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Yuan Xie

Publications and source records attributed to Yuan Xie.

At least 19 recordsLinked to original sources

Why Do Prefetchers Fail? Let Agents Answer

Hardware prefetchers are crucial to processor performance, yet their design remains labor-intensive and expert-driven. Architects inspect execution and memory-access traces, identify patterns, translate them into online hardware heuristics, and evaluate them in simulation, often with no guarantee of improvement. Human experts cannot systematically inspect billion-instruction traces across diverse real-world workloads. We present a performance-anomaly-driven autoresearch flow that repeatedly asks why a deployed prefetcher fails and uses the diagnoses to construct the Mixture of Prefetchers (MoP). Each iteration localizes high-impact unexplained misses to program counters, gives agents hardware logs, source code, and sliced traces, validates diagnoses through runnable minimal cases, and synthesizes specialized sub-prefetchers for recurring pattern families. Measured performance and remaining anomalies feed subsequent iterations, enabling simulator-in-the-loop discovery beyond model priors. The campaign consumes 1.91 billion DeepSeek V4 Pro tokens. On SPEC CPU2006 and SPEC CPU2017, MoP achieves a 61.1% geomean IPC speedup over no prefetching, outperforming the human-designed Alecto, Berti, and Pythia prefetchers by 14.5%, 21.6%, and 23.6%, respectively. RTL synthesis in a 6nm library reports 110 KB of on-chip storage and 0.0347 mm^2 area. To our knowledge, this is the first empirical demonstration that an agent-driven hardware-design process can produce an RTL-practical prefetcher that outperforms state-of-the-art human designs on unseen workloads.

cs.AR

Efficient Compilation for Hamiltonian Simulation via Global Binary Symplectic Form Simplification

Hamiltonian simulation is a core quantum workload, underpinning variational quantum algorithms and Trotterized time evolution. Such programs are expressed as Pauli exponential sequences, exhibiting structural patterns that are highly amenable to high-level synthesis and optimization. Existing compilers, however, fail to fully unlock the optimization potential of their global algebraic structure, even when employing advanced graph- or tableau-based methods. We present Symphony, a holistic compilation approach built on the binary symplectic form (BSF) representation of Pauli strings. Unlike prior group-wise BSF simplification and path-based Pauli network synthesis, Symphony applies generalized controlled-Pauli Clifford transformations directly to a global BSF tableau, adaptively reducing active Pauli rows and emitting eligible two-qubit blocks other than single-qubit rotations in a forward Clifford frame. Following algebraic simplification, Symphony performs a causality-preserving block rescheduling heuristic that respects frame-induced dependencies while exposing extensive two-qubit block parallelism opportunities. This streamlined compilation style comprehensively exploits simultaneous simplification and commutativity opportunities, achieving efficient global optimization without relying on computationally expensive heuristics or long-horizon searches. Across the generic Hamiltonian simulation benchmarks in HamLib, Symphony achieves average reductions of 59% in two-qubit gate count and 91% in circuit depth. It strictly Pareto-dominates prior state-of-the-art compilers, requiring 1.14--1.58$\times$ fewer two-qubit gates and especially shrinking two-qubit circuit depth by a substantial factor of 1.87--5.67$\times$ on average.

quant-ph

Language-Specialized Multi-Teacher On-Policy Distillation for Multilingual LLM-Based ASR

Modern LLM-based ASR systems have established multilingual capability as a standard feature, leveraging large-scale multilingual corpora and LLMs' cross-lingual knowledge to achieve competitive performance across multilingual benchmarks. However, jointly modeling languages with heterogeneous acoustic, phonological, and lexical characteristics inevitably introduces optimization conflicts, undermining language-wise specialization. To address this challenge, we propose Language-Specialized Multi-Teacher On-Policy Distillation (LS-MOPD), which decouples language-specific knowledge acquisition from multilingual capability integration: language-specialized teachers are independently optimized via reinforcement learning (RL), with their expertise then integrated into a generalist multilingual student through language routing and token-level multi-teacher distillation, thereby reducing direct cross-lingual optimization conflicts. We further explore static and dynamic acoustic-prefix configurations to examine how teacher-student prefix consistency influences the efficacy of on-policy distillation. Experiments on benchmarks covering Mandarin, Mandarin subdialects, Cantonese, and English demonstrate that LS-MOPD substantially outperforms RL baselines and surpasses the empirical performance envelope defined by the best-performing RL teachers on nearly all benchmarks, revealing its potential to generalize beyond all teachers in multilingual ASR.

