Gated DeltaNet-2: Decoupling Erase and Write in Linear Attention

Linear attention replaces the unbounded cache of softmax attention with a fixed-size recurrent state, reducing sequence mixing to linear time and decoding to constant memory. The hard part is not just what to forget, but how to edit this compressed memory without scrambling existing associations. Delta-rule models subtract the current read before writing a new value, and Kimi Delta Attention (KDA) sharpens forgetting with channel-wise decay.

Monitor refresh rate impacts FPS video gamers' perceptions of display ‘smoothness’ and target acquisition performance

Esports, particularly First-Person Shooter (FPS) games, rely heavily on one's ability to rapidly perceive and respond to visual targets, a skill known as target acquisition. Modern gaming monitors increasingly feature higher refresh rates (up to 360Hz). The current study examined whether FPS gamers can perceptually distinguish between different monitor refresh rates (60Hz, 144Hz, 360Hz) and whether these differences translate to performance improvements in target acquisition tasks. Gamers (N = 101) completed a custom FPS task across three refresh rate conditions.

Muhammad Khalifa

Muhammad is research scientist at NVIDIA working on AI agents. He completed his PhD at the University of Michigan in Ann Arbor in 2026 and his research has focused on test-time techniques, reasoning agents, and LLM post-training. Before NVIDIA, Muhammad spent time at Cohere, LG AI Research, Allen Institute for AI and NAVER Labs Europe. 

Adaptive Time Delay for Improving Player Experience and Fairness in First-Person Shooter Games with Network Latency

In a multiplayer networked game, actions for players with higher latencies are received and (potentially) acted upon later than players with lower latencies, leading to unfairness, especially important in competitive games. Time delay is a latency compensation technique that can mitigate this unfairness by adding latency to players with lower latency so that all players experience the same latency. Although this provides equal latency to all players, it unnecessarily degrades the responsiveness for the lower-latency players when the players are not interacting.