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SubscribeMulti-Agent Reinforcement Learning for Microprocessor Design Space Exploration
Microprocessor architects are increasingly resorting to domain-specific customization in the quest for high-performance and energy-efficiency. As the systems grow in complexity, fine-tuning architectural parameters across multiple sub-systems (e.g., datapath, memory blocks in different hierarchies, interconnects, compiler optimization, etc.) quickly results in a combinatorial explosion of design space. This makes domain-specific customization an extremely challenging task. Prior work explores using reinforcement learning (RL) and other optimization methods to automatically explore the large design space. However, these methods have traditionally relied on single-agent RL/ML formulations. It is unclear how scalable single-agent formulations are as we increase the complexity of the design space (e.g., full stack System-on-Chip design). Therefore, we propose an alternative formulation that leverages Multi-Agent RL (MARL) to tackle this problem. The key idea behind using MARL is an observation that parameters across different sub-systems are more or less independent, thus allowing a decentralized role assigned to each agent. We test this hypothesis by designing domain-specific DRAM memory controller for several workload traces. Our evaluation shows that the MARL formulation consistently outperforms single-agent RL baselines such as Proximal Policy Optimization and Soft Actor-Critic over different target objectives such as low power and latency. To this end, this work opens the pathway for new and promising research in MARL solutions for hardware architecture search.
LEGO-GraphRAG: Modularizing Graph-based Retrieval-Augmented Generation for Design Space Exploration
GraphRAG addresses significant challenges in Retrieval-Augmented Generation (RAG) by leveraging graphs with embedded knowledge to enhance the reasoning capabilities of Large Language Models (LLMs). Despite its promising potential, the GraphRAG community currently lacks a unified framework for fine-grained decomposition of the graph-based knowledge retrieval process. Furthermore, there is no systematic categorization or evaluation of existing solutions within the retrieval process. In this paper, we present LEGO-GraphRAG, a modular framework that decomposes the retrieval process of GraphRAG into three interconnected modules: subgraph-extraction, path-filtering, and path-refinement. We systematically summarize and classify the algorithms and neural network (NN) models relevant to each module, providing a clearer understanding of the design space for GraphRAG instances. Additionally, we identify key design factors, such as Graph Coupling and Computational Cost, that influence the effectiveness of GraphRAG implementations. Through extensive empirical studies, we construct high-quality GraphRAG instances using a representative selection of solutions and analyze their impact on retrieval and reasoning performance. Our findings offer critical insights into optimizing GraphRAG instance design, ultimately contributing to the advancement of more accurate and contextually relevant LLM applications.
ArchGym: An Open-Source Gymnasium for Machine Learning Assisted Architecture Design
Machine learning is a prevalent approach to tame the complexity of design space exploration for domain-specific architectures. Using ML for design space exploration poses challenges. First, it's not straightforward to identify the suitable algorithm from an increasing pool of ML methods. Second, assessing the trade-offs between performance and sample efficiency across these methods is inconclusive. Finally, lack of a holistic framework for fair, reproducible, and objective comparison across these methods hinders progress of adopting ML-aided architecture design space exploration and impedes creating repeatable artifacts. To mitigate these challenges, we introduce ArchGym, an open-source gym and easy-to-extend framework that connects diverse search algorithms to architecture simulators. To demonstrate utility, we evaluate ArchGym across multiple vanilla and domain-specific search algorithms in designing custom memory controller, deep neural network accelerators, and custom SoC for AR/VR workloads, encompassing over 21K experiments. Results suggest that with unlimited samples, ML algorithms are equally favorable to meet user-defined target specification if hyperparameters are tuned; no solution is necessarily better than another (e.g., reinforcement learning vs. Bayesian methods). We coin the term hyperparameter lottery to describe the chance for a search algorithm to find an optimal design provided meticulously selected hyperparameters. The ease of data collection and aggregation in ArchGym facilitates research in ML-aided architecture design space exploration. As a case study, we show this advantage by developing a proxy cost model with an RMSE of 0.61% that offers a 2,000-fold reduction in simulation time. Code and data for ArchGym is available at https://bit.ly/ArchGym.
A scalable and efficient convolutional neural network accelerator using HLS for a System on Chip design
This paper presents a configurable Convolutional Neural Network Accelerator (CNNA) for a System on Chip design (SoC). The goal was to accelerate inference of different deep learning networks on an embedded SoC platform. The presented CNNA has a scalable architecture which uses High Level Synthesis (HLS) and SystemC for the hardware accelerator. It is able to accelerate any Convolutional Neural Network (CNN) exported from Python and supports a combination of convolutional, max-pooling, and fully connected layers. A training method with fixed-point quantized weights is proposed and presented in the paper. The CNNA is template-based, enabling it to scale for different targets of the Xilinx Zynq platform. This approach enables design space exploration, which makes it possible to explore several configurations of the CNNA during C- and RTL-simulation, fitting it to the desired platform and model. The CNN VGG16 was used to test the solution on a Xilinx Ultra96 board using PYNQ. The result gave a high level of accuracy in training with an auto-scaled fixed-point Q2.14 format compared to a similar floating-point model. It was able to perform inference in 2.0 seconds, while having an average power consumption of 2.63 W, which corresponds to a power efficiency of 6.0 GOPS/W.
Post-Training Quantization with Low-precision Minifloats and Integers on FPGAs
Post-Training Quantization (PTQ) is a powerful technique for model compression, reducing the precision of neural networks without additional training overhead. Recent works have investigated adopting 8-bit floating-point quantization (FP8) in the context of PTQ for model inference. However, the exploration of floating-point formats smaller than 8 bits and their comparison with integer quantization remains relatively limited. In this work, we present minifloats, which are reduced-precision floating-point formats capable of further reducing the memory footprint, latency, and energy cost of a model while approaching full-precision model accuracy. Our work presents a novel PTQ design-space exploration, comparing minifloat and integer quantization schemes across a range of 3 to 8 bits for both weights and activations. We examine the applicability of various PTQ techniques to minifloats, including weight equalization, bias correction, SmoothQuant, gradient-based learned rounding, and the GPTQ method. Our experiments validate the effectiveness of low-precision minifloats when compared to their integer counterparts across a spectrum of accuracy-precision trade-offs on a set of reference deep learning vision workloads. Finally, we evaluate our results against an FPGA-based hardware cost model, showing that integer quantization often remains the Pareto-optimal option, given its relatively smaller hardware resource footprint.
INSIGHT: Universal Neural Simulator for Analog Circuits Harnessing Autoregressive Transformers
Analog front-end design heavily relies on specialized human expertise and costly trial-and-error simulations, which motivated many prior works on analog design automation. However, efficient and effective exploration of the vast and complex design space remains constrained by the time-consuming nature of SPICE simulations, making effective design automation a challenging endeavor. In this paper, we introduce INSIGHT, a GPU-powered, technology-agnostic, effective universal neural simulator in the analog front-end design automation loop. INSIGHT accurately predicts the performance metrics of analog circuits across various technologies with just a few microseconds of inference time. Notably, its autoregressive capabilities enable INSIGHT to accurately predict simulation-costly critical transient specifications leveraging less expensive performance metric information. The low cost and high fidelity feature make INSIGHT a good substitute for standard simulators in analog front-end optimization frameworks. INSIGHT is compatible with any optimization framework, facilitating enhanced design space exploration for sample efficiency through sophisticated offline learning and adaptation techniques. Our experiments demonstrate that INSIGHT-M, a model-based batch reinforcement learning sizing framework with INSIGHT as the accurate surrogate, only requires < 20 real-time simulations with 100-1000x lower simulation costs and significant speedup over existing sizing methods.
Exploring Highly Quantised Neural Networks for Intrusion Detection in Automotive CAN
Vehicles today comprise intelligent systems like connected autonomous driving and advanced driving assistance systems (ADAS) to enhance the driving experience, which is enabled through increased connectivity to infrastructure and fusion of information from different sensing modes. However, the rising connectivity coupled with the legacy network architecture within vehicles can be exploited for launching active and passive attacks on critical vehicle systems and directly affecting the safety of passengers. Machine learning-based intrusion detection models have been shown to successfully detect multiple targeted attack vectors in recent literature, whose deployments are enabled through quantised neural networks targeting low-power platforms. Multiple models are often required to simultaneously detect multiple attack vectors, increasing the area, (resource) cost, and energy consumption. In this paper, we present a case for utilising custom-quantised MLP's (CQMLP) as a multi-class classification model, capable of detecting multiple attacks from the benign flow of controller area network (CAN) messages. The specific quantisation and neural architecture are determined through a joint design space exploration, resulting in our choice of the 2-bit precision and the n-layer MLP. Our 2-bit version is trained using Brevitas and optimised as a dataflow hardware model through the FINN toolflow from AMD/Xilinx, targeting an XCZU7EV device. We show that the 2-bit CQMLP model, when integrated as the IDS, can detect malicious attack messages (DoS, fuzzing, and spoofing attack) with a very high accuracy of 99.9%, on par with the state-of-the-art methods in the literature. Furthermore, the dataflow model can perform line rate detection at a latency of 0.11 ms from message reception while consuming 0.23 mJ/inference, making it ideally suited for integration with an ECU in critical CAN networks.
SAGE-HLS: Syntax-Aware AST-Guided LLM for High-Level Synthesis Code Generation
In today's rapidly evolving field of electronic design automation (EDA), the complexity of hardware designs is increasing, necessitating more sophisticated automation solutions. High-level synthesis (HLS), as a pivotal solution, automates hardware designs from high-level abstractions (e.g., C/C++). However, it faces significant challenges, particularly in design space exploration and optimization. While large language models (LLMs) have shown notable capabilities in code generation, their application to HLS has been limited due to the scarcity of (publicly) available HLS code datasets. Hence, research in this domain has primarily focused on techniques such as prompt engineering and retrieval-augmented generation (RAG). To overcome this limitation, this paper introduces SAGE-HLS, the first-of-its-kind fine-tuned LLM specifically for HLS code generation. Our method includes three key advancements: (i) We implement Verilog-to-C/C++ porting, converting verified and synthesizable Verilog codes into corresponding C, creating a dataset of 16.7K HLS codes; (ii) We implement a fine-tuning strategy, which is based on instruction prompting to code generation guided by abstract syntax tree (AST); (iii) We develop a semi-automated evaluation framework using VerilogEval to assess the functionality of the generated HLS code. Our experiments show that SAGE-HLS, fined-tuned on the QwenCoder (2.5) 7B model, achieves a near 100% success rate in code synthesizability and a 75% success rate in functional correctness.
PSOFuzz: Fuzzing Processors with Particle Swarm Optimization
Hardware security vulnerabilities in computing systems compromise the security defenses of not only the hardware but also the software running on it. Recent research has shown that hardware fuzzing is a promising technique to efficiently detect such vulnerabilities in large-scale designs such as modern processors. However, the current fuzzing techniques do not adjust their strategies dynamically toward faster and higher design space exploration, resulting in slow vulnerability detection, evident through their low design coverage. To address this problem, we propose PSOFuzz, which uses particle swarm optimization (PSO) to schedule the mutation operators and to generate initial input programs dynamically with the objective of detecting vulnerabilities quickly. Unlike traditional PSO, which finds a single optimal solution, we use a modified PSO that dynamically computes the optimal solution for selecting mutation operators required to explore new design regions in hardware. We also address the challenge of inefficient initial seed generation by employing PSO-based seed generation. Including these optimizations, our final formulation outperforms fuzzers without PSO. Experiments show that PSOFuzz achieves up to 15.25times speedup for vulnerability detection and up to 2.22times speedup for coverage compared to the state-of-the-art simulation-based hardware fuzzer.
ForgeHLS: A Large-Scale, Open-Source Dataset for High-Level Synthesis
High-Level Synthesis (HLS) plays a crucial role in modern hardware design by transforming high-level code into optimized hardware implementations. However, progress in applying machine learning (ML) to HLS optimization has been hindered by a shortage of sufficiently large and diverse datasets. To bridge this gap, we introduce ForgeHLS, a large-scale, open-source dataset explicitly designed for ML-driven HLS research. ForgeHLS comprises over 400k diverse designs generated from 846 kernels covering a broad range of application domains, consuming over 200k CPU hours during dataset construction. Each kernel includes systematically automated pragma insertions (loop unrolling, pipelining, array partitioning), combined with extensive design space exploration using Bayesian optimization. Compared to existing datasets, ForgeHLS significantly enhances scale, diversity, and design coverage. We further define and evaluate representative downstream tasks in Quality of Result (QoR) prediction and automated pragma exploration, clearly demonstrating ForgeHLS utility for developing and improving ML-based HLS optimization methodologies. The dataset and code are public at https://github.com/zedong-peng/ForgeHLS.
Charting the Design Space of Neural Graph Representations for Subgraph Matching
Subgraph matching is vital in knowledge graph (KG) question answering, molecule design, scene graph, code and circuit search, etc. Neural methods have shown promising results for subgraph matching. Our study of recent systems suggests refactoring them into a unified design space for graph matching networks. Existing methods occupy only a few isolated patches in this space, which remains largely uncharted. We undertake the first comprehensive exploration of this space, featuring such axes as attention-based vs. soft permutation-based interaction between query and corpus graphs, aligning nodes vs. edges, and the form of the final scoring network that integrates neural representations of the graphs. Our extensive experiments reveal that judicious and hitherto-unexplored combinations of choices in this space lead to large performance benefits. Beyond better performance, our study uncovers valuable insights and establishes general design principles for neural graph representation and interaction, which may be of wider interest.
mRAG: Elucidating the Design Space of Multi-modal Retrieval-Augmented Generation
Large Vision-Language Models (LVLMs) have made remarkable strides in multimodal tasks such as visual question answering, visual grounding, and complex reasoning. However, they remain limited by static training data, susceptibility to hallucinations, and inability to verify claims against up-to-date, external evidence, compromising their performance in dynamic real-world applications. Retrieval-Augmented Generation (RAG) offers a practical solution to mitigate these challenges by allowing the LVLMs to access large-scale knowledge databases via retrieval mechanisms, thereby grounding model outputs in factual, contextually relevant information. Here in this paper, we conduct the first systematic dissection of the multimodal RAG pipeline for LVLMs, explicitly investigating (1) the retrieval phase: on the modality configurations and retrieval strategies, (2) the re-ranking stage: on strategies to mitigate positional biases and improve the relevance of retrieved evidence, and (3) the generation phase: we further investigate how to best integrate retrieved candidates into the final generation process. Finally, we extend to explore a unified agentic framework that integrates re-ranking and generation through self-reflection, enabling LVLMs to select relevant evidence and suppress irrelevant context dynamically. Our full-stack exploration of RAG for LVLMs yields substantial insights, resulting in an average performance boost of 5% without any fine-tuning.
Eagle: Exploring The Design Space for Multimodal LLMs with Mixture of Encoders
The ability to accurately interpret complex visual information is a crucial topic of multimodal large language models (MLLMs). Recent work indicates that enhanced visual perception significantly reduces hallucinations and improves performance on resolution-sensitive tasks, such as optical character recognition and document analysis. A number of recent MLLMs achieve this goal using a mixture of vision encoders. Despite their success, there is a lack of systematic comparisons and detailed ablation studies addressing critical aspects, such as expert selection and the integration of multiple vision experts. This study provides an extensive exploration of the design space for MLLMs using a mixture of vision encoders and resolutions. Our findings reveal several underlying principles common to various existing strategies, leading to a streamlined yet effective design approach. We discover that simply concatenating visual tokens from a set of complementary vision encoders is as effective as more complex mixing architectures or strategies. We additionally introduce Pre-Alignment to bridge the gap between vision-focused encoders and language tokens, enhancing model coherence. The resulting family of MLLMs, Eagle, surpasses other leading open-source models on major MLLM benchmarks. Models and code: https://github.com/NVlabs/Eagle
Elucidating the design space of language models for image generation
The success of autoregressive (AR) language models in text generation has inspired the computer vision community to adopt Large Language Models (LLMs) for image generation. However, considering the essential differences between text and image modalities, the design space of language models for image generation remains underexplored. We observe that image tokens exhibit greater randomness compared to text tokens, which presents challenges when training with token prediction. Nevertheless, AR models demonstrate their potential by effectively learning patterns even from a seemingly suboptimal optimization problem. Our analysis also reveals that while all models successfully grasp the importance of local information in image generation, smaller models struggle to capture the global context. In contrast, larger models showcase improved capabilities in this area, helping to explain the performance gains achieved when scaling up model size. We further elucidate the design space of language models for vision generation, including tokenizer choice, model choice, model scalability, vocabulary design, and sampling strategy through extensive comparative experiments. Our work is the first to analyze the optimization behavior of language models in vision generation, and we believe it can inspire more effective designs when applying LMs to other domains. Finally, our elucidated language model for image generation, termed as ELM, achieves state-of-the-art performance on the ImageNet 256*256 benchmark. The code is available at https://github.com/Pepperlll/LMforImageGeneration.git.
Modified LAB Algorithm with Clustering-based Search Space Reduction Method for solving Engineering Design Problems
A modified LAB algorithm is introduced in this paper. It builds upon the original LAB algorithm (Reddy et al. 2023), which is a socio-inspired algorithm that models competitive and learning behaviours within a group, establishing hierarchical roles. The proposed algorithm incorporates the roulette wheel approach and a reduction factor introducing inter-group competition and iteratively narrowing down the sample space. The algorithm is validated by solving the benchmark test problems from CEC 2005 and CEC 2017. The solutions are validated using standard statistical tests such as two-sided and pairwise signed rank Wilcoxon test and Friedman rank test. The algorithm exhibited improved and superior robustness as well as search space exploration capabilities. Furthermore, a Clustering-Based Search Space Reduction (C-SSR) method is proposed, making the algorithm capable to solve constrained problems. The C-SSR method enables the algorithm to identify clusters of feasible regions, satisfying the constraints and contributing to achieve the optimal solution. This method demonstrates its effectiveness as a potential alternative to traditional constraint handling techniques. The results obtained using the Modified LAB algorithm are then compared with those achieved by other recent metaheuristic algorithms.
Elucidating the Design Space of Multimodal Protein Language Models
Multimodal protein language models (PLMs) integrate sequence and token-based structural information, serving as a powerful foundation for protein modeling, generation, and design. However, the reliance on tokenizing 3D structures into discrete tokens causes substantial loss of fidelity about fine-grained structural details and correlations. In this paper, we systematically elucidate the design space of multimodal PLMs to overcome their limitations. We identify tokenization loss and inaccurate structure token predictions by the PLMs as major bottlenecks. To address these, our proposed design space covers improved generative modeling, structure-aware architectures and representation learning, and data exploration. Our advancements approach finer-grained supervision, demonstrating that token-based multimodal PLMs can achieve robust structural modeling. The effective design methods dramatically improve the structure generation diversity, and notably, folding abilities of our 650M model by reducing the RMSD from 5.52 to 2.36 on PDB testset, even outperforming 3B baselines and on par with the specialized folding models.
Problem Solved? Information Extraction Design Space for Layout-Rich Documents using LLMs
This paper defines and explores the design space for information extraction (IE) from layout-rich documents using large language models (LLMs). The three core challenges of layout-aware IE with LLMs are 1) data structuring, 2) model engagement, and 3) output refinement. Our study delves into the sub-problems within these core challenges, such as input representation, chunking, prompting, and selection of LLMs and multimodal models. It examines the outcomes of different design choices through a new layout-aware IE test suite, benchmarking against the state-of-art (SoA) model LayoutLMv3. The results show that the configuration from one-factor-at-a-time (OFAT) trial achieves near-optimal results with 14.1 points F1-score gain from the baseline model, while full factorial exploration yields only a slightly higher 15.1 points gain at around 36x greater token usage. We demonstrate that well-configured general-purpose LLMs can match the performance of specialized models, providing a cost-effective alternative. Our test-suite is freely available at https://github.com/gayecolakoglu/LayIE-LLM.
From structure mining to unsupervised exploration of atomic octahedral networks
Networks of atom-centered coordination octahedra commonly occur in inorganic and hybrid solid-state materials. Characterizing their spatial arrangements and characteristics is crucial for relating structures to properties for many materials families. The traditional method using case-by-case inspection becomes prohibitive for discovering trends and similarities in large datasets. Here, we operationalize chemical intuition to automate the geometric parsing, quantification, and classification of coordination octahedral networks. We find axis-resolved tilting trends in ABO_{3} perovskite polymorphs, which assist in detecting oxidation state changes. Moreover, we develop a scale-invariant encoding scheme to represent these networks, which, combined with human-assisted unsupervised machine learning, allows us to taxonomize the inorganic framework polytypes in hybrid iodoplumbates (A_xPb_yI_z). Consequently, we uncover a violation of Pauling's third rule and the design principles underpinning their topological diversity. Our results offer a glimpse into the vast design space of atomic octahedral networks and inform high-throughput, targeted screening of specific structure types.
MenTeR: A fully-automated Multi-agenT workflow for end-to-end RF/Analog Circuits Netlist Design
RF/Analog design is essential for bridging digital technologies with real-world signals, ensuring the functionality and reliability of a wide range of electronic systems. However, analog design procedures are often intricate, time-consuming and reliant on expert intuition, and hinder the time and cost efficiency of circuit development. To overcome the limitations of the manual circuit design, we introduce MenTeR - a multiagent workflow integrated into an end-to-end analog design framework. By employing multiple specialized AI agents that collaboratively address different aspects of the design process, such as specification understanding, circuit optimization, and test bench validation, MenTeR reduces the dependency on frequent trial-and-error-style intervention. MenTeR not only accelerates the design cycle time but also facilitates a broader exploration of the design space, demonstrating robust capabilities in handling real-world analog systems. We believe that MenTeR lays the groundwork for future "RF/Analog Copilots" that can collaborate seamlessly with human designers.
Co-Exploration of Neural Architectures and Heterogeneous ASIC Accelerator Designs Targeting Multiple Tasks
Neural Architecture Search (NAS) has demonstrated its power on various AI accelerating platforms such as Field Programmable Gate Arrays (FPGAs) and Graphic Processing Units (GPUs). However, it remains an open problem, how to integrate NAS with Application-Specific Integrated Circuits (ASICs), despite them being the most powerful AI accelerating platforms. The major bottleneck comes from the large design freedom associated with ASIC designs. Moreover, with the consideration that multiple DNNs will run in parallel for different workloads with diverse layer operations and sizes, integrating heterogeneous ASIC sub-accelerators for distinct DNNs in one design can significantly boost performance, and at the same time further complicate the design space. To address these challenges, in this paper we build ASIC template set based on existing successful designs, described by their unique dataflows, so that the design space is significantly reduced. Based on the templates, we further propose a framework, namely NASAIC, which can simultaneously identify multiple DNN architectures and the associated heterogeneous ASIC accelerator design, such that the design specifications (specs) can be satisfied, while the accuracy can be maximized. Experimental results show that compared with successive NAS and ASIC design optimizations which lead to design spec violations, NASAIC can guarantee the results to meet the design specs with 17.77%, 2.49x, and 2.32x reductions on latency, energy, and area and with 0.76% accuracy loss. To the best of the authors' knowledge, this is the first work on neural architecture and ASIC accelerator design co-exploration.
Navigating Chemical-Linguistic Sharing Space with Heterogeneous Molecular Encoding
Chemical language models (CLMs) are prominent for their effectiveness in exploring chemical space and enabling molecular engineering. However, while exploring chemical-linguistic space, CLMs suffer from the gap between natural language and molecular representations. This challenge is primarily due to the inherent modeling differences between molecules and texts: molecules operate unified modeling to learn chemical space, while natural language sequentially models the semantic space. Additionally, the limited availability of high-quality text-to-molecule datasets further exacerbates this challenge. To address the problem, we first verified the information bias in molecular representations from different perspectives. We then developed the Heterogeneous Molecular Encoding (HME) framework, a unified molecular encoder compressing the molecular features from fragment sequence, topology, and conformation with Q-learning. To better model chemical-linguistic space, we further constructed the MCMoD dataset, which contains over one million molecules with various conditions, including properties, fragments, and descriptions. Experimentally, HME promotes CLMs to achieve chemical-linguistic sharing space exploration: (1) chemical space exploration with linguistic guidance, where HME achieves significant improvements (+37.8\% FCD) for molecular design in multiple constraints, even in zero-shot scenarios; (2) linguistic space exploration with molecular guidance, where HME generates textual descriptions with high qualities (+11.6\% BLEU) for molecules. These results highlight the precision of HME in handling multi-objective and cross-domain tasks, as well as its remarkable generalization capability on unseen task combinations. HME offers a new perspective on navigating chemical-linguistic sharing space, advancing the potential of CLMs in both fundamental research and practical applications in chemistry.
