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SubscribeInfiniCity: Infinite-Scale City Synthesis
Toward infinite-scale 3D city synthesis, we propose a novel framework, InfiniCity, which constructs and renders an unconstrainedly large and 3D-grounded environment from random noises. InfiniCity decomposes the seemingly impractical task into three feasible modules, taking advantage of both 2D and 3D data. First, an infinite-pixel image synthesis module generates arbitrary-scale 2D maps from the bird's-eye view. Next, an octree-based voxel completion module lifts the generated 2D map to 3D octrees. Finally, a voxel-based neural rendering module texturizes the voxels and renders 2D images. InfiniCity can thus synthesize arbitrary-scale and traversable 3D city environments, and allow flexible and interactive editing from users. We quantitatively and qualitatively demonstrate the efficacy of the proposed framework. Project page: https://hubert0527.github.io/infinicity/
ScienceWorld: Is your Agent Smarter than a 5th Grader?
We present ScienceWorld, a benchmark to test agents' scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis -- showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.
Toward Grounded Social Reasoning
Consider a robot tasked with tidying a desk with a meticulously constructed Lego sports car. A human may recognize that it is not socially appropriate to disassemble the sports car and put it away as part of the "tidying". How can a robot reach that conclusion? Although large language models (LLMs) have recently been used to enable social reasoning, grounding this reasoning in the real world has been challenging. To reason in the real world, robots must go beyond passively querying LLMs and *actively gather information from the environment* that is required to make the right decision. For instance, after detecting that there is an occluded car, the robot may need to actively perceive the car to know whether it is an advanced model car made out of Legos or a toy car built by a toddler. We propose an approach that leverages an LLM and vision language model (VLM) to help a robot actively perceive its environment to perform grounded social reasoning. To evaluate our framework at scale, we release the MessySurfaces dataset which contains images of 70 real-world surfaces that need to be cleaned. We additionally illustrate our approach with a robot on 2 carefully designed surfaces. We find an average 12.9% improvement on the MessySurfaces benchmark and an average 15% improvement on the robot experiments over baselines that do not use active perception. The dataset, code, and videos of our approach can be found at https://minaek.github.io/groundedsocialreasoning.
Multi-Party Chat: Conversational Agents in Group Settings with Humans and Models
Current dialogue research primarily studies pairwise (two-party) conversations, and does not address the everyday setting where more than two speakers converse together. In this work, we both collect and evaluate multi-party conversations to study this more general case. We use the LIGHT environment to construct grounded conversations, where each participant has an assigned character to role-play. We thus evaluate the ability of language models to act as one or more characters in such conversations. Models require two skills that pairwise-trained models appear to lack: (1) being able to decide when to talk; (2) producing coherent utterances grounded on multiple characters. We compare models trained on our new dataset to existing pairwise-trained dialogue models, as well as large language models with few-shot prompting. We find that our new dataset, MultiLIGHT, which we will publicly release, can help bring significant improvements in the group setting.
Do Embodied Agents Dream of Pixelated Sheep: Embodied Decision Making using Language Guided World Modelling
Reinforcement learning (RL) agents typically learn tabula rasa, without prior knowledge of the world. However, if initialized with knowledge of high-level subgoals and transitions between subgoals, RL agents could utilize this Abstract World Model (AWM) for planning and exploration. We propose using few-shot large language models (LLMs) to hypothesize an AWM, that will be verified through world experience, to improve sample efficiency of RL agents. Our DECKARD agent applies LLM-guided exploration to item crafting in Minecraft in two phases: (1) the Dream phase where the agent uses an LLM to decompose a task into a sequence of subgoals, the hypothesized AWM; and (2) the Wake phase where the agent learns a modular policy for each subgoal and verifies or corrects the hypothesized AWM. Our method of hypothesizing an AWM with LLMs and then verifying the AWM based on agent experience not only increases sample efficiency over contemporary methods by an order of magnitude but is also robust to and corrects errors in the LLM, successfully blending noisy internet-scale information from LLMs with knowledge grounded in environment dynamics.
