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Dan Gutfreund

Publications and source records attributed to Dan Gutfreund.

At least 19 recordsLinked to original sources

The Sparsity Whisperer

Pruning reduces the inference cost of large language models, but existing criteria primarily preserve large activations or reconstruct layer outputs. We argue that this overlooks a key computation performed by particularly sparsity-sensitive neurons in the MLP up and gate projections: separating similar inputs into dissimilar outputs. This suggests that effective pruning should preserve not only activations, but also the differences between outputs more broadly. We introduce a family of difference-informed pruning methods built upon this principle. Wisp is a first-order, update-free method that scores weights using input-difference norms, and Wisp+ refines this score neuronwise using the input pairs each neuron separates most strongly. Finally, Whisper is a second-order method that uses a lightly regularized difference Hessian as its reconstruction objective. Across Llama 2 and 3.1 models from 7B to 405B parameters, our second-order variant consistently improves over strong reconstruction-based baselines, while our update-free variants improve over activation-aware baselines, especially in constrained settings. The improvements over Wanda and SparseGPT extend to structured sparsity, downstream evaluations, and other model families. Augmenting stronger techniques such as RIA and ALPS with our difference-informed criteria yields further improvements, shifting the overall accuracy-runtime frontier outward at negligible additional cost. These results suggest that preserving output differences is a broadly useful and composable signal for post-training LLM sparsification.

cs.LG

LLMON: An LLM-native Markup Language to Leverage Structure and Semantics at the LLM Interface

Textual Large Language Models (LLMs) provide a simple and familiar interface: a string of text is used for both input and output. However, the information conveyed to an LLM often has a richer structure and semantics, which is not conveyed in a string. For example, most prompts contain both instructions ("Summarize this paper into a paragraph") and data (the paper to summarize), but these are usually not distinguished when passed to the model. This can lead to model confusion and security risks, such as prompt injection attacks. This work addresses this shortcoming by introducing an LLM-native mark-up language, LLMON (LLM Object Notation, pronounced "Lemon"), that enables the structure and semantic metadata of the text to be communicated in a natural way to an LLM. This information can then be used during model training, model prompting, and inference implementation, leading to improvements in model accuracy, safety, and security. This is analogous to how programming language types can be used for many purposes, such as static checking, code generation, dynamic checking, and IDE highlighting. We discuss the general design requirements of an LLM-native markup language, introduce the LLMON markup language and show how it meets these design requirements, describe how the information contained in a LLMON artifact can benefit model training and inference implementation, and provide some preliminary empirical evidence of its value for both of these use cases. We also discuss broader issues and research opportunities that are enabled with an LLM-native approach.

cs.SE

How Much Reasoning Do Retrieval-Augmented Models Add beyond LLMs? A Benchmarking Framework for Multi-Hop Inference over Hybrid Knowledge

Large language models (LLMs) continue to struggle with knowledge-intensive questions that require up-to-date information and multi-hop reasoning. Augmenting LLMs with hybrid external knowledge, such as unstructured text and structured knowledge graphs, offers a promising alternative to costly continual pretraining. As such, reliable evaluation of their retrieval and reasoning capabilities becomes critical. However, many existing benchmarks increasingly overlap with LLM pretraining data, which means answers or supporting knowledge may already be encoded in model parameters, making it difficult to distinguish genuine retrieval and reasoning from parametric recall. We introduce HybridRAG-Bench, a framework for constructing benchmarks to evaluate retrieval-intensive, multi-hop reasoning over hybrid knowledge. HybridRAG-Bench automatically couples unstructured text and structured knowledge graph representations derived from recent scientific literature on arXiv, and generates knowledge-intensive question-answer pairs grounded in explicit reasoning paths. The framework supports flexible domain and time-frame selection, enabling contamination-aware and customizable evaluation as models and knowledge evolve. Experiments across three domains (artificial intelligence, governance and policy, and bioinformatics) demonstrate that HybridRAG-Bench rewards genuine retrieval and reasoning rather than parametric recall, offering a principled testbed for evaluating hybrid knowledge-augmented reasoning systems. We release our code and data at github.com/junhongmit/HybridRAG-Bench.

cs.LG

BOAD: Discovering Hierarchical Software Engineering Agents via Bandit Optimization

