Abstract:Instance Goal Navigation (IGN) requires an embodied agent to find a specific object instance among distractors from an under-specified natural-language description. Such ambiguity often cannot be resolved from perception and language alone, making interaction with an oracle a natural mechanism for disambiguation. Prior interactive methods allow oracle queries but treat lightweight clarification and route-level guidance alike, letting agents boost success rate through repeated high-information questions rather than by resolving the underlying ambiguity efficiently. We recast interactive IGN as a cost-sensitive uncertainty-reduction problem, where the agent should ask the question whose answer provides the largest reduction in navigation uncertainty relative to its penalty. To this end, we apply an information-gain analysis on existing navigation corpora to identify which cues reduce navigation uncertainty, yielding a compact set of question types and data-derived weights. However, existing interactive navigation benchmarks do not model the cost of different question types or evaluate how efficiently agents use interaction, making them unsuitable for studying cost-sensitive interaction. Based on this taxonomy, we construct a benchmark for diagnosing interaction behavior and efficiency, together with a Weighted Success Rate metric that penalizes each query by its derived cost. We further propose a zero-shot MLLM navigator that selectively queries at each decision step only when the expected uncertainty reduction justifies the interaction cost.
Abstract:World models and multimodal large language models (MLLMs) provide complementary capabilities for predicting future outcomes from static visual observations. World models can generate concrete visual rollouts of possible futures, while MLLMs can reason abstractly over questions, goals, and rules. However, generated rollouts are stochastic and may be visually plausible but task-incorrect, making it necessary to determine when visual simulation is useful, whether a rollout is credible, and how it should influence the final answer. We formulate this problem as controlled concrete reasoning, where a model learns to invoke, verify, and integrate visual future simulation alongside abstract reasoning. To study this setting, we construct two human-verified benchmarks, VRQABench for controllable spatial lookahead and OpenWorldQA for open-domain physical prediction, and propose Privileged-Future On-Policy Self-Distillation (PF-OPSD). During training, PF-OPSD uses ground-truth future videos and answers only as teacher-side privileged context to evaluate on-policy concrete-reasoning trajectories, while the deployable student never observes true futures at test time. Experimental results show that PF-OPSD outperforms baseline by 10.6% and 10.9% on VRQABench and OpenWorldQA, respectively, while increasing robustness to noisy or conflicting rollouts. Our code and dataset are available at https://github.com/yczhou001/PF-OPSD.
Abstract:Recently, video language models (VLMs) have been applied in various fields. However, the visual token sequence of the VLM is too long, which may cause intolerant inference latency and GPU memory usage. Existing methods propose mixed-precision quantization to the key-value (KV) cache in VLMs based on token granularity, which is time-consuming in the search process and hardware inefficient during computation. This paper introduces a novel approach called WindowQuant, which employs window-adaptive mixed-precision quantization to optimize the KV cache. WindowQuant consists of two modules: window-level quantization search and window-level KV cache computation. Window-level quantization search quickly determines the optimal bit-width configuration of the KV cache windows based on the similarity scores between the corresponding visual token windows and the text prompt, maintaining the model accuracy. Furthermore, window-level KV cache computation reorders the KV cache windows before quantization, avoiding the hardware inefficiency caused by mixed-precision quantization in inference computation. Extensive experiments demonstrate that WindowQuant outperforms state-of-the-art VLM models and KV cache quantization methods on various datasets.
Abstract:Crafting adversarial examples can be formulated as an optimization problem. While sign-based optimizers such as I-FGSM and MI-FGSM have become the de facto standard for the induced optimization problems, there still exist several unsolved problems in theoretical grounding and practical reliability especially in non-convergence and instability, which inevitably influences their transferability. Contrary to the expectation, we observe that the attack success rate may degrade sharply when more number of iterations are conducted. In this paper, we address these issues from an optimization perspective. By reformulating the sign-based optimizer as a specific coordinate-wise gradient descent, we argue that one cause for non-convergence and instability is their non-decaying step-size scheduling. Based upon this viewpoint, we propose a series of new attack algorithms that enforce Monotonically Decreasing Coordinate-wise Step-sizes (MDCS) within sign-based optimizers. Typically, we further provide theoretical guarantees proving that MDCS-MI attains an optimal convergence rate of $O(1/\sqrt{T})$, where $T$ is the number of iterations. Extensive experiments on image classification and cross-modal retrieval tasks demonstrate that our approach not only significantly improves transferability but also enhances attack stability compared to state-of-the-art sign-based methods.
Abstract:Streaming video question answering (Streaming Video QA) poses distinct challenges for multimodal large language models (MLLMs), as video frames arrive sequentially and user queries can be issued at arbitrary time points. Existing solutions relying on fixed-size memory or naive compression often suffer from context loss or memory overflow, limiting their effectiveness in long-form, real-time scenarios. We present Vista, a novel framework for scene-aware streaming video QA that enables efficient and scalable reasoning over continuous video streams. The innovation of Vista can be summarized in three aspects: (1) scene-aware segmentation, where Vista dynamically clusters incoming frames into temporally and visually coherent scene units; (2) scene-aware compression, where each scene is compressed into a compact token representation and stored in GPU memory for efficient index-based retrieval, while full-resolution frames are offloaded to CPU memory; and (3) scene-aware recall, where relevant scenes are selectively recalled and reintegrated into the model input upon receiving a query, enabling both efficiency and completeness. Vista is model-agnostic and integrates seamlessly with a variety of vision-language backbones, enabling long-context reasoning without compromising latency or memory efficiency. Extensive experiments on StreamingBench demonstrate that Vista achieves state-of-the-art performance, establishing a strong baseline for real-world streaming video understanding.
