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Mar 14

Neural Circuit Architectural Priors for Embodied Control

Artificial neural networks for motor control usually adopt generic architectures like fully connected MLPs. While general, these tabula rasa architectures rely on large amounts of experience to learn, are not easily transferable to new bodies, and have internal dynamics that are difficult to interpret. In nature, animals are born with highly structured connectivity in their nervous systems shaped by evolution; this innate circuitry acts synergistically with learning mechanisms to provide inductive biases that enable most animals to function well soon after birth and learn efficiently. Convolutional networks inspired by visual circuitry have encoded useful biases for vision. However, it is unknown the extent to which ANN architectures inspired by neural circuitry can yield useful biases for other AI domains. In this work, we ask what advantages biologically inspired ANN architecture can provide in the domain of motor control. Specifically, we translate C. elegans locomotion circuits into an ANN model controlling a simulated Swimmer agent. On a locomotion task, our architecture achieves good initial performance and asymptotic performance comparable with MLPs, while dramatically improving data efficiency and requiring orders of magnitude fewer parameters. Our architecture is interpretable and transfers to new body designs. An ablation analysis shows that constrained excitation/inhibition is crucial for learning, while weight initialization contributes to good initial performance. Our work demonstrates several advantages of biologically inspired ANN architecture and encourages future work in more complex embodied control.

Cycle Consistency Driven Object Discovery

Developing deep learning models that effectively learn object-centric representations, akin to human cognition, remains a challenging task. Existing approaches facilitate object discovery by representing objects as fixed-size vectors, called ``slots'' or ``object files''. While these approaches have shown promise in certain scenarios, they still exhibit certain limitations. First, they rely on architectural priors which can be unreliable and usually require meticulous engineering to identify the correct objects. Second, there has been a notable gap in investigating the practical utility of these representations in downstream tasks. To address the first limitation, we introduce a method that explicitly optimizes the constraint that each object in a scene should be associated with a distinct slot. We formalize this constraint by introducing consistency objectives which are cyclic in nature. By integrating these consistency objectives into various existing slot-based object-centric methods, we showcase substantial improvements in object-discovery performance. These enhancements consistently hold true across both synthetic and real-world scenes, underscoring the effectiveness and adaptability of the proposed approach. To tackle the second limitation, we apply the learned object-centric representations from the proposed method to two downstream reinforcement learning tasks, demonstrating considerable performance enhancements compared to conventional slot-based and monolithic representation learning methods. Our results suggest that the proposed approach not only improves object discovery, but also provides richer features for downstream tasks.

Brain-Like Language Processing via a Shallow Untrained Multihead Attention Network

Large Language Models (LLMs) have been shown to be effective models of the human language system, with some models predicting most explainable variance of brain activity in current datasets. Even in untrained models, the representations induced by architectural priors can exhibit reasonable alignment to brain data. In this work, we investigate the key architectural components driving the surprising alignment of untrained models. To estimate LLM-to-brain similarity, we first select language-selective units within an LLM, similar to how neuroscientists identify the language network in the human brain. We then benchmark the brain alignment of these LLM units across five different brain recording datasets. By isolating critical components of the Transformer architecture, we identify tokenization strategy and multihead attention as the two major components driving brain alignment. A simple form of recurrence further improves alignment. We further demonstrate this quantitative brain alignment of our model by reproducing landmark studies in the language neuroscience field, showing that localized model units -- just like language voxels measured empirically in the human brain -- discriminate more reliably between lexical than syntactic differences, and exhibit similar response profiles under the same experimental conditions. Finally, we demonstrate the utility of our model's representations for language modeling, achieving improved sample and parameter efficiency over comparable architectures. Our model's estimates of surprisal sets a new state-of-the-art in the behavioral alignment to human reading times. Taken together, we propose a highly brain- and behaviorally-aligned model that conceptualizes the human language system as an untrained shallow feature encoder, with structural priors, combined with a trained decoder to achieve efficient and performant language processing.

