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Fengwei An

Publications and source records attributed to Fengwei An.

9 recordsLinked to original sources

The limits of bio-molecular modeling with large language models : a cross-scale evaluation

The modeling of bio-molecular system across molecular scales remains a central challenge in scientific research. Large language models (LLMs) are increasingly applied to bio-molecular discovery, yet systematic evaluation across multi-scale biological problems and rigorous assessment of their tool-augmented capabilities remain limited. We reveal a systematic gap between LLM performance and mechanistic understanding through the proposed cross-scale bio-molecular benchmark: BioMol-LLM-Bench, a unified framework comprising 26 downstream tasks that covers 4 distinct difficulty levels, and computational tools are integrated for a more comprehensive evaluation. Evaluation on 13 representative models reveals 4 main findings: chain-of-thought data provides limited benefit and may even reduce performance on biological tasks; hybrid mamba-attention architectures are more effective for long bio-molecular sequences; supervised fine-tuning improves specialization at the cost of generalization; and current LLMs perform well on classification tasks but remain weak on challenging regression tasks. Together, these findings provide practical guidance for future LLM-based modeling of molecular systems.

cs.LG

GameUIAgent: An LLM-Powered Framework for Automated Game UI Design with Structured Intermediate Representation

Game UI design requires consistent visual assets across rarity tiers yet remains a predominantly manual process. We present GameUIAgent, an LLM-powered agentic framework that translates natural language descriptions into editable Figma designs via a Design Spec JSON intermediate representation. A six-stage neuro-symbolic pipeline combines LLM generation, deterministic post-processing, and a Vision-Language Model (VLM)-guided Reflection Controller (RC) for iterative self-correction with guaranteed non-regressive quality. Evaluated across 110 test cases, three LLMs, and three UI templates, cross-model analysis establishes a game-domain failure taxonomy (rarity-dependent degradation; visual emptiness) and uncovers two key empirical findings. A Quality Ceiling Effect (Pearson r=-0.96, p<0.01) suggests that RC improvement is bounded by headroom below a quality threshold -- a visual-domain counterpart to test-time compute scaling laws. A Rendering-Evaluation Fidelity Principle reveals that partial rendering enhancements paradoxically degrade VLM evaluation by amplifying structural defects. Together, these results establish foundational principles for LLM-driven visual generation agents in game production.

cs.AI

Scalable Generative Game Engine: Breaking the Resolution Wall via Hardware-Algorithm Co-Design

Real-time generative game engines represent a paradigm shift in interactive simulation, promising to replace traditional graphics pipelines with neural world models. However, existing approaches are fundamentally constrained by the ``Memory Wall,'' restricting practical deployments to low resolutions (e.g., $64 \times 64$). This paper bridges the gap between generative models and high-resolution neural simulations by introducing a scalable \textit{Hardware-Algorithm Co-Design} framework. We identify that high-resolution generation suffers from a critical resource mismatch: the World Model is compute-bound while the Decoder is memory-bound. To address this, we propose a heterogeneous architecture that intelligently decouples these components across a cluster of AI accelerators. Our system features three core innovations: (1) an asymmetric resource allocation strategy that optimizes throughput under sequence parallelism constraints; (2) a memory-centric operator fusion scheme that minimizes off-chip bandwidth usage; and (3) a manifold-aware latent extrapolation mechanism that exploits temporal redundancy to mask latency. We validate our approach on a cluster of programmable AI accelerators, enabling real-time generation at $720 \times 480$ resolution -- a $50\times$ increase in pixel throughput over prior baselines. Evaluated on both continuous 3D racing and discrete 2D platformer benchmarks, our system delivers fluid 26.4 FPS and 48.3 FPS respectively, with an amortized effective latency of 2.7 ms. This work demonstrates that resolving the ``Memory Wall'' via architectural co-design is not merely an optimization, but a prerequisite for enabling high-fidelity, responsive neural gameplay.

cs.AI

Pose as Clinical Prior: Learning Dual Representations for Scoliosis Screening

Recent AI-based scoliosis screening methods primarily rely on large-scale silhouette datasets, often neglecting clinically relevant postural asymmetries-key indicators in traditional screening. In contrast, pose data provide an intuitive skeletal representation, enhancing clinical interpretability across various medical applications. However, pose-based scoliosis screening remains underexplored due to two main challenges: (1) the scarcity of large-scale, annotated pose datasets; and (2) the discrete and noise-sensitive nature of raw pose coordinates, which hinders the modeling of subtle asymmetries. To address these limitations, we introduce Scoliosis1K-Pose, a 2D human pose annotation set that extends the original Scoliosis1K dataset, comprising 447,900 frames of 2D keypoints from 1,050 adolescents. Building on this dataset, we introduce the Dual Representation Framework (DRF), which integrates a continuous skeleton map to preserve spatial structure with a discrete Postural Asymmetry Vector (PAV) that encodes clinically relevant asymmetry descriptors. A novel PAV-Guided Attention (PGA) module further uses the PAV as clinical prior to direct feature extraction from the skeleton map, focusing on clinically meaningful asymmetries. Extensive experiments demonstrate that DRF achieves state-of-the-art performance. Visualizations further confirm that the model leverages clinical asymmetry cues to guide feature extraction and promote synergy between its dual representations. The dataset and code are publicly available at https://zhouzi180.github.io/Scoliosis1K/.

