SearcharxivSearch

arXiv subjects

Pedro O. Pinheiro

Publications and source records attributed to Pedro O. Pinheiro.

At least 19 recordsLinked to original sources

Beyond Atoms: Evaluating Electron Density Representation for 3D Molecular Learning

Machine learning models for 3D molecular property prediction typically rely on atom-based representations, which may overlook subtle physical information. Electron density maps -- the direct output of X-ray crystallography and cryo-electron microscopy -- offer a continuous, physically grounded alternative. We compare three voxel-based input types for 3D convolutional neural networks (CNNs): atom types, raw electron density, and density gradient magnitude, across two molecular tasks -- protein-ligand binding affinity prediction (PDBbind) and quantum property prediction (QM9). We focus on voxel-based CNNs because electron density is inherently volumetric, and voxel grids provide the most natural representation for both experimental and computed densities. On PDBbind, all representations perform similarly with full data, but in low-data regimes, density-based inputs outperform atom types, while a shape-based baseline performs comparably -- suggesting that spatial occupancy dominates this task. On QM9, where labels are derived from Density Functional Theory (DFT) but input densities from a lower-level method (XTB), density-based inputs still outperform atom-based ones at scale, reflecting the rich structural and electronic information encoded in density. Overall, these results highlight the task- and regime-dependent strengths of density-derived inputs, improving data efficiency in affinity prediction and accuracy in quantum property modeling.

cs.LG

Unified all-atom molecule generation with neural fields

Generative models for structure-based drug design are often limited to a specific modality, restricting their broader applicability. To address this challenge, we introduce FuncBind, a framework based on computer vision to generate target-conditioned, all-atom molecules across atomic systems. FuncBind uses neural fields to represent molecules as continuous atomic densities and employs score-based generative models with modern architectures adapted from the computer vision literature. This modality-agnostic representation allows a single unified model to be trained on diverse atomic systems, from small to large molecules, and handle variable atom/residue counts, including non-canonical amino acids. FuncBind achieves competitive in silico performance in generating small molecules, macrocyclic peptides, and antibody complementarity-determining region loops, conditioned on target structures. FuncBind also generated in vitro novel antibody binders via de novo redesign of the complementarity-determining region H3 loop of two chosen co-crystal structures. As a final contribution, we introduce a new dataset and benchmark for structure-conditioned macrocyclic peptide generation. The code is available at https://github.com/prescient-design/funcbind.

cs.LG

Pharmacophore-based design by learning on voxel grids

Ligand-based drug discovery (LBDD) relies on making use of known binders to a protein target to find structurally diverse molecules similarly likely to bind. This process typically involves a brute force search of the known binder (query) against a molecular library using some metric of molecular similarity. One popular approach overlays the pharmacophore-shape profile of the known binder to 3D conformations enumerated for each of the library molecules, computes overlaps, and picks a set of diverse library molecules with high overlaps. While this virtual screening workflow has had considerable success in hit diversification, scaffold hopping, and patent busting, it scales poorly with library sizes and restricts candidate generation to existing library compounds. Leveraging recent advances in voxel-based generative modelling, we propose a pharmacophore-based generative model and workflows that address the scaling and fecundity issues of conventional pharmacophore-based virtual screening. We introduce \emph{VoxCap}, a voxel captioning method for generating SMILES strings from voxelised molecular representations. We propose two workflows as practical use cases as well as benchmarks for pharmacophore-based generation: \emph{de-novo} design, in which we aim to generate new molecules with high pharmacophore-shape similarities to query molecules, and fast search, which aims to combine generative design with a cheap 2D substructure similarity search for efficient hit identification. Our results show that VoxCap significantly outperforms previous methods in generating diverse \textit{de-novo} hits. When combined with our fast search workflow, VoxCap reduces computational time by orders of magnitude while returning hits for all query molecules, enabling the search of large libraries that are intractable to search by brute force.

