We present a new random walk for uniformly sampling high-dimensional convex bodies. It achieves state-of-the-art runtime complexity with stronger guarantees on the output than previously known, namely in R\'enyi divergence (which implies TV, $\mathcal{W}_2$, KL, $\chi^2$). The proof departs from known approaches for polytime algorithms for the problem -- we utilize a stochastic diffusion perspective to show contraction to the target distribution with the rate of convergence determined by functional isoperimetric constants of the stationary density.
The typical process for developing LLMs involves pre-training a general foundation model on massive data, followed by fine-tuning on task-specific data to create specialized experts. Serving these experts poses challenges, as loading all experts onto devices is impractical, and frequent switching between experts in response to user requests incurs substantial I/O costs, increasing latency and expenses. Previous approaches decompose expert weights into pre-trained model weights and residual delta weights, then quantize the delta weights to reduce model size. However, these methods often lead to significant quantization errors at extremely low bitwidths and assume the appropriate model for a user request is known in advance, which is not practical. To address these issues, we introduce ME-Switch, a memory-efficient expert switching framework for LLM serving. ME-Switch uses mixed-precision quantization, selectively quantizing non-salient input channels of delta weights to extremely low bits while keeping salient ones intact, significantly reducing storage demands while maintaining performance. Additionally, we develop a routing method that efficiently directs user queries to the most suitable expert by transforming the model selection problem into a domain classification problem. Extensive experiments show ME-Switch's promising memory efficiency and routing performance. For example, when serving three models from the Mistral-7B family, ME-Switch reduces model size by 1.74x while maintaining nearly lossless performance on instruction, mathematical reasoning, and code generation tasks. Furthermore, ME-Switch can efficiently serve 16 models from the Mistral-7B family on a single NVIDIA A100 GPU.
Although recent advances in higher-order Graph Neural Networks (GNNs) improve the theoretical expressiveness and molecular property predictive performance, they often fall short of the empirical performance of models that explicitly use fragment information as inductive bias. However, for these approaches, there exists no theoretic expressivity study. In this work, we propose the Fragment-WL test, an extension to the well-known Weisfeiler & Leman (WL) test, which enables the theoretic analysis of these fragment-biased GNNs. Building on the insights gained from the Fragment-WL test, we develop a new GNN architecture and a fragmentation with infinite vocabulary that significantly boosts expressiveness. We show the effectiveness of our model on synthetic and real-world data where we outperform all GNNs on Peptides and have 12% lower error than all GNNs on ZINC and 34% lower error than other fragment-biased models. Furthermore, we show that our model exhibits superior generalization capabilities compared to the latest transformer-based architectures, positioning it as a robust solution for a range of molecular modeling tasks.
Recent controllable generation approaches such as FreeControl and Diffusion Self-guidance bring fine-grained spatial and appearance control to text-to-image (T2I) diffusion models without training auxiliary modules. However, these methods optimize the latent embedding for each type of score function with longer diffusion steps, making the generation process time-consuming and limiting their flexibility and use. This work presents Ctrl-X, a simple framework for T2I diffusion controlling structure and appearance without additional training or guidance. Ctrl-X designs feed-forward structure control to enable the structure alignment with a structure image and semantic-aware appearance transfer to facilitate the appearance transfer from a user-input image. Extensive qualitative and quantitative experiments illustrate the superior performance of Ctrl-X on various condition inputs and model checkpoints. In particular, Ctrl-X supports novel structure and appearance control with arbitrary condition images of any modality, exhibits superior image quality and appearance transfer compared to existing works, and provides instant plug-and-play functionality to any T2I and text-to-video (T2V) diffusion model. See our project page for an overview of the results: //genforce.github.io/ctrl-x
We present SRC4VC, a new corpus containing 11 hours of speech recorded on smartphones by 100 Japanese speakers. Although high-quality multi-speaker corpora can advance voice conversion (VC) technologies, they are not always suitable for testing VC when low-quality speech recording is given as the input. To this end, we first asked 100 crowdworkers to record their voice samples using smartphones. Then, we annotated the recorded samples with speaker-wise recording-quality scores and utterance-wise perceived emotion labels. We also benchmark SRC4VC on any-to-any VC, in which we trained a multi-speaker VC model on high-quality speech and used the SRC4VC speakers' voice samples as the source in VC. The results show that the recording quality mismatch between the training and evaluation data significantly degrades the VC performance, which can be improved by applying speech enhancement to the low-quality source speech samples.
Current state-of-the-art Video Object Segmentation (VOS) methods rely on dense per-object mask annotations both during training and testing. This requires time-consuming and costly video annotation mechanisms. We propose a novel Point-VOS task with a spatio-temporally sparse point-wise annotation scheme that substantially reduces the annotation effort. We apply our annotation scheme to two large-scale video datasets with text descriptions and annotate over 19M points across 133K objects in 32K videos. Based on our annotations, we propose a new Point-VOS benchmark, and a corresponding point-based training mechanism, which we use to establish strong baseline results. We show that existing VOS methods can easily be adapted to leverage our point annotations during training, and can achieve results close to the fully-supervised performance when trained on pseudo-masks generated from these points. In addition, we show that our data can be used to improve models that connect vision and language, by evaluating it on the Video Narrative Grounding (VNG) task. We will make our code and annotations available at //pointvos.github.io.
