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Dan Gutfreund

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

15 papers
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15

ICML Conference 2025 Conference Paper

M+: Extending MemoryLLM with Scalable Long-Term Memory

  • Yu Wang 0170
  • Dmitry Krotov
  • Yuanzhe Hu
  • Yifan Gao 0001
  • Wangchunshu Zhou
  • Julian J. McAuley
  • Dan Gutfreund
  • Rogério Feris

Equipping large language models (LLMs) with latent-space memory has attracted increasing attention as they can extend the context window of existing language models. However, retaining information from the distant past remains a challenge. For example, MemoryLLM (Wang et al. , 2024a), as a representative work with latent-space memory, compresses past information into hidden states across all layers, forming a memory pool of 1B parameters. While effective for sequence lengths up to 16k tokens, it struggles to retain knowledge beyond 20k tokens. In this work, we address this limitation by introducing M+, a memory-augmented model based on MemoryLLM that significantly enhances long-term information retention. M+ integrates a long-term memory mechanism with a co-trained retriever, dynamically retrieving relevant information during text generation. We evaluate M+ on diverse benchmarks, including long-context understanding and knowledge retention tasks. Experimental results show that M+ significantly outperforms MemoryLLM and recent strong baselines, extending knowledge retention from under 20k to over 160k tokens with similar GPU memory overhead.

TMLR Journal 2024 Journal Article

Constraining Generative Models for Engineering Design with Negative Data

  • Lyle Regenwetter
  • Giorgio Giannone
  • Akash Srivastava
  • Dan Gutfreund
  • Faez Ahmed

Generative models have recently achieved remarkable success and widespread adoption in society, yet they still often struggle to generate realistic and accurate outputs. This challenge extends beyond language and vision into fields like engineering design, where safety-critical engineering standards and non-negotiable physical laws tightly constrain what outputs are considered acceptable. In this work, we introduce two approaches to guide models toward constraint-satisfying outputs using `negative data' -- examples of what to avoid. Our negative data generative models (NDGMs) outperform state-of-the-art NDGMs by 4x in constraint satisfaction and easily outperform classic generative models using 8x less data in certain problems. To demonstrate this, we rigorously benchmark our NDGMs against 14 baseline models across numerous synthetic and real engineering problems, such as ship hulls with hydrodynamic constraints and vehicle design with impact safety constraints. Our benchmarks showcase both the best-in-class performance of our new NDGM models and the widespread dominance of NDGMs over classic generative models in general. In doing so, we advocate for the more widespread use of NDGMs in engineering design tasks.

TMLR Journal 2024 Journal Article

LInK: Learning Joint Representations of Design and Performance Spaces through Contrastive Learning for Mechanism Synthesis

  • Amin Heyrani Nobari
  • Akash Srivastava
  • Dan Gutfreund
  • Kai Xu
  • Faez Ahmed

In this paper, we introduce LInK, a novel framework that integrates contrastive learning of performance and design space with optimization techniques for solving complex inverse problems in engineering design with discrete and continuous variables. We focus on the path synthesis problem for planar linkage mechanisms. By leveraging a multimodal and transformation-invariant contrastive learning framework, LInK learns a joint representation that captures complex physics and design representations of mechanisms, enabling rapid retrieval from a vast dataset of over 10 million mechanisms. This approach improves precision through the warm start of a hierarchical unconstrained nonlinear optimization algorithm, combining the robustness of traditional optimization with the speed and adaptability of modern deep learning methods. Our results on an existing benchmark demonstrate that LInK outperforms existing methods with 28 times less error compared to a state-of-the-art approach while taking 20 times less time on an existing benchmark. Moreover, we introduce a significantly more challenging benchmark, named LINK-ABC, which involves synthesizing linkages that trace the trajectories of English capital alphabets—an inverse design benchmark task that existing methods struggle with due to large nonlinearities and tiny feasible space. Our results demonstrate that LInK not only advances the field of mechanism design but also broadens the applicability of contrastive learning and optimization to other areas of engineering. The code and data are publicly available at https://github.com/ahnobari/LInK.

