance as a semantic bridge between vision and olfaction. Our approach leverages Vision-Language Models (VLMs) to generate scene descriptors capturing objects, environmental context, and plausible ambient smell cues suggested by the visual scene. These descriptors provide semantic guidance for learning olfactory representations. We train a smell encoder that maps electronic-nose signals into a shared embedding space aligned with both visual and textual representations, and introduce a languageguided latent decomposition that separates object-specific odors from contextual environmental contributions. Experiments on the New York Smells dataset demonstrate that SCENT significantly improves crossmodal retrieval compared to vision-only baselines, achieving state-of-theart performance on smell-to-image and smell-to-text retrieval tasks. In addition, our framework produces interpretable olfactory representations that enable the disentanglement of complex smell mixtures. Our results reveal the importance of contextual semantic information for grounding olfactory perception in multimodal learning and pave the way for future research in this area.
arXiv:2607.06420v1 Announce Type: new Abstract: Visual counting is a fundamental pillar of multimodal intelligence, requiring a seamless integration of fine-grained grounding and spatial reasoning. While Multimodal Large Language Models (MLLMs) have achieved remarkable success in qualitative scene understanding, their quantitative precision remains a significant bottleneck, often characterized by persistent numerical hallucinations. Existing counting benchmarks primarily focus on basic perception in simplified contexts, failing to capture the complex failure modes that emerge under logical constraints or adversarial conditions. To address these limitations, we introduce HoloCount, a holistic and diagnostically rich benchmark structured around a three-level hierarchical taxonomy. HoloCount evaluates MLLMs across: (1) Semantic Counting, focusing on atomic and property-based enumeration; (2) Analytical Counting, assessing logical composition through spatial and set-based reasoning; and (3) Robustness Testing, probing model integrity against adverse scenarios and grounded counter-priors, such as high-density scenes and linguistic biases. Through an exhaustive evaluation of over 20 state-of-the-art MLLMs, we reveal a critical performance gap: even top-tier models degrade significantly as tasks transition from perception to complex analytical reasoning and adverse scenarios. Our findings provide a systematic landscape of current MLLM counting capabilities and offer a roadmap for developing more grounded and reliable multimodal systems. The dataset is available at https://mm-mvr.github.io/HoloCount/.
arXiv:2511.05350v3 Announce Type: replace Abstract: We argue that training autoencoders to reconstruct inputs from noised versions of their encodings, when combined with perceptually motivated losses, yields encodings that are structured according to a perceptual hierarchy. We demonstrate the emergence of this hierarchy by showing that, after training an audio autoencoder in this manner, perceptually salient information is captured in coarser representation structures than with conventional training. Furthermore, we show that such perceptual hierarchies improve latent diffusion decoding in the context of estimating pitch surprisal in music and predicting EEG-brain responses to music listening. In both cases, our results surpass those of previous methods. Pretrained weights are available on github.com/CPJKU/pa-audioic.
arXiv:2606.08671v3 Announce Type: replace Abstract: Agent skills extend language-model agents with task-specific procedures, scripts, and references, but the tasks and environments they target continually change. Existing methods improve skills in bounded runs and retain only the final artifact, discarding the decision history that later agents need to interpret prior revisions, evaluations, and rejected alternatives. We introduce SkillHone, a harness for continual agent skill evolution grounded in persistent decision history. SkillHone pairs skill revisions with evaluation-side evidence that supplies practice feedback, recording structured histories of diagnoses, revisions, evidence, and outcomes. Role-separated subagents run candidate skills on practice probes with redacted reporting and propose revisions informed by prior decisions, enabling cross-session refinement without rediscovering past rationale. On deep-research benchmarks, SkillHone runs without a pre-integrated search stack and outperforms the commercially backed deep-research agent by 15.8 points on GAIA and 3.2 points on WebWalkerQA-EN, while also exceeding prior skill-evolution methods. We further deploy SkillHone on internal tool-mediated analysis scenarios, where it improves accuracy by an average of 18.8 points across seven settings.
