Technology
Diffusion-based Curriculum Reinforcement Learning
Curriculum Reinforcement Learning (CRL) is an approach to facilitate the learning process of agents by structuring tasks in a sequence of increasing complexity. Despite its potential, many existing CRL methods struggle to efficiently guide agents toward desired outcomes, particularly in the absence of domain knowledge. This paper introduces DiCuRL (Diffusion Curriculum Reinforcement Learning), a novel method that leverages conditional diffusion models to generate curriculum goals. To estimate how close an agent is to achieving its goal, our method uniquely incorporates a $Q$-function and a trainable reward function based on Adversarial Intrinsic Motivation within the diffusion model. Furthermore, it promotes exploration through the inherent noising and denoising mechanism present in the diffusion models and is environment-agnostic. This combination allows for the generation of challenging yet achievable goals, enabling agents to learn effectively without relying on domain knowledge. We demonstrate the effectiveness of DiCuRL in three different maze environments and two robotic manipulation tasks simulated in MuJoCo, where it outperforms or matches nine state-of-the-art CRL algorithms from the literature.
Neural Characteristic Activation Analysis and Geometric Parameterization for ReLU Networks
We introduce a novel approach for analyzing the training dynamics of ReLU networks by examining the characteristic activation boundaries of individual ReLU neurons. Our proposed analysis reveals a critical instability in common neural network parameterizations and normalizations during stochastic optimization, which impedes fast convergence and hurts generalization performance. Addressing this, we propose Geometric Parameterization (GmP), a novel neural network parameterization technique that effectively separates the radial and angular components of weights in the hyperspherical coordinate system. We show theoretically that GmP resolves the aforementioned instability issue. We report empirical results on various models and benchmarks to verify GmP's advantages of optimization stability, convergence speed and generalization performance.
B-ary Tree Push-Pull Method is Provably Efficient for Distributed Learning on Heterogeneous Data
This paper considers the distributed learning problem where a group of agents cooperatively minimizes the summation of their local cost functions based on peer-to-peer communication. Particularly, we propose a highly efficient algorithm, termed ``B-ary Tree Push-Pull'' (BTPP), that employs two B-ary spanning trees for distributing the information related to the parameters and stochastic gradients across the network. The simple method is efficient in communication since each agent interacts with at most $(B+1)$ neighbors per iteration. More importantly, BTPP achieves linear speedup for smooth nonconvex objective functions with only $\tilde{O}(n)$ transient iterations, significantly outperforming the state-of-the-art results to the best of our knowledge.
Harmonizing Visual Text Comprehension and Generation
Simultaneously generating images and texts typically results in performance degradation due to the inherent inconsistency between vision and language modalities. To overcome this challenge, existing approaches resort to modality-specific data for supervised fine-tuning, necessitating distinct model instances. We propose Slide-LoRA, which dynamically aggregates modality-specific and modality-agnostic LoRA experts, partially decoupling the multimodal generation space.
Learn more, but bother less: parameter efficient continual learning
Large Language Models (LLMs) have demonstrated profound capabilities due to their extensive pre-training on diverse corpora. However, LLMs often struggle with catastrophic forgetting when engaged in sequential task learning. In this paper, we propose a novel parameter-efficient approach for continual learning in LLMs, which empirically investigates knowledge transfer from previously learned tasks to new tasks through low-rank matrix parameters, enhancing the learning of new tasks without significant interference. Our method employs sensitivity-based analysis of low-rank matrix parameters to identify knowledge-specific parameters between sequential tasks, which are used to initialize the low-rank matrix parameters in new tasks. To maintain orthogonality and minimize forgetting, we further involve the gradient projection technique that keeps the low-rank subspaces of each new task orthogonal to those of previous tasks. Our experimental results on continual learning benchmarks validate the efficacy of our proposed method, which outperforms existing state-of-the-art methods in reducing forgetting, enhancing task performance, and preserving the model's ability to generalize to unseen tasks.
