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On Giant's Shoulders: Effortless Weakto Strong by Dynamic Logits Fusion
Efficient fine-tuning of large language models for task-specific applications is imperative, yet the vast number of parameters in these models makes their training increasingly challenging. Despite numerous proposals for effective methods, a substantial memory overhead remains for gradient computations during updates. Can we fine-tune a series of task-specific small models and transfer their knowledge directly to a much larger model without additional training? In this paper, we explore weak-to-strong specialization using logit arithmetic, facilitating a direct answer to this question. Existing weak-to-strong methods often employ a static knowledge transfer ratio and a single small model for transferring complex knowledge, which leads to suboptimal performance.
Distributionally Robust Imitation Learning
We consider the imitation learning problem of learning a policy in a Markov Decision Process (MDP) setting where the reward function is not given, but demonstrations from experts are available. Although the goal of imitation learning is to learn a policy that produces behaviors nearly as good as the experts' for a desired task, assumptions of consistent optimality for demonstrated behaviors are often violated in practice. Finding a policy that is distributionally robust against noisy demonstrations based on an adversarial construction potentially solves this problem by avoiding optimistic generalizations of the demonstrated data.
Tactile DreamFusion: Exploiting Tactile Sensing for 3D Generation Gengshan Yang
However, they often fail to produce realistic geometric details, resulting in overly smooth surfaces or geometric details inaccurately baked in albedo maps. To address this, we introduce a new method that incorporates touch as an additional modality to improve the geometric details of generated 3D assets. We design a lightweight 3D texture field to synthesize visual and tactile textures, guided by 2D diffusion model priors on both visual and tactile domains. We condition the visual texture generation on high-resolution tactile normals and guide the patch-based tactile texture refinement with a customized TextureDreambooth. We further present a multi-part generation pipeline that enables us to synthesize different textures across various regions. To our knowledge, we are the first to leverage high-resolution tactile sensing to enhance geometric details for 3D generation tasks. We evaluate our method in both text-to-3D and image-to-3D settings. Our experiments demonstrate that our method provides customized and realistic fine geometric textures while maintaining accurate alignment between two modalities of vision and touch.
Non-parametric classification via expand-and-sparsify representation
We propose two algorithms for non-parametric classification using such EaS representation. For our first algorithm, we use winners-take-all operation for the sparsification step and show that the proposed classifier admits the form of a locally weighted average classifier and establish its consistency via Stone's Theorem. Further, assuming that the conditional probability function P (y = 1|x) = η(x) is Hölder continuous and for optimal choice of m, we show that the convergence rate of this classifier is minimax-optimal.
Supplementary Material: Cross Aggregation Transformer for Image Restoration
These settings are consistent with CAT-R and CAT-A. For CAT-R-2, we apply regular-Rwin, and set [sw, sh] as [4, 16] (same as CAT-R). We set the MLP expansion ratio as 2, consistent with SwinIR [13]. For CAT-A-2, we apply axial-Rwin, and set sl as 4 for all CATB in each RG. The MLP expansion ratio is set as 4. Best and second best results are colored with red and blue.
Hard Negative Mixing for Contrastive Learning
The uniformity experiment is based on Wang and Isola [53]. We follow the same definitions of the losses/metrics as presented in the paper. We set α = 2 and t = 2. All features were L2-normalized, as the metrics are defined on the hypersphere. B.1 Proxy task: Effect of MLP and Stronger Augmentation Following our discussion in Section 3, we wanted to verify that hardness of the proxy task for MoCo [19] is directly correlated to the difficulty of the transformations set, i.e. proxy task hardness can modulated via the positive pair.
Constrained Sampling with Primal-Dual Langevin Monte Carlo
This work considers the problem of sampling from a probability distribution known up to a normalization constant while satisfying a set of statistical constraints specified by the expected values of general nonlinear functions. This problem finds applications in, e.g., Bayesian inference, where it can constrain moments to evaluate counterfactual scenarios or enforce desiderata such as prediction fairness. Methods developed to handle support constraints, such as those based on mirror maps, barriers, and penalties, are not suited for this task. This work therefore relies on gradient descent-ascent dynamics in Wasserstein space to put forward a discretetime primal-dual Langevin Monte Carlo algorithm (PD-LMC) that simultaneously constrains the target distribution and samples from it. We analyze the convergence of PD-LMC under standard assumptions on the target distribution and constraints, namely (strong) convexity and log-Sobolev inequalities. To do so, we bring classical optimization arguments for saddle-point algorithms to the geometry of Wasserstein space. We illustrate the relevance and effectiveness of PD-LMC in several applications.
Forecasting Human Trajectory from Scene History Ziyan Wu2 Terrence Chen 2
Predicting the future trajectory of a person remains a challenging problem, due to randomness and subjectivity of human movement. However, the moving patterns of human in a constrained scenario typically conform to a limited number of regularities to a certain extent, because of the scenario restrictions (e.g., floor plan, roads, and obstacles) and person-person or person-object interactivity. Thus, an individual person in this scenario should follow one of the regularities as well. In other words, a person's subsequent trajectory has likely been traveled by others. Based on this hypothesis, we propose to forecast a person's future trajectory by learning from the implicit scene regularities. We call the regularities, inherently derived from the past dynamics of the people and the environment in the scene, scene history.
Q: Question-Asking LLMs and a Benchmark for Reliable Interactive Clinical Reasoning
Users typically engage with LLMs interactively, yet most existing benchmarks evaluate them in a static, single-turn format, posing reliability concerns in interactive scenarios. We identify a key obstacle towards reliability: LLMs are trained to answer any question, even with incomplete context or insufficient knowledge.
A Generalised Jensen Inequality
In Section 4, we require a version of Jensen's inequality generalised to (possibly) infinite-dimensional vector spaces, because our random variable takes values in H R. Note that this square norm function is indeed convex, since, for any t [0, 1] and any pair f, g H Suppose T is a real Hausdorff locally convex (possibly infinite-dimensional) linear topological space, and let C be a closed convex subset of T. Suppose (Ω, F, P) is a probability space, and V: Ω T a Pettis-integrable random variable such that V (Ω) C. Let f: C [,) be a convex, lower semi-continuous extended-real-valued function such that E We will actually apply generalised Jensen's inequality with conditional expectations, so we need the following theorem. Suppose T is a real Hausdorff locally convex (possibly infinite-dimensional) linear topological space, and let C be a closed convex subset of T. Suppose (Ω, F, P) is a probability space, and V: Ω T a Pettis-integrable random variable such that V (Ω) C. Let f: C [,) be a convex, lower semi-continuous extended-realvalued function such that E Here, (*) and (**) use the properties of conditional expectation of vector-valued random variables given in [12, pp.45-46, Properties 43 and 40 respectively]. The right-hand side is clearly E-measurable, since we have a linear operator on an E-measurable random variable. Now take the supremum of the right-hand side over Q. Then (5) tells us that E [ f(V) | E ] ( f E [ V | E ]), as required.