arXiv:2607.06546v1 Announce Type: new Abstract: Denoising graphs is a fundamental problem in graph learning and the core operation of graph diffusion models. Attention-based architectures like graph transformers have recently shown promise in denoising graphs. However, our principled understanding of attention-based graph denoising remains limited, making it unclear whether standard attention is the right mechanism for this task. Here we show that, under a denoising objective, linear attention is suboptimal and can only learn an average spectral denoising filter over the training distribution. This creates a fundamental limitation as graphs often vary spectrally across the distribution. To overcome this limitation, we introduce Spectral Attention, which directly utilizes the input graph spectrum and provably outperforms linear attention by a margin governed by the spectral diversity of the distribution. We then derive Graph Convolutional Attention (GCA), a practical and permutation-equivariant realization of this idea that implements spectral denoising through graph-filtered queries and keys. For stochastic block models, GCA provably matches the idealized Spectral Attention mechanism. We further show that the softmax operation, that follows the attention, provides additional denoising by approximately projecting noisy eigenvectors onto the clean eigenspace. Empirically, replacing linear attention with GCA consistently improves graph denoising and diffusion on synthetic and real datasets, with gains strongly correlated with spectral diversity. In DiGress, GCA matches standard graph-transformer performance without computing expensive structural features, and when combined with the recently proposed PEARL positional encodings, avoids explicit eigendecomposition computations resulting in faster inference without degrading quality. The code can be found here: github.com/shervinkhalafi/graph_conv_att
arXiv:2506.19565v4 Announce Type: replace Abstract: In infinite-horizon discrete-time linear-quadratic (LQ) dynamic games, computing feedback Nash equilibria (FNEs) remains computationally challenging. Motivated by this, we study a finite-horizon strategy for approximating one of the infinite-horizon FNEs. The finite-horizon strategy is as follows. Each player $i$ has an individual prediction horizon $T^i$. In the infinite-horizon game, at each stage, each player $i$ computes its control in the following way: player $i$ envisions an auxiliary $T^i$-stage game in which the same set of players play, computes the unique FNE of the auxiliary game using a standard method, and implements only the first-stage control. Our main result is, under suitable conditions, the total cost under these finite-horizon strategies converges to that under one of the infinite-horizon FNEs when all players' prediction horizons tend to infinity. Moreover, we derive an explicit cubic-polynomial upper bound on this cost gap with respect to the distance between the corresponding strategy matrices. This strategy is tractable and implementable, as it avoids the direct solution of the coupled algebraic Riccati equations (CARE) of infinite-horizon LQ games.
arXiv:2607.06101v1 Announce Type: new Abstract: AI coding agents are rapidly reshaping how software is built, with developers increasingly delegating substantial coding tasks to autonomous agents in pursuit of higher productivity. While these gains are real, they come at the cost of incidental learning. Developers historically acquired informal knowledge through effortful problem-solving, and this has long shaped how software engineering expertise develops. However, with over-reliance on agentic coding, unpracticed skills could atrophy silently over time. As this learning pathway is short-circuited, developers risk silently accruing Knowledge Debt, a developer-level analogue of Technical Debt, where changes the agent executes that the developer cannot fully understand accrue over time. In this paper, we argue that incidental learning will not re-emerge on its own and must be consciously designed back into developer-agent interactions, and propose six design principles to guide such systems. We then present "SHIELD", a multi-agent system grounded in the notion of "agents that teach", that operationalizes these principles by leveraging the AI coding agent's own reasoning to surface contextual, out-of-band learning moments without disrupting developer flow. Through this work, we envision a path toward learning-aware development environments where productivity and learning are complementary, not competing.
arXiv:2607.06103v1 Announce Type: new Abstract: Efficient decentralized resource allocation remains a fundamental challenge in NR-V2X sidelink communications, where conventional Semi-Persistent Scheduling (SPS) and Dynamic Scheduling (DS) suffer from persistent collisions and limited adaptability under dynamic and dense conditions. This paper proposes Repeated Contention Scheduling (RCS), a novel resource allocation algorithm based on multi-round, feedback-driven contention that eliminates long-term reservations and enables fully distributed operation. Simulations demonstrate that RCS outperforms SPS and DS in terms of success probability, collision and loss reduction, and timeliness metrics such as Packet Inter-Reception Delay and Age of Information, particularly under high load. The practical feasibility of the approach is validated through an SDR-based experimental testbed, which confirms robust operation under realistic hardware impairments and closely matches theoretical and simulation results. These findings establish RCS as a viable and scalable solution for resource allocation in 5G NR sidelink and a promising candidate for future 6G vehicular communication systems.
arXiv:2607.06565v1 Announce Type: new Abstract: Unified 3D foundation models aspire to generate 3D assets and reason about them in language within a single backbone, but their text-3D interaction remains largely implicit. Existing methods concatenate text and 3D tokens into a flat sequence and rely on self-attention, collapsing coarse structural cues and fine geometric details into one undifferentiated representation. We introduce ELSA3D, a unified 3D model that addresses this with elastic semantic anchoring, structuring language and geometric reasoning jointly along matched abstraction scales. ELSA3D represents geometry with a scale-aware octree tokenizer and introduces Anchor Tokens, sparse cross-modal units that select semantic cues, route them to the most relevant 3D scale, retrieve scale-specific geometric evidence, and write the fused signal back into the unified representation, keeping interaction sparse yet precise. A lightweight per-block router makes both computation and reasoning elastic, choosing which text tokens instantiate anchors at which geometric scale so that cross-modal capacity concentrates where alignment is most needed. ELSA3D achieves state-of-the-art performance across image-to-3D generation, text-to-3D generation, and 3D captioning, outperforming the strongest unified baseline while roughly halving FLOPs and inference latency relative to the non-elastic version of the same model.
