Abstract:Spiking neural networks (SNNs) are promoted as an energy-efficient substrate because sparse, event-driven activity replaces dense multiply-accumulates with cheap accumulates. We argue the energy dividend of sparsity is not a property of SNNs but of the task. Holding architecture fixed and swapping only the hidden unit (continuous vs. leaky-integrate-and-fire), plus a two-sided target-firing-rate probe, we measure how far activity can be pushed down before quality breaks. Low-load feed-forward perception sparsifies to 5% firing at no accuracy cost; a recurrent language model cannot go below ~50% -- the recurrent state must stay active to carry information. A spiking Transformer, by contrast, sparsifies freely to 2% (3 seeds) -- so the ceiling is a property of recurrent compression, not sequence modeling. Attention escapes the floor only by storing the full key-value cache, trading a firing floor for a memory wall: on neuromorphic hardware, recurrence and attention pay on different axes, neither escapes. We formalize the ceiling with an information-theoretic bound rho >= H_b^{-1}(log2 M / H) and confirm its predictions: the floor rises with memory load, falls with state width, and (refuting a naive memory-only reading) rises with task difficulty. A layer-wise input floor further caps op reduction under dense input, isolating event-driven perception as where neuromorphic hardware wins.
Abstract:Controlling attributes is a critical step toward achieving the final creative outcome, yet current approaches fall short in supporting users in the iterative refinement of generative content. We propose Spatula, a proof-of-concept system that generates on-demand, in-situ attribute control interfaces and interactions for creating motion graphics. Building on a technical probe that automatically analyzes animation context and generates corresponding attributes and UI, we frame attribute control as an explorable landscape and explore the attribute control space along four key dimensions: Discoverability, Resolution, Scope, and Expandability. Findings from a user study (N=12) show that our system provides intuitive and convenient interactions while supporting diverse needs for fine-grained parameter control. Furthermore, our applications demonstrate that the plug-and-play design generalizes to other domains, such as web design and 3D modeling.
Abstract:We present ARCANA, a collaborative multi agent framework for solving ARC AGI 2 tasks under strict test time and hardware constraints. ARCANA decomposes each task into iterative perception, hypothesis generation, symbolic execution, and reflective refinement. A perceptual grounding agent builds object centric scene graphs from raw grids, a latent program policy proposes diverse DSL programs, a symbolic executor verifies candidates on demonstrations, and a reflective agent synthesizes failure driven feedback for the next turn. These agents communicate through a shared differentiable blackboard and are scheduled by a learned meta controller. The design combines structured program search with adaptive multi turn correction, improving reasoning efficiency and solution quality on challenging abstract transformation tasks.
Abstract:Granting LLMs direct control over costly, irreversible scientific experiments leads to unsafe exploration and unstable performance, but discarding LLM creativity entirely sacrifices significant optimization potential. We introduce CARE (Controlling LLM-Generated Policies through Auditable Review of Evidence in Scientific Experimentation), an auditable controller for high-throughput experimentation (HTE) optimization that keeps a non-LLM incumbent optimizer as the default action path while using LLMs to revise challenger ranking policies. Before each outcome is revealed, a public-evidence intervention gate compares the challenger with the incumbent. It authorizes the challenger's selection only when the evidence available before selection supports the change, with the decision recorded in the audit log. CARE outperforms all other evaluated methods on Minerva/Olympus and ChemLex benchmarks, with final-best improving from 80.0 to 88.5 on Minerva/Olympus and from 83.9 to 92.1 on ChemLex, relative to the public incumbent. Our experiments indicate that LLM self-evolution is more reliable when it expands the proposal space under an auditable controller, rather than directly choosing experiments.
Abstract:Current multimodal models handle static image recognition well, but intuitive physical reasoning remains a weakness. Predicting how objects will move and interact from a single image is still difficult for these systems. We present BilliardPhys-Bench, a benchmark for physical reasoning in synthetic billiards environments. Its procedural engine generates randomized scenarios with friction and elastic collisions. The benchmark tests three abilities: (1) predicting ball-to-ball collisions, (2) reasoning about wall bounces, and (3) estimating final ball positions after motion stops. We evaluate recent MLLMs from the GPT, Claude, Gemini, and Qwen families. Performance drops as simulation time increases and scene geometry grows more complex. We also observe a consistent failure mode we call "stasis bias": when the correct physical outcome is harder to infer, models tend to predict no interaction. These findings show where current MLLMs break down on visual dynamics and point toward the need for better physical inductive biases in multimodal architectures.