AAAI Conference 2024 Conference Paper

Visual Chain-of-Thought Prompting for Knowledge-Based Visual Reasoning

  • Zhenfang Chen
  • Qinhong Zhou
  • Yikang Shen
  • Yining Hong
  • Zhiqing Sun
  • Dan Gutfreund
  • Chuang Gan

Knowledge-based visual reasoning remains a daunting task since it not only requires machines to interpret the concepts and relationships from visual scenes but also associate them with external world knowledge to conduct a chain of reasoning on open-world questions. Previous works, however, treat visual perception and language-based reasoning as two independent modules, failing to attend to both modules throughout all stages of reasoning. To this end, we propose Visual Chain-of-thought Prompting (VCTP) for knowledge-based reasoning, which involves the interaction between visual content and natural language in an iterative step-by-step reasoning manner. VCTP contains three stages, see, think, and confirm. The see stage scans the image and grounds the visual concept candidates with a visual perception model. The think stage adopts a pre-trained large language model (LLM) to attend to key visual concepts from natural language questions adaptively. It then transforms key visual context into text context for prompting with a visual captioning model, and adopts the LLM to generate the answer. The confirm stage further uses the LLM to generate the supporting rationale to the answer, which is then passed through a cross-modality classifier to verify that it’s consistent with the visual context. We iterate through the think-confirm stages to ensure the verified rationale is consistent with the answer. We conduct experiments on a range of knowledge-based visual reasoning datasets. We found our VCTP enjoys several benefits, 1). it achieves better performance than the previous few-shot learning baselines; 2). it enjoys the total transparency and trustworthiness of the whole reasoning process by providing rationales for each reasoning step; 3). it is computation-efficient compared with other fine-tuning baselines. Our code is available at https://github.com/UMass-Foundation-Model/VisualCoT.git

NeurIPS Conference 2023 Conference Paper

How hard are computer vision datasets? Calibrating dataset difficulty to viewing time

  • David Mayo
  • Jesse Cummings
  • Xinyu Lin
  • Dan Gutfreund
  • Boris Katz
  • Andrei Barbu

Humans outperform object recognizers despite the fact that models perform well on current datasets, including those explicitly designed to challenge machines with debiased images or distribution shift. This problem persists, in part, because we have no guidance on the absolute difficulty of an image or dataset making it hard to objectively assess progress toward human-level performance, to cover the range of human abilities, and to increase the challenge posed by a dataset. We develop a dataset difficulty metric MVT, Minimum Viewing Time, that addresses these three problems. Subjects view an image that flashes on screen and then classify the object in the image. Images that require brief flashes to recognize are easy, those which require seconds of viewing are hard. We compute the ImageNet and ObjectNet image difficulty distribution, which we find significantly undersamples hard images. Nearly 90% of current benchmark performance is derived from images that are easy for humans. Rather than hoping that we will make harder datasets, we can for the first time objectively guide dataset difficulty during development. We can also subset recognition performance as a function of difficulty: model performance drops precipitously while human performance remains stable. Difficulty provides a new lens through which to view model performance, one which uncovers new scaling laws: vision-language models stand out as being the most robust and human-like while all other techniques scale poorly. We release tools to automatically compute MVT, along with image sets which are tagged by difficulty. Objective image difficulty has practical applications – one can measure how hard a test set is before deploying a real-world system – and scientific applications such as discovering the neural correlates of image difficulty and enabling new object recognition techniques that eliminate the benchmark-vs- real-world performance gap.

AAAI Conference 2023 Conference Paper

Zero-Shot Linear Combinations of Grounded Social Interactions with Linear Social MDPs

  • Ravi Tejwani
  • Yen-Ling Kuo
  • Tianmin Shu
  • Bennett Stankovits
  • Dan Gutfreund
  • Joshua B. Tenenbaum
  • Boris Katz
  • Andrei Barbu

Humans and animals engage in rich social interactions. It is often theorized that a relatively small number of basic social interactions give rise to the full range of behavior observed. But no computational theory explaining how social interactions combine together has been proposed before. We do so here. We take a model, the Social MDP, which is able to express a range of social interactions, and extend it to represent linear combinations of social interactions. Practically for robotics applications, such models are now able to not just express that an agent should help another agent, but to express goal-centric social interactions. Perhaps an agent is helping someone get dressed, but preventing them from falling, and is happy to exchange stories in the meantime. How an agent responds socially, should depend on what it thinks the other agent is doing at that point in time. To encode this notion, we take linear combinations of social interactions as defined in Social MDPs, and compute the weights on those combinations on the fly depending on the estimated goals of other agents. This new model, the Linear Social MDP, enables zero-shot reasoning about complex social interactions, provides a mathematical basis for the long-standing intuition that social interactions should compose, and leads to interesting new behaviors that we validate using human observers. Complex social interactions are part of the future of intelligent agents, and having principled mathematical models built on a foundation like MDPs will make it possible to bring social interactions to every robotic application.

