


Abstract:In multi-agent tasks, the central challenge lies in the dynamic adaptation of strategies. However, directly conditioning on opponents' strategies is intractable in the prevalent deep reinforcement learning paradigm due to a fundamental ``representational bottleneck'': neural policies are opaque, high-dimensional parameter vectors that are incomprehensible to other agents. In this work, we propose a paradigm shift that bridges this gap by representing policies as human-interpretable source code and utilizing Large Language Models (LLMs) as approximate interpreters. This programmatic representation allows us to operationalize the game-theoretic concept of \textit{Program Equilibrium}. We reformulate the learning problem by utilizing LLMs to perform optimization directly in the space of programmatic policies. The LLM functions as a point-wise best-response operator that iteratively synthesizes and refines the ego agent's policy code to respond to the opponent's strategy. We formalize this process as \textit{Programmatic Iterated Best Response (PIBR)}, an algorithm where the policy code is optimized by textual gradients, using structured feedback derived from game utility and runtime unit tests. We demonstrate that this approach effectively solves several standard coordination matrix games and a cooperative Level-Based Foraging environment.
Abstract:Recent work has shown that directly fine-tuning large language models (LLMs) for dense retrieval yields strong performance, but their substantial parameter counts make them computationally inefficient. While prior studies have revealed significant layer redundancy in LLMs for generative tasks, it remains unclear whether similar redundancy exists when these models are adapted for retrieval tasks, which require encoding entire sequences into fixed representations rather than generating tokens iteratively. To this end, we conduct a comprehensive analysis of layer redundancy in LLM-based dense retrievers. We find that, in contrast to generative settings, MLP layers are substantially more prunable, while attention layers remain critical for semantic aggregation. Building on this insight, we propose EffiR, a framework for developing efficient retrievers that performs large-scale MLP compression through a coarse-to-fine strategy (coarse-grained depth reduction followed by fine-grained width reduction), combined with retrieval-specific fine-tuning. Across diverse BEIR datasets and LLM backbones, EffiR achieves substantial reductions in model size and inference cost while preserving the performance of full-size models.




Abstract:Object 6D pose estimation, a crucial task for robotics and augmented reality applications, becomes particularly challenging when dealing with novel objects whose 3D models are not readily available. To reduce dependency on 3D models, recent studies have explored one-reference-based pose estimation, which requires only a single reference view instead of a complete 3D model. However, existing methods that rely on real-valued coordinate regression suffer from limited global consistency due to the local nature of convolutional architectures and face challenges in symmetric or occluded scenarios owing to a lack of uncertainty modeling. We present CoordAR, a novel autoregressive framework for one-reference 6D pose estimation of unseen objects. CoordAR formulates 3D-3D correspondences between the reference and query views as a map of discrete tokens, which is obtained in an autoregressive and probabilistic manner. To enable accurate correspondence regression, CoordAR introduces 1) a novel coordinate map tokenization that enables probabilistic prediction over discretized 3D space; 2) a modality-decoupled encoding strategy that separately encodes RGB appearance and coordinate cues; and 3) an autoregressive transformer decoder conditioned on both position-aligned query features and the partially generated token sequence. With these novel mechanisms, CoordAR significantly outperforms existing methods on multiple benchmarks and demonstrates strong robustness to symmetry, occlusion, and other challenges in real-world tests.
Abstract:Talking Face Generation (TFG) aims to produce realistic and dynamic talking portraits, with broad applications in fields such as digital education, film and television production, e-commerce live streaming, and other related areas. Currently, TFG methods based on Neural Radiated Field (NeRF) or 3D Gaussian sputtering (3DGS) are received widespread attention. They learn and store personalized features from reference videos of each target individual to generate realistic speaking videos. To ensure models can capture sufficient 3D information and successfully learns the lip-audio mapping, previous studies usually require meticulous processing and fitting several minutes of reference video, which always takes hours. The computational burden of processing and fitting long reference videos severely limits the practical application value of these methods.However, is it really necessary to fit such minutes of reference video? Our exploratory case studies show that using some informative reference video segments of just a few seconds can achieve performance comparable to or even better than the full reference video. This indicates that video informative quality is much more important than its length. Inspired by this observation, we propose the ISExplore (short for Informative Segment Explore), a simple-yet-effective segment selection strategy that automatically identifies the informative 5-second reference video segment based on three key data quality dimensions: audio feature diversity, lip movement amplitude, and number of camera views. Extensive experiments demonstrate that our approach increases data processing and training speed by more than 5x for NeRF and 3DGS methods, while maintaining high-fidelity output. Project resources are available at xx.
Abstract:Recent advances in depth-recurrent language models show that recurrence can decouple train-time compute and parameter count from test-time compute. In this work, we study how to convert existing pretrained non-recurrent language models into depth-recurrent models. We find that using a curriculum of recurrences to increase the effective depth of the model over the course of training preserves performance while reducing total computational cost. In our experiments, on mathematics, we observe that converting pretrained models to recurrent ones results in better performance at a given compute budget than simply post-training the original non-recurrent language model.
