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Brian McWilliams

Publications and source records attributed to Brian McWilliams.

At least 19 recordsLinked to original sources

Live Music Models

We introduce a new class of generative models for music called live music models that produce a continuous stream of music in real-time with synchronized user control. We release Magenta RealTime, an open-weights live music model that can be steered using text or audio prompts to control acoustic style. On automatic metrics of music quality, Magenta RealTime outperforms other open-weights music generation models, despite using fewer parameters and offering first-of-its-kind live generation capabilities. We also release Lyria RealTime, an API-based model with extended controls, offering access to our most powerful model with wide prompt coverage. These models demonstrate a new paradigm for AI-assisted music creation that emphasizes human-in-the-loop interaction for live music performance.

cs.SD

SpectroStream: A Versatile Neural Codec for General Audio

We propose SpectroStream, a full-band multi-channel neural audio codec. Successor to the well-established SoundStream, SpectroStream extends its capability beyond 24 kHz monophonic audio and enables high-quality reconstruction of 48 kHz stereo music at bit rates of 4--16 kbps. This is accomplished with a new neural architecture that leverages audio representation in the time-frequency domain, which leads to better audio quality especially at higher sample rate. The model also uses a delayed-fusion strategy to handle multi-channel audio, which is crucial in balancing per-channel acoustic quality and cross-channel phase consistency.

cs.SD

MusicRL: Aligning Music Generation to Human Preferences

We propose MusicRL, the first music generation system finetuned from human feedback. Appreciation of text-to-music models is particularly subjective since the concept of musicality as well as the specific intention behind a caption are user-dependent (e.g. a caption such as "upbeat work-out music" can map to a retro guitar solo or a techno pop beat). Not only this makes supervised training of such models challenging, but it also calls for integrating continuous human feedback in their post-deployment finetuning. MusicRL is a pretrained autoregressive MusicLM (Agostinelli et al., 2023) model of discrete audio tokens finetuned with reinforcement learning to maximise sequence-level rewards. We design reward functions related specifically to text-adherence and audio quality with the help from selected raters, and use those to finetune MusicLM into MusicRL-R. We deploy MusicLM to users and collect a substantial dataset comprising 300,000 pairwise preferences. Using Reinforcement Learning from Human Feedback (RLHF), we train MusicRL-U, the first text-to-music model that incorporates human feedback at scale. Human evaluations show that both MusicRL-R and MusicRL-U are preferred to the baseline. Ultimately, MusicRL-RU combines the two approaches and results in the best model according to human raters. Ablation studies shed light on the musical attributes influencing human preferences, indicating that text adherence and quality only account for a part of it. This underscores the prevalence of subjectivity in musical appreciation and calls for further involvement of human listeners in the finetuning of music generation models.

cs.LG

TwHIN-BERT: A Socially-Enriched Pre-trained Language Model for Multilingual Tweet Representations at Twitter

Pre-trained language models (PLMs) are fundamental for natural language processing applications. Most existing PLMs are not tailored to the noisy user-generated text on social media, and the pre-training does not factor in the valuable social engagement logs available in a social network. We present TwHIN-BERT, a multilingual language model productionized at Twitter, trained on in-domain data from the popular social network. TwHIN-BERT differs from prior pre-trained language models as it is trained with not only text-based self-supervision, but also with a social objective based on the rich social engagements within a Twitter heterogeneous information network (TwHIN). Our model is trained on 7 billion tweets covering over 100 distinct languages, providing a valuable representation to model short, noisy, user-generated text. We evaluate our model on various multilingual social recommendation and semantic understanding tasks and demonstrate significant metric improvement over established pre-trained language models. We open-source TwHIN-BERT and our curated hashtag prediction and social engagement benchmark datasets to the research community.

cs.CL

The Symmetric Generalized Eigenvalue Problem as a Nash Equilibrium

The symmetric generalized eigenvalue problem (SGEP) is a fundamental concept in numerical linear algebra. It captures the solution of many classical machine learning problems such as canonical correlation analysis, independent components analysis, partial least squares, linear discriminant analysis, principal components and others. Despite this, most general solvers are prohibitively expensive when dealing with streaming data sets (i.e., minibatches) and research has instead concentrated on finding efficient solutions to specific problem instances. In this work, we develop a game-theoretic formulation of the top-$k$ SGEP whose Nash equilibrium is the set of generalized eigenvectors. We also present a parallelizable algorithm with guaranteed asymptotic convergence to the Nash. Current state-of-the-art methods require $O(d^2k)$ runtime complexity per iteration which is prohibitively expensive when the number of dimensions ($d$) is large. We show how to modify this parallel approach to achieve $O(dk)$ runtime complexity. Empirically we demonstrate that this resulting algorithm is able to solve a variety of SGEP problem instances including a large-scale analysis of neural network activations.

cs.LG

Pushing the limits of self-supervised ResNets: Can we outperform supervised learning without labels on ImageNet?

