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Vikram V. Appia

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#artificial intelligence Preprint Sep 2026

Instella-MoE Technical Report

In this work, we introduce Instella-MoE, a fully open Mixture-of-Experts (MoE) language model with 16 billion total parameters and 2.8 billion active parameters per token, trained entirely from scratch on AMD Instinct MI300X and MI325X GPUs. Instella-MoE combines a sparsely activated MoE design with architectural and system-level innovations, including Gated Multi-head Latent Attention (Gated MLA) and FarSkip-Collective connectivity, enabling efficient large-scale training and inference. The model is developed through a multi-stage pipeline comprising pre-training, mid-training, long-context extension, supervised fine-tuning with feedback-driven data curation, direct preference optimization, and reinforcement learning with Multi-Teacher On-Policy Distillation. Instella-MoE achieves an average score of 76.7 across standard pre-training benchmarks, outperforming prior fully open models including OLMo-3-7B, SmolLM3-3B, and OLMoE-1B-7B, while remaining competitive with open-weight MoE and dense baselines at comparable active-parameter scales, including Moonlight-16B-A3B and Qwen3.5-4B. After post-training, our final Think checkpoint achieves an average score of 73.2 across instruction-following, reasoning, math, coding, and chat benchmarks, outperforming both fully open and open-weight models with comparable or larger active parameter counts in our evaluation. To support transparent and reproducible research, we release the complete Instella-MoE model flow, including model weights, training configurations, data mixtures, and training code. Together, these contributions establish Instella-MoE a strong, fully open foundation for efficient, high-performing MoE models and reproducible research.

Jiang Liu, Sudhanshu Ranjan, Prakamya Mishra et al. · 0 citations
Preprint Jul 2026

Rendering-Aware Bayesian 3D Gaussian Splatting with Native Uncertainty and Adaptive Complexity Control

3D Gaussian splatting (3DGS) is a strong representation for real-time novel-view synthesis, but its standard training pipeline relies on point estimates and hand-tuned heuristics, providing no native uncertainty or principled complexity control. This is most limiting under sparse views or fixed acquisition budgets, where a model must identify weakly supported geometry and select informative views. We introduce a rendering-aware Bayesian 3DGS framework that tracks Gaussian geometry with a Normal-Inverse-Wishart posterior over means and covariances using renderer-derived surrogate summaries. An optional Dirichlet-process extension adds a probabilistic component-usage signal, and the training schedule makes the closed-form versus approximate inference boundary explicit. Re-rendering posterior geometry samples yields native predictive uncertainty for interval calibration and active view selection. In a fixed-budget 16-to-32 active-view task, native NIW acquisition improves PSNR by +0.453 dB and LPIPS by -0.0146 over a scoring-only 3-member standard-ensemble baseline, winning 29/39 scene-seed pairs and 10/13 scene means; it also improves over PPU-style (+0.355 dB) and NIW-proxy (+0.401 dB) acquisition. NIW native intervals reduce 95% coverage error by about 17x relative to a shared proxy (0.046 vs. 0.796) and are about 10x closer to nominal coverage than a 3-member deep ensemble (0.047 vs. 0.454) at roughly one-third the training cost. As a reconstruction compatibility check, paired NIW-vs-standard analysis over 39 scene-seed runs yields +0.030 dB PSNR with 1.6% additional training time. These results position Bayesian 3DGS as a practical probabilistic scene representation for decision-facing tasks such as active view selection.

Gaoxiang Jia, Vikram V. Appia, Junzhou Huang et al. · 1 citation

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