cs.LG

Score-based 3D molecule generation with neural fields

We introduce a new representation for 3D molecules based on their continuous atomic density fields. Using this representation, we propose a new model based on walk-jump sampling for unconditional 3D molecule generation in the continuous space using neural fields. Our model, FuncMol, encodes molecular fields into latent codes using a conditional neural field, samples noisy codes from a Gaussian-smoothed distribution with Langevin MCMC (walk), denoises these samples in a single step (jump), and finally decodes them into molecular fields. FuncMol performs all-atom generation of 3D molecules without assumptions on the molecular structure and scales well with the size of molecules, unlike most approaches. Our method achieves competitive results on drug-like molecules and easily scales to macro-cyclic peptides, with at least one order of magnitude faster sampling. The code is available at https://github.com/prescient-design/funcmol.

cs.LG

NEBULA: Neural Empirical Bayes Under Latent Representations for Efficient and Controllable Design of Molecular Libraries

We present NEBULA, the first latent 3D generative model for scalable generation of large molecular libraries around a seed compound of interest. Such libraries are crucial for scientific discovery, but it remains challenging to generate large numbers of high quality samples efficiently. 3D-voxel-based methods have recently shown great promise for generating high quality samples de novo from random noise (Pinheiro et al., 2023). However, sampling in 3D-voxel space is computationally expensive and use in library generation is prohibitively slow. Here, we instead perform neural empirical Bayes sampling (Saremi & Hyvarinen, 2019) in the learned latent space of a vector-quantized variational autoencoder. NEBULA generates large molecular libraries nearly an order of magnitude faster than existing methods without sacrificing sample quality. Moreover, NEBULA generalizes better to unseen drug-like molecules, as demonstrated on two public datasets and multiple recently released drugs. We expect the approach herein to be highly enabling for machine learning-based drug discovery. The code is available at https://github.com/prescient-design/nebula

cs.LG

Structure-based drug design by denoising voxel grids

We present VoxBind, a new score-based generative model for 3D molecules conditioned on protein structures. Our approach represents molecules as 3D atomic density grids and leverages a 3D voxel-denoising network for learning and generation. We extend the neural empirical Bayes formalism (Saremi & Hyvarinen, 2019) to the conditional setting and generate structure-conditioned molecules with a two-step procedure: (i) sample noisy molecules from the Gaussian-smoothed conditional distribution with underdamped Langevin MCMC using the learned score function and (ii) estimate clean molecules from the noisy samples with single-step denoising. Compared to the current state of the art, our model is simpler to train, significantly faster to sample from, and achieves better results on extensive in silico benchmarks -- the generated molecules are more diverse, exhibit fewer steric clashes, and bind with higher affinity to protein pockets. The code is available at https://github.com/genentech/voxbind/.

cs.LG

3D molecule generation by denoising voxel grids

We propose a new score-based approach to generate 3D molecules represented as atomic densities on regular grids. First, we train a denoising neural network that learns to map from a smooth distribution of noisy molecules to the distribution of real molecules. Then, we follow the neural empirical Bayes framework (Saremi and Hyvarinen, 19) and generate molecules in two steps: (i) sample noisy density grids from a smooth distribution via underdamped Langevin Markov chain Monte Carlo, and (ii) recover the "clean" molecule by denoising the noisy grid with a single step. Our method, VoxMol, generates molecules in a fundamentally different way than the current state of the art (ie, diffusion models applied to atom point clouds). It differs in terms of the data representation, the noise model, the network architecture and the generative modeling algorithm. Our experiments show that VoxMol captures the distribution of drug-like molecules better than state of the art, while being faster to generate samples.

cs.LG

Algorithms for the Maximum Eulerian Cycle Decomposition Problem

Given an Eulerian graph G, in the Maximum Eulerian Cycle Decomposition problem, we are interested in finding a collection of edge-disjoint cycles {E_1, E_2, ..., E_k} in G such that all edges of G are in exactly one cycle and k is maximum. We present an algorithm to solve the pricing problem of a column generation Integer Linear Programming (ILP) model introduced by Lancia and Serafini (2016). Furthermore, we propose a greedy heuristic, which searches for minimum size cycles starting from a random vertex, and a heuristic based on partially solving the ILP model. We performed tests comparing the three approaches in relation to the quality of solutions and execution time, using distinct sets of Eulerian graphs, each set grouping graphs with different numbers of vertices and edges. Our experimental results show that the ILP based heuristic outperforms the other methods.