ShortCircuit: AlphaZero-Driven Circuit Design
Chip design relies heavily on generating Boolean circuits, such as AND-Inverter Graphs (AIGs), from functional descriptions like truth tables. While recent advances in deep learning have aimed to accelerate circuit design, these efforts have mostly focused on tasks other than synthesis, and traditional heuristic methods have plateaued. In this paper, we introduce ShortCircuit, a novel transformer-based architecture that leverages the structural properties of AIGs and performs efficient space exploration. Contrary to prior approaches attempting end-to-end generation of logic circuits using deep networks, ShortCircuit employs a two-phase process combining supervised with reinforcement learning to enhance generalization to unseen truth tables. We also propose an AlphaZero variant to handle the double exponentially large state space and the sparsity of the rewards, enabling the discovery of near-optimal designs. To evaluate the generative performance of our trained model , we extract 500 truth tables from a benchmark set of 20 real-world circuits. ShortCircuit successfully generates AIGs for 84.6% of the 8-input test truth tables, and outperforms the state-of-the-art logic synthesis tool, ABC, by 14.61% in terms of circuits size.
Exploring the Deep Fusion of Large Language Models and Diffusion Transformers for Text-to-Image Synthesis
This paper does not describe a new method; instead, it provides a thorough exploration of an important yet understudied design space related to recent advances in text-to-image synthesis -- specifically, the deep fusion of large language models (LLMs) and diffusion transformers (DiTs) for multi-modal generation. Previous studies mainly focused on overall system performance rather than detailed comparisons with alternative methods, and key design details and training recipes were often left undisclosed. These gaps create uncertainty about the real potential of this approach. To fill these gaps, we conduct an empirical study on text-to-image generation, performing controlled comparisons with established baselines, analyzing important design choices, and providing a clear, reproducible recipe for training at scale. We hope this work offers meaningful data points and practical guidelines for future research in multi-modal generation.
Tartarus: A Benchmarking Platform for Realistic And Practical Inverse Molecular Design
The efficient exploration of chemical space to design molecules with intended properties enables the accelerated discovery of drugs, materials, and catalysts, and is one of the most important outstanding challenges in chemistry. Encouraged by the recent surge in computer power and artificial intelligence development, many algorithms have been developed to tackle this problem. However, despite the emergence of many new approaches in recent years, comparatively little progress has been made in developing realistic benchmarks that reflect the complexity of molecular design for real-world applications. In this work, we develop a set of practical benchmark tasks relying on physical simulation of molecular systems mimicking real-life molecular design problems for materials, drugs, and chemical reactions. Additionally, we demonstrate the utility and ease of use of our new benchmark set by demonstrating how to compare the performance of several well-established families of algorithms. Surprisingly, we find that model performance can strongly depend on the benchmark domain. We believe that our benchmark suite will help move the field towards more realistic molecular design benchmarks, and move the development of inverse molecular design algorithms closer to designing molecules that solve existing problems in both academia and industry alike.
Monte Carlo Tree Search for Comprehensive Exploration in LLM-Based Automatic Heuristic Design
Handcrafting heuristics for solving complex planning tasks (e.g., NP-hard combinatorial optimization (CO) problems) is a common practice but requires extensive domain knowledge. Recently, Large Language Model (LLM)-based automatic heuristics design (AHD) methods have shown promise in generating high-quality heuristics without manual intervention. Existing LLM-based AHD methods employ a population to maintain a fixed number of top-performing LLM-generated heuristics and introduce evolutionary computation (EC) to enhance the population iteratively. However, the population-based procedure brings greedy properties, often resulting in convergence to local optima. Instead, to more comprehensively explore the space of heuristics, we propose using Monte Carlo Tree Search (MCTS) for LLM-based heuristic evolution while preserving all LLM-generated heuristics in a tree structure. With a novel thought-alignment process and an exploration-decay technique, the proposed MCTS-AHD method delivers significantly higher-quality heuristics on various complex tasks. Our code is available at https://github.com/zz1358m/MCTS-AHD-master.
DyFraNet: Forecasting and Backcasting Dynamic Fracture Mechanics in Space and Time Using a 2D-to-3D Deep Neural Network
The dynamics of materials failure is one of the most critical phenomena in a range of scientific and engineering fields, from healthcare to structural materials to transportation. In this paper we propose a specially designed deep neural network, DyFraNet, which can predict dynamic fracture behaviors by identifying a complete history of fracture propagation - from cracking onset, as a crack grows through the material, modeled as a series of frames evolving over time and dependent on each other. Furthermore, this model can not only forecast future fracture processes but also backcast to elucidate the past fracture history. In this scenario, once provided with the outcome of a fracture event, the model will elucidate past events that led to this state and will predict the future evolution of the failure process. By comparing the predicted results with atomistic-level simulations and theory, we show that DyFraNet can capture dynamic fracture mechanics by accurately predicting how cracks develop over time, including measures such as the crack speed, as well as when cracks become unstable. We use GradCAM to interpret how DyFraNet perceives the relationship between geometric conditions and fracture dynamics and we find DyFraNet pays special attention to the areas around crack tips, which have a critical influence in the early stage of fracture propagation. In later stages, the model pays increased attention to the existing or newly formed damage distribution in the material. The proposed approach offers significant potential to accelerate the exploration of the dynamics in material design against fracture failures and can be beneficially adapted for all kinds of dynamical engineering problems.
Gotta be SAFE: A New Framework for Molecular Design
Traditional molecular string representations, such as SMILES, often pose challenges for AI-driven molecular design due to their non-sequential depiction of molecular substructures. To address this issue, we introduce Sequential Attachment-based Fragment Embedding (SAFE), a novel line notation for chemical structures. SAFE reimagines SMILES strings as an unordered sequence of interconnected fragment blocks while maintaining full compatibility with existing SMILES parsers. It streamlines complex generative tasks, including scaffold decoration, fragment linking, polymer generation, and scaffold hopping, while facilitating autoregressive generation for fragment-constrained design, thereby eliminating the need for intricate decoding or graph-based models. We demonstrate the effectiveness of SAFE by training an 87-million-parameter GPT2-like model on a dataset containing 1.1 billion SAFE representations. Through extensive experimentation, we show that our SAFE-GPT model exhibits versatile and robust optimization performance. SAFE opens up new avenues for the rapid exploration of chemical space under various constraints, promising breakthroughs in AI-driven molecular design.
Leveraging Hyperbolic Embeddings for Coarse-to-Fine Robot Design
Multi-cellular robot design aims to create robots comprised of numerous cells that can be efficiently controlled to perform diverse tasks. Previous research has demonstrated the ability to generate robots for various tasks, but these approaches often optimize robots directly in the vast design space, resulting in robots with complicated morphologies that are hard to control. In response, this paper presents a novel coarse-to-fine method for designing multi-cellular robots. Initially, this strategy seeks optimal coarse-grained robots and progressively refines them. To mitigate the challenge of determining the precise refinement juncture during the coarse-to-fine transition, we introduce the Hyperbolic Embeddings for Robot Design (HERD) framework. HERD unifies robots of various granularity within a shared hyperbolic space and leverages a refined Cross-Entropy Method for optimization. This framework enables our method to autonomously identify areas of exploration in hyperbolic space and concentrate on regions demonstrating promise. Finally, the extensive empirical studies on various challenging tasks sourced from EvoGym show our approach's superior efficiency and generalization capability.
GuacaMol: Benchmarking Models for De Novo Molecular Design
De novo design seeks to generate molecules with required property profiles by virtual design-make-test cycles. With the emergence of deep learning and neural generative models in many application areas, models for molecular design based on neural networks appeared recently and show promising results. However, the new models have not been profiled on consistent tasks, and comparative studies to well-established algorithms have only seldom been performed. To standardize the assessment of both classical and neural models for de novo molecular design, we propose an evaluation framework, GuacaMol, based on a suite of standardized benchmarks. The benchmark tasks encompass measuring the fidelity of the models to reproduce the property distribution of the training sets, the ability to generate novel molecules, the exploration and exploitation of chemical space, and a variety of single and multi-objective optimization tasks. The benchmarking open-source Python code, and a leaderboard can be found on https://benevolent.ai/guacamol
Efficient Architecture Search by Network Transformation
Techniques for automatically designing deep neural network architectures such as reinforcement learning based approaches have recently shown promising results. However, their success is based on vast computational resources (e.g. hundreds of GPUs), making them difficult to be widely used. A noticeable limitation is that they still design and train each network from scratch during the exploration of the architecture space, which is highly inefficient. In this paper, we propose a new framework toward efficient architecture search by exploring the architecture space based on the current network and reusing its weights. We employ a reinforcement learning agent as the meta-controller, whose action is to grow the network depth or layer width with function-preserving transformations. As such, the previously validated networks can be reused for further exploration, thus saves a large amount of computational cost. We apply our method to explore the architecture space of the plain convolutional neural networks (no skip-connections, branching etc.) on image benchmark datasets (CIFAR-10, SVHN) with restricted computational resources (5 GPUs). Our method can design highly competitive networks that outperform existing networks using the same design scheme. On CIFAR-10, our model without skip-connections achieves 4.23\% test error rate, exceeding a vast majority of modern architectures and approaching DenseNet. Furthermore, by applying our method to explore the DenseNet architecture space, we are able to achieve more accurate networks with fewer parameters.
On the Design of KL-Regularized Policy Gradient Algorithms for LLM Reasoning
Policy gradient algorithms have been successfully applied to enhance the reasoning capabilities of large language models (LLMs). Despite the widespread use of Kullback-Leibler (KL) regularization in policy gradient algorithms to stabilize training, the systematic exploration of how different KL divergence formulations can be estimated and integrated into surrogate loss functions for online reinforcement learning (RL) presents a nuanced and systematically explorable design space. In this paper, we propose regularized policy gradient (RPG), a systematic framework for deriving and analyzing KL-regularized policy gradient methods in the online RL setting. We derive policy gradients and corresponding surrogate loss functions for objectives regularized by both forward and reverse KL divergences, considering both normalized and unnormalized policy distributions. Furthermore, we present derivations for fully differentiable loss functions as well as REINFORCE-style gradient estimators, accommodating diverse algorithmic needs. We conduct extensive experiments on RL for LLM reasoning using these methods, showing improved or competitive results in terms of training stability and performance compared to strong baselines such as GRPO, REINFORCE++, and DAPO. The code is available at https://github.com/complex-reasoning/RPG.
SkexGen: Autoregressive Generation of CAD Construction Sequences with Disentangled Codebooks
We present SkexGen, a novel autoregressive generative model for computer-aided design (CAD) construction sequences containing sketch-and-extrude modeling operations. Our model utilizes distinct Transformer architectures to encode topological, geometric, and extrusion variations of construction sequences into disentangled codebooks. Autoregressive Transformer decoders generate CAD construction sequences sharing certain properties specified by the codebook vectors. Extensive experiments demonstrate that our disentangled codebook representation generates diverse and high-quality CAD models, enhances user control, and enables efficient exploration of the design space. The code is available at https://samxuxiang.github.io/skexgen.
Unified Software Design Patterns for Simulated Annealing
Any optimization algorithm programming interface can be seen as a black-box function with additional free parameters. In this spirit, simulated annealing (SA) can be implemented in pseudo-code within the dimensions of a single slide with free parameters relating to the annealing schedule. Such an implementation, however, necessarily neglects much of the structure necessary to take advantage of advances in computing resources and algorithmic breakthroughs. Simulated annealing is often introduced in myriad disciplines, from discrete examples like the Traveling Salesman Problem (TSP) to molecular cluster potential energy exploration or even explorations of a protein's configurational space. Theoretical guarantees also demand a stricter structure in terms of statistical quantities, which cannot simply be left to the user. We will introduce several standard paradigms and demonstrate how these can be "lifted" into a unified framework using object-oriented programming in Python. We demonstrate how clean, interoperable, reproducible programming libraries can be used to access and rapidly iterate on variants of Simulated Annealing in a manner which can be extended to serve as a best practices blueprint or design pattern for a data-driven optimization library.
Fast and Accurate Zero-Training Classification for Tabular Engineering Data
In engineering design, navigating complex decision-making landscapes demands a thorough exploration of the design, performance, and constraint spaces, often impeded by resource-intensive simulations. Data-driven methods can mitigate this challenge by harnessing historical data to delineate feasible domains, accelerate optimization, or evaluate designs. However, the implementation of these methods usually demands machine-learning expertise and multiple trials to choose the right method and hyperparameters. This makes them less accessible for numerous engineering situations. Additionally, there is an inherent trade-off between training speed and accuracy, with faster methods sometimes compromising precision. In our paper, we demonstrate that a recently released general-purpose transformer-based classification model, TabPFN, is both fast and accurate. Notably, it requires no dataset-specific training to assess new tabular data. TabPFN is a Prior-Data Fitted Network, which undergoes a one-time offline training across a broad spectrum of synthetic datasets and performs in-context learning. We evaluated TabPFN's efficacy across eight engineering design classification problems, contrasting it with seven other algorithms, including a state-of-the-art AutoML method. For these classification challenges, TabPFN consistently outperforms in speed and accuracy. It is also the most data-efficient and provides the added advantage of being differentiable and giving uncertainty estimates. Our findings advocate for the potential of pre-trained models that learn from synthetic data and require no domain-specific tuning to make data-driven engineering design accessible to a broader community and open ways to efficient general-purpose models valid across applications. Furthermore, we share a benchmark problem set for evaluating new classification algorithms in engineering design.
Regression Transformer: Concurrent sequence regression and generation for molecular language modeling
Despite significant progress of generative models in the natural sciences, their controllability remains challenging. One fundamentally missing aspect of molecular or protein generative models is an inductive bias that can reflect continuous properties of interest. To that end, we propose the Regression Transformer (RT), a novel method that abstracts regression as a conditional sequence modeling problem. This introduces a new paradigm of multitask language models which seamlessly bridge sequence regression and conditional sequence generation. We thoroughly demonstrate that, despite using a nominal-scale training objective, the RT matches or surpasses the performance of conventional regression models in property prediction tasks of small molecules, proteins and chemical reactions. Critically, priming the same model with continuous properties yields a highly competitive conditional generative model that outperforms specialized approaches in a substructure-constrained, property-driven molecule generation benchmark. Our dichotomous approach is facilitated by a novel, alternating training scheme that enables the model to decorate seed sequences by desired properties, e.g., to optimize reaction yield. In sum, the RT is the first report of a multitask model that concurrently excels at predictive and generative tasks in biochemistry. This finds particular application in property-driven, local exploration of the chemical or protein space and could pave the road toward foundation models in material design. The code to reproduce all experiments of the paper is available at: https://github.com/IBM/regression-transformer
SePPO: Semi-Policy Preference Optimization for Diffusion Alignment
Reinforcement learning from human feedback (RLHF) methods are emerging as a way to fine-tune diffusion models (DMs) for visual generation. However, commonly used on-policy strategies are limited by the generalization capability of the reward model, while off-policy approaches require large amounts of difficult-to-obtain paired human-annotated data, particularly in visual generation tasks. To address the limitations of both on- and off-policy RLHF, we propose a preference optimization method that aligns DMs with preferences without relying on reward models or paired human-annotated data. Specifically, we introduce a Semi-Policy Preference Optimization (SePPO) method. SePPO leverages previous checkpoints as reference models while using them to generate on-policy reference samples, which replace "losing images" in preference pairs. This approach allows us to optimize using only off-policy "winning images." Furthermore, we design a strategy for reference model selection that expands the exploration in the policy space. Notably, we do not simply treat reference samples as negative examples for learning. Instead, we design an anchor-based criterion to assess whether the reference samples are likely to be winning or losing images, allowing the model to selectively learn from the generated reference samples. This approach mitigates performance degradation caused by the uncertainty in reference sample quality. We validate SePPO across both text-to-image and text-to-video benchmarks. SePPO surpasses all previous approaches on the text-to-image benchmarks and also demonstrates outstanding performance on the text-to-video benchmarks. Code will be released in https://github.com/DwanZhang-AI/SePPO.
Exploring Practitioner Perspectives On Training Data Attribution Explanations
Explainable AI (XAI) aims to provide insight into opaque model reasoning to humans and as such is an interdisciplinary field by nature. In this paper, we interviewed 10 practitioners to understand the possible usability of training data attribution (TDA) explanations and to explore the design space of such an approach. We confirmed that training data quality is often the most important factor for high model performance in practice and model developers mainly rely on their own experience to curate data. End-users expect explanations to enhance their interaction with the model and do not necessarily prioritise but are open to training data as a means of explanation. Within our participants, we found that TDA explanations are not well-known and therefore not used. We urge the community to focus on the utility of TDA techniques from the human-machine collaboration perspective and broaden the TDA evaluation to reflect common use cases in practice.
I-Design: Personalized LLM Interior Designer
Interior design allows us to be who we are and live how we want - each design is as unique as our distinct personality. However, it is not trivial for non-professionals to express and materialize this since it requires aligning functional and visual expectations with the constraints of physical space; this renders interior design a luxury. To make it more accessible, we present I-Design, a personalized interior designer that allows users to generate and visualize their design goals through natural language communication. I-Design starts with a team of large language model agents that engage in dialogues and logical reasoning with one another, transforming textual user input into feasible scene graph designs with relative object relationships. Subsequently, an effective placement algorithm determines optimal locations for each object within the scene. The final design is then constructed in 3D by retrieving and integrating assets from an existing object database. Additionally, we propose a new evaluation protocol that utilizes a vision-language model and complements the design pipeline. Extensive quantitative and qualitative experiments show that I-Design outperforms existing methods in delivering high-quality 3D design solutions and aligning with abstract concepts that match user input, showcasing its advantages across detailed 3D arrangement and conceptual fidelity.
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
Counterfactuals for Design: A Model-Agnostic Method For Design Recommendations
We introduce Multi-Objective Counterfactuals for Design (MCD), a novel method for counterfactual optimization in design problems. Counterfactuals are hypothetical situations that can lead to a different decision or choice. In this paper, the authors frame the counterfactual search problem as a design recommendation tool that can help identify modifications to a design, leading to better functional performance. MCD improves upon existing counterfactual search methods by supporting multi-objective queries, which are crucial in design problems, and by decoupling the counterfactual search and sampling processes, thus enhancing efficiency and facilitating objective tradeoff visualization. The paper demonstrates MCD's core functionality using a two-dimensional test case, followed by three case studies of bicycle design that showcase MCD's effectiveness in real-world design problems. In the first case study, MCD excels at recommending modifications to query designs that can significantly enhance functional performance, such as weight savings and improvements to the structural safety factor. The second case study demonstrates that MCD can work with a pre-trained language model to suggest design changes based on a subjective text prompt effectively. Lastly, the authors task MCD with increasing a query design's similarity to a target image and text prompt while simultaneously reducing weight and improving structural performance, demonstrating MCD's performance on a complex multimodal query. Overall, MCD has the potential to provide valuable recommendations for practitioners and design automation researchers looking for answers to their ``What if'' questions by exploring hypothetical design modifications and their impact on multiple design objectives. The code, test problems, and datasets used in the paper are available to the public at decode.mit.edu/projects/counterfactuals/.
AgentSwift: Efficient LLM Agent Design via Value-guided Hierarchical Search
Large language model (LLM) agents have demonstrated strong capabilities across diverse domains. However, designing high-performing agentic systems remains challenging. Existing agent search methods suffer from three major limitations: (1) an emphasis on optimizing agentic workflows while under-utilizing proven human-designed components such as memory, planning, and tool use; (2) high evaluation costs, as each newly generated agent must be fully evaluated on benchmarks; and (3) inefficient search in large search space. In this work, we introduce a comprehensive framework to address these challenges. First, We propose a hierarchical search space that jointly models agentic workflow and composable functional components, enabling richer agentic system designs. Building on this structured design space, we introduce a predictive value model that estimates agent performance given agentic system and task description, allowing for efficient, low-cost evaluation during the search process. Finally, we present a hierarchical Monte Carlo Tree Search (MCTS) strategy informed by uncertainty to guide the search. Experiments on seven benchmarks, covering embodied, math, web, tool, and game, show that our method achieves an average performance gain of 8.34\% over state-of-the-art baselines and exhibits faster search progress with steeper improvement trajectories. Code repo is available at https://github.com/Ericccc02/AgentSwift.
Compositional Generative Inverse Design
Inverse design, where we seek to design input variables in order to optimize an underlying objective function, is an important problem that arises across fields such as mechanical engineering to aerospace engineering. Inverse design is typically formulated as an optimization problem, with recent works leveraging optimization across learned dynamics models. However, as models are optimized they tend to fall into adversarial modes, preventing effective sampling. We illustrate that by instead optimizing over the learned energy function captured by the diffusion model, we can avoid such adversarial examples and significantly improve design performance. We further illustrate how such a design system is compositional, enabling us to combine multiple different diffusion models representing subcomponents of our desired system to design systems with every specified component. In an N-body interaction task and a challenging 2D multi-airfoil design task, we demonstrate that by composing the learned diffusion model at test time, our method allows us to design initial states and boundary shapes that are more complex than those in the training data. Our method generalizes to more objects for N-body dataset and discovers formation flying to minimize drag in the multi-airfoil design task. Project website and code can be found at https://github.com/AI4Science-WestlakeU/cindm.
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
From Concept to Manufacturing: Evaluating Vision-Language Models for Engineering Design
Engineering Design is undergoing a transformative shift with the advent of AI, marking a new era in how we approach product, system, and service planning. Large language models have demonstrated impressive capabilities in enabling this shift. Yet, with text as their only input modality, they cannot leverage the large body of visual artifacts that engineers have used for centuries and are accustomed to. This gap is addressed with the release of multimodal vision language models, such as GPT-4V, enabling AI to impact many more types of tasks. In light of these advancements, this paper presents a comprehensive evaluation of GPT-4V, a vision language model, across a wide spectrum of engineering design tasks, categorized into four main areas: Conceptual Design, System-Level and Detailed Design, Manufacturing and Inspection, and Engineering Education Tasks. Our study assesses GPT-4V's capabilities in design tasks such as sketch similarity analysis, concept selection using Pugh Charts, material selection, engineering drawing analysis, CAD generation, topology optimization, design for additive and subtractive manufacturing, spatial reasoning challenges, and textbook problems. Through this structured evaluation, we not only explore GPT-4V's proficiency in handling complex design and manufacturing challenges but also identify its limitations in complex engineering design applications. Our research establishes a foundation for future assessments of vision language models, emphasizing their immense potential for innovating and enhancing the engineering design and manufacturing landscape. It also contributes a set of benchmark testing datasets, with more than 1000 queries, for ongoing advancements and applications in this field.
Intelligent Design 4.0: Paradigm Evolution Toward the Agentic AI Era
Research and practice in Intelligent Design (ID) have significantly enhanced engineering innovation, efficiency, quality, and productivity over recent decades, fundamentally reshaping how engineering designers think, behave, and interact with design processes. The recent emergence of Foundation Models (FMs), particularly Large Language Models (LLMs), has demonstrated general knowledge-based reasoning capabilities, and open new paths and avenues for further transformation in engineering design. In this context, this paper introduces Intelligent Design 4.0 (ID 4.0) as an emerging paradigm empowered by agentic AI systems. We review the historical evolution of ID across four distinct stages: rule-based expert systems, task-specific machine learning models, large-scale foundation AI models, and the recent emerging paradigm of multi-agent collaboration. We propose a conceptual framework for ID 4.0 and discuss its potential to support end-to-end automation of engineering design processes through coordinated, autonomous multi-agent-based systems. Furthermore, we discuss future perspectives to enhance and fully realize ID 4.0's potential, including more complex design scenarios, more practical design implementations, novel agent coordination mechanisms, and autonomous design goal-setting with better human value alignment. In sum, these insights lay a foundation for advancing Intelligent Design toward greater adaptivity, autonomy, and effectiveness in addressing increasingly complex design challenges.
