Scaling Up Probabilistic Circuits by Latent Variable DistillationAnji Liu, Honghua Zhang, Guy Van den Broeck
Probabilistic Circuits (PCs) are a unified framework for tractable probabilistic models that support efficient computation of various probabilistic queries (e.g., marginal probabilities). One key challenge is to scale PCs to model large and high-dimensional real-world datasets: we observe that as the number of parameters in PCs increases, their performance immediately plateaus. This phenomenon suggests that the existing optimizers fail to exploit the full expressive power of large PCs. We propose to overcome such bottleneck by latent variable distillation: we leverage the less tractable but more expressive deep generative models to provide extra supervision over the latent variables of PCs. Specifically, we extract information from Transformer-based generative models to assign values to latent variables of PCs, providing guidance to PC optimizers. Experiments on both image and language modeling benchmarks (e.g., ImageNet and WikiText-2) show that latent variable distillation substantially boosts the performance of large PCs compared to their counterparts without latent variable distillation. In particular, on the image modeling benchmarks, PCs achieve competitive performance against some of the widely-used deep generative models, including variational autoencoders and flow-based models, opening up new avenues for tractable generative modeling. Our code can be found at https://github.com/UCLA-StarAI/LVD.
34.0AIAug 22, 2023
ProAgent: Building Proactive Cooperative Agents with Large Language ModelsCeyao Zhang, Kaijie Yang, Siyi Hu et al. · pku
Building agents with adaptive behavior in cooperative tasks stands as a paramount goal in the realm of multi-agent systems. Current approaches to developing cooperative agents rely primarily on learning-based methods, whose policy generalization depends heavily on the diversity of teammates they interact with during the training phase. Such reliance, however, constrains the agents' capacity for strategic adaptation when cooperating with unfamiliar teammates, which becomes a significant challenge in zero-shot coordination scenarios. To address this challenge, we propose ProAgent, a novel framework that harnesses large language models (LLMs) to create proactive agents capable of dynamically adapting their behavior to enhance cooperation with teammates. ProAgent can analyze the present state, and infer the intentions of teammates from observations. It then updates its beliefs in alignment with the teammates' subsequent actual behaviors. Moreover, ProAgent exhibits a high degree of modularity and interpretability, making it easily integrated into various of coordination scenarios. Experimental evaluations conducted within the Overcooked-AI environment unveil the remarkable performance superiority of ProAgent, outperforming five methods based on self-play and population-based training when cooperating with AI agents. Furthermore, in partnered with human proxy models, its performance exhibits an average improvement exceeding 10% compared to the current state-of-the-art method. For more information about our project, please visit~\url{https://pku-proagent.github.io}.
26.0AIOct 12, 2023
GROOT: Learning to Follow Instructions by Watching Gameplay VideosShaofei Cai, Bowei Zhang, Zihao Wang et al. · pku
We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. The project page is available at https://craftjarvis-groot.github.io.
Image Inpainting via Tractable Steering of Diffusion ModelsAnji Liu, Mathias Niepert, Guy Van den Broeck
Diffusion models are the current state of the art for generating photorealistic images. Controlling the sampling process for constrained image generation tasks such as inpainting, however, remains challenging since exact conditioning on such constraints is intractable. While existing methods use various techniques to approximate the constrained posterior, this paper proposes to exploit the ability of Tractable Probabilistic Models (TPMs) to exactly and efficiently compute the constrained posterior, and to leverage this signal to steer the denoising process of diffusion models. Specifically, this paper adopts a class of expressive TPMs termed Probabilistic Circuits (PCs). Building upon prior advances, we further scale up PCs and make them capable of guiding the image generation process of diffusion models. Empirical results suggest that our approach can consistently improve the overall quality and semantic coherence of inpainted images across three natural image datasets (i.e., CelebA-HQ, ImageNet, and LSUN) with only $\sim\! 10 \%$ additional computational overhead brought by the TPM. Further, with the help of an image encoder and decoder, our method can readily accept semantic constraints on specific regions of the image, which opens up the potential for more controlled image generation tasks. In addition to proposing a new framework for constrained image generation, this paper highlights the benefit of more tractable models and motivates the development of expressive TPMs.