cs.DS

Touch-based Curiosity for Sparse-Reward Tasks

Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.

cs.LG

Unsupervised Learning of Dense Visual Representations

Contrastive self-supervised learning has emerged as a promising approach to unsupervised visual representation learning. In general, these methods learn global (image-level) representations that are invariant to different views (i.e., compositions of data augmentation) of the same image. However, many visual understanding tasks require dense (pixel-level) representations. In this paper, we propose View-Agnostic Dense Representation (VADeR) for unsupervised learning of dense representations. VADeR learns pixelwise representations by forcing local features to remain constant over different viewing conditions. Specifically, this is achieved through pixel-level contrastive learning: matching features (that is, features that describes the same location of the scene on different views) should be close in an embedding space, while non-matching features should be apart. VADeR provides a natural representation for dense prediction tasks and transfers well to downstream tasks. Our method outperforms ImageNet supervised pretraining (and strong unsupervised baselines) in multiple dense prediction tasks.

cs.CV

CLAREL: Classification via retrieval loss for zero-shot learning

We address the problem of learning fine-grained cross-modal representations. We propose an instance-based deep metric learning approach in joint visual and textual space. The key novelty of this paper is that it shows that using per-image semantic supervision leads to substantial improvement in zero-shot performance over using class-only supervision. On top of that, we provide a probabilistic justification for a metric rescaling approach that solves a very common problem in the generalized zero-shot learning setting, i.e., classifying test images from unseen classes as one of the classes seen during training. We evaluate our approach on two fine-grained zero-shot learning datasets: CUB and FLOWERS. We find that on the generalized zero-shot classification task CLAREL consistently outperforms the existing approaches on both datasets.

cs.CV

Adaptive Cross-Modal Few-Shot Learning

Metric-based meta-learning techniques have successfully been applied to few-shot classification problems. In this paper, we propose to leverage cross-modal information to enhance metric-based few-shot learning methods. Visual and semantic feature spaces have different structures by definition. For certain concepts, visual features might be richer and more discriminative than text ones. While for others, the inverse might be true. Moreover, when the support from visual information is limited in image classification, semantic representations (learned from unsupervised text corpora) can provide strong prior knowledge and context to help learning. Based on these two intuitions, we propose a mechanism that can adaptively combine information from both modalities according to new image categories to be learned. Through a series of experiments, we show that by this adaptive combination of the two modalities, our model outperforms current uni-modality few-shot learning methods and modality-alignment methods by a large margin on all benchmarks and few-shot scenarios tested. Experiments also show that our model can effectively adjust its focus on the two modalities. The improvement in performance is particularly large when the number of shots is very small.

cs.LG

Reinforced active learning for image segmentation

Learning-based approaches for semantic segmentation have two inherent challenges. First, acquiring pixel-wise labels is expensive and time-consuming. Second, realistic segmentation datasets are highly unbalanced: some categories are much more abundant than others, biasing the performance to the most represented ones. In this paper, we are interested in focusing human labelling effort on a small subset of a larger pool of data, minimizing this effort while maximizing performance of a segmentation model on a hold-out set. We present a new active learning strategy for semantic segmentation based on deep reinforcement learning (RL). An agent learns a policy to select a subset of small informative image regions -- opposed to entire images -- to be labeled, from a pool of unlabeled data. The region selection decision is made based on predictions and uncertainties of the segmentation model being trained. Our method proposes a new modification of the deep Q-network (DQN) formulation for active learning, adapting it to the large-scale nature of semantic segmentation problems. We test the proof of concept in CamVid and provide results in the large-scale dataset Cityscapes. On Cityscapes, our deep RL region-based DQN approach requires roughly 30% less additional labeled data than our most competitive baseline to reach the same performance. Moreover, we find that our method asks for more labels of under-represented categories compared to the baselines, improving their performance and helping to mitigate class imbalance.