Multi-Modal Grounded Planning and Efficient Replanning For Learning Embodied Agents with A Few Examples
Learning a perception and reasoning module for robotic assistants to plan steps to perform complex tasks based on natural language instructions often requires large free-form language annotations, especially for short high-level instructions. To reduce the cost of annotation, large language models (LLMs) are used as a planner with few data. However, when elaborating the steps, even the state-of-the-art planner that uses LLMs mostly relies on linguistic common sense, often neglecting the status of the environment at command reception, resulting in inappropriate plans. To generate plans grounded in the environment, we propose FLARE (Few-shot Language with environmental Adaptive Replanning Embodied agent), which improves task planning using both language command and environmental perception. As language instructions often contain ambiguities or incorrect expressions, we additionally propose to correct the mistakes using visual cues from the agent. The proposed scheme allows us to use a few language pairs thanks to the visual cues and outperforms state-of-the-art approaches. Our code is available at https://github.com/snumprlab/flare.
On Grounded Planning for Embodied Tasks with Language Models
Language models (LMs) have demonstrated their capability in possessing commonsense knowledge of the physical world, a crucial aspect of performing tasks in everyday life. However, it remains unclear whether they have the capacity to generate grounded, executable plans for embodied tasks. This is a challenging task as LMs lack the ability to perceive the environment through vision and feedback from the physical environment. In this paper, we address this important research question and present the first investigation into the topic. Our novel problem formulation, named G-PlanET, inputs a high-level goal and a data table about objects in a specific environment, and then outputs a step-by-step actionable plan for a robotic agent to follow. To facilitate the study, we establish an evaluation protocol and design a dedicated metric, KAS, to assess the quality of the plans. Our experiments demonstrate that the use of tables for encoding the environment and an iterative decoding strategy can significantly enhance the LMs' ability in grounded planning. Our analysis also reveals interesting and non-trivial findings.
Are Large Language Models Temporally Grounded?
Are Large language models (LLMs) temporally grounded? Since LLMs cannot perceive and interact with the environment, it is impossible to answer this question directly. Instead, we provide LLMs with textual narratives and probe them with respect to their common-sense knowledge of the structure and duration of events, their ability to order events along a timeline, and self-consistency within their temporal model (e.g., temporal relations such as after and before are mutually exclusive for any pair of events). We evaluate state-of-the-art LLMs (such as LLaMA 2 and GPT-4) on three tasks reflecting these abilities. Generally, we find that LLMs lag significantly behind both human performance as well as small-scale, specialised LMs. In-context learning, instruction tuning, and chain-of-thought prompting reduce this gap only to a limited degree. Crucially, LLMs struggle the most with self-consistency, displaying incoherent behaviour in at least 27.23% of their predictions. Contrary to expectations, we also find that scaling the model size does not guarantee positive gains in performance. To explain these results, we study the sources from which LLMs may gather temporal information: we find that sentence ordering in unlabelled texts, available during pre-training, is only weakly correlated with event ordering. Moreover, public instruction tuning mixtures contain few temporal tasks. Hence, we conclude that current LLMs lack a consistent temporal model of textual narratives. Code, datasets, and LLM outputs are available at https://github.com/yfqiu-nlp/temporal-llms.
Visually-Grounded Planning without Vision: Language Models Infer Detailed Plans from High-level Instructions
The recently proposed ALFRED challenge task aims for a virtual robotic agent to complete complex multi-step everyday tasks in a virtual home environment from high-level natural language directives, such as "put a hot piece of bread on a plate". Currently, the best-performing models are able to complete less than 5% of these tasks successfully. In this work we focus on modeling the translation problem of converting natural language directives into detailed multi-step sequences of actions that accomplish those goals in the virtual environment. We empirically demonstrate that it is possible to generate gold multi-step plans from language directives alone without any visual input in 26% of unseen cases. When a small amount of visual information is incorporated, namely the starting location in the virtual environment, our best-performing GPT-2 model successfully generates gold command sequences in 58% of cases. Our results suggest that contextualized language models may provide strong visual semantic planning modules for grounded virtual agents.