Training the Untrainable: Introducing Inductive Bias via Representational Alignment

We demonstrate that architectures which traditionally are considered to be ill-suited for a task can be trained using inductive biases from another architecture. Networks are considered untrainable when they overfit, underfit, or converge to poor results even when tuning their hyperparameters. For example, plain fully connected networks overfit on object recognition while deep convolutional networks without residual connections underfit. The traditional answer is to change the architecture to impose some inductive bias, although what that bias is remains unknown. We introduce guidance, where a guide network guides a target network using a neural distance function. The target is optimized to perform well and to match its internal representations, layer-by-layer, to those of the guide; the guide is unchanged. If the guide is trained, this transfers over part of the architectural prior and knowledge of the guide to the target. If the guide is untrained, this transfers over only part of the architectural prior of the guide. In this manner, we can investigate what kinds of priors different architectures place on untrainable networks such as fully connected networks. We demonstrate that this method overcomes the immediate overfitting of fully connected networks on vision tasks, makes plain CNNs competitive to ResNets, closes much of the gap between plain vanilla RNNs and Transformers, and can even help Transformers learn tasks which RNNs can perform more easily. We also discover evidence that better initializations of fully connected networks likely exist to avoid overfitting. Our method provides a mathematical tool to investigate priors and architectures, and in the long term, may demystify the dark art of architecture creation, even perhaps turning architectures into a continuous optimizable parameter of the network.

DebSDF: Delving into the Details and Bias of Neural Indoor Scene Reconstruction

In recent years, the neural implicit surface has emerged as a powerful representation for multi-view surface reconstruction due to its simplicity and state-of-the-art performance. However, reconstructing smooth and detailed surfaces in indoor scenes from multi-view images presents unique challenges. Indoor scenes typically contain large texture-less regions, making the photometric loss unreliable for optimizing the implicit surface. Previous work utilizes monocular geometry priors to improve the reconstruction in indoor scenes. However, monocular priors often contain substantial errors in thin structure regions due to domain gaps and the inherent inconsistencies when derived independently from different views. This paper presents DebSDF to address these challenges, focusing on the utilization of uncertainty in monocular priors and the bias in SDF-based volume rendering. We propose an uncertainty modeling technique that associates larger uncertainties with larger errors in the monocular priors. High-uncertainty priors are then excluded from optimization to prevent bias. This uncertainty measure also informs an importance-guided ray sampling and adaptive smoothness regularization, enhancing the learning of fine structures. We further introduce a bias-aware signed distance function to density transformation that takes into account the curvature and the angle between the view direction and the SDF normals to reconstruct fine details better. Our approach has been validated through extensive experiments on several challenging datasets, demonstrating improved qualitative and quantitative results in reconstructing thin structures in indoor scenes, thereby outperforming previous work.

Vitruvio: 3D Building Meshes via Single Perspective Sketches

Today's architectural engineering and construction (AEC) software require a learning curve to generate a three-dimension building representation. This limits the ability to quickly validate the volumetric implications of an initial design idea communicated via a single sketch. Allowing designers to translate a single sketch to a 3D building will enable owners to instantly visualize 3D project information without the cognitive load required. If previous state-of-the-art (SOTA) data-driven methods for single view reconstruction (SVR) showed outstanding results in the reconstruction process from a single image or sketch, they lacked specific applications, analysis, and experiments in the AEC. Therefore, this research addresses this gap, introducing the first deep learning method focused only on buildings that aim to convert a single sketch to a 3D building mesh: Vitruvio. Vitruvio adapts Occupancy Network for SVR tasks on a specific building dataset (Manhattan 1K). This adaptation brings two main improvements. First, it accelerates the inference process by more than 26% (from 0.5s to 0.37s). Second, it increases the reconstruction accuracy (measured by the Chamfer Distance) by 18%. During this adaptation in the AEC domain, we evaluate the effect of the building orientation in the learning procedure since it constitutes an important design factor. While aligning all the buildings to a canonical pose improved the overall quantitative metrics, it did not capture fine-grain details in more complex building shapes (as shown in our qualitative analysis). Finally, Vitruvio outputs a 3D-printable building mesh with arbitrary topology and genus from a single perspective sketch, providing a step forward to allow owners and designers to communicate 3D information via a 2D, effective, intuitive, and universal communication medium: the sketch.