Despite recent progress made by self-supervised methods in representation learning with residual networks, they still underperform supervised learning on the ImageNet classification benchmark, limiting their applicability in performance-critical settings. Building on prior theoretical insights from ReLIC [Mitrovic et al., 2021], we include additional inductive biases into self-supervised learning. We propose a new self-supervised representation learning method, ReLICv2, which combines an explicit invariance loss with a contrastive objective over a varied set of appropriately constructed data views to avoid learning spurious correlations and obtain more informative representations. ReLICv2 achieves $77.1\%$ top-$1$ accuracy on ImageNet under linear evaluation on a ResNet50, thus improving the previous state-of-the-art by absolute $+1.5\%$; on larger ResNet models, ReLICv2 achieves up to $80.6\%$ outperforming previous self-supervised approaches with margins up to $+2.3\%$. Most notably, ReLICv2 is the first unsupervised representation learning method to consistently outperform the supervised baseline in a like-for-like comparison over a range of ResNet architectures. Using ReLICv2, we also learn more robust and transferable representations that generalize better out-of-distribution than previous work, both on image classification and semantic segmentation. Finally, we show that despite using ResNet encoders, ReLICv2 is comparable to state-of-the-art self-supervised vision transformers.

cs.CV

EigenGame Unloaded: When playing games is better than optimizing

We build on the recently proposed EigenGame that views eigendecomposition as a competitive game. EigenGame's updates are biased if computed using minibatches of data, which hinders convergence and more sophisticated parallelism in the stochastic setting. In this work, we propose an unbiased stochastic update that is asymptotically equivalent to EigenGame, enjoys greater parallelism allowing computation on datasets of larger sample sizes, and outperforms EigenGame in experiments. We present applications to finding the principal components of massive datasets and performing spectral clustering of graphs. We analyze and discuss our proposed update in the context of EigenGame and the shift in perspective from optimization to games.

stat.ML

EigenGame: PCA as a Nash Equilibrium

We present a novel view on principal component analysis (PCA) as a competitive game in which each approximate eigenvector is controlled by a player whose goal is to maximize their own utility function. We analyze the properties of this PCA game and the behavior of its gradient based updates. The resulting algorithm -- which combines elements from Oja's rule with a generalized Gram-Schmidt orthogonalization -- is naturally decentralized and hence parallelizable through message passing. We demonstrate the scalability of the algorithm with experiments on large image datasets and neural network activations. We discuss how this new view of PCA as a differentiable game can lead to further algorithmic developments and insights.

cs.LG

Representation Learning via Invariant Causal Mechanisms

Self-supervised learning has emerged as a strategy to reduce the reliance on costly supervised signal by pretraining representations only using unlabeled data. These methods combine heuristic proxy classification tasks with data augmentations and have achieved significant success, but our theoretical understanding of this success remains limited. In this paper we analyze self-supervised representation learning using a causal framework. We show how data augmentations can be more effectively utilized through explicit invariance constraints on the proxy classifiers employed during pretraining. Based on this, we propose a novel self-supervised objective, Representation Learning via Invariant Causal Mechanisms (ReLIC), that enforces invariant prediction of proxy targets across augmentations through an invariance regularizer which yields improved generalization guarantees. Further, using causality we generalize contrastive learning, a particular kind of self-supervised method, and provide an alternative theoretical explanation for the success of these methods. Empirically, ReLIC significantly outperforms competing methods in terms of robustness and out-of-distribution generalization on ImageNet, while also significantly outperforming these methods on Atari achieving above human-level performance on $51$ out of $57$ games.

