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arXiv:2505.12380공식 코드 · Papers with Code

Graph-Reward-SQL: Execution-Free Reinforcement Learning for Text-to-SQL via Graph Matching and Stepwise Reward

Reinforcement learning (RL) has been widely adopted to enhance the performance of large language models (LLMs) on Text-to-SQL tasks. However, existing methods often rely on execution-based or LLM-based Bradley-Terry reward models. The former suffers from high execution latency caused by repeated database calls, whereas the latter imposes substantial GPU memory overhead, both of which significantly hinder the efficiency and scalability of RL pipelines. To this end, we propose a novel Text-to-SQL RL fine-tuning framework named Graph-Reward-SQL, which employs the GMNScore outcome reward model. We leverage SQL graph representations to provide accurate reward signals while significantly reducing inference time and GPU memory usage. Building on this foundation, we further introduce StepRTM, a stepwise reward model that provides intermediate supervision over Common Table Expression (CTE) subqueries. This encourages both functional correctness and structural clarity of SQL. Extensive comparative and ablation experiments on standard benchmarks, including Spider and BIRD, demonstrate that our method consistently outperforms existing reward models.

arXiv:2505.10978공식 코드 · Papers with Code

Group-in-Group Policy Optimization for LLM Agent Training

Recent advances in group-based reinforcement learning (RL) have driven frontier large language models (LLMs) in single-turn tasks like mathematical reasoning. However, their scalability to long-horizon LLM agent training remains limited. Unlike static tasks, agent-environment interactions unfold over many steps and often yield sparse or delayed rewards, making credit assignment across individual steps significantly more challenging. In this work, we propose Group-in-Group Policy Optimization (GiGPO), a novel RL algorithm that achieves fine-grained credit assignment for LLM agents while preserving the appealing properties of group-based RL: critic-free, low memory, and stable convergence. GiGPO introduces a two-level structure for estimating relative advantage: (i) At the episode-level, GiGPO computes macro relative advantages based on groups of complete trajectories; (ii) At the step-level, GiGPO introduces an anchor state grouping mechanism that retroactively constructs step-level groups by identifying repeated environment states across trajectories. Actions stemming from the same state are grouped together, enabling micro relative advantage estimation. This hierarchical structure effectively captures both global trajectory quality and local step effectiveness without relying on auxiliary models or additional rollouts. We evaluate GiGPO on two challenging agent benchmarks, ALFWorld and WebShop, using Qwen2.5-1.5B-Instruct and Qwen2.5-7B-Instruct. Crucially, GiGPO delivers fine-grained per-step credit signals and achieves performance gains of > 12\% on ALFWorld and > 9\% on WebShop over the GRPO baseline: all while maintaining the same GPU memory overhead, identical LLM rollout, and incurring little to no additional time cost.

arXiv:2505.10646공식 코드 · Papers with Code

Accelerating Visual-Policy Learning through Parallel Differentiable Simulation

In this work, we propose a computationally efficient algorithm for visual policy learning that leverages differentiable simulation and first-order analytical policy gradients. Our approach decouple the rendering process from the computation graph, enabling seamless integration with existing differentiable simulation ecosystems without the need for specialized differentiable rendering software. This decoupling not only reduces computational and memory overhead but also effectively attenuates the policy gradient norm, leading to more stable and smoother optimization. We evaluate our method on standard visual control benchmarks using modern GPU-accelerated simulation. Experiments show that our approach significantly reduces wall-clock training time and consistently outperforms all baseline methods in terms of final returns. Notably, on complex tasks such as humanoid locomotion, our method achieves a $4\times$ improvement in final return, and successfully learns a humanoid running policy within 4 hours on a single GPU.

arXiv:2505.11246공식 코드 · Papers with Code

Entropy-Driven Genetic Optimization for Deep-Feature-Guided Low-Light Image Enhancement