cs.CV

Neural Multisensory Scene Inference

For embodied agents to infer representations of the underlying 3D physical world they inhabit, they should efficiently combine multisensory cues from numerous trials, e.g., by looking at and touching objects. Despite its importance, multisensory 3D scene representation learning has received less attention compared to the unimodal setting. In this paper, we propose the Generative Multisensory Network (GMN) for learning latent representations of 3D scenes which are partially observable through multiple sensory modalities. We also introduce a novel method, called the Amortized Product-of-Experts, to improve the computational efficiency and the robustness to unseen combinations of modalities at test time. Experimental results demonstrate that the proposed model can efficiently infer robust modality-invariant 3D-scene representations from arbitrary combinations of modalities and perform accurate cross-modal generation. To perform this exploration, we also develop the Multisensory Embodied 3D-Scene Environment (MESE).

cs.LG

Adversarial Framing for Image and Video Classification

Neural networks are prone to adversarial attacks. In general, such attacks deteriorate the quality of the input by either slightly modifying most of its pixels, or by occluding it with a patch. In this paper, we propose a method that keeps the image unchanged and only adds an adversarial framing on the border of the image. We show empirically that our method is able to successfully attack state-of-the-art methods on both image and video classification problems. Notably, the proposed method results in a universal attack which is very fast at test time. Source code can be found at https://github.com/zajaczajac/adv_framing .

cs.CV

Domain-Adaptive Single-View 3D Reconstruction

Single-view 3D shape reconstruction is an important but challenging problem, mainly for two reasons. First, as shape annotation is very expensive to acquire, current methods rely on synthetic data, in which ground-truth 3D annotation is easy to obtain. However, this results in domain adaptation problem when applied to natural images. The second challenge is that there are multiple shapes that can explain a given 2D image. In this paper, we propose a framework to improve over these challenges using adversarial training. On one hand, we impose domain confusion between natural and synthetic image representations to reduce the distribution gap. On the other hand, we impose the reconstruction to be `realistic' by forcing it to lie on a (learned) manifold of realistic object shapes. Our experiments show that these constraints improve performance by a large margin over baseline reconstruction models. We achieve results competitive with the state of the art with a much simpler architecture.

cs.CV

Reinforced Imitation in Heterogeneous Action Space

Imitation learning is an effective alternative approach to learn a policy when the reward function is sparse. In this paper, we consider a challenging setting where an agent and an expert use different actions from each other. We assume that the agent has access to a sparse reward function and state-only expert observations. We propose a method which gradually balances between the imitation learning cost and the reinforcement learning objective. In addition, this method adapts the agent's policy based on either mimicking expert behavior or maximizing sparse reward. We show, through navigation scenarios, that (i) an agent is able to efficiently leverage sparse rewards to outperform standard state-only imitation learning, (ii) it can learn a policy even when its actions are different from the expert, and (iii) the performance of the agent is not bounded by that of the expert, due to the optimized usage of sparse rewards.

cs.LG

Instance Segmentation with Point Supervision

Instance segmentation methods often require costly per-pixel labels. We propose a method that only requires point-level annotations. During training, the model only has access to a single pixel label per object, yet the task is to output full segmentation masks. To address this challenge, we construct a network with two branches: (1) a localization network (L-Net) that predicts the location of each object; and (2) an embedding network (E-Net) that learns an embedding space where pixels of the same object are close. The segmentation masks for the located objects are obtained by grouping pixels with similar embeddings. At training time, while L-Net only requires point-level annotations, E-Net uses pseudo-labels generated by a class-agnostic object proposal method. We evaluate our approach on PASCAL VOC, COCO, KITTI and CityScapes datasets. The experiments show that our method (1) obtains competitive results compared to fully-supervised methods in certain scenarios; (2) outperforms fully- and weakly- supervised methods with a fixed annotation budget; and (3) is a first strong baseline for instance segmentation with point-level supervision.

cs.CV