Large language models (LLMs) have shown strong reasoning and coding capabilities, yet they struggle to generalize to real-world software engineering (SWE) problems that are long-horizon and out of distribution. Existing systems often rely on a single agent to handle the entire workflow-interpreting issues, navigating large codebases, and implementing fixes-within one reasoning chain. Such monolithic designs force the model to retain irrelevant context, leading to spurious correlations and poor generalization. Motivated by how human engineers decompose complex problems, we propose structuring SWE agents as orchestrators coordinating specialized sub-agents for sub-tasks such as localization, editing, and validation. The challenge lies in discovering effective hierarchies automatically: as the number of sub-agents grows, the search space becomes combinatorial, and it is difficult to attribute credit to individual sub-agents within a team. We address these challenges by formulating hierarchy discovery as a multi-armed bandit (MAB) problem, where each arm represents a candidate sub-agent and the reward measures its helpfulness when collaborating with others. This framework, termed Bandit Optimization for Agent Design (BOAD), enables efficient exploration of sub-agent designs under limited evaluation budgets. On SWE-bench-Verified, BOAD outperforms single-agent and manually designed multi-agent systems. On SWE-bench-Live, featuring more recent and out-of-distribution issues, our 36B system ranks second on the leaderboard at the time of evaluation, surpassing larger models such as GPT-4 and Claude. These results demonstrate that automatically discovered hierarchical multi-agent systems significantly improve generalization on challenging long-horizon SWE tasks. Code is available at https://github.com/iamxjy/BOAD-SWE-Agent.

cs.LG

ChartGen: Scaling Chart Understanding Via Code-Guided Synthetic Chart Generation

Chart-to-code reconstruction -- the task of recovering executable plotting scripts from chart images -- provides important insights into a model's ability to ground data visualizations in precise, machine-readable form. Yet many existing multimodal benchmarks largely focus primarily on answering questions about charts or summarizing them. To bridge this gap, we present ChartGen, a fully-automated pipeline for code-guided synthetic chart generation. Starting from seed chart images, ChartGen (i) prompts a vision-language model (VLM) to reconstruct each image into a python script, and (ii) iteratively augments that script with a code-oriented large language model (LLM). Using ChartGen, we create 222.5K unique chart-image code pairs from 13K seed chart images, and present an open-source synthetic chart dataset covering 27 chart types, 11 plotting libraries, and multiple data modalities (image, code, text, CSV, DocTags). From this corpus, we curate a held-out chart-to-code evaluation subset of 4.3K chart image-code pairs, and evaluate six open-weight VLMs (3B - 26B parameters), highlighting substantial room for progress. We release the pipeline, prompts, and the dataset to help accelerate efforts towards robust chart understanding and vision-conditioned code generation: https://github.com/SD122025/ChartGen/

cs.HC

Satori-SWE: Evolutionary Test-Time Scaling for Sample-Efficient Software Engineering

Language models (LMs) perform well on standardized coding benchmarks but struggle with real-world software engineering tasks such as resolving GitHub issues in SWE-Bench, especially when model parameters are less than 100B. While smaller models are preferable in practice due to their lower computational cost, improving their performance remains challenging. Existing approaches primarily rely on supervised fine-tuning (SFT) with high-quality data, which is expensive to curate at scale. An alternative is test-time scaling: generating multiple outputs, scoring them using a verifier, and selecting the best one. Although effective, this strategy often requires excessive sampling and costly scoring, limiting its practical application. We propose Evolutionary Test-Time Scaling (EvoScale), a sample-efficient method that treats generation as an evolutionary process. By iteratively refining outputs via selection and mutation, EvoScale shifts the output distribution toward higher-scoring regions, reducing the number of samples needed to find correct solutions. To reduce the overhead from repeatedly sampling and selection, we train the model to self-evolve using reinforcement learning (RL). Rather than relying on external verifiers at inference time, the model learns to self-improve the scores of its own generations across iterations. Evaluated on SWE-Bench-Verified, EvoScale enables our 32B model, Satori-SWE-32B, to match or exceed the performance of models with over 100B parameters while using a few samples. Code, data, and models will be fully open-sourced.

cs.CL

Granite Vision: a lightweight, open-source multimodal model for enterprise Intelligence

