Abstract:As chip manufacturing processes advance to deep submicron nodes, parasitic interconnect effects increasingly dominate the performance of analog and mixed-signal (AMS) circuits and often lead to costly layout iterations. This makes early-stage estimation of parasitic capacitance and resistance important for parasitic-aware design exploration before full physical implementation. However, progress on GNN-based parasitic modeling has been hindered by the lack of public, high-fidelity RC benchmarks that support reproducible evaluation. To address this gap, we introduce ParasGB, the first open-source benchmark suite for pre-layout parasitic parameter prediction on circuit graphs. ParasGB provides large-scale, heterogeneous RC networks extracted with commercial EDA tools from tape-out-proven designs, together with a unified evaluation protocol covering node-level ground capacitance, edge-level resistance, and edge-level coupling capacitance. Within this framework, we benchmark diverse GNN architectures using a standardized training pipeline and expose challenges such as extreme label imbalance, long-tailed parasitic distributions, and strong structural heterogeneity. By establishing a physically grounded and standardized benchmark for early-stage parasitic prediction, ParasGB provides an open platform for reproducible research on circuit graph learning and parasitic-aware model development. All datasets, preprocessing scripts, and configurations are publicly available in our code repository https://github.com/ShenShan123/ParasGB.git.
Abstract:4D hand motion reconstruction from egocentric video is bottlenecked by clear limitations of existing methods: image-based pipelines depend on a detector that fails under heavy occlusion, while video-based methods rely on temporal modules learned only from scarce hand-pose annotations, a narrow signal insufficient to model motion dynamics, occlusion reasoning, and hand-object interaction. These capabilities, however, are exactly what video generative models must implicitly acquire when trained to synthesize coherent video at internet scale. Motivated by this, we present ViDiHand, which leverages the representations of a pretrained video diffusion model to reconstruct 4D two-hand pose. We adapt it via a hand-overlay rendering objective that specializes its features for hands while preserving its world priors. A decoder then recovers metric-scale pose from the adapted features. The whole pipeline operates directly on full frames--no detector, no infiller, and no test-time optimization. On ARCTIC, HOT3D, and HOI4D, ViDiHand substantially outperforms prior methods, establishing video diffusion models as a powerful new foundation for hand motion reconstruction and a promising route to scalable in-the-wild data collection for embodied AI. Project page: https://vidihand.github.io.
Abstract:Underwater 4D reconstruction remains challenging due to the coupling between degraded light transport in participating media and dynamic water variations. Most existing Methods are developed under in-air assumptions and do not explicitly account for underwater absorption and backscatter. Additionally, near-static assumptions make these approaches sensitive to drifting particles and dynamic distractors , leading to unstable geometry and inconsistent cross-view results. To address these issues, we propose a generative framework for underwater 4D reconstruction, named Ocean4D, which is built on two complementary components. Specifically, 4D-GCC constructs 4D geometrically consistent conditioning with improved cross-frame coverage, while the Medium-Aware Block performs implicit medium-aware denoising in the latent diffusion process to stabilize underwater appearance under absorption and scattering. Given a monocular video and target cameras, our method generates videos along the target trajectories while preserving global structure and cross-view consistency. Extensive experiments on both dynamic and static underwater benchmarks demonstrate state-of-the-art performance on underwater reconstruction.
Abstract:With the rapid deployment of speech generation systems in open environments, providing verifiable source attribution and copyright accountability for audio content has become critical. A gap in current research is the lack of a unified benchmark that systematically compares different watermark injection methods under realistic distribution shifts. To address this, we build VoxWatermark by applying 10 watermarking methods (4 neural and 6 traditional) with unified injection and annotation on multilingual, multi-source corpora, and introducing no-box, black-box, and white-box perturbations to simulate real recording and transmission conditions. Based on this benchmark, we propose AudioWMD as a robust baseline detector for large-scale, multi-method, cross-distribution settings. Results show that injection-method diversity and distribution shifts affect detection stability, while validating the effectiveness and scalability of AudioWMD. Dataset and code are publicly available.
Abstract:Robot storytelling offers a unique blend of technological innovation and creative expression that engages children in unprecedented ways. However, the technical aspects are often too complicated for children. We propose an interactive system that facilitates robot storytelling with tangible and natural language interactions. Children arrange the playground with their own stuff and create narratives with an LLM agent. The created narratives are transformed into a motion sequence based on the map and characters, and the motions are executed by self-navigating swarm robots. This system enhances robot storytelling with flexible scenarios, enabling young children to create robot dramas with everyday objects.
Abstract:Model compression techniques such as quantization and pruning are widely used to reduce the deployment cost of large language models (LLMs), with existing evaluations focusing almost exclusively on accuracy preservation. However, in safety-critical applications, a model's ability to reliably quantify its own uncertainty is equally important. We ask: does compression preserve this ability? To answer this question, we benchmark 12 LLMs under various compression configurations across five NLP tasks, using conformal prediction to provide a rigorous, distribution-free measure of uncertainty. Our experiments reveal that: (I) compression frequently decouples accuracy from uncertainty; (II) larger models absorb compression-induced uncertainty far more effectively than smaller ones; and (III) uncertainty inflation is often threshold-like rather than gradual. These results suggest that accuracy-only evaluation is insufficient for assessing the deployment readiness of compressed LLMs, and that uncertainty-aware benchmarking should be a standard component of model compression pipelines.