Image enhancement methods often prioritize pixel level information, overlooking the semantic features. We propose a novel, unsupervised, fuzzy-inspired image enhancement framework guided by NSGA-II algorithm that optimizes image brightness, contrast, and gamma parameters to achieve a balance between visual quality and semantic fidelity. Central to our proposed method is the use of a pre trained deep neural network as a feature extractor. To find the best enhancement settings, we use a GPU-accelerated NSGA-II algorithm that balances multiple objectives, namely, increasing image entropy, improving perceptual similarity, and maintaining appropriate brightness. We further improve the results by applying a local search phase to fine-tune the top candidates from the genetic algorithm. Our approach operates entirely without paired training data making it broadly applicable across domains with limited or noisy labels. Quantitatively, our model achieves excellent performance with average BRISQUE and NIQE scores of 19.82 and 3.652, respectively, in all unpaired datasets. Qualitatively, enhanced images by our model exhibit significantly improved visibility in shadowed regions, natural balance of contrast and also preserve the richer fine detail without introducing noticable artifacts. This work opens new directions for unsupervised image enhancement where semantic consistency is critical.

arXiv:2505.10259공식 코드 · Papers with Code

SpecOffload: Unlocking Latent GPU Capacity for LLM Inference on Resource-Constrained Devices

Efficient LLM inference on resource-constrained devices presents significant challenges in compute and memory utilization. Due to limited GPU memory, existing systems offload model weights to CPU memory, incurring substantial I/O overhead between the CPU and GPU. This leads to two major inefficiencies: (1) GPU cores are underutilized, often remaining idle while waiting for data to be loaded; and (2) GPU memory has low impact on performance, as reducing its capacity has minimal effect on overall throughput.In this paper, we propose SpecOffload, a high-throughput inference engine that embeds speculative decoding into offloading. Our key idea is to unlock latent GPU resources for storing and executing a draft model used for speculative decoding, thus accelerating inference at near-zero additional cost. To support this, we carefully orchestrate the interleaved execution of target and draft models in speculative decoding within the offloading pipeline, and propose a planner to manage tensor placement and select optimal parameters. Compared to the best baseline, SpecOffload improves GPU core utilization by 4.49x and boosts inference throughput by 2.54x. Our code is available at https://github.com/MobiSense/SpecOffload-public .

arXiv:2505.10144공식 코드 · Papers with Code

VRSplat: Fast and Robust Gaussian Splatting for Virtual Reality

3D Gaussian Splatting (3DGS) has rapidly become a leading technique for novel-view synthesis, providing exceptional performance through efficient software-based GPU rasterization. Its versatility enables real-time applications, including on mobile and lower-powered devices. However, 3DGS faces key challenges in virtual reality (VR): (1) temporal artifacts, such as popping during head movements, (2) projection-based distortions that result in disturbing and view-inconsistent floaters, and (3) reduced framerates when rendering large numbers of Gaussians, falling below the critical threshold for VR. Compared to desktop environments, these issues are drastically amplified by large field-of-view, constant head movements, and high resolution of head-mounted displays (HMDs). In this work, we introduce VRSplat: we combine and extend several recent advancements in 3DGS to address challenges of VR holistically. We show how the ideas of Mini-Splatting, StopThePop, and Optimal Projection can complement each other, by modifying the individual techniques and core 3DGS rasterizer. Additionally, we propose an efficient foveated rasterizer that handles focus and peripheral areas in a single GPU launch, avoiding redundant computations and improving GPU utilization. Our method also incorporates a fine-tuning step that optimizes Gaussian parameters based on StopThePop depth evaluations and Optimal Projection. We validate our method through a controlled user study with 25 participants, showing a strong preference for VRSplat over other configurations of Mini-Splatting. VRSplat is the first, systematically evaluated 3DGS approach capable of supporting modern VR applications, achieving 72+ FPS while eliminating popping and stereo-disrupting floaters.

arXiv:2504.19749공식 코드 · Papers with Code

STCOcc: Sparse Spatial-Temporal Cascade Renovation for 3D Occupancy and Scene Flow Prediction

