#01Nov 10, 2026
cs.LG
TorchCurves: Differentiable Parametric Curves
Alex Shtoff
We present TorchCurves, a PyTorch library that treats vector-valued parametric curves as learnable primitives. Its central operation maps batches of scalar inputs to points on curves represented in B-spline or Legendre polynomial bases, with differentiation through both inputs and coefficients. Curve coefficients can be optimized jointly with the surrounding model or produced by another network. The library provides trainable modules, reusable basis modules, and a functional interface, supporting applications ranging from continuous feature embeddings to Kolmogorov-Arnold networks and functional regression. Its implementation combines classical evaluation algorithms with vectorized PyTorch operations, emphasizing readability and maintainability without custom hardware kernels. Timing experiments compare curve evaluation against NumPy and SciPy and KAN training against EfficientKAN across a range of problem sizes. The results illustrate where this generality remains computationally practical and where overhead is substantial. Library is available on GitHub at https://github.com/alexshtf/torchcurves.
#02Nov 10, 2026
math.ST
Nonparametric Maximum Likelihood Estimation for Mixtures of Logistic Regressions
Muheng Li, Peize Zhang, Xin Bing
Mixtures of logistic regressions provide a flexible framework for modeling binary responses, extending standard logistic regression to accommodate unobserved heterogeneity while retaining an interpretable regression structure. In this paper, we study such models with an unspecified mixing distribution. We analyze a sieve nonparametric maximum likelihood estimator (NPMLE) and derive nonasymptotic bounds on the estimation error of the resulting mixture regression function under both fixed and random designs. Our results reveal an explicit tradeoff between statistical estimation error and the approximation error induced by the sieve radius, from which we derive convergence rates under several tail conditions on the mixing distribution. For computation, we propose a finite-particle algorithm that approximates the sieve NPMLE by optimizing the locations and weights of a finitely supported mixing distribution. The method offers numerical advantages over existing algorithms and comes with rigorous convergence guarantees. For any fixed dataset, we establish global convergence of the likelihood to the restricted NPMLE value when the number of particles exceeds a finite threshold. When the true mixing distribution is finitely supported, we further establish uniform global convergence guarantees and derive error bounds that separate algorithmic and statistical errors. Our analysis also yields a denoising bound for the mixing distribution and an identifiability result that complements existing results in the literature.
#03Nov 10, 2026
stat.ME
One Curve, Different Weights: AUC, the Brier Score, Decision-Weighted AUC, and the Policy Youden Index
Yegor Baranovski
AUC and the Brier score are standard summaries of a binary risk score, yet they can rank models differently. We introduce a weighted AUC, AUC$_π$, which weights each pair of observations by how differently a decision maker with probability of acting $π$ treats them. We show that all three are built on weighted averages of one curve, the Youden index $J(t) = \mathrm{TPR}(t) - \mathrm{FPR}(t)$ across cutoffs $t$, and that the averages differ in the weights they put on the cutoffs. Each weights a cutoff by how much something rises across it: for AUC, the distribution of all scores; for the Brier score, the true probability $\mathbb{E}[Y \mid S]$; for AUC$_π$, the decision maker's probability of acting. Up to normalization, AUC$_π$ is the Brier skill score of the ideal forecast with its weight moved to the cutoffs the decision maker cares about. We also show that weighting pairs by $|π(s) - π(s')|$ is, up to scale, the only pair weight fixed in advance that makes a pair-weighted AUC an average of the Youden curve for every score distribution. As a ranking measure, AUC weights every model the same way. Hand (2009) shows that it can also be read as an average over cost thresholds, and in that reading each model weights the thresholds differently. The numerator of AUC$_π$, which we call the policy Youden index, is the expected share of class 1 a fixed policy acts on minus the expected share of class 0. It judges every model by the same policy and so avoids this; the full ratio AUC$_π$ does not.
#04Nov 10, 2026
cs.CV
Measuring Robustness and Efficiency in a Connectome-Constrained Fly Visual System Model: Linking an Adversarial and a Perceptual Illusion
Alexandre Garcia-Duran, Alejandro Rodriguez-Garcia, Manuel Molano-Mazón and 3 more
Biological visual systems compute reliably under tight metabolic and wiring constraints, whereas artificial vision systems consume far more energy and can be sensitive to adversarial perturbations. Whether networks with brain-like wiring are more robust at lower computational cost is unclear. We address this by benchmarking a task-optimized, continuous-time recurrent neural network of the fly visual system constrained by its synaptic connectome (FlyNet) against artificial neural networks. We compare it against CNNs, RAFT, and continuous-time recurrent neural networks without detailed connectome constraints (sCTRNN, CTRNN) on a collision-detection task within a differentiable 3D rendering pipeline. FlyNet is adversarially vulnerable but, relative to its compute, more robust to common video corruptions than RAFT, while using up to five orders of magnitude fewer FLOPs. The CTRNNs remain more robust than FlyNet across almost all tested perturbations, suggesting that connectome constraints benefit efficiency, through their low edge count, over robustness. Recurrence improves robustness to white-box attacks in RAFT and temporal context improves robustness to common corruptions. FlyNet's position and velocity representations degrade under adversarial textures but recover under counterfactual textures that restore correct classification while staying equally far from training, ruling out unfamiliar textures as the cause of failure. The reverse-phi illusion similarly disrupts these representations and inverts the same low-level motion statistic as the adversarial textures. Optimizing this input statistic alone, without access to the network, suffices to induce classification failure, attributing both perturbations to the same circuit vulnerability. Connectome-constrained models can thus surface adversarial failure mechanisms as testable hypotheses about biological perceptual vulnerabilities.
#05Nov 10, 2026
cs.CV
A Lightweight Differentiable Method for Real-Time Skin Rendering and Digitization
Mario Marquez-Balduque, Carlos Rodriguez-Pardo, Jorge Lopez-Moreno
Inverse rendering for skin typically relies on offline path tracing to estimate physical properties, which fail to map directly to the approximate shaders utilized in interactive applications, such as game engines. We bridge this gap by directly estimating subsurface scattering parameters tailored for real-time rendering pipelines. We introduce a differentiable Screen-Space Subsurface Scattering (SSSS) framework that enables the joint optimization of spatially varying base textures and scattering distances. To account for local variations in skin thickness, we estimate these parameters across distinct facial regions, generating a blended profile map ready for production runtime engines. Our pipeline utilizes a low-cost, single-light, single-view capture setup designed for accessible and practical appearance acquisition. Optimization is driven by a masked loss function targeting regions where subsurface scattering effects are dominant. We validate our approach on a real-world dataset of $45$ individuals across the Monk Skin Tone Scale, ensuring demographic generalization. Furthermore, we complement this evaluation with synthetic data, a multi-light setup validating our single-light assumption, and a tilted-view configuration confirming angular consistency. Results demonstrate that our method effectively recovers scattering parameters from lightweight inputs, yielding realistic skin appearance directly compatible with standard real-time shaders.