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Aug 24

TileMix: Tile-Centric Mixed-Precision Attention for LLM Inference Acceleration

Long-context prefill in large language models (LLMs) incurs substantial computation and memory traffic because dense self-attention computes quadratic query-key scores. Existing methods either use a uniform low-precision path or select token interactions, leaving spatial precision routing over hardware-aligned score tiles outside fused dense attention. We introduce TileMix, a tile-centric precision-routing kernel that makes numerical precision an executable spatial decision over score-tile groups within fused dense attention. TileMix partitions the attention matrix into hardware-aligned score tiles, packs routing decisions into compact bitmasks, and dispatches each tile group through FP16 or INT8 score computation while both paths update a shared online-softmax state. Scalable precision grouping lets each routing bit govern multiple adjacent key tiles, preserving hardware-aligned compute tiles and compact metadata at long contexts. By routing all legal tile groups, TileMix preserves dense token connectivity, requires no training, and supports grouped-query attention, variable-length batches, and INT8 key/value caches. Across LongEval, LV-Eval, and A100 prefill benchmarks on LLaMA, Qwen, and Vicuna, TileMix recovers long-context quality lost under uniform INT8 and improves prefill throughput over FP16, yielding a controllable accuracy-efficiency frontier across model families. The implementation is available at https://github.com/HanzhiZhang-Ulrica/TileMix.

  • 7 authors
·
Aug 17

MCU: A Task-centric Framework for Open-ended Agent Evaluation in Minecraft

To pursue the goal of creating an open-ended agent in Minecraft, an open-ended game environment with unlimited possibilities, this paper introduces a task-centric framework named MCU for Minecraft agent evaluation. The MCU framework leverages the concept of atom tasks as fundamental building blocks, enabling the generation of diverse or even arbitrary tasks. Within the MCU framework, each task is measured with six distinct difficulty scores (time consumption, operational effort, planning complexity, intricacy, creativity, novelty). These scores offer a multi-dimensional assessment of a task from different angles, and thus can reveal an agent's capability on specific facets. The difficulty scores also serve as the feature of each task, which creates a meaningful task space and unveils the relationship between tasks. For efficient evaluation of Minecraft agents employing the MCU framework, we maintain a unified benchmark, namely SkillForge, which comprises representative tasks with diverse categories and difficulty distribution. We also provide convenient filters for users to select tasks to assess specific capabilities of agents. We show that MCU has the high expressivity to cover all tasks used in recent literature on Minecraft agent, and underscores the need for advancements in areas such as creativity, precise control, and out-of-distribution generalization under the goal of open-ended Minecraft agent development.

  • 4 authors
·
Oct 12, 2023

How GPT learns layer by layer

Large Language Models (LLMs) excel at tasks like language processing, strategy games, and reasoning but struggle to build generalizable internal representations essential for adaptive decision-making in agents. For agents to effectively navigate complex environments, they must construct reliable world models. While LLMs perform well on specific benchmarks, they often fail to generalize, leading to brittle representations that limit their real-world effectiveness. Understanding how LLMs build internal world models is key to developing agents capable of consistent, adaptive behavior across tasks. We analyze OthelloGPT, a GPT-based model trained on Othello gameplay, as a controlled testbed for studying representation learning. Despite being trained solely on next-token prediction with random valid moves, OthelloGPT shows meaningful layer-wise progression in understanding board state and gameplay. Early layers capture static attributes like board edges, while deeper layers reflect dynamic tile changes. To interpret these representations, we compare Sparse Autoencoders (SAEs) with linear probes, finding that SAEs offer more robust, disentangled insights into compositional features, whereas linear probes mainly detect features useful for classification. We use SAEs to decode features related to tile color and tile stability, a previously unexamined feature that reflects complex gameplay concepts like board control and long-term planning. We study the progression of linear probe accuracy and tile color using both SAE's and linear probes to compare their effectiveness at capturing what the model is learning. Although we begin with a smaller language model, OthelloGPT, this study establishes a framework for understanding the internal representations learned by GPT models, transformers, and LLMs more broadly. Our code is publicly available: https://github.com/ALT-JS/OthelloSAE.