Abstract:Vision-Language Models (VLMs) face significant computational challenges in video processing due to massive data redundancy, which creates prohibitively long token sequences. To address this, we introduce Triage, a training-free, plug-and-play framework that reframes video reasoning as a resource allocation problem via hierarchical visual budgeting. Its first stage, Frame-Level Budgeting, identifies keyframes by evaluating their visual dynamics and relevance, generating a strategic prior based on their importance scores. Guided by this prior, the second stage, Token-Level Budgeting, allocates tokens in two phases: it first secures high-relevance Core Tokens, followed by diverse Context Tokens selected with an efficient batched Maximal Marginal Relevance (MMR) algorithm. Extensive experiments demonstrate that Triage improves inference speed and reduces memory footprint, while maintaining or surpassing the performance of baselines and other methods on various video reasoning benchmarks.
Abstract:Issue resolution, a complex Software Engineering (SWE) task integral to real-world development, has emerged as a compelling challenge for artificial intelligence. The establishment of benchmarks like SWE-bench revealed this task as profoundly difficult for large language models, thereby significantly accelerating the evolution of autonomous coding agents. This paper presents a systematic survey of this emerging domain. We begin by examining data construction pipelines, covering automated collection and synthesis approaches. We then provide a comprehensive analysis of methodologies, spanning training-free frameworks with their modular components to training-based techniques, including supervised fine-tuning and reinforcement learning. Subsequently, we discuss critical analyses of data quality and agent behavior, alongside practical applications. Finally, we identify key challenges and outline promising directions for future research. An open-source repository is maintained at https://github.com/DeepSoftwareAnalytics/Awesome-Issue-Resolution to serve as a dynamic resource in this field.
Abstract:Generating adversarial examples (AEs) can be formulated as an optimization problem. Among various optimization-based attacks, the gradient-based PGD and the momentum-based MI-FGSM have garnered considerable interest. However, all these attacks use the sign function to scale their perturbations, which raises several theoretical concerns from the point of view of optimization. In this paper, we first reveal that PGD is actually a specific reformulation of the projected gradient method using only the current gradient to determine its step-size. Further, we show that when we utilize a conventional adaptive matrix with the accumulated gradients to scale the perturbation, PGD becomes AdaGrad. Motivated by this analysis, we present a novel momentum-based attack AdaMI, in which the perturbation is optimized with an interesting momentum-based adaptive matrix. AdaMI is proved to attain optimal convergence for convex problems, indicating that it addresses the non-convergence issue of MI-FGSM, thereby ensuring stability of the optimization process. The experiments demonstrate that the proposed momentum-based adaptive matrix can serve as a general and effective technique to boost adversarial transferability over the state-of-the-art methods across different networks while maintaining better stability and imperceptibility.
Abstract:The advancement of camera-only Bird's-Eye-View(BEV) perception is currently impeded by a fundamental tension between state-of-the-art performance and on-vehicle deployment tractability. This bottleneck stems from a deep-rooted dependency on computationally prohibitive view transformations and bespoke, platform-specific kernels. This paper introduces FastBEV++, a framework engineered to reconcile this tension, demonstrating that high performance and deployment efficiency can be achieved in unison via two guiding principles: Fast by Algorithm and Deployable by Design. We realize the "Deployable by Design" principle through a novel view transformation paradigm that decomposes the monolithic projection into a standard Index-Gather-Reshape pipeline. Enabled by a deterministic pre-sorting strategy, this transformation is executed entirely with elementary, operator native primitives (e.g Gather, Matrix Multiplication), which eliminates the need for specialized CUDA kernels and ensures fully TensorRT-native portability. Concurrently, our framework is "Fast by Algorithm", leveraging this decomposed structure to seamlessly integrate an end-to-end, depth-aware fusion mechanism. This jointly learned depth modulation, further bolstered by temporal aggregation and robust data augmentation, significantly enhances the geometric fidelity of the BEV representation.Empirical validation on the nuScenes benchmark corroborates the efficacy of our approach. FastBEV++ establishes a new state-of-the-art 0.359 NDS while maintaining exceptional real-time performance, exceeding 134 FPS on automotive-grade hardware (e.g Tesla T4). By offering a solution that is free of custom plugins yet highly accurate, FastBEV++ presents a mature and scalable design philosophy for production autonomous systems. The code is released at: https://github.com/ymlab/advanced-fastbev
Abstract:Constructing large-scale datasets for the GitHub issue resolution task is crucial for both training and evaluating the software engineering capabilities of Large Language Models (LLMs). However, the traditional process for creating such benchmarks is notoriously challenging and labor-intensive, particularly in the stages of setting up evaluation environments, grading test outcomes, and validating task instances. In this paper, we propose SWE-Factory, an automated pipeline designed to address these challenges. To tackle these issues, our pipeline integrates three core automated components. First, we introduce SWE-Builder, a multi-agent system that automates evaluation environment construction, which employs four specialized agents that work in a collaborative, iterative loop and leverages an environment memory pool to enhance efficiency. Second, we introduce a standardized, exit-code-based grading method that eliminates the need for manually writing custom parsers. Finally, we automate the fail2pass validation process using these reliable exit code signals. Experiments on 671 issues across four programming languages show that our pipeline can effectively construct valid task instances; for example, with GPT-4.1-mini, our SWE-Builder constructs 269 valid instances at $0.045 per instance, while with Gemini-2.5-flash, it achieves comparable performance at the lowest cost of $0.024 per instance. We also demonstrate that our exit-code-based grading achieves 100% accuracy compared to manual inspection, and our automated fail2pass validation reaches a precision of 0.92 and a recall of 1.00. We hope our automated pipeline will accelerate the collection of large-scale, high-quality GitHub issue resolution datasets for both training and evaluation. Our code and datasets are released at https://github.com/DeepSoftwareAnalytics/swe-factory.