DEsignBench: Exploring and Benchmarking DALL-E 3 for Imagining Visual Design
We introduce DEsignBench, a text-to-image (T2I) generation benchmark tailored for visual design scenarios. Recent T2I models like DALL-E 3 and others, have demonstrated remarkable capabilities in generating photorealistic images that align closely with textual inputs. While the allure of creating visually captivating images is undeniable, our emphasis extends beyond mere aesthetic pleasure. We aim to investigate the potential of using these powerful models in authentic design contexts. In pursuit of this goal, we develop DEsignBench, which incorporates test samples designed to assess T2I models on both "design technical capability" and "design application scenario." Each of these two dimensions is supported by a diverse set of specific design categories. We explore DALL-E 3 together with other leading T2I models on DEsignBench, resulting in a comprehensive visual gallery for side-by-side comparisons. For DEsignBench benchmarking, we perform human evaluations on generated images in DEsignBench gallery, against the criteria of image-text alignment, visual aesthetic, and design creativity. Our evaluation also considers other specialized design capabilities, including text rendering, layout composition, color harmony, 3D design, and medium style. In addition to human evaluations, we introduce the first automatic image generation evaluator powered by GPT-4V. This evaluator provides ratings that align well with human judgments, while being easily replicable and cost-efficient. A high-resolution version is available at https://github.com/design-bench/design-bench.github.io/raw/main/designbench.pdf?download=
Constrained Graphic Layout Generation via Latent Optimization
It is common in graphic design humans visually arrange various elements according to their design intent and semantics. For example, a title text almost always appears on top of other elements in a document. In this work, we generate graphic layouts that can flexibly incorporate such design semantics, either specified implicitly or explicitly by a user. We optimize using the latent space of an off-the-shelf layout generation model, allowing our approach to be complementary to and used with existing layout generation models. Our approach builds on a generative layout model based on a Transformer architecture, and formulates the layout generation as a constrained optimization problem where design constraints are used for element alignment, overlap avoidance, or any other user-specified relationship. We show in the experiments that our approach is capable of generating realistic layouts in both constrained and unconstrained generation tasks with a single model. The code is available at https://github.com/ktrk115/const_layout .
Hierarchical Programmatic Reinforcement Learning via Learning to Compose Programs
Aiming to produce reinforcement learning (RL) policies that are human-interpretable and can generalize better to novel scenarios, Trivedi et al. (2021) present a method (LEAPS) that first learns a program embedding space to continuously parameterize diverse programs from a pre-generated program dataset, and then searches for a task-solving program in the learned program embedding space when given a task. Despite the encouraging results, the program policies that LEAPS can produce are limited by the distribution of the program dataset. Furthermore, during searching, LEAPS evaluates each candidate program solely based on its return, failing to precisely reward correct parts of programs and penalize incorrect parts. To address these issues, we propose to learn a meta-policy that composes a series of programs sampled from the learned program embedding space. By learning to compose programs, our proposed hierarchical programmatic reinforcement learning (HPRL) framework can produce program policies that describe out-of-distributionally complex behaviors and directly assign credits to programs that induce desired behaviors. The experimental results in the Karel domain show that our proposed framework outperforms baselines. The ablation studies confirm the limitations of LEAPS and justify our design choices.
ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search
Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.
PLay: Parametrically Conditioned Layout Generation using Latent Diffusion
Layout design is an important task in various design fields, including user interface, document, and graphic design. As this task requires tedious manual effort by designers, prior works have attempted to automate this process using generative models, but commonly fell short of providing intuitive user controls and achieving design objectives. In this paper, we build a conditional latent diffusion model, PLay, that generates parametrically conditioned layouts in vector graphic space from user-specified guidelines, which are commonly used by designers for representing their design intents in current practices. Our method outperforms prior works across three datasets on metrics including FID and FD-VG, and in user study. Moreover, it brings a novel and interactive experience to professional layout design processes.
Opportunities for Large Language Models and Discourse in Engineering Design
In recent years, large language models have achieved breakthroughs on a wide range of benchmarks in natural language processing and continue to increase in performance. Recently, the advances of large language models have raised interest outside the natural language processing community and could have a large impact on daily life. In this paper, we pose the question: How will large language models and other foundation models shape the future product development process? We provide the reader with an overview of the subject by summarizing both recent advances in natural language processing and the use of information technology in the engineering design process. We argue that discourse should be regarded as the core of engineering design processes, and therefore should be represented in a digital artifact. On this basis, we describe how foundation models such as large language models could contribute to the design discourse by automating parts thereof that involve creativity and reasoning, and were previously reserved for humans. We describe how simulations, experiments, topology optimizations, and other process steps can be integrated into a machine-actionable, discourse-centric design process. Finally, we outline the future research that will be necessary for the implementation of the conceptualized framework.
User-Controllable Latent Transformer for StyleGAN Image Layout Editing
Latent space exploration is a technique that discovers interpretable latent directions and manipulates latent codes to edit various attributes in images generated by generative adversarial networks (GANs). However, in previous work, spatial control is limited to simple transformations (e.g., translation and rotation), and it is laborious to identify appropriate latent directions and adjust their parameters. In this paper, we tackle the problem of editing the StyleGAN image layout by annotating the image directly. To do so, we propose an interactive framework for manipulating latent codes in accordance with the user inputs. In our framework, the user annotates a StyleGAN image with locations they want to move or not and specifies a movement direction by mouse dragging. From these user inputs and initial latent codes, our latent transformer based on a transformer encoder-decoder architecture estimates the output latent codes, which are fed to the StyleGAN generator to obtain a result image. To train our latent transformer, we utilize synthetic data and pseudo-user inputs generated by off-the-shelf StyleGAN and optical flow models, without manual supervision. Quantitative and qualitative evaluations demonstrate the effectiveness of our method over existing methods.
A Dataset for Distilling Knowledge Priors from Literature for Therapeutic Design
AI-driven discovery can greatly reduce design time and enhance new therapeutics' effectiveness. Models using simulators explore broad design spaces but risk violating implicit constraints due to a lack of experimental priors. For example, in a new analysis we performed on a diverse set of models on the GuacaMol benchmark using supervised classifiers, over 60\% of molecules proposed had high probability of being mutagenic. In this work, we introduce \ourdataset, a dataset of priors for design problems extracted from literature describing compounds used in lab settings. It is constructed with LLM pipelines for discovering therapeutic entities in relevant paragraphs and summarizing information in concise fair-use facts. \ourdataset~ consists of 32.3 million pairs of natural language facts, and appropriate entity representations (i.e. SMILES or refseq IDs). To demonstrate the potential of the data, we train LLM, CLIP, and LLava architectures to reason jointly about text and design targets and evaluate on tasks from the Therapeutic Data Commons (TDC). \ourdataset~is highly effective for creating models with strong priors: in supervised prediction problems that use our data as pretraining, our best models with 15M learnable parameters outperform larger 2B TxGemma on both regression and classification TDC tasks, and perform comparably to 9B models on average. Models built with \ourdataset~can be used as constraints while optimizing for novel molecules in GuacaMol, resulting in proposals that are safer and nearly as effective. We release our dataset at https://huggingface.co/datasets/medexanon/Medex{huggingface.co/datasets/medexanon/Medex}, and will provide expanded versions as available literature grows.
Fusion of ML with numerical simulation for optimized propeller design
In computer-aided engineering design, the goal of a designer is to find an optimal design on a given requirement using the numerical simulator in loop with an optimization method. In this design optimization process, a good design optimization process is one that can reduce the time from inception to design. In this work, we take a class of design problem, that is computationally cheap to evaluate but has high dimensional design space. In such cases, traditional surrogate-based optimization does not offer any benefits. In this work, we propose an alternative way to use ML model to surrogate the design process that formulates the search problem as an inverse problem and can save time by finding the optimal design or at least a good initial seed design for optimization. By using this trained surrogate model with the traditional optimization method, we can get the best of both worlds. We call this as Surrogate Assisted Optimization (SAO)- a hybrid approach by mixing ML surrogate with the traditional optimization method. Empirical evaluations of propeller design problems show that a better efficient design can be found in fewer evaluations using SAO.
ResPlan: A Large-Scale Vector-Graph Dataset of 17,000 Residential Floor Plans
We introduce ResPlan, a large-scale dataset of 17,000 detailed, structurally rich, and realistic residential floor plans, created to advance spatial AI research. Each plan includes precise annotations of architectural elements (walls, doors, windows, balconies) and functional spaces (such as kitchens, bedrooms, and bathrooms). ResPlan addresses key limitations of existing datasets such as RPLAN (Wu et al., 2019) and MSD (van Engelenburg et al., 2024) by offering enhanced visual fidelity and greater structural diversity, reflecting realistic and non-idealized residential layouts. Designed as a versatile, general-purpose resource, ResPlan supports a wide range of applications including robotics, reinforcement learning, generative AI, virtual and augmented reality, simulations, and game development. Plans are provided in both geometric and graph-based formats, enabling direct integration into simulation engines and fast 3D conversion. A key contribution is an open-source pipeline for geometry cleaning, alignment, and annotation refinement. Additionally, ResPlan includes structured representations of room connectivity, supporting graph-based spatial reasoning tasks. Finally, we present comparative analyses with existing benchmarks and outline several open benchmark tasks enabled by ResPlan. Ultimately, ResPlan offers a significant advance in scale, realism, and usability, providing a robust foundation for developing and benchmarking next-generation spatial intelligence systems.
Architext: Language-Driven Generative Architecture Design
Architectural design is a highly complex practice that involves a wide diversity of disciplines, technologies, proprietary design software, expertise, and an almost infinite number of constraints, across a vast array of design tasks. Enabling intuitive, accessible, and scalable design processes is an important step towards performance-driven and sustainable design for all. To that end, we introduce Architext, a novel semantic generation assistive tool. Architext enables design generation with only natural language prompts, given to large-scale Language Models, as input. We conduct a thorough quantitative evaluation of Architext's downstream task performance, focusing on semantic accuracy and diversity for a number of pre-trained language models ranging from 120 million to 6 billion parameters. Architext models are able to learn the specific design task, generating valid residential layouts at a near 100% rate. Accuracy shows great improvement when scaling the models, with the largest model (GPT-J) yielding impressive accuracy ranging between 25% to over 80% for different prompt categories. We open source the finetuned Architext models and our synthetic dataset, hoping to inspire experimentation in this exciting area of design research.
EngiBench: A Framework for Data-Driven Engineering Design Research
Engineering design optimization seeks to automatically determine the shapes, topologies, or parameters of components that maximize performance under given conditions. This process often depends on physics-based simulations, which are difficult to install, computationally expensive, and require domain-specific expertise. To mitigate these challenges, we introduce EngiBench, the first open-source library and datasets spanning diverse domains for data-driven engineering design. EngiBench provides a unified API and a curated set of benchmarks -- covering aeronautics, heat conduction, photonics, and more -- that enable fair, reproducible comparisons of optimization and machine learning algorithms, such as generative or surrogate models. We also release EngiOpt, a companion library offering a collection of such algorithms compatible with the EngiBench interface. Both libraries are modular, letting users plug in novel algorithms or problems, automate end-to-end experiment workflows, and leverage built-in utilities for visualization, dataset generation, feasibility checks, and performance analysis. We demonstrate their versatility through experiments comparing state-of-the-art techniques across multiple engineering design problems, an undertaking that was previously prohibitively time-consuming to perform. Finally, we show that these problems pose significant challenges for standard machine learning methods due to highly sensitive and constrained design manifolds.
LLplace: The 3D Indoor Scene Layout Generation and Editing via Large Language Model
Designing 3D indoor layouts is a crucial task with significant applications in virtual reality, interior design, and automated space planning. Existing methods for 3D layout design either rely on diffusion models, which utilize spatial relationship priors, or heavily leverage the inferential capabilities of proprietary Large Language Models (LLMs), which require extensive prompt engineering and in-context exemplars via black-box trials. These methods often face limitations in generalization and dynamic scene editing. In this paper, we introduce LLplace, a novel 3D indoor scene layout designer based on lightweight fine-tuned open-source LLM Llama3. LLplace circumvents the need for spatial relationship priors and in-context exemplars, enabling efficient and credible room layout generation based solely on user inputs specifying the room type and desired objects. We curated a new dialogue dataset based on the 3D-Front dataset, expanding the original data volume and incorporating dialogue data for adding and removing objects. This dataset can enhance the LLM's spatial understanding. Furthermore, through dialogue, LLplace activates the LLM's capability to understand 3D layouts and perform dynamic scene editing, enabling the addition and removal of objects. Our approach demonstrates that LLplace can effectively generate and edit 3D indoor layouts interactively and outperform existing methods in delivering high-quality 3D design solutions. Code and dataset will be released.
GraphicBench: A Planning Benchmark for Graphic Design with Language Agents
Large Language Model (LLM)-powered agents have unlocked new possibilities for automating human tasks. While prior work has focused on well-defined tasks with specified goals, the capabilities of agents in creative design tasks with open-ended goals remain underexplored. We introduce GraphicBench, a new planning benchmark for graphic design that covers 1,079 user queries and input images across four design types. We further present GraphicTown, an LLM agent framework with three design experts and 46 actions (tools) to choose from for executing each step of the planned workflows in web environments. Experiments with six LLMs demonstrate their ability to generate workflows that integrate both explicit design constraints from user queries and implicit commonsense constraints. However, these workflows often do not lead to successful execution outcomes, primarily due to challenges in: (1) reasoning about spatial relationships, (2) coordinating global dependencies across experts, and (3) retrieving the most appropriate action per step. We envision GraphicBench as a challenging yet valuable testbed for advancing LLM-agent planning and execution in creative design tasks.
AlphaGo Moment for Model Architecture Discovery
While AI systems demonstrate exponentially improving capabilities, the pace of AI research itself remains linearly bounded by human cognitive capacity, creating an increasingly severe development bottleneck. We present ASI-Arch, the first demonstration of Artificial Superintelligence for AI research (ASI4AI) in the critical domain of neural architecture discovery--a fully autonomous system that shatters this fundamental constraint by enabling AI to conduct its own architectural innovation. Moving beyond traditional Neural Architecture Search (NAS), which is fundamentally limited to exploring human-defined spaces, we introduce a paradigm shift from automated optimization to automated innovation. ASI-Arch can conduct end-to-end scientific research in the domain of architecture discovery, autonomously hypothesizing novel architectural concepts, implementing them as executable code, training and empirically validating their performance through rigorous experimentation and past experience. ASI-Arch conducted 1,773 autonomous experiments over 20,000 GPU hours, culminating in the discovery of 106 innovative, state-of-the-art (SOTA) linear attention architectures. Like AlphaGo's Move 37 that revealed unexpected strategic insights invisible to human players, our AI-discovered architectures demonstrate emergent design principles that systematically surpass human-designed baselines and illuminate previously unknown pathways for architectural innovation. Crucially, we establish the first empirical scaling law for scientific discovery itself--demonstrating that architectural breakthroughs can be scaled computationally, transforming research progress from a human-limited to a computation-scalable process. We provide comprehensive analysis of the emergent design patterns and autonomous research capabilities that enabled these breakthroughs, establishing a blueprint for self-accelerating AI systems.
Symmetry-Aware Robot Design with Structured Subgroups
Robot design aims at learning to create robots that can be easily controlled and perform tasks efficiently. Previous works on robot design have proven its ability to generate robots for various tasks. However, these works searched the robots directly from the vast design space and ignored common structures, resulting in abnormal robots and poor performance. To tackle this problem, we propose a Symmetry-Aware Robot Design (SARD) framework that exploits the structure of the design space by incorporating symmetry searching into the robot design process. Specifically, we represent symmetries with the subgroups of the dihedral group and search for the optimal symmetry in structured subgroups. Then robots are designed under the searched symmetry. In this way, SARD can design efficient symmetric robots while covering the original design space, which is theoretically analyzed. We further empirically evaluate SARD on various tasks, and the results show its superior efficiency and generalizability.
Illuminating search spaces by mapping elites
Many fields use search algorithms, which automatically explore a search space to find high-performing solutions: chemists search through the space of molecules to discover new drugs; engineers search for stronger, cheaper, safer designs, scientists search for models that best explain data, etc. The goal of search algorithms has traditionally been to return the single highest-performing solution in a search space. Here we describe a new, fundamentally different type of algorithm that is more useful because it provides a holistic view of how high-performing solutions are distributed throughout a search space. It creates a map of high-performing solutions at each point in a space defined by dimensions of variation that a user gets to choose. This Multi-dimensional Archive of Phenotypic Elites (MAP-Elites) algorithm illuminates search spaces, allowing researchers to understand how interesting attributes of solutions combine to affect performance, either positively or, equally of interest, negatively. For example, a drug company may wish to understand how performance changes as the size of molecules and their cost-to-produce vary. MAP-Elites produces a large diversity of high-performing, yet qualitatively different solutions, which can be more helpful than a single, high-performing solution. Interestingly, because MAP-Elites explores more of the search space, it also tends to find a better overall solution than state-of-the-art search algorithms. We demonstrate the benefits of this new algorithm in three different problem domains ranging from producing modular neural networks to designing simulated and real soft robots. Because MAP- Elites (1) illuminates the relationship between performance and dimensions of interest in solutions, (2) returns a set of high-performing, yet diverse solutions, and (3) improves finding a single, best solution, it will advance science and engineering.
Linguistic and Structural Basis of Engineering Design Knowledge
Artefact descriptions are the primary carriers of engineering design knowledge that is both an outcome and a driver of the design process. While an artefact could be described in different connotations, the design process requires a description to embody engineering design knowledge, which is expressed in the text through intricate placement of entities and relationships. As large-language models learn from all kinds of text merely as a sequence of characters/tokens, these are yet to generate text that embodies explicit engineering design facts. Existing ontological design theories are less likely to guide the large-language models whose applications are currently limited to ideation and learning purposes. In this article, we explicate engineering design knowledge as knowledge graphs from a large sample of 33,881 patent documents. We examine the constituents of these knowledge graphs to understand the linguistic and structural basis of engineering design knowledge. In terms of linguistic basis, we observe that entities and relationships could be generalised to 64 and 24 linguistic syntaxes. While relationships mainly capture attributes ('of'), structure ('in', 'with'), purpose ('to', 'for'), hierarchy ('include'), exemplification ('such as'), and behaviour ('to', 'from'), the hierarchical relationships could specifically be identified using 75 unique syntaxes. To understand the structural basis, we draw inspiration from various studies on biological/ecological networks and discover motifs from patent knowledge graphs. We identify four 3-node and four 4-node patterns that could further be converged and simplified into sequence [->...->], aggregation [->...<-], and hierarchy [<-...->]. Expected to guide large-language model based design tools, we propose few regulatory precepts for concretising abstract entities and relationships within subgraphs, while explicating hierarchical structures.
Robust Model-Based Optimization for Challenging Fitness Landscapes
Protein design, a grand challenge of the day, involves optimization on a fitness landscape, and leading methods adopt a model-based approach where a model is trained on a training set (protein sequences and fitness) and proposes candidates to explore next. These methods are challenged by sparsity of high-fitness samples in the training set, a problem that has been in the literature. A less recognized but equally important problem stems from the distribution of training samples in the design space: leading methods are not designed for scenarios where the desired optimum is in a region that is not only poorly represented in training data, but also relatively far from the highly represented low-fitness regions. We show that this problem of "separation" in the design space is a significant bottleneck in existing model-based optimization tools and propose a new approach that uses a novel VAE as its search model to overcome the problem. We demonstrate its advantage over prior methods in robustly finding improved samples, regardless of the imbalance and separation between low- and high-fitness training samples. Our comprehensive benchmark on real and semi-synthetic protein datasets as well as solution design for physics-informed neural networks, showcases the generality of our approach in discrete and continuous design spaces. Our implementation is available at https://github.com/sabagh1994/PGVAE.
Neural Design Network: Graphic Layout Generation with Constraints
Graphic design is essential for visual communication with layouts being fundamental to composing attractive designs. Layout generation differs from pixel-level image synthesis and is unique in terms of the requirement of mutual relations among the desired components. We propose a method for design layout generation that can satisfy user-specified constraints. The proposed neural design network (NDN) consists of three modules. The first module predicts a graph with complete relations from a graph with user-specified relations. The second module generates a layout from the predicted graph. Finally, the third module fine-tunes the predicted layout. Quantitative and qualitative experiments demonstrate that the generated layouts are visually similar to real design layouts. We also construct real designs based on predicted layouts for a better understanding of the visual quality. Finally, we demonstrate a practical application on layout recommendation.
From Intent to Execution: Multimodal Chain-of-Thought Reinforcement Learning for Precise CAD Code Generation
Computer-Aided Design (CAD) plays a vital role in engineering and manufacturing, yet current CAD workflows require extensive domain expertise and manual modeling effort. Recent advances in large language models (LLMs) have made it possible to generate code from natural language, opening new opportunities for automating parametric 3D modeling. However, directly translating human design intent into executable CAD code remains highly challenging, due to the need for logical reasoning, syntactic correctness, and numerical precision. In this work, we propose CAD-RL, a multimodal Chain-of-Thought (CoT) guided reinforcement learning post training framework for CAD modeling code generation. Our method combines CoT-based Cold Start with goal-driven reinforcement learning post training using three task-specific rewards: executability reward, geometric accuracy reward, and external evaluation reward. To ensure stable policy learning under sparse and high-variance reward conditions, we introduce three targeted optimization strategies: Trust Region Stretch for improved exploration, Precision Token Loss for enhanced dimensions parameter accuracy, and Overlong Filtering to reduce noisy supervision. To support training and benchmarking, we release ExeCAD, a noval dataset comprising 16,540 real-world CAD examples with paired natural language and structured design language descriptions, executable CADQuery scripts, and rendered 3D models. Experiments demonstrate that CAD-RL achieves significant improvements in reasoning quality, output precision, and code executability over existing VLMs.
Accounting for AI and Users Shaping One Another: The Role of Mathematical Models
As AI systems enter into a growing number of societal domains, these systems increasingly shape and are shaped by user preferences, opinions, and behaviors. However, the design of AI systems rarely accounts for how AI and users shape one another. In this position paper, we argue for the development of formal interaction models which mathematically specify how AI and users shape one another. Formal interaction models can be leveraged to (1) specify interactions for implementation, (2) monitor interactions through empirical analysis, (3) anticipate societal impacts via counterfactual analysis, and (4) control societal impacts via interventions. The design space of formal interaction models is vast, and model design requires careful consideration of factors such as style, granularity, mathematical complexity, and measurability. Using content recommender systems as a case study, we critically examine the nascent literature of formal interaction models with respect to these use-cases and design axes. More broadly, we call for the community to leverage formal interaction models when designing, evaluating, or auditing any AI system which interacts with users.
Exploring Challenges and Opportunities to Support Designers in Learning to Co-create with AI-based Manufacturing Design Tools
AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as "co-creators." Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.
DATED: Guidelines for Creating Synthetic Datasets for Engineering Design Applications
Exploiting the recent advancements in artificial intelligence, showcased by ChatGPT and DALL-E, in real-world applications necessitates vast, domain-specific, and publicly accessible datasets. Unfortunately, the scarcity of such datasets poses a significant challenge for researchers aiming to apply these breakthroughs in engineering design. Synthetic datasets emerge as a viable alternative. However, practitioners are often uncertain about generating high-quality datasets that accurately represent real-world data and are suitable for the intended downstream applications. This study aims to fill this knowledge gap by proposing comprehensive guidelines for generating, annotating, and validating synthetic datasets. The trade-offs and methods associated with each of these aspects are elaborated upon. Further, the practical implications of these guidelines are illustrated through the creation of a turbo-compressors dataset. The study underscores the importance of thoughtful sampling methods to ensure the appropriate size, diversity, utility, and realism of a dataset. It also highlights that design diversity does not equate to performance diversity or realism. By employing test sets that represent uniform, real, or task-specific samples, the influence of sample size and sampling strategy is scrutinized. Overall, this paper offers valuable insights for researchers intending to create and publish synthetic datasets for engineering design, thereby paving the way for more effective applications of AI advancements in the field. The code and data for the dataset and methods are made publicly accessible at https://github.com/cyrilpic/radcomp .
CreatiDesign: A Unified Multi-Conditional Diffusion Transformer for Creative Graphic Design
Graphic design plays a vital role in visual communication across advertising, marketing, and multimedia entertainment. Prior work has explored automated graphic design generation using diffusion models, aiming to streamline creative workflows and democratize design capabilities. However, complex graphic design scenarios require accurately adhering to design intent specified by multiple heterogeneous user-provided elements (\eg images, layouts, and texts), which pose multi-condition control challenges for existing methods. Specifically, previous single-condition control models demonstrate effectiveness only within their specialized domains but fail to generalize to other conditions, while existing multi-condition methods often lack fine-grained control over each sub-condition and compromise overall compositional harmony. To address these limitations, we introduce CreatiDesign, a systematic solution for automated graphic design covering both model architecture and dataset construction. First, we design a unified multi-condition driven architecture that enables flexible and precise integration of heterogeneous design elements with minimal architectural modifications to the base diffusion model. Furthermore, to ensure that each condition precisely controls its designated image region and to avoid interference between conditions, we propose a multimodal attention mask mechanism. Additionally, we develop a fully automated pipeline for constructing graphic design datasets, and introduce a new dataset with 400K samples featuring multi-condition annotations, along with a comprehensive benchmark. Experimental results show that CreatiDesign outperforms existing models by a clear margin in faithfully adhering to user intent.