Sparse Probabilistic Circuits via Pruning and GrowingMeihua Dang, Anji Liu, Guy Van den Broeck
Probabilistic circuits (PCs) are a tractable representation of probability distributions allowing for exact and efficient computation of likelihoods and marginals. There has been significant recent progress on improving the scale and expressiveness of PCs. However, PC training performance plateaus as model size increases. We discover that most capacity in existing large PC structures is wasted: fully-connected parameter layers are only sparsely used. We propose two operations: pruning and growing, that exploit the sparsity of PC structures. Specifically, the pruning operation removes unimportant sub-networks of the PC for model compression and comes with theoretical guarantees. The growing operation increases model capacity by increasing the size of the latent space. By alternatingly applying pruning and growing, we increase the capacity that is meaningfully used, allowing us to significantly scale up PC learning. Empirically, our learner achieves state-of-the-art likelihoods on MNIST-family image datasets and on Penn Tree Bank language data compared to other PC learners and less tractable deep generative models such as flow-based models and variational autoencoders (VAEs).
18.0LGFeb 16, 2023
Understanding the Distillation Process from Deep Generative Models to Tractable Probabilistic CircuitsXuejie Liu, Anji Liu, Guy Van den Broeck et al.
Probabilistic Circuits (PCs) are a general and unified computational framework for tractable probabilistic models that support efficient computation of various inference tasks (e.g., computing marginal probabilities). Towards enabling such reasoning capabilities in complex real-world tasks, Liu et al. (2022) propose to distill knowledge (through latent variable assignments) from less tractable but more expressive deep generative models. However, it is still unclear what factors make this distillation work well. In this paper, we theoretically and empirically discover that the performance of a PC can exceed that of its teacher model. Therefore, instead of performing distillation from the most expressive deep generative model, we study what properties the teacher model and the PC should have in order to achieve good distillation performance. This leads to a generic algorithmic improvement as well as other data-type-specific ones over the existing latent variable distillation pipeline. Empirically, we outperform SoTA TPMs by a large margin on challenging image modeling benchmarks. In particular, on ImageNet32, PCs achieve 4.06 bits-per-dimension, which is only 0.34 behind variational diffusion models (Kingma et al., 2021).
Training One Model to Master Cross-Level Agentic Actions via Reinforcement LearningKaichen He, Zihao Wang, Muyao Li et al.
The paradigm of agentic AI is shifting from engineered complex workflows to post-training native models. However, existing agents are typically confined to static, predefined action spaces--such as exclusively using APIs, GUI events, or robotic commands. This rigidity limits their adaptability in dynamic environments where the optimal granularity of interaction varies contextually. To bridge this gap, we propose CrossAgent, a unified agentic model that masters heterogeneous action spaces and autonomously selects the most effective interface for each step of a trajectory. We introduce a comprehensive training pipeline that integrates cold-start supervised fine-tuning with a Multi-Turn Group Relative Policy Optimization (GRPO) algorithm. This approach enables the agent to learn adaptive action switching--balancing high-level efficiency with low-level precision--without human-specified rules. Extensive experiments on over 800 tasks in the open-world Minecraft environment demonstrate that CrossAgent achieves state-of-the-art performance. By dynamically leveraging the strengths of diverse action spaces, our model significantly outperforms fixed-action baselines, exhibiting superior generalization and efficiency in long-horizon reasoning. All code and models are available at https://github.com/CraftJarvis/OpenHA
Efficient Meta Reinforcement Learning for Preference-based Fast AdaptationZhizhou Ren, Anji Liu, Yitao Liang et al.
Learning new task-specific skills from a few trials is a fundamental challenge for artificial intelligence. Meta reinforcement learning (meta-RL) tackles this problem by learning transferable policies that support few-shot adaptation to unseen tasks. Despite recent advances in meta-RL, most existing methods require the access to the environmental reward function of new tasks to infer the task objective, which is not realistic in many practical applications. To bridge this gap, we study the problem of few-shot adaptation in the context of human-in-the-loop reinforcement learning. We develop a meta-RL algorithm that enables fast policy adaptation with preference-based feedback. The agent can adapt to new tasks by querying human's preference between behavior trajectories instead of using per-step numeric rewards. By extending techniques from information theory, our approach can design query sequences to maximize the information gain from human interactions while tolerating the inherent error of non-expert human oracle. In experiments, we extensively evaluate our method, Adaptation with Noisy OracLE (ANOLE), on a variety of meta-RL benchmark tasks and demonstrate substantial improvement over baseline algorithms in terms of both feedback efficiency and error tolerance.
