Converting Transformers into DGNNs FormJie Zhang, Mao-Hsuan Mao, Bo-Wei Chiu et al.
Recent advances in deep learning have established Transformer architectures as the predominant modeling paradigm. Central to the success of Transformers is the self-attention mechanism, which scores the similarity between query and key matrices to modulate a value matrix. This operation bears striking similarities to digraph convolution, prompting an investigation into whether digraph convolution could serve as an alternative to self-attention. In this study, we formalize this concept by introducing a synthetic unitary digraph convolution based on the digraph Fourier transform. The resulting model, which we term Converter, effectively converts a Transformer into a Directed Graph Neural Network (DGNN) form. We have tested Converter on Long-Range Arena benchmark, long document classification, and DNA sequence-based taxonomy classification. Our experimental results demonstrate that Converter achieves superior performance while maintaining computational efficiency and architectural simplicity, which establishes it as a lightweight yet powerful Transformer variant.
4.1LGJan 7, 2025
Three-dimensional attention Transformer for state evaluation in real-time strategy gamesYanqing Ye, Weilong Yang, Kai Qiu et al.
Situation assessment in Real-Time Strategy (RTS) games is crucial for understanding decision-making in complex adversarial environments. However, existing methods remain limited in processing multi-dimensional feature information and temporal dependencies. Here we propose a tri-dimensional Space-Time-Feature Transformer (TSTF Transformer) architecture, which efficiently models battlefield situations through three independent but cascaded modules: spatial attention, temporal attention, and feature attention. On a dataset comprising 3,150 adversarial experiments, the 8-layer TSTF Transformer demonstrates superior performance: achieving 58.7% accuracy in the early game (~4% progress), significantly outperforming the conventional Timesformer's 41.8%; reaching 97.6% accuracy in the mid-game (~40% progress) while maintaining low performance variation (standard deviation 0.114). Meanwhile, this architecture requires fewer parameters (4.75M) compared to the baseline model (5.54M). Our study not only provides new insights into situation assessment in RTS games but also presents an innovative paradigm for Transformer-based multi-dimensional temporal modeling.