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Diffusion Models With Learned Adaptive Noise

Neural Information Processing Systems

Diffusion models have gained traction as powerful algorithms for synthesizing high-quality images. Central to these algorithms is the diffusion process, a set of equations which maps data to noise in a way that can significantly affect performance. In this paper, we explore whether the diffusionprocess can be learned from data.Our work is grounded in Bayesian inference and seeks to improve log-likelihood estimation by casting the learned diffusion process as an approximate variational posterior that yields a tighter lower bound (ELBO) on the likelihood.A widely held assumption is that the ELBO is invariant to the noise process: our work dispels this assumption and proposes multivariate learned adaptive noise (MuLAN), a learned diffusion process that applies noise at different rates across an image. Our method consists of three components: a multivariate noise schedule, adaptive input-conditional diffusion, and auxiliary variables; these components ensure that the ELBO is no longer invariant to the choice of the noise schedule as in previous works.


Multi-Reward Best Policy Identification

Neural Information Processing Systems

Rewards are a critical aspect of formulating Reinforcement Learning (RL) problems; often, one may be interested in testing multiple reward functions, or the problem may naturally involve multiple rewards. In this study, we investigate the _Multi-Reward Best Policy Identification_ (MR-BPI) problem, where the goal is to determine the best policy for all rewards in a given set $\mathcal{R}$ with minimal sample complexity and a prescribed confidence level. We derive a fundamental instance-specific lower bound on the sample complexity required by any Probably Correct (PC) algorithm in this setting. This bound guides the design of an optimal exploration policy attaining minimal sample complexity. However, this lower bound involves solving a hard non-convex optimization problem. We address this challenge by devising a convex approximation, enabling the design of sample-efficient algorithms. We propose MR-NaS, a PC algorithm with competitive performance on hard-exploration tabular environments. Extending this approach to Deep RL (DRL), we also introduce DBMR-BPI, an efficient algorithm for model-free exploration in multi-reward settings.


TriRE: A Multi-Mechanism Learning Paradigm for Continual Knowledge Retention and Promotion

Neural Information Processing Systems

Continual learning (CL) has remained a persistent challenge for deep neural networks due to catastrophic forgetting (CF) of previously learned tasks. Several techniques such as weight regularization, experience rehearsal, and parameter isolation have been proposed to alleviate CF. Despite their relative success, these research directions have predominantly remained orthogonal and suffer from several shortcomings, while missing out on the advantages of competing strategies. On the contrary, the brain continually learns, accommodates, and transfers knowledge across tasks by simultaneously leveraging several neurophysiological processes, including neurogenesis, active forgetting, neuromodulation, metaplasticity, experience rehearsal, and context-dependent gating, rarely resulting in CF. Inspired by how the brain exploits multiple mechanisms concurrently, we propose TriRE, a novel CL paradigm that encompasses retaining the most prominent neurons for each task, revising and solidifying the extracted knowledge of current and past tasks, and actively promoting less active neurons for subsequent tasks through rewinding and relearning. Across CL settings, TriRE significantly reduces task interference and surpasses different CL approaches considered in isolation.


E-Motion: Future Motion Simulation via Event Sequence Diffusion

Neural Information Processing Systems

Forecasting a typical object's future motion is a critical task for interpreting and interacting with dynamic environments in computer vision. Event-based sensors, which could capture changes in the scene with exceptional temporal granularity, may potentially offer a unique opportunity to predict future motion with a level of detail and precision previously unachievable. Inspired by that, we propose to integrate the strong learning capacity of the video diffusion model with the rich motion information of an event camera as a motion simulation framework. Specifically, we initially employ pre-trained stable video diffusion models to adapt the event sequence dataset.


