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Lamarr: LHCb ultra-fast simulation based on machine learning models deployed within Gauss

About 90% of the computing resources available to the LHCb experiment has been spent to produce simulated data samples for Run 2 of the Large Hadron Collider at CERN. The upgraded LHCb detector will be able to collect larger data samples, requiring many more simulated events to analyze the data to be collected in Run 3. Simulation is a key necessity of analysis to interpret signal, reject background and measure efficiencies. The needed simulation will far exceed the pledged resources, requiring an evolution in technologies and techniques to produce these simulated data samples. In this contribution, we discuss Lamarr, a Gaudi-based framework to speed-up the simulation production parameterizing both the detector response and the reconstruction algorithms of the LHCb experiment. Deep Generative Models powered by several algorithms and strategies are employed to effectively parameterize the high-level response of the single components of the LHCb detector, encoding within neural networks the experimental errors and uncertainties introduced in the detection and reconstruction phases. Where possible, models are trained directly on real data, statistically subtracting any background components by applying appropriate reweighing procedures. Embedding Lamarr in the general LHCb Gauss Simulation framework allows to combine its execution with any of the available generators in a seamless way. The resulting software package enables a simulation process independent of the detailed simulation used to date.

NAVSIM: Data-Driven Non-Reactive Autonomous Vehicle Simulation and Benchmarking

Benchmarking vision-based driving policies is challenging. On one hand, open-loop evaluation with real data is easy, but these results do not reflect closed-loop performance. On the other, closed-loop evaluation is possible in simulation, but is hard to scale due to its significant computational demands. Further, the simulators available today exhibit a large domain gap to real data. This has resulted in an inability to draw clear conclusions from the rapidly growing body of research on end-to-end autonomous driving. In this paper, we present NAVSIM, a middle ground between these evaluation paradigms, where we use large datasets in combination with a non-reactive simulator to enable large-scale real-world benchmarking. Specifically, we gather simulation-based metrics, such as progress and time to collision, by unrolling bird's eye view abstractions of the test scenes for a short simulation horizon. Our simulation is non-reactive, i.e., the evaluated policy and environment do not influence each other. As we demonstrate empirically, this decoupling allows open-loop metric computation while being better aligned with closed-loop evaluations than traditional displacement errors. NAVSIM enabled a new competition held at CVPR 2024, where 143 teams submitted 463 entries, resulting in several new insights. On a large set of challenging scenarios, we observe that simple methods with moderate compute requirements such as TransFuser can match recent large-scale end-to-end driving architectures such as UniAD. Our modular framework can potentially be extended with new datasets, data curation strategies, and metrics, and will be continually maintained to host future challenges. Our code is available at https://github.com/autonomousvision/navsim.

From Individual to Society: A Survey on Social Simulation Driven by Large Language Model-based Agents

Traditional sociological research often relies on human participation, which, though effective, is expensive, challenging to scale, and with ethical concerns. Recent advancements in large language models (LLMs) highlight their potential to simulate human behavior, enabling the replication of individual responses and facilitating studies on many interdisciplinary studies. In this paper, we conduct a comprehensive survey of this field, illustrating the recent progress in simulation driven by LLM-empowered agents. We categorize the simulations into three types: (1) Individual Simulation, which mimics specific individuals or demographic groups; (2) Scenario Simulation, where multiple agents collaborate to achieve goals within specific contexts; and (3) Society Simulation, which models interactions within agent societies to reflect the complexity and variety of real-world dynamics. These simulations follow a progression, ranging from detailed individual modeling to large-scale societal phenomena. We provide a detailed discussion of each simulation type, including the architecture or key components of the simulation, the classification of objectives or scenarios and the evaluation method. Afterward, we summarize commonly used datasets and benchmarks. Finally, we discuss the trends across these three types of simulation. A repository for the related sources is at {https://github.com/FudanDISC/SocialAgent}.

A differentiable brain simulator bridging brain simulation and brain-inspired computing

Brain simulation builds dynamical models to mimic the structure and functions of the brain, while brain-inspired computing (BIC) develops intelligent systems by learning from the structure and functions of the brain. The two fields are intertwined and should share a common programming framework to facilitate each other's development. However, none of the existing software in the fields can achieve this goal, because traditional brain simulators lack differentiability for training, while existing deep learning (DL) frameworks fail to capture the biophysical realism and complexity of brain dynamics. In this paper, we introduce BrainPy, a differentiable brain simulator developed using JAX and XLA, with the aim of bridging the gap between brain simulation and BIC. BrainPy expands upon the functionalities of JAX, a powerful AI framework, by introducing complete capabilities for flexible, efficient, and scalable brain simulation. It offers a range of sparse and event-driven operators for efficient and scalable brain simulation, an abstraction for managing the intricacies of synaptic computations, a modular and flexible interface for constructing multi-scale brain models, and an object-oriented just-in-time compilation approach to handle the memory-intensive nature of brain dynamics. We showcase the efficiency and scalability of BrainPy on benchmark tasks, highlight its differentiable simulation for biologically plausible spiking models, and discuss its potential to support research at the intersection of brain simulation and BIC.

