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Rahul Jain

Publications and source records attributed to Rahul Jain.

At least 19 recordsLinked to original sources

Clearing the Underbrush: AI-Enhanced RF Interference Suppression

AI-based structured interference rejection has grown more popular because deep learning approaches can outperform traditional methods by jointly considering the signal of interest (SOI) and the signal mixture (SOI plus interference). This work builds on a previous AI-enabled approach utilizing autoregressive transformer-based models by adding a Finite Scalar Quantization (FSQ) tokenizer layer which aims to improve the interference rejection performance while keeping overall latency to a minimum. Additionally, we experiment with other inference optimization techniques with the goal of speeding up inference without much accuracy loss. We explore this space with an experiment where the SOI is a digitally modulated radio frequency (RF) signal and the structured interference is a digital television signal, an extremely common type of Orthogonal Frequency-Division Multiplexing (OFDM) transmission. Our results achieve low latency and increased interference rejection over traditional techniques and prior work with other AI-enabled methods. We demonstrate the benefits of the AI-enabled approaches via audio metrics such as Perceptual Evaluation of Speech Quality (PESQ). Additionally, we explore a variety of applications and detail how our interference rejection algorithm may be used in operationally-relevant scenarios.

cs.LG

SemanticSlider3D: Training-Free Continuous Semantic Editing for 3D Objects

Fine-grained control over continuous semantic attributes of 3D objects is essential for 3D content creation, but is not well supported by conventional 3D modeling workflows or prompt-based interaction with existing generative AI tools. While slider-based methods have proven effective for fine-grained semantic control in 2D image generation, no equivalent approach exists for 3D. Extending these 2D methods to 3D is non-trivial due to challenges unique to 3D, including geometric integrity and cross-view coherence. We present SemanticSlider3D, a technique for continuous semantic attribute editing of 3D objects that requires no per-attribute training. Given a user-specified attribute, our pipeline constructs a semantic editing direction in the latent space of a state-of-the-art 3D generation model, presenting a diverse and coherent spectrum of 3D variations. A technical validation on a dataset of 50 3D object-attribute pairs shows our method was preferred by all five human assessors across variation range, consistency, 3D object quality, and attribute disentanglement, over a baseline combining a 2D slider with an image-to-3D model. An exploratory study with six participants demonstrates that SemanticSlider3D supported decision-making in 3D prototyping and was perceived as a valuable addition to existing workflows.

cs.HC

When Dynamics Shift, Robust Task Inference Wins: Offline Imitation Learning with Behavior Foundation Models Revisited

Behavior Foundation Models (BFMs) enable scalable imitation learning (IL) by pretraining task-agnostic representations that can be rapidly adapted to new tasks. However, existing BFMs assume fixed environment dynamics, limiting their robustness under real-world shifts such as changes in friction, actuation, or sensor noise. We address this by formulating BFM task-inference as a robust minimax optimization problem, enabling adaptation to worst-case dynamics perturbations without modifying pretraining. To the best of our knowledge, this is the first BFM-based framework that achieves robustness to dynamics shifts while relying solely on offline data from a single nominal environment. Our approach significantly outperforms standard BFM and robust offline IL baselines under dynamics shifts. These results demonstrate that robust policy can be achieved entirely at task-inference time, improving the practicality of BFMs in dynamic settings.

