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Latest paper indexedSeptember 22Updated continuously from arXiv
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Diffusion Large Language Models (dLLMs) have recently emerged as a promising alternative to autoregressive LLMs by enabling non-autoregressive text generation. However, their practical deployment remains limited by inefficient inference, largely due to the absence of effective Key-Value (KV) caching and scalable parallel decoding mechanisms. Existing acceleration methods typically study KV caching and parallel decoding in isolation, overlooking the I/O bottlenecks that arise when cache reuse and parallel token verification are jointly applied. In this work, we introduce , a training-free inference acceleration framework for fast and memory-efficient dLLMs. Flash-dLLM first identifies GPU memory I/O as a dominant bottleneck in KV-cache-enabled dLLM inference and addresses it with an I/O-aware fused KV-cache kernel that reduces redundant memory movement. Building on this optimized cache mechanism, Flash-dLLM further proposes an efficient KV-cache-driven draft-and-verify decoding strategy, where the dLLM itself serves as both drafter and verifier without requiring an auxiliary model. This unified design enables faster decoding while preserving generation quality and improving scalability to longer sequences and larger batch size. Extensive experiments on mathematical reasoning and code-generation benchmarks demonstrate that Flash-dLLM consistently outperforms existing state-of-the-art dLLM acceleration methods in both inference speed and memory efficiency. In particular, it achieves and speedups over prior strongest baseline Elastic-Cache on GSM8K and HumanEval, respectively.
φ-RIE: From Photorealistic Reconstruction to Interactive Environments
3D Gaussian Splatting (3DGS) can reconstruct a captured scene photorealistically, but the resulting representation does not by itself support physical interaction. Robot simulation instead requires object-level change, \textit{i.e.}, objects must move independently, make contact, and reveal previously occluded surroundings. This gap arises because object appearance may remain entangled with the background, while hidden object geometry and occluded background content may be unobserved. To address this challenge, we present φ-RIE, a Gaussian-native pipeline that converts selected objects into movable simulator assets while preserving the remaining reconstruction. Our key observation is that asset construction and source removal should be coupled, \textit{i.e.}, one object identity should define the movable asset and the scene content to remove and complete. Accordingly, Scene Observation supplies shared evidence to Coupled Scene Construction, which creates registered assets and completed background Gaussians for simulator-driven rendering in an Interactive Environment. This coupling preserves unedited Gaussians while aligning visual and physical state. On 50 ScanNet++ scenes, evidence-based selection and registration retry increase matched F1 at 20,mm from 0.336 to 0.383 at fixed retention. Further tests demonstrate asset executability, manipulation gains over a single-generator baseline, and the visual cost of conversion. Together, these results demonstrate that \name\ enables interactive scene conversion.
DreamStream: Towards Policy-Oriented Generative Simulation for End-to-End Driving
Faithfully evaluating end-to-end driving policies in simulation requires observations that are not merely photo-realistic, but preserve the scene features a policy relies on to make decisions. Existing platforms, however, exhibit a sim-to-real visual gap that corrupts policy perception, undermining their ability to assess a policy's closed-loop decision-making. To this end, we propose DreamStream, a generative, closed-loop simulator that achieves policy-oriented fidelity using a simulator-grounded autoregressive video model. Our video model is distilled from a large pretrained video model via traffic layout guidance, varying visual appearance while preserving policy-relevant features such as scenario layout and the temporal consistency of dynamic objects. We further observe that perceptual metrics like FID misrank how well these features are preserved. To tackle this, we introduce FD, a new multi-representation metric that measures the sim-to-real gap as the Fréchet distance over scene-context features from public E2E policies. Under FD, DreamStream improves over the strongest prior closed-loop simulator by on nuScenes and on NAVSIM, and induces the least perturbation to policy's perceptual observability. Based on DreamStream, we construct Navhard-CL benchmark, which turns non-reactive real-world benchmark NAVSIM into interactive testing environments with adversarial driving behaviors and weather variations. This benchmark exposes many failure modes of driving policies, such as scorer bias and lack of recovery behaviors, that prior closed-loop benchmarks overlook. Code and data are available at https://github.com/VAIL-UCLA/DreamStream.