3D occupancy and scene flow offer a detailed and dynamic representation of 3D scene. Recognizing the sparsity and complexity of 3D space, previous vision-centric methods have employed implicit learning-based approaches to model spatial and temporal information. However, these approaches struggle to capture local details and diminish the model's spatial discriminative ability. To address these challenges, we propose a novel explicit state-based modeling method designed to leverage the occupied state to renovate the 3D features. Specifically, we propose a sparse occlusion-aware attention mechanism, integrated with a cascade refinement strategy, which accurately renovates 3D features with the guidance of occupied state information. Additionally, we introduce a novel method for modeling long-term dynamic interactions, which reduces computational costs and preserves spatial information. Compared to the previous state-of-the-art methods, our efficient explicit renovation strategy not only delivers superior performance in terms of RayIoU and mAVE for occupancy and scene flow prediction but also markedly reduces GPU memory usage during training, bringing it down to 8.7GB. Our code is available on https://github.com/lzzzzzm/STCOcc

arXiv:2505.09358공식 코드 · Papers with Code

Marigold: Affordable Adaptation of Diffusion-Based Image Generators for Image Analysis

The success of deep learning in computer vision over the past decade has hinged on large labeled datasets and strong pretrained models. In data-scarce settings, the quality of these pretrained models becomes crucial for effective transfer learning. Image classification and self-supervised learning have traditionally been the primary methods for pretraining CNNs and transformer-based architectures. Recently, the rise of text-to-image generative models, particularly those using denoising diffusion in a latent space, has introduced a new class of foundational models trained on massive, captioned image datasets. These models' ability to generate realistic images of unseen content suggests they possess a deep understanding of the visual world. In this work, we present Marigold, a family of conditional generative models and a fine-tuning protocol that extracts the knowledge from pretrained latent diffusion models like Stable Diffusion and adapts them for dense image analysis tasks, including monocular depth estimation, surface normals prediction, and intrinsic decomposition. Marigold requires minimal modification of the pre-trained latent diffusion model's architecture, trains with small synthetic datasets on a single GPU over a few days, and demonstrates state-of-the-art zero-shot generalization. Project page: https://marigoldcomputervision.github.io

arXiv:2505.08098공식 코드 · Papers with Code

Fused3S: Fast Sparse Attention on Tensor Cores

Sparse attention is a core building block in many leading neural network models, from graph-structured learning to sparse sequence modeling. It can be decomposed into a sequence of three sparse matrix operations (3S): sampled dense-dense matrix multiplication (SDDMM), softmax normalization, and sparse matrix multiplication (SpMM). Efficiently executing the 3S computational pattern on modern GPUs remains challenging due to (a) the mismatch between unstructured sparsity and tensor cores optimized for dense operations, and (b) the high cost of data movement. Previous works have optimized these sparse operations individually or addressed one of these challenges. This paper introduces Fused3S, the first fused 3S algorithm that jointly maximizes tensor core utilization and minimizes data movement. Across real-world graph datasets, Fused3S achieves $1.6- 16.3\times$ and $1.5-14\times$ speedup over state-of-the-art on H100 and A30 GPUs. Furthermore, integrating Fused3S into Graph Transformer inference accelerates end-to-end performance by $1.05-5.36\times$, consistently outperforming all 3S baselines across diverse datasets (single and batched graphs) and GPU architectures.

arXiv:2505.08774공식 코드 · Papers with Code

Generative Molecular Design with Steerable and Granular Synthesizability Control

Synthesizability in small molecule generative design remains a bottleneck. Existing works that do consider synthesizability can output predicted synthesis routes for generated molecules. However, there has been minimal attention in addressing the ease of synthesis and enabling flexibility to incorporate desired reaction constraints. In this work, we propose a small molecule generative design framework that enables steerable and granular synthesizability control. Generated molecules satisfy arbitrary multi-parameter optimization objectives with predicted synthesis routes containing pre-defined allowed reactions, while optionally avoiding others. One can also enforce that all reactions belong to a pre-defined set. We show the capability to mix-and-match these reaction constraints across the most common medicinal chemistry transformations. Next, we show how our framework can be used to valorize industrial byproducts towards de novo optimized molecules. Going further, we demonstrate how granular control over synthesizability constraints can loosely mimic virtual screening of ultra-large make-on-demand libraries. Using only a single GPU, we generate and dock 15k molecules to identify promising candidates in Freedom 4.0 constituting 142B make-on-demand molecules (assessing only 0.00001% of the library). Generated molecules satisfying the reaction constraints have > 90% exact match rate. Lastly, we benchmark our framework against recent synthesizability-constrained generative models and demonstrate the highest sample efficiency even when imposing the additional constraint that all molecules must be synthesizable from a single reaction type. The main theme is demonstrating that a pre-trained generalist molecular generative model can be incentivized to generate property-optimized small molecules under challenging synthesizability constraints through reinforcement learning.

