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GenCO: Generating Diverse Designs with Combinatorial Constraints

ICML 2024 · Image generation › Autoregressive and latent generation · approach: Layout generation · 0 citations (OpenAlex)

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Proposes GenCO, a framework that trains deep generators (WGAN, VQVAE) end-to-end through differentiable combinatorial solvers so generated designs are guaranteed feasible and diverse, and optimizes nonlinear objectives.

Problem

Generating diverse, high-quality designs that must satisfy hard combinatorial constraints while matching a data distribution and optimizing nonlinear objectives; standard GANs/VAEs do not guarantee feasibility and post-hoc fixing hurts diversity.

Approach

Learn a generator over a latent cost/design space c that is mapped through a combinatorial solver g(c) to a provably feasible solution x; the generative (group) loss is computed on feasible solutions x rather than soft outputs, and the whole pipeline is trained end-to-end via differentiating through the solver.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Train the adversary jointly instead of keeping it fixed (ablation)GenCO on Zelda game levels · Zelda game levels% Unique: 0.22 -> 0.995Helped
Train the adversary jointly instead of keeping it fixed (ablation)GenCO on Zelda game levels · Zelda game levelsCoverage: 0.98 -> 0.82Hurt
Include the shortest-path objective in trainingOrdinary GAN on Warcraft maps · Warcraft mapsSP loss: 36.45 -> 23.99Helped
Include the shortest-path objective in trainingOrdinary GAN on Warcraft maps · Warcraft mapsGAN loss: 0.6147 -> 0.6360Hurt
Add the semantic cost penaltyGAN on Warcraft maps · Warcraft mapsSP loss: 36.45 -> 35.61Helped
Add the semantic cost penaltyGAN on Warcraft maps · Warcraft mapsGAN loss: 0.6147 -> 0.8994Hurt
Set gamma to 1e-3 instead of 0 (ablation)GenCO on Warcraft maps · Warcraft mapsSP loss: 36.45 -> 23.99Helped
Set gamma to 1e-3 instead of 0 (ablation)GenCO on Warcraft maps · Warcraft mapsDensity: 0.81 -> 0.94Helped
Increase gamma from 1e-3 to 5e-3 (ablation)GenCO on Warcraft maps · Warcraft mapsSP loss: 23.99 -> 18.02Helped
Increase gamma from 1e-3 to 5e-3 (ablation)GenCO on Warcraft maps · Warcraft mapsDensity: 0.94 -> 0.49Hurt
Use reconstruction loss without objective loss (ablation)GenCO VQVAE · Inverse photonic designAverage solution loss: 0 -> 1.155Hurt
Use reconstruction loss without objective loss (ablation)GenCO VQVAE · Inverse photonic designCoverage: 0.738 -> 0.693Hurt

Surprising findings

Limitations

Experimental setup

Datasets: Zelda levels (50 human-crafted) Warcraft II terrain maps (10,000) photonic inverse design solutions (100)

Benchmarks: Zelda level generation Warcraft shortest-path map generation inverse photonic design

Metrics: % unique density coverage GAN loss shortest path loss Maxwell simulation solution loss

Baselines: GAN + MILP fix Ordinary GAN GAN + semantic loss VQVAE + postprocess

Builds on: Wasserstein GAN VQVAE SurCo differentiable MILP solvers

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