cs.LG

MechVerse: Evaluating Physical Motion Consistency in Video Generation Models

Text- and image-conditioned video generation models have achieved strong visual fidelity and temporal coherence, but they often fail to generate motion governed by kinematic and geometric constraints. In these settings, object parts must remain rigid, maintain contact or coupling with neighboring components, and transfer motion consistently across connected parts. These requirements are especially explicit in articulated mechanical assemblies, where motion is constrained by rigid-link geometry, contact/coupling relations, and transmission through kinematic chains. A generated video may therefore appear plausible while violating the intended mechanism, such as rotating a part that should translate, deforming a rigid component, breaking coupling between parts, or failing to move downstream components. To evaluate this gap, We introduce MechVerse, a benchmark for mechanically consistent image-to-video generation. MechVerse contains 21,156 synthetic clips from 1,357 mechanical assemblies across 141 categories, organized into three tiers of increasing kinematic complexity: independent articulation, pairwise coupling, and densely coupled multi-part mechanisms. Each clip is paired with a structured prompt describing part identities, stationary supports, moving components, motion primitives, direction, speed/extent, and inter-part dependencies. We evaluate proprietary, open-source, and fine-tuned image-to-video models using standard video metrics, instruction-following scores, and human judgments of motion correctness and kinematic coupling. Results show that current models can preserve appearance and smoothness while failing to generate mechanically admissible motion, with errors increasing as coupling complexity grows. MechVerse provides a benchmark for measuring and improving mechanism-aware video generation from image and language inputs.

cs.CV

Applied AI-Enhanced RF Interference Rejection

AI-enhanced interference rejection in radio frequency (RF) transmissions has recently attracted interest because deep learning approaches trained on both the signal of interest (SOI) and the signal mixture (SOI plus interference) can outperform traditional approaches which only consider the SOI. The goal is to detect, demodulate, and decode signals over a range of signal-to-interference-plus-noise (SINR) levels without having a detailed, design-level knowledge of the interfering signal or the propagation conditions. Our present AI interference suppression results are based on Autoregressive Transformer Decoder models which exhibit orders of magnitude faster throughput at inference time than WaveNet models developed in earlier work. As a specific example, we investigate an analog FM "Walkie Talkie" radio signal of interest in the presence of an Orthogonal Frequency-Division Multiplexing (OFDM) interferer. This type of interferer is near-ubiquitous in the current RF landscape. Our results clearly show the benefits of transformer-based interference mitigation in tactical settings. We show that unintelligible transmissions become intelligible via metrics such as Perceptual Evaluation of Speech Quality (PESQ), while overall latency is kept to a minimum using readily available lightweight GPUs such as a Jetson AGX Orin. We believe these same techniques can also be applied to a broader set of national security scenarios, as well as having commercial applications.

eess.SP

Bayesian Learning in Episodic Zero-Sum Games

We study Bayesian learning in episodic, finite-horizon zero-sum Markov games with unknown transition and reward models. We investigate a posterior algorithm in which each player maintains a Bayesian posterior over the game model, independently samples a game model at the beginning of each episode, and computes an equilibrium policy for the sampled model. We analyze two settings: (i) Both players use the posterior sampling algorithm, and (ii) Only one player uses posterior sampling while the opponent follows an arbitrary learning algorithm. In each setting, we provide guarantees on the expected regret of the posterior sampling agent. Our notion of regret compares the expected total reward of the learning agent against the expected total reward under equilibrium policies of the true game. Our main theoretical result is an expected regret bound for the posterior sampling agent of order $O(HS\sqrt{ABHK\log(SABHK)})$ where $K$ is the number of episodes, $H$ is the episode length, $S$ is the number of states, and $A,B$ are the action space sizes of the two players. Experiments in a grid-world predator--prey domain illustrate the sublinear regret scaling and show that posterior sampling competes favorably with a fictitious-play baseline.

cs.LG

Narrative Aligned Long Form Video Question Answering

Recent progress in multimodal large language models (MLLMs) has led to a surge of benchmarks for long-video reasoning. However, most existing benchmarks rely on localized cues and fail to capture narrative reasoning, the ability to track intentions, connect distant events, and reconstruct causal chains across an entire movie. We introduce NA-VQA, a benchmark designed to evaluate deep temporal and narrative reasoning in long-form videos. NA-VQA contains 88 full-length movies and 4.4K open-ended question-answer pairs, each grounded in multiple evidence spans labeled as Short, Medium, or Far to assess long-range dependencies. By requiring generative, multi-scene answers, NA-VQA tests whether models can integrate dispersed narrative information rather than rely on shallow pattern matching. To address the limitations of existing approaches, we propose Video-NaRA, a narrative-centric framework that builds event-level chains and stores them in a structured memory for retrieval during reasoning. Extensive experiments show that state-of-the-art MLLMs perform poorly on questions requiring far-range evidence, highlighting the need for explicit narrative modeling. Video-NaRA improves long-range reasoning performance by up to 3 percent, demonstrating its effectiveness in handling complex narrative structures. We will release NA-VQA upon publication.

