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Hardware y chips

633documentos

74últimos 7 días

arXiv AI Papers

How Far Can Lightweight LLMs Go in Intent-to-SLO Translation?

Intent-based networking (IBN) promises QoS provisioning in which the network derives the configuration from operator-stated goals. Its first step, translating a natural-language intent into enforceable service-level objectives (SLOs) grounded in a live snapshot of the network state, increasingly relies on large language models (LLMs). These large models add cost and energy to the management loop and typically require multi-GPU, cloud-hosted infrastructure. Can lightweight open LLMs take over this step dependably? We answer this question with a five-dimensional evaluation of ten LLMs with <10B parameters from five families, under four prompting setups, on 716 placement intents. We evaluate translation performance, intent validation, hallucination, energy impact, and robustness to diverse phrasing. The best configurations translate intents with a strict F1 of 0.943 and reject up to 191 of 195 invalid intents. With few-shot reasoning, the strongest models hallucinate unsupported QoS requirements in only about one response in a hundred, whereas the zero-shot setup struggles. A translated intent costs 0.044-0.148 Wh of GPU energy without reasoning, and added energy cost for reasoning pays off for the weaker models. Furthermore, we show that realistic rephrasing lowers the rejection of invalid intents in 15 of 16 configurations for the best-performing models, leaving robust intent validation as a key open challenge for reliable IBN. Our code and data are available: https://github.com/ggck43/intent2slo.

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arXiv AI Papers

PlayGen2: Learning Real-Time Playable Worlds with Explicit 3D State

Building a playable world requires more than generating plausible video: it demands responsive control, persistent spatial structure, and coherent interactions with dynamic entities. Using generated frames as the sole recurrent world representation ties these requirements to view-dependent appearance synthesis, making it difficult to maintain long-term spatial and temporal consistency in generation and interaction. We present PlayGen2, a real-time interactive world model that separates learned 3D state evolution from neural rendering. PlayGen2 maintains a persistent world memory comprising static geometry represented by a volumetric occupancy grid and identity-indexed 3D states for the player and other entities. Within a fixed-size local region, its world-state model jointly learns action-conditioned entity dynamics, geometry completion, and entity discovery, committing updates to a persistent world memory. A separate neural renderer synthesizes first-person observations from depth and semantic projections of the world state, without feeding generated images back into state prediction. Using Doom as a testbed, we demonstrate that the model successfully learns world dynamics including geometry-aware player motion and player--NPC interactions. The framework is computationally efficient, enabling the complete simulation and rendering pipeline to achieve approximately 160ms backend latency on a MacBook Pro with an M4 Pro chip. Beyond single-player interaction, we demonstrate zero-shot deployment on unseen Doom maps, multiplayer interaction through the composition of single-player models, and programmable gameplay through rule-based state interventions. These capabilities demonstrate the transferability and extensibility of the learned game-world model. Code and pretrained model weights are publicly available.

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arXiv AI Papers

STAG-Net: Structure-Aware Attention over Landmark Groups for Lightweight Head Pose Estimation

Head pose estimation is important for human computer interaction and driver monitoring, but many image based methods remain too costly for resource constrained deployment. We propose STAG-Net, a structure-aware attention over landmark groups for lightweight head Pose estimation that estimates head pose from facial landmarks using movement aware selection, spatial clustering, compact DeepSet encoders, self attention, and a global geometry descriptor. We develop variants using FaceMesh and Face Alignment Network landmarks and evaluate them under cross dataset and subject independent protocols on 300W-LP, AFLW2000, and BIWI. STAG-Net achieves the lowest mean absolute error among all compared landmark based methods in every evaluated setting. On BIWI frames with valid detections, the FAN variant also records the lowest overall error among all compared methods, reaching 3.51^under cross dataset evaluation and 2.39^under subject independent evaluation. The regressors use only 0.012 to 0.043 million parameters and 24.1 to 83.6 thousand FLOPs, about three orders of magnitude fewer FLOPs than FSA-Net. Despite including landmark extraction and regression, the FaceMesh pipeline reaches 322.9 frames per second on a Tesla T4 GPU, nearly twice the 164.5 frames per second of the fastest measured image based baseline, and 111.0 frames per second on CPU. After normalization by dataset size, STAG-Net processes training samples seven to eight times faster than FSA-Net and more than one hundred times faster than HopeNet and TokenHPE, while complete training finishes within 28 minutes. These results show that STAG-Net combines leading landmark based accuracy with substantially lower training and inference cost.