DeepSolution: Boosting Complex Engineering Solution Design via Tree-based Exploration and Bi-point Thinking
Designing solutions for complex engineering challenges is crucial in human production activities. However, previous research in the retrieval-augmented generation (RAG) field has not sufficiently addressed tasks related to the design of complex engineering solutions. To fill this gap, we introduce a new benchmark, SolutionBench, to evaluate a system's ability to generate complete and feasible solutions for engineering problems with multiple complex constraints. To further advance the design of complex engineering solutions, we propose a novel system, SolutionRAG, that leverages the tree-based exploration and bi-point thinking mechanism to generate reliable solutions. Extensive experimental results demonstrate that SolutionRAG achieves state-of-the-art (SOTA) performance on the SolutionBench, highlighting its potential to enhance the automation and reliability of complex engineering solution design in real-world applications.
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
LLMs for Engineering: Teaching Models to Design High Powered Rockets
Large Language Models (LLMs) have transformed software engineering, but their application to physical engineering domains remains underexplored. This paper evaluates LLMs' capabilities in high-powered rocketry design through RocketBench, a benchmark connecting LLMs to high-fidelity rocket simulations. We test models on two increasingly complex design tasks: target altitude optimization and precision landing challenges. Our findings reveal that while state-of-the-art LLMs demonstrate strong baseline engineering knowledge, they struggle to iterate on their designs when given simulation results and ultimately plateau below human performance levels. However, when enhanced with reinforcement learning (RL), we show that a 7B parameter model outperforms both SoTA foundation models and human experts. This research demonstrates that RL-trained LLMs can serve as effective tools for complex engineering optimization, potentially transforming engineering domains beyond software development.
Learning in Sparse Rewards settings through Quality-Diversity algorithms
In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.
DeepArchitect: Automatically Designing and Training Deep Architectures
In deep learning, performance is strongly affected by the choice of architecture and hyperparameters. While there has been extensive work on automatic hyperparameter optimization for simple spaces, complex spaces such as the space of deep architectures remain largely unexplored. As a result, the choice of architecture is done manually by the human expert through a slow trial and error process guided mainly by intuition. In this paper we describe a framework for automatically designing and training deep models. We propose an extensible and modular language that allows the human expert to compactly represent complex search spaces over architectures and their hyperparameters. The resulting search spaces are tree-structured and therefore easy to traverse. Models can be automatically compiled to computational graphs once values for all hyperparameters have been chosen. We can leverage the structure of the search space to introduce different model search algorithms, such as random search, Monte Carlo tree search (MCTS), and sequential model-based optimization (SMBO). We present experiments comparing the different algorithms on CIFAR-10 and show that MCTS and SMBO outperform random search. In addition, these experiments show that our framework can be used effectively for model discovery, as it is possible to describe expressive search spaces and discover competitive models without much effort from the human expert. Code for our framework and experiments has been made publicly available.
LLM-driven Indoor Scene Layout Generation via Scaled Human-aligned Data Synthesis and Multi-Stage Preference Optimization
Automatic indoor layout generation has attracted increasing attention due to its potential in interior design, virtual environment construction, and embodied AI. Existing methods fall into two categories: prompt-driven approaches that leverage proprietary LLM services (e.g., GPT APIs) and learning-based methods trained on layout data upon diffusion-based models. Prompt-driven methods often suffer from spatial inconsistency and high computational costs, while learning-based methods are typically constrained by coarse relational graphs and limited datasets, restricting their generalization to diverse room categories. In this paper, we revisit LLM-based indoor layout generation and present 3D-SynthPlace, a large-scale dataset that combines synthetic layouts generated via a 'GPT synthesize, Human inspect' pipeline, upgraded from the 3D-Front dataset. 3D-SynthPlace contains nearly 17,000 scenes, covering four common room types -- bedroom, living room, kitchen, and bathroom -- enriched with diverse objects and high-level spatial annotations. We further introduce OptiScene, a strong open-source LLM optimized for indoor layout generation, fine-tuned based on our 3D-SynthPlace dataset through our two-stage training. For the warum-up stage I, we adopt supervised fine-tuning (SFT), which is taught to first generate high-level spatial descriptions then conditionally predict concrete object placements. For the reinforcing stage II, to better align the generated layouts with human design preferences, we apply multi-turn direct preference optimization (DPO), which significantly improving layout quality and generation success rates. Extensive experiments demonstrate that OptiScene outperforms traditional prompt-driven and learning-based baselines. Moreover, OptiScene shows promising potential in interactive tasks such as scene editing and robot navigation.
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
Multi-Agent Design: Optimizing Agents with Better Prompts and Topologies
Large language models, employed as multiple agents that interact and collaborate with each other, have excelled at solving complex tasks. The agents are programmed with prompts that declare their functionality, along with the topologies that orchestrate interactions across agents. Designing prompts and topologies for multi-agent systems (MAS) is inherently complex. To automate the entire design process, we first conduct an in-depth analysis of the design space aiming to understand the factors behind building effective MAS. We reveal that prompts together with topologies play critical roles in enabling more effective MAS design. Based on the insights, we propose Multi-Agent System Search (MASS), a MAS optimization framework that efficiently exploits the complex MAS design space by interleaving its optimization stages, from local to global, from prompts to topologies, over three stages: 1) block-level (local) prompt optimization; 2) workflow topology optimization; 3) workflow-level (global) prompt optimization, where each stage is conditioned on the iteratively optimized prompts/topologies from former stages. We show that MASS-optimized multi-agent systems outperform a spectrum of existing alternatives by a substantial margin. Based on the MASS-found systems, we finally propose design principles behind building effective multi-agent systems.
Sparse Reward Exploration via Novelty Search and Emitters
Reward-based optimization algorithms require both exploration, to find rewards, and exploitation, to maximize performance. The need for efficient exploration is even more significant in sparse reward settings, in which performance feedback is given sparingly, thus rendering it unsuitable for guiding the search process. In this work, we introduce the SparsE Reward Exploration via Novelty and Emitters (SERENE) algorithm, capable of efficiently exploring a search space, as well as optimizing rewards found in potentially disparate areas. Contrary to existing emitters-based approaches, SERENE separates the search space exploration and reward exploitation into two alternating processes. The first process performs exploration through Novelty Search, a divergent search algorithm. The second one exploits discovered reward areas through emitters, i.e. local instances of population-based optimization algorithms. A meta-scheduler allocates a global computational budget by alternating between the two processes, ensuring the discovery and efficient exploitation of disjoint reward areas. SERENE returns both a collection of diverse solutions covering the search space and a collection of high-performing solutions for each distinct reward area. We evaluate SERENE on various sparse reward environments and show it compares favorably to existing baselines.
Fine-tuning large language models for domain adaptation: Exploration of training strategies, scaling, model merging and synergistic capabilities
The advancement of Large Language Models (LLMs) for domain applications in fields such as materials science and engineering depends on the development of fine-tuning strategies that adapt models for specialized, technical capabilities. In this work, we explore the effects of Continued Pretraining (CPT), Supervised Fine-Tuning (SFT), and various preference-based optimization approaches, including Direct Preference Optimization (DPO) and Odds Ratio Preference Optimization (ORPO), on fine-tuned LLM performance. Our analysis shows how these strategies influence model outcomes and reveals that the merging of multiple fine-tuned models can lead to the emergence of capabilities that surpass the individual contributions of the parent models. We find that model merging leads to new functionalities that neither parent model could achieve alone, leading to improved performance in domain-specific assessments. Experiments with different model architectures are presented, including Llama 3.1 8B and Mistral 7B models, where similar behaviors are observed. Exploring whether the results hold also for much smaller models, we use a tiny LLM with 1.7 billion parameters and show that very small LLMs do not necessarily feature emergent capabilities under model merging, suggesting that model scaling may be a key component. In open-ended yet consistent chat conversations between a human and AI models, our assessment reveals detailed insights into how different model variants perform and show that the smallest model achieves a high intelligence score across key criteria including reasoning depth, creativity, clarity, and quantitative precision. Other experiments include the development of image generation prompts based on disparate biological material design concepts, to create new microstructures, architectural concepts, and urban design based on biological materials-inspired construction principles.
Evolution Gym: A Large-Scale Benchmark for Evolving Soft Robots
Both the design and control of a robot play equally important roles in its task performance. However, while optimal control is well studied in the machine learning and robotics community, less attention is placed on finding the optimal robot design. This is mainly because co-optimizing design and control in robotics is characterized as a challenging problem, and more importantly, a comprehensive evaluation benchmark for co-optimization does not exist. In this paper, we propose Evolution Gym, the first large-scale benchmark for co-optimizing the design and control of soft robots. In our benchmark, each robot is composed of different types of voxels (e.g., soft, rigid, actuators), resulting in a modular and expressive robot design space. Our benchmark environments span a wide range of tasks, including locomotion on various types of terrains and manipulation. Furthermore, we develop several robot co-evolution algorithms by combining state-of-the-art design optimization methods and deep reinforcement learning techniques. Evaluating the algorithms on our benchmark platform, we observe robots exhibiting increasingly complex behaviors as evolution progresses, with the best evolved designs solving many of our proposed tasks. Additionally, even though robot designs are evolved autonomously from scratch without prior knowledge, they often grow to resemble existing natural creatures while outperforming hand-designed robots. Nevertheless, all tested algorithms fail to find robots that succeed in our hardest environments. This suggests that more advanced algorithms are required to explore the high-dimensional design space and evolve increasingly intelligent robots -- an area of research in which we hope Evolution Gym will accelerate progress. Our website with code, environments, documentation, and tutorials is available at http://evogym.csail.mit.edu.
PosterLLaVa: Constructing a Unified Multi-modal Layout Generator with LLM
Layout generation is the keystone in achieving automated graphic design, requiring arranging the position and size of various multi-modal design elements in a visually pleasing and constraint-following manner. Previous approaches are either inefficient for large-scale applications or lack flexibility for varying design requirements. Our research introduces a unified framework for automated graphic layout generation, leveraging the multi-modal large language model (MLLM) to accommodate diverse design tasks. In contrast, our data-driven method employs structured text (JSON format) and visual instruction tuning to generate layouts under specific visual and textual constraints, including user-defined natural language specifications. We conducted extensive experiments and achieved state-of-the-art (SOTA) performance on public multi-modal layout generation benchmarks, demonstrating the effectiveness of our method. Moreover, recognizing existing datasets' limitations in capturing the complexity of real-world graphic designs, we propose two new datasets for much more challenging tasks (user-constrained generation and complicated poster), further validating our model's utility in real-life settings. Marking by its superior accessibility and adaptability, this approach further automates large-scale graphic design tasks. The code and datasets will be publicly available on https://github.com/posterllava/PosterLLaVA.
Large Language and Text-to-3D Models for Engineering Design Optimization
The current advances in generative AI for learning large neural network models with the capability to produce essays, images, music and even 3D assets from text prompts create opportunities for a manifold of disciplines. In the present paper, we study the potential of deep text-to-3D models in the engineering domain, with focus on the chances and challenges when integrating and interacting with 3D assets in computational simulation-based design optimization. In contrast to traditional design optimization of 3D geometries that often searches for the optimum designs using numerical representations, such as B-Spline surface or deformation parameters in vehicle aerodynamic optimization, natural language challenges the optimization framework by requiring a different interpretation of variation operators while at the same time may ease and motivate the human user interaction. Here, we propose and realize a fully automated evolutionary design optimization framework using Shap-E, a recently published text-to-3D asset network by OpenAI, in the context of aerodynamic vehicle optimization. For representing text prompts in the evolutionary optimization, we evaluate (a) a bag-of-words approach based on prompt templates and Wordnet samples, and (b) a tokenisation approach based on prompt templates and the byte pair encoding method from GPT4. Our main findings from the optimizations indicate that, first, it is important to ensure that the designs generated from prompts are within the object class of application, i.e. diverse and novel designs need to be realistic, and, second, that more research is required to develop methods where the strength of text prompt variations and the resulting variations of the 3D designs share causal relations to some degree to improve the optimization.
Design principles for a hybrid intelligence decision support system for business model validation
One of the most critical tasks for startups is to validate their business model. Therefore, entrepreneurs try to collect information such as feedback from other actors to assess the validity of their assumptions and make decisions. However, previous work on decisional guidance for business model validation provides no solution for the highly uncertain and complex context of earlystage startups. The purpose of this paper is, thus, to develop design principles for a Hybrid Intelligence decision support system (HI-DSS) that combines the complementary capabilities of human and machine intelligence. We follow a design science research approach to design a prototype artifact and a set of design principles. Our study provides prescriptive knowledge for HI-DSS and contributes to previous work on decision support for business models, the applications of complementary strengths of humans and machines for making decisions, and support systems for extremely uncertain decision-making problems.
Parametric-ControlNet: Multimodal Control in Foundation Models for Precise Engineering Design Synthesis
This paper introduces a generative model designed for multimodal control over text-to-image foundation generative AI models such as Stable Diffusion, specifically tailored for engineering design synthesis. Our model proposes parametric, image, and text control modalities to enhance design precision and diversity. Firstly, it handles both partial and complete parametric inputs using a diffusion model that acts as a design autocomplete co-pilot, coupled with a parametric encoder to process the information. Secondly, the model utilizes assembly graphs to systematically assemble input component images, which are then processed through a component encoder to capture essential visual data. Thirdly, textual descriptions are integrated via CLIP encoding, ensuring a comprehensive interpretation of design intent. These diverse inputs are synthesized through a multimodal fusion technique, creating a joint embedding that acts as the input to a module inspired by ControlNet. This integration allows the model to apply robust multimodal control to foundation models, facilitating the generation of complex and precise engineering designs. This approach broadens the capabilities of AI-driven design tools and demonstrates significant advancements in precise control based on diverse data modalities for enhanced design generation.
Generative Visual Communication in the Era of Vision-Language Models
Visual communication, dating back to prehistoric cave paintings, is the use of visual elements to convey ideas and information. In today's visually saturated world, effective design demands an understanding of graphic design principles, visual storytelling, human psychology, and the ability to distill complex information into clear visuals. This dissertation explores how recent advancements in vision-language models (VLMs) can be leveraged to automate the creation of effective visual communication designs. Although generative models have made great progress in generating images from text, they still struggle to simplify complex ideas into clear, abstract visuals and are constrained by pixel-based outputs, which lack flexibility for many design tasks. To address these challenges, we constrain the models' operational space and introduce task-specific regularizations. We explore various aspects of visual communication, namely, sketches and visual abstraction, typography, animation, and visual inspiration.
Unsupervised Learning and Exploration of Reachable Outcome Space
Performing Reinforcement Learning in sparse rewards settings, with very little prior knowledge, is a challenging problem since there is no signal to properly guide the learning process. In such situations, a good search strategy is fundamental. At the same time, not having to adapt the algorithm to every single problem is very desirable. Here we introduce TAXONS, a Task Agnostic eXploration of Outcome spaces through Novelty and Surprise algorithm. Based on a population-based divergent-search approach, it learns a set of diverse policies directly from high-dimensional observations, without any task-specific information. TAXONS builds a repertoire of policies while training an autoencoder on the high-dimensional observation of the final state of the system to build a low-dimensional outcome space. The learned outcome space, combined with the reconstruction error, is used to drive the search for new policies. Results show that TAXONS can find a diverse set of controllers, covering a good part of the ground-truth outcome space, while having no information about such space.
IDEA-Bench: How Far are Generative Models from Professional Designing?
Real-world design tasks - such as picture book creation, film storyboard development using character sets, photo retouching, visual effects, and font transfer - are highly diverse and complex, requiring deep interpretation and extraction of various elements from instructions, descriptions, and reference images. The resulting images often implicitly capture key features from references or user inputs, making it challenging to develop models that can effectively address such varied tasks. While existing visual generative models can produce high-quality images based on prompts, they face significant limitations in professional design scenarios that involve varied forms and multiple inputs and outputs, even when enhanced with adapters like ControlNets and LoRAs. To address this, we introduce IDEA-Bench, a comprehensive benchmark encompassing 100 real-world design tasks, including rendering, visual effects, storyboarding, picture books, fonts, style-based, and identity-preserving generation, with 275 test cases to thoroughly evaluate a model's general-purpose generation capabilities. Notably, even the best-performing model only achieves 22.48 on IDEA-Bench, while the best general-purpose model only achieves 6.81. We provide a detailed analysis of these results, highlighting the inherent challenges and providing actionable directions for improvement. Additionally, we provide a subset of 18 representative tasks equipped with multimodal large language model (MLLM)-based auto-evaluation techniques to facilitate rapid model development and comparison. We releases the benchmark data, evaluation toolkits, and an online leaderboard at https://github.com/ali-vilab/IDEA-Bench, aiming to drive the advancement of generative models toward more versatile and applicable intelligent design systems.
Revisiting the Minimalist Approach to Offline Reinforcement Learning
Recent years have witnessed significant advancements in offline reinforcement learning (RL), resulting in the development of numerous algorithms with varying degrees of complexity. While these algorithms have led to noteworthy improvements, many incorporate seemingly minor design choices that impact their effectiveness beyond core algorithmic advances. However, the effect of these design choices on established baselines remains understudied. In this work, we aim to bridge this gap by conducting a retrospective analysis of recent works in offline RL and propose ReBRAC, a minimalistic algorithm that integrates such design elements built on top of the TD3+BC method. We evaluate ReBRAC on 51 datasets with both proprioceptive and visual state spaces using D4RL and V-D4RL benchmarks, demonstrating its state-of-the-art performance among ensemble-free methods in both offline and offline-to-online settings. To further illustrate the efficacy of these design choices, we perform a large-scale ablation study and hyperparameter sensitivity analysis on the scale of thousands of experiments.
Break-for-Make: Modular Low-Rank Adaptations for Composable Content-Style Customization
Personalized generation paradigms empower designers to customize visual intellectual properties with the help of textual descriptions by tuning or adapting pre-trained text-to-image models on a few images. Recent works explore approaches for concurrently customizing both content and detailed visual style appearance. However, these existing approaches often generate images where the content and style are entangled. In this study, we reconsider the customization of content and style concepts from the perspective of parameter space construction. Unlike existing methods that utilize a shared parameter space for content and style, we propose a learning framework that separates the parameter space to facilitate individual learning of content and style, thereby enabling disentangled content and style. To achieve this goal, we introduce "partly learnable projection" (PLP) matrices to separate the original adapters into divided sub-parameter spaces. We propose "break-for-make" customization learning pipeline based on PLP, which is simple yet effective. We break the original adapters into "up projection" and "down projection", train content and style PLPs individually with the guidance of corresponding textual prompts in the separate adapters, and maintain generalization by employing a multi-correspondence projection learning strategy. Based on the adapters broken apart for separate training content and style, we then make the entity parameter space by reconstructing the content and style PLPs matrices, followed by fine-tuning the combined adapter to generate the target object with the desired appearance. Experiments on various styles, including textures, materials, and artistic style, show that our method outperforms state-of-the-art single/multiple concept learning pipelines in terms of content-style-prompt alignment.
Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting
Creating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language model (LLM) guided scene design, are hindered by limitations such as excessive human effort, reliance on predefined rules or training datasets, and limited 3D spatial reasoning ability. Since pre-trained 2D image generative models better capture scene and object configuration than LLMs, we address these challenges by introducing Architect, a generative framework that creates complex and realistic 3D embodied environments leveraging diffusion-based 2D image inpainting. In detail, we utilize foundation visual perception models to obtain each generated object from the image and leverage pre-trained depth estimation models to lift the generated 2D image to 3D space. Our pipeline is further extended to a hierarchical and iterative inpainting process to continuously generate placement of large furniture and small objects to enrich the scene. This iterative structure brings the flexibility for our method to generate or refine scenes from various starting points, such as text, floor plans, or pre-arranged environments.
GPT4AIGChip: Towards Next-Generation AI Accelerator Design Automation via Large Language Models
The remarkable capabilities and intricate nature of Artificial Intelligence (AI) have dramatically escalated the imperative for specialized AI accelerators. Nonetheless, designing these accelerators for various AI workloads remains both labor- and time-intensive. While existing design exploration and automation tools can partially alleviate the need for extensive human involvement, they still demand substantial hardware expertise, posing a barrier to non-experts and stifling AI accelerator development. Motivated by the astonishing potential of large language models (LLMs) for generating high-quality content in response to human language instructions, we embark on this work to examine the possibility of harnessing LLMs to automate AI accelerator design. Through this endeavor, we develop GPT4AIGChip, a framework intended to democratize AI accelerator design by leveraging human natural languages instead of domain-specific languages. Specifically, we first perform an in-depth investigation into LLMs' limitations and capabilities for AI accelerator design, thus aiding our understanding of our current position and garnering insights into LLM-powered automated AI accelerator design. Furthermore, drawing inspiration from the above insights, we develop a framework called GPT4AIGChip, which features an automated demo-augmented prompt-generation pipeline utilizing in-context learning to guide LLMs towards creating high-quality AI accelerator design. To our knowledge, this work is the first to demonstrate an effective pipeline for LLM-powered automated AI accelerator generation. Accordingly, we anticipate that our insights and framework can serve as a catalyst for innovations in next-generation LLM-powered design automation tools.
Sel3DCraft: Interactive Visual Prompts for User-Friendly Text-to-3D Generation
Text-to-3D (T23D) generation has transformed digital content creation, yet remains bottlenecked by blind trial-and-error prompting processes that yield unpredictable results. While visual prompt engineering has advanced in text-to-image domains, its application to 3D generation presents unique challenges requiring multi-view consistency evaluation and spatial understanding. We present Sel3DCraft, a visual prompt engineering system for T23D that transforms unstructured exploration into a guided visual process. Our approach introduces three key innovations: a dual-branch structure combining retrieval and generation for diverse candidate exploration; a multi-view hybrid scoring approach that leverages MLLMs with innovative high-level metrics to assess 3D models with human-expert consistency; and a prompt-driven visual analytics suite that enables intuitive defect identification and refinement. Extensive testing and user studies demonstrate that Sel3DCraft surpasses other T23D systems in supporting creativity for designers.
Diffusion Generative Inverse Design
Inverse design refers to the problem of optimizing the input of an objective function in order to enact a target outcome. For many real-world engineering problems, the objective function takes the form of a simulator that predicts how the system state will evolve over time, and the design challenge is to optimize the initial conditions that lead to a target outcome. Recent developments in learned simulation have shown that graph neural networks (GNNs) can be used for accurate, efficient, differentiable estimation of simulator dynamics, and support high-quality design optimization with gradient- or sampling-based optimization procedures. However, optimizing designs from scratch requires many expensive model queries, and these procedures exhibit basic failures on either non-convex or high-dimensional problems.In this work, we show how denoising diffusion models (DDMs) can be used to solve inverse design problems efficiently and propose a particle sampling algorithm for further improving their efficiency. We perform experiments on a number of fluid dynamics design challenges, and find that our approach substantially reduces the number of calls to the simulator compared to standard techniques.
3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics
We introduce 3D-FRONT (3D Furnished Rooms with layOuts and semaNTics), a new, large-scale, and comprehensive repository of synthetic indoor scenes highlighted by professionally designed layouts and a large number of rooms populated by high-quality textured 3D models with style compatibility. From layout semantics down to texture details of individual objects, our dataset is freely available to the academic community and beyond. Currently, 3D-FRONT contains 18,968 rooms diversely furnished by 3D objects, far surpassing all publicly available scene datasets. In addition, the 13,151 furniture objects all come with high-quality textures. While the floorplans and layout designs are directly sourced from professional creations, the interior designs in terms of furniture styles, color, and textures have been carefully curated based on a recommender system we develop to attain consistent styles as expert designs. Furthermore, we release Trescope, a light-weight rendering tool, to support benchmark rendering of 2D images and annotations from 3D-FRONT. We demonstrate two applications, interior scene synthesis and texture synthesis, that are especially tailored to the strengths of our new dataset. The project page is at: https://tianchi.aliyun.com/specials/promotion/alibaba-3d-scene-dataset.
