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SubscribeLLMs as Method Actors: A Model for Prompt Engineering and Architecture
We introduce "Method Actors" as a mental model for guiding LLM prompt engineering and prompt architecture. Under this mental model, LLMs should be thought of as actors; prompts as scripts and cues; and LLM responses as performances. We apply this mental model to the task of improving LLM performance at playing Connections, a New York Times word puzzle game that prior research identified as a challenging benchmark for evaluating LLM reasoning. Our experiments with GPT-4o show that a "Method Actors" approach can significantly improve LLM performance over both a vanilla and "Chain of Thoughts" approach. A vanilla approach solves 27% of Connections puzzles in our dataset and a "Chain of Thoughts" approach solves 41% of puzzles, whereas our strongest "Method Actor" approach solves 86% of puzzles. We also test OpenAI's newest model designed specifically for complex reasoning tasks, o1-preview. When asked to solve a puzzle all at once, o1-preview solves 79% of Connections puzzles in our dataset, and when allowed to build puzzle solutions one guess at a time over multiple API calls, o1-preview solves 100% of the puzzles. Incorporating a "Method Actor" prompt architecture increases the percentage of puzzles that o1-preview solves perfectly from 76% to 87%.
InfiGUI-R1: Advancing Multimodal GUI Agents from Reactive Actors to Deliberative Reasoners
Multimodal Large Language Models (MLLMs) have powered Graphical User Interface (GUI) Agents, showing promise in automating tasks on computing devices. Recent works have begun exploring reasoning in GUI tasks with encouraging results. However, many current approaches rely on manually designed reasoning templates, which may result in reasoning that is not sufficiently robust and adaptive for complex GUI environments. Meanwhile, some existing agents continue to operate as Reactive Actors, relying primarily on implicit reasoning that may lack sufficient depth for GUI tasks demanding planning and error recovery. We argue that advancing these agents requires a shift from reactive acting towards acting based on deliberate reasoning. To facilitate this transformation, we introduce InfiGUI-R1, an MLLM-based GUI agent developed through our Actor2Reasoner framework, a reasoning-centric, two-stage training approach designed to progressively evolve agents from Reactive Actors to Deliberative Reasoners. The first stage, Reasoning Injection, focuses on establishing a basic reasoner. We employ Spatial Reasoning Distillation to transfer cross-modal spatial reasoning capabilities from teacher models to MLLMs through trajectories with explicit reasoning steps, enabling models to integrate GUI visual-spatial information with logical reasoning before action generation. The second stage, Deliberation Enhancement, refines the basic reasoner into a deliberative one using Reinforcement Learning. This stage introduces two approaches: Sub-goal Guidance, which rewards models for generating accurate intermediate sub-goals, and Error Recovery Scenario Construction, which creates failure-and-recovery training scenarios from identified prone-to-error steps. Experimental results show InfiGUI-R1 achieves strong performance in GUI grounding and trajectory tasks. Resources at https://github.com/Reallm-Labs/InfiGUI-R1.
TEDRA: Text-based Editing of Dynamic and Photoreal Actors
Over the past years, significant progress has been made in creating photorealistic and drivable 3D avatars solely from videos of real humans. However, a core remaining challenge is the fine-grained and user-friendly editing of clothing styles by means of textual descriptions. To this end, we present TEDRA, the first method allowing text-based edits of an avatar, which maintains the avatar's high fidelity, space-time coherency, as well as dynamics, and enables skeletal pose and view control. We begin by training a model to create a controllable and high-fidelity digital replica of the real actor. Next, we personalize a pretrained generative diffusion model by fine-tuning it on various frames of the real character captured from different camera angles, ensuring the digital representation faithfully captures the dynamics and movements of the real person. This two-stage process lays the foundation for our approach to dynamic human avatar editing. Utilizing this personalized diffusion model, we modify the dynamic avatar based on a provided text prompt using our Personalized Normal Aligned Score Distillation Sampling (PNA-SDS) within a model-based guidance framework. Additionally, we propose a time step annealing strategy to ensure high-quality edits. Our results demonstrate a clear improvement over prior work in functionality and visual quality.
