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arXiv 最近完成扫描:2026-11-16 01:34 · 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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版本更新 · v2arXiv:2608.23034

ST$^2$U: Stateful Test-Time Unlearning via Restricted Knowledge Boundary Control

Xunlei Chen, Qinghui Gong, Ruini Xue, Yaodong Hu, Tian Lan, Wenhong Tian

原文摘要

Controlling restricted knowledge in large language models is essential for model alignment and safe deployment. Test-time unlearning avoids costly retraining and parameter updates by intervening only during inference. However, existing activation-editing methods apply isolated pointwise corrections, overlooking how autoregressive generation continually reconstructs hidden states from the prompt, cache, and generated prefix. Consequently, later states may return to restricted knowledge regions after a locally successful correction, causing restricted knowledge re-entry. In this work, we propose Stateful Test-Time Unlearning via restricted knowledge boundary control (ST$^2$U), which formulates test-time unlearning as trajectory-wide boundary control. ST$^2$U first models restricted knowledge boundaries in low-dimensional invertible coordinates while leaving orthogonal non-target components unchanged. During inference, ST$^2$U monitors risk along the trajectory, applies minimal boundary corrections with contextual anchoring, and propagates historical correction states across tokens to mitigate knowledge re-entry. This trajectory-wide control enables more persistent forgetting while preserving non-target capabilities and limiting inference overhead. Across three benchmarks and three model families, ST$^2$U delivers the strongest overall balance, combining best or second-best retention with competitive forgetting and substantially less restricted knowledge re-entry than test-time baselines (13.76--19.84% versus 30.44--59.10%).

cs.LG · cs.CL

新论文 · v1arXiv:2610.35529

WorldPager: Zero-Stall Tiered Memory for Long-Horizon World Models on a Single Consumer GPU

Bingnan Liu, Ruini Xue

原文摘要

Interactive world models keep the KV of past chunks as retrieval memory so that revisited places stay consistent. On a single consumer machine (one RTX 4090, 32 GiB of host memory, one NVMe SSD), long sessions with such memory hit two walls. The first is capacity: the KV of Matrix-Game 2.0 exhausts host memory after 45 seconds of video in bf16 and after 2.8 minutes in int4. The second is the model's positional horizon of 4.3 minutes. We show that this memory is capacity-bound rather than bandwidth-bound and that its access set is known before compute, because the camera pose is an input. An analytical model built on these observations predicts spill points to within one chunk and classifies zero versus non-zero stalls correctly on held-out configurations. Guided by it, WorldPager stores int4 KV in a GPU/DRAM/NVMe hierarchy instead of recomputing it, prefetches each chunk's memory from the extrapolated pose, never waits on a miss, and writes back in the background; to our knowledge, it is the first to place the KV memory of an interactive world model on an NVMe tier with zero-stall prefetching. With training-free position handling, it generates 37.5 minutes of video continuously with zero stalls and constant host memory, at about 9.5 frames per second. On a sealed test set, int4 storage shows no measurable quality loss; on long-gap revisits it lowers image quality by about one MUSIQ point.

cs.DC · cs.CV