SearcharxivSearch

arXiv subjects

Nicolas Perez-Nieves

Publications and source records attributed to Nicolas Perez-Nieves.

7 recordsLinked to original sources

DiffusionGemma Technical Report

We introduce DiffusionGemma, an experimental open-weight language model that uses discrete diffusion to generate text at exceptionally high speed. Rather than decoding one token at a time, DiffusionGemma iteratively refines blocks of 256 tokens in parallel, avoiding the sequential decoding bottleneck of conventional autoregressive (AR) large language models. Instead of training from scratch, we obtain DiffusionGemma by fine-tuning the mixture-of-experts Gemma 4 model with 3.8B activated and 25.2B total parameters. Our compute-efficient two-stage training pipeline uses fewer than 10% of the starting AR model's total training token budget. The first stage uses supervised fine-tuning to teach bidirectional denoising, while the second stage combines reinforcement learning with sampler distillation to jointly improve generation quality and inference efficiency. DiffusionGemma establishes a new Pareto frontier for the trade-off between generation speed and model capability. Averaged across our full evaluation suite, it generates around 20 tokens per forward pass and achieves roughly 1,500 output tokens per second on a single NVIDIA H100 GPU, which is substantially faster than AR models even with state-of-the-art speculative decoding. DiffusionGemma also retains the starting model's support for thinking mode, multimodal inputs, and long contexts. Despite diffusion fine-tuning, it remains capable of AR generation with only minor performance degradation, suggesting a path toward hybrid diffusion-AR decoding.

cs.CL

Capturing Individual Human Preferences with Reward Features

Reinforcement learning from human feedback usually models preferences using a reward function that does not distinguish between people. We argue that this is unlikely to be a good design choice in contexts with high potential for disagreement, like in the training of large language models. We formalise and analyse the problem of learning a reward model that can be specialised to a user. Using the principle of empirical risk minimisation, we derive a probably approximately correct (PAC) bound showing the dependency of the approximation error on the number of training examples, as usual, and also on the number of human raters who provided feedback on them. Based on our theoretical findings, we discuss how to best collect pairwise preference data and argue that adaptive reward models should be beneficial when there is considerable disagreement among users. We also propose a concrete architecture for an adaptive reward model. Our approach leverages the observation that individual preferences can be captured as a linear combination of a set of general reward features. We show how to learn such features and subsequently use them to quickly adapt the reward model to a specific individual, even if their preferences are not reflected in the training data. We present experiments with large language models illustrating our theoretical results and comparing the proposed architecture with a non-adaptive baseline. Consistent with our analysis, the benefits provided by our model increase with the number of raters and the heterogeneity of their preferences. We also show that our model compares favourably to adaptive counterparts, including those performing in-context personalisation.

cs.AI

Spiking Network Initialisation and Firing Rate Collapse

In recent years, newly developed methods to train spiking neural networks (SNNs) have rendered them as a plausible alternative to Artificial Neural Networks (ANNs) in terms of accuracy, while at the same time being much more energy efficient at inference and potentially at training time. However, it is still unclear what constitutes a good initialisation for an SNN. We often use initialisation schemes developed for ANN training which are often inadequate and require manual tuning. In this paper, we attempt to tackle this issue by using techniques from the ANN initialisation literature as well as computational neuroscience results. We show that the problem of weight initialisation for ANNs is a more nuanced problem than it is for ANNs due to the spike-and-reset non-linearity of SNNs and the firing rate collapse problem. We firstly identify and propose several solutions to the firing rate collapse problem under different sets of assumptions which successfully solve the issue by leveraging classical random walk and Wiener processes results. Secondly, we devise a general strategy for SNN initialisation which combines variance propagation techniques from ANNs and different methods to obtain the expected firing rate and membrane potential distribution based on diffusion and shot-noise approximations. Altogether, we obtain theoretical results to solve the SNN initialisation which consider the membrane potential distribution in the presence of a threshold. Yet, to what extent can these methods be successfully applied to SNNs on real datasets remains an open question.

