Technology
Incentivizing Quality Text Generation via Statistical Contracts
While the success of large language models (LLMs) increases demand for machine-generated text, current pay-per-token pricing schemes create a misalignment of incentives known in economics as moral hazard: Text-generating agents have strong incentive to cut costs by preferring a cheaper model over the cutting-edge one, and this can be done "behind the scenes" since the agent performs inference internally. In this work, we approach this issue from an economic perspective, by proposing a pay-for-performance, contract-based framework for incentivizing quality. We study a principal-agent game where the agent generates text using costly inference, and the contract determines the principal's payment for the text according to an automated quality evaluation. Since standard contract theory is inapplicable when internal inference costs are unknown, we introduce cost-robust contracts. As our main theoretical contribution, we characterize optimal cost-robust contracts through a direct correspondence to optimal composite hypothesis tests from statistics, generalizing a result of Saig et al. (NeurIPS'23). We evaluate our framework empirically by deriving contracts for a range of objectives and LLM evaluation benchmarks, and find that cost-robust contracts sacrifice only a marginal increase in objective value compared to their cost-aware counterparts.
Fast TRAC: A Parameter-Free Optimizer for Lifelong Reinforcement Learning
A key challenge in lifelong reinforcement learning (RL) is the loss of plasticity, where previous learning progress hinders an agent's adaptation to new tasks. While regularization and resetting can help, they require precise hyperparameter selection at the outset and environment-dependent adjustments. Building on the principled theory of online convex optimization, we present a parameter-free optimizer for lifelong RL, called TRAC, which requires no tuning or prior knowledge about the distribution shifts. Extensive experiments on Procgen, Atari, and Gym Control environments show that TRAC works surprisingly well--mitigating loss of plasticity and rapidly adapting to challenging distribution shifts--despite the underlying optimization problem being nonconvex and nonstationary.
Easy-to-Hard Generalization: Scalable Alignment Beyond Human Supervision
Current AI alignment methodologies rely on human-provided demonstrations or judgments, and the learned capabilities of AI systems would be upper-bounded by human capabilities as a result. This raises a challenging research question: How can we keep improving the systems when their capabilities have surpassed the levels of humans?
dopanim: A Dataset of Doppelganger Animals with Noisy Annotations from Multiple Humans
Human annotators typically provide annotated data for training machine learning models, such as neural networks. Yet, human annotations are subject to noise, impairing generalization performances. Methodological research on approaches counteracting noisy annotations requires corresponding datasets for a meaningful empirical evaluation. Consequently, we introduce a novel benchmark dataset, dopanim, consisting of about 15,750 animal images of 15 classes with ground truth labels. For approximately 10,500 of these images, 20 humans provided over 52,000 annotations with an accuracy of circa 67%. Its key attributes include (1) the challenging task of classifying doppelganger animals, (2) human-estimated likelihoods as annotations, and (3) annotator metadata. We benchmark well-known multi-annotator learning approaches using seven variants of this dataset and outline further evaluation use cases such as learning beyond hard class labels and active learning. Our dataset and a comprehensive codebase are publicly available to emulate the data collection process and to reproduce all empirical results.
HEPrune: Fast Private Training of Deep Neural Networks With Encrypted Data Pruning
Non-interactive cryptographic computing, Fully Homomorphic Encryption (FHE), provides a promising solution for private neural network training on encrypted data. One challenge of FHE-based private training is its large computational overhead, especially the multiple rounds of forward and backward execution on each encrypted data sample. Considering the existence of largely redundant data samples, pruning them will significantly speed up the training, as proven in plain non-FHE training. Executing the data pruning of encrypted data on the server side is not trivial since the knowledge calculation of data pruning needs complex and expensive executions on encrypted data. There is a lack of FHE-based data pruning protocol for efficient, private training. In this paper, we propose, \textit{HEPrune}, to construct a FHE data-pruning protocol and then design an FHE-friendly data-pruning algorithm under client-aided or non-client-aided settings, respectively. We also observed that data sample pruning may not always remove ciphertexts, leaving large empty slots and limiting the effects of data pruning. Thus, in HEPrune, we further propose ciphertext-wise pruning to reduce ciphertext computation numbers without hurting accuracy. Experimental results show that our work can achieve a $16\times$ speedup with only a $0.6\%$ accuracy drop over prior work.
ShowMaker: Creating High-Fidelity 2D Human Video via Fine-Grained Diffusion Modeling
Although significant progress has been made in human video generation, most previous studies focus on either human facial animation or full-body animation, which cannot be directly applied to produce realistic conversational human videos with frequent hand gestures and various facial movements simultaneously.To address these limitations, we propose a 2D human video generation framework, named ShowMaker, capable of generating high-fidelity half-body conversational videos via fine-grained diffusion modeling.We leverage dual-stream diffusion models as the backbone of our framework and carefully design two novel components for crucial local regions (i.e., hands and face) that can be easily integrated into our backbone.Specifically, to handle the challenging hand generation caused by sparse motion guidance, we propose a novel Key Point-based Fine-grained Hand Modeling module by amplifying positional information from raw hand key points and constructing a corresponding key point-based codebook. Moreover, to restore richer facial details in generated results, we introduce a Face Recapture module, which extracts facial texture features and global identity features from the aligned human face and integrates them into the diffusion process for face enhancement. Extensive quantitative and qualitative experiments demonstrate the superior visual quality and temporal consistency of our method.
Gamers Hate Nvidia's DLSS 5. Developers Aren't Crazy About It, Either
Nvidia's new AI upscaling gaming technology struck gamers as uncanny and off-putting. Developers don't seem to like it, either, but it could be "the default" in a few years. Nvidia announced a new version of its DLSS AI upscaling technology for its graphics cards earlier this week at its GPU Technology Conference (GTC), which it calls the Super Bowl of AI . But unlike previous versions of DLSS that used AI to improve frame rates in video games, DLSS 5 has a much more ambitious calling: using generative AI to make character faces in games look more realistic and detailed. The demonstration received sharp blowback on social media, with many finding the effect off-putting, reacting with outright disgust, and calling it yet another example of AI slop .
Exploring Token Pruning in Vision State Space Models
State Space Models (SSMs) have the advantage of keeping linear computational complexity compared to attention modules in transformers, and have been applied to vision tasks as a new type of powerful vision foundation model. Inspired by the observations that the final prediction in vision transformers (ViTs) is only based on a subset of most informative tokens, we take the novel step of enhancing the efficiency of SSM-based vision models through token-based pruning. However, direct applications of existing token pruning techniques designed for ViTs fail to deliver good performance, even with extensive fine-tuning. To address this issue, we revisit the unique computational characteristics of SSMs and discover that naive application disrupts the sequential token positions. This insight motivates us to design a novel and general token pruning method specifically for SSM-based vision models.
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX
Benchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms.