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Amortizing intractable inference in diffusion models for vision, language, and control

Neural Information Processing Systems

Diffusion models have emerged as effective distribution estimators in vision, language, and reinforcement learning, but their use as priors in downstream tasks poses an intractable posterior inference problem. This paper studies *amortized* sampling of the posterior over data, $\mathbf{x}\sim p^{\rm post}(\mathbf{x})\propto p(\mathbf{x})r(\mathbf{x})$, in a model that consists of a diffusion generative model prior $p(\mathbf{x})$ and a black-box constraint or likelihood function $r(\mathbf{x})$. We state and prove the asymptotic correctness of a data-free learning objective, *relative trajectory balance*, for training a diffusion model that samples from this posterior, a problem that existing methods solve only approximately or in restricted cases. Relative trajectory balance arises from the generative flow network perspective on diffusion models, which allows the use of deep reinforcement learning techniques to improve mode coverage. Experiments illustrate the broad potential of unbiased inference of arbitrary posteriors under diffusion priors: in vision (classifier guidance), language (infilling under a discrete diffusion LLM), and multimodal data (text-to-image generation). Beyond generative modeling, we apply relative trajectory balance to the problem of continuous control with a score-based behavior prior, achieving state-of-the-art results on benchmarks in offline reinforcement learning.


Continual Audio-Visual Sound Separation

Neural Information Processing Systems

In this paper, we introduce a novel continual audio-visual sound separation task, aiming to continuously separate sound sources for new classes while preserving performance on previously learned classes, with the aid of visual guidance. This problem is crucial for practical visually guided auditory perception as it can significantly enhance the adaptability and robustness of audio-visual sound separation models, making them more applicable for real-world scenarios where encountering new sound sources is commonplace. The task is inherently challenging as our models must not only effectively utilize information from both modalities in current tasks but also preserve their cross-modal association in old tasks to mitigate catastrophic forgetting during audio-visual continual learning.


The Reliability of OKRidge Method in Solving Sparse Ridge Regression Problems

Neural Information Processing Systems

Sparse ridge regression problems play a significant role across various domains. To solve sparse ridge regression, Liu et al. (2023) recently propose an advanced algorithm, Scalable Optimal $K$-Sparse Ridge Regression (OKRidge), which is both faster and more accurate than existing approaches. However, the absence of theoretical analysis on the error of OKRidge impedes its large-scale applications. In this paper, we reframe the estimation error of OKRidge as a Primary Optimization ($\textbf{PO}$) problem and employ the Convex Gaussian min-max theorem (CGMT) to simplify the $\textbf{PO}$ problem into an Auxiliary Optimization ($\textbf{AO}$) problem. Subsequently, we provide a theoretical error analysis for OKRidge based on the $\textbf{AO}$ problem. This error analysis improves the theoretical reliability of OKRidge. We also conduct experiments to verify our theorems and the results are in excellent agreement with our theoretical findings.


Local Linearity: the Key for No-regret Reinforcement Learning in Continuous MDPs

Neural Information Processing Systems

Achieving the no-regret property for Reinforcement Learning (RL) problems in continuous state and action-space environments is one of the major open problems in the field. Existing solutions either work under very specific assumptions or achieve bounds that are vacuous in some regimes. Furthermore, many structural assumptions are known to suffer from a provably unavoidable exponential dependence on the time horizon $H$ in the regret, which makes any possible solution unfeasible in practice. In this paper, we identify _local linearity_ as the feature that makes Markov Decision Processes (MDPs) both _learnable_ (sublinear regret) and _feasible_ (regret that is polynomial in $H$). We define a novel MDP representation class, namely _Locally Linearizable MDPs_, generalizing other representation classes like Linear MDPs and MDPS with low inherent Belmman error. Then, i) we introduce **Cinderella**, a no-regret algorithm for this general representation class, and ii) we show that all known learnable and feasible MDP families are representable in this class. We first show that all known feasible MDPs belong to a family that we call _Mildly Smooth MDPs_. Then, we show how any mildly smooth MDP can be represented as a Locally Linearizable MDP by an appropriate choice of representation. This way, **Cinderella** is shown to achieve state-of-the-art regret bounds for all previously known (and some new) continuous MDPs for which RL is learnable and feasible.


VLM Agents Generate Their Own Memories: Distilling Experience into Embodied Programs of Thought

Neural Information Processing Systems

Large-scale generative language and vision-language models (LLMs and VLMs) excel in few-shot in-context learning for decision making and instruction following. However, they require high-quality exemplar demonstrations to be included in their context window. In this work, we ask: Can LLMs and VLMs generate their own examples from generic, sub-optimal demonstrations? We propose In-Context Abstraction Learning (ICAL), a method that builds a memory of multimodal experience from sub-optimal demonstrations and human feedback. Given a task demonstration that may contain inefficiencies or mistakes, a VLM abstracts the trajectory into a generalized program by correcting inefficient actions and annotating cognitive abstractions: causal relationships, object state changes, temporal subgoals, and task-relevant visual elements. These abstractions are iteratively improved and adapted through human feedback while the agent attempts to execute the trajectory in a similar environment. The resulting examples, when used as exemplars in the prompt, significantly improve decision-making in retrieval-augmented LLM and VLM agents. Moreover, as the agent's library of examples grows, it becomes more efficient, relying less on human feedback and requiring fewer environment interactions per demonstration.


Conditional Synthesis of 3D Molecules with Time Correction Sampler

Neural Information Processing Systems

Diffusion models have demonstrated remarkable success in various domains, including molecular generation. However, conditional molecular generation remains a fundamental challenge due to an intrinsic trade-off between targeting specific chemical properties and generating meaningful samples from the data distribution.


What to Say and When to Say it: Live Fitness Coaching as a Testbed for Situated Interaction

Neural Information Processing Systems

Vision-language models have shown impressive progress in recent years. However, existing models are largely limited to turn-based interactions, where each turn must be stepped (i.e., prompted) by the user. Open-ended, asynchronous interactions, where an AI model may proactively deliver timely responses or feedback based on the unfolding situation in real-time, are an open challenge. In this work, we present the QEVD benchmark and dataset, which explores human-AI interaction in the challenging, yet controlled, real-world domain of fitness coaching - a task which intrinsically requires monitoring live user activity and providing immediate feedback. The benchmark requires vision-language models to recognize complex human actions, identify possible mistakes, and provide appropriate feedback in real-time. Our experiments reveal the limitations of existing state-of-the-art vision-language models for such asynchronous situated interactions. Motivated by this, we propose a simple end-to-end streaming baseline that can respond asynchronously to human actions with appropriate feedback at the appropriate time.


Samba: Severity-aware Recurrent Modeling for Cross-domain Medical Image Grading

Neural Information Processing Systems

Disease grading is a crucial task in medical image analysis. Due to the continuous progression of diseases, i.e., the variability within the same level and the similarity between adjacent stages, accurate grading is highly challenging.Furthermore, in real-world scenarios, models trained on limited source domain datasets should also be capable of handling data from unseen target domains.Due to the cross-domain variants, the feature distribution between source and unseen target domains can be dramatically different, leading to a substantial decrease in model performance.To address these challenges in cross-domain disease grading, we propose a Severity-aware Recurrent Modeling (Samba) method in this paper.As the core objective of most staging tasks is to identify the most severe lesions, which may only occupy a small portion of the image, we propose to encode image patches in a sequential and recurrent manner.Specifically, a state space model is tailored to store and transport the severity information by hidden states.Moreover, to mitigate the impact of cross-domain variants, an Expectation-Maximization (EM) based state recalibration mechanism is designed to map the patch embeddings into a more compact space.We model the feature distributions of different lesions through the Gaussian Mixture Model (GMM) and reconstruct the intermediate features based on learnable severity bases.Extensive experiments show the proposed Samba outperforms the VMamba baseline by an average accuracy of 23.5\%, 5.6\% and 4.1\% on the cross-domain grading of fatigue fracture, breast cancer and diabetic retinopathy, respectively. Source code is available at \url{https://github.com/BiQiWHU/Samba}.


GTA: A Benchmark for General Tool Agents

Neural Information Processing Systems

In developing general-purpose agents, significant focus has been placed on integrating large language models (LLMs) with various tools. This poses a challenge to the tool-use capabilities of LLMs. However, there are evident gaps between existing tool evaluations and real-world scenarios. Current evaluations often use AI-generated queries, single-step tasks, dummy tools, and text-only inputs, which fail to reveal the agents' real-world problem-solving abilities effectively.


Pricing and Competition for Generative AI

Neural Information Processing Systems

Compared to classical machine learning (ML) models, generative models offer a new usage paradigm where (i) a single model can be used for many different tasks out-of-the-box; (ii) users interact with this model over a series of natural language prompts; and (iii) the model is ideally evaluated on binary user satisfaction with respect to model outputs. Given these characteristics, we explore the problem of how developers of new generative AI software can release and price their technology. We first develop a comparison of two different models for a specific task with respect to user cost-effectiveness. We then model the pricing problem of generative AI software as a game between two different companies who sequentially release their models before users choose their preferred model for each task. Here, the price optimization problem becomes piecewise continuous where the companies must choose a subset of the tasks on which to be cost-effective and forgo revenue for the remaining tasks. In particular, we reveal the value of market information by showing that a company who deploys later after knowing their competitor's price can always secure cost-effectiveness on at least one task, whereas the company who is the first-to-market must price their model in a way that incentivizes higher prices from the latecomer in order to gain revenue. Most importantly, we find that if the different tasks are sufficiently similar, the first-to-market model may become cost-ineffective on all tasks regardless of how this technology is priced.