GaussianCube: A Structured and Explicit Radiance Representation for 3D Generative Modeling
We introduce a radiance representation that is both structured and fully explicit and thus greatly facilitates 3D generative modeling. Existing radiance representations either require an implicit feature decoder, which significantly degrades the modeling power of the representation, or are spatially unstructured, making them difficult to integrate with mainstream 3D diffusion methods. We derive GaussianCube by first using a novel densification-constrained Gaussian fitting algorithm, which yields high-accuracy fitting using a fixed number of free Gaussians, and then rearranging these Gaussians into a predefined voxel grid via Optimal Transport. Since GaussianCube is a structured grid representation, it allows us to use standard 3D U-Net as our backbone in diffusion modeling without elaborate designs. More importantly, the high-accuracy fitting of the Gaussians allows us to achieve a high-quality representation with orders of magnitude fewer parameters than previous structured representations for comparable quality, ranging from one to two orders of magnitude. The compactness of GaussianCube greatly eases the difficulty of 3D generative modeling. Extensive experiments conducted on unconditional and class-conditioned object generation, digital avatar creation, and text-to-3D synthesis all show that our model achieves state-of-the-art generation results both qualitatively and quantitatively, underscoring the potential of GaussianCube as a highly accurate and versatile radiance representation for 3D generative modeling.
Divide-and-Conquer Posterior Sampling for Denoising Diffusion priors
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Evaluating language models as risk scores
Current question-answering benchmarks predominantly focus on accuracy in realizable prediction tasks.Conditioned on a question and answer-key, does the most likely token match the ground truth?Such benchmarks necessarily fail to evaluate LLMs' ability to quantify ground-truth outcome uncertainty.In this work, we focus on the use of LLMs as risk scores for unrealizable prediction tasks.We introduce folktexts, a software package to systematically generate risk scores using LLMs, and evaluate them against US Census data products.A flexible API enables the use of different prompting schemes, local or web-hosted models, and diverse census columns that can be used to compose custom prediction tasks.We evaluate 17 recent LLMs across five proposed benchmark tasks.We find that zero-shot risk scores produced by multiple-choice question-answering have high predictive signal but are widely miscalibrated.Base models consistently overestimate outcome uncertainty, while instruction-tuned models underestimate uncertainty and produce over-confident risk scores.In fact, instruction-tuning polarizes answer distribution regardless of true underlying data uncertainty.This reveals a general inability of instruction-tuned models to express data uncertainty using multiple-choice answers.A separate experiment using verbalized chat-style risk queries yields substantially improved calibration across instruction-tuned models.These differences in ability to quantify data uncertainty cannot be revealed in realizable settings, and highlight a blind-spot in the current evaluation ecosystem that folktexts covers.
MC-DiT: Contextual Enhancement via Clean-to-Clean Reconstruction for Masked Diffusion Models
Diffusion Transformer (DiT) is emerging as a cutting-edge trend in the landscape of generative diffusion models for image generation. Recently, masked-reconstruction strategies have been considered to improve the efficiency and semantic consistency in training DiT but suffer from deficiency in contextual information extraction. In this paper, we provide a new insight to reveal that noisy-to-noisy masked-reconstruction harms sufficient utilization of contextual information. We further demonstrate the insight with theoretical analysis and empirical study on the mutual information between unmasked and masked patches. Guided by such insight, we propose a novel training paradigm named MC-DiT for fully learning contextual information via diffusion denoising at different noise variances with clean-to-clean mask-reconstruction. Moreover, to avoid model collapse, we design two complementary branches of DiT decoders for enhancing the use of noisy patches and mitigating excessive reliance on clean patches in reconstruction. Extensive experimental results on 256$\times$256 and 512$\times$512 image generation on the ImageNet dataset demonstrate that the proposed MC-DiT achieves state-of-the-art performance in unconditional and conditional image generation with enhanced convergence speed.
Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis
Despite the substantial progress of novel view synthesis, existing methods, either based on the Neural Radiance Fields (NeRF) or more recently 3D Gaussian Splatting (3DGS), suffer significant degradation when the input becomes sparse. Numerous efforts have been introduced to alleviate this problem, but they still struggle to synthesize satisfactory results efficiently, especially in the large scene. In this paper, we propose SCGaussian, a Structure Consistent Gaussian Splatting method using matching priors to learn 3D consistent scene structure. Considering the high interdependence of Gaussian attributes, we optimize the scene structure in two folds: rendering geometry and, more importantly, the position of Gaussian primitives, which is hard to be directly constrained in the vanilla 3DGS due to the non-structure property. To achieve this, we present a hybrid Gaussian representation. Besides the ordinary non-structure Gaussian primitives, our model also consists of ray-based Gaussian primitives that are bound to matching rays and whose optimization of their positions is restricted along the ray. Thus, we can utilize the matching correspondence to directly enforce the position of these Gaussian primitives to converge to the surface points where rays intersect. Extensive experiments on forward-facing, surrounding, and complex large scenes show the effectiveness of our approach with state-of-the-art performance and high efficiency.