arXiv:2505.06771공식 코드 · Papers with Code

JaxRobotarium: Training and Deploying Multi-Robot Policies in 10 Minutes

Multi-agent reinforcement learning (MARL) has emerged as a promising solution for learning complex and scalable coordination behaviors in multi-robot systems. However, established MARL platforms (e.g., SMAC and MPE) lack robotics relevance and hardware deployment, leaving multi-robot learning researchers to develop bespoke environments and hardware testbeds dedicated to the development and evaluation of their individual contributions. The Multi-Agent RL Benchmark and Learning Environment for the Robotarium (MARBLER) is an exciting recent step in providing a standardized robotics-relevant platform for MARL, by bridging the Robotarium testbed with existing MARL software infrastructure. However, MARBLER lacks support for parallelization and GPU/TPU execution, making the platform prohibitively slow compared to modern MARL environments and hindering adoption. We contribute JaxRobotarium, a Jax-powered end-to-end simulation, learning, deployment, and benchmarking platform for the Robotarium. JaxRobotarium enables rapid training and deployment of multi-robot RL (MRRL) policies with realistic robot dynamics and safety constraints, supporting parallelization and hardware acceleration. Our generalizable learning interface integrates easily with SOTA MARL libraries (e.g., JaxMARL). In addition, JaxRobotarium includes eight standardized coordination scenarios, including four novel scenarios that bring established MARL benchmark tasks (e.g., RWARE and Level-Based Foraging) to a robotics setting. We demonstrate that JaxRobotarium retains high simulation fidelity while achieving dramatic speedups over baseline (20x in training and 150x in simulation), and provides an open-access sim-to-real evaluation pipeline through the Robotarium testbed, accelerating and democratizing access to multi-robot learning research and evaluation. Our code is available at https://github.com/GT-STAR-Lab/JaxRobotarium.

arXiv:2505.07672공식 코드 · Papers with Code

OnPrem.LLM: A Privacy-Conscious Document Intelligence Toolkit

We present OnPrem$.$LLM, a Python-based toolkit for applying large language models (LLMs) to sensitive, non-public data in offline or restricted environments. The system is designed for privacy-preserving use cases and provides prebuilt pipelines for document processing and storage, retrieval-augmented generation (RAG), information extraction, summarization, classification, and prompt/output processing with minimal configuration. OnPrem$.$LLM supports multiple LLM backends -- including llama$.$cpp, Ollama, vLLM, and Hugging Face Transformers -- with quantized model support, GPU acceleration, and seamless backend switching. Although designed for fully local execution, OnPrem$.$LLM also supports integration with a wide range of cloud LLM providers when permitted, enabling hybrid deployments that balance performance with data control. A no-code web interface extends accessibility to non-technical users.

arXiv:2505.05940공식 코드 · Papers with Code

Fast Differentiable Modal Simulation of Non-linear Strings, Membranes, and Plates

Modal methods for simulating vibrations of strings, membranes, and plates are widely used in acoustics and physically informed audio synthesis. However, traditional implementations, particularly for non-linear models like the von K\'arm\'an plate, are computationally demanding and lack differentiability, limiting inverse modelling and real-time applications. We introduce a fast, differentiable, GPU-accelerated modal framework built with the JAX library, providing efficient simulations and enabling gradient-based inverse modelling. Benchmarks show that our approach significantly outperforms CPU and GPU-based implementations, particularly for simulations with many modes. Inverse modelling experiments demonstrate that our approach can recover physical parameters, including tension, stiffness, and geometry, from both synthetic and experimental data. Although fitting physical parameters is more sensitive to initialisation compared to other methods, it provides greater interpretability and more compact parameterisation. The code is released as open source to support future research and applications in differentiable physical modelling and sound synthesis.

