Researcher profile

Ashish Tiwari

Ashish Tiwari contributes to research discovery and scholarly infrastructure.

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Published work

10 published item(s)

preprint2026arXiv

LIFT: Last-Mile Fine-Tuning for Table Explicitation

We propose last-mile fine-tuning, or Lift, a pipeline in which a pre-trained large language model extracts an initial table from unstructured clipboard text, and a fine-tuned small language model (1B-24B parameters SLM) repairs errors in the extracted table. On a benchmark of 2,596 tables from three datasets, Lift matches or exceeds end-to-end SLM fine-tuning on tree-edit-distance-based similarity (TEDS) metric while requiring as little as 1,000 training examples - where it outperforms end-to-end fine-tuning by up to 0.144 TEDS points. We term this approach last-mile fine-tuning and show it also more robust to input format variability. Comparisons with self-debug and end-to-end fine-tuning approaches show that last-mile fine-tuning provides an attractive option when training data is limited or when robustness to input variation is sought without compromising on accuracy.

preprint2022arXiv

DeepPS2: Revisiting Photometric Stereo Using Two Differently Illuminated Images

Photometric stereo, a problem of recovering 3D surface normals using images of an object captured under different lightings, has been of great interest and importance in computer vision research. Despite the success of existing traditional and deep learning-based methods, it is still challenging due to: (i) the requirement of three or more differently illuminated images, (ii) the inability to model unknown general reflectance, and (iii) the requirement of accurate 3D ground truth surface normals and known lighting information for training. In this work, we attempt to address an under-explored problem of photometric stereo using just two differently illuminated images, referred to as the PS2 problem. It is an intermediate case between a single image-based reconstruction method like Shape from Shading (SfS) and the traditional Photometric Stereo (PS), which requires three or more images. We propose an inverse rendering-based deep learning framework, called DeepPS2, that jointly performs surface normal, albedo, lighting estimation, and image relighting in a completely self-supervised manner with no requirement of ground truth data. We demonstrate how image relighting in conjunction with image reconstruction enhances the lighting estimation in a self-supervised setting.

preprint2022arXiv

Multi-Agent Spatial Predictive Control with Application to Drone Flocking (Extended Version)

We introduce the novel concept of Spatial Predictive Control (SPC) to solve the following problem: given a collection of agents (e.g., drones) with positional low-level controllers (LLCs) and a mission-specific distributed cost function, how can a distributed controller achieve and maintain cost-function minimization without a plant model and only positional observations of the environment? Our fully distributed SPC controller is based strictly on the position of the agent itself and on those of its neighboring agents. This information is used in every time-step to compute the gradient of the cost function and to perform a spatial look-ahead to predict the best next target position for the LLC. Using a high-fidelity simulation environment, we show that SPC outperforms the most closely related class of controllers, Potential Field Controllers, on the drone flocking problem. We also show that SPC is able to cope with a potential sim-to-real transfer gap by demonstrating its performance on real hardware, namely our implementation of flocking using nine Crazyflie 2.1 drones.

preprint2022arXiv

Overwatch: Learning Patterns in Code Edit Sequences

Integrated Development Environments (IDEs) provide tool support to automate many source code editing tasks. Traditionally, IDEs use only the spatial context, i.e., the location where the developer is editing, to generate candidate edit recommendations. However, spatial context alone is often not sufficient to confidently predict the developer's next edit, and thus IDEs generate many suggestions at a location. Therefore, IDEs generally do not actively offer suggestions and instead, the developer is usually required to click on a specific icon or menu and then select from a large list of potential suggestions. As a consequence, developers often miss the opportunity to use the tool support because they are not aware it exists or forget to use it. To better understand common patterns in developer behavior and produce better edit recommendations, we can additionally use the temporal context, i.e., the edits that a developer was recently performing. To enable edit recommendations based on temporal context, we present Overwatch, a novel technique for learning edit sequence patterns from traces of developers' edits performed in an IDE. Our experiments show that Overwatch has 78% precision and that Overwatch not only completed edits when developers missed the opportunity to use the IDE tool support but also predicted new edits that have no tool support in the IDE.

preprint2022arXiv

Synchromesh: Reliable code generation from pre-trained language models

Large pre-trained language models have been used to generate code,providing a flexible interface for synthesizing programs from natural language specifications. However, they often violate syntactic and semantic rules of their output language, limiting their practical usability. In this paper, we propose Synchromesh: a framework for substantially improving the reliability of pre-trained models for code generation. Synchromesh comprises two components. First, it retrieves few-shot examples from a training bank using Target Similarity Tuning (TST), a novel method for semantic example selection. TST learns to recognize utterances that describe similar target programs despite differences in surface natural language features. Then, Synchromesh feeds the examples to a pre-trained language model and samples programs using Constrained Semantic Decoding (CSD): a general framework for constraining the output to a set of valid programs in the target language. CSD leverages constraints on partial outputs to sample complete correct programs, and needs neither re-training nor fine-tuning of the language model. We evaluate our methods by synthesizing code from natural language descriptions using GPT-3 and Codex in three real-world languages: SQL queries, Vega-Lite visualizations and SMCalFlow programs. These domains showcase rich constraints that CSD is able to enforce, including syntax, scope, typing rules, and contextual logic. We observe substantial complementary gains from CSD and TST in prediction accuracy and in effectively preventing run-time errors.

