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Why Knowledge Distillation Works in Generative Models: A Minimal Working Explanation

Neural Information Processing Systems

Knowledge distillation (KD) is a core component in the training and deployment of modern generative models, particularly large language models (LLMs). While its empirical benefits are well documented---enabling smaller student models to emulate the performance of much larger teachers---the underlying mechanisms by which KD improves generative quality remain poorly understood. In this work, we present a minimal working explanation of KD in generative modeling. Using a controlled simulation with mixtures of Gaussians, we demonstrate that distillation induces a trade-off between precision and recall in the student model. As the teacher distribution becomes more selective, the student concentrates more probability mass on high-likelihood regions at the expense of coverage, which is a behavior modulated by a single entropy-controlling parameter.


SHAP Meets Tensor Networks: Provably Tractable Explanations with Parallelism

Neural Information Processing Systems

Although Shapley additive explanations (SHAP) can be computed in polynomial time for simple models like decision trees, they unfortunately become NP-hard to compute for more expressive black-box models like neural networks - where generating explanations is often most critical. In this work, we analyze the problem of computing SHAP explanations for, a broader and more expressive class of models than those for which current exact SHAP algorithms are known to hold, and which is widely used for neural network abstraction and compression. First, we introduce a general framework for computing provably exact SHAP explanations for general TNs with arbitrary structures. Interestingly, we show that, when TNs are restricted to a structure, SHAP computation can be performed in time using computation. Thanks to the expressiveness power of TTs, this complexity result can be generalized to many other popular ML models such as decision trees, tree ensembles, linear models, and linear RNNs, therefore tightening previously reported complexity results for these families of models. Finally, by leveraging reductions of binarized neural networks to Tensor Network representations, we demonstrate that SHAP computation can become when the network's is fixed, while it remains computationally hard even with constant . This highlights an important insight: for this class of models, width - rather than depth - emerges as the primary computational bottleneck in SHAP computation.


Instant4D: 4D Gaussian Splatting in Minutes

Neural Information Processing Systems

Dynamic view synthesis has seen significant advances, yet reconstructing scenes from uncalibrated, casual video remains challenging due to slow optimization and complex parameter estimation.


Mulberry: Empowering MLLM with o1-like Reasoning and Reflection via Collective Monte Carlo Tree Search

Neural Information Processing Systems

In this work, we aim to develop an MLLM that understands and solves questions by learning to create each intermediate step of the reasoning involved till the final answer. To this end, we propose Collective Monte Carlo Tree Search (CoMCTS), a new learning-to-reason method for MLLMs, which introduces the concept of collective learning into ``tree search'' for effective and efficient reasoning-path searching and learning. The core idea of CoMCTS is to leverage collective knowledge from multiple models to collaboratively conjecture, search and identify effective reasoning paths toward correct answers via four iterative operations including Expansion, Simulation and Error Positioning, Backpropagation, and Selection. Using CoMCTS, we construct Mulberry-260k, a multimodal dataset with a tree of rich, explicit and well-defined reasoning nodes for each question. With Mulberry-260k, we perform collective SFT to train our model, Mulberry, a series of MLLMs with o1-like step-by-step Reasoning and Reflection capabilities. Extensive experiments demonstrate the superiority of our proposed methods on various benchmarks.


CADGrasp: Learning Contact and Collision Aware General Dexterous Grasping in Cluttered Scenes

Neural Information Processing Systems

Dexterous grasping in cluttered environments presents substantial challenges due to the high degrees of freedom of dexterous hands, occlusion, and potential collisions arising from diverse object geometries and complex layouts. To address these challenges, we propose CADGrasp, a two-stage algorithm for general dexterous grasping using single-view point cloud inputs. In the first stage, we predict a scene-decoupled, contact-and collision-aware representation--sparse IBS--as the optimization target. Sparse IBS compactly encodes the geometric and contact relationships between the dexterous hand and the scene, enabling stable and collision-free dexterous grasp pose optimization. To enhance the prediction of this high-dimensional representation, we introduce an occupancy-diffusion model with voxel-level conditional guidance and force closure score filtering. In the second stage, we develop several energy functions and ranking strategies for optimization based on sparse IBS to generate high-quality dexterous grasp poses. Extensive experiments in both simulated and real-world settings validate the effectiveness of our approach, demonstrating its capability to mitigate collisions while maintaining a high grasp success rate across diverse objects and complex scenes.


Fostering the Ecosystem of AI for Social Impact Requires Expanding and Strengthening Evaluation Standards

Neural Information Processing Systems

There has been increasing research interest in AI/ML for social impact, and correspondingly more publication venues refining review criteria for practice-driven AI/ML research. However, these review guidelines tend to most concretely recognize projects that simultaneously achieve deployment and novel ML methodological innovation. We argue that this introduces incentives for researchers that undermine the sustainability of a broader research ecosystem of social impact, which benefits from projects that make contributions on one front (applied methodological) that may better meet project partner needs. Our position is that researchers and reviewers in machine learning for social impact must simultaneously adopt: 1) a more expansive conception of social impacts beyond deployment and 2) more rigorous evaluations of the impact of deployed systems.


