Abstract:Games and simulators make valuable benchmarks by turning decisions into measurable outcomes, but many current suites under-test rules-rich tactical reasoning: the ability to choose well when geometry, timing, resources, objectives, and rule interactions all matter at once. We introduce DungeonBench, a benchmark for tactical reasoning in Dungeons & Dragons combat, built to cover the vast majority of combat-relevant 2014 System Reference Document content whose effects can be resolved by the simulator while retaining mechanics that simplified combat simulators often abstract away. At each step, DungeonBench exposes a complete tactical observation, a pending decision, and an indexed list of executable options spanning movement, attacks, spells, reactions, objectives, preparation, and scarce resources. The task is to value legal choices whose consequences depend on action economy, creature traits, battlefield geometry, timing windows, and future encounters. DungeonBench has two tracks: Encounter, which evaluates local tactical play in single fights, and Day, which links encounters through persistent hit points, spell slots, consumables, preparation, and short-rest timing, forcing policies to trade off immediate tactical advantage against future survivability. The same engine-generated decision stream supports heuristic controllers, language-model policies, learned option rankers, and masked-action reinforcement-learning agents. We evaluate frontier language-model policies on this shared decision stream. Results show that full tactical observations do not saturate the benchmark: frontier policies often win direct encounters, but linked encounter days expose failures in resource budgeting, rest timing, and rule-aware tactical discipline.
Abstract:Diffusion and flow-based models learn powerful data priors by training a denoiser to reverse Gaussian corruption. To use this prior to solve a linear inverse problem, one needs to sample from the posterior, but the score that the prior provides is the unconditional score, not the posterior score. Existing methods either steer a fixed pretrained denoiser with approximate measurement-matching corrections, or train a conditional restoration model that abandons the denoising structure of the prior. We derive the exact posterior score in closed form for linear Gaussian inverse problems under general Gaussian interpolants, and show that posterior sampling reduces to a denoising problem at an operator-dependent shifted pivot under an anisotropic noise covariance. We turn this identity into Exact Posterior Score (EPS), a denoising training objective that preserves the input/output structure of standard pretraining and can therefore be trained from scratch or fine-tuned from a pretrained denoiser. At inference, EPS uses the same sampler as the underlying backbone, with no likelihood gradients or projections. We evaluate EPS on five linear inverse problems across FFHQ and ImageNet, where it outperforms training-free and training-based baselines on fidelity, perceptual, and distributional metrics, while using roughly an order of magnitude fewer denoiser evaluations than gradient-based posterior samplers.
Abstract:Long-rollout causal video diffusion has converged on a fixed-size sliding-window KV cache, with recent progress innovating within this layout by changing which tokens occupy the window or how their positions are encoded. The per-head KV layout itself, a dominant contributor to streaming memory and latency, has been mostly left unchanged. In this paper, we present the first study of Multi-Head Latent Attention (MLA) in video diffusion. VideoMLA replaces per-head keys and values with a shared low-rank content latent and a shared decoupled 3D-RoPE positional key, reducing per-token KV memory by 92.7% at every cached layer. We further investigate why MLA succeeds in video diffusion even though the spectral assumption often used to motivate it in language models does not hold: pretrained video attention is not low-rank, with 99%-energy effective rank far above any practical latent dimension. VideoMLA retains quality at compression ratios where direct spectral approximation would predict large reconstruction error. We show that the MLA bottleneck, rather than the pretrained spectrum, determines the effective rank: both spectral and random initialization occupy nearly the full rank budget from initialization, and training preserves this budget while adapting within it. On VBench, VideoMLA matches short-horizon streaming video diffusion baselines, achieves the best overall score at long horizons among evaluated methods, and improves throughput by 1.23x on a single B200.
Abstract:Latent flow matching for image generation usually transports Gaussian noise to variational autoencoder latents along linear paths. Both endpoints, however, concentrate in thin spherical shells, and a Euclidean chord leaves those shells even when preprocessing aligns their radii. By decomposing each latent token into radial and angular components, we show through component-swap probes that decoded perceptual and semantic content is carried predominantly by direction, with radius contributing much less. We therefore project data latents onto a fixed token radius, use the radial projection of Gaussian noise as the spherical prior, finetune the decoder with the encoder frozen, and replace linear interpolation with spherical linear interpolation. The resulting geodesic paths stay on the sphere at every timestep, and their velocity targets are purely angular by construction. Under matched training, the method consistently improves class-conditional ImageNet-256 FID across different image tokenizers, leaves the diffusion architecture unchanged, and requires no auxiliary encoder or representation-alignment objective.
Abstract:Speculative decoding accelerates LLM inference by drafting future tokens with a small model, but drafter models degrade sharply under template perturbation and long-context inputs. We identify a previously-unreported phenomenon we call \textbf{attention drift}: as the drafter generates successive tokens within a speculation chain, attention progressively moves from the prompt onto its own recently-generated tokens. We observe this across both \emph{EAGLE3} drafters and \emph{MTP heads}, suggesting drift is a property of drafter designs. We trace this to the un-normalized residual path between chain steps: the drafter's hidden state magnitude grows monotonically with chain depth, which exhibits dynamics consistent with additional pre-norm transformer layers stacked on the target rather than as a standalone autoregressive predictor. In order to limit the growth, we propose two architectural changes: Post-norm on the drafter hidden states and per-hidden-state RMSNorm after capturing target hidden states. Our interventions improve acceptance length over the current leading model, pre-norm EAGLE3, by up to $2\times$ under template perturbation, $1.18\times$ on long-context tasks, and $1.10\times$ on seven standard benchmarks spanning multi-turn chat, math, and coding. Our changes also allow shorter train-time-test depths to generalize over longer drafting sequences.




Abstract:Generative image synthesis with diffusion models has recently achieved excellent visual quality in several tasks such as text-based or class-conditional image synthesis. Much of this success is due to a dramatic increase in the computational capacity invested in training these models. This work presents an alternative approach: inspired by its successful application in natural language processing, we propose to complement the diffusion model with a retrieval-based approach and to introduce an explicit memory in the form of an external database. During training, our diffusion model is trained with similar visual features retrieved via CLIP and from the neighborhood of each training instance. By leveraging CLIP's joint image-text embedding space, our model achieves highly competitive performance on tasks for which it has not been explicitly trained, such as class-conditional or text-image synthesis, and can be conditioned on both text and image embeddings. Moreover, we can apply our approach to unconditional generation, where it achieves state-of-the-art performance. Our approach incurs low computational and memory overheads and is easy to implement. We discuss its relationship to concurrent work and will publish code and pretrained models soon.