preprint2021arXiv

Conformance Constraint Discovery: Measuring Trust in Data-Driven Systems

The reliability and proper function of data-driven applications hinge on the data's continued conformance to the applications' initial design. When data deviates from this initial profile, system behavior becomes unpredictable. Data profiling techniques such as functional dependencies and denial constraints encode patterns in the data that can be used to detect deviations. But traditional methods typically focus on exact constraints and categorical attributes, and are ill-suited for tasks such as determining whether the prediction of a machine learning system can be trusted or for quantifying data drift. In this paper, we introduce data invariants, a new data-profiling primitive that models arithmetic relationships involving multiple numerical attributes within a (noisy) dataset and which complements the existing data-profiling techniques. We propose a quantitative semantics to measure the degree of violation of a data invariant, and establish that strong data invariants can be constructed from observations with low variance on the given dataset. A concrete instance of this principle gives the surprising result that low-variance components of a principal component analysis (PCA), which are usually discarded, generate better invariants than the high-variance components. We demonstrate the value of data invariants on two applications: trusted machine learning and data drift. We empirically show that data invariants can (1) reliably detect tuples on which the prediction of a machine-learned model should not be trusted, and (2) quantify data drift more accurately than the state-of-the-art methods. Additionally, we show four case studies where an intervention-centric explanation tool uses data invariants to explain causes for tuple non-conformance.

preprint2020arXiv

Information-theoretic User Interaction: Significant Inputs for Program Synthesis

Programming-by-example technologies are being deployed in industrial products for real-time synthesis of various kinds of data transformations. These technologies rely on the user to provide few representative examples of the transformation task. Motivated by the need to find the most pertinent question to ask the user, in this paper, we introduce the {\em significant questions problem}, and show that it is hard in general. We then develop an information-theoretic greedy approach for solving the problem. We justify the greedy algorithm using the conditional entropy result, which informally says that the question that achieves the maximum information gain is the one that we know least about. In the context of interactive program synthesis, we use the above result to develop an {\em{active program learner}} that generates the significant inputs to pose as queries to the user in each iteration. The procedure requires extending a {\em{passive program learner}} to a {\em{sampling program learner}} that is able to sample candidate programs from the set of all consistent programs to enable estimation of information gain. It also uses clustering of inputs based on features in the inputs and the corresponding outputs to sample a small set of candidate significant inputs. Our active learner is able to tradeoff false negatives for false positives and converge in a small number of iterations on a real-world dataset of %around 800 string transformation tasks.

preprint2020arXiv

Learning Distributed Controllers for V-Formation

We show how a high-performing, fully distributed and symmetric neural V-formation controller can be synthesized from a Centralized MPC (Model Predictive Control) controller using Deep Learning. This result is significant as we also establish that under very reasonable conditions, it is impossible to achieve V-formation using a deterministic, distributed, and symmetric controller. The learning process we use for the neural V-formation controller is significantly enhanced by CEGkR, a Counterexample-Guided k-fold Retraining technique we introduce, which extends prior work in this direction in important ways. Our experimental results show that our neural V-formation controller generalizes to a significantly larger number of agents than for which it was trained (from 7 to 15), and exhibits substantial speedup over the MPC-based controller. We use a form of statistical model checking to compute confidence intervals for our neural V-formation controller's convergence rate and time to convergence.

preprint2020arXiv

Neural Flocking: MPC-based Supervised Learning of Flocking Controllers

We show how a distributed flocking controller can be synthesized using deep learning from a centralized controller which generates the trajectories of the flock. Our approach is based on supervised learning, with the centralized controller providing the training data to the learning agent, i.e., the synthesized distributed controller. We use Model Predictive Control (MPC) for the centralized controller, an approach that has been successfully demonstrated on flocking problems. MPC-based flocking controllers are high-performing but also computationally expensive. By learning a symmetric distributed neural flocking controller from a centralized MPC-based flocking controller, we achieve the best of both worlds: the neural controllers have high performance (on par with the MPC controllers) and high efficiency. Our experimental results demonstrate the sophisticated nature of the distributed controllers we learn. In particular, the neural controllers are capable of achieving myriad flocking-oriented control objectives, including flocking formation, collision avoidance, obstacle avoidance, predator avoidance, and target seeking. Moreover, they generalize the behavior seen in the training data in order to achieve these objectives in a significantly broader range of scenarios.

preprint2020arXiv

V-Formation via Model Predictive Control

We present recent results that demonstrate the power of viewing the problem of V-formation in a flock of birds as one of Model Predictive Control (MPC). The V-formation-MPC marriage can be understood in terms of the problem of synthesizing an optimal plan for a continuous-space and continuous-time Markov decision process (MDP), where the goal is to reach a target state that minimizes a given cost function. First, we consider ARES, an approximation algorithm for generating optimal plans (action sequences) that take an initial state of an MDP to a state whose cost is below a specified (convergence) threshold. ARES uses Particle Swarm Optimization, with adaptive sizing for both the receding horizon and the particle swarm. Inspired by Importance Splitting, the length of the horizon and the number of particles are chosen such that at least one particle reaches a next-level state. ARES can alternatively be viewed as a model-predictive control (MPC) algorithm that utilizes an adaptive receding horizon, aka Adaptive MPC (AMPC). We next present Distributed AMPC (DAMPC), a distributed version of AMPC that works with local neighborhoods. We introduce adaptive neighborhood resizing, whereby the neighborhood size is determined by the cost-based Lyapunov function evaluated over a global system state. Our experiments show that DAMPC can perform almost as well as centralized AMPC, while using only local information and a form of distributed consensus in each time step. Finally, inspired by security attacks on cyber-physical systems, we introduce controller-attacker games (CAG), where two players, a controller and an attacker, have antagonistic objectives. We formulate a special case of CAG called V-formation games, where the attacker's goal is to prevent the controller from attaining V-formation. We demonstrate how adaptation in the design of the controller helps in overcoming certain attacks.