6.6LGOct 31, 2023
A Tractable Inference Perspective of Offline RLXuejie Liu, Anji Liu, Guy Van den Broeck et al.
A popular paradigm for offline Reinforcement Learning (RL) tasks is to first fit the offline trajectories to a sequence model, and then prompt the model for actions that lead to high expected return. In addition to obtaining accurate sequence models, this paper highlights that tractability, the ability to exactly and efficiently answer various probabilistic queries, plays an important role in offline RL. Specifically, due to the fundamental stochasticity from the offline data-collection policies and the environment dynamics, highly non-trivial conditional/constrained generation is required to elicit rewarding actions. it is still possible to approximate such queries, we observe that such crude estimates significantly undermine the benefits brought by expressive sequence models. To overcome this problem, this paper proposes Trifle (Tractable Inference for Offline RL), which leverages modern Tractable Probabilistic Models (TPMs) to bridge the gap between good sequence models and high expected returns at evaluation time. Empirically, Trifle achieves the most state-of-the-art scores in 9 Gym-MuJoCo benchmarks against strong baselines. Further, owing to its tractability, Trifle significantly outperforms prior approaches in stochastic environments and safe RL tasks (e.g. with action constraints) with minimum algorithmic modifications.
Learning to Discretize Denoising Diffusion ODEsVinh Tong, Hoang Trung-Dung, Anji Liu et al.
Diffusion Probabilistic Models (DPMs) are generative models showing competitive performance in various domains, including image synthesis and 3D point cloud generation. Sampling from pre-trained DPMs involves multiple neural function evaluations (NFEs) to transform Gaussian noise samples into images, resulting in higher computational costs compared to single-step generative models such as GANs or VAEs. Therefore, reducing the number of NFEs while preserving generation quality is crucial. To address this, we propose LD3, a lightweight framework designed to learn the optimal time discretization for sampling. LD3 can be combined with various samplers and consistently improves generation quality without having to retrain resource-intensive neural networks. We demonstrate analytically and empirically that LD3 improves sampling efficiency with much less computational overhead. We evaluate our method with extensive experiments on 7 pre-trained models, covering unconditional and conditional sampling in both pixel-space and latent-space DPMs. We achieve FIDs of 2.38 (10 NFE), and 2.27 (10 NFE) on unconditional CIFAR10 and AFHQv2 in 5-10 minutes of training. LD3 offers an efficient approach to sampling from pre-trained diffusion models. Code is available at https://github.com/vinhsuhi/LD3.
OpenHA: A Series of Open-Source Hierarchical Agentic Models in MinecraftZihao Wang, Muyao Li, Kaichen He et al. · pku
The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA
11.4LGFeb 14, 2025
Rao-Blackwell Gradient Estimators for Equivariant Denoising DiffusionVinh Tong, Hoang Trung-Dung, Anji Liu et al.
In domains such as molecular and protein generation, physical systems exhibit inherent symmetries that are critical to model. Two main strategies have emerged for learning invariant distributions: designing equivariant network architectures and using data augmentation to approximate equivariance. While equivariant architectures preserve symmetry by design, they often involve greater complexity and pose optimization challenges. Data augmentation, on the other hand, offers flexibility but may fall short in fully capturing symmetries. Our framework enhances both approaches by reducing training variance and providing a provably lower-variance gradient estimator. We achieve this by interpreting data augmentation as a Monte Carlo estimator of the training gradient and applying Rao-Blackwellization. This leads to more stable optimization, faster convergence, and reduced variance, all while requiring only a single forward and backward pass per sample. We also present a practical implementation of this estimator incorporating the loss and sampling procedure through a method we call Orbit Diffusion. Theoretically, we guarantee that our loss admits equivariant minimizers. Empirically, Orbit Diffusion achieves state-of-the-art results on GEOM-QM9 for molecular conformation generation, improves crystal structure prediction, and advances text-guided crystal generation on the Perov-5 and MP-20 benchmarks. Additionally, it enhances protein designability in protein structure generation. Code is available at: https://github.com/vinhsuhi/Orbit-Diffusion.git.
