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PuzzleFusion Unleashing the Power of Diffusion Models for Spatial Puzzle Solving

Neural Information Processing Systems

This paper presents an end-to-end neural architecture based on Diffusion Models for spatial puzzle solving, particularly jigsaw puzzle and room arrangement tasks. In the latter task, for instance, the proposed system takes a set of room layouts as polygonal curves in the top-down view and aligns the room layout pieces by estimating their 2D translations and rotations, akin to solving the jigsaw puzzle of room layouts. A surprising discovery of the paper is that the simple use of a Diffusion Model effectively solves these challenging spatial puzzle tasks as a conditional generation process. To enable learning of an end-to-end neural system, the paper introduces new datasets with ground-truth arrangements: 1) 2DVoronoi jigsaw dataset, a synthetic one where pieces are generated by Voronoi diagram of 2D pointset; and 2) MagicPlan dataset, a real one offered by MagicPlan from its production pipeline, where pieces are room layouts constructed by augmented reality App by real-estate consumers. The qualitative and quantitative evaluations demonstrate that our approach outperforms the competing methods by significant margins in all the tasks. We have provided code and data here.


EasyToHard

Neural Information Processing Systems

A.1 Datasets Details of the datasets we introduce are presented in this section. Specific details about generation as well as statistics from the resulting datasets are delineated for each one below. A.1.1 Prefix sum data Binary string inputs of length nare generated by selecting a random integer in [0,2n)and expressing its binary representation with n digits. Datasets are produced by repeating this random process 10,000 times without replacement. Because the number of possible points increases exponentially as a function of n and the size of the generated dataset is fixed, it is important to note that the dataset becomes sparser in its ambient hypercube as nincreases.


EasyToHard

Neural Information Processing Systems

Deep neural networks are powerful machines for visual pattern recognition, but reasoning tasks that are easy for humans may still be difficult for neural models. Humans possess the ability to extrapolate reasoning strategies learned on simple problems to solve harder examples, often by thinking for longer. For example, a person who has learned to solve small mazes can easily extend the very same search techniques to solve much larger mazes by spending more time. In computers, this behavior is often achieved through the use of algorithms, which scale to arbitrarily hard problem instances at the cost of more computation. In contrast, the sequential computing budget of feed-forward neural networks is limited by their depth, and networks trained on simple problems have no way of extending their reasoning to accommodate harder problems. In this work, we show that recurrent networks trained to solve simple problems with few recurrent steps can indeed solve much more complex problems simply by performing additional recurrences during inference. We demonstrate this algorithmic behavior of recurrent networks on prefix sum computation, mazes, and chess. In all three domains, networks trained on simple problem instances are able to extend their reasoning abilities at test time simply by "thinking for longer."


Human Decision-Making under Limited Time

Neural Information Processing Systems

Subjective expected utility theory assumes that decision-makers possess unlimited computational resources to reason about their choices; however, virtually all decisions in everyday life are made under resource constraints--i.e.


Self-Aware Markov Models for Discrete Reasoning

arXiv.org Machine Learning

Standard masked discrete diffusion models face limitations in reasoning tasks due to their inability to correct their own mistakes on the masking path. Since they rely on a fixed number of denoising steps, they are unable to adjust their computation to the complexity of a given problem. To address these limitations, we introduce a method based on learning a Markov transition kernel that is trained on its own outputs. This design enables tokens to be remasked, allowing the model to correct its previous mistakes. Furthermore, we do not need a fixed time schedule but use a trained stopping criterion. This allows for adaptation of the number of function evaluations to the difficulty of the reasoning problem. Our adaptation adds two lightweight prediction heads, enabling reuse and fine-tuning of existing pretrained models. On the Sudoku-Extreme dataset we clearly outperform other flow based methods with a validity of 95%. For the Countdown-4 we only need in average of 10 steps to solve almost 96% of them correctly, while many problems can be solved already in 2 steps.


PUZZLES: A Benchmark for Neural Algorithmic Reasoning

Neural Information Processing Systems

Algorithmic reasoning is a fundamental cognitive ability that plays a pivotal role in problem-solving and decision-making processes. Reinforcement Learning (RL) has demonstrated remarkable proficiency in tasks such as motor control, handling perceptual input, and managing stochastic environments. These advancements have been enabled in part by the availability of benchmarks. In this work we introduce PUZZLES, a benchmark based on Simon Tatham's Portable Puzzle Collection, aimed at fostering progress in algorithmic and logical reasoning in RL. PUZZLES contains 40 diverse logic puzzles of adjustable sizes and varying levels of complexity, providing detailed information on the strengths and generalization capabilities of RL agents. Furthermore, we evaluate various RL algorithms on PUZZLES, providing baseline comparisons and demonstrating the potential for future research. All the software, including the environment, is available at this https url.


Causal language modeling can elicit search and reasoning capabilities on logic puzzles

Neural Information Processing Systems

Causal language modeling using the Transformer architecture has yielded remarkable capabilities in Large Language Models (LLMs) over the last few years. However, the extent to which fundamental search and reasoning capabilities emerged within LLMs remains a topic of ongoing debate. In this work, we study if causal language modeling can learn a complex task such as solving Sudoku puzzles. To solve a Sudoku, the model is first required to search over all empty cells of the puzzle to decide on a cell to fill and then apply an appropriate strategy to fill the decided cell. Sometimes, the application of a strategy only results in thinning down the possible values in a cell rather than concluding the exact value of the cell.


MARVEL: Multidimensional Abstraction and Reasoning through Visual Evaluation and Learning

Neural Information Processing Systems

While multi-modal large language models (MLLMs) have shown significant progress across popular visual reasoning benchmarks, whether they possess abstract visual reasoning abilities remains an open question. Similar to the Sudoku puzzles, abstract visual reasoning (AVR) problems require finding high-level patterns (e.g., repetition constraints on numbers) that control the input shapes (e.g., digits) in a specific task configuration (e.g., matrix). However, existing AVR benchmarks only consider a limited set of patterns (addition, conjunction), input shapes (rectangle, square), and task configurations (3 3 matrices). And they fail to capture all abstract reasoning patterns in human cognition necessary for addressing real-world tasks, such as geometric properties and object boundary understanding in real-world navigation. To evaluate MLLMs' AVR abilities systematically, we introduce MARVEL founded on the core knowledge system in human cognition, a multi-dimensional AVR benchmark with 770 puzzles composed of six core knowledge patterns, geometric and abstract shapes, and five different task configurations.


Re-assembling the past: The RePAIR dataset and benchmark for real world 2D and 3D puzzle solving

Neural Information Processing Systems

This paper proposes the RePAIR dataset that represents a challenging benchmark to test modern computational and data driven methods for puzzle-solving and reassembly tasks. Our dataset has unique properties that are uncommon to current benchmarks for 2D and 3D puzzle solving. The fragments and fractures are realistic, caused by a collapse of a fresco during a World War II bombing at the Pompeii archaeological park. The fragments are also eroded and have missing pieces with irregular shapes and different dimensions, challenging further the reassembly algorithms. The dataset is multi-modal providing high resolution images with characteristic pictorial elements, detailed 3D scans of the fragments and meta-data annotated by the archaeologists. Ground truth has been generated through several years of unceasing fieldwork, including the excavation and cleaning of each fragment, followed by manual puzzle solving by archaeologists of a subset of approx.