cs.NE

Learning to Shape Rewards using a Game of Two Partners

Reward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse or uninformative rewards. However, RS typically relies on manually engineered shaping-reward functions whose construction is time-consuming and error-prone. It also requires domain knowledge which runs contrary to the goal of autonomous learning. We introduce Reinforcement Learning Optimising Shaping Algorithm (ROSA), an automated reward shaping framework in which the shaping-reward function is constructed in a Markov game between two agents. A reward-shaping agent (Shaper) uses switching controls to determine which states to add shaping rewards for more efficient learning while the other agent (Controller) learns the optimal policy for the task using these shaped rewards. We prove that ROSA, which adopts existing RL algorithms, learns to construct a shaping-reward function that is beneficial to the task thus ensuring efficient convergence to high performance policies. We demonstrate ROSA's properties in three didactic experiments and show its superior performance against state-of-the-art RS algorithms in challenging sparse reward environments.

cs.LG

Human-Timescale Adaptation in an Open-Ended Task Space

Foundation models have shown impressive adaptation and scalability in supervised and self-supervised learning problems, but so far these successes have not fully translated to reinforcement learning (RL). In this work, we demonstrate that training an RL agent at scale leads to a general in-context learning algorithm that can adapt to open-ended novel embodied 3D problems as quickly as humans. In a vast space of held-out environment dynamics, our adaptive agent (AdA) displays on-the-fly hypothesis-driven exploration, efficient exploitation of acquired knowledge, and can successfully be prompted with first-person demonstrations. Adaptation emerges from three ingredients: (1) meta-reinforcement learning across a vast, smooth and diverse task distribution, (2) a policy parameterised as a large-scale attention-based memory architecture, and (3) an effective automated curriculum that prioritises tasks at the frontier of an agent's capabilities. We demonstrate characteristic scaling laws with respect to network size, memory length, and richness of the training task distribution. We believe our results lay the foundation for increasingly general and adaptive RL agents that perform well across ever-larger open-ended domains.

cs.LG

LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning

Efficient exploration is important for reinforcement learners to achieve high rewards. In multi-agent systems, coordinated exploration and behaviour is critical for agents to jointly achieve optimal outcomes. In this paper, we introduce a new general framework for improving coordination and performance of multi-agent reinforcement learners (MARL). Our framework, named Learnable Intrinsic-Reward Generation Selection algorithm (LIGS) introduces an adaptive learner, Generator that observes the agents and learns to construct intrinsic rewards online that coordinate the agents' joint exploration and joint behaviour. Using a novel combination of MARL and switching controls, LIGS determines the best states to learn to add intrinsic rewards which leads to a highly efficient learning process. LIGS can subdivide complex tasks making them easier to solve and enables systems of MARL agents to quickly solve environments with sparse rewards. LIGS can seamlessly adopt existing MARL algorithms and, our theory shows that it ensures convergence to policies that deliver higher system performance. We demonstrate its superior performance in challenging tasks in Foraging and StarCraft II.

cs.MA

Sparse Spiking Gradient Descent

There is an increasing interest in emulating Spiking Neural Networks (SNNs) on neuromorphic computing devices due to their low energy consumption. Recent advances have allowed training SNNs to a point where they start to compete with traditional Artificial Neural Networks (ANNs) in terms of accuracy, while at the same time being energy efficient when run on neuromorphic hardware. However, the process of training SNNs is still based on dense tensor operations originally developed for ANNs which do not leverage the spatiotemporally sparse nature of SNNs. We present here the first sparse SNN backpropagation algorithm which achieves the same or better accuracy as current state of the art methods while being significantly faster and more memory efficient. We show the effectiveness of our method on real datasets of varying complexity (Fashion-MNIST, Neuromophic-MNIST and Spiking Heidelberg Digits) achieving a speedup in the backward pass of up to 150x, and 85% more memory efficient, without losing accuracy.

cs.NE