The High-resolution Accretion Disks of Embedded protoStars (HADES) simulations. I. Impact of Protostellar Magnetic Fields on the Accretion Modes

How embedded, actively accreting low-mass protostars accrete their mass is still greatly debated. Observations are now piecing together the puzzle of embedded protostellar accretion, in particular with new facilities in the near-infrared. However, high-resolution theoretical models are still lacking, with a stark paucity of detailed simulations of these early phases. Here we present high-resolution non-ideal magneto-hydrodynamic simulations of a Solar mass protostar accreting at rates exceeding 10^{-6} M_{odot} yr^{-1}. We show the results of the accretion flow for four different protostellar magnetic fields, 10 G, 500 G, 1 kG, and 2 kG, combined with a disk magnetic field. For weaker (10 G and 500 G) protostar magnetic fields, accretion occurs via a turbulent boundary layer mode, with disk material impacting across the protostellar surface. In the 500 G model, the presence of a magnetically dominated outflow focuses the accretion towards the equator, slightly enhancing and ordering the accretion. For kG magnetic fields, the disk becomes truncated due to the protostellar dipole and exhibits magnetospheric accretion, with the 2 kG model having accretion bursts induced by the interchange instability. We present bolometric light curves for the models and find that they reproduce observations of Class I protostars from YSOVAR, with high bursts followed by an exponential decay possibly being a signature of instability-driven accretion. Finally, we present the filling fractions of accretion and find that 90\% of the mass is accreted in a surface area fraction of 10-20\%. These simulations will be extended in future work for a broader parameter space, with their high resolution and high temporal spacing able to explore a wide range of interesting protostellar physics.

Very Large-Scale Multi-Agent Simulation in AgentScope

Recent advances in large language models (LLMs) have opened new avenues for applying multi-agent systems in very large-scale simulations. However, there remain several challenges when conducting multi-agent simulations with existing platforms, such as limited scalability and low efficiency, unsatisfied agent diversity, and effort-intensive management processes. To address these challenges, we develop several new features and components for AgentScope, a user-friendly multi-agent platform, enhancing its convenience and flexibility for supporting very large-scale multi-agent simulations. Specifically, we propose an actor-based distributed mechanism as the underlying technological infrastructure towards great scalability and high efficiency, and provide flexible environment support for simulating various real-world scenarios, which enables parallel execution of multiple agents, centralized workflow orchestration, and both inter-agent and agent-environment interactions among agents. Moreover, we integrate an easy-to-use configurable tool and an automatic background generation pipeline in AgentScope, simplifying the process of creating agents with diverse yet detailed background settings. Last but not least, we provide a web-based interface for conveniently monitoring and managing a large number of agents that might deploy across multiple devices. We conduct a comprehensive simulation to demonstrate the effectiveness of the proposed enhancements in AgentScope, and provide detailed observations and discussions to highlight the great potential of applying multi-agent systems in large-scale simulations. The source code is released on GitHub at https://github.com/modelscope/agentscope to inspire further research and development in large-scale multi-agent simulations.

VideoAutoArena: An Automated Arena for Evaluating Large Multimodal Models in Video Analysis through User Simulation

Large multimodal models (LMMs) with advanced video analysis capabilities have recently garnered significant attention. However, most evaluations rely on traditional methods like multiple-choice questions in benchmarks such as VideoMME and LongVideoBench, which are prone to lack the depth needed to capture the complex demands of real-world users. To address this limitation-and due to the prohibitive cost and slow pace of human annotation for video tasks-we introduce VideoAutoArena, an arena-style benchmark inspired by LMSYS Chatbot Arena's framework, designed to automatically assess LMMs' video analysis abilities. VideoAutoArena utilizes user simulation to generate open-ended, adaptive questions that rigorously assess model performance in video understanding. The benchmark features an automated, scalable evaluation framework, incorporating a modified ELO Rating System for fair and continuous comparisons across multiple LMMs. To validate our automated judging system, we construct a 'gold standard' using a carefully curated subset of human annotations, demonstrating that our arena strongly aligns with human judgment while maintaining scalability. Additionally, we introduce a fault-driven evolution strategy, progressively increasing question complexity to push models toward handling more challenging video analysis scenarios. Experimental results demonstrate that VideoAutoArena effectively differentiates among state-of-the-art LMMs, providing insights into model strengths and areas for improvement. To further streamline our evaluation, we introduce VideoAutoBench as an auxiliary benchmark, where human annotators label winners in a subset of VideoAutoArena battles. We use GPT-4o as a judge to compare responses against these human-validated answers. Together, VideoAutoArena and VideoAutoBench offer a cost-effective, and scalable framework for evaluating LMMs in user-centric video analysis.

SonicSim: A customizable simulation platform for speech processing in moving sound source scenarios

The systematic evaluation of speech separation and enhancement models under moving sound source conditions typically requires extensive data comprising diverse scenarios. However, real-world datasets often contain insufficient data to meet the training and evaluation requirements of models. Although synthetic datasets offer a larger volume of data, their acoustic simulations lack realism. Consequently, neither real-world nor synthetic datasets effectively fulfill practical needs. To address these issues, we introduce SonicSim, a synthetic toolkit de-designed to generate highly customizable data for moving sound sources. SonicSim is developed based on the embodied AI simulation platform, Habitat-sim, supporting multi-level adjustments, including scene-level, microphone-level, and source-level, thereby generating more diverse synthetic data. Leveraging SonicSim, we constructed a moving sound source benchmark dataset, SonicSet, using the Librispeech, the Freesound Dataset 50k (FSD50K) and Free Music Archive (FMA), and 90 scenes from the Matterport3D to evaluate speech separation and enhancement models. Additionally, to validate the differences between synthetic data and real-world data, we randomly selected 5 hours of raw data without reverberation from the SonicSet validation set to record a real-world speech separation dataset, which was then compared with the corresponding synthetic datasets. Similarly, we utilized the real-world speech enhancement dataset RealMAN to validate the acoustic gap between other synthetic datasets and the SonicSet dataset for speech enhancement. The results indicate that the synthetic data generated by SonicSim can effectively generalize to real-world scenarios. Demo and code are publicly available at https://cslikai.cn/SonicSim/.