We introduce Granite Vision, a lightweight large language model with vision capabilities, specifically designed to excel in enterprise use cases, particularly in visual document understanding. Our model is trained on a comprehensive instruction-following dataset, including document-related tasks, such as content extraction from tables, charts, diagrams, sketches, and infographics, as well as general image tasks. The architecture of Granite Vision is centered around visual modality alignment with a decoder-only, 2 billion parameter Granite large language model. Additionally, we introduce a dedicated safety classification approach in test-time that leverages a sparse set of attention vectors to identify potential harmful inputs. Despite its lightweight architecture, Granite Vision achieves strong results in standard benchmarks related to visual document understanding, as well as on the LiveXiv benchmark, which is designed to avoid test set contamination by using a constantly updated corpus of recently published Arxiv papers. We are releasing the model under the Apache-2 license, allowing for both research and commercial use, while offering complete visibility into the training data and other relevant details. See https://huggingface.co/ibm-granite/ for model weights.

cs.CV

M+: Extending MemoryLLM with Scalable Long-Term Memory

Equipping large language models (LLMs) with latent-space memory has attracted increasing attention as they can extend the context window of existing language models. However, retaining information from the distant past remains a challenge. For example, MemoryLLM (Wang et al., 2024a), as a representative work with latent-space memory, compresses past information into hidden states across all layers, forming a memory pool of 1B parameters. While effective for sequence lengths up to 16k tokens, it struggles to retain knowledge beyond 20k tokens. In this work, we address this limitation by introducing M+, a memory-augmented model based on MemoryLLM that significantly enhances long-term information retention. M+ integrates a long-term memory mechanism with a co-trained retriever, dynamically retrieving relevant information during text generation. We evaluate M+ on diverse benchmarks, including long-context understanding and knowledge retention tasks. Experimental results show that M+ significantly outperforms MemoryLLM and recent strong baselines, extending knowledge retention from under 20k to over 160k tokens with similar GPU memory overhead. We open-source our code at https://github.com/wangyu-ustc/MemoryLLM

cs.CL

LInK: Learning Joint Representations of Design and Performance Spaces through Contrastive Learning for Mechanism Synthesis

In this paper, we introduce LInK, a novel framework that integrates contrastive learning of performance and design space with optimization techniques for solving complex inverse problems in engineering design with discrete and continuous variables. We focus on the path synthesis problem for planar linkage mechanisms. By leveraging a multimodal and transformation-invariant contrastive learning framework, LInK learns a joint representation that captures complex physics and design representations of mechanisms, enabling rapid retrieval from a vast dataset of over 10 million mechanisms. This approach improves precision through the warm start of a hierarchical unconstrained nonlinear optimization algorithm, combining the robustness of traditional optimization with the speed and adaptability of modern deep learning methods. Our results on an existing benchmark demonstrate that LInK outperforms existing methods with 28 times less error compared to a state of the art approach while taking 20 times less time on an existing benchmark. Moreover, we introduce a significantly more challenging benchmark, named LINK ABC, which involves synthesizing linkages that trace the trajectories of English capital alphabets, an inverse design benchmark task that existing methods struggle with due to large nonlinearities and tiny feasible space. Our results demonstrate that LInK not only advances the field of mechanism design but also broadens the applicability of contrastive learning and optimization to other areas of engineering. The code and data are publicly available at https://github.com/ahnobari/LInK.

cs.LG

3D Neural Embedding Likelihood: Probabilistic Inverse Graphics for Robust 6D Pose Estimation

The ability to perceive and understand 3D scenes is crucial for many applications in computer vision and robotics. Inverse graphics is an appealing approach to 3D scene understanding that aims to infer the 3D scene structure from 2D images. In this paper, we introduce probabilistic modeling to the inverse graphics framework to quantify uncertainty and achieve robustness in 6D pose estimation tasks. Specifically, we propose 3D Neural Embedding Likelihood (3DNEL) as a unified probabilistic model over RGB-D images, and develop efficient inference procedures on 3D scene descriptions. 3DNEL effectively combines learned neural embeddings from RGB with depth information to improve robustness in sim-to-real 6D object pose estimation from RGB-D images. Performance on the YCB-Video dataset is on par with state-of-the-art yet is much more robust in challenging regimes. In contrast to discriminative approaches, 3DNEL's probabilistic generative formulation jointly models multiple objects in a scene, quantifies uncertainty in a principled way, and handles object pose tracking under heavy occlusion. Finally, 3DNEL provides a principled framework for incorporating prior knowledge about the scene and objects, which allows natural extension to additional tasks like camera pose tracking from video.

