Abstract:Multi-view multi-person 3D pose estimation in team sports scenarios remains challenging due to player occlusions, appearance similarity caused by team uniforms, and the scarcity of annotated multi-view data, all of which limit the effectiveness and generalization capability of learning-based methods. In contrast, the performance of training-free approaches is inherently constrained by the accuracy of 2D keypoint detection and the robustness of cross-view association. To address these challenges, we propose Mesh-Aware Epipolar Matching (MAEM), a training-free framework for multi-view multi-person 3D pose estimation. Our method employs a monocular 3D human mesh recovery model as the frontend and introduces a two-stage epipolar matching strategy based on the recovered mesh outputs. Specifically, the proposed framework combines disjoint-set-union-based clustering with per-joint triangulation to achieve robust cross-view association and accurate 3D pose reconstruction. Experiments on two public multi-view basketball datasets demonstrate that MAEM consistently outperforms existing training-free association baselines while achieving competitive RGB-only performance in both indoor and outdoor basketball scenarios. MAEM achieves MPJPE/PA-MPJPE scores of 59.8/40.7 mm on SportCenter EPFL and 74.0/51.8 mm on Human-M3 Basketball, highlighting the effectiveness of dense mesh geometry for cross-view association without requiring target-domain training or fine-tuning.
Abstract:Text-to-image diffusion models generate images through an iterative denoising process, so internal neural layers produce trajectories of activations rather than single static representations. Sparse autoencoders (SAEs) have recently been used to decompose diffusion activations into interpretable feature directions, but most approaches analyze activations at individual timesteps or condition on time rather than learning directly from full activation trajectories. In this work, we introduce residualized temporal SAEs for diffusion activation trajectories. We collect activations across denoising time, fit linear predictors between neighboring timesteps, and represent each trajectory using an initial activation together with residual components not explained by these linear dynamics. Training an SAE on this residualized representation encourages sparse latents to capture structure beyond what is linearly predictable. The residualized decoder directions can be mapped back into activation space, allowing each latent to be analyzed as a feature trajectory over denoising time. Through reconstruction and ablation studies, spatiotemporal feature analysis, and qualitative steering experiments on Stable Diffusion~1.5, we show that residualized temporal SAEs provide a useful framework for studying temporally structured diffusion activations.
Abstract:Sparse autoencoders are usually trained one layer at a time, even though transformer residual stream activations are strongly coupled across depth. This creates a practical problem for multi-layer interventions: different layerwise dictionaries can spend capacity representing the same carried-forward information, and replacing several layers at once can produce interactions that are not predicted by single-layer behavior. We introduce Residualized Sparse Autoencoders (ReSAEs), which fit an affine map between selected layers and train each later-layer SAE on the unexplained residual rather than on the full activation. Reconstructions are mapped back into the original activation space through the fitted affine chain, so ReSAEs can be evaluated with the same intervention protocols as ordinary SAEs. On Pythia-1.4B and Gemma-2-9B, residualization reduces decoder redundancy and improves sparse probing and targeted perturbation in most tested settings. Despite reconstructing less of the raw activation variance, ReSAEs recover more transformer cross entropy under multi-layer replacement. This gain is clearest under teacher-forcing and at sufficient sparsity online, indicating that ReSAEs preserve the components of the activation most relevant to the model's downstream computation. These results suggest that removing linearly predictable cross-layer structure is a useful default for multi-layer SAE interventions.