LESnets (Large-Eddy Simulation nets): Physics-informed neural operator for large-eddy simulation of turbulence

Acquisition of large datasets for three-dimensional (3D) partial differential equations are usually very expensive. Physics-informed neural operator (PINO) eliminates the high costs associated with generation of training datasets, and shows great potential in a variety of partial differential equations. In this work, we employ physics-informed neural operator, encoding the large-eddy simulation (LES) equations directly into the neural operator for simulating three-dimensional incompressible turbulent flows. We develop the LESnets (Large-Eddy Simulation nets) by adding large-eddy simulation equations to two different data-driven models, including Fourier neural operator (FNO) and implicit Fourier neural operator (IFNO) without using label data. Notably, by leveraging only PDE constraints to learn the spatio-temporal dynamics problem, LESnets retains the computational efficiency of data-driven approaches while obviating the necessity for data. Meanwhile, using large-eddy simulation equations as PDE constraints makes it possible to efficiently predict complex turbulence at coarse grids. We investigate the performance of the LESnets with two standard three-dimensional turbulent flows: decaying homogeneous isotropic turbulence and temporally evolving turbulent mixing layer. In the numerical experiments, the LESnets model shows a similar or even better accuracy as compared to traditional large-eddy simulation and data-driven models of FNO and IFNO. Moreover, the well-trained LESnets is significantly faster than traditional LES, and has a similar efficiency as the data-driven FNO and IFNO models. Thus, physics-informed neural operators have a strong potential for 3D nonlinear engineering applications.

SLEDGE: Synthesizing Simulation Environments for Driving Agents with Generative Models

SLEDGE is the first generative simulator for vehicle motion planning trained on real-world driving logs. Its core component is a learned model that is able to generate agent bounding boxes and lane graphs. The model's outputs serve as an initial state for traffic simulation. The unique properties of the entities to be generated for SLEDGE, such as their connectivity and variable count per scene, render the naive application of most modern generative models to this task non-trivial. Therefore, together with a systematic study of existing lane graph representations, we introduce a novel raster-to-vector autoencoder (RVAE). It encodes agents and the lane graph into distinct channels in a rasterized latent map. This facilitates both lane-conditioned agent generation and combined generation of lanes and agents with a Diffusion Transformer. Using generated entities in SLEDGE enables greater control over the simulation, e.g. upsampling turns or increasing traffic density. Further, SLEDGE can support 500m long routes, a capability not found in existing data-driven simulators like nuPlan. It presents new challenges for planning algorithms, evidenced by failure rates of over 40% for PDM, the winner of the 2023 nuPlan challenge, when tested on hard routes and dense traffic generated by our model. Compared to nuPlan, SLEDGE requires 500times less storage to set up (<4GB), making it a more accessible option and helping with democratizing future research in this field.

Gen2Sim: Scaling up Robot Learning in Simulation with Generative Models

Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.

GenSim: Generating Robotic Simulation Tasks via Large Language Models

Collecting large amounts of real-world interaction data to train general robotic policies is often prohibitively expensive, thus motivating the use of simulation data. However, existing methods for data generation have generally focused on scene-level diversity (e.g., object instances and poses) rather than task-level diversity, due to the human effort required to come up with and verify novel tasks. This has made it challenging for policies trained on simulation data to demonstrate significant task-level generalization. In this paper, we propose to automatically generate rich simulation environments and expert demonstrations by exploiting a large language models' (LLM) grounding and coding ability. Our approach, dubbed GenSim, has two modes: goal-directed generation, wherein a target task is given to the LLM and the LLM proposes a task curriculum to solve the target task, and exploratory generation, wherein the LLM bootstraps from previous tasks and iteratively proposes novel tasks that would be helpful in solving more complex tasks. We use GPT4 to expand the existing benchmark by ten times to over 100 tasks, on which we conduct supervised finetuning and evaluate several LLMs including finetuned GPTs and Code Llama on code generation for robotic simulation tasks. Furthermore, we observe that LLMs-generated simulation programs can enhance task-level generalization significantly when used for multitask policy training. We further find that with minimal sim-to-real adaptation, the multitask policies pretrained on GPT4-generated simulation tasks exhibit stronger transfer to unseen long-horizon tasks in the real world and outperform baselines by 25%. See the project website (https://liruiw.github.io/gensim) for code, demos, and videos.

Segmentation of 3D pore space from CT images using curvilinear skeleton: application to numerical simulation of microbial decomposition

Recent advances in 3D X-ray Computed Tomographic (CT) sensors have stimulated research efforts to unveil the extremely complex micro-scale processes that control the activity of soil microorganisms. Voxel-based description (up to hundreds millions voxels) of the pore space can be extracted, from grey level 3D CT scanner images, by means of simple image processing tools. Classical methods for numerical simulation of biological dynamics using mesh of voxels, such as Lattice Boltzmann Model (LBM), are too much time consuming. Thus, the use of more compact and reliable geometrical representations of pore space can drastically decrease the computational cost of the simulations. Several recent works propose basic analytic volume primitives (e.g. spheres, generalized cylinders, ellipsoids) to define a piece-wise approximation of pore space for numerical simulation of draining, diffusion and microbial decomposition. Such approaches work well but the drawback is that it generates approximation errors. In the present work, we study another alternative where pore space is described by means of geometrically relevant connected subsets of voxels (regions) computed from the curvilinear skeleton. Indeed, many works use the curvilinear skeleton (3D medial axis) for analyzing and partitioning 3D shapes within various domains (medicine, material sciences, petroleum engineering, etc.) but only a few ones in soil sciences. Within the context of soil sciences, most studies dealing with 3D medial axis focus on the determination of pore throats. Here, we segment pore space using curvilinear skeleton in order to achieve numerical simulation of microbial decomposition (including diffusion processes). We validate simulation outputs by comparison with other methods using different pore space geometrical representations (balls, voxels).

