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Tadeusz Dziarmaga

Publications and source records attributed to Tadeusz Dziarmaga.

6 recordsLinked to original sources

Prof-K: Probabilistic One-Pass Filtering for Efficient Top-k Selection

Top-k selection is a fundamental computational primitive with applications spanning databases, information retrieval, signal processing, and modern machine learning workloads, including sparse activations and attention pruning. As data sizes grow, existing approaches become inefficient: exact methods incur high memory and compute overhead, while approximate methods often rely on brittle heuristics that degrade under adversarial or heavy-tailed inputs. In this paper, we introduce Prof-K, a fast, scalable, and distribution-agnostic top-k algorithm with probabilistic correctness guarantees. Prof-K performs a single-pass filtering procedure: a small random sample estimates an adaptive threshold, the N input elements are streamed once into a compact buffer, and an exact top-k routine on this buffer recovers the true top-k elements with probability at least 1 - $ε$, where $ε$ > 0 is user specified. We derive high-probability guarantees for correctness and buffer size, together with an approximately optimal sample size that minimizes overhead as a function of N and k. Empirically, Prof-K achieves 1.5x-10x speedups over the highly optimized PyTorch topk and recent RadiK implementations, with the largest gains in the large-scale, small-to-moderate-k regime where prior methods struggle most. Unlike previous approaches, these guarantees hold independently of the input distribution, ensuring robustness to adversarial settings. By relaxing the recall target (e.g., recovering 95% of the true top-k values), Prof-K additionally provides a principled accuracy-speed trade-off. We further demonstrate its impact on training BatchTopK Sparse Autoencoders (SAEs), where top-k selection constitutes a significant portion of the training cost.

cs.LG

Accelerating Goal-Conditioned RL Algorithms and Research

Self-supervision has the potential to transform reinforcement learning (RL), paralleling the breakthroughs it has enabled in other areas of machine learning. While self-supervised learning in other domains aims to find patterns in a fixed dataset, self-supervised goal-conditioned reinforcement learning (GCRL) agents discover new behaviors by learning from the goals achieved during unstructured interaction with the environment. However, these methods have failed to see similar success, both due to a lack of data from slow environment simulations as well as a lack of stable algorithms. We take a step toward addressing both of these issues by releasing a high-performance codebase and benchmark (JaxGCRL) for self-supervised GCRL, enabling researchers to train agents for millions of environment steps in minutes on a single GPU. By utilizing GPU-accelerated replay buffers, environments, and a stable contrastive RL algorithm, we reduce training time by up to $22\times$. Additionally, we assess key design choices in contrastive RL, identifying those that most effectively stabilize and enhance training performance. With this approach, we provide a foundation for future research in self-supervised GCRL, enabling researchers to quickly iterate on new ideas and evaluate them in diverse and challenging environments. Website + Code: https://github.com/MichalBortkiewicz/JaxGCRL

cs.LG

Tight Bounds for Jensen's Gap with Applications to Variational Inference

Since its original formulation, Jensen's inequality has played a fundamental role across mathematics, statistics, and machine learning, with its probabilistic version highlighting the nonnegativity of the so-called Jensen's gap, i.e., the difference between the expectation of a convex function and the function at the expectation. Of particular importance is the case when the function is logarithmic, as this setting underpins many applications in variational inference, where the term variational gap is often used interchangeably. Recent research has focused on estimating the size of Jensen's gap and establishing tight lower and upper bounds under various assumptions on the underlying function and distribution, driven by practical challenges such as the intractability of log-likelihood in graphical models like variational autoencoders (VAEs). In this paper, we propose new, general bounds for Jensen's gap that accommodate a broad range of assumptions on both the function and the random variable, with special attention to exponential and logarithmic cases. We provide both analytical and empirical evidence for the performance of our method. Furthermore, we relate our bounds to the PAC-Bayes framework, providing new insights into generalization performance in probabilistic models.

cs.LG

CLIPGaussian: Universal and Multimodal Style Transfer Based on Gaussian Splatting

Gaussian Splatting (GS) has recently emerged as an efficient representation for rendering 3D scenes from 2D images and has been extended to images, videos, and dynamic 4D content. However, applying style transfer to GS-based representations, especially beyond simple color changes, remains challenging. In this work, we introduce CLIPGaussian, the first unified style transfer framework that supports text- and image-guided stylization across multiple modalities: 2D images, videos, 3D objects, and 4D scenes. Our method operates directly on Gaussian primitives and integrates into existing GS pipelines as a plug-in module, without requiring large generative models or retraining from scratch. The CLIPGaussian approach enables joint optimization of color and geometry in 3D and 4D settings, and achieves temporal coherence in videos, while preserving the model size. We demonstrate superior style fidelity and consistency across all tasks, validating CLIPGaussian as a universal and efficient solution for multimodal style transfer.

cs.CV

PALATE: Peculiar Application of the Law of Total Expectation to Enhance the Evaluation of Deep Generative Models

Deep generative models (DGMs) have caused a paradigm shift in the field of machine learning, yielding noteworthy advancements in domains such as image synthesis, natural language processing, and other related areas. However, a comprehensive evaluation of these models that accounts for the trichotomy between fidelity, diversity, and novelty in generated samples remains a formidable challenge. A recently introduced solution that has emerged as a promising approach in this regard is the Feature Likelihood Divergence (FLD), a method that offers a theoretically motivated practical tool, yet also exhibits some computational challenges. In this paper, we propose PALATE, a novel enhancement to the evaluation of DGMs that addresses limitations of existing metrics. Our approach is based on a peculiar application of the law of total expectation to random variables representing accessible real data. When combined with the MMD baseline metric and DINOv2 feature extractor, PALATE offers a holistic evaluation framework that matches or surpasses state-of-the-art solutions while providing superior computational efficiency and scalability to large-scale datasets. Through a series of experiments, we demonstrate the effectiveness of the PALATE enhancement, contributing a computationally efficient, holistic evaluation approach that advances the field of DGMs assessment, especially in detecting sample memorization and evaluating generalization capabilities.

cs.LG

RaySplats: Ray Tracing based Gaussian Splatting

3D Gaussian Splatting (3DGS) is a process that enables the direct creation of 3D objects from 2D images. This representation offers numerous advantages, including rapid training and rendering. However, a significant limitation of 3DGS is the challenge of incorporating light and shadow reflections, primarily due to the utilization of rasterization rather than ray tracing for rendering. This paper introduces RaySplats, a model that employs ray-tracing based Gaussian Splatting. Rather than utilizing the projection of Gaussians, our method employs a ray-tracing mechanism, operating directly on Gaussian primitives represented by confidence ellipses with RGB colors. In practice, we compute the intersection between ellipses and rays to construct ray-tracing algorithms, facilitating the incorporation of meshes with Gaussian Splatting models and the addition of lights, shadows, and other related effects.

cs.CV