Technology
Distribution Learning Meets Graph Structure Sampling
This work establishes a novel link between the problem of PAC-learning high-dimensional graphical models and the task of (efficient) counting and sampling of graph structures, using an online learning framework. The problem of efficiently counting and sampling graphical structures, such as spanning trees and acyclic orientations, has been a vibrant area of research in algorithms. We show that this rich algorithmic foundation can be leveraged to develop new algorithms for learning high-dimensional graphical models. We present the first efficient algorithm for (both realizable and agnostic) learning of Bayes nets with a chordal skeleton. In particular, we present an algorithm that, given integers $k,d > 0$, error parameter $\varepsilon > 0$, an undirected chordal graph $G$ on $n$ vertices, and sample access to a distribution $P^\ast$ on $[k]^n$; (1) returns a Bayes net $\widehat{P}$ with skeleton $G$ and indegree $d$, whose KL-divergence from $P^\ast$ is at most $\varepsilon$ more than the optimal KL-divergence between $P^\ast$ and any Bayes net with skeleton $G$ and indegree $d$, (2) uses $\widetilde{O}(n^3k^{d+1}/\varepsilon^2)$ samples from $P^\ast$ and runs in time $\mathrm{poly}(n,k,\varepsilon^{-1})$ for constant $d$. Prior results in this spirit were for only for trees ($d=1$, tree skeleton) via Chow-Liu, and in the realizable setting for polytrees (arbitrary $d$ but tree skeleton). Thus, our result significantly extends the state-of-the-art in learning Bayes net distributions. We also establish new results for learning tree and polytree distributions.
Neural Networks for Learnable and Scalable Influence Estimation of Instruction Fine-Tuning Data
Influence functions provide crucial insights into model training, but existing methods suffer from large computational costs and limited generalization. Particularly, recent works have proposed various metrics and algorithms to calculate the influence of data using language models, which do not scale well with large models and datasets. This is because of the expensive forward and backward passes required for computation, substantial memory requirements to store large models, and poor generalization of influence estimates to new data. In this paper, we explore the use of small neural networks -- which we refer to as the InfluenceNetwork -- to estimate influence values, achieving up to 99% cost reduction. Our evaluation demonstrates that influence values can be estimated with models just 0.0007% the size of full language models (we average across 1.5B-22B versions). We apply our algorithm of estimating influence values (called NN-CIFT: Neural Networks for effiCient Instruction Fine-Tuning) to the downstream task of subset selection for general instruction fine-tuning. In our study, we include four state-of-the-art influence functions and show no compromise in performance, despite large speedups, between NN-CIFT and the original influence functions. We provide an in-depth hyperparameter analyses of NN-CIFT.
Web-Scale Collection of Video Data for 4D Animal Reconstruction
Computer vision for animals holds great promise for wildlife research but often depends on large-scale data, while existing collection methods rely on controlled capture setups. Recent data-driven approaches show the potential of single-view, non-invasive analysis, yet current animal video datasets are limited--offering as few as 2.4K 15-frame clips and lacking key processing for animal-centric 3D/4D tasks. We introduce an automated pipeline that mines YouTube videos and processes them into object-centric clips, along with auxiliary annotations valuable for downstream tasks like pose estimation, tracking, and 3D/4D reconstruction. Using this pipeline, we amass 30K videos (2M frames)--an order of magnitude more than prior works. To demonstrate its utility, we focus on 4D quadruped animal reconstruction task. To support this task, we present Animal4D, a benchmark of 230 manually filtered sequences with 11K frames showcasing clean, diverse animal motions. We evaluate state-of-the-art model-based and model-free methods on Animal4D, finding that 2D metrics favor the former despite unrealistic 3D shapes, while the latter yields more natural reconstructions but scores lower--revealing a gap in current evaluation. To address this, we enhance a recent model-free approach with sequence-level optimization, establishing the first 4D animal reconstruction baseline. Together, our pipeline, benchmark, and baseline aim to advance large-scale, markerless 4D animal reconstruction and related tasks from in-the-wild videos.