Language-Grounded Dynamic Scene Graphs for Interactive Object Search with Mobile Manipulation
To fully leverage the capabilities of mobile manipulation robots, it is imperative that they are able to autonomously execute long-horizon tasks in large unexplored environments. While large language models (LLMs) have shown emergent reasoning skills on arbitrary tasks, existing work primarily concentrates on explored environments, typically focusing on either navigation or manipulation tasks in isolation. In this work, we propose MoMa-LLM, a novel approach that grounds language models within structured representations derived from open-vocabulary scene graphs, dynamically updated as the environment is explored. We tightly interleave these representations with an object-centric action space. The resulting approach is zero-shot, open-vocabulary, and readily extendable to a spectrum of mobile manipulation and household robotic tasks. We demonstrate the effectiveness of MoMa-LLM in a novel semantic interactive search task in large realistic indoor environments. In extensive experiments in both simulation and the real world, we show substantially improved search efficiency compared to conventional baselines and state-of-the-art approaches, as well as its applicability to more abstract tasks. We make the code publicly available at http://moma-llm.cs.uni-freiburg.de.
Grounded Language Acquisition From Object and Action Imagery
Deep learning approaches to natural language processing have made great strides in recent years. While these models produce symbols that convey vast amounts of diverse knowledge, it is unclear how such symbols are grounded in data from the world. In this paper, we explore the development of a private language for visual data representation by training emergent language (EL) encoders/decoders in both i) a traditional referential game environment and ii) a contrastive learning environment utilizing a within-class matching training paradigm. An additional classification layer utilizing neural machine translation and random forest classification was used to transform symbolic representations (sequences of integer symbols) to class labels. These methods were applied in two experiments focusing on object recognition and action recognition. For object recognition, a set of sketches produced by human participants from real imagery was used (Sketchy dataset) and for action recognition, 2D trajectories were generated from 3D motion capture systems (MOVI dataset). In order to interpret the symbols produced for data in each experiment, gradient-weighted class activation mapping (Grad-CAM) methods were used to identify pixel regions indicating semantic features which contribute evidence towards symbols in learned languages. Additionally, a t-distributed stochastic neighbor embedding (t-SNE) method was used to investigate embeddings learned by CNN feature extractors.
Grounded Entity-Landmark Adaptive Pre-training for Vision-and-Language Navigation
Cross-modal alignment is one key challenge for Vision-and-Language Navigation (VLN). Most existing studies concentrate on mapping the global instruction or single sub-instruction to the corresponding trajectory. However, another critical problem of achieving fine-grained alignment at the entity level is seldom considered. To address this problem, we propose a novel Grounded Entity-Landmark Adaptive (GELA) pre-training paradigm for VLN tasks. To achieve the adaptive pre-training paradigm, we first introduce grounded entity-landmark human annotations into the Room-to-Room (R2R) dataset, named GEL-R2R. Additionally, we adopt three grounded entity-landmark adaptive pre-training objectives: 1) entity phrase prediction, 2) landmark bounding box prediction, and 3) entity-landmark semantic alignment, which explicitly supervise the learning of fine-grained cross-modal alignment between entity phrases and environment landmarks. Finally, we validate our model on two downstream benchmarks: VLN with descriptive instructions (R2R) and dialogue instructions (CVDN). The comprehensive experiments show that our GELA model achieves state-of-the-art results on both tasks, demonstrating its effectiveness and generalizability.