cs.CL

TI-StegoAlign: Channel-Guided Post-Training for Generative Text Steganography under Tokenization Inconsistency

Generative text steganography enables LLM agents to exchange secret information through task-relevant messages. Yet most methods evaluate recovery on sender-side tokens, whereas the receiver observes only surface text. Detokenization and receiver-side retokenization can alter token boundaries, desynchronize coding states, and cause such evaluation to overestimate receiver-side recovery. Existing remedies rely on inference-time filtering or verification, correcting individual outputs without adapting the generation policy to the receiver-side channel. To address these limitations, we propose TI-StegoAlign, a channel-guided post-training framework. The Bit-Consistent Supervised Objective (BCSO) enlarges local coding margins at realized sender-side embedding positions. Channel-Conditioned Preference Optimization (CCPO) then aligns complete stegotexts using receiver-realistic recovery, text quality, and anti-steganalysis feedback. TI-StegoAlign updates only LoRA parameters and requires no tokenization-specific correction during communication. Experimental results show 100% receiver bit accuracy. Compared with the strongest baselines, TI-StegoAlign achieves a 21.6% reduction in normalized perplexity deviation and a 6.3% relative improvement in anti-steganalysis performance.

cs.CR

VideoSearcher: Empowering Video Deep Research with Multi-Tool Agentic Reasoning via Reinforcement Learning

Video understanding is moving beyond closed-context perception toward open-world evidence exploration, a paradigm formalized as Video Deep Research (VDR). However, existing multimodal search agents primarily target static images, and the current VDR benchmark relies on text-centric retrieval that discards crucial visual information. To address these limitations, we propose VideoSearcher, a closed-loop agentic framework that empowers Vision-Language Models with multi-tool reasoning for VDR. VideoSearcher unifies temporal localization, spatial focusing, and multimodal search within a single reasoning trajectory, enabling agents to progressively ground visual clues, retrieve relevant evidence, and synthesize answers. To optimize knowledge-intensive reasoning trajectories, we propose Bi-branch Sequence Policy Optimization (BiSPO), a reinforcement learning algorithm that decouples tool-invocation optimization from answer-accuracy optimization. This design provides stable learning signals for both evidence-grounded reasoning and purposeful tool use. Furthermore, we construct VideoSearch-QA, the first benchmark designed to evaluate open-world video information grounding and multimodal search-based reasoning. Extensive experiments demonstrate that VideoSearcher significantly outperforms prior open-source agentic baselines across various search-oriented and multimodal understanding benchmarks.

cs.CV

HarnessX: A Composable, Adaptive, and Evolvable Agent Harness Foundry

AI agent performance depends critically on the runtime harness, comprising the prompts, tools, memory, and control flow that mediate how a model observes, reasons, and acts. Yet today's harnesses remain largely hand-crafted and static: each new model or task still demands bespoke scaffolding, and the rich traces produced during execution are rarely distilled back into systematic improvement. We introduce HarnessX, a foundry for composable, adaptive, and evolvable agent harnesses. HarnessX assembles typed harness primitives via a substitution algebra, adapts them through AEGIS, a trace-driven multi-agent evolution engine grounded in an operational mirror between symbolic adaptation and reinforcement learning, and closes the harness-model loop by turning trajectories into both harness updates and model training signal. Across five benchmarks (ALFWorld, GAIA, WebShop, tau^3-Bench, and SWE-bench Verified), HarnessX yields an average gain of +14.5% (up to +44.0%), with gains largest where baselines are lowest. These results suggest that agent progress need not come from model scaling alone: composing and evolving runtime interfaces from execution feedback is an actionable and complementary lever. Project homepage: https://darwin-agent.github.io/HarnessX/.

cs.AI

JointEdit3D: Feed-Forward 3D Scene Editing in a Unified Latent Space

Existing 3D scene editing methods typically rely on per-scene optimization over explicit 3D representations or cascaded edit-and-reconstruct pipelines, resulting in high test-time cost, limited 3D awareness, and structural inconsistencies. To couple appearance synthesis and geometry prediction during editing, we build on a unified RGB-geometry reconstruction-generation latent space and adapt it to feed-forward 3D scene editing. The resulting framework, \textbf{JointEdit3D}, performs asymmetric latent inpainting by observing only a single edited RGB reference latent and generating the remaining RGB views and edited geometry latent under source-scene anchoring. JointEdit3D introduces a dedicated SceneAnchor Branch to inject source-scene structure without forcing direct copying, and adopts edit/background-aware losses to balance edited-region fidelity with unedited-content preservation. To address the lack of paired resources for standardized 3D scene editing evaluation, we introduce SceneEdit3D-15K, a dataset with 15K paired editing samples and renderer-provided 3D annotations, together with SceneEdit3D-Bench, a curated 100-sample benchmark. Experiments show that JointEdit3D improves edited-region quality and 3D structural completeness over prior baselines while maintaining competitive background preservation.