AutoTransfer: AutoML with Knowledge Transfer -- An Application to Graph Neural Networks

AutoML has demonstrated remarkable success in finding an effective neural architecture for a given machine learning task defined by a specific dataset and an evaluation metric. However, most present AutoML techniques consider each task independently from scratch, which requires exploring many architectures, leading to high computational cost. Here we propose AutoTransfer, an AutoML solution that improves search efficiency by transferring the prior architectural design knowledge to the novel task of interest. Our key innovation includes a task-model bank that captures the model performance over a diverse set of GNN architectures and tasks, and a computationally efficient task embedding that can accurately measure the similarity among different tasks. Based on the task-model bank and the task embeddings, we estimate the design priors of desirable models of the novel task, by aggregating a similarity-weighted sum of the top-K design distributions on tasks that are similar to the task of interest. The computed design priors can be used with any AutoML search algorithm. We evaluate AutoTransfer on six datasets in the graph machine learning domain. Experiments demonstrate that (i) our proposed task embedding can be computed efficiently, and that tasks with similar embeddings have similar best-performing architectures; (ii) AutoTransfer significantly improves search efficiency with the transferred design priors, reducing the number of explored architectures by an order of magnitude. Finally, we release GNN-Bank-101, a large-scale dataset of detailed GNN training information of 120,000 task-model combinations to facilitate and inspire future research.

GeoDream: Disentangling 2D and Geometric Priors for High-Fidelity and Consistent 3D Generation

Text-to-3D generation by distilling pretrained large-scale text-to-image diffusion models has shown great promise but still suffers from inconsistent 3D geometric structures (Janus problems) and severe artifacts. The aforementioned problems mainly stem from 2D diffusion models lacking 3D awareness during the lifting. In this work, we present GeoDream, a novel method that incorporates explicit generalized 3D priors with 2D diffusion priors to enhance the capability of obtaining unambiguous 3D consistent geometric structures without sacrificing diversity or fidelity. Specifically, we first utilize a multi-view diffusion model to generate posed images and then construct cost volume from the predicted image, which serves as native 3D geometric priors, ensuring spatial consistency in 3D space. Subsequently, we further propose to harness 3D geometric priors to unlock the great potential of 3D awareness in 2D diffusion priors via a disentangled design. Notably, disentangling 2D and 3D priors allows us to refine 3D geometric priors further. We justify that the refined 3D geometric priors aid in the 3D-aware capability of 2D diffusion priors, which in turn provides superior guidance for the refinement of 3D geometric priors. Our numerical and visual comparisons demonstrate that GeoDream generates more 3D consistent textured meshes with high-resolution realistic renderings (i.e., 1024 times 1024) and adheres more closely to semantic coherence.

DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior

We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.

One-shot Implicit Animatable Avatars with Model-based Priors

Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic animatable 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can effortlessly estimate the body geometry and imagine full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT utilizes the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pretrained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. Taking advantage of the CLIP models, ELICIT can use text descriptions to generate text-conditioned unseen regions. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT has outperformed strong baseline methods of avatar creation when only a single image is available. The code is public for research purposes at https://huangyangyi.github.io/ELICIT/.

TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models

Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.

LLplace: The 3D Indoor Scene Layout Generation and Editing via Large Language Model

Designing 3D indoor layouts is a crucial task with significant applications in virtual reality, interior design, and automated space planning. Existing methods for 3D layout design either rely on diffusion models, which utilize spatial relationship priors, or heavily leverage the inferential capabilities of proprietary Large Language Models (LLMs), which require extensive prompt engineering and in-context exemplars via black-box trials. These methods often face limitations in generalization and dynamic scene editing. In this paper, we introduce LLplace, a novel 3D indoor scene layout designer based on lightweight fine-tuned open-source LLM Llama3. LLplace circumvents the need for spatial relationship priors and in-context exemplars, enabling efficient and credible room layout generation based solely on user inputs specifying the room type and desired objects. We curated a new dialogue dataset based on the 3D-Front dataset, expanding the original data volume and incorporating dialogue data for adding and removing objects. This dataset can enhance the LLM's spatial understanding. Furthermore, through dialogue, LLplace activates the LLM's capability to understand 3D layouts and perform dynamic scene editing, enabling the addition and removal of objects. Our approach demonstrates that LLplace can effectively generate and edit 3D indoor layouts interactively and outperform existing methods in delivering high-quality 3D design solutions. Code and dataset will be released.