SILG: The Multi-environment Symbolic Interactive Language Grounding Benchmark
Existing work in language grounding typically study single environments. How do we build unified models that apply across multiple environments? We propose the multi-environment Symbolic Interactive Language Grounding benchmark (SILG), which unifies a collection of diverse grounded language learning environments under a common interface. SILG consists of grid-world environments that require generalization to new dynamics, entities, and partially observed worlds (RTFM, Messenger, NetHack), as well as symbolic counterparts of visual worlds that require interpreting rich natural language with respect to complex scenes (ALFWorld, Touchdown). Together, these environments provide diverse grounding challenges in richness of observation space, action space, language specification, and plan complexity. In addition, we propose the first shared model architecture for RL on these environments, and evaluate recent advances such as egocentric local convolution, recurrent state-tracking, entity-centric attention, and pretrained LM using SILG. Our shared architecture achieves comparable performance to environment-specific architectures. Moreover, we find that many recent modelling advances do not result in significant gains on environments other than the one they were designed for. This highlights the need for a multi-environment benchmark. Finally, the best models significantly underperform humans on SILG, which suggests ample room for future work. We hope SILG enables the community to quickly identify new methodologies for language grounding that generalize to a diverse set of environments and their associated challenges.
Grounded Language Learning Fast and Slow
Recent work has shown that large text-based neural language models, trained with conventional supervised learning objectives, acquire a surprising propensity for few- and one-shot learning. Here, we show that an embodied agent situated in a simulated 3D world, and endowed with a novel dual-coding external memory, can exhibit similar one-shot word learning when trained with conventional reinforcement learning algorithms. After a single introduction to a novel object via continuous visual perception and a language prompt ("This is a dax"), the agent can re-identify the object and manipulate it as instructed ("Put the dax on the bed"). In doing so, it seamlessly integrates short-term, within-episode knowledge of the appropriate referent for the word "dax" with long-term lexical and motor knowledge acquired across episodes (i.e. "bed" and "putting"). We find that, under certain training conditions and with a particular memory writing mechanism, the agent's one-shot word-object binding generalizes to novel exemplars within the same ShapeNet category, and is effective in settings with unfamiliar numbers of objects. We further show how dual-coding memory can be exploited as a signal for intrinsic motivation, stimulating the agent to seek names for objects that may be useful for later executing instructions. Together, the results demonstrate that deep neural networks can exploit meta-learning, episodic memory and an explicitly multi-modal environment to account for 'fast-mapping', a fundamental pillar of human cognitive development and a potentially transformative capacity for agents that interact with human users.
SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding
3D vision-language grounding, which focuses on aligning language with the 3D physical environment, stands as a cornerstone in the development of embodied agents. In comparison to recent advancements in the 2D domain, grounding language in 3D scenes faces several significant challenges: (i) the inherent complexity of 3D scenes due to the diverse object configurations, their rich attributes, and intricate relationships; (ii) the scarcity of paired 3D vision-language data to support grounded learning; and (iii) the absence of a unified learning framework to distill knowledge from grounded 3D data. In this work, we aim to address these three major challenges in 3D vision-language by examining the potential of systematically upscaling 3D vision-language learning in indoor environments. We introduce the first million-scale 3D vision-language dataset, SceneVerse, encompassing about 68K 3D indoor scenes and comprising 2.5M vision-language pairs derived from both human annotations and our scalable scene-graph-based generation approach. We demonstrate that this scaling allows for a unified pre-training framework, Grounded Pre-training for Scenes (GPS), for 3D vision-language learning. Through extensive experiments, we showcase the effectiveness of GPS by achieving state-of-the-art performance on all existing 3D visual grounding benchmarks. The vast potential of SceneVerse and GPS is unveiled through zero-shot transfer experiments in the challenging 3D vision-language tasks. Project website: https://scene-verse.github.io .