cs.CV

DiBS: Diffusion-Informed Branch Selection

Sudoku is a representative constraint satisfaction problem that requires global structural reasoning under strict discrete constraints. The existing works of solving Sudoku mainly focus on two dominant approaches, i.e., traditional heuristic and deep learning solver. However, they suffer from two complementary limitations: learning-based solvers lack hard correctness guarantees, while complete symbolic solvers are still prone to long-tail search. To address these shortcomings, we propose a novel diffusion model-guided approach, termed as DiBS, for the branch selection search process. Specifically, DiBS keeps the symbolic solver complete and uses the diffusion model as a branch-ordering guide. The core method is ranking candidate values under the current partial assignment and lightweight consistency signal. Furthermore, we provide an in-depth theoretical proof to reveal how it works and why it works. Experiments on the challenging Royle 17-clue Sudoku benchmark show that our DiBS substantially reduces search cost relative to strong heuristic baselines, especially in nodes, backtracks, and long-tail percentiles. Besides, these results confirm that learned global guidance is effective on hard instances where branch-order mistakes are most expensive. All codes are available at https://github.com/shanxierdan/DiBS.

cs.AI

GSCompleter: A Distillation-Free Plugin for Metric-Aware 3D Gaussian Splatting Completion in Seconds

3D Gaussian Splatting (3DGS) has revolutionized high-fidelity neural rendering with its explicit representation and efficiency. However, reconstructing scenes from sparse viewpoints suffers from severe geometric voids and floaters due to limited coverage. Current scene completion methods typically rely on an iterative "Repair-then-Distill" paradigm, which is computationally intensive, prone to unstable optimization, and susceptible to overfitting. To address these limitations, we propose GSCompleter, a distillation-free plugin that shifts scene completion to a stable "Generate-then-Register" workflow. Specifically, GSCompleter synthesizes visually plausible 2D reference images and explicitly lifts them into 3D Gaussian primitives with a consistent metric scale via a robust Stereo-Anchor View Selection mechanism. These newly generated primitives are then seamlessly integrated into the global scene using a novel Ray-Constrained Registration strategy. By replacing unstable distillation with rapid geometric registration, GSCompleter exhibits superior 3DGS completion performance across three benchmarks, enhancing both quality and efficiency over various baselines and achieving new state-of-the-art (SOTA) results.

cs.CV

STS: Efficient Sparse Attention with Speculative Token Sparsity

The quadratic complexity of attention imposes severe memory and computational bottlenecks on Large Language Model (LLM) inference. This challenge is particularly acute for emerging agentic applications that require processing multi-million token sequences. We propose STS, a sparse attention mechanism that requires no model retraining. STS leverages the key insight that tokens identified as important by a smaller draft model are highly predictive of important tokens for a larger target model. By integrating into speculative decoding frameworks, STS repurposes the draft model's attention scores to dynamically construct a token-and-head-wise sparsity mask. This mask effectively prunes the expensive attention computation in the target LLM. Our evaluation shows that STS achieves a 2.67x speedup operating at approximately 90% sparsity on representative benchmark NarrativeQA, maintaining negligible accuracy degradation compared to dense attention. STS establishes a new state-of-the-art on the sparsity-accuracy trade-off, outperforming prior techniques by enabling higher sparsity levels for a given accuracy budget.

cs.LG

ICP: Exploiting Instruction Correlation for Prefetching Irregular Memory Accesses

Irregular memory accesses pose challenges for effective and efficient data prefetching. While temporal prefetchers have recently shown promise for irregular memory access patterns, their effectiveness fundamentally depends on temporal address recurrence and large metadata storage. When memory addresses exhibit weak or no recurrence, as in indirect memory accesses, temporal prefetchers achieve limited performance gains while incurring substantial storage overhead. This paper proposes Instruction-Correlation Prefetching (ICP), a new hardware prefetching mechanism that exploits instruction-level correlations rather than memory-address correlations to handle irregular memory accesses. ICP observes that although memory addresses may not repeat, the instructions generating them often recur with stable data-dependency relationships. By learning these persistent instruction correlations, ICP speculatively computes and prefetches future irregular accesses using the execution results of their correlated predecessors. Across irregular SPEC CPU and GAP benchmarks, ICP outperforms the state-of-the-art temporal prefetcher Triangel by 14.0% and the indirect prefetcher DMP by 6.0%, while requiring only 2.1 KB of hardware storage, over three orders of magnitude smaller than temporal prefetchers.

