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Gal Chechik

Publications and source records attributed to Gal Chechik.

At least 91 records · Page 5Linked to original sources

Domain-Agnostic Tuning-Encoder for Fast Personalization of Text-To-Image Models

Text-to-image (T2I) personalization allows users to guide the creative image generation process by combining their own visual concepts in natural language prompts. Recently, encoder-based techniques have emerged as a new effective approach for T2I personalization, reducing the need for multiple images and long training times. However, most existing encoders are limited to a single-class domain, which hinders their ability to handle diverse concepts. In this work, we propose a domain-agnostic method that does not require any specialized dataset or prior information about the personalized concepts. We introduce a novel contrastive-based regularization technique to maintain high fidelity to the target concept characteristics while keeping the predicted embeddings close to editable regions of the latent space, by pushing the predicted tokens toward their nearest existing CLIP tokens. Our experimental results demonstrate the effectiveness of our approach and show how the learned tokens are more semantic than tokens predicted by unregularized models. This leads to a better representation that achieves state-of-the-art performance while being more flexible than previous methods.

cs.CV↗

Point-Cloud Completion with Pretrained Text-to-image Diffusion Models

Point-cloud data collected in real-world applications are often incomplete. Data is typically missing due to objects being observed from partial viewpoints, which only capture a specific perspective or angle. Additionally, data can be incomplete due to occlusion and low-resolution sampling. Existing completion approaches rely on datasets of predefined objects to guide the completion of noisy and incomplete, point clouds. However, these approaches perform poorly when tested on Out-Of-Distribution (OOD) objects, that are poorly represented in the training dataset. Here we leverage recent advances in text-guided image generation, which lead to major breakthroughs in text-guided shape generation. We describe an approach called SDS-Complete that uses a pre-trained text-to-image diffusion model and leverages the text semantics of a given incomplete point cloud of an object, to obtain a complete surface representation. SDS-Complete can complete a variety of objects using test-time optimization without expensive collection of 3D information. We evaluate SDS Complete on incomplete scanned objects, captured by real-world depth sensors and LiDAR scanners. We find that it effectively reconstructs objects that are absent from common datasets, reducing Chamfer loss by 50% on average compared with current methods. Project page: https://sds-complete.github.io/

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Auxiliary Learning as an Asymmetric Bargaining Game

Auxiliary learning is an effective method for enhancing the generalization capabilities of trained models, particularly when dealing with small datasets. However, this approach may present several difficulties: (i) optimizing multiple objectives can be more challenging, and (ii) how to balance the auxiliary tasks to best assist the main task is unclear. In this work, we propose a novel approach, named AuxiNash, for balancing tasks in auxiliary learning by formalizing the problem as generalized bargaining game with asymmetric task bargaining power. Furthermore, we describe an efficient procedure for learning the bargaining power of tasks based on their contribution to the performance of the main task and derive theoretical guarantees for its convergence. Finally, we evaluate AuxiNash on multiple multi-task benchmarks and find that it consistently outperforms competing methods.

cs.LG↗

Equivariant Architectures for Learning in Deep Weight Spaces

Designing machine learning architectures for processing neural networks in their raw weight matrix form is a newly introduced research direction. Unfortunately, the unique symmetry structure of deep weight spaces makes this design very challenging. If successful, such architectures would be capable of performing a wide range of intriguing tasks, from adapting a pre-trained network to a new domain to editing objects represented as functions (INRs or NeRFs). As a first step towards this goal, we present here a novel network architecture for learning in deep weight spaces. It takes as input a concatenation of weights and biases of a pre-trained MLP and processes it using a composition of layers that are equivariant to the natural permutation symmetry of the MLP's weights: Changing the order of neurons in intermediate layers of the MLP does not affect the function it represents. We provide a full characterization of all affine equivariant and invariant layers for these symmetries and show how these layers can be implemented using three basic operations: pooling, broadcasting, and fully connected layers applied to the input in an appropriate manner. We demonstrate the effectiveness of our architecture and its advantages over natural baselines in a variety of learning tasks.

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DisCLIP: Open-Vocabulary Referring Expression Generation

Referring Expressions Generation (REG) aims to produce textual descriptions that unambiguously identifies specific objects within a visual scene. Traditionally, this has been achieved through supervised learning methods, which perform well on specific data distributions but often struggle to generalize to new images and concepts. To address this issue, we present a novel approach for REG, named DisCLIP, short for discriminative CLIP. We build on CLIP, a large-scale visual-semantic model, to guide an LLM to generate a contextual description of a target concept in an image while avoiding other distracting concepts. Notably, this optimization happens at inference time and does not require additional training or tuning of learned parameters. We measure the quality of the generated text by evaluating the capability of a receiver model to accurately identify the described object within the scene. To achieve this, we use a frozen zero-shot comprehension module as a critique of our generated referring expressions. We evaluate DisCLIP on multiple referring expression benchmarks through human evaluation and show that it significantly outperforms previous methods on out-of-domain datasets. Our results highlight the potential of using pre-trained visual-semantic models for generating high-quality contextual descriptions.