Unifying Appearance Codes and Bilateral Grids for Driving Scene Gaussian Splatting

Neural Information Processing Systems

Neural rendering techniques, including NeRF and Gaussian Splatting (GS), rely on photometric consistency to produce high-quality reconstructions. However, in real-world driving scenarios, it is challenging to guarantee perfect photometric consistency in acquired images. Appearance codes have been widely used to address this issue, but their modeling capability is limited, as a single code is applied to the entire image. Recently, the bilateral grid was introduced to perform pixel-wise color mapping, but it is difficult to optimize and constrain effectively. In this paper, we propose a novel multi-scale bilateral grid that unifies appearance codes and bilateral grids. We demonstrate that this approach significantly improves geometric accuracy in dynamic, decoupled autonomous driving scene reconstruction, outperforming both appearance codes and bilateral grids. This is crucial for autonomous driving, where accurate geometry is important for obstacle avoidance and control. Our method shows strong results across four datasets: Waymo, NuScenes, Argoverse, and PandaSet. We further demonstrate that the improvement in geometry is driven by the multi-scale bilateral grid, which effectively reduces floaters caused by photometric inconsistency.


Datasets, Documents, and Repetitions: The Practicalities of Unequal Data Quality

Neural Information Processing Systems

Data filtering has become a powerful tool for improving model performance while reducing computational cost. However, as large language model compute budgets continue to grow, the limited data volume provided by heavily filtered and deduplicated datasets will become a practical constraint. In efforts to better understand how to proceed, we study model performance at various compute budgets and across multiple pre-training datasets created through data filtering and deduplication. We find that, given appropriate modifications to the training recipe, repeating existing aggressively filtered datasets for up to ten epochs can outperform training on the ten times larger superset for a single epoch across multiple compute budget orders of magnitude. While this finding relies on repeating the dataset for many epochs, we also investigate repeats within these datasets at the document level. We find that not all documents within a dataset are equal, and we can create better datasets relative to a token budget by explicitly manipulating the counts of individual documents. We conclude by arguing that even as large language models scale, data filtering remains an important direction of research.


Certifying Concavity and Monotonicity in Games via Sum-of-Squares Hierarchies

Neural Information Processing Systems

Concavity and its refinements underpin tractability in multiplayer games, where players independently choose actions to maximize their own payoffs which depend on other players' actions. In games, where players' strategy sets are compact and convex, and their payoffs are concave in their own actions, strong guarantees follow: Nash equilibria always exist and decentralized algorithms converge to equilibria. If the game is furthermore, an even stronger guarantee holds: Nash equilibria are unique under strictness assumptions. Unfortunately, we show that concavity or monotonicity is NP-hard, already for games where utilities are multivariate polynomials and compact, convex basic semialgebraic strategy sets--an expressive class that captures extensive-form games with imperfect recall. On the positive side, we develop two hierarchies of sum-of-squares programs that certify concavity and monotonicity of a given game, and each level of the hierarchies can be solved in polynomial time. We show that almost all concave/monotone games are certified at some finite level of the hierarchies. Subsequently, we introduce the classes of SOS-concave/monotone games, which globally approximate concave/monotone games, and show that for any given game we can compute the closest SOS-concave/monotone game in polynomial time. Finally, we apply our techniques to canonical examples of extensive-form games with imperfect recall.


AlphaDecay: Module-wise Weight Decay for Heavy-Tailed Balancing in LLMs

Neural Information Processing Systems

Weight decay is a standard regularization technique for training large language models (LLMs). While it is common to assign a uniform decay rate to every layer, this approach overlooks the structural diversity of LLMs and the varying spectral properties across modules. In this paper, we introduce AlphaDecay, a simple yet effective method that adaptively assigns different weight decay strengths to each module of an LLM. Our approach is guided by Heavy-Tailed Self-Regularization (HT-SR) theory, which analyzes the empirical spectral density (ESD) of weight correlation matrices to quantify "heavy-tailedness." Modules exhibiting more pronounced heavy-tailed ESDs, reflecting stronger feature learning, are assigned weaker decay, while modules with lighter-tailed spectra receive stronger decay. Our method leverages tailored weight decay assignments to balance the module-wise differences in spectral properties, leading to improved performance. Extensive pre-training tasks with various model sizes from 60M to 1B demonstrate that AlphaDecay achieves better perplexity and generalization than conventional uniform decay and other adaptive decay baselines.