  • 6 authors
·
Jan 13, 2025

Verification of GossipSub in ACL2s

GossipSub is a popular new peer-to-peer network protocol designed to disseminate messages quickly and efficiently by allowing peers to forward the full content of messages only to a dynamically selected subset of their neighboring peers (mesh neighbors) while gossiping about messages they have seen with the rest. Peers decide which of their neighbors to graft or prune from their mesh locally and periodically using a score for each neighbor. Scores are calculated using a score function that depends on mesh-specific parameters, weights and counters relating to a peer's performance in the network. Since a GossipSub network's performance ultimately depends on the performance of its peers, an important question arises: Is the score calculation mechanism effective in weeding out non-performing or even intentionally misbehaving peers from meshes? We answered this question in the negative in our companion paper by reasoning about GossipSub using our formal, official and executable ACL2s model. Based on our findings, we synthesized and simulated attacks against GossipSub which were confirmed by the developers of GossipSub, FileCoin, and Eth2.0, and publicly disclosed in MITRE CVE-2022-47547. In this paper, we present a detailed description of our model. We discuss design decisions, security properties of GossipSub, reasoning about the security properties in context of our model, attack generation and lessons we learnt when writing it.

  • 4 authors
·
Nov 15, 2023

SemaPLC: A Project-Grounded, Verification-Gated Agent Harness for PLC Code Generation

Programmable logic controllers (PLCs) run industrial plants, and large language models can already generate independent program organization units (POUs) for them. Whether such logic integrates into an existing PLC project and then runs correctly has been checked only in limited tests. We present SemaPLC, a project-grounded and verification-gated agent harness assembled from conventional tools but governed by a strict completion rule. Rather than stopping when the model judges its own output adequate, SemaPLC declares a task complete only when logged external checks confirm it. Those checks cover the specification, the compilation, and the behavior on a live runtime. On 117 independent-POU tasks matching existing benchmarks, it attains the highest strict verified pass rate on all seven models (72.6\% mean). On a project-context track of 65 tasks whose generated logic must compile and run inside a real project, it attains the highest mean on integrated compilation, static behavior, and dynamic behavior. Of the three layers, dynamic behavior is the most revealing. We measure it by deploying the generated and the reference logic to a live PLC runtime and comparing their executed traces. All methods fall within 10 static points of one another, whereas dynamic scores separate them sharply, from 22.4 to 31.4 for the baselines against 52.2 for SemaPLC. Overall, our verification-gated harness raises the mean at every layer and most sharply at runtime. Execution, not static scoring, is the faithful test of whether generated control logic actually works. SemaPLC is open-sourced at https://github.com/midea-ai/SemaPLC.

KWBench: Measuring Unprompted Problem Recognition in Knowledge Work

We introduce the first version of KWBench (Knowledge Work Bench), a benchmark for unprompted problem recognition in large language models: can an LLM identify a professional scenario before attempting to solve it. Existing frontier benchmarks have saturated, and most knowledge-work evaluations to date reduce to extraction or task completion against a specification. KWBench targets the step before that: recognizing the governing structure of the situation from raw inputs alone. The benchmark contains 223 tasks sourced from practitioners across acquisitions, contract negotiations, clinical pharmacy, organizational politics, fraud analysis, and incentive design. Each task encodes a formal game-theoretic pattern (principal-agent conflict, signaling, mechanism design failure, strategic omission, coalitional dynamics, strategic interdependence) and carries structured ground truth recording the expert reading of the situation and the anticipated failure modes. Models receive raw data and a task prompt with no indication of problem type. Scoring is a three-tier rubric gated by a mandatory conjunctive check. Mandatory criteria encode the predicted wrong paths. We evaluate 16 models. The best model passes on 27.9% of tasks. The top two models agree on only 31.7% of their passes. Among the top 8, 44 tasks are solved by exactly one model; routing across the top 8 covers 50.7% of the benchmark, nearly double the best single model. Conditional on passing, quality scores converge (approx 83% across models); unconditional scores do not. Same models articulate the relevant game-theoretic concept correctly when asked, then fail to apply it unprompted. We release KWBench to shift how frontier models are evaluated on knowledge work, scoring them on whether they recognize the right problem from the situation alone, not only on how well they execute once the problem has been framed for them.

clio-ai Clio AI
·
Apr 16 2

GDP.pdf: Benchmarking Grounded Multimodal Reasoning over Professional PDF Documents

A large share of day-to-day work in professional domains happens inside PDF files: benefits packets, leases, datasheets, clinical guidelines, construction plans. Benchmarks for document AI have generally measured the required capabilities in isolation: OCR, layout analysis, chart reasoning, table QA, document VQA. A high score on any one of them does not necessarily reveal whether a model can answer a realistic question that someone in the field would actually ask about a specific PDF. GDP_pdf is a benchmark built to measure this directly. It consists of question-document pairs authored by working professionals in ten fields, and a candidate question was kept only when at least two frontier multimodal models failed it in a way that mattered: a wrong answer, missed decisive evidence, or a fabricated claim, rather than a superficial difference such as style. Each item comes with a rubric of atomic criteria, so we can report a graded rubric score as well as a strict task-level pass rate, and each item is tagged against a taxonomy of eleven capabilities in three tiers, spanning text extraction and grounding, table and chart comprehension, cross-referencing, spatial reasoning, and abstention on unsupported queries. We report results for seventeen frontier models on the 100-item benchmark: the best model passes only 30.7% of the items and the worst passes 2%. Most errors trace back to a small set of recurring loss patterns: misaligned tables, misread charts, skipped footnotes and exclusions, miscounted floor-plan symbols, scan noise, and amendments that supersede earlier text.

