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Sheel Shah

Publications and source records attributed to Sheel Shah.

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Posterior Refinement: Fast Language Generation via Any-Order Flow Maps

Non-autoregressive generation offers a powerful paradigm for iterative refinement, allowing models to recursively critique, erase and regenerate arbitrary subsets of tokens. However, existing non-autoregressive models fail to realize this potential. Masked Diffusion Models (MDMs) suffer from factorization error, causing sample quality to collapse when generating multiple tokens simultaneously. Flow Map Language Models (FMLMs) circumvent this bottleneck via joint sequence transport for excellent few-step generation, but sacrifice the inference-time flexibility of MDMs. We introduce FMLM+, a framework that bridges this gap by equipping FMLM with masking-style noise schedules. While generating the full sequence in a single step, FMLM+ simultaneously scores the global consistency of each token a posteriori. We leverage this to introduce Posterior Refinement, a novel inference-time refinement strategy that enables the model to adaptively self-correct its outputs, matching the performance of discrete baselines with 32x fewer NFEs. Across diverse benchmarks, we demonstrate that FMLM+ with Posterior Refinement improves the speed--quality tradeoff over both MDM and FMLM families, providing a scalable foundation for high-fidelity language modeling.

cs.CL

How to Guide Your Flow: Few-Step Alignment via Flow Map Reward Guidance

In generative modeling, we often wish to produce samples that maximize a user-specified reward such as aesthetic quality or alignment with human preferences, a problem known as \textit{guidance}. Despite their widespread use, existing guidance methods either require expensive multi-particle, many-step schemes or rely on poorly understood approximations. We reformulate guidance as a \textit{deterministic optimal control problem}, yielding a hierarchy of algorithms that subsumes existing approaches at the coarsest level. We show that the \textit{flow map}, an object of significant recent interest for its role in fast inference, arises naturally in the optimal solution. Based on this observation, we propose \textbf{Flow Map Reward Guidance (FMRG)}: a training-free, \textit{single-trajectory} framework that uses the flow map to both integrate and guide the flow. At text-to-image scale, FMRG matches or surpasses baselines across inverse problems and reward-guided generation with \textbf{as few as 3 NFEs}, giving at least an order-of-magnitude speedup in comparison to prior state of the art. Code is available at https://github.com/jrrhuang/fmrg.

cs.LG

Flow Map Language Models: One-step Language Modeling via Continuous Denoising

Language models based on discrete diffusion have attracted widespread interest for their potential to provide faster generation than autoregressive models. Despite their promise, these models typically produce samples whose quality sharply degrades in the few-step regime, preventing a dramatic speedup in practice. Here, we show that language models based on continuous flows over one-hot token embeddings can outperform discrete diffusion in both quality and speed. Importantly, our continuous formulation defines a unique flow map that can be learned directly for efficient few-step inference, a structure we show is unavailable to discrete methods. In this setting, we show that both the flow and its associated flow map can be learned with simple cross-entropy objectives that respect the simplex geometry of the data, and we identify three distinct choices for flow map distillation whose performance we compare in practice. Using these insights, we build a flow language model (FLM), a continuous flow that matches state-of-the-art discrete diffusion baselines on the One Billion Words (LM1B) and OpenWebText (OWT) datasets. We then distill FLM into a flow map language model (FMLM), whose one-step generation exceeds the 8-step quality of recent few-step discrete diffusion language models. Our work challenges the widely-held hypothesis that discrete noising processes are necessary for generative modeling over discrete modalities and paves the way toward accelerated language modeling at scale. Code is available at https://github.com/david3684/flm.

cs.CL

A View of the Certainty-Equivalence Method for PAC RL as an Application of the Trajectory Tree Method

Reinforcement learning (RL) enables an agent interacting with an unknown MDP $M$ to optimise its behaviour by observing transitions sampled from $M$. A natural entity that emerges in the agent's reasoning is $\widehat{M}$, the maximum likelihood estimate of $M$ based on the observed transitions. The well-known \textit{certainty-equivalence} method (CEM) dictates that the agent update its behaviour to $\widehat{\pi}$, which is an optimal policy for $\widehat{M}$. Not only is CEM intuitive, it has been shown to enjoy minimax-optimal sample complexity in some regions of the parameter space for PAC RL with a generative model~\citep{Agarwal2020GenModel}. A seemingly unrelated algorithm is the ``trajectory tree method'' (TTM)~\citep{Kearns+MN:1999}, originally developed for efficient decision-time planning in large POMDPs. This paper presents a theoretical investigation that stems from the surprising finding that CEM may indeed be viewed as an application of TTM. The qualitative benefits of this view are (1) new and simple proofs of sample complexity upper bounds for CEM, in fact under a (2) weaker assumption on the rewards than is prevalent in the current literature. Our analysis applies to both non-stationary and stationary MDPs. Quantitatively, we obtain (3) improvements in the sample-complexity upper bounds for CEM both for non-stationary and stationary MDPs, in the regime that the ``mistake probability'' $\delta$ is small. Additionally, we show (4) a lower bound on the sample complexity for finite-horizon MDPs, which establishes the minimax-optimality of our upper bound for non-stationary MDPs in the small-$\delta$ regime.

cs.LG

On the Regret of Online Coded Caching

We consider the widely studied problem of coded caching under non-uniform requests where users independently request files according to some underlying popularity distribution in each slot. This work is a first step towards analyzing this framework through the lens of online learning. We consider the case where the underlying request distribution is apriori unknown and propose an online policy as well as study its regret with respect to an oracle which knows the underlying distribution and employs a well-known order-optimal placement and coded delivery strategy. We also bound the switching cost of this strategy and also discuss a lower bound on the regret of any online scheme in a restricted but natural class of policies.

cs.IT

Signal Reconstruction from Samples at Unknown Locations with Application to 2D Unknown View Tomography

It is well known that a band-limited signal can be reconstructed from its uniformly spaced samples if the sampling rate is sufficiently high. More recently, it has been proved that one can reconstruct a 1D band-limited signal even if the exact sample locations are unknown, but given a uniform distribution of the sample locations and their ordering in 1D. In this work, we extend the analytical error bounds in such scenarios for quasi-bandlimited (QBL) signals, and for the case of arbitrary but known sampling distributions. We also prove that such reconstruction methods are resilient to a certain proportion of errors in the specification of the sample location ordering. We then express the problem of tomographic reconstruction of 2D images from 1D Radon projections under unknown angles (2D UVT) with known angle distribution, as a special case for reconstruction of QBL signals from samples at unknown locations with known distribution. Building upon our theoretical background, we present asymptotic bounds for 2D QBL image reconstruction from 1D Radon projections in the unknown angles setting, and present an extensive set of simulations to verify these bounds in varied parameter regimes. To the best of our knowledge, this is the first piece of work to perform such an analysis for 2D UVT and explicitly relate it to advances in sampling theory, even though the associated reconstruction algorithms have been known for a long time.

cs.CV

Reinforcement Learning for ConnectX

ConnectX is a two-player game that generalizes the popular game Connect 4. The objective is to get X coins across a row, column, or diagonal of an M x N board. The first player to do so wins the game. The parameters (M, N, X) are allowed to change in each game, making ConnectX a novel and challenging problem. In this paper, we present our work on the implementation and modification of various reinforcement learning algorithms to play ConnectX.

cs.AI