DesignRepair: Dual-Stream Design Guideline-Aware Frontend Repair with Large Language Models
The rise of Large Language Models (LLMs) has streamlined frontend interface creation through tools like Vercel's V0, yet surfaced challenges in design quality (e.g., accessibility, and usability). Current solutions, often limited by their focus, generalisability, or data dependency, fall short in addressing these complexities. Moreover, none of them examine the quality of LLM-generated UI design. In this work, we introduce DesignRepair, a novel dual-stream design guideline-aware system to examine and repair the UI design quality issues from both code aspect and rendered page aspect. We utilised the mature and popular Material Design as our knowledge base to guide this process. Specifically, we first constructed a comprehensive knowledge base encoding Google's Material Design principles into low-level component knowledge base and high-level system design knowledge base. After that, DesignRepair employs a LLM for the extraction of key components and utilizes the Playwright tool for precise page analysis, aligning these with the established knowledge bases. Finally, we integrate Retrieval-Augmented Generation with state-of-the-art LLMs like GPT-4 to holistically refine and repair frontend code through a strategic divide and conquer approach. Our extensive evaluations validated the efficacy and utility of our approach, demonstrating significant enhancements in adherence to design guidelines, accessibility, and user experience metrics.
Orchestrated Value Mapping for Reinforcement Learning
We present a general convergent class of reinforcement learning algorithms that is founded on two distinct principles: (1) mapping value estimates to a different space using arbitrary functions from a broad class, and (2) linearly decomposing the reward signal into multiple channels. The first principle enables incorporating specific properties into the value estimator that can enhance learning. The second principle, on the other hand, allows for the value function to be represented as a composition of multiple utility functions. This can be leveraged for various purposes, e.g. dealing with highly varying reward scales, incorporating a priori knowledge about the sources of reward, and ensemble learning. Combining the two principles yields a general blueprint for instantiating convergent algorithms by orchestrating diverse mapping functions over multiple reward channels. This blueprint generalizes and subsumes algorithms such as Q-Learning, Log Q-Learning, and Q-Decomposition. In addition, our convergence proof for this general class relaxes certain required assumptions in some of these algorithms. Based on our theory, we discuss several interesting configurations as special cases. Finally, to illustrate the potential of the design space that our theory opens up, we instantiate a particular algorithm and evaluate its performance on the Atari suite.
UltraHorizon: Benchmarking Agent Capabilities in Ultra Long-Horizon Scenarios
Autonomous agents have recently achieved remarkable progress across diverse domains, yet most evaluations focus on short-horizon, fully observable tasks. In contrast, many critical real-world tasks, such as large-scale software development, commercial investment, and scientific discovery, unfold in long-horizon and partially observable scenarios where success hinges on sustained reasoning, planning, memory management, and tool use. Existing benchmarks rarely capture these long-horizon challenges, leaving a gap in systematic evaluation. To bridge this gap, we introduce UltraHorizon a novel benchmark that measures the foundational capabilities essential for complex real-world challenges. We use exploration as a unifying task across three distinct environments to validate these core competencies. Agents are designed in long-horizon discovery tasks where they must iteratively uncover hidden rules through sustained reasoning, planning, memory and tools management, and interaction with environments. Under the heaviest scale setting, trajectories average 200k+ tokens and 400+ tool calls, whereas in standard configurations they still exceed 35k tokens and involve more than 60 tool calls on average. Our extensive experiments reveal that LLM-agents consistently underperform in these settings, whereas human participants achieve higher scores, underscoring a persistent gap in agents' long-horizon abilities. We also observe that simple scaling fails in our task. To better illustrate the failure of agents, we conduct an in-depth analysis of collected trajectories. We identify eight types of errors and attribute them to two primary causes: in-context locking and functional fundamental capability gaps. https://github.com/StarDewXXX/UltraHorizon{Our code will be available here.}
Generative Artificial Intelligence for Navigating Synthesizable Chemical Space
We introduce SynFormer, a generative modeling framework designed to efficiently explore and navigate synthesizable chemical space. Unlike traditional molecular generation approaches, we generate synthetic pathways for molecules to ensure that designs are synthetically tractable. By incorporating a scalable transformer architecture and a diffusion module for building block selection, SynFormer surpasses existing models in synthesizable molecular design. We demonstrate SynFormer's effectiveness in two key applications: (1) local chemical space exploration, where the model generates synthesizable analogs of a reference molecule, and (2) global chemical space exploration, where the model aims to identify optimal molecules according to a black-box property prediction oracle. Additionally, we demonstrate the scalability of our approach via the improvement in performance as more computational resources become available. With our code and trained models openly available, we hope that SynFormer will find use across applications in drug discovery and materials science.
EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation
We introduce EnerVerse, a comprehensive framework for embodied future space generation specifically designed for robotic manipulation tasks. EnerVerse seamlessly integrates convolutional and bidirectional attention mechanisms for inner-chunk space modeling, ensuring low-level consistency and continuity. Recognizing the inherent redundancy in video data, we propose a sparse memory context combined with a chunkwise unidirectional generative paradigm to enable the generation of infinitely long sequences. To further augment robotic capabilities, we introduce the Free Anchor View (FAV) space, which provides flexible perspectives to enhance observation and analysis. The FAV space mitigates motion modeling ambiguity, removes physical constraints in confined environments, and significantly improves the robot's generalization and adaptability across various tasks and settings. To address the prohibitive costs and labor intensity of acquiring multi-camera observations, we present a data engine pipeline that integrates a generative model with 4D Gaussian Splatting (4DGS). This pipeline leverages the generative model's robust generalization capabilities and the spatial constraints provided by 4DGS, enabling an iterative enhancement of data quality and diversity, thus creating a data flywheel effect that effectively narrows the sim-to-real gap. Finally, our experiments demonstrate that the embodied future space generation prior substantially enhances policy predictive capabilities, resulting in improved overall performance, particularly in long-range robotic manipulation tasks.
Rewrite the Stars
Recent studies have drawn attention to the untapped potential of the "star operation" (element-wise multiplication) in network design. While intuitive explanations abound, the foundational rationale behind its application remains largely unexplored. Our study attempts to reveal the star operation's ability to map inputs into high-dimensional, non-linear feature spaces -- akin to kernel tricks -- without widening the network. We further introduce StarNet, a simple yet powerful prototype, demonstrating impressive performance and low latency under compact network structure and efficient budget. Like stars in the sky, the star operation appears unremarkable but holds a vast universe of potential. Our work encourages further exploration across tasks, with codes available at https://github.com/ma-xu/Rewrite-the-Stars.
VideoCAD: A Large-Scale Video Dataset for Learning UI Interactions and 3D Reasoning from CAD Software
Computer-Aided Design (CAD) is a time-consuming and complex process, requiring precise, long-horizon user interactions with intricate 3D interfaces. While recent advances in AI-driven user interface (UI) agents show promise, most existing datasets and methods focus on short, low-complexity tasks in mobile or web applications, failing to capture the demands of professional engineering tools. In this work, we introduce VideoCAD, the first attempt at engineering UI interaction learning for precision tasks. Specifically, VideoCAD is a large-scale synthetic dataset consisting of over 41K annotated video recordings of CAD operations, generated using an automated framework for collecting high-fidelity UI action data from human-made CAD designs. Compared to existing datasets, VideoCAD offers an order of magnitude higher complexity in UI interaction learning for real-world engineering tasks, having up to a 20x longer time horizon than other datasets. We show two important downstream applications of VideoCAD: learning UI interactions from professional precision 3D CAD tools and a visual question-answering (VQA) benchmark designed to evaluate multimodal large language models' (LLM) spatial reasoning and video understanding abilities. To learn the UI interactions, we propose VideoCADFormer - a state-of-the-art model in learning CAD interactions directly from video, which outperforms multiple behavior cloning baselines. Both VideoCADFormer and the VQA benchmark derived from VideoCAD reveal key challenges in the current state of video-based UI understanding, including the need for precise action grounding, multi-modal and spatial reasoning, and long-horizon dependencies.
CAD-GPT: Synthesising CAD Construction Sequence with Spatial Reasoning-Enhanced Multimodal LLMs
Computer-aided design (CAD) significantly enhances the efficiency, accuracy, and innovation of design processes by enabling precise 2D and 3D modeling, extensive analysis, and optimization. Existing methods for creating CAD models rely on latent vectors or point clouds, which are difficult to obtain and costly to store. Recent advances in Multimodal Large Language Models (MLLMs) have inspired researchers to use natural language instructions and images for CAD model construction. However, these models still struggle with inferring accurate 3D spatial location and orientation, leading to inaccuracies in determining the spatial 3D starting points and extrusion directions for constructing geometries. This work introduces CAD-GPT, a CAD synthesis method with spatial reasoning-enhanced MLLM that takes either a single image or a textual description as input. To achieve precise spatial inference, our approach introduces a 3D Modeling Spatial Mechanism. This method maps 3D spatial positions and 3D sketch plane rotation angles into a 1D linguistic feature space using a specialized spatial unfolding mechanism, while discretizing 2D sketch coordinates into an appropriate planar space to enable precise determination of spatial starting position, sketch orientation, and 2D sketch coordinate translations. Extensive experiments demonstrate that CAD-GPT consistently outperforms existing state-of-the-art methods in CAD model synthesis, both quantitatively and qualitatively.
iDesigner: A High-Resolution and Complex-Prompt Following Text-to-Image Diffusion Model for Interior Design
With the open-sourcing of text-to-image models (T2I) such as stable diffusion (SD) and stable diffusion XL (SD-XL), there is an influx of models fine-tuned in specific domains based on the open-source SD model, such as in anime, character portraits, etc. However, there are few specialized models in certain domains, such as interior design, which is attributed to the complex textual descriptions and detailed visual elements inherent in design, alongside the necessity for adaptable resolution. Therefore, text-to-image models for interior design are required to have outstanding prompt-following capabilities, as well as iterative collaboration with design professionals to achieve the desired outcome. In this paper, we collect and optimize text-image data in the design field and continue training in both English and Chinese on the basis of the open-source CLIP model. We also proposed a fine-tuning strategy with curriculum learning and reinforcement learning from CLIP feedback to enhance the prompt-following capabilities of our approach so as to improve the quality of image generation. The experimental results on the collected dataset demonstrate the effectiveness of the proposed approach, which achieves impressive results and outperforms strong baselines.
DesignLab: Designing Slides Through Iterative Detection and Correction
Designing high-quality presentation slides can be challenging for non-experts due to the complexity involved in navigating various design choices. Numerous automated tools can suggest layouts and color schemes, yet often lack the ability to refine their own output, which is a key aspect in real-world workflows. We propose DesignLab, which separates the design process into two roles, the design reviewer, who identifies design-related issues, and the design contributor who corrects them. This decomposition enables an iterative loop where the reviewer continuously detects issues and the contributor corrects them, allowing a draft to be further polished with each iteration, reaching qualities that were unattainable. We fine-tune large language models for these roles and simulate intermediate drafts by introducing controlled perturbations, enabling the design reviewer learn design errors and the contributor learn how to fix them. Our experiments show that DesignLab outperforms existing design-generation methods, including a commercial tool, by embracing the iterative nature of designing which can result in polished, professional slides.
Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models
Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.
A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning
We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro
MSEval: A Dataset for Material Selection in Conceptual Design to Evaluate Algorithmic Models
Material selection plays a pivotal role in many industries, from manufacturing to construction. Material selection is usually carried out after several cycles of conceptual design, during which designers iteratively refine the design solution and the intended manufacturing approach. In design research, material selection is typically treated as an optimization problem with a single correct answer. Moreover, it is also often restricted to specific types of objects or design functions, which can make the selection process computationally expensive and time-consuming. In this paper, we introduce MSEval, a novel dataset which is comprised of expert material evaluations across a variety of design briefs and criteria. This data is designed to serve as a benchmark to facilitate the evaluation and modification of machine learning models in the context of material selection for conceptual design.
Hypothesis Generation for Materials Discovery and Design Using Goal-Driven and Constraint-Guided LLM Agents
Materials discovery and design are essential for advancing technology across various industries by enabling the development of application-specific materials. Recent research has leveraged Large Language Models (LLMs) to accelerate this process. We explore the potential of LLMs to generate viable hypotheses that, once validated, can expedite materials discovery. Collaborating with materials science experts, we curated a novel dataset from recent journal publications, featuring real-world goals, constraints, and methods for designing real-world applications. Using this dataset, we test LLM-based agents that generate hypotheses for achieving given goals under specific constraints. To assess the relevance and quality of these hypotheses, we propose a novel scalable evaluation metric that emulates the process a materials scientist would use to evaluate a hypothesis critically. Our curated dataset, proposed method, and evaluation framework aim to advance future research in accelerating materials discovery and design with LLMs.
Self-Paced Context Evaluation for Contextual Reinforcement Learning
Reinforcement learning (RL) has made a lot of advances for solving a single problem in a given environment; but learning policies that generalize to unseen variations of a problem remains challenging. To improve sample efficiency for learning on such instances of a problem domain, we present Self-Paced Context Evaluation (SPaCE). Based on self-paced learning, \spc automatically generates \task curricula online with little computational overhead. To this end, SPaCE leverages information contained in state values during training to accelerate and improve training performance as well as generalization capabilities to new instances from the same problem domain. Nevertheless, SPaCE is independent of the problem domain at hand and can be applied on top of any RL agent with state-value function approximation. We demonstrate SPaCE's ability to speed up learning of different value-based RL agents on two environments, showing better generalization capabilities and up to 10x faster learning compared to naive approaches such as round robin or SPDRL, as the closest state-of-the-art approach.
SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending
There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.
DesignDiffusion: High-Quality Text-to-Design Image Generation with Diffusion Models
In this paper, we present DesignDiffusion, a simple yet effective framework for the novel task of synthesizing design images from textual descriptions. A primary challenge lies in generating accurate and style-consistent textual and visual content. Existing works in a related task of visual text generation often focus on generating text within given specific regions, which limits the creativity of generation models, resulting in style or color inconsistencies between textual and visual elements if applied to design image generation. To address this issue, we propose an end-to-end, one-stage diffusion-based framework that avoids intricate components like position and layout modeling. Specifically, the proposed framework directly synthesizes textual and visual design elements from user prompts. It utilizes a distinctive character embedding derived from the visual text to enhance the input prompt, along with a character localization loss for enhanced supervision during text generation. Furthermore, we employ a self-play Direct Preference Optimization fine-tuning strategy to improve the quality and accuracy of the synthesized visual text. Extensive experiments demonstrate that DesignDiffusion achieves state-of-the-art performance in design image generation.
Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
Latent Compass: Creation by Navigation
In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.
Aligning Optimization Trajectories with Diffusion Models for Constrained Design Generation
Generative models have had a profound impact on vision and language, paving the way for a new era of multimodal generative applications. While these successes have inspired researchers to explore using generative models in science and engineering to accelerate the design process and reduce the reliance on iterative optimization, challenges remain. Specifically, engineering optimization methods based on physics still outperform generative models when dealing with constrained environments where data is scarce and precision is paramount. To address these challenges, we introduce Diffusion Optimization Models (DOM) and Trajectory Alignment (TA), a learning framework that demonstrates the efficacy of aligning the sampling trajectory of diffusion models with the optimization trajectory derived from traditional physics-based methods. This alignment ensures that the sampling process remains grounded in the underlying physical principles. Our method allows for generating feasible and high-performance designs in as few as two steps without the need for expensive preprocessing, external surrogate models, or additional labeled data. We apply our framework to structural topology optimization, a fundamental problem in mechanical design, evaluating its performance on in- and out-of-distribution configurations. Our results demonstrate that TA outperforms state-of-the-art deep generative models on in-distribution configurations and halves the inference computational cost. When coupled with a few steps of optimization, it also improves manufacturability for out-of-distribution conditions. By significantly improving performance and inference efficiency, DOM enables us to generate high-quality designs in just a few steps and guide them toward regions of high performance and manufacturability, paving the way for the widespread application of generative models in large-scale data-driven design.
Cosmos-Transfer1: Conditional World Generation with Adaptive Multimodal Control
We introduce Cosmos-Transfer, a conditional world generation model that can generate world simulations based on multiple spatial control inputs of various modalities such as segmentation, depth, and edge. In the design, the spatial conditional scheme is adaptive and customizable. It allows weighting different conditional inputs differently at different spatial locations. This enables highly controllable world generation and finds use in various world-to-world transfer use cases, including Sim2Real. We conduct extensive evaluations to analyze the proposed model and demonstrate its applications for Physical AI, including robotics Sim2Real and autonomous vehicle data enrichment. We further demonstrate an inference scaling strategy to achieve real-time world generation with an NVIDIA GB200 NVL72 rack. To help accelerate research development in the field, we open-source our models and code at https://github.com/nvidia-cosmos/cosmos-transfer1.
Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning
Benchmarks play a crucial role in the development and analysis of reinforcement learning (RL) algorithms. We identify that existing benchmarks used for research into open-ended learning fall into one of two categories. Either they are too slow for meaningful research to be performed without enormous computational resources, like Crafter, NetHack and Minecraft, or they are not complex enough to pose a significant challenge, like Minigrid and Procgen. To remedy this, we first present Craftax-Classic: a ground-up rewrite of Crafter in JAX that runs up to 250x faster than the Python-native original. A run of PPO using 1 billion environment interactions finishes in under an hour using only a single GPU and averages 90% of the optimal reward. To provide a more compelling challenge we present the main Craftax benchmark, a significant extension of the Crafter mechanics with elements inspired from NetHack. Solving Craftax requires deep exploration, long term planning and memory, as well as continual adaptation to novel situations as more of the world is discovered. We show that existing methods including global and episodic exploration, as well as unsupervised environment design fail to make material progress on the benchmark. We believe that Craftax can for the first time allow researchers to experiment in a complex, open-ended environment with limited computational resources.
Searching for High-Value Molecules Using Reinforcement Learning and Transformers
Reinforcement learning (RL) over text representations can be effective for finding high-value policies that can search over graphs. However, RL requires careful structuring of the search space and algorithm design to be effective in this challenge. Through extensive experiments, we explore how different design choices for text grammar and algorithmic choices for training can affect an RL policy's ability to generate molecules with desired properties. We arrive at a new RL-based molecular design algorithm (ChemRLformer) and perform a thorough analysis using 25 molecule design tasks, including computationally complex protein docking simulations. From this analysis, we discover unique insights in this problem space and show that ChemRLformer achieves state-of-the-art performance while being more straightforward than prior work by demystifying which design choices are actually helpful for text-based molecule design.
Evaluation of Surrogate Models for Multi-fin Flapping Propulsion Systems
The aim of this study is to develop surrogate models for quick, accurate prediction of thrust forces generated through flapping fin propulsion for given operating conditions and fin geometries. Different network architectures and configurations are explored to model the training data separately for the lead fin and rear fin of a tandem fin setup. We progressively improve the data representation of the input parameter space for model predictions. The models are tested on three unseen fin geometries and the predictions validated with computational fluid dynamics (CFD) data. Finally, the orders of magnitude gains in computational performance of these surrogate models, compared to experimental and CFD runs, vs their tradeoff with accuracy is discussed within the context of this tandem fin configuration.
COLE: A Hierarchical Generation Framework for Multi-Layered and Editable Graphic Design
Graphic design, which has been evolving since the 15th century, plays a crucial role in advertising. The creation of high-quality designs demands design-oriented planning, reasoning, and layer-wise generation. Unlike the recent CanvaGPT, which integrates GPT-4 with existing design templates to build a custom GPT, this paper introduces the COLE system - a hierarchical generation framework designed to comprehensively address these challenges. This COLE system can transform a vague intention prompt into a high-quality multi-layered graphic design, while also supporting flexible editing based on user input. Examples of such input might include directives like ``design a poster for Hisaishi's concert.'' The key insight is to dissect the complex task of text-to-design generation into a hierarchy of simpler sub-tasks, each addressed by specialized models working collaboratively. The results from these models are then consolidated to produce a cohesive final output. Our hierarchical task decomposition can streamline the complex process and significantly enhance generation reliability. Our COLE system comprises multiple fine-tuned Large Language Models (LLMs), Large Multimodal Models (LMMs), and Diffusion Models (DMs), each specifically tailored for design-aware layer-wise captioning, layout planning, reasoning, and the task of generating images and text. Furthermore, we construct the DESIGNINTENTION benchmark to demonstrate the superiority of our COLE system over existing methods in generating high-quality graphic designs from user intent. Last, we present a Canva-like multi-layered image editing tool to support flexible editing of the generated multi-layered graphic design images. We perceive our COLE system as an important step towards addressing more complex and multi-layered graphic design generation tasks in the future.
Advancing vision-language models in front-end development via data synthesis
Modern front-end (FE) development, especially when leveraging the unique features of frameworks like React and Vue, presents distinctive challenges. These include managing modular architectures, ensuring synchronization between data and visual outputs for declarative rendering, and adapting reusable components to various scenarios. Such complexities make it particularly difficult for state-of-the-art large vision-language models (VLMs) to generate accurate and functional code directly from design images. To address these challenges, we propose a reflective agentic workflow that synthesizes high-quality image-text data to capture the diverse characteristics of FE development. This workflow automates the extraction of self-containedA \textbf{self-contained code snippet is one that encapsulates all necessary logic, styling, and dependencies, ensuring it functions independently without requiring external imports or context.} code snippets from real-world projects, renders the corresponding visual outputs, and generates detailed descriptions that link design elements to functional code. To further expand the scope and utility of the synthesis, we introduce three data synthesis strategies: Evolution-based synthesis, which enables scalable and diverse dataset expansion; Waterfall-Model-based synthesis, which generates logically coherent code derived from system requirements; and Additive Development synthesis, which iteratively increases the complexity of human-authored components. We build a large vision-language model, Flame, trained on the synthesized datasets and demonstrate its effectiveness in generating React code via the pass@k metric. Our results suggest that a code VLM trained to interpret images before code generation may achieve better performance.
VLM-Guided Adaptive Negative Prompting for Creative Generation
Creative generation is the synthesis of new, surprising, and valuable samples that reflect user intent yet cannot be envisioned in advance. This task aims to extend human imagination, enabling the discovery of visual concepts that exist in the unexplored spaces between familiar domains. While text-to-image diffusion models excel at rendering photorealistic scenes that faithfully match user prompts, they still struggle to generate genuinely novel content. Existing approaches to enhance generative creativity either rely on interpolation of image features, which restricts exploration to predefined categories, or require time-intensive procedures such as embedding optimization or model fine-tuning. We propose VLM-Guided Adaptive Negative-Prompting, a training-free, inference-time method that promotes creative image generation while preserving the validity of the generated object. Our approach utilizes a vision-language model (VLM) that analyzes intermediate outputs of the generation process and adaptively steers it away from conventional visual concepts, encouraging the emergence of novel and surprising outputs. We evaluate creativity through both novelty and validity, using statistical metrics in the CLIP embedding space. Through extensive experiments, we show consistent gains in creative novelty with negligible computational overhead. Moreover, unlike existing methods that primarily generate single objects, our approach extends to complex scenarios, such as generating coherent sets of creative objects and preserving creativity within elaborate compositional prompts. Our method integrates seamlessly into existing diffusion pipelines, offering a practical route to producing creative outputs that venture beyond the constraints of textual descriptions.
CGB-DM: Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model
Layout generation is the foundation task of intelligent design, which requires the integration of visual aesthetics and harmonious expression of content delivery. However, existing methods still face challenges in generating precise and visually appealing layouts, including blocking, overlap, or spatial misalignment between layouts, which are closely related to the spatial structure of graphic layouts. We find that these methods overly focus on content information and lack constraints on layout spatial structure, resulting in an imbalance of learning content-aware and graphic-aware features. To tackle this issue, we propose Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model (CGB-DM). Specifically, we first design a regulator that balances the predicted content and graphic weight, overcoming the tendency of paying more attention to the content on canvas. Secondly, we introduce a graphic constraint of saliency bounding box to further enhance the alignment of geometric features between layout representations and images. In addition, we adapt a transformer-based diffusion model as the backbone, whose powerful generation capability ensures the quality in layout generation. Extensive experimental results indicate that our method has achieved state-of-the-art performance in both quantitative and qualitative evaluations. Our model framework can also be expanded to other graphic design fields.