Scaling Tractable Probabilistic Circuits: A Systems PerspectiveAnji Liu, Kareem Ahmed, Guy Van den Broeck
Probabilistic Circuits (PCs) are a general framework for tractable deep generative models, which support exact and efficient probabilistic inference on their learned distributions. Recent modeling and training advancements have enabled their application to complex real-world tasks. However, the time and memory inefficiency of existing PC implementations hinders further scaling up. This paper proposes PyJuice, a general GPU implementation design for PCs that improves prior art in several regards. Specifically, PyJuice is 1-2 orders of magnitude faster than existing systems (including very recent ones) at training large-scale PCs. Moreover, PyJuice consumes 2-5x less GPU memory, which enables us to train larger models. At the core of our system is a compilation process that converts a PC into a compact representation amenable to efficient block-based parallelization, which significantly reduces IO and makes it possible to leverage Tensor Cores available in modern GPUs. Empirically, PyJuice can be used to improve state-of-the-art PCs trained on image (e.g., ImageNet32) and language (e.g., WikiText, CommonGen) datasets. We further establish a new set of baselines on natural image and language datasets by benchmarking existing PC structures but with much larger sizes and more training epochs, with the hope of incentivizing future research. Code is available at https://github.com/Tractables/pyjuice.
21.8CLMar 8, 2024
RAT: Retrieval Augmented Thoughts Elicit Context-Aware Reasoning in Long-Horizon GenerationZihao Wang, Anji Liu, Haowei Lin et al. · pku
We explore how iterative revising a chain of thoughts with the help of information retrieval significantly improves large language models' reasoning and generation ability in long-horizon generation tasks, while hugely mitigating hallucination. In particular, the proposed method -- *retrieval-augmented thoughts* (RAT) -- revises each thought step one by one with retrieved information relevant to the task query, the current and the past thought steps, after the initial zero-shot CoT is generated. Applying RAT to GPT-3.5, GPT-4, and CodeLLaMA-7b substantially improves their performances on various long-horizon generation tasks; on average of relatively increasing rating scores by 13.63% on code generation, 16.96% on mathematical reasoning, 19.2% on creative writing, and 42.78% on embodied task planning. The demo page can be found at https://craftjarvis.github.io/RAT
ROCKET-1: Mastering Open-World Interaction with Visual-Temporal Context PromptingShaofei Cai, Zihao Wang, Kewei Lian et al. · pku
Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. One critical issue is bridging the gap between discrete entities in low-level observations and the abstract concepts required for effective planning. A common solution is building hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language. However, language suffers from the inability to communicate detailed spatial information. We propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from past observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, supported by real-time object tracking from SAM-2. Our method unlocks the potential of VLMs, enabling them to tackle complex tasks that demand spatial reasoning. Experiments in Minecraft show that our approach enables agents to achieve previously unattainable tasks, with a $\mathbf{76}\%$ absolute improvement in open-world interaction performance. Codes and demos are now available on the project page: https://craftjarvis.github.io/ROCKET-1.
16.5AIMar 4, 2025
ROCKET-2: Steering Visuomotor Policy via Cross-View Goal AlignmentShaofei Cai, Zhancun Mu, Anji Liu et al. · pku
We aim to develop a goal specification method that is semantically clear, spatially sensitive, domain-agnostic, and intuitive for human users to guide agent interactions in 3D environments. Specifically, we propose a novel cross-view goal alignment framework that allows users to specify target objects using segmentation masks from their camera views rather than the agent's observations. We highlight that behavior cloning alone fails to align the agent's behavior with human intent when the human and agent camera views differ significantly. To address this, we introduce two auxiliary objectives: cross-view consistency loss and target visibility loss, which explicitly enhance the agent's spatial reasoning ability. According to this, we develop ROCKET-2, a state-of-the-art agent trained in Minecraft, achieving an improvement in the efficiency of inference 3x to 6x compared to ROCKET-1. We show that ROCKET-2 can directly interpret goals from human camera views, enabling better human-agent interaction. Remarkably, ROCKET-2 demonstrates zero-shot generalization capabilities: despite being trained exclusively on the Minecraft dataset, it can adapt and generalize to other 3D environments like Doom, DMLab, and Unreal through a simple action space mapping.
13.1CVMay 25, 2025
Plug-and-Play Context Feature Reuse for Efficient Masked GenerationXuejie Liu, Anji Liu, Guy Van den Broeck et al.