AlpacaFarm: A Simulation Framework for Methods that Learn from Human Feedback

Large language models (LLMs) such as ChatGPT have seen widespread adoption due to their ability to follow user instructions well. Developing these LLMs involves a complex yet poorly understood workflow requiring training with human feedback. Replicating and understanding this instruction-following process faces three major challenges: the high cost of data collection, the lack of trustworthy evaluation, and the absence of reference method implementations. We address these challenges with AlpacaFarm, a simulator that enables research and development for learning from feedback at a low cost. First, we design LLM prompts to simulate human feedback that are 45x cheaper than crowdworkers and display high agreement with humans. Second, we propose an automatic evaluation and validate it against human instructions obtained on real-world interactions. Third, we contribute reference implementations for several methods (PPO, best-of-n, expert iteration, and more) that learn from pairwise feedback. Finally, as an end-to-end validation of AlpacaFarm, we train and evaluate eleven models on 10k pairs of real human feedback and show that rankings of models trained in AlpacaFarm match rankings of models trained on human data. As a demonstration of the research possible in AlpacaFarm, we find that methods that use a reward model can substantially improve over supervised fine-tuning and that our reference PPO implementation leads to a +10% improvement in win-rate against Davinci003. We release all components of AlpacaFarm at https://github.com/tatsu-lab/alpaca_farm.

Modular Degradation Simulation and Restoration for Under-Display Camera

Under-display camera (UDC) provides an elegant solution for full-screen smartphones. However, UDC captured images suffer from severe degradation since sensors lie under the display. Although this issue can be tackled by image restoration networks, these networks require large-scale image pairs for training. To this end, we propose a modular network dubbed MPGNet trained using the generative adversarial network (GAN) framework for simulating UDC imaging. Specifically, we note that the UDC imaging degradation process contains brightness attenuation, blurring, and noise corruption. Thus we model each degradation with a characteristic-related modular network, and all modular networks are cascaded to form the generator. Together with a pixel-wise discriminator and supervised loss, we can train the generator to simulate the UDC imaging degradation process. Furthermore, we present a Transformer-style network named DWFormer for UDC image restoration. For practical purposes, we use depth-wise convolution instead of the multi-head self-attention to aggregate local spatial information. Moreover, we propose a novel channel attention module to aggregate global information, which is critical for brightness recovery. We conduct evaluations on the UDC benchmark, and our method surpasses the previous state-of-the-art models by 1.23 dB on the P-OLED track and 0.71 dB on the T-OLED track, respectively.

ASAP: Aligning Simulation and Real-World Physics for Learning Agile Humanoid Whole-Body Skills

Humanoid robots hold the potential for unparalleled versatility in performing human-like, whole-body skills. However, achieving agile and coordinated whole-body motions remains a significant challenge due to the dynamics mismatch between simulation and the real world. Existing approaches, such as system identification (SysID) and domain randomization (DR) methods, often rely on labor-intensive parameter tuning or result in overly conservative policies that sacrifice agility. In this paper, we present ASAP (Aligning Simulation and Real-World Physics), a two-stage framework designed to tackle the dynamics mismatch and enable agile humanoid whole-body skills. In the first stage, we pre-train motion tracking policies in simulation using retargeted human motion data. In the second stage, we deploy the policies in the real world and collect real-world data to train a delta (residual) action model that compensates for the dynamics mismatch. Then, ASAP fine-tunes pre-trained policies with the delta action model integrated into the simulator to align effectively with real-world dynamics. We evaluate ASAP across three transfer scenarios: IsaacGym to IsaacSim, IsaacGym to Genesis, and IsaacGym to the real-world Unitree G1 humanoid robot. Our approach significantly improves agility and whole-body coordination across various dynamic motions, reducing tracking error compared to SysID, DR, and delta dynamics learning baselines. ASAP enables highly agile motions that were previously difficult to achieve, demonstrating the potential of delta action learning in bridging simulation and real-world dynamics. These results suggest a promising sim-to-real direction for developing more expressive and agile humanoids.

TRADES: Generating Realistic Market Simulations with Diffusion Models

Financial markets are complex systems characterized by high statistical noise, nonlinearity, and constant evolution. Thus, modeling them is extremely hard. We address the task of generating realistic and responsive Limit Order Book (LOB) market simulations, which are fundamental for calibrating and testing trading strategies, performing market impact experiments, and generating synthetic market data. Previous works lack realism, usefulness, and responsiveness of the generated simulations. To bridge this gap, we propose a novel TRAnsformer-based Denoising Diffusion Probabilistic Engine for LOB Simulations (TRADES). TRADES generates realistic order flows conditioned on the state of the market, leveraging a transformer-based architecture that captures the temporal and spatial characteristics of high-frequency market data. There is a notable absence of quantitative metrics for evaluating generative market simulation models in the literature. To tackle this problem, we adapt the predictive score, a metric measured as an MAE, by training a stock price predictive model on synthetic data and testing it on real data. We compare TRADES with previous works on two stocks, reporting an x3.27 and x3.47 improvement over SoTA according to the predictive score, demonstrating that we generate useful synthetic market data for financial downstream tasks. We assess TRADES's market simulation realism and responsiveness, showing that it effectively learns the conditional data distribution and successfully reacts to an experimental agent, giving sprout to possible calibrations and evaluations of trading strategies and market impact experiments. We developed DeepMarket, the first open-source Python framework for market simulation with deep learning. Our repository includes a synthetic LOB dataset composed of TRADES's generates simulations. We release the code at github.com/LeonardoBerti00/DeepMarket.