cs.CV

A mapping-based projection of detailed kinetics uncertainty onto reduced manifolds

Propagating uncertainties introduced by chemical reaction rate parameters to high-fidelity numerical simulations of complex combustion devices is necessary to ascertain impact on computational predictions. However, the high cost of detailed computations combined with the need to conduct multiple simulations to propagate uncertainty makes such an estimation computationally challenging. In order to reduce the computational cost, a two-step framework for quantifying uncertainty introduced by detailed chemical kinetics model parameters using reduced chemistry models is developed here. First, reduced-manifold states are uniquely reconstructed in full-composition space by following trajectories at an unburnt mixing state and integrating forward to a prescribed progress variable constraint. Second, parametric uncertainty is propagated by sampling perturbed rate coefficients from mechanism covariance matrices and integrating each realization to the target state, yielding uncertainty maps for reduced-space quantities. The method is applied in two configurations: a subsonic multi-tube combustor with interacting jet flames and recirculation, and a three-dimensional reacting high-speed flowpath. Uncertainty-instrumented estimated are reported for a trajectory time (time for the reconstructed unreacted mixture to reach the local target state) and for the time to equilibrium, revealing order-of-magnitude spatial variations driven by mixing, stratification, and residence-time effects. The largest relative variability occurs in low-to-intermediate temperature regimes associated with induction and the onset of heat release, where branching-related chemistry amplifies sensitivity, particularly away from stoichiometric conditions. The method provides a scalable route to spatially resolved, physically interpretable chemistry-UQ for practical reacting-flow simulations.

physics.comp-ph

Quantum information advantage based on Bell inequalities

Recently, Kretschmer et al. [KGD+25] presented an experimental demonstration of a proposed quantum information advantage protocol. We present an alternate proposal based on a relation derived from parallel-repeated CHSH games. Our memory measure is based on an information measure and is different from [KGD+25], where they count the number of qubits. Our proposal has an efficient verifier and a noise-robust quantum prover which is arguably much more efficient compared to [KGD+25].

quant-ph

Exploring Vision-Language Models for Open-Vocabulary Zero-Shot Action Segmentation

Temporal Action Segmentation (TAS) requires dividing videos into action segments, yet the vast space of activities and alternative breakdowns makes collecting comprehensive datasets infeasible. Existing methods remain limited to closed vocabularies and fixed label sets. In this work, we explore the largely unexplored problem of Open-Vocabulary Zero-Shot Temporal Action Segmentation (OVTAS) by leveraging the strong zero-shot capabilities of Vision-Language Models (VLMs). We introduce a training-free pipeline that follows a segmentation-by-classification design: Frame-Action Embedding Similarity (FAES) matches video frames to candidate action labels, and Similarity-Matrix Temporal Segmentation (SMTS) enforces temporal consistency. Beyond proposing OVTAS, we present a systematic study across 14 diverse VLMs, providing the first broad analysis of their suitability for open-vocabulary action segmentation. Experiments on standard benchmarks show that OVTAS achieves strong results without task-specific supervision, underscoring the potential of VLMs for structured temporal understanding.

cs.CV

Model-Free Neural Filtering: A Comparison with Classical Filters in Nonlinear Systems

Neural network models are increasingly used for state estimation in control and decision-making, yet it remains unclear to what extent they behave as principled filters in nonlinear dynamical systems. Unlike classical filters, which rely on explicit dynamics and noise models, neural estimators can be trained purely from data. We present a systematic comparison between model-free neural estimators and classical filtering methods across multiple nonlinear scenarios. On the neural side, we evaluate Transformer-based models, recurrent neural networks, and state-space models; on the classical side, we compare against particle filters and nonlinear Kalman filters. Results show that structured state-space models (SSMs), in particular Mamba and Mamba-2, are consistently strong among neural estimators. They approach strong classical filters in several nonlinear systems and outperform weaker classical baselines without access to system models, while the evaluated neural implementations achieve substantially higher inference throughput on the tested hardware. Accurate model-based filters can still dominate when their assumptions are well matched. We attribute the relative strength of SSMs to filtering-aligned inductive bias: recursive latent-state updates make them structurally closer to classical filters under fixed parameter budgets, finite data, and long-horizon evaluation.