WebShop: Towards Scalable Real-World Web Interaction with Grounded Language Agents
Existing benchmarks for grounding language in interactive environments either lack real-world linguistic elements, or prove difficult to scale up due to substantial human involvement in the collection of data or feedback signals. To bridge this gap, we develop WebShop -- a simulated e-commerce website environment with 1.18 million real-world products and 12,087 crowd-sourced text instructions. Given a text instruction specifying a product requirement, an agent needs to navigate multiple types of webpages and issue diverse actions to find, customize, and purchase an item. WebShop provides several challenges for language grounding including understanding compositional instructions, query (re-)formulation, comprehending and acting on noisy text in webpages, and performing strategic exploration. We collect over 1,600 human demonstrations for the task, and train and evaluate a diverse range of agents using reinforcement learning, imitation learning, and pre-trained image and language models. Our best model achieves a task success rate of 29%, which outperforms rule-based heuristics (9.6%) but is far lower than human expert performance (59%). We also analyze agent and human trajectories and ablate various model components to provide insights for developing future agents with stronger language understanding and decision making abilities. Finally, we show that agents trained on WebShop exhibit non-trivial sim-to-real transfer when evaluated on amazon.com and ebay.com, indicating the potential value of WebShop in developing practical web-based agents that can operate in the wild.
Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia
Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language Models (LLM)s. Generative Agent-Based Models (GABM) are not just classic Agent-Based Models (ABM)s where the agents talk to one another. Rather, GABMs are constructed using an LLM to apply common sense to situations, act "reasonably", recall common semantic knowledge, produce API calls to control digital technologies like apps, and communicate both within the simulation and to researchers viewing it from the outside. Here we present Concordia, a library to facilitate constructing and working with GABMs. Concordia makes it easy to construct language-mediated simulations of physically- or digitally-grounded environments. Concordia agents produce their behavior using a flexible component system which mediates between two fundamental operations: LLM calls and associative memory retrieval. A special agent called the Game Master (GM), which was inspired by tabletop role-playing games, is responsible for simulating the environment where the agents interact. Agents take actions by describing what they want to do in natural language. The GM then translates their actions into appropriate implementations. In a simulated physical world, the GM checks the physical plausibility of agent actions and describes their effects. In digital environments simulating technologies such as apps and services, the GM may handle API calls to integrate with external tools such as general AI assistants (e.g., Bard, ChatGPT), and digital apps (e.g., Calendar, Email, Search, etc.). Concordia was designed to support a wide array of applications both in scientific research and for evaluating performance of real digital services by simulating users and/or generating synthetic data.
Can-Do! A Dataset and Neuro-Symbolic Grounded Framework for Embodied Planning with Large Multimodal Models
Large multimodal models have demonstrated impressive problem-solving abilities in vision and language tasks, and have the potential to encode extensive world knowledge. However, it remains an open challenge for these models to perceive, reason, plan, and act in realistic environments. In this work, we introduce Can-Do, a benchmark dataset designed to evaluate embodied planning abilities through more diverse and complex scenarios than previous datasets. Our dataset includes 400 multimodal samples, each consisting of natural language user instructions, visual images depicting the environment, state changes, and corresponding action plans. The data encompasses diverse aspects of commonsense knowledge, physical understanding, and safety awareness. Our fine-grained analysis reveals that state-of-the-art models, including GPT-4V, face bottlenecks in visual perception, comprehension, and reasoning abilities. To address these challenges, we propose NeuroGround, a neurosymbolic framework that first grounds the plan generation in the perceived environment states and then leverages symbolic planning engines to augment the model-generated plans. Experimental results demonstrate the effectiveness of our framework compared to strong baselines. Our code and dataset are available at https://embodied-planning.github.io.
Toward General Design Principles for Generative AI Applications
Generative AI technologies are growing in power, utility, and use. As generative technologies are being incorporated into mainstream applications, there is a need for guidance on how to design those applications to foster productive and safe use. Based on recent research on human-AI co-creation within the HCI and AI communities, we present a set of seven principles for the design of generative AI applications. These principles are grounded in an environment of generative variability. Six principles are focused on designing for characteristics of generative AI: multiple outcomes & imperfection; exploration & control; and mental models & explanations. In addition, we urge designers to design against potential harms that may be caused by a generative model's hazardous output, misuse, or potential for human displacement. We anticipate these principles to usefully inform design decisions made in the creation of novel human-AI applications, and we invite the community to apply, revise, and extend these principles to their own work.