cs.LG

Social diversity and social preferences in mixed-motive reinforcement learning

Recent research on reinforcement learning in pure-conflict and pure-common interest games has emphasized the importance of population heterogeneity. In contrast, studies of reinforcement learning in mixed-motive games have primarily leveraged homogeneous approaches. Given the defining characteristic of mixed-motive games--the imperfect correlation of incentives between group members--we study the effect of population heterogeneity on mixed-motive reinforcement learning. We draw on interdependence theory from social psychology and imbue reinforcement learning agents with Social Value Orientation (SVO), a flexible formalization of preferences over group outcome distributions. We subsequently explore the effects of diversity in SVO on populations of reinforcement learning agents in two mixed-motive Markov games. We demonstrate that heterogeneity in SVO generates meaningful and complex behavioral variation among agents similar to that suggested by interdependence theory. Empirical results in these mixed-motive dilemmas suggest agents trained in heterogeneous populations develop particularly generalized, high-performing policies relative to those trained in homogeneous populations.

cs.MA

Neural Importance Sampling

We propose to use deep neural networks for generating samples in Monte Carlo integration. Our work is based on non-linear independent components estimation (NICE), which we extend in numerous ways to improve performance and enable its application to integration problems. First, we introduce piecewise-polynomial coupling transforms that greatly increase the modeling power of individual coupling layers. Second, we propose to preprocess the inputs of neural networks using one-blob encoding, which stimulates localization of computation and improves inference. Third, we derive a gradient-descent-based optimization for the KL and the $χ^2$ divergence for the specific application of Monte Carlo integration with unnormalized stochastic estimates of the target distribution. Our approach enables fast and accurate inference and efficient sample generation independently of the dimensionality of the integration domain. We show its benefits on generating natural images and in two applications to light-transport simulation: first, we demonstrate learning of joint path-sampling densities in the primary sample space and importance sampling of multi-dimensional path prefixes thereof. Second, we use our technique to extract conditional directional densities driven by the product of incident illumination and the BSDF in the rendering equation, and we leverage the densities for path guiding. In all applications, our approach yields on-par or higher performance than competing techniques at equal sample count.

cs.LG

Spectrogram Feature Losses for Music Source Separation

In this paper we study deep learning-based music source separation, and explore using an alternative loss to the standard spectrogram pixel-level L2 loss for model training. Our main contribution is in demonstrating that adding a high-level feature loss term, extracted from the spectrograms using a VGG net, can improve separation quality vis-a-vis a pure pixel-level loss. We show this improvement in the context of the MMDenseNet, a State-of-the-Art deep learning model for this task, for the extraction of drums and vocal sounds from songs in the musdb18 database, covering a broad range of western music genres. We believe that this finding can be generalized and applied to broader machine learning-based systems in the audio domain.

cs.SD

Neural Taylor Approximations: Convergence and Exploration in Rectifier Networks

Modern convolutional networks, incorporating rectifiers and max-pooling, are neither smooth nor convex; standard guarantees therefore do not apply. Nevertheless, methods from convex optimization such as gradient descent and Adam are widely used as building blocks for deep learning algorithms. This paper provides the first convergence guarantee applicable to modern convnets, which furthermore matches a lower bound for convex nonsmooth functions. The key technical tool is the neural Taylor approximation -- a straightforward application of Taylor expansions to neural networks -- and the associated Taylor loss. Experiments on a range of optimizers, layers, and tasks provide evidence that the analysis accurately captures the dynamics of neural optimization. The second half of the paper applies the Taylor approximation to isolate the main difficulty in training rectifier nets -- that gradients are shattered -- and investigates the hypothesis that, by exploring the space of activation configurations more thoroughly, adaptive optimizers such as RMSProp and Adam are able to converge to better solutions.

cs.LG

The Shattered Gradients Problem: If resnets are the answer, then what is the question?