Novelty Search makes Evolvability Inevitable
Evolvability is an important feature that impacts the ability of evolutionary processes to find interesting novel solutions and to deal with changing conditions of the problem to solve. The estimation of evolvability is not straightforward and is generally too expensive to be directly used as selective pressure in the evolutionary process. Indirectly promoting evolvability as a side effect of other easier and faster to compute selection pressures would thus be advantageous. In an unbounded behavior space, it has already been shown that evolvable individuals naturally appear and tend to be selected as they are more likely to invade empty behavior niches. Evolvability is thus a natural byproduct of the search in this context. However, practical agents and environments often impose limits on the reach-able behavior space. How do these boundaries impact evolvability? In this context, can evolvability still be promoted without explicitly rewarding it? We show that Novelty Search implicitly creates a pressure for high evolvability even in bounded behavior spaces, and explore the reasons for such a behavior. More precisely we show that, throughout the search, the dynamic evaluation of novelty rewards individuals which are very mobile in the behavior space, which in turn promotes evolvability.
BIKED++: A Multimodal Dataset of 1.4 Million Bicycle Image and Parametric CAD Designs
This paper introduces a public dataset of 1.4 million procedurally-generated bicycle designs represented parametrically, as JSON files, and as rasterized images. The dataset is created through the use of a rendering engine which harnesses the BikeCAD software to generate vector graphics from parametric designs. This rendering engine is discussed in the paper and also released publicly alongside the dataset. Though this dataset has numerous applications, a principal motivation is the need to train cross-modal predictive models between parametric and image-based design representations. For example, we demonstrate that a predictive model can be trained to accurately estimate Contrastive Language-Image Pretraining (CLIP) embeddings from a parametric representation directly. This allows similarity relations to be established between parametric bicycle designs and text strings or reference images. Trained predictive models are also made public. The dataset joins the BIKED dataset family which includes thousands of mixed-representation human-designed bicycle models and several datasets quantifying design performance. The code and dataset can be found at: https://github.com/Lyleregenwetter/BIKED_multimodal/tree/main
ScreenExplorer: Training a Vision-Language Model for Diverse Exploration in Open GUI World
The rapid progress of large language models (LLMs) has sparked growing interest in building Artificial General Intelligence (AGI) within Graphical User Interface (GUI) environments. However, existing GUI agents based on LLMs or vision-language models (VLMs) often fail to generalize to novel environments and rely heavily on manually curated, diverse datasets. To overcome these limitations, we introduce ScreenExplorer, a VLM trained via Group Relative Policy Optimization(GRPO) in real, dynamic, and open-ended GUI environments. Innovatively, we introduced a world-model-based curiosity reward function to help the agent overcome the cold-start phase of exploration. Additionally, distilling experience streams further enhances the model's exploration capabilities. Our training framework enhances model exploration in open GUI environments, with trained models showing better environmental adaptation and sustained exploration compared to static deployment models. Our findings offer a scalable pathway toward AGI systems with self-improving capabilities in complex interactive settings.
Darwin Godel Machine: Open-Ended Evolution of Self-Improving Agents
Today's AI systems have human-designed, fixed architectures and cannot autonomously and continuously improve themselves. The advance of AI could itself be automated. If done safely, that would accelerate AI development and allow us to reap its benefits much sooner. Meta-learning can automate the discovery of novel algorithms, but is limited by first-order improvements and the human design of a suitable search space. The G\"odel machine proposed a theoretical alternative: a self-improving AI that repeatedly modifies itself in a provably beneficial manner. Unfortunately, proving that most changes are net beneficial is impossible in practice. We introduce the Darwin G\"odel Machine (DGM), a self-improving system that iteratively modifies its own code (thereby also improving its ability to modify its own codebase) and empirically validates each change using coding benchmarks. Inspired by Darwinian evolution and open-endedness research, the DGM maintains an archive of generated coding agents. It grows the archive by sampling an agent from it and using a foundation model to create a new, interesting, version of the sampled agent. This open-ended exploration forms a growing tree of diverse, high-quality agents and allows the parallel exploration of many different paths through the search space. Empirically, the DGM automatically improves its coding capabilities (e.g., better code editing tools, long-context window management, peer-review mechanisms), increasing performance on SWE-bench from 20.0% to 50.0%, and on Polyglot from 14.2% to 30.7%. Furthermore, the DGM significantly outperforms baselines without self-improvement or open-ended exploration. All experiments were done with safety precautions (e.g., sandboxing, human oversight). The DGM is a significant step toward self-improving AI, capable of gathering its own stepping stones along paths that unfold into endless innovation.
Redundancy-aware Action Spaces for Robot Learning
Joint space and task space control are the two dominant action modes for controlling robot arms within the robot learning literature. Actions in joint space provide precise control over the robot's pose, but tend to suffer from inefficient training; actions in task space boast data-efficient training but sacrifice the ability to perform tasks in confined spaces due to limited control over the full joint configuration. This work analyses the criteria for designing action spaces for robot manipulation and introduces ER (End-effector Redundancy), a novel action space formulation that, by addressing the redundancies present in the manipulator, aims to combine the advantages of both joint and task spaces, offering fine-grained comprehensive control with overactuated robot arms whilst achieving highly efficient robot learning. We present two implementations of ER, ERAngle (ERA) and ERJoint (ERJ), and we show that ERJ in particular demonstrates superior performance across multiple settings, especially when precise control over the robot configuration is required. We validate our results both in simulated and real robotic environments.
Experimental Design for Multi-Channel Imaging via Task-Driven Feature Selection
This paper presents a data-driven, task-specific paradigm for experimental design, to shorten acquisition time, reduce costs, and accelerate the deployment of imaging devices. Current approaches in experimental design focus on model-parameter estimation and require specification of a particular model, whereas in imaging, other tasks may drive the design. Furthermore, such approaches often lead to intractable optimization problems in real-world imaging applications. Here we present a new paradigm for experimental design that simultaneously optimizes the design (set of image channels) and trains a machine-learning model to execute a user-specified image-analysis task. The approach obtains data densely-sampled over the measurement space (many image channels) for a small number of acquisitions, then identifies a subset of channels of prespecified size that best supports the task. We propose a method: TADRED for TAsk-DRiven Experimental Design in imaging, to identify the most informative channel-subset whilst simultaneously training a network to execute the task given the subset. Experiments demonstrate the potential of TADRED in diverse imaging applications: several clinically-relevant tasks in magnetic resonance imaging; and remote sensing and physiological applications of hyperspectral imaging. Results show substantial improvement over classical experimental design, two recent application-specific methods within the new paradigm, and state-of-the-art approaches in supervised feature selection. We anticipate further applications of our approach. Code is available: https://github.com/sbb-gh/experimental-design-multichannel
Operational Latent Spaces
We investigate the construction of latent spaces through self-supervised learning to support semantically meaningful operations. Analogous to operational amplifiers, these "operational latent spaces" (OpLaS) not only demonstrate semantic structure such as clustering but also support common transformational operations with inherent semantic meaning. Some operational latent spaces are found to have arisen "unintentionally" in the progress toward some (other) self-supervised learning objective, in which unintended but still useful properties are discovered among the relationships of points in the space. Other spaces may be constructed "intentionally" by developers stipulating certain kinds of clustering or transformations intended to produce the desired structure. We focus on the intentional creation of operational latent spaces via self-supervised learning, including the introduction of rotation operators via a novel "FiLMR" layer, which can be used to enable ring-like symmetries found in some musical constructions.
Habitat 2.0: Training Home Assistants to Rearrange their Habitat
We introduce Habitat 2.0 (H2.0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack - data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfigurable 3D dataset of apartments (matching real spaces) with articulated objects (e.g. cabinets and drawers that can open/close); (ii) H2.0: a high-performance physics-enabled 3D simulator with speeds exceeding 25,000 simulation steps per second (850x real-time) on an 8-GPU node, representing 100x speed-ups over prior work; and, (iii) Home Assistant Benchmark (HAB): a suite of common tasks for assistive robots (tidy the house, prepare groceries, set the table) that test a range of mobile manipulation capabilities. These large-scale engineering contributions allow us to systematically compare deep reinforcement learning (RL) at scale and classical sense-plan-act (SPA) pipelines in long-horizon structured tasks, with an emphasis on generalization to new objects, receptacles, and layouts. We find that (1) flat RL policies struggle on HAB compared to hierarchical ones; (2) a hierarchy with independent skills suffers from 'hand-off problems', and (3) SPA pipelines are more brittle than RL policies.
Curiosity-driven Exploration by Self-supervised Prediction
In many real-world scenarios, rewards extrinsic to the agent are extremely sparse, or absent altogether. In such cases, curiosity can serve as an intrinsic reward signal to enable the agent to explore its environment and learn skills that might be useful later in its life. We formulate curiosity as the error in an agent's ability to predict the consequence of its own actions in a visual feature space learned by a self-supervised inverse dynamics model. Our formulation scales to high-dimensional continuous state spaces like images, bypasses the difficulties of directly predicting pixels, and, critically, ignores the aspects of the environment that cannot affect the agent. The proposed approach is evaluated in two environments: VizDoom and Super Mario Bros. Three broad settings are investigated: 1) sparse extrinsic reward, where curiosity allows for far fewer interactions with the environment to reach the goal; 2) exploration with no extrinsic reward, where curiosity pushes the agent to explore more efficiently; and 3) generalization to unseen scenarios (e.g. new levels of the same game) where the knowledge gained from earlier experience helps the agent explore new places much faster than starting from scratch. Demo video and code available at https://pathak22.github.io/noreward-rl/
Integrating Large Language Models and Reinforcement Learning for Non-Linear Reasoning
Large Language Models (LLMs) were shown to struggle with long-term planning, which may be caused by the limited way in which they explore the space of possible solutions. We propose an architecture where a Reinforcement Learning (RL) Agent guides an LLM's space exploration: (1) the Agent has access to domain-specific information, and can therefore make decisions about the quality of candidate solutions based on specific and relevant metrics, which were not explicitly considered by the LLM's training objective; (2) the LLM can focus on generating immediate next steps, without the need for long-term planning. We allow non-linear reasoning by exploring alternative paths and backtracking. We evaluate this architecture on the program equivalence task, and compare it against Chain of Thought (CoT) and Tree of Thoughts (ToT). We assess both the downstream task, denoting the binary classification, and the intermediate reasoning steps. Our approach compares positively against CoT and ToT.
Diagnostic Benchmark and Iterative Inpainting for Layout-Guided Image Generation
Spatial control is a core capability in controllable image generation. Advancements in layout-guided image generation have shown promising results on in-distribution (ID) datasets with similar spatial configurations. However, it is unclear how these models perform when facing out-of-distribution (OOD) samples with arbitrary, unseen layouts. In this paper, we propose LayoutBench, a diagnostic benchmark for layout-guided image generation that examines four categories of spatial control skills: number, position, size, and shape. We benchmark two recent representative layout-guided image generation methods and observe that the good ID layout control may not generalize well to arbitrary layouts in the wild (e.g., objects at the boundary). Next, we propose IterInpaint, a new baseline that generates foreground and background regions in a step-by-step manner via inpainting, demonstrating stronger generalizability than existing models on OOD layouts in LayoutBench. We perform quantitative and qualitative evaluation and fine-grained analysis on the four LayoutBench skills to pinpoint the weaknesses of existing models. Lastly, we show comprehensive ablation studies on IterInpaint, including training task ratio, crop&paste vs. repaint, and generation order. Project website: https://layoutbench.github.io
Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning
Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.
Be the Change You Want to See: Revisiting Remote Sensing Change Detection Practices
Remote sensing change detection aims to localize semantic changes between images of the same location captured at different times. In the past few years, newer methods have attributed enhanced performance to the additions of new and complex components to existing architectures. Most fail to measure the performance contribution of fundamental design choices such as backbone selection, pre-training strategies, and training configurations. We claim that such fundamental design choices often improve performance even more significantly than the addition of new architectural components. Due to that, we systematically revisit the design space of change detection models and analyse the full potential of a well-optimised baseline. We identify a set of fundamental design choices that benefit both new and existing architectures. Leveraging this insight, we demonstrate that when carefully designed, even an architecturally simple model can match or surpass state-of-the-art performance on six challenging change detection datasets. Our best practices generalise beyond our architecture and also offer performance improvements when applied to related methods, indicating that the space of fundamental design choices has been underexplored. Our guidelines and architecture provide a strong foundation for future methods, emphasizing that optimizing core components is just as important as architectural novelty in advancing change detection performance. Code: https://github.com/blaz-r/BTC-change-detection
Accelerating Computer Architecture Simulation through Machine Learning
This paper presents our approach to accelerate computer architecture simulation by leveraging machine learning techniques. Traditional computer architecture simulations are time-consuming, making it challenging to explore different design choices efficiently. Our proposed model utilizes a combination of application features and micro-architectural features to predict the performance of an application. These features are derived from simulations of a small portion of the application. We demonstrate the effectiveness of our approach by building and evaluating a machine learning model that offers significant speedup in architectural exploration. This model demonstrates the ability to predict IPC values for the testing data with a root mean square error of less than 0.1.
From Elements to Design: A Layered Approach for Automatic Graphic Design Composition
In this work, we investigate automatic design composition from multimodal graphic elements. Although recent studies have developed various generative models for graphic design, they usually face the following limitations: they only focus on certain subtasks and are far from achieving the design composition task; they do not consider the hierarchical information of graphic designs during the generation process. To tackle these issues, we introduce the layered design principle into Large Multimodal Models (LMMs) and propose a novel approach, called LaDeCo, to accomplish this challenging task. Specifically, LaDeCo first performs layer planning for a given element set, dividing the input elements into different semantic layers according to their contents. Based on the planning results, it subsequently predicts element attributes that control the design composition in a layer-wise manner, and includes the rendered image of previously generated layers into the context. With this insightful design, LaDeCo decomposes the difficult task into smaller manageable steps, making the generation process smoother and clearer. The experimental results demonstrate the effectiveness of LaDeCo in design composition. Furthermore, we show that LaDeCo enables some interesting applications in graphic design, such as resolution adjustment, element filling, design variation, etc. In addition, it even outperforms the specialized models in some design subtasks without any task-specific training.
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents
In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.
OpenECAD: An Efficient Visual Language Model for Editable 3D-CAD Design
Computer-aided design (CAD) tools are utilized in the manufacturing industry for modeling everything from cups to spacecraft. These programs are complex to use and typically require years of training and experience to master. Structured and well-constrained 2D sketches and 3D constructions are crucial components of CAD modeling. A well-executed CAD model can be seamlessly integrated into the manufacturing process, thereby enhancing production efficiency. Deep generative models of 3D shapes and 3D object reconstruction models have garnered significant research interest. However, most of these models produce discrete forms of 3D objects that are not editable. Moreover, the few models based on CAD operations often have substantial input restrictions. In this work, we fine-tuned pre-trained models to create OpenECAD models (0.55B, 0.89B, 2.4B and 3.1B), leveraging the visual, logical, coding, and general capabilities of visual language models. OpenECAD models can process images of 3D designs as input and generate highly structured 2D sketches and 3D construction commands, ensuring that the designs are editable. These outputs can be directly used with existing CAD tools' APIs to generate project files. To train our network, we created a series of OpenECAD datasets. These datasets are derived from existing public CAD datasets, adjusted and augmented to meet the specific requirements of vision language model (VLM) training. Additionally, we have introduced an approach that utilizes dependency relationships to define and generate sketches, further enriching the content and functionality of the datasets.
CAD-Judge: Toward Efficient Morphological Grading and Verification for Text-to-CAD Generation
Computer-Aided Design (CAD) models are widely used across industrial design, simulation, and manufacturing processes. Text-to-CAD systems aim to generate editable, general-purpose CAD models from textual descriptions, significantly reducing the complexity and entry barrier associated with traditional CAD workflows. However, rendering CAD models can be slow, and deploying VLMs to review CAD models can be expensive and may introduce reward hacking that degrades the systems. To address these challenges, we propose CAD-Judge, a novel, verifiable reward system for efficient and effective CAD preference grading and grammatical validation. We adopt the Compiler-as-a-Judge Module (CJM) as a fast, direct reward signal, optimizing model alignment by maximizing generative utility through prospect theory. To further improve the robustness of Text-to-CAD in the testing phase, we introduce a simple yet effective agentic CAD generation approach and adopt the Compiler-as-a-Review Module (CRM), which efficiently verifies the generated CAD models, enabling the system to refine them accordingly. Extensive experiments on challenging CAD datasets demonstrate that our method achieves state-of-the-art performance while maintaining superior efficiency.
Design-o-meter: Towards Evaluating and Refining Graphic Designs
Graphic designs are an effective medium for visual communication. They range from greeting cards to corporate flyers and beyond. Off-late, machine learning techniques are able to generate such designs, which accelerates the rate of content production. An automated way of evaluating their quality becomes critical. Towards this end, we introduce Design-o-meter, a data-driven methodology to quantify the goodness of graphic designs. Further, our approach can suggest modifications to these designs to improve its visual appeal. To the best of our knowledge, Design-o-meter is the first approach that scores and refines designs in a unified framework despite the inherent subjectivity and ambiguity of the setting. Our exhaustive quantitative and qualitative analysis of our approach against baselines adapted for the task (including recent Multimodal LLM-based approaches) brings out the efficacy of our methodology. We hope our work will usher more interest in this important and pragmatic problem setting.
3D-Mem: 3D Scene Memory for Embodied Exploration and Reasoning
Constructing compact and informative 3D scene representations is essential for effective embodied exploration and reasoning, especially in complex environments over extended periods. Existing representations, such as object-centric 3D scene graphs, oversimplify spatial relationships by modeling scenes as isolated objects with restrictive textual relationships, making it difficult to address queries requiring nuanced spatial understanding. Moreover, these representations lack natural mechanisms for active exploration and memory management, hindering their application to lifelong autonomy. In this work, we propose 3D-Mem, a novel 3D scene memory framework for embodied agents. 3D-Mem employs informative multi-view images, termed Memory Snapshots, to represent the scene and capture rich visual information of explored regions. It further integrates frontier-based exploration by introducing Frontier Snapshots-glimpses of unexplored areas-enabling agents to make informed decisions by considering both known and potential new information. To support lifelong memory in active exploration settings, we present an incremental construction pipeline for 3D-Mem, as well as a memory retrieval technique for memory management. Experimental results on three benchmarks demonstrate that 3D-Mem significantly enhances agents' exploration and reasoning capabilities in 3D environments, highlighting its potential for advancing applications in embodied AI.
Towards Aligned Layout Generation via Diffusion Model with Aesthetic Constraints
Controllable layout generation refers to the process of creating a plausible visual arrangement of elements within a graphic design (e.g., document and web designs) with constraints representing design intentions. Although recent diffusion-based models have achieved state-of-the-art FID scores, they tend to exhibit more pronounced misalignment compared to earlier transformer-based models. In this work, we propose the LAyout Constraint diffusion modEl (LACE), a unified model to handle a broad range of layout generation tasks, such as arranging elements with specified attributes and refining or completing a coarse layout design. The model is based on continuous diffusion models. Compared with existing methods that use discrete diffusion models, continuous state-space design can enable the incorporation of differentiable aesthetic constraint functions in training. For conditional generation, we introduce conditions via masked input. Extensive experiment results show that LACE produces high-quality layouts and outperforms existing state-of-the-art baselines.
Open-Ended Learning Leads to Generally Capable Agents
In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.
SceneTeller: Language-to-3D Scene Generation
Designing high-quality indoor 3D scenes is important in many practical applications, such as room planning or game development. Conventionally, this has been a time-consuming process which requires both artistic skill and familiarity with professional software, making it hardly accessible for layman users. However, recent advances in generative AI have established solid foundation for democratizing 3D design. In this paper, we propose a pioneering approach for text-based 3D room design. Given a prompt in natural language describing the object placement in the room, our method produces a high-quality 3D scene corresponding to it. With an additional text prompt the users can change the appearance of the entire scene or of individual objects in it. Built using in-context learning, CAD model retrieval and 3D-Gaussian-Splatting-based stylization, our turnkey pipeline produces state-of-the-art 3D scenes, while being easy to use even for novices. Our project page is available at https://sceneteller.github.io/.
What Makes a Good Diffusion Planner for Decision Making?
Diffusion models have recently shown significant potential in solving decision-making problems, particularly in generating behavior plans -- also known as diffusion planning. While numerous studies have demonstrated the impressive performance of diffusion planning, the mechanisms behind the key components of a good diffusion planner remain unclear and the design choices are highly inconsistent in existing studies. In this work, we address this issue through systematic empirical experiments on diffusion planning in an offline reinforcement learning (RL) setting, providing practical insights into the essential components of diffusion planning. We trained and evaluated over 6,000 diffusion models, identifying the critical components such as guided sampling, network architecture, action generation and planning strategy. We revealed that some design choices opposite to the common practice in previous work in diffusion planning actually lead to better performance, e.g., unconditional sampling with selection can be better than guided sampling and Transformer outperforms U-Net as denoising network. Based on these insights, we suggest a simple yet strong diffusion planning baseline that achieves state-of-the-art results on standard offline RL benchmarks.
MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation
Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.
Retrieval-Guided Reinforcement Learning for Boolean Circuit Minimization
Logic synthesis, a pivotal stage in chip design, entails optimizing chip specifications encoded in hardware description languages like Verilog into highly efficient implementations using Boolean logic gates. The process involves a sequential application of logic minimization heuristics (``synthesis recipe"), with their arrangement significantly impacting crucial metrics such as area and delay. Addressing the challenge posed by the broad spectrum of design complexities - from variations of past designs (e.g., adders and multipliers) to entirely novel configurations (e.g., innovative processor instructions) - requires a nuanced `synthesis recipe` guided by human expertise and intuition. This study conducts a thorough examination of learning and search techniques for logic synthesis, unearthing a surprising revelation: pre-trained agents, when confronted with entirely novel designs, may veer off course, detrimentally affecting the search trajectory. We present ABC-RL, a meticulously tuned alpha parameter that adeptly adjusts recommendations from pre-trained agents during the search process. Computed based on similarity scores through nearest neighbor retrieval from the training dataset, ABC-RL yields superior synthesis recipes tailored for a wide array of hardware designs. Our findings showcase substantial enhancements in the Quality-of-result (QoR) of synthesized circuits, boasting improvements of up to 24.8% compared to state-of-the-art techniques. Furthermore, ABC-RL achieves an impressive up to 9x reduction in runtime (iso-QoR) when compared to current state-of-the-art methodologies.
Is Exploration All You Need? Effective Exploration Characteristics for Transfer in Reinforcement Learning
In deep reinforcement learning (RL) research, there has been a concerted effort to design more efficient and productive exploration methods while solving sparse-reward problems. These exploration methods often share common principles (e.g., improving diversity) and implementation details (e.g., intrinsic reward). Prior work found that non-stationary Markov decision processes (MDPs) require exploration to efficiently adapt to changes in the environment with online transfer learning. However, the relationship between specific exploration characteristics and effective transfer learning in deep RL has not been characterized. In this work, we seek to understand the relationships between salient exploration characteristics and improved performance and efficiency in transfer learning. We test eleven popular exploration algorithms on a variety of transfer types -- or ``novelties'' -- to identify the characteristics that positively affect online transfer learning. Our analysis shows that some characteristics correlate with improved performance and efficiency across a wide range of transfer tasks, while others only improve transfer performance with respect to specific environment changes. From our analysis, make recommendations about which exploration algorithm characteristics are best suited to specific transfer situations.
Predicting User Experience on Laptops from Hardware Specifications
Estimating the overall user experience (UX) on a device is a common challenge faced by manufacturers. Today, device makers primarily rely on microbenchmark scores, such as Geekbench, that stress test specific hardware components, such as CPU or RAM, but do not satisfactorily capture consumer workloads. System designers often rely on domain-specific heuristics and extensive testing of prototypes to reach a desired UX goal, and yet there is often a mismatch between the manufacturers' performance claims and the consumers' experience. We present our initial results on predicting real-life experience on laptops from their hardware specifications. We target web applications that run on Chromebooks (ChromeOS laptops) for a simple and fair aggregation of experience across applications and workloads. On 54 laptops, we track 9 UX metrics on common end-user workloads: web browsing, video playback and audio/video calls. We focus on a subset of high-level metrics exposed by the Chrome browser, that are part of the Web Vitals initiative for judging the UX on web applications. With a dataset of 100K UX data points, we train gradient boosted regression trees that predict the metric values from device specifications. Across our 9 metrics, we note a mean R^2 score (goodness-of-fit on our dataset) of 97.8% and a mean MAAPE (percentage error in prediction on unseen data) of 10.1%.