arXiv:2505.03780공식 코드 · Papers with Code

GPU Performance Portability needs Autotuning

As LLMs grow in complexity, achieving state-of-the-art performance requires tight co-design across algorithms, software, and hardware. Today's reliance on a single dominant platform limits portability, creates vendor lock-in, and raises barriers for new AI hardware. In this work, we make the case for combining just-in-time (JIT) compilation with kernel parameter autotuning to enable portable LLM inference with state-of-the-art performance without code changes. Focusing on flash attention -- a widespread performance critical LLM kernel -- we demonstrate that this approach explores up to 15x more kernel parameter configurations, produces significantly more diverse code across multiple dimensions, and even outperforms vendor-optimized implementations by up to 230%, all while reducing kernel code size by 70x and eliminating manual code optimizations. Our results highlight autotuning as a promising path to unlocking model portability across GPU vendors.

arXiv:2505.03763공식 코드 · Papers with Code

Splitwiser: Efficient LM inference with constrained resources

Efficient inference of LLMs remains a crucial challenge, with two main phases: a compute-intensive prompt computation and a memory-intensive token generation. Despite existing batching and scheduling techniques, token generation phases fail to fully utilize compute resources, especially when compared to prompt computation phases. To address these challenges, we propose Splitwiser, a methodology that splits the two phases of an LLM inference request onto the same GPU, thereby reducing overhead and improving memory access and cache utilization. By eliminating the need to transfer data across devices, Splitwiser aims to minimize network-related overheads. In this report, we describe the basic structure of our proposed pipeline while sharing preliminary results and analysis. We implement our proposed multiprocessing design on two widely-used and independent LLM architectures: Huggingface and vLLM. We open-source our code for the respective implementations: 1) Huggingface (https://github.com/asad-aali/splitwiser), and 2) vLLM (https://github.com/adney11/vllm-sysml).

arXiv:2505.04612공식 코드 · Papers with Code

FastMap: Revisiting Dense and Scalable Structure from Motion

We propose FastMap, a new global structure from motion method focused on speed and simplicity. Previous methods like COLMAP and GLOMAP are able to estimate high-precision camera poses, but suffer from poor scalability when the number of matched keypoint pairs becomes large. We identify two key factors leading to this problem: poor parallelization and computationally expensive optimization steps. To overcome these issues, we design an SfM framework that relies entirely on GPU-friendly operations, making it easily parallelizable. Moreover, each optimization step runs in time linear to the number of image pairs, independent of keypoint pairs or 3D points. Through extensive experiments, we show that FastMap is faster than COLMAP and GLOMAP on large-scale scenes with comparable pose accuracy.

arXiv:2504.19042공식 코드 · Papers with Code

Generative Models for Fast Simulation of Cherenkov Detectors at the Electron-Ion Collider

The integration of Deep Learning (DL) into experimental nuclear and particle physics has driven significant progress in simulation and reconstruction workflows. However, traditional simulation frameworks such as Geant4 remain computationally intensive, especially for Cherenkov detectors, where simulating optical photon transport through complex geometries and reflective surfaces introduces a major bottleneck. To address this, we present an open, standalone fast simulation tool for Detection of Internally Reflected Cherenkov Light (DIRC) detectors, with a focus on the High-Performance DIRC (hpDIRC) at the future Electron-Ion Collider (EIC). Our framework incorporates a suite of generative models tailored to accelerate particle identification (PID) tasks by offering a scalable, GPU-accelerated alternative to full Geant4-based simulations. Designed with accessibility in mind, our simulation package enables both DL researchers and physicists to efficiently generate high-fidelity large-scale datasets on demand, without relying on complex traditional simulation stacks. This flexibility supports the development and benchmarking of novel DL-driven PID methods. Moreover, this fast simulation pipeline represents a critical step toward enabling EIC-wide PID strategies that depend on virtually unlimited simulated samples, spanning the full acceptance of the hpDIRC.