Real-Time Neural Appearance Models

We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior -- transformation of directions into learned shading frames -- facilitates accurate reconstruction of mesoscale effects. The second prior -- a microfacet sampling distribution -- allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.

ArchGym: An Open-Source Gymnasium for Machine Learning Assisted Architecture Design

Machine learning is a prevalent approach to tame the complexity of design space exploration for domain-specific architectures. Using ML for design space exploration poses challenges. First, it's not straightforward to identify the suitable algorithm from an increasing pool of ML methods. Second, assessing the trade-offs between performance and sample efficiency across these methods is inconclusive. Finally, lack of a holistic framework for fair, reproducible, and objective comparison across these methods hinders progress of adopting ML-aided architecture design space exploration and impedes creating repeatable artifacts. To mitigate these challenges, we introduce ArchGym, an open-source gym and easy-to-extend framework that connects diverse search algorithms to architecture simulators. To demonstrate utility, we evaluate ArchGym across multiple vanilla and domain-specific search algorithms in designing custom memory controller, deep neural network accelerators, and custom SoC for AR/VR workloads, encompassing over 21K experiments. Results suggest that with unlimited samples, ML algorithms are equally favorable to meet user-defined target specification if hyperparameters are tuned; no solution is necessarily better than another (e.g., reinforcement learning vs. Bayesian methods). We coin the term hyperparameter lottery to describe the chance for a search algorithm to find an optimal design provided meticulously selected hyperparameters. The ease of data collection and aggregation in ArchGym facilitates research in ML-aided architecture design space exploration. As a case study, we show this advantage by developing a proxy cost model with an RMSE of 0.61% that offers a 2,000-fold reduction in simulation time. Code and data for ArchGym is available at https://bit.ly/ArchGym.

Enhancing Online Road Network Perception and Reasoning with Standard Definition Maps

Autonomous driving for urban and highway driving applications often requires High Definition (HD) maps to generate a navigation plan. Nevertheless, various challenges arise when generating and maintaining HD maps at scale. While recent online mapping methods have started to emerge, their performance especially for longer ranges is limited by heavy occlusion in dynamic environments. With these considerations in mind, our work focuses on leveraging lightweight and scalable priors-Standard Definition (SD) maps-in the development of online vectorized HD map representations. We first examine the integration of prototypical rasterized SD map representations into various online mapping architectures. Furthermore, to identify lightweight strategies, we extend the OpenLane-V2 dataset with OpenStreetMaps and evaluate the benefits of graphical SD map representations. A key finding from designing SD map integration components is that SD map encoders are model agnostic and can be quickly adapted to new architectures that utilize bird's eye view (BEV) encoders. Our results show that making use of SD maps as priors for the online mapping task can significantly speed up convergence and boost the performance of the online centerline perception task by 30% (mAP). Furthermore, we show that the introduction of the SD maps leads to a reduction of the number of parameters in the perception and reasoning task by leveraging SD map graphs while improving the overall performance. Project Page: https://henryzhangzhy.github.io/sdhdmap/.

LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors

We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.

Unveiling the Human-like Similarities of Automatic Facial Expression Recognition: An Empirical Exploration through Explainable AI

Facial expression recognition is vital for human behavior analysis, and deep learning has enabled models that can outperform humans. However, it is unclear how closely they mimic human processing. This study aims to explore the similarity between deep neural networks and human perception by comparing twelve different networks, including both general object classifiers and FER-specific models. We employ an innovative global explainable AI method to generate heatmaps, revealing crucial facial regions for the twelve networks trained on six facial expressions. We assess these results both quantitatively and qualitatively, comparing them to ground truth masks based on Friesen and Ekman's description and among them. We use Intersection over Union (IoU) and normalized correlation coefficients for comparisons. We generate 72 heatmaps to highlight critical regions for each expression and architecture. Qualitatively, models with pre-trained weights show more similarity in heatmaps compared to those without pre-training. Specifically, eye and nose areas influence certain facial expressions, while the mouth is consistently important across all models and expressions. Quantitatively, we find low average IoU values (avg. 0.2702) across all expressions and architectures. The best-performing architecture averages 0.3269, while the worst-performing one averages 0.2066. Dendrograms, built with the normalized correlation coefficient, reveal two main clusters for most expressions: models with pre-training and models without pre-training. Findings suggest limited alignment between human and AI facial expression recognition, with network architectures influencing the similarity, as similar architectures prioritize similar facial regions.