Derivative-Free Guidance in Continuous and Discrete Diffusion Models with Soft Value-Based Decoding
Diffusion models excel at capturing the natural design spaces of images, molecules, DNA, RNA, and protein sequences. However, rather than merely generating designs that are natural, we often aim to optimize downstream reward functions while preserving the naturalness of these design spaces. Existing methods for achieving this goal often require ``differentiable'' proxy models (e.g., classifier guidance or DPS) or involve computationally expensive fine-tuning of diffusion models (e.g., classifier-free guidance, RL-based fine-tuning). In our work, we propose a new method to address these challenges. Our algorithm is an iterative sampling method that integrates soft value functions, which looks ahead to how intermediate noisy states lead to high rewards in the future, into the standard inference procedure of pre-trained diffusion models. Notably, our approach avoids fine-tuning generative models and eliminates the need to construct differentiable models. This enables us to (1) directly utilize non-differentiable features/reward feedback, commonly used in many scientific domains, and (2) apply our method to recent discrete diffusion models in a principled way. Finally, we demonstrate the effectiveness of our algorithm across several domains, including image generation, molecule generation, and DNA/RNA sequence generation. The code is available at https://github.com/masa-ue/SVDD{https://github.com/masa-ue/SVDD}.
SoftZoo: A Soft Robot Co-design Benchmark For Locomotion In Diverse Environments
While significant research progress has been made in robot learning for control, unique challenges arise when simultaneously co-optimizing morphology. Existing work has typically been tailored for particular environments or representations. In order to more fully understand inherent design and performance tradeoffs and accelerate the development of new breeds of soft robots, a comprehensive virtual platform with well-established tasks, environments, and evaluation metrics is needed. In this work, we introduce SoftZoo, a soft robot co-design platform for locomotion in diverse environments. SoftZoo supports an extensive, naturally-inspired material set, including the ability to simulate environments such as flat ground, desert, wetland, clay, ice, snow, shallow water, and ocean. Further, it provides a variety of tasks relevant for soft robotics, including fast locomotion, agile turning, and path following, as well as differentiable design representations for morphology and control. Combined, these elements form a feature-rich platform for analysis and development of soft robot co-design algorithms. We benchmark prevalent representations and co-design algorithms, and shed light on 1) the interplay between environment, morphology, and behavior; 2) the importance of design space representations; 3) the ambiguity in muscle formation and controller synthesis; and 4) the value of differentiable physics. We envision that SoftZoo will serve as a standard platform and template an approach toward the development of novel representations and algorithms for co-designing soft robots' behavioral and morphological intelligence.
Efficient Online Reinforcement Learning with Offline Data
Sample efficiency and exploration remain major challenges in online reinforcement learning (RL). A powerful approach that can be applied to address these issues is the inclusion of offline data, such as prior trajectories from a human expert or a sub-optimal exploration policy. Previous methods have relied on extensive modifications and additional complexity to ensure the effective use of this data. Instead, we ask: can we simply apply existing off-policy methods to leverage offline data when learning online? In this work, we demonstrate that the answer is yes; however, a set of minimal but important changes to existing off-policy RL algorithms are required to achieve reliable performance. We extensively ablate these design choices, demonstrating the key factors that most affect performance, and arrive at a set of recommendations that practitioners can readily apply, whether their data comprise a small number of expert demonstrations or large volumes of sub-optimal trajectories. We see that correct application of these simple recommendations can provide a 2.5times improvement over existing approaches across a diverse set of competitive benchmarks, with no additional computational overhead. We have released our code at https://github.com/ikostrikov/rlpd.
FlexCAD: Unified and Versatile Controllable CAD Generation with Fine-tuned Large Language Models
Recently, there is a growing interest in creating computer-aided design (CAD) models based on user intent, known as controllable CAD generation. Existing work offers limited controllability and needs separate models for different types of control, reducing efficiency and practicality. To achieve controllable generation across all CAD construction hierarchies, such as sketch-extrusion, extrusion, sketch, face, loop and curve, we propose FlexCAD, a unified model by fine-tuning large language models (LLMs). First, to enhance comprehension by LLMs, we represent a CAD model as a structured text by abstracting each hierarchy as a sequence of text tokens. Second, to address various controllable generation tasks in a unified model, we introduce a hierarchy-aware masking strategy. Specifically, during training, we mask a hierarchy-aware field in the CAD text with a mask token. This field, composed of a sequence of tokens, can be set flexibly to represent various hierarchies. Subsequently, we ask LLMs to predict this masked field. During inference, the user intent is converted into a CAD text with a mask token replacing the part the user wants to modify, which is then fed into FlexCAD to generate new CAD models. Comprehensive experiments on public dataset demonstrate the effectiveness of FlexCAD in both generation quality and controllability. Code will be available at https://github.com/microsoft/FlexCAD.
cadrille: Multi-modal CAD Reconstruction with Online Reinforcement Learning
Computer-Aided Design (CAD) plays a central role in engineering and manufacturing, making it possible to create precise and editable 3D models. Using a variety of sensor or user-provided data as inputs for CAD reconstruction can democratize access to design applications. However, existing methods typically focus on a single input modality, such as point clouds, images, or text, which limits their generalizability and robustness. Leveraging recent advances in vision-language models (VLM), we propose a multi-modal CAD reconstruction model that simultaneously processes all three input modalities. Inspired by large language model (LLM) training paradigms, we adopt a two-stage pipeline: supervised fine-tuning (SFT) on large-scale procedurally generated data, followed by reinforcement learning (RL) fine-tuning using online feedback, obtained programatically. Furthermore, we are the first to explore RL fine-tuning of LLMs for CAD tasks demonstrating that online RL algorithms such as Group Relative Preference Optimization (GRPO) outperform offline alternatives. In the DeepCAD benchmark, our SFT model outperforms existing single-modal approaches in all three input modalities simultaneously. More importantly, after RL fine-tuning, cadrille sets new state-of-the-art on three challenging datasets, including a real-world one.
Does Spatial Cognition Emerge in Frontier Models?
Not yet. We present SPACE, a benchmark that systematically evaluates spatial cognition in frontier models. Our benchmark builds on decades of research in cognitive science. It evaluates large-scale mapping abilities that are brought to bear when an organism traverses physical environments, smaller-scale reasoning about object shapes and layouts, and cognitive infrastructure such as spatial attention and memory. For many tasks, we instantiate parallel presentations via text and images, allowing us to benchmark both large language models and large multimodal models. Results suggest that contemporary frontier models fall short of the spatial intelligence of animals, performing near chance level on a number of classic tests of animal cognition.
PLaID++: A Preference Aligned Language Model for Targeted Inorganic Materials Design
Discovering novel materials is critical for technological advancements such as solar cells, batteries, and carbon capture. However, the development of new materials is constrained by a slow and expensive trial-and-error process. To accelerate this pipeline, we introduce PLaID++, a Large Language Model (LLM) fine-tuned for stable and property-guided crystal generation. We fine-tune Qwen-2.5 7B to generate crystal structures using a novel Wyckoff-based text representation. We show that generation can be effectively guided with a reinforcement learning technique based on Direct Preference Optimization (DPO), with sampled structures categorized by their stability, novelty, and space group. By encoding symmetry constraints directly into text and guiding model outputs towards desirable chemical space, PLaID++ generates structures that are thermodynamically stable, unique, and novel at a sim50\% greater rate than prior methods and conditionally generates structures with desired space group properties. Our experiments highlight the effectiveness of iterative DPO, achieving sim115\% and sim50\% improvements in unconditional and space group conditioned generation, respectively, compared to fine-tuning alone. Our work demonstrates the potential of adapting post-training techniques from natural language processing to materials design, paving the way for targeted and efficient discovery of novel materials.
VISION2UI: A Real-World Dataset with Layout for Code Generation from UI Designs
Automatically generating UI code from webpage design visions can significantly alleviate the burden of developers, enabling beginner developers or designers to directly generate Web pages from design diagrams. Currently, prior research has accomplished the objective of generating UI code from rudimentary design visions or sketches through designing deep neural networks. Inspired by the groundbreaking advancements achieved by Multimodal Large Language Models (MLLMs), the automatic generation of UI code from high-fidelity design images is now emerging as a viable possibility. Nevertheless, our investigation reveals that existing MLLMs are hampered by the scarcity of authentic, high-quality, and large-scale datasets, leading to unsatisfactory performance in automated UI code generation. To mitigate this gap, we present a novel dataset, termed VISION2UI, extracted from real-world scenarios, augmented with comprehensive layout information, tailored specifically for finetuning MLLMs in UI code generation. Specifically, this dataset is derived through a series of operations, encompassing collecting, cleaning, and filtering of the open-source Common Crawl dataset. In order to uphold its quality, a neural scorer trained on labeled samples is utilized to refine the data, retaining higher-quality instances. Ultimately, this process yields a dataset comprising 2,000 (Much more is coming soon) parallel samples encompassing design visions and UI code. The dataset is available at https://huggingface.co/datasets/xcodemind/vision2ui.
FlyMeThrough: Human-AI Collaborative 3D Indoor Mapping with Commodity Drones
Indoor mapping data is crucial for routing, navigation, and building management, yet such data are widely lacking due to the manual labor and expense of data collection, especially for larger indoor spaces. Leveraging recent advancements in commodity drones and photogrammetry, we introduce FlyMeThrough -- a drone-based indoor scanning system that efficiently produces 3D reconstructions of indoor spaces with human-AI collaborative annotations for key indoor points-of-interest (POI) such as entrances, restrooms, stairs, and elevators. We evaluated FlyMeThrough in 12 indoor spaces with varying sizes and functionality. To investigate use cases and solicit feedback from target stakeholders, we also conducted a qualitative user study with five building managers and five occupants. Our findings indicate that FlyMeThrough can efficiently and precisely create indoor 3D maps for strategic space planning, resource management, and navigation.
GIRAFFE: Design Choices for Extending the Context Length of Visual Language Models
Visual Language Models (VLMs) demonstrate impressive capabilities in processing multimodal inputs, yet applications such as visual agents, which require handling multiple images and high-resolution videos, demand enhanced long-range modeling. Moreover, existing open-source VLMs lack systematic exploration into extending their context length, and commercial models often provide limited details. To tackle this, we aim to establish an effective solution that enhances long context performance of VLMs while preserving their capacities in short context scenarios. Towards this goal, we make the best design choice through extensive experiment settings from data curation to context window extending and utilizing: (1) we analyze data sources and length distributions to construct ETVLM - a data recipe to balance the performance across scenarios; (2) we examine existing position extending methods, identify their limitations and propose M-RoPE++ as an enhanced approach; we also choose to solely instruction-tune the backbone with mixed-source data; (3) we discuss how to better utilize extended context windows and propose hybrid-resolution training. Built on the Qwen-VL series model, we propose Giraffe, which is effectively extended to 128K lengths. Evaluated on extensive long context VLM benchmarks such as VideoMME and Viusal Haystacks, our Giraffe achieves state-of-the-art performance among similarly sized open-source long VLMs and is competitive with commercial model GPT-4V. We will open-source the code, data, and models.
Representation Learning in Low-rank Slate-based Recommender Systems
Reinforcement learning (RL) in recommendation systems offers the potential to optimize recommendations for long-term user engagement. However, the environment often involves large state and action spaces, which makes it hard to efficiently learn and explore. In this work, we propose a sample-efficient representation learning algorithm, using the standard slate recommendation setup, to treat this as an online RL problem with low-rank Markov decision processes (MDPs). We also construct the recommender simulation environment with the proposed setup and sampling method.
CAD-Assistant: Tool-Augmented VLLMs as Generic CAD Task Solvers?
We propose CAD-Assistant, a general-purpose CAD agent for AI-assisted design. Our approach is based on a powerful Vision and Large Language Model (VLLM) as a planner and a tool-augmentation paradigm using CAD-specific modules. CAD-Assistant addresses multimodal user queries by generating actions that are iteratively executed on a Python interpreter equipped with the FreeCAD software, accessed via its Python API. Our framework is able to assess the impact of generated CAD commands on geometry and adapts subsequent actions based on the evolving state of the CAD design. We consider a wide range of CAD-specific tools including Python libraries, modules of the FreeCAD Python API, helpful routines, rendering functions and other specialized modules. We evaluate our method on multiple CAD benchmarks and qualitatively demonstrate the potential of tool-augmented VLLMs as generic CAD task solvers across diverse CAD workflows.
CadVLM: Bridging Language and Vision in the Generation of Parametric CAD Sketches
Parametric Computer-Aided Design (CAD) is central to contemporary mechanical design. However, it encounters challenges in achieving precise parametric sketch modeling and lacks practical evaluation metrics suitable for mechanical design. We harness the capabilities of pre-trained foundation models, renowned for their successes in natural language processing and computer vision, to develop generative models specifically for CAD. These models are adept at understanding complex geometries and design reasoning, a crucial advancement in CAD technology. In this paper, we propose CadVLM, an end-to-end vision language model for CAD generation. Our approach involves adapting pre-trained foundation models to manipulate engineering sketches effectively, integrating both sketch primitive sequences and sketch images. Extensive experiments demonstrate superior performance on multiple CAD sketch generation tasks such as CAD autocompletion, CAD autoconstraint, and image conditional generation. To our knowledge, this is the first instance of a multimodal Large Language Model (LLM) being successfully applied to parametric CAD generation, representing a pioneering step in the field of computer-aided mechanical design.
Hierarchical Neural Coding for Controllable CAD Model Generation
This paper presents a novel generative model for Computer Aided Design (CAD) that 1) represents high-level design concepts of a CAD model as a three-level hierarchical tree of neural codes, from global part arrangement down to local curve geometry; and 2) controls the generation or completion of CAD models by specifying the target design using a code tree. Concretely, a novel variant of a vector quantized VAE with "masked skip connection" extracts design variations as neural codebooks at three levels. Two-stage cascaded auto-regressive transformers learn to generate code trees from incomplete CAD models and then complete CAD models following the intended design. Extensive experiments demonstrate superior performance on conventional tasks such as random generation while enabling novel interaction capabilities on conditional generation tasks. The code is available at https://github.com/samxuxiang/hnc-cad.
MG-Verilog: Multi-grained Dataset Towards Enhanced LLM-assisted Verilog Generation
Large Language Models (LLMs) have recently shown promise in streamlining hardware design processes by encapsulating vast amounts of domain-specific data. In addition, they allow users to interact with the design processes through natural language instructions, thus making hardware design more accessible to developers. However, effectively leveraging LLMs in hardware design necessitates providing domain-specific data during inference (e.g., through in-context learning), fine-tuning, or pre-training. Unfortunately, existing publicly available hardware datasets are often limited in size, complexity, or detail, which hinders the effectiveness of LLMs in hardware design tasks. To address this issue, we first propose a set of criteria for creating high-quality hardware datasets that can effectively enhance LLM-assisted hardware design. Based on these criteria, we propose a Multi-Grained-Verilog (MG-Verilog) dataset, which encompasses descriptions at various levels of detail and corresponding code samples. To benefit the broader hardware design community, we have developed an open-source infrastructure that facilitates easy access, integration, and extension of the dataset to meet specific project needs. Furthermore, to fully exploit the potential of the MG-Verilog dataset, which varies in complexity and detail, we introduce a balanced fine-tuning scheme. This scheme serves as a unique use case to leverage the diverse levels of detail provided by the dataset. Extensive experiments demonstrate that the proposed dataset and fine-tuning scheme consistently improve the performance of LLMs in hardware design tasks.
GenCAD: Image-Conditioned Computer-Aided Design Generation with Transformer-Based Contrastive Representation and Diffusion Priors
The creation of manufacturable and editable 3D shapes through Computer-Aided Design (CAD) remains a highly manual and time-consuming task, hampered by the complex topology of boundary representations of 3D solids and unintuitive design tools. While most work in the 3D shape generation literature focuses on representations like meshes, voxels, or point clouds, practical engineering applications demand the modifiability and manufacturability of CAD models and the ability for multi-modal conditional CAD model generation. This paper introduces GenCAD, a generative model that employs autoregressive transformers with a contrastive learning framework and latent diffusion models to transform image inputs into parametric CAD command sequences, resulting in editable 3D shape representations. Extensive evaluations demonstrate that GenCAD significantly outperforms existing state-of-the-art methods in terms of the unconditional and conditional generations of CAD models. Additionally, the contrastive learning framework of GenCAD facilitates the retrieval of CAD models using image queries from large CAD databases, which is a critical challenge within the CAD community. Our results provide a significant step forward in highlighting the potential of generative models to expedite the entire design-to-production pipeline and seamlessly integrate different design modalities.
Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI
We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.
Human-AI Teaming Using Large Language Models: Boosting Brain-Computer Interfacing (BCI) and Brain Research
Recently, there is an increasing interest in using artificial intelligence (AI) to automate aspects of the research process, or even autonomously conduct the full research cycle from idea generation, over data analysis, to composing and evaluation of scientific manuscripts. Examples of working AI scientist systems have been demonstrated for computer science tasks and running molecular biology labs. While some approaches aim for full autonomy of the scientific AI, others rather aim for leveraging human-AI teaming. Here, we address how to adapt such approaches for boosting Brain-Computer Interface (BCI) development, as well as brain research resp. neuroscience at large. We argue that at this time, a strong emphasis on human-AI teaming, in contrast to fully autonomous AI BCI researcher will be the most promising way forward. We introduce the collaborative workspaces concept for human-AI teaming based on a set of Janusian design principles, looking both ways, to the human as well as to the AI side. Based on these principles, we present ChatBCI, a Python-based toolbox for enabling human-AI collaboration based on interaction with Large Language Models (LLMs), designed for BCI research and development projects. We show how ChatBCI was successfully used in a concrete BCI project on advancing motor imagery decoding from EEG signals. Our approach can be straightforwardly extended to broad neurotechnological and neuroscientific topics, and may by design facilitate human expert knowledge transfer to scientific AI systems in general.
Develop AI Agents for System Engineering in Factorio
Continuing advances in frontier model research are paving the way for widespread deployment of AI agents. Meanwhile, global interest in building large, complex systems in software, manufacturing, energy and logistics has never been greater. Although AI driven system engineering holds tremendous promise, the static benchmarks dominating agent evaluations today fail to capture the crucial skills required for implementing dynamic systems, such as managing uncertain trade-offs and ensuring proactive adaptability. This position paper advocates for training and evaluating AI agents' system engineering abilities through automation-oriented sandbox games-particularly Factorio. By directing research efforts in this direction, we can equip AI agents with the specialized reasoning and long-horizon planning necessary to design, maintain, and optimize tomorrow's most demanding engineering projects.
Understanding DeepResearch via Reports
DeepResearch agents represent a transformative AI paradigm, conducting expert-level research through sophisticated reasoning and multi-tool integration. However, evaluating these systems remains critically challenging due to open-ended research scenarios and existing benchmarks that focus on isolated capabilities rather than holistic performance. Unlike traditional LLM tasks, DeepResearch systems must synthesize diverse sources, generate insights, and present coherent findings, which are capabilities that resist simple verification. To address this gap, we introduce DeepResearch-ReportEval, a comprehensive framework designed to assess DeepResearch systems through their most representative outputs: research reports. Our approach systematically measures three dimensions: quality, redundancy, and factuality, using an innovative LLM-as-a-Judge methodology achieving strong expert concordance. We contribute a standardized benchmark of 100 curated queries spanning 12 real-world categories, enabling systematic capability comparison. Our evaluation of four leading commercial systems reveals distinct design philosophies and performance trade-offs, establishing foundational insights as DeepResearch evolves from information assistants toward intelligent research partners. Source code and data are available at: https://github.com/HKUDS/DeepResearch-Eval.
LESSON: Learning to Integrate Exploration Strategies for Reinforcement Learning via an Option Framework
In this paper, a unified framework for exploration in reinforcement learning (RL) is proposed based on an option-critic model. The proposed framework learns to integrate a set of diverse exploration strategies so that the agent can adaptively select the most effective exploration strategy over time to realize a relevant exploration-exploitation trade-off for each given task. The effectiveness of the proposed exploration framework is demonstrated by various experiments in the MiniGrid and Atari environments.
Composite Diffusion | whole >= Σparts
For an artist or a graphic designer, the spatial layout of a scene is a critical design choice. However, existing text-to-image diffusion models provide limited support for incorporating spatial information. This paper introduces Composite Diffusion as a means for artists to generate high-quality images by composing from the sub-scenes. The artists can specify the arrangement of these sub-scenes through a flexible free-form segment layout. They can describe the content of each sub-scene primarily using natural text and additionally by utilizing reference images or control inputs such as line art, scribbles, human pose, canny edges, and more. We provide a comprehensive and modular method for Composite Diffusion that enables alternative ways of generating, composing, and harmonizing sub-scenes. Further, we wish to evaluate the composite image for effectiveness in both image quality and achieving the artist's intent. We argue that existing image quality metrics lack a holistic evaluation of image composites. To address this, we propose novel quality criteria especially relevant to composite generation. We believe that our approach provides an intuitive method of art creation. Through extensive user surveys, quantitative and qualitative analysis, we show how it achieves greater spatial, semantic, and creative control over image generation. In addition, our methods do not need to retrain or modify the architecture of the base diffusion models and can work in a plug-and-play manner with the fine-tuned models.
CAD-Editor: A Locate-then-Infill Framework with Automated Training Data Synthesis for Text-Based CAD Editing
Computer Aided Design (CAD) is indispensable across various industries. Text-based CAD editing, which automates the modification of CAD models based on textual instructions, holds great potential but remains underexplored. Existing methods primarily focus on design variation generation or text-based CAD generation, either lacking support for text-based control or neglecting existing CAD models as constraints. We introduce CAD-Editor, the first framework for text-based CAD editing. To address the challenge of demanding triplet data with accurate correspondence for training, we propose an automated data synthesis pipeline. This pipeline utilizes design variation models to generate pairs of original and edited CAD models and employs Large Vision-Language Models (LVLMs) to summarize their differences into editing instructions. To tackle the composite nature of text-based CAD editing, we propose a locate-then-infill framework that decomposes the task into two focused sub-tasks: locating regions requiring modification and infilling these regions with appropriate edits. Large Language Models (LLMs) serve as the backbone for both sub-tasks, leveraging their capabilities in natural language understanding and CAD knowledge. Experiments show that CAD-Editor achieves superior performance both quantitatively and qualitatively.
WordArt Designer API: User-Driven Artistic Typography Synthesis with Large Language Models on ModelScope
This paper introduces the WordArt Designer API, a novel framework for user-driven artistic typography synthesis utilizing Large Language Models (LLMs) on ModelScope. We address the challenge of simplifying artistic typography for non-professionals by offering a dynamic, adaptive, and computationally efficient alternative to traditional rigid templates. Our approach leverages the power of LLMs to understand and interpret user input, facilitating a more intuitive design process. We demonstrate through various case studies how users can articulate their aesthetic preferences and functional requirements, which the system then translates into unique and creative typographic designs. Our evaluations indicate significant improvements in user satisfaction, design flexibility, and creative expression over existing systems. The WordArt Designer API not only democratizes the art of typography but also opens up new possibilities for personalized digital communication and design.
FLEX: an Adaptive Exploration Algorithm for Nonlinear Systems
Model-based reinforcement learning is a powerful tool, but collecting data to fit an accurate model of the system can be costly. Exploring an unknown environment in a sample-efficient manner is hence of great importance. However, the complexity of dynamics and the computational limitations of real systems make this task challenging. In this work, we introduce FLEX, an exploration algorithm for nonlinear dynamics based on optimal experimental design. Our policy maximizes the information of the next step and results in an adaptive exploration algorithm, compatible with generic parametric learning models and requiring minimal resources. We test our method on a number of nonlinear environments covering different settings, including time-varying dynamics. Keeping in mind that exploration is intended to serve an exploitation objective, we also test our algorithm on downstream model-based classical control tasks and compare it to other state-of-the-art model-based and model-free approaches. The performance achieved by FLEX is competitive and its computational cost is low.