ICRA Conference 2022 Conference Paper

Incorporating Rich Social Interactions Into MDPs

  • Ravi Tejwani
  • Yen-Ling Kuo
  • Tianmin Shu
  • Bennett Stankovits
  • Dan Gutfreund
  • Joshua B. Tenenbaum
  • Boris Katz
  • Andrei Barbu

Much of what we do as humans is engage socially with other agents, a skill that robots must also eventually possess. We demonstrate that a rich theory of social interactions originating from microsociology can be formalized by extending a nested MDP where agents reason about arbitrary functions of each other's rewards. This extended Social MDP allows us to encode the five basic interactions that underlie microsociology: cooperation, conflict, coercion, competition, and exchange. The result is a robotic agent capable of executing social interactions in new environments with no interaction-specific training; like humans it can engage socially in novel ways even without a single example of that social interaction. Moreover, the estimations of these Social MDPs align closely with the judge-ments of humans when considering which social interaction is taking place in an environment. This method both sheds light on the nature of social interactions, by providing concrete mathematical definitions, and brings rich social interactions into a mathematical framework that has proven to be natural for robotics.

ICRA Conference 2022 Conference Paper

The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI

  • Chuang Gan 0001
  • Siyuan Zhou
  • Jeremy Schwartz
  • Seth Alter
  • Abhishek Bhandwaldar
  • Dan Gutfreund
  • Daniel L. K. Yamins
  • James J. DiCarlo

We introduce a visually-guided task-and-motion planning benchmark, which we call the ThreeDWorld Trans-port Challenge. In this challenge, an embodied agent is spawned randomly in a simulated physical home environment and required to transport a small set of objects scattered around the house with containers. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and a robot agent can be controlled using a fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) state-of-the-art hierarchical planning-based agents can transport some objects but are still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-aware robot learning algorithms.

NeurIPS Conference 2021 Conference Paper

3DP3: 3D Scene Perception via Probabilistic Programming

  • Nishad Gothoskar
  • Marco Cusumano-Towner
  • Ben Zinberg
  • Matin Ghavamizadeh
  • Falk Pollok
  • Austin Garrett
  • Josh Tenenbaum
  • Dan Gutfreund

We present 3DP3, a framework for inverse graphics that uses inference in a structured generative model of objects, scenes, and images. 3DP3 uses (i) voxel models to represent the 3D shape of objects, (ii) hierarchical scene graphs to decompose scenes into objects and the contacts between them, and (iii) depth image likelihoods based on real-time graphics. Given an observed RGB-D image, 3DP3's inference algorithm infers the underlying latent 3D scene, including the object poses and a parsimonious joint parametrization of these poses, using fast bottom-up pose proposals, novel involutive MCMC updates of the scene graph structure, and, optionally, neural object detectors and pose estimators. We show that 3DP3 enables scene understanding that is aware of 3D shape, occlusion, and contact structure. Our results demonstrate that 3DP3 is more accurate at 6DoF object pose estimation from real images than deep learning baselines and shows better generalization to challenging scenes with novel viewpoints, contact, and partial observability.

NeurIPS Conference 2021 Conference Paper

A Bayesian-Symbolic Approach to Reasoning and Learning in Intuitive Physics

  • Kai Xu
  • Akash Srivastava
  • Dan Gutfreund
  • Felix Sosa
  • Tomer Ullman
  • Josh Tenenbaum
  • Charles Sutton