Localized Gaussian Splatting Editing with Contextual Awareness

Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.

It's Raw! Audio Generation with State-Space Models

Developing architectures suitable for modeling raw audio is a challenging problem due to the high sampling rates of audio waveforms. Standard sequence modeling approaches like RNNs and CNNs have previously been tailored to fit the demands of audio, but the resultant architectures make undesirable computational tradeoffs and struggle to model waveforms effectively. We propose SaShiMi, a new multi-scale architecture for waveform modeling built around the recently introduced S4 model for long sequence modeling. We identify that S4 can be unstable during autoregressive generation, and provide a simple improvement to its parameterization by drawing connections to Hurwitz matrices. SaShiMi yields state-of-the-art performance for unconditional waveform generation in the autoregressive setting. Additionally, SaShiMi improves non-autoregressive generation performance when used as the backbone architecture for a diffusion model. Compared to prior architectures in the autoregressive generation setting, SaShiMi generates piano and speech waveforms which humans find more musical and coherent respectively, e.g. 2x better mean opinion scores than WaveNet on an unconditional speech generation task. On a music generation task, SaShiMi outperforms WaveNet on density estimation and speed at both training and inference even when using 3x fewer parameters. Code can be found at https://github.com/HazyResearch/state-spaces and samples at https://hazyresearch.stanford.edu/sashimi-examples.

A Textbook Remedy for Domain Shifts: Knowledge Priors for Medical Image Analysis

While deep networks have achieved broad success in analyzing natural images, when applied to medical scans, they often fail in unexcepted situations. We investigate this challenge and focus on model sensitivity to domain shifts, such as data sampled from different hospitals or data confounded by demographic variables such as sex, race, etc, in the context of chest X-rays and skin lesion images. A key finding we show empirically is that existing visual backbones lack an appropriate prior from the architecture for reliable generalization in these settings. Taking inspiration from medical training, we propose giving deep networks a prior grounded in explicit medical knowledge communicated in natural language. To this end, we introduce Knowledge-enhanced Bottlenecks (KnoBo), a class of concept bottleneck models that incorporates knowledge priors that constrain it to reason with clinically relevant factors found in medical textbooks or PubMed. KnoBo uses retrieval-augmented language models to design an appropriate concept space paired with an automatic training procedure for recognizing the concept. We evaluate different resources of knowledge and recognition architectures on a broad range of domain shifts across 20 datasets. In our comprehensive evaluation with two imaging modalities, KnoBo outperforms fine-tuned models on confounded datasets by 32.4% on average. Finally, evaluations reveal that PubMed is a promising resource for making medical models less sensitive to domain shift, outperforming other resources on both diversity of information and final prediction performance.

A Complete Expressiveness Hierarchy for Subgraph GNNs via Subgraph Weisfeiler-Lehman Tests

Recently, subgraph GNNs have emerged as an important direction for developing expressive graph neural networks (GNNs). While numerous architectures have been proposed, so far there is still a limited understanding of how various design paradigms differ in terms of expressive power, nor is it clear what design principle achieves maximal expressiveness with minimal architectural complexity. To address these fundamental questions, this paper conducts a systematic study of general node-based subgraph GNNs through the lens of Subgraph Weisfeiler-Lehman Tests (SWL). Our central result is to build a complete hierarchy of SWL with strictly growing expressivity. Concretely, we prove that any node-based subgraph GNN falls into one of the six SWL equivalence classes, among which SSWL achieves the maximal expressive power. We also study how these equivalence classes differ in terms of their practical expressiveness such as encoding graph distance and biconnectivity. Furthermore, we give a tight expressivity upper bound of all SWL algorithms by establishing a close relation with localized versions of WL and Folklore WL (FWL) tests. Our results provide insights into the power of existing subgraph GNNs, guide the design of new architectures, and point out their limitations by revealing an inherent gap with the 2-FWL test. Finally, experiments demonstrate that SSWL-inspired subgraph GNNs can significantly outperform prior architectures on multiple benchmarks despite great simplicity.

