Test-time compute (TTC) improves language model responses by spending additional computation at inference time, and the right amount of compute depends on the prompt. Adaptive TTC methods allocate compute based on signals of response quality such as observed rewards, often by stopping once the signal exceeds a fixed threshold, and generally measure cost by the number of generations or tokens. But in online serving, latency is also a cost: it grows with server load, so a method using a fixed threshold spends too little compute when generation is fast and too much when it is slow. For Best-of-$N$ sampling, a widely used TTC method, we propose a two-stage adaptive algorithm that draws an initial batch, then uses the observed rewards and the batch's latency to decide whether to draw a second batch and at what size by comparing expected improvement against predicted cost: it draws one when the first batch's best reward is below a threshold that decreases with the first batch's latency, without explicitly measuring server load. We map each reward to its value under the cumulative distribution function (CDF) of the prompt's reward distribution, so the same tradeoff parameters can be reused across tasks; a regression fitted offline on other prompts predicts a distribution for the CDF value of the first batch's best reward, giving the expected improvement in closed form. We evaluate the method by simulation on a preference-based alignment benchmark, measuring generations-equivalent cost: generations plus latency, converted to generations. The method reaches Best-of-$N$'s reward at lower generations-equivalent cost, and conditioning on the measured first-batch latency saves at least as much of that cost as fixed-threshold (latency-unaware) baselines, and more when latency is highly variable, when it grows with batch size, and when the second batch's latency is highly predictable from the first's.
This paper investigates developing real-world perception for active agents, proposes Gibson Environment for this purpose, and showcases a set of perceptual tasks learned therein.
F. Xia, Amir Zamir, Zhi-Yang He et al.· 2018 IEEE/CVF Conference on...· 1,069 citations· ⚡112
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
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It is proved that any global minimizer of the trajectory balance objective can define a policy that samples exactly from the target distribution, and empirically demonstrate the benefits of the trajectories balance objective for GFlowNet convergence, diversity of generated samples, and robustness to long action sequenc...
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Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
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MIT News · Artificial Intelligence· news.mit.eduAug 27, 2026
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