Graphically Structured Diffusion ModelsChristian Weilbach, William Harvey, Frank Wood
We introduce a framework for automatically defining and learning deep generative models with problem-specific structure. We tackle problem domains that are more traditionally solved by algorithms such as sorting, constraint satisfaction for Sudoku, and matrix factorization. Concretely, we train diffusion models with an architecture tailored to the problem specification. This problem specification should contain a graphical model describing relationships between variables, and often benefits from explicit representation of subcomputations. Permutation invariances can also be exploited. Across a diverse set of experiments we improve the scaling relationship between problem dimension and our model's performance, in terms of both training time and final accuracy. Our code can be found at https://github.com/plai-group/gsdm.
Flexible Diffusion Modeling of Long VideosWilliam Harvey, Saeid Naderiparizi, Vaden Masrani et al.
We present a framework for video modeling based on denoising diffusion probabilistic models that produces long-duration video completions in a variety of realistic environments. We introduce a generative model that can at test-time sample any arbitrary subset of video frames conditioned on any other subset and present an architecture adapted for this purpose. Doing so allows us to efficiently compare and optimize a variety of schedules for the order in which frames in a long video are sampled and use selective sparse and long-range conditioning on previously sampled frames. We demonstrate improved video modeling over prior work on a number of datasets and sample temporally coherent videos over 25 minutes in length. We additionally release a new video modeling dataset and semantically meaningful metrics based on videos generated in the CARLA autonomous driving simulator.
If the Sources Could Talk: Evaluating Large Language Models for Research Assistance in HistoryGiselle Gonzalez Garcia, Christian Weilbach
The recent advent of powerful Large-Language Models (LLM) provides a new conversational form of inquiry into historical memory (or, training data, in this case). We show that by augmenting such LLMs with vector embeddings from highly specialized academic sources, a conversational methodology can be made accessible to historians and other researchers in the Humanities. Concretely, we evaluate and demonstrate how LLMs have the ability of assisting researchers while they examine a customized corpora of different types of documents, including, but not exclusive to: (1). primary sources, (2). secondary sources written by experts, and (3). the combination of these two. Compared to established search interfaces for digital catalogues, such as metadata and full-text search, we evaluate the richer conversational style of LLMs on the performance of two main types of tasks: (1). question-answering, and (2). extraction and organization of data. We demonstrate that LLMs semantic retrieval and reasoning abilities on problem-specific tasks can be applied to large textual archives that have not been part of the its training data. Therefore, LLMs can be augmented with sources relevant to specific research projects, and can be queried privately by researchers.
14.4LGMay 19, 2025
PLAICraft: Large-Scale Time-Aligned Vision-Speech-Action Dataset for Embodied AIYingchen He, Christian D. Weilbach, Martyna E. Wojciechowska et al.
Advances in deep generative modelling have made it increasingly plausible to train human-level embodied agents. Yet progress has been limited by the absence of large-scale, real-time, multi-modal, and socially interactive datasets that reflect the sensory-motor complexity of natural environments. To address this, we present PLAICraft, a novel data collection platform and dataset capturing multiplayer Minecraft interactions across five time-aligned modalities: video, game output audio, microphone input audio, mouse, and keyboard actions. Each modality is logged with millisecond time precision, enabling the study of synchronous, embodied behaviour in a rich, open-ended world. The dataset comprises over 10,000 hours of gameplay from more than 10,000 global participants.\footnote{We have done a privacy review for the public release of an initial 200-hour subset of the dataset, with plans to release most of the dataset over time.} Alongside the dataset, we provide an evaluation suite for benchmarking model capabilities in object recognition, spatial awareness, language grounding, and long-term memory. PLAICraft opens a path toward training and evaluating agents that act fluently and purposefully in real time, paving the way for truly embodied artificial intelligence.
Trans-Dimensional Generative Modeling via Jump Diffusion ModelsAndrew Campbell, William Harvey, Christian Weilbach et al.
We propose a new class of generative models that naturally handle data of varying dimensionality by jointly modeling the state and dimension of each datapoint. The generative process is formulated as a jump diffusion process that makes jumps between different dimensional spaces. We first define a dimension destroying forward noising process, before deriving the dimension creating time-reversed generative process along with a novel evidence lower bound training objective for learning to approximate it. Simulating our learned approximation to the time-reversed generative process then provides an effective way of sampling data of varying dimensionality by jointly generating state values and dimensions. We demonstrate our approach on molecular and video datasets of varying dimensionality, reporting better compatibility with test-time diffusion guidance imputation tasks and improved interpolation capabilities versus fixed dimensional models that generate state values and dimensions separately.