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The rapid adoption of large language models (LLMs) presents new challenges for existing network architectures due to significant peak traffic and high communication uncertainty. Traditional wireless networks struggle to support efficiently, leading to intolerable response delays, disconnections, and resource wastage. To address these issues, we propose LLM-Slice, the first system to provide dedicated communication slices for LLMs within a wireless network environment. By creating LLM-specific network slices, LLM-Slice efficiently binds services with communication resources. Based on user equipment (UE) requests and a permissions database, the system registers specific slices to offer controllable LLM services, integrating a downlink resource control module to optimize response speed, enhance resource utilization, and reduce disconnections. By deploying and validating in a real UE-gNB-CN environment, numerical results demonstrate that LLM-Slice significantly improves response speed and resource efficiency, providing a novel solution for fast and controllable LLM access in wireless networks.

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Networking:IFIP International Conferences on Networking。 Explanation:國際網絡會議(yi)。 Publisher:IFIP。 SIT:

Multimodal large language models (MLLMs) demonstrate strong performance across visual tasks, but their efficiency is hindered by significant computational and memory demands from processing long contexts in multimodal inputs. To address this, we introduce PAR (Prompt-Aware Token Reduction), a novel and plug-and-play approach that reduces visual tokens efficiently without compromising model performance. Unlike previous methods that rely heavily on attention mechanisms and overlooking cross-modal interactions , we uses a prompt-aware strategy to adpative identify and cluster essential visual tokens. PAR categorizes visual context redundancy into two types: external and internal. External redundancy is minimized through semantic retrieval, while internal redundancy is addressed using a token routing mechanism. This method substantially reduces computational load without requiring additional training or complex architectural modifications. \textbf{Experimental results demonstrate that across various visual question answering tasks, PAR reduces FLOPs by 83\% with a compression ratio of 89\%, while retaining 97\% of baseline accuracy.} The adaptive design of PAR achieves a 2x token reduction ratio compared to prior approaches, enabling a better balance between performance and efficiency.

Parameter-efficient fine-tuning multimodal large language models (MLLMs) presents significant challenges, including reliance on high-level visual features that limit fine-grained detail comprehension, and data conflicts that arise from task complexity. To address these issues, we propose an efficient fine-tuning framework with two novel approaches: Vision Cue Enhancement (VCE) and Dual Low-Rank Adaptation (Dual-LoRA). VCE enhances the vision projector by integrating multi-level visual cues, improving the model's ability to capture fine-grained visual features. Dual-LoRA introduces a dual low-rank structure for instruction tuning, decoupling learning into skill and task spaces to enable precise control and efficient adaptation across diverse tasks. Our method simplifies implementation, enhances visual comprehension, and improves adaptability. Experiments on both downstream tasks and general benchmarks demonstrate the effectiveness of our proposed approach.

Vision-language models (VLMs) have shown remarkable advancements in multimodal reasoning tasks. However, they still often generate inaccurate or irrelevant responses due to issues like hallucinated image understandings or unrefined reasoning paths. To address these challenges, we introduce Critic-V, a novel framework inspired by the Actor-Critic paradigm to boost the reasoning capability of VLMs. This framework decouples the reasoning process and critic process by integrating two independent components: the Reasoner, which generates reasoning paths based on visual and textual inputs, and the Critic, which provides constructive critique to refine these paths. In this approach, the Reasoner generates reasoning responses according to text prompts, which can evolve iteratively as a policy based on feedback from the Critic. This interaction process was theoretically driven by a reinforcement learning framework where the Critic offers natural language critiques instead of scalar rewards, enabling more nuanced feedback to boost the Reasoner's capability on complex reasoning tasks. The Critic model is trained using Direct Preference Optimization (DPO), leveraging a preference dataset of critiques ranked by Rule-based Reward~(RBR) to enhance its critic capabilities. Evaluation results show that the Critic-V framework significantly outperforms existing methods, including GPT-4V, on 5 out of 8 benchmarks, especially regarding reasoning accuracy and efficiency. Combining a dynamic text-based policy for the Reasoner and constructive feedback from the preference-optimized Critic enables a more reliable and context-sensitive multimodal reasoning process. Our approach provides a promising solution to enhance the reliability of VLMs, improving their performance in real-world reasoning-heavy multimodal applications such as autonomous driving and embodied intelligence.

Recent advancements in large language models (LLMs) have expanded their capabilities beyond traditional text-based tasks to multimodal domains, integrating visual, auditory, and textual data. While multimodal LLMs have been extensively explored for high-level planning in domains like robotics and games, their potential as low-level controllers remains largely untapped. In this paper, we introduce a novel benchmark aimed at testing the emergent capabilities of multimodal LLMs as low-level policies in Atari games. Unlike traditional reinforcement learning (RL) methods that require training for each new environment and reward function specification, these LLMs utilize pre-existing multimodal knowledge to directly engage with game environments. Our study assesses the performances of multiple multimodal LLMs against traditional RL agents, human players, and random agents, focusing on their ability to understand and interact with complex visual scenes and formulate strategic responses. Our results show that these multimodal LLMs are not yet capable of being zero-shot low-level policies. Furthermore, we see that this is, in part, due to their visual and spatial reasoning. Additional results and videos are available on our project webpage: //dev1nw.github.io/atari-gpt/.

