Zhiyong Zhou, Sheng Liao, Youshen Xiao, Xiaolin Li, Yakang Dai
EEG extended-source imaging aims to localize active cortical regions and characterize their spatial extent, yet supervised inverse networks typically depend on synthetic EEG-source pairs and may be sensitive to synthetic-to-real mismatch. We propose a physics-informed self-supervised implicit neural representation (INR) framework for spatial source reconstruction without paired source labels or simulation-based supervised pretraining. The lead field matrix encodes the source-to-sensor volume-conduction model and constrains the INR through agreement between predicted and measured EEG. Cortical current density is modeled as a continuous coordinate-conditioned field. A classical inverse estimate provides warm initialization and spatial constraints on source activity, while patch-integrated projection maps the field to discrete source coefficients for forward modeling. Simulations with varying noise levels, source counts, and source extents showed the clearest advantage in identifying active cortical regions, particularly for multiple and larger sources. Quantitative and qualitative evaluations using real EEG recordings from epilepsy patients and intracranial stimulation experiments further supported the feasibility of the framework for source imaging. These findings suggest the potential of physics-informed self-supervised INR for extended-source imaging.
Jiajun Liang, Yucheng Liao, Yukang Cao, Jiazhe Wei, Ken Li, Wende Tan, Jiankun Zhang, ZY Cui 等 15 位作者
Language remains an outlier in generative modeling: while images, video, and audio are increasingly modeled in continuous latent spaces, text generation still relies predominantly on discrete tokens. Existing continuous language models either inherit embedding spaces not designed for joint generation and decoding, or compress autoencoded latents to ease diffusion, sacrificing token-level fidelity. Instead of simplifying the representation to suit the generative model, we preserve a high-capacity, decodable text latent and design the diffusion model to learn its distribution directly. We introduce AURORA-LM, a continuous-latent diffusion language model that separates the construction of a decodable text representation from the modeling of its distribution. A Query-based Encoder-Decoder organizes text into a high-capacity, prefix-aligned latent sequence, and a Block-causal Diffusion Transformer learns its distribution through flow matching, generating blocks left to right while denoising positions within each block in parallel. Because such a latent is harder for diffusion to model, AURORA-LM restricts only the noisy-input pathway while retaining the full clean-latent prediction target, accommodating full-width latents without reducing decoder-facing capacity. We further calibrate the noise-level distribution to the latent width, and introduce self-trajectory consistency to bridge independently sampled training noise and iterative denoising at inference. AURORA-LM achieves the strongest performance among evaluated continuous and diffusion-based language models on OpenWebText free generation and XSum summarization. Scaling to 1B parameters with about 1500 EFLOPs of total compute yields further gains, surpassing a larger publicly released latent-diffusion language model under a matched evaluation protocol. All experiments are conducted on Ascend NPUs.
Jing Huang, Yu Cheng, Ziwei Yu, Lan Zhao, Sitan Li, Guangxiu Yao, Xin Wang, Yuanyong Luo 等 14 位作者
Quantization of Large Language Models (LLMs) has become increasingly important for reducing the computational costs and resource requirements for practical deployment. Growing interest in this area has motivated the community to move beyond 8-bit quantization towards 4-bit precision, leading to the development of customized 4-bit formats such as MXFP4 and NVFP4. Recently, HiFloat4 (HiF4) has emerged as a competitive alternative which adopts a Block Floating-Point (BFP) format with a three-level scaling hierarchy, thereby achieving a significantly larger dynamic range. While quantization can substantially reduce memory usage and accelerate inference, it frequently introduces accuracy degradation. Calibration is therefore essential for narrowing the performance gap between low-precision quantized models and their full-precision counterparts. Nevertheless, existing calibration methods are mainly designed and validated using integer-precision formats, such as INT4, lacking support for HiF4 due to its hierarchical BFP structure. In this paper, we investigate three calibration approaches, namely HiGPTQ, HiAutoRound, and HiFlatQuant, to further enhance model quantization based on the HiF4 format. Extensive experiment s demonstrate that all three proposed approaches improve inference accuracy compared with direct HiF4 conversion, reducing the gap between HiF4 and BF16 to less than 1% and outperforming the state-of-the-art NVFP4 format across various models and downstream tasks.
Large language model agents have enabled software development through natural-language interaction, but extending this paradigm to end-to-end game development remains challenging. Building a playable game requires coordinating code, scenes, assets, animations, physics, and configurations, while allowing developers to validate their integrated behavior through interactive testing. We introduce VibeGame, a framework for creating complete 2D game projects from natural-language prompts and optional reference images. Its AI-native game engine represents project state as schema-validated structured text and provides frame-synchronous runtime control, enabling agents to inspect game states, execute actions, and verify behavior at their own pace. Built upon this interface, we design an Adversarial Agent Team of eight specialized agents to separate implementation from review, so that problems are found and fixed through multi-round loops. For each conducted and accepted project, we further introduce a training-free self-evolution mechanism to distill it into reusable skeletons, modules, and collaboration contracts for future development. We evaluate prompt-assets-to-game (PA2G), where agents are given an asset library, and prompt-to-game (P2G), where agents generate their own art. On a GameCraft-Bench subset, VibeGame in P2G consistently outperforms a range of agent harnesses in either P2G or PA2G with the same underlying model, including GPT-6.1-Sol.
Lina Yang Shanghai Jiaotong University, Yusheng Liao Shanghai Jiaotong University, Yanfeng Wang Shanghai Jiao Tong University, Yu Wang Shanghai Jiao Tong University
Large language models (LLMs) have achieved remarkable success across diverse tasks through large-scale pretraining. However, they remain prone to catastrophic forgetting in continual learning. To the best of our knowledge, this is the first work to identify noise accumulation in LoRA updates as a key cause of forgetting in continual learning. A preliminary two-task experiment demonstrates that removing less important components of the second task’s LoRA parameters improves performance on the first task, suggesting that later updates introduce noisy interference. Building on this insight, we propose Subspace-Denoised Low-Rank Adaptation (SLoRA), a simple and effective framework that filters noisy components from LoRA updates via subspace similarity with the base model. SLoRA is a regularization-free method without accessing data or gradients from previous tasks or modifying the training process. It offers two variants, SLoRA-Pre and SLoRA-Post, for online and offline continual learning, respectively. Extensive experiments across tasks and models validate the effectiveness of SLoRA. It improves final accuracy by up to 12%, reduces forgetting by 29%, and filters out over 30% of LoRA parameters identified as noisy. Our code is available at https://github.com/alina1031/SLoRA.
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Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表