cs.AR

PipeRTL: Timing-Aware Pipeline Optimization at IR-Level for RTL Generation

Modern hardware compilers increasingly rely on rich intermediate representations (IRs) to preserve optimization-relevant semantics before generating RTL code. However, one important optimization is still largely deferred to backend tools: pipeline optimization. In common RTL flows, registers are inserted by frontend heuristics or hardware designers and later adjusted by backend retiming after the design has been lowered to a much lower-level netlist representation. At that point, much of the operator-level structure originally exposed by the compiler IR has already been weakened or lost, limiting opportunities for global, compiler-level pipeline optimization. This paper presents PipeRTL, an IR-level pipeline optimization framework for hardware compilers, instantiated in CIRCT. PipeRTL makes the legality of register relocation explicit in the IR, uses a learned timing predictor to approximate downstream delay behavior, and formulates timing-aware register relocation as a global min-cost flow problem under timing constraints. Evaluation on open-source designs under a commercial backend synthesis flow shows that PipeRTL improves downstream implementation quality on average, reducing critical-path delay, power, and area across the evaluated benchmarks, while also providing a stronger starting point for backend retiming. These results indicate that exposing pipeline optimization as an explicit compiler pass can deliver backend-meaningful gains by improving the sequential structure presented to later stages and the resulting downstream implementation quality.

cs.AR

NaviMaster: Learning a Unified Policy for GUI and Embodied Navigation Tasks

Recent advances in Graphical User Interface (GUI) and embodied navigation have driven progress, yet these domains have largely evolved in isolation, with disparate datasets and training paradigms. In this paper, we observe that both tasks can be formulated as Markov Decision Processes (MDP), suggesting a foundational principle for their unification. Hence, we present NaviMaster, the first unified agent capable of unifying GUI navigation and embodied navigation within a single framework. Specifically, NaviMaster (i) proposes a visual-target trajectory collection pipeline that generates trajectories for both GUI and embodied tasks using a single formulation. (ii) employs a unified reinforcement learning framework on the mix data to improve generalization. (iii) designs a novel distance-aware reward to ensure efficient learning from the trajectories. Through extensive experiments on out-of-domain benchmarks, NaviMaster is shown to outperform state-of-the-art agents in GUI navigation, spatial affordance prediction, and embodied navigation. Ablation studies further demonstrate the efficacy of our unified training strategy, data mixing strategy, and reward design. Our codes, data, and checkpoints are available at https://iron-boyy.github.io/navimaster-page/.

cs.RO

World2Minecraft: Occupancy-Driven Simulated Scenes Construction

Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose World2Minecraft to convert real-world scenes into structured Minecraft environments based on 3D semantic occupancy prediction. In the reconstructed scenes, we can effortlessly perform downstream tasks such as Vision-Language Navigation(VLN). However, we observe that reconstruction quality heavily depends on accurate occupancy prediction, which remains limited by data scarcity and poor generalization in existing models. We introduce a low-cost, automated, and scalable data acquisition pipeline for creating customized occupancy datasets, and demonstrate its effectiveness through MinecraftOcc, a large-scale dataset featuring 100,165 images from 156 richly detailed indoor scenes. Extensive experiments show that our dataset provides a critical complement to existing datasets and poses a significant challenge to current SOTA methods. These findings contribute to improving occupancy prediction and highlight the value of World2Minecraft in providing a customizable and editable platform for personalized embodied AI research. Project page:https://world2minecraft.github.io/.

cs.CV

ProMMSearchAgent: A Generalizable Multimodal Search Agent Trained with Process-Oriented Rewards