cs.CV

Constraining Generative Models for Engineering Design with Negative Data

Generative models have recently achieved remarkable success and widespread adoption in society, yet they often struggle to generate realistic and accurate outputs. This challenge extends beyond language and vision into fields like engineering design, where safety-critical engineering standards and non-negotiable physical laws tightly constrain what outputs are considered acceptable. In this work, we introduce a novel training method to guide a generative model toward constraint-satisfying outputs using `negative data' -- examples of what to avoid. Our negative-data generative model (NDGM) formulation easily outperforms classic models, generating 1/6 as many constraint-violating samples using 1/8 as much data in certain problems. It also consistently outperforms other baselines, achieving a balance between constraint satisfaction and distributional similarity that is unsurpassed by any other model in 12 of the 14 problems tested. This widespread superiority is rigorously demonstrated across numerous synthetic tests and real engineering problems, such as ship hull synthesis with hydrodynamic constraints and vehicle design with impact safety constraints. Our benchmarks showcase both the best-in-class performance of our new NDGM formulation and the overall dominance of NDGMs versus classic generative models. We publicly release the code and benchmarks at https://github.com/Lyleregenwetter/NDGMs.

cs.LG

Beyond Statistical Similarity: Rethinking Metrics for Deep Generative Models in Engineering Design

Deep generative models such as Variational Autoencoders (VAEs), Generative Adversarial Networks (GANs), Diffusion Models, and Transformers, have shown great promise in a variety of applications, including image and speech synthesis, natural language processing, and drug discovery. However, when applied to engineering design problems, evaluating the performance of these models can be challenging, as traditional statistical metrics based on likelihood may not fully capture the requirements of engineering applications. This paper doubles as a review and practical guide to evaluation metrics for deep generative models (DGMs) in engineering design. We first summarize the well-accepted `classic' evaluation metrics for deep generative models grounded in machine learning theory. Using case studies, we then highlight why these metrics seldom translate well to design problems but see frequent use due to the lack of established alternatives. Next, we curate a set of design-specific metrics which have been proposed across different research communities and can be used for evaluating deep generative models. These metrics focus on unique requirements in design and engineering, such as constraint satisfaction, functional performance, novelty, and conditioning. Throughout our discussion, we apply the metrics to models trained on simple-to-visualize 2-dimensional example problems. Finally, we evaluate four deep generative models on a bicycle frame design problem and structural topology generation problem. In particular, we showcase the use of proposed metrics to quantify performance target achievement, design novelty, and geometric constraints. We publicly release the code for the datasets, models, and metrics used throughout the paper at https://decode.mit.edu/projects/metrics/.

cs.LG

LINKS: A dataset of a hundred million planar linkage mechanisms for data-driven kinematic design

In this paper, we introduce LINKS, a dataset of 100 million one degree of freedom planar linkage mechanisms and 1.1 billion coupler curves, which is more than 1000 times larger than any existing database of planar mechanisms and is not limited to specific kinds of mechanisms such as four-bars, six-bars, \etc which are typically what most databases include. LINKS is made up of various components including 100 million mechanisms, the simulation data for each mechanism, normalized paths generated by each mechanism, a curated set of paths, the code used to generate the data and simulate mechanisms, and a live web demo for interactive design of linkage mechanisms. The curated paths are provided as a measure for removing biases in the paths generated by mechanisms that enable a more even design space representation. In this paper, we discuss the details of how we can generate such a large dataset and how we can overcome major issues with such scales. To be able to generate such a large dataset we introduce a new operator to generate 1-DOF mechanism topologies, furthermore, we take many steps to speed up slow simulations of mechanisms by vectorizing our simulations and parallelizing our simulator on a large number of threads, which leads to a simulation 800 times faster than the simple simulation algorithm. This is necessary given on average, 1 out of 500 candidates that are generated are valid~(and all must be simulated to determine their validity), which means billions of simulations must be performed for the generation of this dataset. Then we demonstrate the depth of our dataset through a bi-directional chamfer distance-based shape retrieval study where we show how our dataset can be used directly to find mechanisms that can trace paths very close to desired target paths.

cs.LG

Solving the Baby Intuitions Benchmark with a Hierarchically Bayesian Theory of Mind