UBSoft: A Simulation Platform for Robotic Skill Learning in Unbounded Soft Environments

It is desired to equip robots with the capability of interacting with various soft materials as they are ubiquitous in the real world. While physics simulations are one of the predominant methods for data collection and robot training, simulating soft materials presents considerable challenges. Specifically, it is significantly more costly than simulating rigid objects in terms of simulation speed and storage requirements. These limitations typically restrict the scope of studies on soft materials to small and bounded areas, thereby hindering the learning of skills in broader spaces. To address this issue, we introduce UBSoft, a new simulation platform designed to support unbounded soft environments for robot skill acquisition. Our platform utilizes spatially adaptive resolution scales, where simulation resolution dynamically adjusts based on proximity to active robotic agents. Our framework markedly reduces the demand for extensive storage space and computation costs required for large-scale scenarios involving soft materials. We also establish a set of benchmark tasks in our platform, including both locomotion and manipulation tasks, and conduct experiments to evaluate the efficacy of various reinforcement learning algorithms and trajectory optimization techniques, both gradient-based and sampling-based. Preliminary results indicate that sampling-based trajectory optimization generally achieves better results for obtaining one trajectory to solve the task. Additionally, we conduct experiments in real-world environments to demonstrate that advancements made in our UBSoft simulator could translate to improved robot interactions with large-scale soft material. More videos can be found at https://vis-www.cs.umass.edu/ubsoft/.

Thin-Shell Object Manipulations With Differentiable Physics Simulations

In this work, we aim to teach robots to manipulate various thin-shell materials. Prior works studying thin-shell object manipulation mostly rely on heuristic policies or learn policies from real-world video demonstrations, and only focus on limited material types and tasks (e.g., cloth unfolding). However, these approaches face significant challenges when extended to a wider variety of thin-shell materials and a diverse range of tasks. While virtual simulations are shown to be effective in diverse robot skill learning and evaluation, prior thin-shell simulation environments only support a subset of thin-shell materials, which also limits their supported range of tasks. We introduce ThinShellLab - a fully differentiable simulation platform tailored for robotic interactions with diverse thin-shell materials possessing varying material properties, enabling flexible thin-shell manipulation skill learning and evaluation. Our experiments suggest that manipulating thin-shell objects presents several unique challenges: 1) thin-shell manipulation relies heavily on frictional forces due to the objects' co-dimensional nature, 2) the materials being manipulated are highly sensitive to minimal variations in interaction actions, and 3) the constant and frequent alteration in contact pairs makes trajectory optimization methods susceptible to local optima, and neither standard reinforcement learning algorithms nor trajectory optimization methods (either gradient-based or gradient-free) are able to solve the tasks alone. To overcome these challenges, we present an optimization scheme that couples sampling-based trajectory optimization and gradient-based optimization, boosting both learning efficiency and converged performance across various proposed tasks. In addition, the differentiable nature of our platform facilitates a smooth sim-to-real transition.

Space and Time Continuous Physics Simulation From Partial Observations

Modern techniques for physical simulations rely on numerical schemes and mesh-refinement methods to address trade-offs between precision and complexity, but these handcrafted solutions are tedious and require high computational power. Data-driven methods based on large-scale machine learning promise high adaptivity by integrating long-range dependencies more directly and efficiently. In this work, we focus on fluid dynamics and address the shortcomings of a large part of the literature, which are based on fixed support for computations and predictions in the form of regular or irregular grids. We propose a novel setup to perform predictions in a continuous spatial and temporal domain while being trained on sparse observations. We formulate the task as a double observation problem and propose a solution with two interlinked dynamical systems defined on, respectively, the sparse positions and the continuous domain, which allows to forecast and interpolate a solution from the initial condition. Our practical implementation involves recurrent GNNs and a spatio-temporal attention observer capable of interpolating the solution at arbitrary locations. Our model not only generalizes to new initial conditions (as standard auto-regressive models do) but also performs evaluation at arbitrary space and time locations. We evaluate on three standard datasets in fluid dynamics and compare to strong baselines, which are outperformed both in classical settings and in the extended new task requiring continuous predictions.

SpeechAgents: Human-Communication Simulation with Multi-Modal Multi-Agent Systems

Human communication is a complex and diverse process that not only involves multiple factors such as language, commonsense, and cultural backgrounds but also requires the participation of multimodal information, such as speech. Large Language Model (LLM)-based multi-agent systems have demonstrated promising performance in simulating human society. Can we leverage LLM-based multi-agent systems to simulate human communication? However, current LLM-based multi-agent systems mainly rely on text as the primary medium. In this paper, we propose SpeechAgents, a multi-modal LLM based multi-agent system designed for simulating human communication. SpeechAgents utilizes multi-modal LLM as the control center for individual agent and employes multi-modal signals as the medium for exchanged messages among agents. Additionally, we propose Multi-Agent Tuning to enhance the multi-agent capabilities of LLM without compromising general abilities. To strengthen and evaluate the effectiveness of human communication simulation, we build the Human-Communication Simulation Benchmark. Experimental results demonstrate that SpeechAgents can simulate human communication dialogues with consistent content, authentic rhythm, and rich emotions and demonstrate excellent scalability even with up to 25 agents, which can apply to tasks such as drama creation and audio novels generation. Code and models will be open-sourced at https://github. com/0nutation/SpeechAgents

The LHCb ultra-fast simulation option, Lamarr: design and validation

Detailed detector simulation is the major consumer of CPU resources at LHCb, having used more than 90% of the total computing budget during Run 2 of the Large Hadron Collider at CERN. As data is collected by the upgraded LHCb detector during Run 3 of the LHC, larger requests for simulated data samples are necessary, and will far exceed the pledged resources of the experiment, even with existing fast simulation options. An evolution of technologies and techniques to produce simulated samples is mandatory to meet the upcoming needs of analysis to interpret signal versus background and measure efficiencies. In this context, we propose Lamarr, a Gaudi-based framework designed to offer the fastest solution for the simulation of the LHCb detector. Lamarr consists of a pipeline of modules parameterizing both the detector response and the reconstruction algorithms of the LHCb experiment. Most of the parameterizations are made of Deep Generative Models and Gradient Boosted Decision Trees trained on simulated samples or alternatively, where possible, on real data. Embedding Lamarr in the general LHCb Gauss Simulation framework allows combining its execution with any of the available generators in a seamless way. Lamarr has been validated by comparing key reconstructed quantities with Detailed Simulation. Good agreement of the simulated distributions is obtained with two-order-of-magnitude speed-up of the simulation phase.