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Guided Deep Kernel Learning

Combining Gaussian processes with the expressive power of deep neural networks is commonly done nowadays through deep kernel learning (DKL). Unfortunately, due to the kernel optimization process, this often results in losing their Bayesian benefits. In this study, we present a novel approach for learning deep kernels by utilizing infinite-width neural networks. We propose to use the Neural Network Gaussian Process (NNGP) model as a guide to the DKL model in the optimization process. Our approach harnesses the reliable uncertainty estimation of the NNGPs to adapt the DKL target confidence when it encounters novel data points. As a result, we get the best of both worlds, we leverage the Bayesian behavior of the NNGP, namely its robustness to overfitting, and accurate uncertainty estimation, while maintaining the generalization abilities, scalability, and flexibility of deep kernels. Empirically, we show on multiple benchmark datasets of varying sizes and dimensionality, that our method is robust to overfitting, has good predictive performance, and provides reliable uncertainty estimations.

cs.LG↗

CALM: Conditional Adversarial Latent Models for Directable Virtual Characters

In this work, we present Conditional Adversarial Latent Models (CALM), an approach for generating diverse and directable behaviors for user-controlled interactive virtual characters. Using imitation learning, CALM learns a representation of movement that captures the complexity and diversity of human motion, and enables direct control over character movements. The approach jointly learns a control policy and a motion encoder that reconstructs key characteristics of a given motion without merely replicating it. The results show that CALM learns a semantic motion representation, enabling control over the generated motions and style-conditioning for higher-level task training. Once trained, the character can be controlled using intuitive interfaces, akin to those found in video games.

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Encoder-based Domain Tuning for Fast Personalization of Text-to-Image Models

Text-to-image personalization aims to teach a pre-trained diffusion model to reason about novel, user provided concepts, embedding them into new scenes guided by natural language prompts. However, current personalization approaches struggle with lengthy training times, high storage requirements or loss of identity. To overcome these limitations, we propose an encoder-based domain-tuning approach. Our key insight is that by underfitting on a large set of concepts from a given domain, we can improve generalization and create a model that is more amenable to quickly adding novel concepts from the same domain. Specifically, we employ two components: First, an encoder that takes as an input a single image of a target concept from a given domain, e.g. a specific face, and learns to map it into a word-embedding representing the concept. Second, a set of regularized weight-offsets for the text-to-image model that learn how to effectively ingest additional concepts. Together, these components are used to guide the learning of unseen concepts, allowing us to personalize a model using only a single image and as few as 5 training steps - accelerating personalization from dozens of minutes to seconds, while preserving quality.

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Improve Agents without Retraining: Parallel Tree Search with Off-Policy Correction

Tree Search (TS) is crucial to some of the most influential successes in reinforcement learning. Here, we tackle two major challenges with TS that limit its usability: \textit{distribution shift} and \textit{scalability}. We first discover and analyze a counter-intuitive phenomenon: action selection through TS and a pre-trained value function often leads to lower performance compared to the original pre-trained agent, even when having access to the exact state and reward in future steps. We show this is due to a distribution shift to areas where value estimates are highly inaccurate and analyze this effect using Extreme Value theory. To overcome this problem, we introduce a novel off-policy correction term that accounts for the mismatch between the pre-trained value and its corresponding TS policy by penalizing under-sampled trajectories. We prove that our correction eliminates the above mismatch and bound the probability of sub-optimal action selection. Our correction significantly improves pre-trained Rainbow agents without any further training, often more than doubling their scores on Atari games. Next, we address the scalability issue given by the computational complexity of exhaustive TS that scales exponentially with the tree depth. We introduce Batch-BFS: a GPU breadth-first search that advances all nodes in each depth of the tree simultaneously. Batch-BFS reduces runtime by two orders of magnitude and, beyond inference, enables also training with TS of depths that were not feasible before. We train DQN agents from scratch using TS and show improvement in several Atari games compared to both the original DQN and the more advanced Rainbow. The code for BCTS can be found in \url{https://github.com/NVlabs/bcts}.

