A Unifying View of Optimism in Episodic Reinforcement Learning
In this paper we provide a general framework for designing, analyzing and implementing such algorithms in the episodic reinforcement learning problem. This framework is built upon Lagrangian duality, and demonstrates that every model-optimistic algorithm that constructs an optimistic MDP has an equivalent representation as a value-optimistic dynamic programming algorithm. Typically, it was thought that these two classes of algorithms were distinct, with model-optimistic algorithms benefiting from a cleaner probabilistic analysis while value-optimistic algorithms are easier to implement and thus more practical. With the framework developed in this paper, we show that it is possible to get the best of both worlds by providing a class of algorithms which have a computationally efficient dynamic-programming implementation and also a simple probabilistic analysis. Besides being able to capture many existing algorithms in the tabular setting, our framework can also address large-scale problems under realizable function approximation, where it enables a simple model-based analysis of some recently proposed methods.
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Data curation via joint example selection further accelerates multimodal learning Olivier J. Hรฉnaff
Data curation is an essential component of large-scale pretraining. In this work, we demonstrate that jointly prioritizing batches of data is more effective for learning than selecting examples independently. Multimodal contrastive objectives expose the dependencies between data and thus naturally yield criteria for measuring the joint learnability of a batch. We derive a simple and tractable algorithm for selecting such batches, which significantly accelerate training beyond individuallyprioritized data points. As performance improves by selecting from large superbatches, we also leverage recent advances in model approximation to reduce the computational overhead of scoring.
Multi-modal Situated Reasoning in 3D Scenes
Situation awareness is essential for understanding and reasoning about 3D scenes in embodied AI agents. However, existing datasets and benchmarks for situated understanding are limited in data modality, diversity, scale, and task scope. To address these limitations, we propose Multi-modal Situated Question Answering (MSQA), a large-scale multi-modal situated reasoning dataset, scalably collected leveraging 3D scene graphs and vision-language models (VLMs) across a diverse range of real-world 3D scenes. MSQA includes 251K situated question-answering pairs across 9 distinct question categories, covering complex scenarios within 3D scenes. We introduce a novel interleaved multi-modal input setting in our benchmark to provide text, image, and point cloud for situation and question description, resolving ambiguity in previous single-modality convention (e.g., text). Additionally, we devise the Multi-modal Situated Next-step Navigation (MSNN) benchmark to evaluate models' situated reasoning for navigation. Comprehensive evaluations on MSQA and MSNN highlight the limitations of existing vision-language models and underscore the importance of handling multi-modal interleaved inputs and situation modeling. Experiments on data scaling and cross-domain transfer further demonstrate the efficacy of leveraging MSQA as a pre-training dataset for developing more powerful situated reasoning models.
Penalty-based Methods for Simple Bilevel Optimization under Hรถlderian Error Bounds
This paper investigates simple bilevel optimization problems where we minimize an upper-level objective over the optimal solution set of a convex lower-level objective. Existing methods for such problems either only guarantee asymptotic convergence, have slow sublinear rates, or require strong assumptions. To address these challenges, we propose a penalization framework that delineates the relationship between approximate solutions of the original problem and its reformulated counterparts.
LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS
Recent advances in real-time neural rendering using point-based techniques have enabled broader adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting impose substantial storage overhead, as Structure-from-Motion (SfM) points can grow to millions, often requiring gigabyte-level disk space for a single unbounded scene. This growth presents scalability challenges and hinders splatting efficiency. To address this, we introduce LightGaussian, a method for transforming 3D Gaussians into a more compact format. Inspired by Network Pruning, LightGaussian identifies Gaussians with minimal global significance on scene reconstruction, and applies a pruning and recovery process to reduce redundancy while preserving visual quality. Knowledge distillation and pseudo-view augmentation then transfer spherical harmonic coefficients to a lower degree, yielding compact representations. Gaussian Vector Quantization, based on each Gaussian's global significance, further lowers bitwidth with minimal accuracy loss. LightGaussian achieves an average 15 compression rate while boosting FPS from 144 to 237 within the 3D-GS framework, enabling efficient complex scene representation on the Mip-NeRF 360 and Tank & Temple datasets. The proposed Gaussian pruning approach is also adaptable to other 3D representations (e.g., Scaffold-GS), demonstrating strong generalization capabilities.
General Tensor Spectral Co-clustering for Higher-Order Data
Spectral clustering and co-clustering are well-known techniques in data analysis, and recent work has extended spectral clustering to square, symmetric tensors and hypermatrices derived from a network. We develop a new tensor spectral co-clustering method that simultaneously clusters the rows, columns, and slices of a nonnegative three-mode tensor and generalizes to tensors with any number of modes. The algorithm is based on a new random walk model which we call the super-spacey random surfer. We show that our method out-performs state-of-the-art co-clustering methods on several synthetic datasets with ground truth clusters and then use the algorithm to analyze several real-world datasets.
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TextCtrl: Diffusion-based Scene Text Editing with Prior Guidance Control Zhenhang Li1,3 Dongbao Yang 1,3
Centred on content modification and style preservation, Scene Text Editing (STE) remains a challenging task despite considerable progress in text-to-image synthesis and text-driven image manipulation recently. GAN-based STE methods generally encounter a common issue of model generalization, while Diffusion-based STE methods suffer from undesired style deviations. To address these problems, we propose TextCtrl, a diffusion-based method that edits text with prior guidance control. Our method consists of two key components: (i) By constructing finegrained text style disentanglement and robust text glyph structure representation, TextCtrl explicitly incorporates Style-Structure guidance into model design and network training, significantly improving text style consistency and rendering accuracy.
Learning to learn by gradient descent by gradient descent
The move from hand-designed features to learned features in machine learning has been wildly successful. In spite of this, optimization algorithms are still designed by hand. In this paper we show how the design of an optimization algorithm can be cast as a learning problem, allowing the algorithm to learn to exploit structure in the problems of interest in an automatic way. Our learned algorithms, implemented by LSTMs, outperform generic, hand-designed competitors on the tasks for which they are trained, and also generalize well to new tasks with similar structure. We demonstrate this on a number of tasks, including simple convex problems, training neural networks, and styling images with neural art.