Digital Twin Brain: a simulation and assimilation platform for whole human brain

In this work, we present a computing platform named digital twin brain (DTB) that can simulate spiking neuronal networks of the whole human brain scale and more importantly, a personalized biological brain structure. In comparison to most brain simulations with a homogeneous global structure, we highlight that the sparseness, couplingness and heterogeneity in the sMRI, DTI and PET data of the brain has an essential impact on the efficiency of brain simulation, which is proved from the scaling experiments that the DTB of human brain simulation is communication-intensive and memory-access intensive computing systems rather than computation-intensive. We utilize a number of optimization techniques to balance and integrate the computation loads and communication traffics from the heterogeneous biological structure to the general GPU-based HPC and achieve leading simulation performance for the whole human brain-scaled spiking neuronal networks. On the other hand, the biological structure, equipped with a mesoscopic data assimilation, enables the DTB to investigate brain cognitive function by a reverse-engineering method, which is demonstrated by a digital experiment of visual evaluation on the DTB. Furthermore, we believe that the developing DTB will be a promising powerful platform for a large of research orients including brain-inspiredintelligence, rain disease medicine and brain-machine interface.

S$^3$: Social-network Simulation System with Large Language Model-Empowered Agents

Social network simulation plays a crucial role in addressing various challenges within social science. It offers extensive applications such as state prediction, phenomena explanation, and policy-making support, among others. In this work, we harness the formidable human-like capabilities exhibited by large language models (LLMs) in sensing, reasoning, and behaving, and utilize these qualities to construct the S^3 system (short for Social network Simulation System). Adhering to the widely employed agent-based simulation paradigm, we employ prompt engineering and prompt tuning techniques to ensure that the agent's behavior closely emulates that of a genuine human within the social network. Specifically, we simulate three pivotal aspects: emotion, attitude, and interaction behaviors. By endowing the agent in the system with the ability to perceive the informational environment and emulate human actions, we observe the emergence of population-level phenomena, including the propagation of information, attitudes, and emotions. We conduct an evaluation encompassing two levels of simulation, employing real-world social network data. Encouragingly, the results demonstrate promising accuracy. This work represents an initial step in the realm of social network simulation empowered by LLM-based agents. We anticipate that our endeavors will serve as a source of inspiration for the development of simulation systems within, but not limited to, social science.

RecAgent: A Novel Simulation Paradigm for Recommender Systems

Recommender system has deeply revolutionized people's daily life and production, bringing a large amount of business value. In the recommendation domain, simulation and real data-based studies are two typical research paradigms, with each having different advantages. Previously, real data-based studies occupy more important positions, since accurately simulating the user preference is quite difficult. Recently, large language models (LLM) have shown great potential to achieve human-like intelligence, which provides new opportunities to overcome the shortcomings of simulation-based studies and thus highlight their advantages, such as much more application scenarios and cheaper data acquisition strategies. To shed lights on this direction, in this paper, we introduce an LLM-based recommender simulator called RecAgent. Our simulator is composed of two modules: (1) the user module and (2) the recommender module. The user module can browse the recommendation website, communicate with other users and broadcast messages on the social media. The recommender module is designed to provide search or recommendation lists to the users, and one can design different models to implement the recommender. All the users take actions based on LLMs, and can freely evolve like in the real world. We present several case studies to demonstrate that the users in our simulator can indeed behave in a reasonable manner as expected. Our project has been released at https://github.com/RUC-GSAI/YuLan-Rec.

Neural Foundations of Mental Simulation: Future Prediction of Latent Representations on Dynamic Scenes

Humans and animals have a rich and flexible understanding of the physical world, which enables them to infer the underlying dynamical trajectories of objects and events, plausible future states, and use that to plan and anticipate the consequences of actions. However, the neural mechanisms underlying these computations are unclear. We combine a goal-driven modeling approach with dense neurophysiological data and high-throughput human behavioral readouts to directly impinge on this question. Specifically, we construct and evaluate several classes of sensory-cognitive networks to predict the future state of rich, ethologically-relevant environments, ranging from self-supervised end-to-end models with pixel-wise or object-centric objectives, to models that future predict in the latent space of purely static image-based or dynamic video-based pretrained foundation models. We find strong differentiation across these model classes in their ability to predict neural and behavioral data both within and across diverse environments. In particular, we find that neural responses are currently best predicted by models trained to predict the future state of their environment in the latent space of pretrained foundation models optimized for dynamic scenes in a self-supervised manner. Notably, models that future predict in the latent space of video foundation models that are optimized to support a diverse range of sensorimotor tasks, reasonably match both human behavioral error patterns and neural dynamics across all environmental scenarios that we were able to test. Overall, these findings suggest that the neural mechanisms and behaviors of primate mental simulation are thus far most consistent with being optimized to future predict on dynamic, reusable visual representations that are useful for embodied AI more generally.