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arXiv AI Papers

WeLM-Image: A Unified Image Generation Model towards Visual Intelligence

We present WeLM-Image, a unified image foundation model that integrates multimodal understanding into text-to-image generation, instruction-guided editing, and multi-reference synthesis. Designed for single-GPU deployment in WeChat's large-scale consumer applications, the model processes text, reference images, and target latents as one interleaved sequence. A Mixture-of-Transformers (MoT) backbone combines shared attention with independent understanding and generation parameters to limit optimization interference. Equipping each path with Mixture-of-Experts (MoE) modules provides sparse capacity, with 31.7B stored parameters and approximately 5.4B generation parameters activated per target latent token. A generation-oriented data engine combines a knowledge-grounded visual vocabulary with large-scale visual clustering to balance semantic coverage and editing tasks, while training-time evaluation guides iterative data refinement. Bilingual annotations and verified editing supervision support progressive training up to native 1.5K resolution. We optimize generation and editing separately with rubric- and checklist-based rewards, then consolidate the specialized policies through noise-aware on-policy distillation. In the reported overall comparisons, the 1536-resolution model ranks first among the evaluated open-source models on PRISM-Bench, Qwen-Image-Bench, and UnicBench. MeanFlow-based few-step distillation yields WeLM-Image-Turbo, which generates a 10241024 image in 4.98\,s on a single NVIDIA H20 GPU using eight guidance-free steps.

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arXiv AI Papers

Asymptotic-Preserving Tensor Neural Networks for 3D High-Field Kinetic Equations with Applications to Uncertainty Quantification

Kinetic equations in the high-field regime describe particle transport dominated by electric-field acceleration and collisional relaxation. These equations are widely used in simulations of plasmas and semiconductor devices. Typical models include the Vlasov--Poisson--Fokker--Planck (VPFP) and Boltzmann--Poisson systems. Their high dimensionality and multiscale nature pose two of the major challenges to accurate and efficient numerical solution. To address these challenges, we propose an asymptotic-preserving tensor neural network (APTNN) method. Specifically, to reduce high-dimensional computational costs and memory requirements, we adopt the canonical polyadic (CP) decomposition structure of TNNs to approximate their solutions. We show that the equation residuals retain this decomposition form, allowing high-dimensional loss integrals to be evaluated through combinations of one-dimensional integrals. The resulting computational and storage costs are reduced from exponential to polynomial growth with dimension. To improve the prediction accuracy in the high-field limit, we enhance the baseline AP loss by incorporating the first moment equation. The added loss term directly constrains the limiting flux closure to reduce its approximation error in the high-field regime. The enhanced AP loss can still be evaluated dimension-wise. Numerical results show that APTNN improves prediction accuracy in the high-field regime with significantly reduced computational costs and memory usage. For a 3D3V VPFP problem with multiple random inputs, training takes less than 30 minutes on a single GPU.

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arXiv AI Papers

Recursive Sparse Attention: Million-Token Length Extrapolation at Logarithmic Cost

At context lengths of about 1M tokens, dense attention is costly in prefill and decoding, and training typically relies on long documents, which become scarcer as the target length increases. Most sparse attention methods score all preceding blocks or tokens, so their selection cost per query is O(L) at context length L; hierarchical selection reduces it to O(L), but prior trainable hierarchical methods report accuracy only within their training length. We propose RecSA (Recursive Sparse Attention), which builds a tree over the KV cache in which each node summarizes its subtree with one key and one mean-pooled value. The keys come from one pooler per layer, shared by all levels and distilled from dense attention. Each level above the tokens selects at most k candidates, so each query has O(L) selection cost and reads O(L) entries; the summaries of unselected candidates share one softmax with the exact tokens. Each entry's RoPE position is its index among the candidates of its level, so at any length every relative distance stays within the range seen during training. Initialized from Qwen3-4B and trained on 0.62B tokens at the original model's 32K training length, RecSA outperforms all baselines on RULER at every length from 131K to 2M; at 1M, it scores 60.5, compared with 40.0 for the best baseline, Dense + DCA. With our optimized kernels, RecSA is faster than dense attention in end-to-end prefill and decoding from 64K to 2M; at 524K on one H200 GPU, it accelerates prefill by 3.2x and decoding by 3.8x.