A Decentralized Partially Observable Team Decision Methodology with Delayed Information Sharing
We study decentralized partially observable team decision problems with low-rank latent dynamics and unknown system models. The proposed framework combines team-theoretic equivalence with low-rank model representations to address cooperative decision-making in partially observable Markov decision processes without prior knowledge of the transition model. Each team member makes decisions based on local private information and delayed common information shared across the team. Using only this available information, each member learns an approximate low-rank Markov decision process and applies least-squares value iteration to compute its policy. This yields a fully decentralized learning and planning algorithm that requires neither a centralized coordinator nor centralized training. We show that the resulting member-side solutions approximate the centralized team solution: despite partial observability, unknown dynamics, and delayed common information, each member recovers the corresponding component of an approximate team-optimal policy. We further establish finite-sample performance guarantees and derive a corresponding sample-complexity bound for the proposed algorithm.
Agensh: Scaling Organizational Intelligence to 1,024 Agents
A multi-agent system can reduce latency on complex tasks by executing work concurrently. Several pioneering harness frameworks support multi-agent systems. However, the scalability of current multi-agent harnesses is often constrained by a central orchestrator's capacity to allocate tasks and coordinate workers. To address this limitation, we introduce Agensh, a scalable self-organized multi-agent harness without a central orchestrator: concurrent workers execute a multi-agent cooperation loop, continuously gathering context, claiming and self-assigning sub-tasks, taking action and sharing findings, verifying results, and merging progress in an asynchronous manner. The loop is supported by the agentic organization infrastructure comprising three components: a shared workspace holds proposed, ongoing, and completed work; a message interface lets workers communicate; and shared context retains reusable findings and work intentions. To test the scalability of Agensh, we evaluate it on the five hardest ProgramBench tasks with GPT-5.6-sol (high). Scaling from 1 to 128 agents raises the mean final test-pass rate from 19.31% to 28.78%, an approximately 49% relative improvement. Larger organizations reach comparable test-pass rates earlier. On pandoc, scaling from 1 to 1,024 agents raises the final test-pass rate from 33.89% to 55.06%. Worker trajectories further show that different forms of self-organized cooperation gradually emerges and standardizes as the organization grows. These results reveal the number of agents as a new scaling dimension for multi-agent organizations to expand the frontier of general intelligence, offering a practical solution for complex tasks under hard latency constraints or time budgets.
SpeakerMem-R1: Speaker-Centered Dual-Track Memory for Multi-Party Dialogue
Long-term conversational memory in multi-party settings requires more than retrieving relevant content from long-term conversations: it must distinguish who said what, whom each statement concerns, how individuals perceive one another, what information is shared by the group, and how states change over time. Recent studies on multi-party dialogue benchmarks show that existing general-purpose LLM memory systems tend to lose person and group relations or struggle to integrate clues distributed across members, groups, and time. Together, these issues reveal two core bottlenecks: message attribution and relational understanding in multi-party dialogue, and state reconstruction from interleaved histories. To address both, we propose : its dual-track memory stores speaker-labeled verbatim messages and derived states organized into person-level and group-level views, then combines evidence from both tracks by entity, event, and time at query time. To reduce attribution and update errors during structured memory construction while enabling local deployment, we train Writer-R1 with SpeakerLevenshtein and speaker-conditioned GRPO. On GroupMemBench, SocialMemBench, and EverMemBench, SpeakerMem-R1 achieves binary accuracies of 47.9%, 69.2%, and 61.9%, respectively. On the publicly reported EverMemBench leaderboard from EverMind-AI, we achieves 62.33%, the best reported result among the latest state-of-the-art frameworks. It also achieves 70.85% on all 1,986 LoCoMo questions, which we use as a two-person long-term conversation boundary test. In a controlled evaluation of 305 questions, RL raises the SFT Writer's mean accuracy from 57.38% to 68.20%. We report both binary accuracy and token-F1, and ablations show that the verbatim and structured tracks, as well as person-level and group-level views, are complementary under the standardized evaluation interface.
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