Humans can reason about intuitive physics in fully or partially observed environments even after being exposed to a very limited set of observations. This sample-efficient intuitive physical reasoning is considered a core domain of human common sense knowledge. One hypothesis to explain this remarkable capacity, posits that humans quickly learn approximations to the laws of physics that govern the dynamics of the environment. In this paper, we propose a Bayesian-symbolic framework (BSP) for physical reasoning and learning that is close to human-level sample-efficiency and accuracy. In BSP, the environment is represented by a top-down generative model of entities, which are assumed to interact with each other under unknown force laws over their latent and observed properties. BSP models each of these entities as random variables, and uses Bayesian inference to estimate their unknown properties. For learning the unknown forces, BSP leverages symbolic regression on a novel grammar of Newtonian physics in a bilevel optimization setup. These inference and regression steps are performed in an iterative manner using expectation-maximization, allowing BSP to simultaneously learn force laws while maintaining uncertainty over entity properties. We show that BSP is more sample-efficient compared to neural alternatives on controlled synthetic datasets, demonstrate BSP's applicability to real-world common sense scenes and study BSP's performance on tasks previously used to study human physical reasoning.

ICML Conference 2021 Conference Paper

AGENT: A Benchmark for Core Psychological Reasoning

  • Tianmin Shu
  • Abhishek Bhandwaldar
  • Chuang Gan 0001
  • Kevin A. Smith 0001
  • Shari Liu
  • Dan Gutfreund
  • Elizabeth S. Spelke
  • Joshua B. Tenenbaum

For machine agents to successfully interact with humans in real-world settings, they will need to develop an understanding of human mental life. Intuitive psychology, the ability to reason about hidden mental variables that drive observable actions, comes naturally to people: even pre-verbal infants can tell agents from objects, expecting agents to act efficiently to achieve goals given constraints. Despite recent interest in machine agents that reason about other agents, it is not clear if such agents learn or hold the core psychology principles that drive human reasoning. Inspired by cognitive development studies on intuitive psychology, we present a benchmark consisting of a large dataset of procedurally generated 3D animations, AGENT (Action, Goal, Efficiency, coNstraint, uTility), structured around four scenarios (goal preferences, action efficiency, unobserved constraints, and cost-reward trade-offs) that probe key concepts of core intuitive psychology. We validate AGENT with human-ratings, propose an evaluation protocol emphasizing generalization, and compare two strong baselines built on Bayesian inverse planning and a Theory of Mind neural network. Our results suggest that to pass the designed tests of core intuitive psychology at human levels, a model must acquire or have built-in representations of how agents plan, combining utility computations and core knowledge of objects and physics.

NeurIPS Conference 2021 Conference Paper

ThreeDWorld: A Platform for Interactive Multi-Modal Physical Simulation

  • Chuang Gan
  • Jeremy Schwartz
  • Seth Alter
  • Damian Mrowca
  • Martin Schrimpf
  • James Traer
  • Julian De Freitas
  • Jonas Kubilius

We introduce ThreeDWorld (TDW), a platform for interactive multi-modal physical simulation. TDW enables the simulation of high-fidelity sensory data and physical interactions between mobile agents and objects in rich 3D environments. Unique properties include real-time near-photo-realistic image rendering; a library of objects and environments, and routines for their customization; generative procedures for efficiently building classes of new environments; high-fidelity audio rendering; realistic physical interactions for a variety of material types, including cloths, liquid, and deformable objects; customizable ``avatars” that embody AI agents; and support for human interactions with VR devices. TDW’s API enables multiple agents to interact within a simulation and returns a range of sensor and physics data representing the state of the world. We present initial experiments enabled by TDW in emerging research directions in computer vision, machine learning, and cognitive science, including multi-modal physical scene understanding, physical dynamics predictions, multi-agent interactions, models that ‘learn like a child’, and attention studies in humans and neural networks.

NeurIPS Conference 2019 Conference Paper

ObjectNet: A large-scale bias-controlled dataset for pushing the limits of object recognition models

  • Andrei Barbu
  • David Mayo
  • Julian Alverio
  • William Luo
  • Christopher Wang
  • Dan Gutfreund
  • Josh Tenenbaum
  • Boris Katz