Abstract:Federated reinforcement learning enables decentralized agents to collaboratively improve policies or value estimates without exchanging raw trajectories. However, FedAvg-style parameter averaging is not function-space consistent: when clients use heterogeneous encoders or even identical nonlinear networks, averaged parameters need not correspond to the weighted average of client value functions in any common function space. We propose FedQHD, a federated Q-learning method using hyperdimensional (random-feature) state encoders with a linear readout, so that Q-functions are nonlinear in state yet linear in trainable parameters. This linear structure enables closed-form aggregation. With a shared encoder, the function-space consensus update coincides exactly with weighted averaging of local readout matrices. With heterogeneous encoders, the server constructs a global teacher by averaging client Q-values on a shared anchor-state set, and each client compiles this teacher into its local representation via a single ridge projection. We formalize the federation gap -- the error incurred when compiling a federated teacher into a heterogeneous client representation -- relative to a client-specific oracle projection. We show that this gap decomposes into subspace misalignment, anchor-set conditioning, and regularization bias. We further identify the anchor-to-dimension ratio $m \geq D_i$ as the well-conditioned regime in which the gap reduces to a multiple of the encoder heterogeneity floor. On four continuous-state, discrete-action control benchmarks, FedQHD matches or outperforms FedAvg-style baselines and distillation-based alternatives while requiring substantially less computation, and the empirical dependence of the federation gap on encoder dimension matches our theoretical analysis.
Abstract:A key challenge in artificial intelligence and neuroscience is understanding how neural systems learn representations that capture the underlying dynamics of the world. Most world models represent the transition function with unstructured neural networks, limiting interpretability, sample efficiency, and generalization to unseen states or action compositions. We address these issues with a generalizable world model grounded in Vector Symbolic Architecture (VSA) principles as geometric priors. Our approach utilizes learnable Fourier Holographic Reduced Representation (FHRR) encoders to map states and actions into a high dimensional complex vector space with learned group structure and models transitions with element-wise complex multiplication. We formalize the framework's group theoretic foundation and show how training such structured representations to be approximately invariant enables strong multi-step composition directly in latent space and generalization performances over various experiments. On a discrete grid world environment, our model achieves 87.5% zero shot accuracy to unseen state-action pairs, obtains 53.6% higher accuracy on 20-timestep horizon rollouts, and demonstrates 4x higher robustness to noise relative to an MLP baseline. These results highlight how training to have latent group structure yields generalizable, data-efficient, and interpretable world models, providing a principled pathway toward structured models for real-world planning and reasoning.
Abstract:Many visual scenes can be described as compositions of latent factors. Effective recognition, reasoning, and editing often require not only forming such compositional representations, but also solving the decomposition problem. One popular choice for constructing these representations is through the binding operation. Resonator networks, which can be understood as coupled Hopfield networks, were proposed as a way to perform decomposition on such bound representations. Recent works have shown notable similarities between Hopfield networks and diffusion models. Motivated by these observations, we introduce a framework for semantic decomposition using coupled inference in diffusion models. Our method frames semantic decomposition as an inverse problem and couples the diffusion processes using a reconstruction-driven guidance term that encourages the composition of factor estimates to match the bound vector. We also introduce a novel iterative sampling scheme that improves the performance of our model. Finally, we show that attention-based resonator networks are a special case of our framework. Empirically, we demonstrate that our coupled inference framework outperforms resonator networks across a range of synthetic semantic decomposition tasks.
Abstract:Recent advances in large language models (LLMs) have enabled strong reasoning over both structured and unstructured knowledge. When grounded on knowledge graphs (KGs), however, prevailing pipelines rely on heavy neural encoders to embed and score symbolic paths or on repeated LLM calls to rank candidates, leading to high latency, GPU cost, and opaque decisions that hinder faithful, scalable deployment. We propose PathHD, a lightweight and encoder-free KG reasoning framework that replaces neural path scoring with hyperdimensional computing (HDC) and uses only a single LLM call per query. PathHD encodes relation paths into block-diagonal GHRR hypervectors, ranks candidates with blockwise cosine similarity and Top-K pruning, and then performs a one-shot LLM adjudication to produce the final answer together with cited supporting paths. Technically, PathHD is built on three ingredients: (i) an order-aware, non-commutative binding operator for path composition, (ii) a calibrated similarity for robust hypervector-based retrieval, and (iii) a one-shot adjudication step that preserves interpretability while eliminating per-path LLM scoring. On WebQSP, CWQ, and the GrailQA split, PathHD (i) attains comparable or better Hits@1 than strong neural baselines while using one LLM call per query; (ii) reduces end-to-end latency by $40-60\%$ and GPU memory by $3-5\times$ thanks to encoder-free retrieval; and (iii) delivers faithful, path-grounded rationales that improve error diagnosis and controllability. These results indicate that carefully designed HDC representations provide a practical substrate for efficient KG-LLM reasoning, offering a favorable accuracy-efficiency-interpretability trade-off.