arXiv:2606.08048v1 Announce Type: cross Abstract: Diffusion language models (DLMs) offer substantial speed advantages through parallel decoding, but the lack of token dependencies limits generation quality compared to autoregressive (AR) models. Recent progress attempts to bridge the gap via importance sampling, with DLM being the proposal and AR being the target. However, due to the huge gap between their distributions, the sampling requires a large number of particles and is thus expensive to compute. In this paper, we introduce PoE-Bridge, a novel decoding framework that drastically improves generation speed and accuracy by introducing an intermediate distribution to bridge the gap. The distribution is constructed as a Product-of-Experts (PoE) of the DLM proposal and the AR target. With the intermediate distribution, we first use the DLM to draft multiple continuations in parallel, then apply rejection sampling to verify the drafted tokens and move the resulting candidates toward the PoE. We then use importance sampling to further correct the PoE-aligned candidates toward the AR target. We further propose several improved techniques, including mixed-temperature sampling for enhanced diversity and elastic rejection windows for reducing wasted verification. Empirically, PoE-Bridge achieves significantly improved accuracy with $5\times$ speedup over the standard DLM decoding approach, and recovers at least 95% of the target AR model's performance, efficiently advancing most of the quality gap on challenging mathematical reasoning and coding tasks. Our code is available at https://github.com/juntongshi48/poe-bridge.
arXiv:2607.05705v1 Announce Type: new Abstract: Multi-agent motion prediction is essential for automated vehicles to understand the intentions of surrounding vehicles. However, previous prediction-based and anchor-based methods have limitations in mode diversity and prediction accuracy, respectively. These limitations may cause inadequate safety assessments and behavioral deviations in automated vehicles. To address this issue, a mode-world weighted regression loss is proposed to bridge the gap between these features. Specifically, this approach mitigates mode collapse while simultaneously improving world ranking and top-1 confidence. Furthermore, the proposed iterative decoder improves prediction accuracy by recurrently and segmentally generating trajectories. Experimental results show the proposed method ranks first in the Argoverse 2 multi-agent motion forecasting benchmark against other methods.
arXiv:2607.05709v1 Announce Type: new Abstract: Cognitive therapies have been shown to enhance the quality of life and well-being of people living with dementia (PwDs). However, their use remains limited due to a shortage of trained professionals and the significant time and training required of informal caregivers. To address this gap, we developed and deployed a social robot capable of autonomously delivering cognitive stimulation therapy (CST) in the home. Nine PwDs participated in a one-week ($7$ days) study that involved daily robot-led sessions. Participants engaged positively with the system, completing nearly half of the scheduled sessions, an adherence rate higher than typically observed in caregiver-led CST. Our findings also highlight the crucial role of family members, who often supported session initiation and occasionally joined the activities, enriching the interactions. This work demonstrates the feasibility and potential of socially assistive robots to deliver in-home cognitive therapy, offering a scalable approach to extend access to dementia care.
arXiv:2607.06334v1 Announce Type: new Abstract: We give a concise description and an improved analysis of the Random-Action-Removal algorithm for solving 2-player, 0-sum, turn-based, possibly infinite duration, stochastic or non-stochastic games played on graphs, or on finite sets of states. More generally, the algorithm can be used to find the sink of an Acyclic Unique Sink Orientation (AUSO) of a non-binary hypercube. The families of games that can be solved by the algorithm include discounted and non-discounted stochastic games (SGs) and Mean Payoff Games (MPGs). The obtained algorithm is the fastest known randomized algorithm for solving such games, slightly improving on a much more complicated algorithm of Hansen and Zwick (STOC 2015). The Random-Action-Removal algorithm is an adaptation of the Random-Facet algorithm used to solve linear programming (LP) problems, or, more generally, LP-type problems. Two dual variants of the Random-Facet algorithm were developed independently by Kalai (STOC 1992) and by Matou{\v{s}}ek, Sharir and Welzl (SoCG 1992). For LP problems, the algorithm of Kalai is a primal \emph{simplex} algorithm, while the algorithm of Matou{\v{s}}ek, Sharir and Welzl is a dual \emph{simplex} algorithm. The Random-Action-Removal algorithm for games or AUSOs is an adaptation of the dual algorithm of Matou{\v{s}}ek, Sharir and Welzl, and is a randomized \emph{strategy iteration} algorithm. Our improved analysis shows that the Random-Action-Removal algorithm solves games with~$n$ states and $m\ge 2n$ actions in $e^{O(\sqrt{n\ln(m/n)})}$ time. This improves on a previous $e^{O(\sqrt{n\ln(m/\sqrt n)})}$ bound for the algorithm that follows from the analysis of Matou{\v{s}}ek, Sharir and Welzl (SoCG 1992). An $e^{O(\sqrt{n\ln(m/n)})}$ bound, with worse constant factors, was previously obtained using a much more complicated algorithm for solving LP and LP-type problems of Hansen and Zwick (STOC 2015).