Masked generative models (MGMs) have emerged as a powerful framework for image synthesis, combining parallel decoding with strong bidirectional context modeling. However, generating high-quality samples typically requires many iterative decoding steps, resulting in high inference costs. A straightforward way to speed up generation is by decoding more tokens in each step, thereby reducing the total number of steps. However, when many tokens are decoded simultaneously, the model can only estimate the univariate marginal distributions independently, failing to capture the dependency among them. As a result, reducing the number of steps significantly compromises generation fidelity. In this work, we introduce ReCAP (Reused Context-Aware Prediction), a plug-and-play module that accelerates inference in MGMs by constructing low-cost steps via reusing feature embeddings from previously decoded context tokens. ReCAP interleaves standard full evaluations with lightweight steps that cache and reuse context features, substantially reducing computation while preserving the benefits of fine-grained, iterative generation. We demonstrate its effectiveness on top of three representative MGMs (MaskGIT, MAGE, and MAR), including both discrete and continuous token spaces and covering diverse architectural designs. In particular, on ImageNet256 class-conditional generation, ReCAP achieves up to 2.4x faster inference than the base model with minimal performance drop, and consistently delivers better efficiency-fidelity trade-offs under various generation settings.
2.7CLNov 20, 2025
Learning Tractable Distributions Of Language Model ContinuationsGwen Yidou-Weng, Ian Li, Anji Liu et al.
Controlled language generation conditions text on sequence-level constraints (for example, syntax, style, or safety). These constraints may depend on future tokens, which makes directly conditioning an autoregressive language model (LM) generally intractable. Prior work uses tractable surrogates such as hidden Markov models (HMMs) to approximate the distribution over continuations and adjust the model's next-token logits at decoding time. However, we find that these surrogates are often weakly context aware, which reduces query quality. We propose Learning to Look Ahead (LTLA), a hybrid approach that pairs the same base language model for rich prefix encoding with a fixed tractable surrogate model that computes exact continuation probabilities. Two efficiency pitfalls arise when adding neural context: (i) naively rescoring the prefix with every candidate next token requires a sweep over the entire vocabulary at each step, and (ii) predicting fresh surrogate parameters for each prefix, although tractable at a single step, forces recomputation of future probabilities for every new prefix and eliminates reuse. LTLA avoids both by using a single batched HMM update to account for all next-token candidates at once, and by conditioning only the surrogate's latent state prior on the LM's hidden representations while keeping the surrogate decoder fixed, so computations can be reused across prefixes. Empirically, LTLA attains higher conditional likelihood than an unconditional HMM, approximates continuation distributions for vision-language models where a standalone HMM cannot encode visual context, and improves constraint satisfaction at comparable fluency on controlled-generation tasks, with minimal inference overhead.
11.0ROJul 31, 2025
Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor AgentsShaofei Cai, Zhancun Mu, Haiwen Xia et al. · pku
While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by $4\times$ and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.
Mitigating Reward Over-optimization in Direct Alignment Algorithms with Importance SamplingPhuc Minh Nguyen, Ngoc-Hieu Nguyen, Duy H. M. Nguyen et al.
Direct Alignment Algorithms (DAAs) such as Direct Preference Optimization (DPO) have emerged as alternatives to the standard Reinforcement Learning from Human Feedback (RLHF) for aligning large language models (LLMs) with human values. However, these methods are more susceptible to over-optimization, in which the model drifts away from the reference policy, leading to degraded performance as training progresses. This paper proposes a novel importance-sampling approach to mitigate the over-optimization problem of offline DAAs. This approach, called (IS-DAAs), multiplies the DAA objective with an importance ratio that accounts for the reference policy distribution. IS-DAAs additionally avoid the high variance issue associated with importance sampling by clipping the importance ratio to a maximum value. Our extensive experiments demonstrate that IS-DAAs can effectively mitigate over-optimization, especially under low regularization strength, and achieve better performance than other methods designed to address this problem. Our implementations are provided publicly at this link.
4.9CLFeb 11, 2025
Tractable Transformers for Flexible Conditional GenerationAnji Liu, Xuejie Liu, Dayuan Zhao et al.
Non-autoregressive (NAR) generative models are valuable because they can handle diverse conditional generation tasks in a more principled way than their autoregressive (AR) counterparts, which are constrained by sequential dependency requirements. Recent advancements in NAR models, such as diffusion language models, have demonstrated superior performance in unconditional generation compared to AR models (e.g., GPTs) of similar sizes. However, such improvements do not always lead to improved conditional generation performance. We show that a key reason for this gap is the difficulty in generalizing to conditional probability queries (i.e., the set of unknown variables) unseen during training. As a result, strong unconditional generation performance does not guarantee high-quality conditional generation. This paper proposes Tractable Transformers (Tracformer), a Transformer-based generative model that is more robust to different conditional generation tasks. Unlike existing models that rely solely on global contextual features derived from full inputs, Tracformers incorporate a sparse Transformer encoder to capture both local and global contextual information. This information is routed through a decoder for conditional generation. Empirical results demonstrate that Tracformers achieve state-of-the-art conditional generation performance on text modeling compared to recent diffusion and AR model baselines.
