re-sampling
Weak-to-Strong Diffusion with Reflection
Bai, Lichen, Sugiyama, Masashi, Xie, Zeke
The goal of diffusion generative models is to align the learned distribution with the real data distribution through gradient score matching. However, inherent limitations in training data quality, modeling strategies, and architectural design lead to inevitable gap between generated outputs and real data. To reduce this gap, we propose Weak-to-Strong Diffusion (W2SD), a novel framework that utilizes the estimated difference between existing weak and strong models (i.e., weak-to-strong difference) to approximate the gap between an ideal model and a strong model. By employing a reflective operation that alternates between denoising and inversion with weak-to-strong difference, we theoretically understand that W2SD steers latent variables along sampling trajectories toward regions of the real data distribution. W2SD is highly flexible and broadly applicable, enabling diverse improvements through the strategic selection of weak-to-strong model pairs (e.g., DreamShaper vs. SD1.5, good experts vs. bad experts in MoE). Extensive experiments demonstrate that W2SD significantly improves human preference, aesthetic quality, and prompt adherence, achieving SOTA performance across various modalities (e.g., image, video), architectures (e.g., UNet-based, DiT-based, MoE), and benchmarks. For example, Juggernaut-XL with W2SD can improve with the HPSv2 winning rate up to 90% over the original results. Moreover, the performance gains achieved by W2SD markedly outweigh its additional computational overhead, while the cumulative improvements from different weak-to-strong difference further solidify its practical utility and deployability.
Reinforcement Learning for SBM Graphon Games with Re-Sampling
Huo, Peihan, Peralta, Oscar, Guo, Junyu, Xie, Qiaomin, Minca, Andreea
The Mean-Field approximation is a tractable approach for studying large population dynamics. However, its assumption on homogeneity and universal connections among all agents limits its applicability in many real-world scenarios. Multi-Population Mean-Field Game (MP-MFG) models have been introduced in the literature to address these limitations. When the underlying Stochastic Block Model is known, we show that a Policy Mirror Ascent algorithm finds the MP-MFG Nash Equilibrium. In more realistic scenarios where the block model is unknown, we propose a re-sampling scheme from a graphon integrated with the finite N-player MP-MFG model. We develop a novel learning framework based on a Graphon Game with Re-Sampling (GGR-S) model, which captures the complex network structures of agents' connections. We analyze GGR-S dynamics and establish the convergence to dynamics of MP-MFG. Leveraging this result, we propose an efficient sample-based N-player Reinforcement Learning algorithm for GGR-S without population manipulation, and provide a rigorous convergence analysis with finite sample guarantee.