Self-Labeling the Job Shop Scheduling Problem

Neural Information Processing Systems

This work proposes a self-supervised training strategy designed for combinatorial problems. An obstacle in applying supervised paradigms to such problems is the need for costly target solutions often produced with exact solvers. Inspired by semi-and self-supervised learning, we show that generative models can be trained by sampling multiple solutions and using the best one according to the problem objective as a pseudo-label. In this way, we iteratively improve the model generation capability by relying only on its self-supervision, eliminating the need for optimality information. We validate this Self-Labeling Improvement Method (SLIM) on the Job Shop Scheduling (JSP), a complex combinatorial problem that is receiving much attention from the neural combinatorial community. We propose a generative model based on the well-known Pointer Network and train it with SLIM. Experiments on popular benchmarks demonstrate the potential of this approach as the resulting models outperform constructive heuristics and state-of-the-art learning proposals for the JSP. Lastly, we prove the robustness of SLIM to various parameters and its generality by applying it to the Traveling Salesman Problem.


Boosting Semi-Supervised Scene Text Recognition via Viewing and Summarizing

Neural Information Processing Systems

Existing scene text recognition (STR) methods struggle to recognize challenging texts, especially for artistic and severely distorted characters. The limitation lies in the insufficient exploration of character morphologies, including the monotonousness of widely used synthetic training data and the sensitivity of the model to character morphologies. To address these issues, inspired by the human learning process of viewing and summarizing, we facilitate the contrastive learning-based STR framework in a self-motivated manner by leveraging synthetic and real unlabeled data without any human cost. In the viewing process, to compensate for the simplicity of synthetic data and enrich character morphology diversity, we propose an Online Generation Strategy to generate background-free samples with diverse character styles. By excluding background noise distractions, the model is encouraged to focus on character morphology and generalize the ability to recognize complex samples when trained with only simple synthetic data. To boost the summarizing process, we theoretically demonstrate the derivation error in the previous character contrastive loss, which mistakenly causes the sparsity in the intra-class distribution and exacerbates ambiguity on challenging samples. Therefore, a new Character Unidirectional Alignment Loss is proposed to correct this error and unify the representation of the same characters in all samples by aligning the character features in the student model with the reference features in the teacher model. Extensive experiment results show that our method achieves SOTA performance (94.7\% and 70.9\% average accuracy on common benchmarks and Union14M-Benchmark). Code will be available.


Toward Approaches to Scalability in 3D Human Pose Estimation

Neural Information Processing Systems

In the field of 3D Human Pose Estimation (HPE), scalability and generalization across diverse real-world scenarios remain significant challenges. This paper addresses two key bottlenecks to scalability: limited data diversity caused by'popularity bias' and increased'one-to-many' depth ambiguity arising from greater pose diversity. We introduce the Biomechanical Pose Generator (BPG), which leverages biomechanical principles, specifically the normal range of motion, to autonomously generate a wide array of plausible 3D poses without relying on a source dataset, thus overcoming the restrictions of popularity bias. To address depth ambiguity, we propose the Binary Depth Coordinates (BDC), which simplifies depth estimation into a binary classification of joint positions (front or back). This method decomposes a 3D pose into three core elements--2D pose, bone length, and binary depth decision--substantially reducing depth ambiguity and enhancing model robustness and accuracy, particularly in complex poses. Our results demonstrate that these approaches increase the diversity and volume of pose data while consistently achieving performance gains, even amid the complexities introduced by increased pose diversity.



InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint

Neural Information Processing Systems

Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators.


A Polar coordinate system represents syntax in large language models

Neural Information Processing Systems

Originally formalized with symbolic representations, syntactic trees may also be effectively represented in the activations of large language models (LLMs). Indeed, a ''Structural Probe'' can find a subspace of neural activations, where syntactically-related words are relatively close to one-another. However, this syntactic code remains incomplete: the distance between the Structural Probe word embeddings can represent the \emph{existence} but not the type and direction of syntactic relations. Here, we hypothesize that syntactic relations are, in fact, coded by the relative direction between nearby embeddings. To test this hypothesis, we introduce a ''Polar Probe'' trained to read syntactic relations from both the distance and the direction between word embeddings.