Backdoor attacks present significant threats to Large Language Models (LLMs), particularly with the rise of third-party services that offer API integration and prompt engineering. Untrustworthy third parties can plant backdoors into LLMs and pose risks to users by embedding malicious instructions into user queries. The backdoor-compromised LLM will generate malicious output when and input is embedded with a specific trigger predetermined by an attacker. Traditional defense strategies, which primarily involve model parameter fine-tuning and gradient calculation, are inadequate for LLMs due to their extensive computational and clean data requirements. In this paper, we propose a novel solution, Chain-of-Scrutiny (CoS), to address these challenges. Backdoor attacks fundamentally create a shortcut from the trigger to the target output, thus lack reasoning support. Accordingly, CoS guides the LLMs to generate detailed reasoning steps for the input, then scrutinizes the reasoning process to ensure consistency with the final answer. Any inconsistency may indicate an attack. CoS only requires black-box access to LLM, offering a practical defense, particularly for API-accessible LLMs. It is user-friendly, enabling users to conduct the defense themselves. Driven by natural language, the entire defense process is transparent to users. We validate the effectiveness of CoS through extensive experiments across various tasks and LLMs. Additionally, experiments results shows CoS proves more beneficial for more powerful LLMs.
Frequency dynamic convolution (FDY conv) has shown the state-of-the-art performance in sound event detection (SED) using frequency-adaptive kernels obtained by frequency-varying combination of basis kernels. However, FDY conv lacks an explicit mean to diversify frequency-adaptive kernels, potentially limiting the performance. In addition, size of basis kernels is limited while time-frequency patterns span larger spectro-temporal range. Therefore, we propose dilated frequency dynamic convolution (DFD conv) which diversifies and expands frequency-adaptive kernels by introducing different dilation sizes to basis kernels. Experiments showed advantages of varying dilation sizes along frequency dimension, and analysis on attention weight variance proved dilated basis kernels are effectively diversified. By adapting class-wise median filter with intersection-based F1 score, proposed DFD-CRNN outperforms FDY-CRNN by 3.12% in terms of polyphonic sound detection score (PSDS).
Scheduling real-time tasks that utilize GPUs with analyzable guarantees poses a significant challenge due to the intricate interaction between CPU and GPU resources, as well as the complex GPU hardware and software stack. While much research has been conducted in the real-time research community, several limitations persist, including the absence or limited availability of GPU-level preemption, extended blocking times, and/or the need for extensive modifications to program code. In this paper, we propose GCAPS, a GPU Context-Aware Preemptive Scheduling approach for real-time GPU tasks. Our approach exerts control over GPU context scheduling at the device driver level and enables preemption of GPU execution based on task priorities by simply adding one-line macros to GPU segment boundaries. In addition, we provide a comprehensive response time analysis of GPU-using tasks for both our proposed approach as well as the default Nvidia GPU driver scheduling that follows a work-conserving round-robin policy. Through empirical evaluations and case studies, we demonstrate the effectiveness of the proposed approaches in improving taskset schedulability and response time. The results highlight significant improvements over prior work as well as the default scheduling approach, with up to 40% higher schedulability, while also achieving predictable worst-case behavior on Nvidia Jetson embedded platforms.
Vehicle Ad-hoc Networks (VANETs) have experienced significant development in recent years, playing a crucial role in enhancing the driving experience by enabling safer and more efficient inter-vehicle interactions through information exchange. Vehicle-to-vehicle (V2V) communication is particularly vital as it not only helps to prevent collisions and improve traffic efficiency but also provides essential situational awareness to drivers or autonomous driving systems. Communication is typically supported by Roadside Units (RSUs); however, in practical applications, vehicles may exceed the communication range of RSUs, thus exposing them to various malicious attacks. Additionally, considering the limited computational resources of onboard units (OBUs) in vehicles, there is a high demand for designing lightweight security protocols that support V2V communication. To address this issue, this paper proposes an efficient anonymous V2V identity authentication protocol tailored for scenarios that lack RSU support. The proposed protocol has been formally assessed using the Scyther tool, demonstrating its capability to withstand major typical malicious attacks. Performance evaluations indicate that the proposed protocol is efficient in terms of communication and computational overhead, making it a viable solution for V2V vehicle communication.
We propose a discrete time graphon game formulation on continuous state and action spaces using a representative player to study stochastic games with heterogeneous interaction among agents. This formulation admits both philosophical and mathematical advantages, compared to a widely adopted formulation using a continuum of players. We prove the existence and uniqueness of the graphon equilibrium with mild assumptions, and show that this equilibrium can be used to construct an approximate solution for finite player game on networks, which is challenging to analyze and solve due to curse of dimensionality. An online oracle-free learning algorithm is developed to solve the equilibrium numerically, and sample complexity analysis is provided for its convergence.