A long-standing obstacle to progress in deep learning is the problem of vanishing and exploding gradients. Although, the problem has largely been overcome via carefully constructed initializations and batch normalization, architectures incorporating skip-connections such as highway and resnets perform much better than standard feedforward architectures despite well-chosen initialization and batch normalization. In this paper, we identify the shattered gradients problem. Specifically, we show that the correlation between gradients in standard feedforward networks decays exponentially with depth resulting in gradients that resemble white noise whereas, in contrast, the gradients in architectures with skip-connections are far more resistant to shattering, decaying sublinearly. Detailed empirical evidence is presented in support of the analysis, on both fully-connected networks and convnets. Finally, we present a new "looks linear" (LL) initialization that prevents shattering, with preliminary experiments showing the new initialization allows to train very deep networks without the addition of skip-connections.

cs.NE

A Fully Progressive Approach to Single-Image Super-Resolution

Recent deep learning approaches to single image super-resolution have achieved impressive results in terms of traditional error measures and perceptual quality. However, in each case it remains challenging to achieve high quality results for large upsampling factors. To this end, we propose a method (ProSR) that is progressive both in architecture and training: the network upsamples an image in intermediate steps, while the learning process is organized from easy to hard, as is done in curriculum learning. To obtain more photorealistic results, we design a generative adversarial network (GAN), named ProGanSR, that follows the same progressive multi-scale design principle. This not only allows to scale well to high upsampling factors (e.g., 8x) but constitutes a principled multi-scale approach that increases the reconstruction quality for all upsampling factors simultaneously. In particular ProSR ranks 2nd in terms of SSIM and 4th in terms of PSNR in the NTIRE2018 SISR challenge [34]. Compared to the top-ranking team, our model is marginally lower, but runs 5 times faster.

cs.CV

PhaseNet for Video Frame Interpolation

Most approaches for video frame interpolation require accurate dense correspondences to synthesize an in-between frame. Therefore, they do not perform well in challenging scenarios with e.g. lighting changes or motion blur. Recent deep learning approaches that rely on kernels to represent motion can only alleviate these problems to some extent. In those cases, methods that use a per-pixel phase-based motion representation have been shown to work well. However, they are only applicable for a limited amount of motion. We propose a new approach, PhaseNet, that is designed to robustly handle challenging scenarios while also coping with larger motion. Our approach consists of a neural network decoder that directly estimates the phase decomposition of the intermediate frame. We show that this is superior to the hand-crafted heuristics previously used in phase-based methods and also compares favorably to recent deep learning based approaches for video frame interpolation on challenging datasets.

cs.CV

Deep Scattering: Rendering Atmospheric Clouds with Radiance-Predicting Neural Networks

We present a technique for efficiently synthesizing images of atmospheric clouds using a combination of Monte Carlo integration and neural networks. The intricacies of Lorenz-Mie scattering and the high albedo of cloud-forming aerosols make rendering of clouds---e.g. the characteristic silverlining and the "whiteness" of the inner body---challenging for methods based solely on Monte Carlo integration or diffusion theory. We approach the problem differently. Instead of simulating all light transport during rendering, we pre-learn the spatial and directional distribution of radiant flux from tens of cloud exemplars. To render a new scene, we sample visible points of the cloud and, for each, extract a hierarchical 3D descriptor of the cloud geometry with respect to the shading location and the light source. The descriptor is input to a deep neural network that predicts the radiance function for each shading configuration. We make the key observation that progressively feeding the hierarchical descriptor into the network enhances the network's ability to learn faster and predict with high accuracy while using few coefficients. We also employ a block design with residual connections to further improve performance. A GPU implementation of our method synthesizes images of clouds that are nearly indistinguishable from the reference solution within seconds interactively. Our method thus represents a viable solution for applications such as cloud design and, thanks to its temporal stability, also for high-quality production of animated content.

cs.LG

Preserving Differential Privacy Between Features in Distributed Estimation

Privacy is crucial in many applications of machine learning. Legal, ethical and societal issues restrict the sharing of sensitive data making it difficult to learn from datasets that are partitioned between many parties. One important instance of such a distributed setting arises when information about each record in the dataset is held by different data owners (the design matrix is "vertically-partitioned"). In this setting few approaches exist for private data sharing for the purposes of statistical estimation and the classical setup of differential privacy with a "trusted curator" preparing the data does not apply. We work with the notion of $(ε,δ)$-distributed differential privacy which extends single-party differential privacy to the distributed, vertically-partitioned case. We propose PriDE, a scalable framework for distributed estimation where each party communicates perturbed random projections of their locally held features ensuring $(ε,δ)$-distributed differential privacy is preserved. For $\ell_2$-penalized supervised learning problems PriDE has bounded estimation error compared with the optimal estimates obtained without privacy constraints in the non-distributed setting. We confirm this empirically on real world and synthetic datasets.

stat.ML