Abstract:3D Gaussian Splatting (3DGS) is an increasingly popular novel view synthesis approach due to its fast rendering time, and high-quality output. However, scaling 3DGS to large (or intricate) scenes is challenging due to its large memory requirement, which exceed most GPU's memory capacity. In this paper, we describe CLM, a system that allows 3DGS to render large scenes using a single consumer-grade GPU, e.g., RTX4090. It does so by offloading Gaussians to CPU memory, and loading them into GPU memory only when necessary. To reduce performance and communication overheads, CLM uses a novel offloading strategy that exploits observations about 3DGS's memory access pattern for pipelining, and thus overlap GPU-to-CPU communication, GPU computation and CPU computation. Furthermore, we also exploit observation about the access pattern to reduce communication volume. Our evaluation shows that the resulting implementation can render a large scene that requires 100 million Gaussians on a single RTX4090 and achieve state-of-the-art reconstruction quality.
Abstract:Computer-use agents (CUAs) hold promise for automating everyday digital tasks, but their unreliability and high variance hinder their application to long-horizon, complex tasks. We introduce Behavior Best-of-N (bBoN), a method that scales over agents by generating multiple rollouts and selecting among them using behavior narratives that describe the agents' rollouts. It enables both wide exploration and principled trajectory selection, substantially improving robustness and success rates. On OSWorld, our bBoN scaling method establishes a new state of the art (SoTA) at 69.9%, significantly outperforming prior methods and approaching human-level performance at 72%, with comprehensive ablations validating key design choices. We further demonstrate strong generalization results to different operating systems on WindowsAgentArena and AndroidWorld. Crucially, our results highlight the unreasonable effectiveness of scaling CUAs, when you do it right: effective scaling requires structured trajectory understanding and selection, and bBoN provides a practical framework to achieve this.
Abstract:Transformer architectures have achieved remarkable success in various domains. While efficient alternatives to Softmax Attention have been widely studied, the search for more expressive mechanisms grounded in theoretical insight-even at greater computational cost-has been relatively underexplored. In this work, we bridge this gap by proposing Local Linear Attention (LLA), a novel attention mechanism derived from nonparametric statistics through the lens of test-time regression. First, we show that LLA offers theoretical advantages over Linear and Softmax Attention for associative memory via a bias-variance trade-off analysis. Next, we address its computational challenges and propose two memory-efficient primitives to tackle the $\Theta(n^2 d)$ and $\Theta(n d^2)$ complexity. We then introduce FlashLLA, a hardware-efficient, blockwise algorithm that enables scalable and parallel computation on modern accelerators. In addition, we implement and profile a customized inference kernel that significantly reduces memory overheads. Finally, we empirically validate the advantages and limitations of LLA on test-time regression, in-context regression, associative recall and state tracking tasks. Experiment results demonstrate that LLA effectively adapts to non-stationarity, outperforming strong baselines in test-time training and in-context learning, and exhibiting promising evidence for its scalability and applicability in large-scale models. Code is available at https://github.com/Yifei-Zuo/Flash-LLA.
Abstract:High temporal resolution is essential for capturing fine-grained details in video understanding. However, current video large language models (VLLMs) and benchmarks mostly rely on low-frame-rate sampling, such as uniform sampling or keyframe selection, discarding dense temporal information. This compromise avoids the high cost of tokenizing every frame, which otherwise leads to redundant computation and linear token growth as video length increases. While this trade-off works for slowly changing content, it fails for tasks like lecture comprehension, where information appears in nearly every frame and requires precise temporal alignment. To address this gap, we introduce Dense Video Understanding (DVU), which enables high-FPS video comprehension by reducing both tokenization time and token overhead. Existing benchmarks are also limited, as their QA pairs focus on coarse content changes. We therefore propose DIVE (Dense Information Video Evaluation), the first benchmark designed for dense temporal reasoning. To make DVU practical, we present Gated Residual Tokenization (GRT), a two-stage framework: (1) Motion-Compensated Inter-Gated Tokenization uses pixel-level motion estimation to skip static regions during tokenization, achieving sub-linear growth in token count and compute. (2) Semantic-Scene Intra-Tokenization Merging fuses tokens across static regions within a scene, further reducing redundancy while preserving dynamic semantics. Experiments on DIVE show that GRT outperforms larger VLLM baselines and scales positively with FPS. These results highlight the importance of dense temporal information and demonstrate that GRT enables efficient, scalable high-FPS video understanding.
Abstract:We introduce DeepFleet, a suite of foundation models designed to support coordination and planning for large-scale mobile robot fleets. These models are trained on fleet movement data, including robot positions, goals, and interactions, from hundreds of thousands of robots in Amazon warehouses worldwide. DeepFleet consists of four architectures that each embody a distinct inductive bias and collectively explore key points in the design space for multi-agent foundation models: the robot-centric (RC) model is an autoregressive decision transformer operating on neighborhoods of individual robots; the robot-floor (RF) model uses a transformer with cross-attention between robots and the warehouse floor; the image-floor (IF) model applies convolutional encoding to a multi-channel image representation of the full fleet; and the graph-floor (GF) model combines temporal attention with graph neural networks for spatial relationships. In this paper, we describe these models and present our evaluation of the impact of these design choices on prediction task performance. We find that the robot-centric and graph-floor models, which both use asynchronous robot state updates and incorporate the localized structure of robot interactions, show the most promise. We also present experiments that show that these two models can make effective use of larger warehouses operation datasets as the models are scaled up.