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arXiv 最近完成扫描:2026-11-15 06:43 · 全站最近入库:2026-11-14 15:09各信源进度 →

统计口径与数据新鲜度

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新论文 · v1arXiv:2611.11744

Breaking the $\sqrt{d}$ Communication Barrier in Federated Sampling with Adaptive Hamiltonian Monte Carlo

Jiajun Liang, Linxuan Wang, Guang Lin, Qifan Song

原文摘要

This work proposes the Adaptive Federated Hamiltonian Monte Carlo (AFHMC) for Bayesian federated learning (FL) tasks. The prior work on HMC applications for FL achieves $O(\sqrt{d}/ε)$ communication cost under log-convex distributions, already demonstrating its advantage over the Langevin dynamic-based counterpart. Based on a refined analysis, this paper further reveals the benefit of HMC for the FL regime by incorporating a control mechanism for local node shifts. We prove that AFHMC at most requires $O(\{d/ε^2\}^{1/3})$ communication cost up to a logarithmic term, which is significantly better than the existing results. Moreover, the proposed method adapts to client heterogeneity. Under low-heterogeneity settings (i.e., the target sampling precision $ε^2$ is higher than the heterogeneity level), the communication rate of AFHMC can be as good as $O(\log(d/ε^2))$, resembling the communication costs for FL optimization tools. To the best of our knowledge, this provides the first logarithmic communication complexity result for federated sampling, even though it requires low heterogeneity. Numerically, we also justify AFHMC's advantage under the low-heterogeneity regime. Our code is available at https://github.com/laaaarrywang/Adaptive-Federated-HMC

stat.ML · cs.LG

版本更新 · v2arXiv:2608.02602

AURORA-LM: Autoencoding Unified Representation for Continuous-Latent Diffusion Language Modeling

Jiajun Liang, Yucheng Liao, Yukang Cao, Jiazhe Wei, Ken Li, Wende Tan, Jiankun Zhang, ZY Cui 等 15 位作者

原文摘要

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.

cs.CL

新论文 · v1arXiv:2610.33106HF 社区推荐

VibeGame: Prompt-to-Game Development with AI-Native Engine and Self-Evolving Adversarial Agent Team

Wenbo Hu, Ken Li, Jiazhe Wei, Yukang Cao, Weiyi Hong, Jiayi Dai, Chenjun Bai, Jiajun Liang 等 16 位作者

原文摘要

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.

cs.MA