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arXiv AI Papers

ServerBench: How can your coding agents design specialized LLM serving systems?

Large language model (LLM) coding agents develop software through experimentation, offering an opportunity to design the serving systems supporting their own operation. Effective serving requires coordinating implementation and operating decisions under session dependencies, latency constraints, and correctness requirements. We introduce ServerBench, a benchmark for agentic design of complete, specialized LLM serving systems. Agents experiment against a common objective, dollars per dollar: latency-qualified token value per dollar of GPU cost. Stateful replay preserves session dependencies, and independent verification checks the submitted system. Across 11 coding-agent models and three deployments, Claude Sonnet 5.5 achieves 2.97 dollars per dollar on Gemma E4B, 4.87the vLLM reference; 22 of 33 runs yield verified systems, and 13 exceed the strongest baseline. Our analysis identifies three findings: high-value designs coordinate capacity improvements with load selection; agents interpret performance feedback through workload-relevant experiments; and reliable delivery requires verification of the execution paths introduced by optimization. Overall, ServerBench supports systematic study of how agents translate service objectives and feedback into effective, verified serving systems for given task specifications.

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arXiv AI Papers

Systolic Linear Attention: Co-Designing Tile-Grouped Gated Delta Attention for TPUs

Gated-delta linear attention layers such as Gated DeltaNet (GDN), Kimi Delta Attention (KDA), and GDN-2 are tuned for GPUs, where small tensor-core tiles and fast vector registers make per-channel decay rescaling and sequential in-block solves cheap. On Google TPUs, which concentrate compute in wide 256 256 systolic matrix units backed by a slower vector unit, porting these layers directly leaves half of each matrix tile empty and bottlenecks on vector operations. We present Systolic Linear Attention (SLA), which reshapes gated delta attention around the matrix unit by widening keys to 256 with grouped value heads, grouping decay gates into four 64-channel tiles, and computing the chunk solve entirely with block matrix products in a single fused kernel. On TPU v7x, a full SLA-R4 layer runs 1.6--2.5faster than the open-source Tokamax KDA kernel (1.4--2.4with exact chunk inversion), driven primarily by head sharing and kernel fusion. Across a 2{,}048-chip TPU v7x pre-training study of sparse Mixture-of-Experts (MoE) models from 6.5B to 63.1B parameters, SLA trains 11\%--24\% faster than KDA at similar perplexity, and reaches slightly lower perplexity than KDA in smaller matched-seed runs.

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arXiv AI Papers

Rules, Traces and Routing Statistics: Training and Calibration Data for Open Models on ARC-AGI-2

We study which training and calibration data help three open models solve ARC-AGI-2 tasks when the solver runs offline on four L4 GPUs for at most 12 hours. We compare data offline on public tasks and report 189 runs on the 120 hidden semi-private tasks. For the NVARC Qwen3-4B grid model, we built a corpus of 12,000 executable rules in a typed language and 95,993 tasks; a rule is admitted only if its behaviour on a fixed probe set differs from that of every admitted rule, and a task only if its pairs refute a shortlist of nearest competing rules and defeat 12 shortcut solvers. Continued fine-tuning on 1,920 real task records with revised four-GPU scheduling raised the semi-private score from 28.96 (mean of the released model) to 33.06 (mean of five runs, best 34.86); no checkpoint trained with synthetic tasks, even all 95,993 of them, improved on the real-task model. For the Qwen3.8-27B reasoning model, we fine-tuned on 1,036 of its own reasoning traces with correct final answers and compared sets that add traces of other models and synthetic tasks. With an inference procedure built around the model (a thinking cap enforced in the serving engine, a Python program checked on the demonstrations after each answer, a long first attempt per input), the score rose from 26.81 to 44.03, the level the ARC Prize Foundation measured for the base model without a time limit (42.36); most of the gain came from the inference procedure. For the Qwen3.8-Flash-Next mixture-of-experts model (125B parameters, 6B active), GPU memory limited concurrency. Pruning from 512 to 384 experts per layer by router-weighted activation saliency grew the key-value cache from 0.55M to 1.39M tokens; a 296-expert list adapted with ARC routing statistics, keeping experts for program tokens, plus an FP8 indexer cache, reached 1.96M. With a tool that checks programs, the model scored 56.67, our best result.