Don't Generate, Discriminate: A Proposal for Grounding Language Models to Real-World Environments
A key missing capacity of current language models (LMs) is grounding to real-world environments. Most existing work for grounded language understanding uses LMs to directly generate plans that can be executed in the environment to achieve the desired effects. It thereby casts the burden of ensuring grammaticality, faithfulness, and controllability all on the LMs. We propose Pangu, a generic framework for grounded language understanding that capitalizes on the discriminative ability of LMs instead of their generative ability. Pangu consists of a symbolic agent and a neural LM working in a concerted fashion: The agent explores the environment to incrementally construct valid plans, and the LM evaluates the plausibility of the candidate plans to guide the search process. A case study on the challenging problem of knowledge base question answering (KBQA), which features a massive environment, demonstrates the remarkable effectiveness and flexibility of Pangu: A BERT-base LM is sufficient for setting a new record on standard KBQA datasets, and larger LMs further bring substantial gains. Pangu also enables, for the first time, effective few-shot in-context learning for KBQA with large LMs such as Codex.
Compositional Foundation Models for Hierarchical Planning
To make effective decisions in novel environments with long-horizon goals, it is crucial to engage in hierarchical reasoning across spatial and temporal scales. This entails planning abstract subgoal sequences, visually reasoning about the underlying plans, and executing actions in accordance with the devised plan through visual-motor control. We propose Compositional Foundation Models for Hierarchical Planning (HiP), a foundation model which leverages multiple expert foundation model trained on language, vision and action data individually jointly together to solve long-horizon tasks. We use a large language model to construct symbolic plans that are grounded in the environment through a large video diffusion model. Generated video plans are then grounded to visual-motor control, through an inverse dynamics model that infers actions from generated videos. To enable effective reasoning within this hierarchy, we enforce consistency between the models via iterative refinement. We illustrate the efficacy and adaptability of our approach in three different long-horizon table-top manipulation tasks.
Multi-label affordance mapping from egocentric vision
Accurate affordance detection and segmentation with pixel precision is an important piece in many complex systems based on interactions, such as robots and assitive devices. We present a new approach to affordance perception which enables accurate multi-label segmentation. Our approach can be used to automatically extract grounded affordances from first person videos of interactions using a 3D map of the environment providing pixel level precision for the affordance location. We use this method to build the largest and most complete dataset on affordances based on the EPIC-Kitchen dataset, EPIC-Aff, which provides interaction-grounded, multi-label, metric and spatial affordance annotations. Then, we propose a new approach to affordance segmentation based on multi-label detection which enables multiple affordances to co-exists in the same space, for example if they are associated with the same object. We present several strategies of multi-label detection using several segmentation architectures. The experimental results highlight the importance of the multi-label detection. Finally, we show how our metric representation can be exploited for build a map of interaction hotspots in spatial action-centric zones and use that representation to perform a task-oriented navigation.
IDAT: A Multi-Modal Dataset and Toolkit for Building and Evaluating Interactive Task-Solving Agents
Seamless interaction between AI agents and humans using natural language remains a key goal in AI research. This paper addresses the challenges of developing interactive agents capable of understanding and executing grounded natural language instructions through the IGLU competition at NeurIPS. Despite advancements, challenges such as a scarcity of appropriate datasets and the need for effective evaluation platforms persist. We introduce a scalable data collection tool for gathering interactive grounded language instructions within a Minecraft-like environment, resulting in a Multi-Modal dataset with around 9,000 utterances and over 1,000 clarification questions. Additionally, we present a Human-in-the-Loop interactive evaluation platform for qualitative analysis and comparison of agent performance through multi-turn communication with human annotators. We offer to the community these assets referred to as IDAT (IGLU Dataset And Toolkit) which aim to advance the development of intelligent, interactive AI agents and provide essential resources for further research.