Pretrained large language models (LLMs) are increasingly utilized across a wide range of natural language processing (NLP) tasks due to their impressive capabilities as few-shot learners. Recent techniques, such as chain-of-thought (CoT) prompting, have significantly advanced multi-step reasoning by introducing step-by-step decomposition, achieving state-of-the-art results on complex reasoning benchmarks. However, these approaches often rely on static prompting templates that do not adapt to task complexity or errors during the reasoning process. In this work, we introduce Adaptive Prompting, a dynamic and iterative framework designed to enhance reasoning by incorporating real-time adjustments to prompt structures and validation mechanisms.Experimental results demonstrate that Adaptive Prompting significantly improves performance on diverse reasoning benchmarks, including arithmetic reasoning (GSM8K, MultiArith), logical reasoning and commonsense tasks, achieving substantial accuracy gains compared to static prompting baselines. By integrating guided prompts, intermediate validation, and self-corrective steps, our approach enables smaller models to achieve competitive performance with larger counterparts, such as GPT-4, while maintaining computational efficiency. The framework achieves this without requiring fine-tuning or task-specific training data, highlighting the untapped potential of iterative reasoning methods.

Gaussian splatting enables fast novel view synthesis in static 3D environments. However, reconstructing real-world environments remains challenging as distractors or occluders break the multi-view consistency assumption required for accurate 3D reconstruction. Most existing methods rely on external semantic information from pre-trained models, introducing additional computational overhead as pre-processing steps or during optimization. In this work, we propose a novel method, DeSplat, that directly separates distractors and static scene elements purely based on volume rendering of Gaussian primitives. We initialize Gaussians within each camera view for reconstructing the view-specific distractors to separately model the static 3D scene and distractors in the alpha compositing stages. DeSplat yields an explicit scene separation of static elements and distractors, achieving comparable results to prior distractor-free approaches without sacrificing rendering speed. We demonstrate DeSplat's effectiveness on three benchmark data sets for distractor-free novel view synthesis. See the project website at //aaltoml.github.io/desplat/.

Recent advances in diffusion models have revolutionized audio-driven talking head synthesis. Beyond precise lip synchronization, diffusion-based methods excel in generating subtle expressions and natural head movements that are well-aligned with the audio signal. However, these methods are confronted by slow inference speed, insufficient fine-grained control over facial motions, and occasional visual artifacts largely due to an implicit latent space derived from Variational Auto-Encoders (VAE), which prevent their adoption in realtime interaction applications. To address these issues, we introduce Ditto, a diffusion-based framework that enables controllable realtime talking head synthesis. Our key innovation lies in bridging motion generation and photorealistic neural rendering through an explicit identity-agnostic motion space, replacing conventional VAE representations. This design substantially reduces the complexity of diffusion learning while enabling precise control over the synthesized talking heads. We further propose an inference strategy that jointly optimizes three key components: audio feature extraction, motion generation, and video synthesis. This optimization enables streaming processing, realtime inference, and low first-frame delay, which are the functionalities crucial for interactive applications such as AI assistants. Extensive experimental results demonstrate that Ditto generates compelling talking head videos and substantially outperforms existing methods in both motion control and realtime performance.

Large language models (LLMs) have significantly advanced audio processing through audio codecs that convert audio into discrete tokens, enabling the application of language modelling techniques to audio data. However, traditional codecs often operate at high bitrates or within narrow domains such as speech and lack the semantic clues required for efficient language modelling. Addressing these challenges, we introduce SemantiCodec, a novel codec designed to compress audio into fewer than a hundred tokens per second across diverse audio types, including speech, general sound, and music, without compromising quality. SemantiCodec features a dual-encoder architecture: a semantic encoder using a self-supervised pre-trained Audio Masked Autoencoder (AudioMAE), discretized using k-means clustering on extensive audio data, and an acoustic encoder to capture the remaining details. The semantic and acoustic encoder outputs are used to reconstruct audio via a diffusion-model-based decoder. SemantiCodec is presented in three variants with token rates of 25, 50, and 100 per second, supporting a range of ultra-low bit rates between 0.31 kbps and 1.40 kbps. Experimental results demonstrate that SemantiCodec significantly outperforms the state-of-the-art Descript codec on reconstruction quality. Our results also suggest that SemantiCodec contains significantly richer semantic information than all evaluated state-of-the-art audio codecs, even at significantly lower bitrates. Our code and demos are available at //haoheliu.github.io/SemantiCodec/.

The emergence of large language models (LLMs) has substantially influenced natural language processing, demonstrating exceptional results across various tasks. In this study, we employ ``Introspective Tips" to facilitate LLMs in self-optimizing their decision-making. By introspectively examining trajectories, LLM refines its policy by generating succinct and valuable tips. Our method enhances the agent's performance in both few-shot and zero-shot learning situations by considering three essential scenarios: learning from the agent's past experiences, integrating expert demonstrations, and generalizing across diverse games. Importantly, we accomplish these improvements without fine-tuning the LLM parameters; rather, we adjust the prompt to generalize insights from the three aforementioned situations. Our framework not only supports but also emphasizes the advantage of employing LLM in in-contxt decision-making. Experiments involving over 100 games in TextWorld illustrate the superior performance of our approach.

We propose to pre-train a unified language model for both autoencoding and partially autoregressive language modeling tasks using a novel training procedure, referred to as a pseudo-masked language model (PMLM). Given an input text with masked tokens, we rely on conventional masks to learn inter-relations between corrupted tokens and context via autoencoding, and pseudo masks to learn intra-relations between masked spans via partially autoregressive modeling. With well-designed position embeddings and self-attention masks, the context encodings are reused to avoid redundant computation. Moreover, conventional masks used for autoencoding provide global masking information, so that all the position embeddings are accessible in partially autoregressive language modeling. In addition, the two tasks pre-train a unified language model as a bidirectional encoder and a sequence-to-sequence decoder, respectively. Our experiments show that the unified language models pre-trained using PMLM achieve new state-of-the-art results on a wide range of natural language understanding and generation tasks across several widely used benchmarks.

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