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arXiv AI Papers

Transforming Integer Grids to Spatial Intuition: Perception, Not Planning, Governs ARC-AGI-3

Sample-efficient fluid intelligence requires agents that rapidly form working models of unfamiliar interactive environments. ARC-AGI-3 tests this across uninstructed visual games scored by Relative Human Action Efficiency, which penalizes exploratory waste quadratically. When frontier models read raw integer grids, serialization destroys spatial topology, and they spend hundreds of actions rediscovering basic boundaries and symmetries. We introduce SARBLOH, an open-weight agent built on the premise that spatial perception, not planning capacity, governs interactive reasoning on ARC-AGI-3. A zero-parameter O(HW) perception engine turns each frame, in 35 ms, into an object inventory with bipartite temporal tracking, a geometric briefing that separates proven invariants from affordance hypotheses, and an annotated canvas. Paired with a code-as-action runtime, the agent writes algorithmic hypotheses instead of low-level moves. Across eight presentations, grounded perception raises the rubric score from 3/28 to 25/28 points while cutting token use by 89.4%. On 23 held-out games, geometric invariants generalize with 100% accuracy, while single-frame affordance guesses fall to 6-50%, so active verification probes remain necessary. On the public set, Run A (briefing off) solved 143 of 183 levels in 8.2 hours at 59.4% single-pass efficiency; Run B (briefing on) reached 63.5%. Within the nine-hour budget on one Kaggle RTX PRO 6000 GPU, SARBLOH scored 16.53 on the hidden Kaggle evaluation, 13.7x the first Milestone winner.

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arXiv AI Papers

Hardwired Distributed Processing Units for Inference: Neural Decisions at the Sensor that Free the Host

We show that a hardwired distributed processing unit (HDPU) can take a neural decision at the sensor and so remove the inference from the host. Built for zebra-crossing detection on a low-cost Artix-7 FPGA, the unit decides on every camera frame in a fixed 2,269,477 clock cycles (34.04 ms depends upon Fpga clk ), inside the 37.49-ms frame period, and on the board it returns the same scores and decisions as its bit-exact software model on all 639 test images. The whole detection path, from camera pixels to decision, takes 1,814 LUTs, with no processor, no operating system and no full-resolution frame store. When the unit answers instead of reporting "not sure", 95.7% of its answers on street photographs are correct, and a hardware contrast stage lifts accuracy on camera-like dashcam frames from 47.7% to 78.2%. The host is spared all of the inference: 8.13 ms of a core in every frame period, where a full-precision ResNet-18 would need more than a frame period even on 16 threads. It also receives 16 bytes per frame instead of 614,400, 38,400 times less. The unit is an 80x60-pixel pipeline feeding a four-layer binarized CNN with 93,408 one-bit weights, verified bit-exactly from a Python model through RTL simulation to the board. Earlier HDPUs did pre-processing (edges, corners, steering); this one shows that the decision itself can move to the sensor.

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arXiv AI Papers

Modality-Aware Expert Pruning for MoE-Based Multimodal Large Language Models

Mixture-of-Experts (MoE) enables multimodal large language models (MLLMs) to scale capacity efficiently, but expert parameters dominate memory even though only a few experts are activated per token: they account for over 90% of model size in modern MoE-MLLMs (e.g., 54 GB out of about 58 GB in BF16 for InternVL3.5-30B-A3B and Qwen3-VL-30B-A3B). Expert pruning has emerged as an effective compression strategy, but existing methods aggregate importance uniformly across tokens, ignoring that the same expert may serve different roles for vision versus language processing. To address this, we propose MAEP (Modality-Aware Expert Pruning), a training-free framework that decomposes expert importance by modality in a single forward pass. MAEP introduces (1) Delta-H Output (ΔH), a redistribution-aware metric measuring the MoE output change when an expert is removed, and (2) low-attention vision tokens as a vision-side pruning signal that is dataset-stable: its expert-importance ranking remains stable across different datasets. Text-side importance serves as a preservation signal while vision-side importance serves as a pruning signal, and experts are ranked globally across layers. Experiments on three MoE-based MLLMs across multimodal and text benchmarks show that MAEP outperforms modality-agnostic baselines on the majority of multimodal benchmarks while remaining competitive on text-only tasks, reducing the BF16 expert weight footprint by about 27 GB (about 47% of total memory) so that the full weight footprint of an approximately 58 GB model fits within a single 40 GB GPU. Code is available at https://github.com/nota-github/MAEP.

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