DOROTHIE: Spoken Dialogue for Handling Unexpected Situations in Interactive Autonomous Driving Agents
In the real world, autonomous driving agents navigate in highly dynamic environments full of unexpected situations where pre-trained models are unreliable. In these situations, what is immediately available to vehicles is often only human operators. Empowering autonomous driving agents with the ability to navigate in a continuous and dynamic environment and to communicate with humans through sensorimotor-grounded dialogue becomes critical. To this end, we introduce Dialogue On the ROad To Handle Irregular Events (DOROTHIE), a novel interactive simulation platform that enables the creation of unexpected situations on the fly to support empirical studies on situated communication with autonomous driving agents. Based on this platform, we created the Situated Dialogue Navigation (SDN), a navigation benchmark of 183 trials with a total of 8415 utterances, around 18.7 hours of control streams, and 2.9 hours of trimmed audio. SDN is developed to evaluate the agent's ability to predict dialogue moves from humans as well as generate its own dialogue moves and physical navigation actions. We further developed a transformer-based baseline model for these SDN tasks. Our empirical results indicate that language guided-navigation in a highly dynamic environment is an extremely difficult task for end-to-end models. These results will provide insight towards future work on robust autonomous driving agents. The DOROTHIE platform, SDN benchmark, and code for the baseline model are available at https://github.com/sled-group/DOROTHIE.
A Decision-Language Model (DLM) for Dynamic Restless Multi-Armed Bandit Tasks in Public Health
Restless multi-armed bandits (RMAB) have demonstrated success in optimizing resource allocation for large beneficiary populations in public health settings. Unfortunately, RMAB models lack flexibility to adapt to evolving public health policy priorities. Concurrently, Large Language Models (LLMs) have emerged as adept automated planners across domains of robotic control and navigation. In this paper, we propose a Decision Language Model (DLM) for RMABs, enabling dynamic fine-tuning of RMAB policies in public health settings using human-language commands. We propose using LLMs as automated planners to (1) interpret human policy preference prompts, (2) propose reward functions as code for a multi-agent RMAB environment, and (3) iterate on the generated reward functions using feedback from grounded RMAB simulations. We illustrate the application of DLM in collaboration with ARMMAN, an India-based non-profit promoting preventative care for pregnant mothers, that currently relies on RMAB policies to optimally allocate health worker calls to low-resource populations. We conduct a technology demonstration in simulation using the Gemini Pro model, showing DLM can dynamically shape policy outcomes using only human prompts as input.
Situated and Interactive Multimodal Conversations
Next generation virtual assistants are envisioned to handle multimodal inputs (e.g., vision, memories of previous interactions, in addition to the user's utterances), and perform multimodal actions (e.g., displaying a route in addition to generating the system's utterance). We introduce Situated Interactive MultiModal Conversations (SIMMC) as a new direction aimed at training agents that take multimodal actions grounded in a co-evolving multimodal input context in addition to the dialog history. We provide two SIMMC datasets totalling ~13K human-human dialogs (~169K utterances) using a multimodal Wizard-of-Oz (WoZ) setup, on two shopping domains: (a) furniture (grounded in a shared virtual environment) and, (b) fashion (grounded in an evolving set of images). We also provide logs of the items appearing in each scene, and contextual NLU and coreference annotations, using a novel and unified framework of SIMMC conversational acts for both user and assistant utterances. Finally, we present several tasks within SIMMC as objective evaluation protocols, such as Structural API Prediction and Response Generation. We benchmark a collection of existing models on these SIMMC tasks as strong baselines, and demonstrate rich multimodal conversational interactions. Our data, annotations, code, and models are publicly available.