cs.CV

Energy-Oriented Computing Architecture Simulator for SNN Training

With the growing demand for intelligent computing, neuromorphic computing, a paradigm that mimics the structure and functionality of the human brain, offers a promising approach to developing new high-efficiency intelligent computing systems. Spiking Neural Networks (SNNs), the foundation of neuromorphic computing, have garnered significant attention due to their unique potential in energy efficiency and biomimetic neural processing. However, current hardware development for efficient SNN training lags significantly. No systematic energy evaluation methods exist for SNN training tasks. Therefore, this paper proposes an Energy-Oriented Computing Architecture Simulator (EOCAS) for SNN training to identify the optimal architecture. EOCAS investigates the high sparsity of spike signals, unique hardware design representations, energy assessment, and computation patterns to support energy optimization in various architectures. Under the guidance of EOCAS, we implement the power-aimed optimal hardware architecture through Verilog HDL and achieve low energy consumption using Synopsys Design Compiler with TSMC-28nm technology library under typical parameters. Compared with several State-Of-The-Art (SOTA) DNN and SNN works, our hardware architecture outstands others in various criteria.

cs.AR

Gait Patterns as Biomarkers: A Video-Based Approach for Classifying Scoliosis

Scoliosis presents significant diagnostic challenges, particularly in adolescents, where early detection is crucial for effective treatment. Traditional diagnostic and follow-up methods, which rely on physical examinations and radiography, face limitations due to the need for clinical expertise and the risk of radiation exposure, thus restricting their use for widespread early screening. In response, we introduce a novel video-based, non-invasive method for scoliosis classification using gait analysis, effectively circumventing these limitations. This study presents Scoliosis1K, the first large-scale dataset specifically designed for video-based scoliosis classification, encompassing over one thousand adolescents. Leveraging this dataset, we developed ScoNet, an initial model that faced challenges in handling the complexities of real-world data. This led to the development of ScoNet-MT, an enhanced model incorporating multi-task learning, which demonstrates promising diagnostic accuracy for practical applications. Our findings demonstrate that gait can serve as a non-invasive biomarker for scoliosis, revolutionizing screening practices through deep learning and setting a precedent for non-invasive diagnostic methodologies. The dataset and code are publicly available at https://zhouzi180.github.io/Scoliosis1K/.

cs.CV

Genetic Quantization-Aware Approximation for Non-Linear Operations in Transformers

Non-linear functions are prevalent in Transformers and their lightweight variants, incurring substantial and frequently underestimated hardware costs. Previous state-of-the-art works optimize these operations by piece-wise linear approximation and store the parameters in look-up tables (LUT), but most of them require unfriendly high-precision arithmetics such as FP/INT 32 and lack consideration of integer-only INT quantization. This paper proposed a genetic LUT-Approximation algorithm namely GQA-LUT that can automatically determine the parameters with quantization awareness. The results demonstrate that GQA-LUT achieves negligible degradation on the challenging semantic segmentation task for both vanilla and linear Transformer models. Besides, proposed GQA-LUT enables the employment of INT8-based LUT-Approximation that achieves an area savings of 81.3~81.7% and a power reduction of 79.3~80.2% compared to the high-precision FP/INT 32 alternatives. Code is available at https:// github.com/PingchengDong/GQA-LUT.

cs.LG

BESA: Pruning Large Language Models with Blockwise Parameter-Efficient Sparsity Allocation

Large language models (LLMs) have demonstrated outstanding performance in various tasks, such as text summarization, text question-answering, and etc. While their performance is impressive, the computational footprint due to their vast number of parameters can be prohibitive. Existing solutions such as SparseGPT and Wanda attempt to alleviate this issue through weight pruning. However, their layer-wise approach results in significant perturbation to the model's output and requires meticulous hyperparameter tuning, such as the pruning rate, which can adversely affect overall model performance. To address this, this paper introduces a novel LLM pruning technique dubbed blockwise parameter-efficient sparsity allocation (BESA) by applying a blockwise reconstruction loss. In contrast to the typical layer-wise pruning techniques, BESA is characterized by two distinctive attributes: i) it targets the overall pruning error with respect to individual transformer blocks, and ii) it allocates layer-specific sparsity in a differentiable manner, both of which ensure reduced performance degradation after pruning. Our experiments show that BESA achieves state-of-the-art performance, efficiently pruning LLMs like LLaMA1, and LLaMA2 with 7B to 70B parameters on a single A100 GPU in just five hours. Code is available at https://github.com/OpenGVLab/LLMPrune-BESA.

cs.LG