cs.AI↗

Planning and Learning with Adaptive Lookahead

Some of the most powerful reinforcement learning frameworks use planning for action selection. Interestingly, their planning horizon is either fixed or determined arbitrarily by the state visitation history. Here, we expand beyond the naive fixed horizon and propose a theoretically justified strategy for adaptive selection of the planning horizon as a function of the state-dependent value estimate. We propose two variants for lookahead selection and analyze the trade-off between iteration count and computational complexity per iteration. We then devise a corresponding deep Q-network algorithm with an adaptive tree search horizon. We separate the value estimation per depth to compensate for the off-policy discrepancy between depths. Lastly, we demonstrate the efficacy of our adaptive lookahead method in a maze environment and Atari.

cs.LG↗

On-Demand Unlabeled Personalized Federated Learning

In Federated Learning (FL), multiple clients collaborate to learn a shared model through a central server while keeping data decentralized. Personalized Federated Learning (PFL) further extends FL by learning a personalized model per client. In both FL and PFL, all clients participate in the training process and their labeled data are used for training. However, in reality, novel clients may wish to join a prediction service after it has been deployed, obtaining predictions for their own \textbf{unlabeled} data. Here, we introduce a new learning setup, On-Demand Unlabeled PFL (OD-PFL), where a system trained on a set of clients, needs to be later applied to novel unlabeled clients at inference time. We propose a novel approach to this problem, ODPFL-HN, which learns to produce a new model for the late-to-the-party client. Specifically, we train an encoder network that learns a representation for a client given its unlabeled data. That client representation is fed to a hypernetwork that generates a personalized model for that client. Evaluated on five benchmark datasets, we find that ODPFL-HN generalizes better than the current FL and PFL methods, especially when the novel client has a large shift from training clients. We also analyzed the generalization error for novel clients, and showed analytically and experimentally how novel clients can apply differential privacy.

cs.LG↗

SoftTreeMax: Policy Gradient with Tree Search

Policy-gradient methods are widely used for learning control policies. They can be easily distributed to multiple workers and reach state-of-the-art results in many domains. Unfortunately, they exhibit large variance and subsequently suffer from high-sample complexity since they aggregate gradients over entire trajectories. At the other extreme, planning methods, like tree search, optimize the policy using single-step transitions that consider future lookahead. These approaches have been mainly considered for value-based algorithms. Planning-based algorithms require a forward model and are computationally intensive at each step, but are more sample efficient. In this work, we introduce SoftTreeMax, the first approach that integrates tree-search into policy gradient. Traditionally, gradients are computed for single state-action pairs. Instead, our tree-based policy structure leverages all gradients at the tree leaves in each environment step. This allows us to reduce the variance of gradients by three orders of magnitude and to benefit from better sample complexity compared with standard policy gradient. On Atari, SoftTreeMax demonstrates up to 5x better performance in faster run-time compared with distributed PPO.

cs.LG↗

Iterative-Free Quantum Approximate Optimization Algorithm Using Neural Networks

The quantum approximate optimization algorithm (QAOA) is a leading iterative variational quantum algorithm for heuristically solving combinatorial optimization problems. A large portion of the computational effort in QAOA is spent by the optimization steps, which require many executions of the quantum circuit. Therefore, there is active research focusing on finding better initial circuit parameters, which would reduce the number of required iterations and hence the overall execution time. While existing methods for parameter initialization have shown great success, they often offer a single set of parameters for all problem instances. We propose a practical method that uses a simple, fully connected neural network that leverages previous executions of QAOA to find better initialization parameters tailored to a new given problem instance. We benchmark state-of-the-art initialization methods for solving the MaxCut problem of Erdős-Rényi graphs using QAOA and show that our method is consistently the fastest to converge while also yielding the best final result. Furthermore, the parameters predicted by the neural network are shown to match very well with the fully optimized parameters, to the extent that no iterative steps are required, thereby effectively realizing an iterative-free QAOA scheme.

quant-ph↗

"This is my unicorn, Fluffy": Personalizing frozen vision-language representations

Large Vision & Language models pretrained on web-scale data provide representations that are invaluable for numerous V&L problems. However, it is unclear how they can be used for reasoning about user-specific visual concepts in unstructured language. This problem arises in multiple domains, from personalized image retrieval to personalized interaction with smart devices. We introduce a new learning setup called Personalized Vision & Language (PerVL) with two new benchmark datasets for retrieving and segmenting user-specific "personalized" concepts "in the wild". In PerVL, one should learn personalized concepts (1) independently of the downstream task (2) allowing a pretrained model to reason about them with free language, and (3) does not require personalized negative examples. We propose an architecture for solving PerVL that operates by extending the input vocabulary of a pretrained model with new word embeddings for the new personalized concepts. The model can then reason about them by simply using them in a sentence. We demonstrate that our approach learns personalized visual concepts from a few examples and can effectively apply them in image retrieval and semantic segmentation using rich textual queries.