We collect a large real-world test set, ObjectNet, for object recognition with controls where object backgrounds, rotations, and imaging viewpoints are random. Most scientific experiments have controls, confounds which are removed from the data, to ensure that subjects cannot perform a task by exploiting trivial correlations in the data. Historically, large machine learning and computer vision datasets have lacked such controls. This has resulted in models that must be fine-tuned for new datasets and perform better on datasets than in real-world applications. When tested on ObjectNet, object detectors show a 40-45% drop in performance, with respect to their performance on other benchmarks, due to the controls for biases. Controls make ObjectNet robust to fine-tuning showing only small performance increases. We develop a highly automated platform that enables gathering datasets with controls by crowdsourcing image capturing and annotation. ObjectNet is the same size as the ImageNet test set (50, 000 images), and by design does not come paired with a training set in order to encourage generalization. The dataset is both easier than ImageNet (objects are largely centered and unoccluded) and harder (due to the controls). Although we focus on object recognition here, data with controls can be gathered at scale using automated tools throughout machine learning to generate datasets that exercise models in new ways thus providing valuable feedback to researchers. This work opens up new avenues for research in generalizable, robust, and more human-like computer vision and in creating datasets where results are predictive of real-world performance.

STOC Conference 2008 Conference Paper

A (de)constructive approach to program checking

  • Shafi Goldwasser
  • Dan Gutfreund
  • Alexander Healy
  • Tali Kaufman
  • Guy N. Rothblum

Program checking, program self-correcting and program self-testing were pioneered by [Blum and Kannan] and [Blum, Luby and Rubinfeld] in the mid eighties as a new way to gain confidence in software, by considering program correctness on an input by input basis rather than full program verification. Work in the field of program checking focused on designing, for specific functions, checkers, testers and correctors which are more efficient than the best program known for the function. These were designed utilizing specific algebraic, combinatorial or completeness properties of the function at hand. In this work we introduce a novel composition methodology for improving the efficiency of program checkers. We use this approach to design a variety of program checkers that are provably more efficient, in terms of circuit depth, than the optimal program for computing the function being checked. Extensions of this methodology for the cases of program testers and correctors are also presented. In particular, we show: For all i ≥ 1, every language in RNC i (that is NCO-hard under NCZ-reductions) has a program checker in RNC i-1 . In addition, for all i ≥ 1, every language in RNC i (that is NCO-hard under ACZ-reductions) has a program corrector, tester and checker in RAC i-1 . This is the first time checkers are designed for a wide class of functions characterized only by its complexity , rather than by algebraic or combinatorial properties. This characterization immediately yields new and efficient checkers for languages such as graph connectivity, perfect matching and bounded-degree graph isomorphism. Constant-depth checkers, testers and correctors for matrix multiplication, inversion, determinant and rank. All previous program checkers, testers and correctors for these problems run in nearly logarithmic depth. Moreover, except for matrix multiplication, they all require the use of the library notion of [Blum-Luby-Rubinfeld], in which checkers have access to a library of programs for various matrix functions, rather than only having access to a program for the function being checked. Furthermore, we provide conditions under which program libraries can be eliminated. Important ingredients in these results are new and very efficient checkers for complete languages in low complexity classes (e.g. NCO). These constructions are based on techniques that were developed in the field of cryptography.

STOC Conference 2007 Conference Paper

Verifying and decoding in constant depth

  • Shafi Goldwasser
  • Dan Gutfreund
  • Alexander Healy
  • Tali Kaufman
  • Guy N. Rothblum

We develop a general approach for improving the efficiency of a computationally bounded receiver interacting with a powerful and possibly malicious sender. The key idea we use is that of delegating some of the receiver's computation to the (potentially malicious) sender. This idea was recently introduced by Goldwasser et al. [14] in the area of program checking. A classic example of such a sender-receiver setting is interactive proof systems. By taking the sender to be a (potentially malicious) prover and the receiver to be a verifier, we show that ( p -prover) interactive proofs with k rounds of interaction are equivalent to ( p -prover) interactive proofs with k+O(1) rounds, where the verifier is in NC 0 . That is, each round of the verifier's computation can be implemented in constant parallel time. As a corollary, we obtain interactive proof systems, with (optimally) constant soundness, for languages in AM and NEXP, where the verifier runs in constant parallel-time. Another, less immediate sender-receiver setting arises in considering error correcting codes. By taking the sender to be a (potentially corrupted) codeword and the receiver to be a decoder, we obtain explicit families of codes that are locally (list-)decodable by constant-depth circuits of size polylogarithmic in the length of the codeword. Using the tight connection between locally list-decodable codes and average-case complexity, we obtain a new, more efficient, worst-case to average-case reduction for languages in EXP.

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