ProgRM: Build Better GUI Agents with Progress Rewards
LLM-based (Large Language Model) GUI (Graphical User Interface) agents can potentially reshape our daily lives significantly. However, current LLM-based GUI agents suffer from the scarcity of high-quality training data owing to the difficulties of trajectory collection and reward annotation. Existing works have been exploring LLMs to collect trajectories for imitation learning or to offer reward signals for online RL training. However, the Outcome Reward Model (ORM) used in existing works cannot provide finegrained feedback and can over-penalize the valuable steps in finally failed trajectories. To this end, we propose Progress Reward Model (ProgRM) to provide dense informative intermediate rewards by predicting a task completion progress for each step in online training. To handle the challenge of progress reward label annotation, we further design an efficient LCS-based (Longest Common Subsequence) self-annotation algorithm to discover the key steps in trajectories and assign progress labels accordingly. ProgRM is evaluated with extensive experiments and analyses. Actors trained with ProgRM outperform leading proprietary LLMs and ORM-trained actors, illustrating the effectiveness of ProgRM. The codes for experiments will be made publicly available upon acceptance.
VGGFace2: A dataset for recognising faces across pose and age
In this paper, we introduce a new large-scale face dataset named VGGFace2. The dataset contains 3.31 million images of 9131 subjects, with an average of 362.6 images for each subject. Images are downloaded from Google Image Search and have large variations in pose, age, illumination, ethnicity and profession (e.g. actors, athletes, politicians). The dataset was collected with three goals in mind: (i) to have both a large number of identities and also a large number of images for each identity; (ii) to cover a large range of pose, age and ethnicity; and (iii) to minimize the label noise. We describe how the dataset was collected, in particular the automated and manual filtering stages to ensure a high accuracy for the images of each identity. To assess face recognition performance using the new dataset, we train ResNet-50 (with and without Squeeze-and-Excitation blocks) Convolutional Neural Networks on VGGFace2, on MS- Celeb-1M, and on their union, and show that training on VGGFace2 leads to improved recognition performance over pose and age. Finally, using the models trained on these datasets, we demonstrate state-of-the-art performance on all the IARPA Janus face recognition benchmarks, e.g. IJB-A, IJB-B and IJB-C, exceeding the previous state-of-the-art by a large margin. Datasets and models are publicly available.
Best-of-Venom: Attacking RLHF by Injecting Poisoned Preference Data
Reinforcement Learning from Human Feedback (RLHF) is a popular method for aligning Language Models (LM) with human values and preferences. RLHF requires a large number of preference pairs as training data, which are often used in both the Supervised Fine-Tuning and Reward Model training and therefore publicly available datasets are commonly used. In this work, we study to what extent a malicious actor can manipulate the LMs generations by poisoning the preferences, i.e., injecting poisonous preference pairs into these datasets and the RLHF training process. We propose strategies to build poisonous preference pairs and test their performance by poisoning two widely used preference datasets. Our results show that preference poisoning is highly effective: injecting a small amount of poisonous data (1-5\% of the original dataset), we can effectively manipulate the LM to generate a target entity in a target sentiment (positive or negative). The findings from our experiments also shed light on strategies to defend against the preference poisoning attack.
Understanding writing style in social media with a supervised contrastively pre-trained transformer
Online Social Networks serve as fertile ground for harmful behavior, ranging from hate speech to the dissemination of disinformation. Malicious actors now have unprecedented freedom to misbehave, leading to severe societal unrest and dire consequences, as exemplified by events such as the Capitol assault during the US presidential election and the Antivaxx movement during the COVID-19 pandemic. Understanding online language has become more pressing than ever. While existing works predominantly focus on content analysis, we aim to shift the focus towards understanding harmful behaviors by relating content to their respective authors. Numerous novel approaches attempt to learn the stylistic features of authors in texts, but many of these approaches are constrained by small datasets or sub-optimal training losses. To overcome these limitations, we introduce the Style Transformer for Authorship Representations (STAR), trained on a large corpus derived from public sources of 4.5 x 10^6 authored texts involving 70k heterogeneous authors. Our model leverages Supervised Contrastive Loss to teach the model to minimize the distance between texts authored by the same individual. This author pretext pre-training task yields competitive performance at zero-shot with PAN challenges on attribution and clustering. Additionally, we attain promising results on PAN verification challenges using a single dense layer, with our model serving as an embedding encoder. Finally, we present results from our test partition on Reddit. Using a support base of 8 documents of 512 tokens, we can discern authors from sets of up to 1616 authors with at least 80\% accuracy. We share our pre-trained model at huggingface (https://huggingface.co/AIDA-UPM/star) and our code is available at (https://github.com/jahuerta92/star)