Parallel Bayesian Optimization of Agent-based Transportation Simulation

MATSim (Multi-Agent Transport Simulation Toolkit) is an open source large-scale agent-based transportation planning project applied to various areas like road transport, public transport, freight transport, regional evacuation, etc. BEAM (Behavior, Energy, Autonomy, and Mobility) framework extends MATSim to enable powerful and scalable analysis of urban transportation systems. The agents from the BEAM simulation exhibit 'mode choice' behavior based on multinomial logit model. In our study, we consider eight mode choices viz. bike, car, walk, ride hail, driving to transit, walking to transit, ride hail to transit, and ride hail pooling. The 'alternative specific constants' for each mode choice are critical hyperparameters in a configuration file related to a particular scenario under experimentation. We use the 'Urbansim-10k' BEAM scenario (with 10,000 population size) for all our experiments. Since these hyperparameters affect the simulation in complex ways, manual calibration methods are time consuming. We present a parallel Bayesian optimization method with early stopping rule to achieve fast convergence for the given multi-in-multi-out problem to its optimal configurations. Our model is based on an open source HpBandSter package. This approach combines hierarchy of several 1D Kernel Density Estimators (KDE) with a cheap evaluator (Hyperband, a single multidimensional KDE). Our model has also incorporated extrapolation based early stopping rule. With our model, we could achieve a 25% L1 norm for a large-scale BEAM simulation in fully autonomous manner. To the best of our knowledge, our work is the first of its kind applied to large-scale multi-agent transportation simulations. This work can be useful for surrogate modeling of scenarios with very large populations.

Learning Geometrically Disentangled Representations of Protein Folding Simulations

Massive molecular simulations of drug-target proteins have been used as a tool to understand disease mechanism and develop therapeutics. This work focuses on learning a generative neural network on a structural ensemble of a drug-target protein, e.g. SARS-CoV-2 Spike protein, obtained from computationally expensive molecular simulations. Model tasks involve characterizing the distinct structural fluctuations of the protein bound to various drug molecules, as well as efficient generation of protein conformations that can serve as an complement of a molecular simulation engine. Specifically, we present a geometric autoencoder framework to learn separate latent space encodings of the intrinsic and extrinsic geometries of the protein structure. For this purpose, the proposed Protein Geometric AutoEncoder (ProGAE) model is trained on the protein contact map and the orientation of the backbone bonds of the protein. Using ProGAE latent embeddings, we reconstruct and generate the conformational ensemble of a protein at or near the experimental resolution, while gaining better interpretability and controllability in term of protein structure generation from the learned latent space. Additionally, ProGAE models are transferable to a different state of the same protein or to a new protein of different size, where only the dense layer decoding from the latent representation needs to be retrained. Results show that our geometric learning-based method enjoys both accuracy and efficiency for generating complex structural variations, charting the path toward scalable and improved approaches for analyzing and enhancing high-cost simulations of drug-target proteins.

Fully Compressible Magnetohydrodynamic Simulations of Solar Convection Zones with CHORUS++

The objective of this study is to develop a fully compressible magnetohydrodynamic solver for fast simulations of the global dynamo of the Sun using unstructured grids and GPUs. Accurate modeling of the Sun's convective layers is vital to predicting the Sun's behavior, including the solar dynamo and sunspot cycles. Currently, there are many efficient codes capable of conducting these large simulations; however, many assume an anealastic density distribution. The anelastic assumption is capable of producing accurate results for low mach numbers; however, it fails in regions with a higher mach number and a fully compressible flow must be considered. To avoid these issues, Wang et al. [1] created a Compressible High-ORder Unstructured Spectral difference (CHORUS) code for simulating fluid dynamics inside stars and planets. CHORUS++ augmented the CHORUS code to adopt a higher degree of polynomials by using cubed-sphere meshing and transfinite mapping to perform simulations on unstructured grids [2]. Recently, CHORUS++ was further developed for parallel magnetohydrodynamic (MHD) solutions on GPUs at Clarkson University. In this study the solar benchmark problems presented by Chen et al. [2] are extended to unsteady solar dynamo problems, with two different density scale heights. The CHORUS-MHD code is further accelerated by multiple GPUs and used to successfully solve these solar dynamo benchmark problems. [1] Wang, J., Liang, C., and Miesch, M. S., "A Compressible High-Order Unstructured Spectral Difference Code for Stratified Convection in Rotating Spherical Shells," Journal of Computational Physics, Vol. 290, 2015, pp. 90-111. [2] Chen, K., Liang, C., and Wan, M., "Arbitrarily high-order accurate simulations of compressible rotationally constrained convection using a transfinite mapping on cubed-sphere grids," Physics of Fluids, Vol. 35, 2023, p. 086120.

Multi-mode Pulsations in AGB Stars: Insights from 3D RHD CO5BOLD Simulations

Stars on the AGB can exhibit acoustic pulsation modes of different radial orders, along with non-radial modes. These pulsations are essential to the mass-loss process and influence the evolutionary pathways of AGB stars. P-L relations serve as a valuable diagnostic for understanding stellar evolution along the AGB. 3D RHD simulations provide a powerful tool for investigating pulsation phenomena driven by convective processes and their non-linear coupling with stellar oscillations. We investigate multi-mode pulsations in AGB stars using advanced 3D 'star-in-a-box' simulations with the CO5BOLD code. Signatures of these multi-mode pulsations were weak in our previous 3D models. Our focus is on identifying and characterising the various pulsation modes, examining their persistence and transitions, and comparing the results with 1D model predictions and observational data where applicable. We produced a new model grid comprising AGB stars with current masses of 0.7, 0.8, and 1,M_{odot}. Fourier analysis was applied to dynamic, time-dependent quantities to extract dominant pulsation modes and their corresponding periods. Additionally, wavelet transforms were employed to identify mode-switching behaviour over time. The models successfully reproduce the P-L sequences found in AGB stars. Mode-switching phenomena are found in both the models and wavelet analyses of observational data, allowing us to infer similarities in the underlying pulsation dynamics. These 3D simulations highlight the natural emergence of multi-mode pulsations, including both radial and non-radial modes, driven by the self-consistent interplay of convection and oscillations. Our findings underscore the value of 3D RHD models in capturing the non-linear behaviour of AGB pulsations, providing insights into mode switching, envelope structures, and potential links to episodic mass-loss events.