Never Train from Scratch: Fair Comparison of Long-Sequence Models Requires Data-Driven Priors

Modeling long-range dependencies across sequences is a longstanding goal in machine learning and has led to architectures, such as state space models, that dramatically outperform Transformers on long sequences. However, these impressive empirical gains have been by and large demonstrated on benchmarks (e.g. Long Range Arena), where models are randomly initialized and trained to predict a target label from an input sequence. In this work, we show that random initialization leads to gross overestimation of the differences between architectures and that pretraining with standard denoising objectives, using only the downstream task data, leads to dramatic gains across multiple architectures and to very small gaps between Transformers and state space models (SSMs). In stark contrast to prior works, we find vanilla Transformers to match the performance of S4 on Long Range Arena when properly pretrained, and we improve the best reported results of SSMs on the PathX-256 task by 20 absolute points. Subsequently, we analyze the utility of previously-proposed structured parameterizations for SSMs and show they become mostly redundant in the presence of data-driven initialization obtained through pretraining. Our work shows that, when evaluating different architectures on supervised tasks, incorporation of data-driven priors via pretraining is essential for reliable performance estimation, and can be done efficiently.

Empowering Low-Light Image Enhancer through Customized Learnable Priors

Deep neural networks have achieved remarkable progress in enhancing low-light images by improving their brightness and eliminating noise. However, most existing methods construct end-to-end mapping networks heuristically, neglecting the intrinsic prior of image enhancement task and lacking transparency and interpretability. Although some unfolding solutions have been proposed to relieve these issues, they rely on proximal operator networks that deliver ambiguous and implicit priors. In this work, we propose a paradigm for low-light image enhancement that explores the potential of customized learnable priors to improve the transparency of the deep unfolding paradigm. Motivated by the powerful feature representation capability of Masked Autoencoder (MAE), we customize MAE-based illumination and noise priors and redevelop them from two perspectives: 1) structure flow: we train the MAE from a normal-light image to its illumination properties and then embed it into the proximal operator design of the unfolding architecture; and m2) optimization flow: we train MAE from a normal-light image to its gradient representation and then employ it as a regularization term to constrain noise in the model output. These designs improve the interpretability and representation capability of the model.Extensive experiments on multiple low-light image enhancement datasets demonstrate the superiority of our proposed paradigm over state-of-the-art methods. Code is available at https://github.com/zheng980629/CUE.

APT: Architectural Planning and Text-to-Blueprint Construction Using Large Language Models for Open-World Agents

We present APT, an advanced Large Language Model (LLM)-driven framework that enables autonomous agents to construct complex and creative structures within the Minecraft environment. Unlike previous approaches that primarily concentrate on skill-based open-world tasks or rely on image-based diffusion models for generating voxel-based structures, our method leverages the intrinsic spatial reasoning capabilities of LLMs. By employing chain-of-thought decomposition along with multimodal inputs, the framework generates detailed architectural layouts and blueprints that the agent can execute under zero-shot or few-shot learning scenarios. Our agent incorporates both memory and reflection modules to facilitate lifelong learning, adaptive refinement, and error correction throughout the building process. To rigorously evaluate the agent's performance in this emerging research area, we introduce a comprehensive benchmark consisting of diverse construction tasks designed to test creativity, spatial reasoning, adherence to in-game rules, and the effective integration of multimodal instructions. Experimental results using various GPT-based LLM backends and agent configurations demonstrate the agent's capacity to accurately interpret extensive instructions involving numerous items, their positions, and orientations. The agent successfully produces complex structures complete with internal functionalities such as Redstone-powered systems. A/B testing indicates that the inclusion of a memory module leads to a significant increase in performance, emphasizing its role in enabling continuous learning and the reuse of accumulated experience. Additionally, the agent's unexpected emergence of scaffolding behavior highlights the potential of future LLM-driven agents to utilize subroutine planning and leverage the emergence ability of LLMs to autonomously develop human-like problem-solving techniques.