Data-Efficient Graph Grammar Learning for Molecular GenerationMinghao Guo, Veronika Thost, Beichen Li et al.
The problem of molecular generation has received significant attention recently. Existing methods are typically based on deep neural networks and require training on large datasets with tens of thousands of samples. In practice, however, the size of class-specific chemical datasets is usually limited (e.g., dozens of samples) due to labor-intensive experimentation and data collection. This presents a considerable challenge for the deep learning generative models to comprehensively describe the molecular design space. Another major challenge is to generate only physically synthesizable molecules. This is a non-trivial task for neural network-based generative models since the relevant chemical knowledge can only be extracted and generalized from the limited training data. In this work, we propose a data-efficient generative model that can be learned from datasets with orders of magnitude smaller sizes than common benchmarks. At the heart of this method is a learnable graph grammar that generates molecules from a sequence of production rules. Without any human assistance, these production rules are automatically constructed from training data. Furthermore, additional chemical knowledge can be incorporated in the model by further grammar optimization. Our learned graph grammar yields state-of-the-art results on generating high-quality molecules for three monomer datasets that contain only ${\sim}20$ samples each. Our approach also achieves remarkable performance in a challenging polymer generation task with only $117$ training samples and is competitive against existing methods using $81$k data points. Code is available at https://github.com/gmh14/data_efficient_grammar.
5.1MTRL-SCIFeb 1, 2023
Computational Discovery of Microstructured Composites with Optimal Stiffness-Toughness Trade-OffsBeichen Li, Bolei Deng, Wan Shou et al.
The conflict between stiffness and toughness is a fundamental problem in engineering materials design. However, the systematic discovery of microstructured composites with optimal stiffness-toughness trade-offs has never been demonstrated, hindered by the discrepancies between simulation and reality and the lack of data-efficient exploration of the entire Pareto front. We introduce a generalizable pipeline that integrates physical experiments, numerical simulations, and artificial neural networks to address both challenges. Without any prescribed expert knowledge of material design, our approach implements a nested-loop proposal-validation workflow to bridge the simulation-to-reality gap and discover microstructured composites that are stiff and tough with high sample efficiency. Further analysis of Pareto-optimal designs allows us to automatically identify existing toughness enhancement mechanisms, which were previously discovered through trial-and-error or biomimicry. On a broader scale, our method provides a blueprint for computational design in various research areas beyond solid mechanics, such as polymer chemistry, fluid dynamics, meteorology, and robotics.
13.1CVJan 27, 2025Code
VLMaterial: Procedural Material Generation with Large Vision-Language ModelsBeichen Li, Rundi Wu, Armando Solar-Lezama et al.
Procedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples.
4.3MTRL-SCIOct 7, 2021
Designing Composites with Target Effective Young's Modulus using Reinforcement LearningAldair E. Gongora, Siddharth Mysore, Beichen Li et al.
Advancements in additive manufacturing have enabled design and fabrication of materials and structures not previously realizable. In particular, the design space of composite materials and structures has vastly expanded, and the resulting size and complexity has challenged traditional design methodologies, such as brute force exploration and one factor at a time (OFAT) exploration, to find optimum or tailored designs. To address this challenge, supervised machine learning approaches have emerged to model the design space using curated training data; however, the selection of the training data is often determined by the user. In this work, we develop and utilize a Reinforcement learning (RL)-based framework for the design of composite structures which avoids the need for user-selected training data. For a 5 $\times$ 5 composite design space comprised of soft and compliant blocks of constituent material, we find that using this approach, the model can be trained using 2.78% of the total design space consists of $2^{25}$ design possibilities. Additionally, the developed RL-based framework is capable of finding designs at a success rate exceeding 90%. The success of this approach motivates future learning frameworks to utilize RL for the design of composites and other material systems.
Learning to Reason in Round-based Games: Multi-task Sequence Generation for Purchasing Decision Making in First-person ShootersYilei Zeng, Deren Lei, Beichen Li et al.
Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. Counter-Strike: Global Offensive (CS:GO), as a round-based game with abundant expert demonstrations, provides an excellent environment for multi-player round-based sequential reasoning. In this work, we propose a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the strategies behind the round-based purchasing decisions. We adopt few-shot learning to sample multiple rounds in a match, and modified model agnostic meta-learning algorithm Reptile for the meta-learning loop. We formulate each round as a multi-task sequence generation problem. Our state representations combine action encoder, team encoder, player features, round attribute encoder, and economy encoders to help our agent learn to reason under this specific multi-player round-based scenario. A complete ablation study and comparison with the greedy approach certify the effectiveness of our model. Our research will open doors for interpretable AI for understanding episodic and long-term purchasing strategies beyond the gaming community.