Learning Graphical Models
Poisson-Minibatching for Gibbs Sampling with Convergence Rate Guarantees
Gibbs sampling is a Markov chain Monte Carlo method that is often used for learning and inference on graphical models. Minibatching, in which a small random subset of the graph is used at each iteration, can help make Gibbs sampling scale to large graphical models by reducing its computational cost. In this paper, we propose a new auxiliary-variable minibatched Gibbs sampling method, {\it Poisson-minibatching Gibbs}, which both produces unbiased samples and has a theoretical guarantee on its convergence rate. In comparison to previous minibatched Gibbs algorithms, Poisson-minibatching Gibbs supports fast sampling from continuous state spaces and avoids the need for a Metropolis-Hastings correction on discrete state spaces. We demonstrate the effectiveness of our method on multiple applications and in comparison with both plain Gibbs and previous minibatched methods.
3D Gaussian Splatting as Markov Chain Monte Carlo
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which does not always generalize and may lead to poor-quality renderings. For many real-world scenes this leads to their heavy dependence on good initializations. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene--in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) update by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework.
Axioms for AI Alignment from Human Feedback
In the context of reinforcement learning from human feedback (RLHF), the reward function is generally derived from maximum likelihood estimation of a random utility model based on pairwise comparisons made by humans. The problem of learning a reward function is one of preference aggregation that, we argue, largely falls within the scope of social choice theory. From this perspective, we can evaluate different aggregation methods via established axioms, examining whether these methods meet or fail well-known standards. We demonstrate that both the Bradley-Terry-Luce Model and its broad generalizations fail to meet basic axioms. In response, we develop novel rules for learning reward functions with strong axiomatic guarantees.
Achieving \tilde{O}(1/\epsilon) Sample Complexity for Constrained Markov Decision Process
We consider the reinforcement learning problem for the constrained Markov decision process (CMDP), which plays a central role in satisfying safety or resource constraints in sequential learning and decision-making. In this problem, we are given finite resources and a MDP with unknown transition probabilities. At each stage, we take an action, collecting a reward and consuming some resources, all assumed to be unknown and need to be learned over time. In this work, we take the first step towards deriving optimal problem-dependent guarantees for the CMDP problems. We derive a logarithmic regret bound, which translates into a O(\frac{1}{\Delta\cdot\epsilon}\cdot\log 2(1/\epsilon)) sample complexity bound, with \Delta being a problem-dependent parameter, yet independent of \epsilon .
Calibration of Shared Equilibria in General Sum Partially Observable Markov Games
Training multi-agent systems (MAS) to achieve realistic equilibria gives us a useful tool to understand and model real-world systems. We consider a general sum partially observable Markov game where agents of different types share a single policy network, conditioned on agent-specific information. This paper aims at i) formally understanding equilibria reached by such agents, and ii) matching emergent phenomena of such equilibria to real-world targets. Parameter sharing with decentralized execution has been introduced as an efficient way to train multiple agents using a single policy network. However, the nature of resulting equilibria reached by such agents has not been yet studied: we introduce the novel concept of Shared equilibrium as a symmetric pure Nash equilibrium of a certain Functional Form Game (FFG) and prove convergence to the latter for a certain class of games using self-play.
Flipping-based Policy for Chance-Constrained Markov Decision Processes
Safe reinforcement learning (RL) is a promising approach for many real-world decision-making problems where ensuring safety is a critical necessity. In safe RL research, while expected cumulative safety constraints (ECSCs) are typically the first choices, chance constraints are often more pragmatic for incorporating safety under uncertainties. This paper proposes a \textit{flipping-based policy} for Chance-Constrained Markov Decision Processes (CCMDPs). The flipping-based policy selects the next action by tossing a potentially distorted coin between two action candidates. The probability of the flip and the two action candidates vary depending on the state.
The Evolution of Statistical Induction Heads: In-Context Learning Markov Chains
Large language models have the ability to generate text that mimics patterns in their inputs. We introduce a simple Markov Chain sequence modeling task in order to study how this in-context learning capability emerges. In our setting, each example is sampled from a Markov chain drawn from a prior distribution over Markov chains. Transformers trained on this task form \emph{statistical induction heads} which compute accurate next-token probabilities given the bigram statistics of the context. During the course of training, models pass through multiple phases: after an initial stage in which predictions are uniform, they learn to sub-optimally predict using in-context single-token statistics (unigrams); then, there is a rapid phase transition to the correct in-context bigram solution.
BMRS: Bayesian Model Reduction for Structured Pruning
Modern neural networks are often massively overparameterized leading to high compute costs during training and at inference. One effective method to improve both the compute and energy efficiency of neural networks while maintaining good performance is structured pruning, where full network structures (e.g. In this work, we propose Bayesian Model Reduction for Structured pruning (BMRS), a fully end-to-end Bayesian method of structured pruning. BMRS is based on two recent methods: Bayesian structured pruning with multiplicative noise, and Bayesian model reduction (BMR), a method which allows efficient comparison of Bayesian models under a change in prior. We present two realizations of BMRS derived from different priors which yield different structured pruning characteristics: 1) BMRSN with the truncated log-normal prior, which offers reliable compression rates and accuracy without the need for tuning any thresholds and 2) BMRSU with the truncated log-uniform prior that can achieve more aggressive compression based on the boundaries of truncation.
Provable Partially Observable Reinforcement Learning with Privileged Information
Partial observability of the underlying states generally presents significant challenges for reinforcement learning (RL). In practice, certain privileged information, e.g., the access to states from simulators, has been exploited in training and achieved prominent empirical successes. To better understand the benefits of privileged information, we revisit and examine several simple and practically used paradigms in this setting, with both computation and sample efficiency analyses. Specifically, we first formalize the empirical paradigm of expert distillation (also known as teacher-student learning), demonstrating its pitfall in finding near-optimal policies. We then identify a condition of the partially observable environment, the deterministic filter condition, under which expert distillation achieves sample and computational complexities that are both polynomial.
Boosting Vision-Language Models with Transduction
Transduction is a powerful paradigm that leverages the structure of unlabeled data to boost predictive accuracy. We present TransCLIP, a novel and computationally efficient transductive approach designed for Vision-Language Models (VLMs). TransCLIP is applicable as a plug-and-play module on top of popular inductive zero- and few-shot models, consistently improving their performances. Our new objective function can be viewed as a regularized maximum-likelihood estimation, constrained by a KL divergence penalty that integrates the text-encoder knowledge and guides the transductive learning process. We further derive an iterative Block Majorize-Minimize (BMM) procedure for optimizing our objective, with guaranteed convergence and decoupled sample-assignment updates, yielding computationally efficient transduction for large-scale datasets.