CADmium: Fine-Tuning Code Language Models for Text-Driven Sequential CAD Design
Computer-aided design (CAD) is the digital construction of 2D and 3D objects, and is central to a wide range of engineering and manufacturing applications like automobile and aviation. Despite its importance, CAD modeling remains largely a time-intensive, manual task. Recent works have attempted to automate this process with small transformer-based models and handcrafted CAD sequence representations. However, there has been little effort to leverage the potential of large language models (LLMs) for sequential CAD design. In this work, we introduce a new large-scale dataset of more than 170k CAD models annotated with high-quality, human-like descriptions generated with our pipeline based on GPT-4.1. Using this dataset, we fine-tune powerful code-LLMs to generate CAD sequences represented in a JSON-based format from natural language descriptions, demonstrating the viability and effectiveness of this approach for text-conditioned CAD generation. Because simple metrics often fail to reflect the quality of generated objects, we introduce geometric and topological metrics based on sphericity, mean curvature, and Euler characteristic to provide richer structural insights. Our experiments and ablation studies on both synthetic and human-annotated data demonstrate that CADmium is able to automate CAD design, drastically speeding up the design of new objects. The dataset, code, and fine-tuned models are available online.
Hell or High Water: Evaluating Agentic Recovery from External Failures
As language model agents are applied to real world problems of increasing complexity, they will be expected to formulate plans across large search spaces. If those plans fail for reasons beyond their control, how well do language agents search for alternative ways to achieve their goals? We devise a specialized agentic planning benchmark to study this question. Each planning problem is solved via combinations of function calls. The agent searches for relevant functions from a set of over four thousand possibilities, and observes environmental feedback in the form of function outputs or error messages. Our benchmark confronts the agent with external failures in its workflow, such as functions that suddenly become unavailable. At the same time, even with the introduction of these failures, we guarantee that the task remains solvable. Ideally, an agent's performance on the planning task should not be affected by the presence of external failures. Overall, we find that language agents struggle to formulate and execute backup plans in response to environment feedback. While state-of-the-art models are often able to identify the correct function to use in the right context, they struggle to adapt to feedback from the environment and often fail to pursue alternate courses of action, even when the search space is artificially restricted. We provide a systematic analysis of the failures of both open-source and commercial models, examining the effects of search space size, as well as the benefits of scaling model size in our setting. Our analysis identifies key challenges for current generative models as well as promising directions for future work.
Sample Efficient Myopic Exploration Through Multitask Reinforcement Learning with Diverse Tasks
Multitask Reinforcement Learning (MTRL) approaches have gained increasing attention for its wide applications in many important Reinforcement Learning (RL) tasks. However, while recent advancements in MTRL theory have focused on the improved statistical efficiency by assuming a shared structure across tasks, exploration--a crucial aspect of RL--has been largely overlooked. This paper addresses this gap by showing that when an agent is trained on a sufficiently diverse set of tasks, a generic policy-sharing algorithm with myopic exploration design like epsilon-greedy that are inefficient in general can be sample-efficient for MTRL. To the best of our knowledge, this is the first theoretical demonstration of the "exploration benefits" of MTRL. It may also shed light on the enigmatic success of the wide applications of myopic exploration in practice. To validate the role of diversity, we conduct experiments on synthetic robotic control environments, where the diverse task set aligns with the task selection by automatic curriculum learning, which is empirically shown to improve sample-efficiency.
M3DLayout: A Multi-Source Dataset of 3D Indoor Layouts and Structured Descriptions for 3D Generation
In text-driven 3D scene generation, object layout serves as a crucial intermediate representation that bridges high-level language instructions with detailed geometric output. It not only provides a structural blueprint for ensuring physical plausibility but also supports semantic controllability and interactive editing. However, the learning capabilities of current 3D indoor layout generation models are constrained by the limited scale, diversity, and annotation quality of existing datasets. To address this, we introduce M3DLayout, a large-scale, multi-source dataset for 3D indoor layout generation. M3DLayout comprises 15,080 layouts and over 258k object instances, integrating three distinct sources: real-world scans, professional CAD designs, and procedurally generated scenes. Each layout is paired with detailed structured text describing global scene summaries, relational placements of large furniture, and fine-grained arrangements of smaller items. This diverse and richly annotated resource enables models to learn complex spatial and semantic patterns across a wide variety of indoor environments. To assess the potential of M3DLayout, we establish a benchmark using a text-conditioned diffusion model. Experimental results demonstrate that our dataset provides a solid foundation for training layout generation models. Its multi-source composition enhances diversity, notably through the Inf3DLayout subset which provides rich small-object information, enabling the generation of more complex and detailed scenes. We hope that M3DLayout can serve as a valuable resource for advancing research in text-driven 3D scene synthesis.
Piece it Together: Part-Based Concepting with IP-Priors
Advanced generative models excel at synthesizing images but often rely on text-based conditioning. Visual designers, however, often work beyond language, directly drawing inspiration from existing visual elements. In many cases, these elements represent only fragments of a potential concept-such as an uniquely structured wing, or a specific hairstyle-serving as inspiration for the artist to explore how they can come together creatively into a coherent whole. Recognizing this need, we introduce a generative framework that seamlessly integrates a partial set of user-provided visual components into a coherent composition while simultaneously sampling the missing parts needed to generate a plausible and complete concept. Our approach builds on a strong and underexplored representation space, extracted from IP-Adapter+, on which we train IP-Prior, a lightweight flow-matching model that synthesizes coherent compositions based on domain-specific priors, enabling diverse and context-aware generations. Additionally, we present a LoRA-based fine-tuning strategy that significantly improves prompt adherence in IP-Adapter+ for a given task, addressing its common trade-off between reconstruction quality and prompt adherence.
AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes
Inspired by cognitive theories, we introduce AnyHome, a framework that translates any text into well-structured and textured indoor scenes at a house-scale. By prompting Large Language Models (LLMs) with designed templates, our approach converts provided textual narratives into amodal structured representations. These representations guarantee consistent and realistic spatial layouts by directing the synthesis of a geometry mesh within defined constraints. A Score Distillation Sampling process is then employed to refine the geometry, followed by an egocentric inpainting process that adds lifelike textures to it. AnyHome stands out with its editability, customizability, diversity, and realism. The structured representations for scenes allow for extensive editing at varying levels of granularity. Capable of interpreting texts ranging from simple labels to detailed narratives, AnyHome generates detailed geometries and textures that outperform existing methods in both quantitative and qualitative measures.
Holodeck: Language Guided Generation of 3D Embodied AI Environments
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes, e.g., arcades, spas, and museums, adjust the designs for styles, and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly, we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI, training agents to navigate in novel scenes like music rooms and daycares without human-constructed data, which is a significant step forward in developing general-purpose embodied agents.
LayoutDETR: Detection Transformer Is a Good Multimodal Layout Designer
Graphic layout designs play an essential role in visual communication. Yet handcrafting layout designs is skill-demanding, time-consuming, and non-scalable to batch production. Generative models emerge to make design automation scalable but it remains non-trivial to produce designs that comply with designers' multimodal desires, i.e., constrained by background images and driven by foreground content. We propose LayoutDETR that inherits the high quality and realism from generative modeling, while reformulating content-aware requirements as a detection problem: we learn to detect in a background image the reasonable locations, scales, and spatial relations for multimodal foreground elements in a layout. Our solution sets a new state-of-the-art performance for layout generation on public benchmarks and on our newly-curated ad banner dataset. We integrate our solution into a graphical system that facilitates user studies, and show that users prefer our designs over baselines by significant margins. Our code, models, dataset, graphical system, and demos are available at https://github.com/salesforce/LayoutDETR.
Graphic Design with Large Multimodal Model
In the field of graphic design, automating the integration of design elements into a cohesive multi-layered artwork not only boosts productivity but also paves the way for the democratization of graphic design. One existing practice is Graphic Layout Generation (GLG), which aims to layout sequential design elements. It has been constrained by the necessity for a predefined correct sequence of layers, thus limiting creative potential and increasing user workload. In this paper, we present Hierarchical Layout Generation (HLG) as a more flexible and pragmatic setup, which creates graphic composition from unordered sets of design elements. To tackle the HLG task, we introduce Graphist, the first layout generation model based on large multimodal models. Graphist efficiently reframes the HLG as a sequence generation problem, utilizing RGB-A images as input, outputs a JSON draft protocol, indicating the coordinates, size, and order of each element. We develop new evaluation metrics for HLG. Graphist outperforms prior arts and establishes a strong baseline for this field. Project homepage: https://github.com/graphic-design-ai/graphist
BANG: Dividing 3D Assets via Generative Exploded Dynamics
3D creation has always been a unique human strength, driven by our ability to deconstruct and reassemble objects using our eyes, mind and hand. However, current 3D design tools struggle to replicate this natural process, requiring considerable artistic expertise and manual labor. This paper introduces BANG, a novel generative approach that bridges 3D generation and reasoning, allowing for intuitive and flexible part-level decomposition of 3D objects. At the heart of BANG is "Generative Exploded Dynamics", which creates a smooth sequence of exploded states for an input geometry, progressively separating parts while preserving their geometric and semantic coherence. BANG utilizes a pre-trained large-scale latent diffusion model, fine-tuned for exploded dynamics with a lightweight exploded view adapter, allowing precise control over the decomposition process. It also incorporates a temporal attention module to ensure smooth transitions and consistency across time. BANG enhances control with spatial prompts, such as bounding boxes and surface regions, enabling users to specify which parts to decompose and how. This interaction can be extended with multimodal models like GPT-4, enabling 2D-to-3D manipulations for more intuitive and creative workflows. The capabilities of BANG extend to generating detailed part-level geometry, associating parts with functional descriptions, and facilitating component-aware 3D creation and manufacturing workflows. Additionally, BANG offers applications in 3D printing, where separable parts are generated for easy printing and reassembly. In essence, BANG enables seamless transformation from imaginative concepts to detailed 3D assets, offering a new perspective on creation that resonates with human intuition.
Self-Referencing Embedded Strings (SELFIES): A 100% robust molecular string representation
The discovery of novel materials and functional molecules can help to solve some of society's most urgent challenges, ranging from efficient energy harvesting and storage to uncovering novel pharmaceutical drug candidates. Traditionally matter engineering -- generally denoted as inverse design -- was based massively on human intuition and high-throughput virtual screening. The last few years have seen the emergence of significant interest in computer-inspired designs based on evolutionary or deep learning methods. The major challenge here is that the standard strings molecular representation SMILES shows substantial weaknesses in that task because large fractions of strings do not correspond to valid molecules. Here, we solve this problem at a fundamental level and introduce SELFIES (SELF-referencIng Embedded Strings), a string-based representation of molecules which is 100\% robust. Every SELFIES string corresponds to a valid molecule, and SELFIES can represent every molecule. SELFIES can be directly applied in arbitrary machine learning models without the adaptation of the models; each of the generated molecule candidates is valid. In our experiments, the model's internal memory stores two orders of magnitude more diverse molecules than a similar test with SMILES. Furthermore, as all molecules are valid, it allows for explanation and interpretation of the internal working of the generative models.
SuperNOVA: Design Strategies and Opportunities for Interactive Visualization in Computational Notebooks
Computational notebooks such as Jupyter Notebook have become data scientists' de facto programming environments. Many visualization researchers and practitioners have developed interactive visualization tools that support notebooks. However, little is known about the appropriate design of visual analytics (VA) tools in notebooks. To bridge this critical research gap, we investigate the design strategies in this space by analyzing 159 notebook VA tools and their users' feedback. Our analysis encompasses 62 systems from academic papers and 103 systems sourced from a pool of 55k notebooks containing interactive visualizations that we obtain via scraping 8.6 million notebooks on GitHub. We also examine findings from 15 user studies and user feedback in 379 GitHub issues. Through this work, we identify unique design opportunities and considerations for future notebook VA tools, such as using and manipulating multimodal data in notebooks as well as balancing the degree of visualization-notebook integration. Finally, we develop SuperNOVA, an open-source interactive tool to help researchers explore existing notebook VA tools and search for related work.
Scaling of Search and Learning: A Roadmap to Reproduce o1 from Reinforcement Learning Perspective
OpenAI o1 represents a significant milestone in Artificial Inteiligence, which achieves expert-level performances on many challanging tasks that require strong reasoning ability.OpenAI has claimed that the main techinique behinds o1 is the reinforcement learining. Recent works use alternative approaches like knowledge distillation to imitate o1's reasoning style, but their effectiveness is limited by the capability ceiling of the teacher model. Therefore, this paper analyzes the roadmap to achieving o1 from the perspective of reinforcement learning, focusing on four key components: policy initialization, reward design, search, and learning. Policy initialization enables models to develop human-like reasoning behaviors, equipping them with the ability to effectively explore solution spaces for complex problems. Reward design provides dense and effective signals via reward shaping or reward modeling, which is the guidance for both search and learning. Search plays a crucial role in generating high-quality solutions during both training and testing phases, which can produce better solutions with more computation. Learning utilizes the data generated by search for improving policy, which can achieve the better performance with more parameters and more searched data. Existing open-source projects that attempt to reproduce o1 can be seem as a part or a variant of our roadmap. Collectively, these components underscore how learning and search drive o1's advancement, making meaningful contributions to the development of LLM.
Code Aesthetics with Agentic Reward Feedback
Large Language Models (LLMs) have become valuable assistants for developers in code-related tasks. While LLMs excel at traditional programming tasks such as code generation and bug fixing, they struggle with visually-oriented coding tasks, often producing suboptimal aesthetics. In this paper, we introduce a new pipeline to enhance the aesthetic quality of LLM-generated code. We first construct AesCode-358K, a large-scale instruction-tuning dataset focused on code aesthetics. Next, we propose agentic reward feedback, a multi-agent system that evaluates executability, static aesthetics, and interactive aesthetics. Building on this, we develop GRPO-AR, which integrates these signals into the GRPO algorithm for joint optimization of functionality and code aesthetics. Finally, we develop OpenDesign, a benchmark for assessing code aesthetics. Experimental results show that combining supervised fine-tuning on AesCode-358K with reinforcement learning using agentic reward feedback significantly improves performance on OpenDesign and also enhances results on existing benchmarks such as PandasPlotBench. Notably, our AesCoder-4B surpasses GPT-4o and GPT-4.1, and achieves performance comparable to large open-source models with 480B-685B parameters, underscoring the effectiveness of our approach.
ControlRoom3D: Room Generation using Semantic Proxy Rooms
Manually creating 3D environments for AR/VR applications is a complex process requiring expert knowledge in 3D modeling software. Pioneering works facilitate this process by generating room meshes conditioned on textual style descriptions. Yet, many of these automatically generated 3D meshes do not adhere to typical room layouts, compromising their plausibility, e.g., by placing several beds in one bedroom. To address these challenges, we present ControlRoom3D, a novel method to generate high-quality room meshes. Central to our approach is a user-defined 3D semantic proxy room that outlines a rough room layout based on semantic bounding boxes and a textual description of the overall room style. Our key insight is that when rendered to 2D, this 3D representation provides valuable geometric and semantic information to control powerful 2D models to generate 3D consistent textures and geometry that aligns well with the proxy room. Backed up by an extensive study including quantitative metrics and qualitative user evaluations, our method generates diverse and globally plausible 3D room meshes, thus empowering users to design 3D rooms effortlessly without specialized knowledge.
Large Language Models for Supply Chain Optimization
Supply chain operations traditionally involve a variety of complex decision making problems. Over the last few decades, supply chains greatly benefited from advances in computation, which allowed the transition from manual processing to automation and cost-effective optimization. Nonetheless, business operators still need to spend substantial efforts in explaining and interpreting the optimization outcomes to stakeholders. Motivated by the recent advances in Large Language Models (LLMs), we study how this disruptive technology can help bridge the gap between supply chain automation and human comprehension and trust thereof. We design -- a framework that accepts as input queries in plain text, and outputs insights about the underlying optimization outcomes. Our framework does not forgo the state-of-the-art combinatorial optimization technology, but rather leverages it to quantitatively answer what-if scenarios (e.g., how would the cost change if we used supplier B instead of supplier A for a given demand?). Importantly, our design does not require sending proprietary data over to LLMs, which can be a privacy concern in some circumstances. We demonstrate the effectiveness of our framework on a real server placement scenario within Microsoft's cloud supply chain. Along the way, we develop a general evaluation benchmark, which can be used to evaluate the accuracy of the LLM output in other scenarios.
Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints
Text-driven 3D indoor scene generation could be useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which is able to generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Moreover, Ctrl-Room enables versatile interactive editing operations such as resizing or moving individual furniture items. Our key insight is to separate the modeling of layouts and appearance. %how to model the room that takes into account both scene texture and geometry at the same time. To this end, Our proposed method consists of two stages, a `Layout Generation Stage' and an `Appearance Generation Stage'. The `Layout Generation Stage' trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the `Appearance Generation Stage' employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout and text prompt. In this way, we achieve a high-quality 3D room with convincing layouts and lively textures. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive editing-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from natural language prompts.
Multi-Personality Partitioning for Heterogeneous Systems
Design flows use graph partitioning both as a precursor to place and route for single devices, and to divide netlists or task graphs among multiple devices. Partitioners have accommodated FPGA heterogeneity via multi-resource constraints, but have not yet exploited the corresponding ability to implement some computations in multiple ways (e.g., LUTs vs. DSP blocks), which could enable a superior solution. This paper introduces multi-personality graph partitioning, which incorporates aspects of resource mapping into partitioning. We present a modified multi-level KLFM partitioning algorithm that also performs heterogeneous resource mapping for nodes with multiple potential implementations (multiple personalities). We evaluate several variants of our multi-personality FPGA circuit partitioner using 21 circuits and benchmark graphs, and show that dynamic resource mapping improves cut size on average by 27% over static mapping for these circuits. We further show that it improves deviation from target resource utilizations by 50% over post-partitioning resource mapping.
Accelerating Materials Design via LLM-Guided Evolutionary Search
Materials discovery requires navigating vast chemical and structural spaces while satisfying multiple, often conflicting, objectives. We present LLM-guided Evolution for MAterials design (LLEMA), a unified framework that couples the scientific knowledge embedded in large language models with chemistry-informed evolutionary rules and memory-based refinement. At each iteration, an LLM proposes crystallographically specified candidates under explicit property constraints; a surrogate-augmented oracle estimates physicochemical properties; and a multi-objective scorer updates success/failure memories to guide subsequent generations. Evaluated on 14 realistic tasks spanning electronics, energy, coatings, optics, and aerospace, LLEMA discovers candidates that are chemically plausible, thermodynamically stable, and property-aligned, achieving higher hit-rates and stronger Pareto fronts than generative and LLM-only baselines. Ablation studies confirm the importance of rule-guided generation, memory-based refinement, and surrogate prediction. By enforcing synthesizability and multi-objective trade-offs, LLEMA delivers a principled pathway to accelerate practical materials discovery. Code: https://github.com/scientific-discovery/LLEMA
Control Plane as a Tool: A Scalable Design Pattern for Agentic AI Systems
Agentic AI systems represent a new frontier in artificial intelligence, where agents often based on large language models(LLMs) interact with tools, environments, and other agents to accomplish tasks with a degree of autonomy. These systems show promise across a range of domains, but their architectural underpinnings remain immature. This paper conducts a comprehensive review of the types of agents, their modes of interaction with the environment, and the infrastructural and architectural challenges that emerge. We identify a gap in how these systems manage tool orchestration at scale and propose a reusable design abstraction: the "Control Plane as a Tool" pattern. This pattern allows developers to expose a single tool interface to an agent while encapsulating modular tool routing logic behind it. We position this pattern within the broader context of agent design and argue that it addresses several key challenges in scaling, safety, and extensibility.
Cell-Free Latent Go-Explore
In this paper, we introduce Latent Go-Explore (LGE), a simple and general approach based on the Go-Explore paradigm for exploration in reinforcement learning (RL). Go-Explore was initially introduced with a strong domain knowledge constraint for partitioning the state space into cells. However, in most real-world scenarios, drawing domain knowledge from raw observations is complex and tedious. If the cell partitioning is not informative enough, Go-Explore can completely fail to explore the environment. We argue that the Go-Explore approach can be generalized to any environment without domain knowledge and without cells by exploiting a learned latent representation. Thus, we show that LGE can be flexibly combined with any strategy for learning a latent representation. Our results indicate that LGE, although simpler than Go-Explore, is more robust and outperforms state-of-the-art algorithms in terms of pure exploration on multiple hard-exploration environments including Montezuma's Revenge. The LGE implementation is available as open-source at https://github.com/qgallouedec/lge.
Safe-To-Explore State Spaces: Ensuring Safe Exploration in Policy Search with Hierarchical Task Optimization
Policy search reinforcement learning allows robots to acquire skills by themselves. However, the learning procedure is inherently unsafe as the robot has no a-priori way to predict the consequences of the exploratory actions it takes. Therefore, exploration can lead to collisions with the potential to harm the robot and/or the environment. In this work we address the safety aspect by constraining the exploration to happen in safe-to-explore state spaces. These are formed by decomposing target skills (e.g., grasping) into higher ranked sub-tasks (e.g., collision avoidance, joint limit avoidance) and lower ranked movement tasks (e.g., reaching). Sub-tasks are defined as concurrent controllers (policies) in different operational spaces together with associated Jacobians representing their joint-space mapping. Safety is ensured by only learning policies corresponding to lower ranked sub-tasks in the redundant null space of higher ranked ones. As a side benefit, learning in sub-manifolds of the state-space also facilitates sample efficiency. Reaching skills performed in simulation and grasping skills performed on a real robot validate the usefulness of the proposed approach.
What Looks Good with my Sofa: Multimodal Search Engine for Interior Design
In this paper, we propose a multi-modal search engine for interior design that combines visual and textual queries. The goal of our engine is to retrieve interior objects, e.g. furniture or wall clocks, that share visual and aesthetic similarities with the query. Our search engine allows the user to take a photo of a room and retrieve with a high recall a list of items identical or visually similar to those present in the photo. Additionally, it allows to return other items that aesthetically and stylistically fit well together. To achieve this goal, our system blends the results obtained using textual and visual modalities. Thanks to this blending strategy, we increase the average style similarity score of the retrieved items by 11%. Our work is implemented as a Web-based application and it is planned to be opened to the public.
MK2 at PBIG Competition: A Prompt Generation Solution
The Patent-Based Idea Generation task asks systems to turn real patents into product ideas viable within three years. We propose MK2, a prompt-centric pipeline: Gemini 2.5 drafts and iteratively edits a prompt, grafting useful fragments from weaker outputs; GPT-4.1 then uses this prompt to create one idea per patent, and an Elo loop judged by Qwen3-8B selects the best prompt-all without extra training data. Across three domains, two evaluator types, and six criteria, MK2 topped the automatic leaderboard and won 25 of 36 tests. Only the materials-chemistry track lagged, indicating the need for deeper domain grounding; yet, the results show that lightweight prompt engineering has already delivered competitive, commercially relevant ideation from patents.
AmbieGen: A Search-based Framework for Autonomous Systems Testing
Thorough testing of safety-critical autonomous systems, such as self-driving cars, autonomous robots, and drones, is essential for detecting potential failures before deployment. One crucial testing stage is model-in-the-loop testing, where the system model is evaluated by executing various scenarios in a simulator. However, the search space of possible parameters defining these test scenarios is vast, and simulating all combinations is computationally infeasible. To address this challenge, we introduce AmbieGen, a search-based test case generation framework for autonomous systems. AmbieGen uses evolutionary search to identify the most critical scenarios for a given system, and has a modular architecture that allows for the addition of new systems under test, algorithms, and search operators. Currently, AmbieGen supports test case generation for autonomous robots and autonomous car lane keeping assist systems. In this paper, we provide a high-level overview of the framework's architecture and demonstrate its practical use cases.
SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry
3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.
Generative Diffusions in Augmented Spaces: A Complete Recipe
Score-based Generative Models (SGMs) have achieved state-of-the-art synthesis results on diverse tasks. However, the current design space of the forward diffusion process is largely unexplored and often relies on physical intuition or simplifying assumptions. Leveraging results from the design of scalable Bayesian posterior samplers, we present a complete recipe for constructing forward processes in SGMs, all of which are guaranteed to converge to the target distribution of interest. We show that several existing SGMs can be cast as specific instantiations of this parameterization. Furthermore, building on this recipe, we construct a novel SGM: Phase Space Langevin Diffusion (PSLD), which performs score-based modeling in a space augmented with auxiliary variables akin to a physical phase space. We show that PSLD outperforms competing baselines in terms of sample quality and the speed-vs-quality tradeoff across different samplers on various standard image synthesis benchmarks. Moreover, we show that PSLD achieves sample quality comparable to state-of-the-art SGMs (FID: 2.10 on unconditional CIFAR-10 generation), providing an attractive alternative as an SGM backbone for further development. We will publish our code and model checkpoints for reproducibility at https://github.com/mandt-lab/PSLD.