cs.CV↗

An Image is Worth One Word: Personalizing Text-to-Image Generation using Textual Inversion

Text-to-image models offer unprecedented freedom to guide creation through natural language. Yet, it is unclear how such freedom can be exercised to generate images of specific unique concepts, modify their appearance, or compose them in new roles and novel scenes. In other words, we ask: how can we use language-guided models to turn our cat into a painting, or imagine a new product based on our favorite toy? Here we present a simple approach that allows such creative freedom. Using only 3-5 images of a user-provided concept, like an object or a style, we learn to represent it through new "words" in the embedding space of a frozen text-to-image model. These "words" can be composed into natural language sentences, guiding personalized creation in an intuitive way. Notably, we find evidence that a single word embedding is sufficient for capturing unique and varied concepts. We compare our approach to a wide range of baselines, and demonstrate that it can more faithfully portray the concepts across a range of applications and tasks. Our code, data and new words will be available at: https://textual-inversion.github.io

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Multi-Task Learning as a Bargaining Game

In Multi-task learning (MTL), a joint model is trained to simultaneously make predictions for several tasks. Joint training reduces computation costs and improves data efficiency; however, since the gradients of these different tasks may conflict, training a joint model for MTL often yields lower performance than its corresponding single-task counterparts. A common method for alleviating this issue is to combine per-task gradients into a joint update direction using a particular heuristic. In this paper, we propose viewing the gradients combination step as a bargaining game, where tasks negotiate to reach an agreement on a joint direction of parameter update. Under certain assumptions, the bargaining problem has a unique solution, known as the Nash Bargaining Solution, which we propose to use as a principled approach to multi-task learning. We describe a new MTL optimization procedure, Nash-MTL, and derive theoretical guarantees for its convergence. Empirically, we show that Nash-MTL achieves state-of-the-art results on multiple MTL benchmarks in various domains.

cs.LG↗

Reinforcement Learning for Datacenter Congestion Control

We approach the task of network congestion control in datacenters using Reinforcement Learning (RL). Successful congestion control algorithms can dramatically improve latency and overall network throughput. Until today, no such learning-based algorithms have shown practical potential in this domain. Evidently, the most popular recent deployments rely on rule-based heuristics that are tested on a predetermined set of benchmarks. Consequently, these heuristics do not generalize well to newly-seen scenarios. Contrarily, we devise an RL-based algorithm with the aim of generalizing to different configurations of real-world datacenter networks. We overcome challenges such as partial-observability, non-stationarity, and multi-objectiveness. We further propose a policy gradient algorithm that leverages the analytical structure of the reward function to approximate its derivative and improve stability. We show that this scheme outperforms alternative popular RL approaches, and generalizes to scenarios that were not seen during training. Our experiments, conducted on a realistic simulator that emulates communication networks' behavior, exhibit improved performance concurrently on the multiple considered metrics compared to the popular algorithms deployed today in real datacenters. Our algorithm is being productized to replace heuristics in some of the largest datacenters in the world.

cs.LG↗

Object-Region Video Transformers

Recently, video transformers have shown great success in video understanding, exceeding CNN performance; yet existing video transformer models do not explicitly model objects, although objects can be essential for recognizing actions. In this work, we present Object-Region Video Transformers (ORViT), an \emph{object-centric} approach that extends video transformer layers with a block that directly incorporates object representations. The key idea is to fuse object-centric representations starting from early layers and propagate them into the transformer-layers, thus affecting the spatio-temporal representations throughout the network. Our ORViT block consists of two object-level streams: appearance and dynamics. In the appearance stream, an "Object-Region Attention" module applies self-attention over the patches and \emph{object regions}. In this way, visual object regions interact with uniform patch tokens and enrich them with contextualized object information. We further model object dynamics via a separate "Object-Dynamics Module", which captures trajectory interactions, and show how to integrate the two streams. We evaluate our model on four tasks and five datasets: compositional and few-shot action recognition on SomethingElse, spatio-temporal action detection on AVA, and standard action recognition on Something-Something V2, Diving48 and Epic-Kitchen100. We show strong performance improvement across all tasks and datasets considered, demonstrating the value of a model that incorporates object representations into a transformer architecture. For code and pretrained models, visit the project page at \url{https://roeiherz.github.io/ORViT/}

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