BEHAVIOR Vision Suite: Customizable Dataset Generation via Simulation

The systematic evaluation and understanding of computer vision models under varying conditions require large amounts of data with comprehensive and customized labels, which real-world vision datasets rarely satisfy. While current synthetic data generators offer a promising alternative, particularly for embodied AI tasks, they often fall short for computer vision tasks due to low asset and rendering quality, limited diversity, and unrealistic physical properties. We introduce the BEHAVIOR Vision Suite (BVS), a set of tools and assets to generate fully customized synthetic data for systematic evaluation of computer vision models, based on the newly developed embodied AI benchmark, BEHAVIOR-1K. BVS supports a large number of adjustable parameters at the scene level (e.g., lighting, object placement), the object level (e.g., joint configuration, attributes such as "filled" and "folded"), and the camera level (e.g., field of view, focal length). Researchers can arbitrarily vary these parameters during data generation to perform controlled experiments. We showcase three example application scenarios: systematically evaluating the robustness of models across different continuous axes of domain shift, evaluating scene understanding models on the same set of images, and training and evaluating simulation-to-real transfer for a novel vision task: unary and binary state prediction. Project website: https://behavior-vision-suite.github.io/

TacSL: A Library for Visuotactile Sensor Simulation and Learning

For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present TacSL (taxel), a library for GPU-based visuotactile sensor simulation and learning. TacSL can be used to simulate visuotactile images and extract contact-force distributions over 200times faster than the prior state-of-the-art, all within the widely-used Isaac Gym simulator. Furthermore, TacSL provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (\sysName), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manip ulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at https://iakinola23.github.io/tacsl/.

IMBUE: Improving Interpersonal Effectiveness through Simulation and Just-in-time Feedback with Human-Language Model Interaction

Navigating certain communication situations can be challenging due to individuals' lack of skills and the interference of strong emotions. However, effective learning opportunities are rarely accessible. In this work, we conduct a human-centered study that uses language models to simulate bespoke communication training and provide just-in-time feedback to support the practice and learning of interpersonal effectiveness skills. We apply the interpersonal effectiveness framework from Dialectical Behavioral Therapy (DBT), DEAR MAN, which focuses on both conversational and emotional skills. We present IMBUE, an interactive training system that provides feedback 25% more similar to experts' feedback, compared to that generated by GPT-4. IMBUE is the first to focus on communication skills and emotion management simultaneously, incorporate experts' domain knowledge in providing feedback, and be grounded in psychology theory. Through a randomized trial of 86 participants, we find that IMBUE's simulation-only variant significantly improves participants' self-efficacy (up to 17%) and reduces negative emotions (up to 25%). With IMBUE's additional just-in-time feedback, participants demonstrate 17% improvement in skill mastery, along with greater enhancements in self-efficacy (27% more) and reduction of negative emotions (16% more) compared to simulation-only. The improvement in skill mastery is the only measure that is transferred to new and more difficult situations; situation specific training is necessary for improving self-efficacy and emotion reduction.

Improving Conversational Recommendation Systems via Counterfactual Data Simulation

Conversational recommender systems (CRSs) aim to provide recommendation services via natural language conversations. Although a number of approaches have been proposed for developing capable CRSs, they typically rely on sufficient training data for training. Since it is difficult to annotate recommendation-oriented dialogue datasets, existing CRS approaches often suffer from the issue of insufficient training due to the scarcity of training data. To address this issue, in this paper, we propose a CounterFactual data simulation approach for CRS, named CFCRS, to alleviate the issue of data scarcity in CRSs. Our approach is developed based on the framework of counterfactual data augmentation, which gradually incorporates the rewriting to the user preference from a real dialogue without interfering with the entire conversation flow. To develop our approach, we characterize user preference and organize the conversation flow by the entities involved in the dialogue, and design a multi-stage recommendation dialogue simulator based on a conversation flow language model. Under the guidance of the learned user preference and dialogue schema, the flow language model can produce reasonable, coherent conversation flows, which can be further realized into complete dialogues. Based on the simulator, we perform the intervention at the representations of the interacted entities of target users, and design an adversarial training method with a curriculum schedule that can gradually optimize the data augmentation strategy. Extensive experiments show that our approach can consistently boost the performance of several competitive CRSs, and outperform other data augmentation methods, especially when the training data is limited. Our code is publicly available at https://github.com/RUCAIBox/CFCRS.

Deduction under Perturbed Evidence: Probing Student Simulation Capabilities of Large Language Models

We explore whether Large Language Models (LLMs) are capable of logical reasoning with distorted facts, which we call Deduction under Perturbed Evidence (DUPE). DUPE presents a unique challenge to LLMs since they typically rely on their parameters, which encode mostly accurate information, to reason and make inferences. However, in DUPE, LLMs must reason over manipulated or falsified evidence present in their prompts, which can result in false conclusions that are valid only under the manipulated evidence. Our goal with DUPE is to determine whether LLMs can arrive at these false conclusions and identify whether the dominant factor influencing the deduction process is the encoded data in the parameters or the manipulated evidence in the prompts. To evaluate the DUPE capabilities of LLMs, we create a DUPEd version of the StrategyQA dataset, where facts are manipulated to reverse the answer to the question. Our findings show that even the most advanced GPT models struggle to reason on manipulated facts - showcasing poor DUPE skills - with accuracy dropping by 45% compared to the original dataset. We also investigate prompt settings inspired from student simulation models, which mitigate the accuracy drop to some extent. Our findings have practical implications for understanding the performance of LLMs in real-world applications such as student simulation models that involve reasoning over inaccurate information.