cs.LG

Balance Equation-based Distributionally Robust Offline Imitation Learning

Imitation Learning (IL) has proven highly effective for robotic and control tasks where manually designing reward functions or explicit controllers is infeasible. However, standard IL methods implicitly assume that the environment dynamics remain fixed between training and deployment. In practice, this assumption rarely holds where modeling inaccuracies, real-world parameter variations, and adversarial perturbations can all induce shifts in transition dynamics, leading to severe performance degradation. We address this challenge through Balance Equation-based Distributionally Robust Offline Imitation Learning, a framework that learns robust policies solely from expert demonstrations collected under nominal dynamics, without requiring further environment interaction. We formulate the problem as a distributionally robust optimization over an uncertainty set of transition models, seeking a policy that minimizes the imitation loss under the worst-case transition distribution. Importantly, we show that this robust objective can be reformulated entirely in terms of the nominal data distribution, enabling tractable offline learning. Empirical evaluations on continuous-control benchmarks demonstrate that our approach achieves superior robustness and generalization compared to state-of-the-art offline IL baselines, particularly under perturbed or shifted environments.

cs.LG

Self-driving cars: Are we there yet?

Autonomous driving remains a highly active research domain that seeks to enable vehicles to perceive dynamic environments, predict the future trajectories of traffic agents such as vehicles, pedestrians, and cyclists and plan safe and efficient future motions. To advance the field, several competitive platforms and benchmarks have been established to provide standardized datasets and evaluation protocols. Among these, leaderboards by the CARLA organization and nuPlan and the Waymo Open Dataset have become leading benchmarks for assessing motion planning algorithms. Each offers a unique dataset and challenging planning problems spanning a wide range of driving scenarios and conditions. In this study, we present a comprehensive comparative analysis of the motion planning methods featured on these three leaderboards. To ensure a fair and unified evaluation, we adopt CARLA leaderboard v2.0 as our common evaluation platform and modify the selected models for compatibility. By highlighting the strengths and weaknesses of current approaches, we identify prevailing trends, common challenges, and suggest potential directions for advancing motion planning research.

cs.RO

DYNAMO: Dependency-Aware Deep Learning Framework for Articulated Assembly Motion Prediction

Understanding the motion of articulated mechanical assemblies from static geometry remains a core challenge in 3D perception and design automation. Prior work on everyday articulated objects such as doors and laptops typically assumes simplified kinematic structures or relies on joint annotations. However, in mechanical assemblies like gears, motion arises from geometric coupling, through meshing teeth or aligned axes, making it difficult for existing methods to reason about relational motion from geometry alone. To address this gap, we introduce MechBench, a benchmark dataset of 693 diverse synthetic gear assemblies with part-wise ground-truth motion trajectories. MechBench provides a structured setting to study coupled motion, where part dynamics are induced by contact and transmission rather than predefined joints. Building on this, we propose DYNAMO, a dependency-aware neural model that predicts per-part SE(3) motion trajectories directly from segmented CAD point clouds. Experiments show that DYNAMO outperforms strong baselines, achieving accurate and temporally consistent predictions across varied gear configurations. Together, MechBench and DYNAMO establish a novel systematic framework for data-driven learning of coupled mechanical motion in CAD assemblies.

cs.CV

Canvas3D: Empowering Precise Spatial Control for Image Generation with Constraints from a 3D Virtual Canvas