Abstract:Serverless computing eliminates infrastructure management overhead but introduces significant challenges regarding cold start latency and resource utilization. Traditional static resource allocation often leads to inefficiencies under variable workloads, resulting in performance degradation or excessive costs. This paper presents an adaptive engineering framework that optimizes serverless performance through event-driven architecture and probabilistic modeling. We propose a dual-strategy mechanism that dynamically adjusts idle durations and employs an intelligent request waiting strategy based on slot survival predictions. By leveraging sliding window aggregation and asynchronous processing, our system proactively manages resource lifecycles. Experimental results show that our approach reduces cold starts by up to 51.2% and improves cost-efficiency by nearly 2x compared to baseline methods in multi-cloud environments.
Abstract:Breakthroughs in frontier theory often depend on the combination of concrete diagrammatic notations with rigorous logic. While multimodal large language models (MLLMs) show promise in general scientific tasks, current benchmarks often focus on local information extraction rather than the global structural logic inherent in formal scientific notations. In this work, we introduce FeynmanBench, the first benchmark centered on Feynman diagram tasks. It is designed to evaluate AI's capacity for multistep diagrammatic reasoning, which requires satisfying conservation laws and symmetry constraints, identifying graph topology, converting between diagrammatic and algebraic representations, and constructing scattering amplitudes under specific conventions and gauges. To support large-scale and reproducible evaluation, we developed an automated pipeline producing diverse Feynman diagrams along with verifiable topological annotations and amplitude results. Our database spans the electromagnetic, weak, and strong interactions of the Standard Model, encompasses over 100 distinct types and includes more than 2000 tasks. Experiments on state-of-the-art MLLMs reveal systematic failure modes, including unstable enforcement of physical constraints and violations of global topological conditions, highlighting the need for physics-grounded benchmarks for visual reasoning over scientific notation. FeynmanBench provides a logically rigorous test of whether AI can effectively engage in scientific discovery, particularly within theoretical physics.
Abstract:Jiangnan gardens, a prominent style of Chinese classical gardens, hold great potential as digital assets for film and game production and digital tourism. However, manual modeling of Jiangnan gardens heavily relies on expert experience for layout design and asset creation, making the process time-consuming. To address this gap, we propose GardenDesigner, a novel framework that encodes aesthetic principles for Jiangnan garden construction and integrates a chain of agents based on procedural modeling. The water-centric terrain and explorative pathway rules are applied by terrain distribution and road generation agents. Selection and spatial layout of garden assets follow the aesthetic and cultural constraints. Consequently, we propose asset selection and layout optimization agents to select and arrange objects for each area in the garden. Additionally, we introduce GardenVerse for Jiangnan garden construction, including expert-annotated garden knowledge to enhance the asset arrangement process. To enable interaction and editing, we develop an interactive interface and tools in Unity, in which non-expert users can construct Jiangnan gardens via text input within one minute. Experiments and human evaluations demonstrate that GardenDesigner can generate diverse and aesthetically pleasing Jiangnan gardens. Project page is available at https://monad-cube.github.io/GardenDesigner.
Abstract:We propose InstanceAnimator, a novel Diffusion Transformer framework for multi-instance sketch video colorization. Existing methods suffer from three core limitations: inflexible user control due to heavy reliance on single reference frames, poor instance controllability leading to misalignment in multi-character scenarios, and degraded detail fidelity in fine-grained regions. To address these challenges, we introduce three corresponding innovations. First, a Canvas Guidance Condition eliminates workflow fragmentation by allowing free placement of reference elements and background, enabling unprecedented user flexibility. Second, an Instance Matching Mechanism resolves misalignment by integrating instance features with the sketches, ensuring precise control over multiple characters. Third, an Adaptive Decoupled Control Module enhances detail fidelity by injecting semantic features from characters, backgrounds, and text conditions into the diffusion process. Extensive experiments demonstrate that InstanceAnimator achieves superior multi-instance colorization with enhanced user control, high visual quality, and strong instance consistency.
Abstract:Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow-guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.