24.5LGJun 27, 2024
OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following AgentsZihao Wang, Shaofei Cai, Zhancun Mu et al.
This paper presents OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $τ= \{o_0, a_0, \dots\}$ and an imitation learning policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models. With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the imitation learning policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials. The dataset, models, and code will be released at https://craftjarvis.org/OmniJARVIS.
Lossless Compression with Probabilistic CircuitsAnji Liu, Stephan Mandt, Guy Van den Broeck
Despite extensive progress on image generation, common deep generative model architectures are not easily applied to lossless compression. For example, VAEs suffer from a compression cost overhead due to their latent variables. This overhead can only be partially eliminated with elaborate schemes such as bits-back coding, often resulting in poor single-sample compression rates. To overcome such problems, we establish a new class of tractable lossless compression models that permit efficient encoding and decoding: Probabilistic Circuits (PCs). These are a class of neural networks involving $|p|$ computational units that support efficient marginalization over arbitrary subsets of the $D$ feature dimensions, enabling efficient arithmetic coding. We derive efficient encoding and decoding schemes that both have time complexity $\mathcal{O} (\log(D) \cdot |p|)$, where a naive scheme would have linear costs in $D$ and $|p|$, making the approach highly scalable. Empirically, our PC-based (de)compression algorithm runs 5-40 times faster than neural compression algorithms that achieve similar bitrates. By scaling up the traditional PC structure learning pipeline, we achieve state-of-the-art results on image datasets such as MNIST. Furthermore, PCs can be naturally integrated with existing neural compression algorithms to improve the performance of these base models on natural image datasets. Our results highlight the potential impact that non-standard learning architectures may have on neural data compression.
18.9LGJun 4, 2021
Tractable Regularization of Probabilistic CircuitsAnji Liu, Guy Van den Broeck
Probabilistic Circuits (PCs) are a promising avenue for probabilistic modeling. They combine advantages of probabilistic graphical models (PGMs) with those of neural networks (NNs). Crucially, however, they are tractable probabilistic models, supporting efficient and exact computation of many probabilistic inference queries, such as marginals and MAP. Further, since PCs are structured computation graphs, they can take advantage of deep-learning-style parameter updates, which greatly improves their scalability. However, this innovation also makes PCs prone to overfitting, which has been observed in many standard benchmarks. Despite the existence of abundant regularization techniques for both PGMs and NNs, they are not effective enough when applied to PCs. Instead, we re-think regularization for PCs and propose two intuitive techniques, data softening and entropy regularization, that both take advantage of PCs' tractability and still have an efficient implementation as a computation graph. Specifically, data softening provides a principled way to add uncertainty in datasets in closed form, which implicitly regularizes PC parameters. To learn parameters from a softened dataset, PCs only need linear time by virtue of their tractability. In entropy regularization, the exact entropy of the distribution encoded by a PC can be regularized directly, which is again infeasible for most other density estimation models. We show that both methods consistently improve the generalization performance of a wide variety of PCs. Moreover, when paired with a simple PC structure, we achieved state-of-the-art results on 10 out of 20 standard discrete density estimation benchmarks.
9.4MLFeb 11, 2021
A Compositional Atlas of Tractable Circuit Operations: From Simple Transformations to Complex Information-Theoretic QueriesAntonio Vergari, YooJung Choi, Anji Liu et al.
Circuit representations are becoming the lingua franca to express and reason about tractable generative and discriminative models. In this paper, we show how complex inference scenarios for these models that commonly arise in machine learning -- from computing the expectations of decision tree ensembles to information-theoretic divergences of deep mixture models -- can be represented in terms of tractable modular operations over circuits. Specifically, we characterize the tractability of a vocabulary of simple transformations -- sums, products, quotients, powers, logarithms, and exponentials -- in terms of sufficient structural constraints of the circuits they operate on, and present novel hardness results for the cases in which these properties are not satisfied. Building on these operations, we derive a unified framework for reasoning about tractable models that generalizes several results in the literature and opens up novel tractable inference scenarios.