Training multimodal agents via reinforcement learning for knowledge-intensive visual reasoning is fundamentally hindered by the extreme sparsity of outcome-based supervision and the unpredictability of live web environments. To resolve these algorithmic and environmental bottlenecks, we introduce ProMMSearchAgent, establishing a novel Sim-to-Real training paradigm for multimodal search. We decouple policy learning into a deterministic, local static sandbox. Crucially, to learn effectively within this constrained environment, we propose an introspective process-oriented reward. By probing the agent's own parametric knowledge boundaries, we generate dense behavioral metadata that explicitly rewards the correct cognitive decision, initiating a multimodal or text search only when visually or factually uncertain. Extensive experiments demonstrate that our locally-trained policy transfers zero-shot to the live Google Search API. ProMMSearchAgent achieves new SOTA performance, outperforming MMSearch-R1 by +5.1% on FVQA-test, +6.3% on InfoSeek, and +11.3% on MMSearch.

cs.CV

DR-MMSearchAgent: Deepening Reasoning in Multimodal Search Agents

Agentic multimodal models have garnered significant attention for their ability to leverage external tools to tackle complex tasks. However, it is observed that such agents often meet premature interaction collapse, caused by two primary reasons: 1) the terminal reward often appending on the last token prevents the advantage from distinguishing trajectories with exploratory behavior; 2) excessively redundant context hinders the agent from absorbing useful feedback. To address these issues, we propose the Deepening Reasoning MMSearchAgent, the framework leverages the structural proximity to derive advantage signals from the whole rollout trajectories in an entire batch, such that trajectories of different lengths are further encouraged to be generated, even when containing the same correct answer. Additionally, differentiated gaussian rewards are employed to dynamically calibrate interaction tolerance, thereby ensuring information reliability and reduce redundancy. To support multi-turn interaction training, we have constructed a multi-step deep-reasoning dataset including 3602 high-quality QA pair with at least 3 reasonning steps. Extensive experiments demonstrate that our method achieves state-of-the-art performance, outperforming the MMSearch-R1 by 8.4$\%$ on FVQA-test.

cs.CV

NIM4-ASR: Towards Efficient, Robust, and Customizable Real-Time LLM-Based ASR

Integrating large language models (LLMs) into automatic speech recognition (ASR) has become a mainstream paradigm in recent years. Although existing LLM-based ASR models demonstrate impressive performance on public benchmarks, their training remains predominantly data-driven, leaving key practical challenges insufficiently addressed -- particularly limited downward scalability in resource-constrained deployments and hallucinations under acoustically challenging conditions. To address these issues, we present NIM4-ASR, a production-oriented LLM-based ASR framework optimized for both efficiency and robustness. Grounded in a principled delineation of functional roles between the encoder and the LLM, we redesign the multi-stage training paradigm to align each module with its intended capability boundary. Specifically, we reformulate the pre-training architecture and objective to mitigate the modality gap and improve parameter efficiency; introduce an iterative asynchronous SFT stage to preserve acoustic fidelity and constrain representation drift; and design an ASR-specialized reinforcement learning stage to further enhance recognition quality and robustness. We additionally incorporate a suite of production-oriented optimizations, including robustness under noisy and silent conditions, real-time streaming inference, and hotword customization via retrieval-augmented generation (RAG). Experiments show that NIM4-ASR achieves state-of-the-art performance on multiple public benchmarks with merely 2.3B parameters, while substantially outperforming larger-scale competitors on internal benchmarks -- particularly in entity-intensive real-world scenarios. NIM4-ASR further supports million-scale hotword customization via RAG with sub-millisecond retrieval latency, enabling efficient adaptation to emerging entities and personalized user requirements.

eess.AS

Memory Intelligence Agent

Deep research agents (DRAs) integrate LLM reasoning with external tools. Memory systems enable DRAs to leverage historical experiences, which are essential for efficient reasoning and autonomous evolution. Existing methods rely on retrieving similar trajectories from memory to aid reasoning, while suffering from key limitations of ineffective memory evolution and increasing storage and retrieval costs. To address these problems, we propose a novel Memory Intelligence Agent (MIA) framework, consisting of a Manager-Planner-Executor architecture. Memory Manager is a non-parametric memory system that can store compressed historical search trajectories. Planner is a parametric memory agent that can produce search plans for questions. Executor is another agent that can search and analyze information guided by the search plan. To build the MIA framework, we first adopt an alternating reinforcement learning paradigm to enhance cooperation between the Planner and the Executor. Furthermore, we enable the Planner to continuously evolve during test-time learning, with updates performed on-the-fly alongside inference without interrupting the reasoning process. Additionally, we establish a bidirectional conversion loop between parametric and non-parametric memories to achieve efficient memory evolution. Finally, we incorporate a reflection and an unsupervised judgment mechanisms to boost reasoning and self-evolution in the open world. Extensive experiments across eleven benchmarks demonstrate the superiority of MIA.

cs.AI