  • 4 authors
·
Jul 14

Transformer-Based Rhythm Quantization of Performance MIDI Using Beat Annotations

Rhythm transcription is a key subtask of notation-level Automatic Music Transcription (AMT). While deep learning models have been extensively used for detecting the metrical grid in audio and MIDI performances, beat-based rhythm quantization remains largely unexplored. In this work, we introduce a novel deep learning approach for quantizing MIDI performances using a priori beat information. Our method leverages the transformer architecture to effectively process synchronized score and performance data for training a quantization model. Key components of our approach include dataset preparation, a beat-based pre-quantization method to align performance and score times within a unified framework, and a MIDI tokenizer tailored for this task. We adapt a transformer model based on the T5 architecture to meet the specific requirements of rhythm quantization. The model is evaluated using a set of score-level metrics designed for objective assessment of quantization performance. Through systematic evaluation, we optimize both data representation and model architecture. Additionally, we apply performance and score augmentations, such as transposition, note deletion, and performance-side time jitter, to enhance the model's robustness. Finally, a qualitative analysis compares our model's quantization performance against state-of-the-art probabilistic and deep-learning models on various example pieces. Our model achieves an onset F1-score of 97.3% and a note value accuracy of 83.3% on the ASAP dataset. It generalizes well across time signatures, including those not seen during training, and produces readable score output. Fine-tuning on instrument-specific datasets further improves performance by capturing characteristic rhythmic and melodic patterns. This work contributes a robust and flexible framework for beat-based MIDI quantization using transformer models.

  • 3 authors
·
Apr 23

TTT-Bench: A Benchmark for Evaluating Reasoning Ability with Simple and Novel Tic-Tac-Toe-style Games

Large reasoning models (LRMs) have demonstrated impressive reasoning capabilities across a broad range of tasks including Olympiad-level mathematical problems, indicating evidence of their complex reasoning abilities. While many reasoning benchmarks focus on the STEM domain, the ability of LRMs to reason correctly in broader task domains remains underexplored. In this work, we introduce TTT-Bench, a new benchmark that is designed to evaluate basic strategic, spatial, and logical reasoning abilities in LRMs through a suite of four two-player Tic-Tac-Toe-style games that humans can effortlessly solve from a young age. We propose a simple yet scalable programmatic approach for generating verifiable two-player game problems for TTT-Bench. Although these games are trivial for humans, they require reasoning about the intentions of the opponent, as well as the game board's spatial configurations, to ensure a win. We evaluate a diverse set of state-of-the-art LRMs, and discover that the models that excel at hard math problems frequently fail at these simple reasoning games. Further testing reveals that our evaluated reasoning models score on average downarrow 41\% \& downarrow 5\% lower on TTT-Bench compared to MATH 500 \& AIME 2024 respectively, with larger models achieving higher performance using shorter reasoning traces, where most of the models struggle on long-term strategic reasoning situations on simple and new TTT-Bench tasks.

amd AMD
·
Jun 11, 2025 2

CODA: Cascaded Online Discontinuity-Aware Alignment for Real-Time Image-Based Score Following

Real-time score following from sheet images remains chal- lenging because the model must process streaming au- dio while resolving highly repetitive visual patterns un- der strict latency constraints. Recent image-based meth- ods have attempted to use multi-resolution prediction by simultaneously predicting the positions of the active sys- tem, bar, and note. However, their predictions across these different levels of notation are independent, which makes the predictions unstable and introduces unnecessary ex- tra search space for bar- and note-level predictions. Most existing methods also lack mechanisms to recover from score discontinuities, such as repeats, da capo (D.C.), or coda jumps. This paper proposes CODA, to the best of our knowledge, the first real-time score following system that addresses both gaps. CODA explicitly exploits the cascaded structure of music scores: it first selects the ac- tive system, then the active bar within it, and finally the active note within the selected bar. This enforces pre- diction consistency across resolutions. A silence-driven break mode enables recovery from arbitrary score discon- tinuities without requiring knowledge of the repeat struc- ture. Evaluated on the Multimodal Sheet Music Dataset (MSMD) piano benchmarks, CODA achieves state-of-the- art tracking accuracy and discontinuity-recovery perfor- mance under real-time throughput. Code is available at https://github.com/ValleyC/CODA.

  • 3 authors
·
Jul 23