Abstract:The SoccerNet 2025 Challenges mark the fifth annual edition of the SoccerNet open benchmarking effort, dedicated to advancing computer vision research in football video understanding. This year's challenges span four vision-based tasks: (1) Team Ball Action Spotting, focused on detecting ball-related actions in football broadcasts and assigning actions to teams; (2) Monocular Depth Estimation, targeting the recovery of scene geometry from single-camera broadcast clips through relative depth estimation for each pixel; (3) Multi-View Foul Recognition, requiring the analysis of multiple synchronized camera views to classify fouls and their severity; and (4) Game State Reconstruction, aimed at localizing and identifying all players from a broadcast video to reconstruct the game state on a 2D top-view of the field. Across all tasks, participants were provided with large-scale annotated datasets, unified evaluation protocols, and strong baselines as starting points. This report presents the results of each challenge, highlights the top-performing solutions, and provides insights into the progress made by the community. The SoccerNet Challenges continue to serve as a driving force for reproducible, open research at the intersection of computer vision, artificial intelligence, and sports. Detailed information about the tasks, challenges, and leaderboards can be found at https://www.soccer-net.org, with baselines and development kits available at https://github.com/SoccerNet.
Abstract:Recent transformer based approaches have demonstrated impressive performance in solving real-world 3D human pose estimation problems. Albeit these approaches achieve fruitful results on benchmark datasets, they tend to fall short of sports scenarios where human movements are more complicated than daily life actions, as being hindered by motion blur, occlusions, and domain shifts. Moreover, due to the fact that critical motions in a sports game often finish in moments of time (e.g., shooting), the ability to focus on momentary actions is becoming a crucial factor in sports analysis, where current methods appear to struggle with instantaneous scenarios. To overcome these limitations, we introduce KASportsFormer, a novel transformer based 3D pose estimation framework for sports that incorporates a kinematic anatomy-informed feature representation and integration module. In which the inherent kinematic motion information is extracted with the Bone Extractor (BoneExt) and Limb Fuser (LimbFus) modules and encoded in a multimodal manner. This improved the capability of comprehending sports poses in short videos. We evaluate our method through two representative sports scene datasets: SportsPose and WorldPose. Experimental results show that our proposed method achieves state-of-the-art results with MPJPE errors of 58.0mm and 34.3mm, respectively. Our code and models are available at: https://github.com/jw0r1n/KASportsFormer
Abstract:Human pose estimation is a critical task in computer vision and sports biomechanics, with applications spanning sports science, rehabilitation, and biomechanical research. While significant progress has been made in monocular 3D pose estimation, current datasets often fail to capture the complex, high-acceleration movements typical of competitive sports. In this work, we introduce AthletePose3D, a novel dataset designed to address this gap. AthletePose3D includes 12 types of sports motions across various disciplines, with approximately 1.3 million frames and 165 thousand individual postures, specifically capturing high-speed, high-acceleration athletic movements. We evaluate state-of-the-art (SOTA) monocular 2D and 3D pose estimation models on the dataset, revealing that models trained on conventional datasets perform poorly on athletic motions. However, fine-tuning these models on AthletePose3D notably reduces the SOTA model mean per joint position error (MPJPE) from 214mm to 65mm-a reduction of over 69%. We also validate the kinematic accuracy of monocular pose estimations through waveform analysis, highlighting strong correlations in joint angle estimations but limitations in velocity estimation. Our work provides a comprehensive evaluation of monocular pose estimation models in the context of sports, contributing valuable insights for advancing monocular pose estimation techniques in high-performance sports environments. The dataset, code, and model checkpoints are available at: https://github.com/calvinyeungck/AthletePose3D