❌

Normal view

InfoTok: Information-Theoretic Regularization for Capacity-Constrained Shared Visual Tokenization in Unified MLLMs

arXiv:2602.01554v2 Announce Type: replace-cross Abstract: Unified multimodal large language models (MLLMs) aim to unify image understanding and image generation within a single framework, where a shared visual tokenizer serves as the sole interface that maps high-dimensional images into a limited token budget for downstream multimodal reasoning and synthesis. However, existing shared-token designs are largely architecture-driven and lack an explicit criterion for what information should be preserved to simultaneously support semantic abstraction and visual detail. In this paper, we adopt a capacity-constrained perspective, viewing the shared tokenizer as a compute-bounded learner whose finite representational budget should prioritize reusable structure over hard-to-exploit high-entropy variations and redundancy. Motivated by this view, we propose \textbf{\textit{InfoTok}}, an information-regularized tokenization mechanism grounded in the Information Bottleneck (IB) principle. InfoTok explicitly controls information flow from images to shared tokens to multimodal outputs by imposing mutual-information (MI) constraints that enforce a principled trade-off between compression and task relevance, while also encouraging cross-modal consistency. Because MI is intractable for high-dimensional visual representations, we instantiate InfoTok with practical, differentiable dependence estimators, including a variational IB formulation and a Hilbert Schmidt Independence Criterion (HSIC) based alternative. Integrated into three representative unified MLLMs without introducing any additional training data, InfoTok consistently improves both image understanding and generation performance. These results support information-regularized visual tokenization as a sound basis for token learning in unified MLLMs.

PAR$^2$-RAG: Planned Active Retrieval and Reasoning for Multi-Hop Question Answering

arXiv:2603.29085v1 Announce Type: new Abstract: Large language models (LLMs) remain brittle on multi-hop question answering (MHQA), where answering requires combining evidence across documents through retrieval and reasoning. Iterative retrieval systems can fail by locking onto an early low-recall trajectory and amplifying downstream errors, while planning-only approaches may produce static query sets that cannot adapt when intermediate evidence changes. We propose \textbf{Planned Active Retrieval and Reasoning RAG (PAR$^2$-RAG)}, a two-stage framework that separates \emph{coverage} from \emph{commitment}. PAR$^2$-RAG first performs breadth-first anchoring to build a high-recall evidence frontier, then applies depth-first refinement with evidence sufficiency control in an iterative loop. Across four MHQA benchmarks, PAR$^2$-RAG consistently outperforms existing state-of-the-art baselines, compared with IRCoT, PAR$^2$-RAG achieves up to \textbf{23.5\%} higher accuracy, with retrieval gains of up to \textbf{10.5\%} in NDCG.

BadminSense: Enabling Fine-Grained Badminton Stroke Evaluation on a Single Smartwatch

arXiv:2603.21825v2 Announce Type: replace-cross Abstract: Evaluating badminton performance often requires expert coaching, which is rarely accessible for amateur players. We present BadminSense, a smartwatch-based system for fine-grained badminton performance analysis using wearable sensing. Through interviews with experienced badminton players, we identified four system design requirements with three implementation insights that guide the development of BadminSense. We then collected a badminton strokes dataset on 12 experienced badminton amateurs and annotated it with fine-grained labels, including stroke type, expert-assessed stroke rating, and shuttle impact location. Built on this dataset, BadminSense segments and classifies strokes, predicts stroke quality, and estimates shuttle impact location using vibration signal from an off-the-shelf smartwatch. Our evaluations show that BadminSense achieves a stroke classification accuracy of 91.43%, an average quality rating error of 0.438, and an average impact location estimation error of 12.9%. A real-world usability study further demonstrates BadminSense's potential to provide reliable and meaningful support for daily badminton practice.
❌