4.2LGJun 15, 2020
On Effective Parallelization of Monte Carlo Tree SearchAnji Liu, Yitao Liang, Ji Liu et al.
Despite its groundbreaking success in Go and computer games, Monte Carlo Tree Search (MCTS) is computationally expensive as it requires a substantial number of rollouts to construct the search tree, which calls for effective parallelization. However, how to design effective parallel MCTS algorithms has not been systematically studied and remains poorly understood. In this paper, we seek to lay its first theoretical foundation, by examining the potential performance loss caused by parallelization when achieving a desired speedup. In particular, we discover the necessary conditions of achieving a desirable parallelization performance, and highlight two of their practical benefits. First, by examining whether existing parallel MCTS algorithms satisfy these conditions, we identify key design principles that should be inherited by future algorithms, for example tracking the unobserved samples (used in WU-UCT (Liu et al., 2020)). We theoretically establish this essential design facilitates $\mathcal{O} ( \ln n + M / \sqrt{\ln n} )$ cumulative regret when the maximum tree depth is 2, where $n$ is the number of rollouts and $M$ is the number of workers. A regret of this form is highly desirable, as compared to $\mathcal{O} ( \ln n )$ regret incurred by a sequential counterpart, its excess part approaches zero as $n$ increases. Second, and more importantly, we demonstrate how the proposed necessary conditions can be adopted to design more effective parallel MCTS algorithms. To illustrate this, we propose a new parallel MCTS algorithm, called BU-UCT, by following our theoretical guidelines. The newly proposed algorithm, albeit preliminary, out-performs four competitive baselines on 11 out of 15 Atari games. We hope our theoretical results could inspire future work of more effective parallel MCTS.
Off-Policy Deep Reinforcement Learning with Analogous Disentangled ExplorationAnji Liu, Yitao Liang, Guy Van den Broeck
Off-policy reinforcement learning (RL) is concerned with learning a rewarding policy by executing another policy that gathers samples of experience. While the former policy (i.e. target policy) is rewarding but in-expressive (in most cases, deterministic), doing well in the latter task, in contrast, requires an expressive policy (i.e. behavior policy) that offers guided and effective exploration. Contrary to most methods that make a trade-off between optimality and expressiveness, disentangled frameworks explicitly decouple the two objectives, which each is dealt with by a distinct separate policy. Although being able to freely design and optimize the two policies with respect to their own objectives, naively disentangling them can lead to inefficient learning or stability issues. To mitigate this problem, our proposed method Analogous Disentangled Actor-Critic (ADAC) designs analogous pairs of actors and critics. Specifically, ADAC leverages a key property about Stein variational gradient descent (SVGD) to constraint the expressive energy-based behavior policy with respect to the target one for effective exploration. Additionally, an analogous critic pair is introduced to incorporate intrinsic rewards in a principled manner, with theoretical guarantees on the overall learning stability and effectiveness. We empirically evaluate environment-reward-only ADAC on 14 continuous-control tasks and report the state-of-the-art on 10 of them. We further demonstrate ADAC, when paired with intrinsic rewards, outperform alternatives in exploration-challenging tasks.
Watch the Unobserved: A Simple Approach to Parallelizing Monte Carlo Tree SearchAnji Liu, Jianshu Chen, Mingze Yu et al.
Monte Carlo Tree Search (MCTS) algorithms have achieved great success on many challenging benchmarks (e.g., Computer Go). However, they generally require a large number of rollouts, making their applications costly. Furthermore, it is also extremely challenging to parallelize MCTS due to its inherent sequential nature: each rollout heavily relies on the statistics (e.g., node visitation counts) estimated from previous simulations to achieve an effective exploration-exploitation tradeoff. In spite of these difficulties, we develop an algorithm, WU-UCT, to effectively parallelize MCTS, which achieves linear speedup and exhibits only limited performance loss with an increasing number of workers. The key idea in WU-UCT is a set of statistics that we introduce to track the number of on-going yet incomplete simulation queries (named as unobserved samples). These statistics are used to modify the UCT tree policy in the selection steps in a principled manner to retain effective exploration-exploitation tradeoff when we parallelize the most time-consuming expansion and simulation steps. Experiments on a proprietary benchmark and the Atari Game benchmark demonstrate the linear speedup and the superior performance of WU-UCT comparing to existing techniques.