Generative AI (GenAI) has significantly advanced the ease and flexibility of image creation. However, it remains a challenge to precisely control spatial compositions, including object arrangement and scene conditions. To bridge this gap, we propose Canvas3D, an interactive system leveraging a 3D engine to enable precise spatial manipulation for image generation. Upon user prompt, Canvas3D automatically converts textual descriptions into interactive objects within a 3D engine-driven virtual canvas, empowering direct and precise spatial configuration. These user-defined arrangements generate explicit spatial constraints that guide generative models in accurately reflecting user intentions in the resulting images. We conducted a closed-end comparative study between Canvas3D and a baseline system. And an open-ended study to evaluate our system "in the wild". The result indicates that Canvas3D outperforms the baseline on spatial control, interactivity, and overall user experience.

cs.HC

Scalable, quantum-accessible, and adaptive pseudorandom quantum state and pseudorandom function-like quantum state generators

We show new constructions for pseudorandom quantum states (PRS) and pseudorandom function-like quantum state (PRFS) generators satisfying scalability, which means the security parameter can be much larger than the number of qubits, quantum accessibility, which means the adversary can provide quantum input, and adaptivity, which means the adversary can query it adaptively. We present an isometric procedure to prepare quantum states that can be arbitrarily random (i.e., the trace distance from the Haar-random state can be arbitrarily small for the true random case, or the distinguishing advantage can be arbitrarily small for the pseudorandom case). This naturally gives the first construction for scalable, quantum-accessible, and adaptive PRFS assuming quantum-secure one-way functions. Compared to prior PRFS works, we use a stronger definition of quantum accessibility in which the adversary can be ancilla-assisted, i.e., the input state may not be pure and could be entangled with other quantum registers. Thus, our result also gives the first (fully) quantum-accessible PRFS. Our PRFS construction implies various primitives, including long-input PRFS, short-input PRFS, short-output PRFS, non-adaptive PRFS, and classically-accessible adaptive PRFS. This new construction may be helpful in simplifying the microcrypt zoo.

quant-ph

Efficient Decentralized Learning of Generalized Quantal Response Equilibrium

We study a solution concept for bounded rational agents in finite normal-form general-sum games called Generalized Quantal Response Equilibrium (GQRE) which generalizes Quantal Response Equilibrium~\citep{mckelvey1995quantal}. In our setup, each player can individually maximize a smooth, regularized expected utility of the mixed profiles used, reflecting both bounded rationality that subsumes stochastic choice and also individual choice of behaviors. After establishing existence under mild conditions, we present a computationally efficient no-regret decentralized learning algorithm via a smoothened version of the Frank--Wolfe algorithm. Our algorithm uses noisy gradient estimates via bandit-feedback from a simulation oracle that reports on repeated plays of the game. We analyze finite-time convergence properties of our algorithm under assumptions that ensure uniqueness of equilibrium, using a novel class of gap functions that generalize the Nash gap. We end by demonstrating the effectiveness of our method on a set of complex general-sum games such as high-rank two-player games, large action two-player games, and known examples of difficult multi-player games.

cs.GT

RANDPOL: Parameter-Efficient End-to-End Quadruped Locomotion via Randomized Policy Learning

Modern learning-based locomotion controllers typically rely on fully trainable deep neural networks with a large number of parameters. This paper studies a different design point for end-to-end control: whether effective quadruped locomotion can be achieved with a drastically reduced trainable parameter space. We present RANDomized POlicy Learning (RANDPOL), a policy learning approach in which the hidden layers of the actor and critic are randomly initialized and fixed, while only the final linear readout is trained. This yields a parameter-efficient controller class that retains nonlinear expressiveness through a fixed random basis while substantially reducing the dimension of the optimization problem. RANDPOL is supported by the mathematical foundation of randomized function approximation, which provides a principled basis for using fixed random nonlinear features as expressive function classes. We evaluate RANDPOL on end-to-end locomotion control for the Unitree Go2 quadruped and compare it with Proximal Policy Optimization (PPO). The results show that RANDPOL attains comparative locomotion performance with far fewer trainable parameters, lower learning-phase computation time per iteration, and a favorable performance-complexity trade-off. We further demonstrate successful zero-shot sim-to-real transfer of the learned RANDPOL controller on the physical Unitree Go2 under user-issued forward-velocity and yaw-rate commands. These results indicate that, for structured robotic control problems, reducing trainable complexity can remain compatible with effective simulated and real-world performance.

cs.LG