Searcharxiv⌕ Search

arXiv · 2610.38182

HyperIntent: Tracking Intent Shifts for Efficient Reasoning on Dynamic Textual Graphs

Abstract

Dynamic web interactions continuously evolve as new edges arrive, offering large language models (LLMs) great potential for reasoning over edge-level temporal semantics. However, continuously arriving edges are often repetitive, obscuring the key structures that truly reflect temporal changes and limiting the efficiency of LLMs. A key insight is that beneath the dense stream of edge arrivals lies a sparse evolution of temporal intent, enabling LLMs to be responsively triggered only when such intent shifts, while otherwise inheriting the previous state. To this end, we propose a hypergraph-based framework named HyperIntent, which enhances dynamic graph reasoning by parsing differentiated intents, quantifying their temporal discrepancies, and performing shift-triggered semantic updating. Experimental results on destination node retrieval and future link prediction demonstrate that HyperIntent consistently achieves the best overall performance, with average relative Hits@1 gains of 34.0% and 25.4% over vanilla TGAT and DyGFormer, respectively. Meanwhile, HyperIntent reduces LLM token consumption by 54.4%-95.9% across six datasets while achieving leading predictive performance. In-depth studies further confirm the necessity of shift triggering for identifying structural and semantic temporal changes. The code will be made publicly available upon completion of the review process.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Yilin Yao, Bin Lu, Xinhui Li, Meng Jin, Xinbing Wang. 2026-10-28. HyperIntent: Tracking Intent Shifts for Efficient Reasoning on Dynamic Textual Graphs. https://arxiv.org/abs/2610.38182

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

PhysOmni: Physics-Grounded Multi-Object Scene Generation from a Single Image with Real-Time Interaction

Recent generative video models achieve impressive visual quality but remain constrained by limited physical consistency and controllability. Existing video generation methods provide minimal physical control, and single-image-to-3D conversion approaches often suffer from object interpenetration. Furthermore, physics-based scene-level 3D generation methods exhibit spatial misalignment, stylized artifacts, and inconsistencies with the input data, restricting their use in realistic interactive video synthesis. We propose PhysOmni, a training-free framework that converts a single image into a physically consistent and controllable video through holistic scene-level 3D reconstruction. By rep?resenting the full scene geometry in a unified spatial coordinate system, PhysOmni resolves object penetration and alignment ambiguity. Unlike prior methods, this formulation enables accurate scene?level multi-object interactions and introduces richer, complex control types for advanced mechanics?based manipulation. By decoupling simulation from rendering, PhysOmni bypasses latency-heavy priors, achieving real-time physical interaction previews paired while preserving photorealistic visual fidelity. Experimental results demonstrate that PhysOmni substantially outperforms prior methods in physical fidelity, spatial coherence, and controllability. Project Page: https://zephipage.github.io/PhysOmni/

cs.GR↗

CurveCodec 2: Skeleton-agnostic animation compression with a learned entropy model

Skeletal motion is stored as every joint's transform at every frame, yet most of it is implied by the body rather than by what the motion is about. Compression is one way to ask what a motion must still say once the body is known, and a production codec must answer it for any skeleton with a stated error bound. Our earlier codec, CurveCodec, matched the mean error of ACL, the production library of modern game engines, with a learned prior over sparse anchors, but not ACL's worst case, and it counted its payload as floats rather than bits. Here we ask where the redundancy of skeletal motion lies and which part of a codec a learned model should take over. Measurements give three answers. At production precision the largest saving comes from predicting each quantized curve from its own past, the second from choosing per joint, in closed loop through the hierarchy, which samples not to code. On the gaps such an encoder leaves, a nearest-neighbour oracle over millions of training samples is no better than linear interpolation, and no learned in-betweener we tried paid for itself. What a network does learn is the distribution of the residuals the codec must send. CurveCodec 2 codes every sub-track as a curve in the log map, quantized in closed loop and thinned to rate-distortion-selected keys, with residuals entropy-coded under a small learned model whose integer inference is bit-exact across platforms. Two contracts are verified on every decoded clip: ACL's own worst case per joint within a stated tolerance, or ACL's mean error per clip. On a held-out test side of 4,472 clips from 33 datasets, CurveCodec 2 needs 0.37x ACL's bytes at ACL's default precision of 0.01 cm under the worst-case contract and 0.22x at 0.1 cm under the mean contract, decodes on one CPU core, and transfers without retraining to a species absent from training. Project page: https://rubbly.cn/publications/curvecodec/

cs.GR↗

DiffGIPC: Differentiable Mixed-Coordinate Contact Mechanics on GPU

Contact-rich inverse problems require efficient gradients and reliable enforcement of non-penetration. Existing differentiable methods provide fast simulation and rigid-deformable coupling, but contact treatments based on penalties or velocity-level constraints can permit penetration or positional drift. Incremental Potential Contact (IPC) maintains non-penetration through geometric barriers and {continuous collision detection (CCD)}. However, repeated forward and backward evaluations remain costly in full-space finite-element (FEM) implementations, particularly when nearly rigid components retain many vertex {degrees of freedom (DoFs)}. We present DiffGIPC, a GPU-accelerated differentiable IPC framework for optimizing interacting deformable and nearly rigid bodies. Our affine-body derivatives enable {rest-shape} design, initial-state optimization, and articulated control while retaining only twelve motion DoFs per affine body. These gradients account for how changes in geometry, placement, and actuation affect other objects through collision and friction. We preserve these interactions in one coupled FEM-affine adjoint system per frame, reducing the backward-system size without discarding the dependencies that drive the inverse problem. GPU-optimized backward computation further reduces the cost of repeated gradient evaluations. A reusable PyTorch interface connects supported physical parameters to user-defined parameter maps and losses across design, identification, motion, placement, and articulated control. Experiments demonstrate peak speedups over DiffIPC of approximately 150.0x with full-space FEM and 4133.3x with affine bodies for combined forward simulation and backward differentiation.

cs.GR↗