To facilitate the development of new models to bridge the gap between machine and human social intelligence, the recently proposed Baby Intuitions Benchmark (arXiv:2102.11938) provides a suite of tasks designed to evaluate commonsense reasoning about agents' goals and actions that even young infants exhibit. Here we present a principled Bayesian solution to this benchmark, based on a hierarchically Bayesian Theory of Mind (HBToM). By including hierarchical priors on agent goals and dispositions, inference over our HBToM model enables few-shot learning of the efficiency and preferences of an agent, which can then be used in commonsense plausibility judgements about subsequent agent behavior. This approach achieves near-perfect accuracy on most benchmark tasks, outperforming deep learning and imitation learning baselines while producing interpretable human-like inferences, demonstrating the advantages of structured Bayesian models of human social cognition.

cs.AI

Finding Fallen Objects Via Asynchronous Audio-Visual Integration

The way an object looks and sounds provide complementary reflections of its physical properties. In many settings cues from vision and audition arrive asynchronously but must be integrated, as when we hear an object dropped on the floor and then must find it. In this paper, we introduce a setting in which to study multi-modal object localization in 3D virtual environments. An object is dropped somewhere in a room. An embodied robot agent, equipped with a camera and microphone, must determine what object has been dropped -- and where -- by combining audio and visual signals with knowledge of the underlying physics. To study this problem, we have generated a large-scale dataset -- the Fallen Objects dataset -- that includes 8000 instances of 30 physical object categories in 64 rooms. The dataset uses the ThreeDWorld platform which can simulate physics-based impact sounds and complex physical interactions between objects in a photorealistic setting. As a first step toward addressing this challenge, we develop a set of embodied agent baselines, based on imitation learning, reinforcement learning, and modular planning, and perform an in-depth analysis of the challenge of this new task.

cs.CV

Incorporating Rich Social Interactions Into MDPs

Much of what we do as humans is engage socially with other agents, a skill that robots must also eventually possess. We demonstrate that a rich theory of social interactions originating from microsociology and economics can be formalized by extending a nested MDP where agents reason about arbitrary functions of each other's hidden rewards. This extended Social MDP allows us to encode the five basic interactions that underlie microsociology: cooperation, conflict, coercion, competition, and exchange. The result is a robotic agent capable of executing social interactions zero-shot in new environments; like humans it can engage socially in novel ways even without a single example of that social interaction. Moreover, the judgments of these Social MDPs align closely with those of humans when considering which social interaction is taking place in an environment. This method both sheds light on the nature of social interactions, by providing concrete mathematical definitions, and brings rich social interactions into a mathematical framework that has proven to be natural for robotics, MDPs.

cs.RO

ThreeDWorld: A Platform for Interactive Multi-Modal Physical Simulation

We introduce ThreeDWorld (TDW), a platform for interactive multi-modal physical simulation. TDW enables simulation of high-fidelity sensory data and physical interactions between mobile agents and objects in rich 3D environments. Unique properties include: real-time near-photo-realistic image rendering; a library of objects and environments, and routines for their customization; generative procedures for efficiently building classes of new environments; high-fidelity audio rendering; realistic physical interactions for a variety of material types, including cloths, liquid, and deformable objects; customizable agents that embody AI agents; and support for human interactions with VR devices. TDW's API enables multiple agents to interact within a simulation and returns a range of sensor and physics data representing the state of the world. We present initial experiments enabled by TDW in emerging research directions in computer vision, machine learning, and cognitive science, including multi-modal physical scene understanding, physical dynamics predictions, multi-agent interactions, models that learn like a child, and attention studies in humans and neural networks.

cs.CV

3DP3: 3D Scene Perception via Probabilistic Programming

We present 3DP3, a framework for inverse graphics that uses inference in a structured generative model of objects, scenes, and images. 3DP3 uses (i) voxel models to represent the 3D shape of objects, (ii) hierarchical scene graphs to decompose scenes into objects and the contacts between them, and (iii) depth image likelihoods based on real-time graphics. Given an observed RGB-D image, 3DP3's inference algorithm infers the underlying latent 3D scene, including the object poses and a parsimonious joint parametrization of these poses, using fast bottom-up pose proposals, novel involutive MCMC updates of the scene graph structure, and, optionally, neural object detectors and pose estimators. We show that 3DP3 enables scene understanding that is aware of 3D shape, occlusion, and contact structure. Our results demonstrate that 3DP3 is more accurate at 6DoF object pose estimation from real images than deep learning baselines and shows better generalization to challenging scenes with novel viewpoints, contact, and partial observability.

cs.CV