Abstract:This paper presents a gentle tutorial and a structured reformulation of Bock's 1971 Algol procedure for constructing minimum directed spanning trees. Our aim is to make the original algorithm readable and reproducible for modern readers, while highlighting its relevance as an exact decoder for nonprojective graph based dependency parsing. We restate the minimum arborescence objective in Bock's notation and provide a complete line by line execution trace of the original ten node example, extending the partial trace given in the source paper from initialization to termination. We then introduce a structured reformulation that makes explicit the procedure's phase structure, maintained state, and control flow, while preserving the logic of the original method. As a further illustration, we include a worked example adapted from {jurafsky-martin-2026-book} for dependency parsing, showing how a maximum weight arborescence problem is reduced to Bock's minimum cost formulation by a standard affine transformation and traced under the same state variables.
Abstract:Egocentric interactive world models are essential for augmented reality and embodied AI, where visual generation must respond to user input with low latency, geometric consistency, and long-term stability. We study egocentric interaction generation from a single scene image under free-space hand gestures, aiming to synthesize photorealistic videos in which hands enter the scene, interact with objects, and induce plausible world dynamics under head motion. This setting introduces fundamental challenges, including distribution shift between free-space gestures and contact-heavy training data, ambiguity between hand motion and camera motion in monocular views, and the need for arbitrary-length video generation. We present Hand2World, a unified autoregressive framework that addresses these challenges through occlusion-invariant hand conditioning based on projected 3D hand meshes, allowing visibility and occlusion to be inferred from scene context rather than encoded in the control signal. To stabilize egocentric viewpoint changes, we inject explicit camera geometry via per-pixel Plücker-ray embeddings, disentangling camera motion from hand motion and preventing background drift. We further develop a fully automated monocular annotation pipeline and distill a bidirectional diffusion model into a causal generator, enabling arbitrary-length synthesis. Experiments on three egocentric interaction benchmarks show substantial improvements in perceptual quality and 3D consistency while supporting camera control and long-horizon interactive generation.
Abstract:As artificial intelligence (AI) rapidly advances, especially in multimodal large language models (MLLMs), research focus is shifting from single-modality text processing to the more complex domains of multimodal and embodied AI. Embodied intelligence focuses on training agents within realistic simulated environments, leveraging physical interaction and action feedback rather than conventionally labeled datasets. Yet, most existing simulation platforms remain narrowly designed, each tailored to specific tasks. A versatile, general-purpose training environment that can support everything from low-level embodied navigation to high-level composite activities, such as multi-agent social simulation and human-AI collaboration, remains largely unavailable. To bridge this gap, we introduce TongSIM, a high-fidelity, general-purpose platform for training and evaluating embodied agents. TongSIM offers practical advantages by providing over 100 diverse, multi-room indoor scenarios as well as an open-ended, interaction-rich outdoor town simulation, ensuring broad applicability across research needs. Its comprehensive evaluation framework and benchmarks enable precise assessment of agent capabilities, such as perception, cognition, decision-making, human-robot cooperation, and spatial and social reasoning. With features like customized scenes, task-adaptive fidelity, diverse agent types, and dynamic environmental simulation, TongSIM delivers flexibility and scalability for researchers, serving as a unified platform that accelerates training, evaluation, and advancement toward general embodied intelligence.
Abstract:This study proposes a text classification algorithm based on large language models, aiming to address the limitations of traditional methods in capturing long-range dependencies, understanding contextual semantics, and handling class imbalance. The framework includes text encoding, contextual representation modeling, attention-based enhancement, feature aggregation, and classification prediction. In the representation stage, deep semantic embeddings are obtained through large-scale pretrained language models, and attention mechanisms are applied to enhance the selective representation of key features. In the aggregation stage, global and weighted strategies are combined to generate robust text-level vectors. In the classification stage, a fully connected layer and Softmax output are used to predict class distributions, and cross-entropy loss is employed to optimize model parameters. Comparative experiments introduce multiple baseline models, including recurrent neural networks, graph neural networks, and Transformers, and evaluate them on Precision, Recall, F1-Score, and AUC. Results show that the proposed method outperforms existing models on all metrics, with especially strong improvements in Recall and AUC. In addition, sensitivity experiments are conducted on hyperparameters and data conditions, covering the impact of hidden dimensions on AUC and the impact of class imbalance ratios on Recall. The findings demonstrate that proper model configuration has a significant effect on performance and reveal the adaptability and stability of the model under different conditions. Overall, the proposed text classification method not only achieves effective performance improvement but also verifies its robustness and applicability in complex data environments through systematic analysis.