One Filters All: A Generalist Filter For State Estimation
Estimating hidden states in dynamical systems, also known as optimal filtering, is a long-standing problem in various fields of science and engineering. In this paper, we introduce a general filtering framework, $\textbf{LLM-Filter}$, which leverages large language models (LLMs) for state estimation by embedding noisy observations with text prototypes. In a number of experiments for classical dynamical systems, we find that first, state estimation can significantly benefit from the knowledge embedded in pre-trained LLMs. By achieving proper modality alignment with the frozen LLM, LLM-Filter outperforms the state-of-the-art learning-based approaches. Second, we carefully design the prompt structure, System-as-Prompt (SaP), incorporating task instructions that enable LLMs to understand tasks and adapt to specific systems. Guided by these prompts, LLM-Filter exhibits exceptional generalization, capable of performing filtering tasks accurately in changed or even unseen environments. We further observe a scaling-law behavior in LLM-Filter, where accuracy improves with larger model sizes and longer training times. These findings make LLM-Filter a promising foundation model of filtering.
On the Stability of Graph Convolutional Neural Networks: A Probabilistic Perspective
Graph convolutional neural networks (GCNNs) have emerged as powerful tools for analyzing graph-structured data, achieving remarkable success across diverse applications. However, the theoretical understanding of the stability of these models, i.e., their sensitivity to small changes in the graph structure, remains in rather limited settings, hampering the development and deployment of robust and trustworthy models in practice. To fill this gap, we study how small perturbations in the graph topology affect GCNN outputs and propose a novel formulation for analyzing model stability. Unlike prior studies that focus only on worst-case perturbations, our distribution-aware formulation characterizes output perturbations across a broad range of input data. This way, our framework enables, for the first time, a probabilistic perspective on the interplay between the statistical properties of the node data and perturbations in the graph topology. We conduct extensive experiments to validate our theoretical findings and demonstrate their benefits over existing baselines, in terms of both representation stability and adversarial attacks on downstream tasks. Our results demonstrate the practical significance of the proposed formulation and highlight the importance of incorporating data distribution into stability analysis.
Regression-adjusted Monte Carlo Estimators for Shapley Values and Probabilistic Values
With origins in game-theory, probabilistic values like Shapley values, Banzhaf values, and semi-values have emerged as a central tool in explainable AI. They are used for feature attribution, data attribution, data valuation, and more. Since all of these values require exponential time to compute exactly, research has focused on efficient approximation methods using two techniques: Monte Carlo sampling and linear regression formulations. In this work, we present a new way of combining both of these techniques. Our approach is more flexible than prior algorithms, allowing for linear regression to be replaced with any function family whose probabilistic values can be computed efficiently. This allows us to harness the accuracy of tree-based models like XGBoost, while still producing unbiased estimates. From experiments across eight datasets, we find that our methods give state-of-the-art performance for estimating probabilistic values. For Shapley values, the error of our methods is up to $6\times$ lower than Permutation SHAP (the most popular Monte Carlo method), $2.75\times$ lower than Kernel SHAP (the most popular linear regression method), and $1.75\times$ lower than Leverage SHAP (the prior state-of-the-art Shapley value estimator). For more general probabilistic values, we can obtain error up to $60\times$ lower than prior work.
Generalized Gradient Norm Clipping & Non-Euclidean (L_0,L_1) -Smoothness
This work introduces a hybrid non-Euclidean optimization method which generalizes gradient norm clipping by combining steepest descent and conditional gradient approaches. The method achieves the best of both worlds by establishing a descent property under a generalized notion of ($L_0$,$L_1$)-smoothness. Weight decay is incorporated in a principled manner by identifying a connection to the Frank-Wolfe short step. In the stochastic case, we show an order optimal $O(n^{-1/4})$ convergence rate by leveraging a momentum based gradient estimator. We discuss how to instantiate the algorithms for deep learning, which we dub Clipped Scion, and demonstrate their properties on image classification and language modeling.
VideoUFO: A Million-Scale User-Focused Dataset for Text-to-Video Generation
Text-to-video generative models convert textual prompts into dynamic visual content, offering wide-ranging applications in film production, gaming, and education. However, their real-world performance often falls short of user expectations. One key reason is that these models have not been trained on videos related to some topics users want to create. In this paper, we propose VideoUFO, the first Video dataset specifically curated to align with Users' FOcus in real-world scenarios. Beyond this, our VideoUFO also features: (1) minimal (0.29\%) overlap with existing video datasets, and (2) videos searched exclusively via YouTube's official API under the Creative Commons license.