arXiv:2504.19938공식 코드 · Papers with Code

Mesh-Learner: Texturing Mesh with Spherical Harmonics

In this paper, we present a 3D reconstruction and rendering framework termed Mesh-Learner that is natively compatible with traditional rasterization pipelines. It integrates mesh and spherical harmonic (SH) texture (i.e., texture filled with SH coefficients) into the learning process to learn each mesh s view-dependent radiance end-to-end. Images are rendered by interpolating surrounding SH Texels at each pixel s sampling point using a novel interpolation method. Conversely, gradients from each pixel are back-propagated to the related SH Texels in SH textures. Mesh-Learner exploits graphic features of rasterization pipeline (texture sampling, deferred rendering) to render, which makes Mesh-Learner naturally compatible with tools (e.g., Blender) and tasks (e.g., 3D reconstruction, scene rendering, reinforcement learning for robotics) that are based on rasterization pipelines. Our system can train vast, unlimited scenes because we transfer only the SH textures within the frustum to the GPU for training. At other times, the SH textures are stored in CPU RAM, which results in moderate GPU memory usage. The rendering results on interpolation and extrapolation sequences in the Replica and FAST-LIVO2 datasets achieve state-of-the-art performance compared to existing state-of-the-art methods (e.g., 3D Gaussian Splatting and M2-Mapping). To benefit the society, the code will be available at https://github.com/hku-mars/Mesh-Learner.

arXiv:2504.19720공식 코드 · Papers with Code

Taming the Titans: A Survey of Efficient LLM Inference Serving

Large Language Models (LLMs) for Generative AI have achieved remarkable progress, evolving into sophisticated and versatile tools widely adopted across various domains and applications. However, the substantial memory overhead caused by their vast number of parameters, combined with the high computational demands of the attention mechanism, poses significant challenges in achieving low latency and high throughput for LLM inference services. Recent advancements, driven by groundbreaking research, have significantly accelerated progress in this field. This paper provides a comprehensive survey of these methods, covering fundamental instance-level approaches, in-depth cluster-level strategies, emerging scenario directions, and other miscellaneous but important areas. At the instance level, we review model placement, request scheduling, decoding length prediction, storage management, and the disaggregation paradigm. At the cluster level, we explore GPU cluster deployment, multi-instance load balancing, and cloud service solutions. For emerging scenarios, we organize the discussion around specific tasks, modules, and auxiliary methods. To ensure a holistic overview, we also highlight several niche yet critical areas. Finally, we outline potential research directions to further advance the field of LLM inference serving.

arXiv:2505.02390공식 코드 · Papers with Code

Quantitative Analysis of Performance Drop in DeepSeek Model Quantization

Recently, there is a high demand for deploying DeepSeek-R1 and V3 locally, possibly because the official service often suffers from being busy and some organizations have data privacy concerns. While single-machine deployment offers infrastructure simplicity, the models' 671B FP8 parameter configuration exceeds the practical memory limits of a standard 8-GPU machine. Quantization is a widely used technique that helps reduce model memory consumption. However, it is unclear what the performance of DeepSeek-R1 and V3 will be after being quantized. This technical report presents the first quantitative evaluation of multi-bitwidth quantization across the complete DeepSeek model spectrum. Key findings reveal that 4-bit quantization maintains little performance degradation versus FP8 while enabling single-machine deployment on standard NVIDIA GPU devices. We further propose DQ3_K_M, a dynamic 3-bit quantization method that significantly outperforms traditional Q3_K_M variant on various benchmarks, which is also comparable with 4-bit quantization (Q4_K_M) approach in most tasks. Moreover, DQ3_K_M supports single-machine deployment configurations for both NVIDIA H100/A100 and Huawei 910B. Our implementation of DQ3\_K\_M is released at https://github.com/UnicomAI/DeepSeek-Eval, containing optimized 3-bit quantized variants of both DeepSeek-R1 and DeepSeek-V3.