GeoPixel: Pixel Grounding Large Multimodal Model in Remote Sensing
Recent advances in large multimodal models (LMMs) have recognized fine-grained grounding as an imperative factor of visual understanding and dialogue. However, the benefits of such representation in LMMs are limited to the natural image domain, and these models perform poorly for remote sensing (RS). The distinct overhead viewpoint, scale variation, and presence of small objects in high-resolution RS imagery present a unique challenge in region-level comprehension. Moreover, the development of the grounding conversation capability of LMMs within RS is hindered by the lack of granular, RS domain-specific grounded data. Addressing these limitations, we propose GeoPixel - the first end-to-end high resolution RS-LMM that supports pixel-level grounding. This capability allows fine-grained visual perception by generating interleaved masks in conversation. GeoPixel supports up to 4K HD resolution in any aspect ratio, ideal for high-precision RS image analysis. To support the grounded conversation generation (GCG) in RS imagery, we curate a visually grounded dataset GeoPixelD through a semi-automated pipeline that utilizes set-of-marks prompting and spatial priors tailored for RS data to methodically control the data generation process. GeoPixel demonstrates superior performance in pixel-level comprehension, surpassing existing LMMs in both single-target and multi-target segmentation tasks. Our methodological ablation studies validate the effectiveness of each component in the overall architecture. Our code and data will be publicly released.
Agent AI: Surveying the Horizons of Multimodal Interaction
Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied action with infinite agent. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment.
I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons
We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach.
Grounded SAM: Assembling Open-World Models for Diverse Visual Tasks
We introduce Grounded SAM, which uses Grounding DINO as an open-set object detector to combine with the segment anything model (SAM). This integration enables the detection and segmentation of any regions based on arbitrary text inputs and opens a door to connecting various vision models. As shown in Fig.1, a wide range of vision tasks can be achieved by using the versatile Grounded SAM pipeline. For example, an automatic annotation pipeline based solely on input images can be realized by incorporating models such as BLIP and Recognize Anything. Additionally, incorporating Stable-Diffusion allows for controllable image editing, while the integration of OSX facilitates promptable 3D human motion analysis. Grounded SAM also shows superior performance on open-vocabulary benchmarks, achieving 48.7 mean AP on SegInW (Segmentation in the wild) zero-shot benchmark with the combination of Grounding DINO-Base and SAM-Huge models.
MAIRA-2: Grounded Radiology Report Generation
Radiology reporting is a complex task that requires detailed image understanding, integration of multiple inputs, including comparison with prior imaging, and precise language generation. This makes it ideal for the development and use of generative multimodal models. Here, we extend report generation to include the localisation of individual findings on the image - a task we call grounded report generation. Prior work indicates that grounding is important for clarifying image understanding and interpreting AI-generated text. Therefore, grounded reporting stands to improve the utility and transparency of automated report drafting. To enable evaluation of grounded reporting, we propose a novel evaluation framework - RadFact - leveraging the reasoning capabilities of large language models (LLMs). RadFact assesses the factuality of individual generated sentences, as well as correctness of generated spatial localisations when present. We introduce MAIRA-2, a large multimodal model combining a radiology-specific image encoder with a LLM, and trained for the new task of grounded report generation on chest X-rays. MAIRA-2 uses more comprehensive inputs than explored previously: the current frontal image, the current lateral image, the prior frontal image and prior report, as well as the Indication, Technique and Comparison sections of the current report. We demonstrate that these additions significantly improve report quality and reduce hallucinations, establishing a new state of the art on findings generation (without grounding) on MIMIC-CXR while demonstrating the feasibility of grounded reporting as a novel and richer task.
AffordanceLLM: Grounding Affordance from Vision Language Models
Affordance grounding refers to the task of finding the area of an object with which one can interact. It is a fundamental but challenging task, as a successful solution requires the comprehensive understanding of a scene in multiple aspects including detection, localization, and recognition of objects with their parts, of geo-spatial configuration/layout of the scene, of 3D shapes and physics, as well as of the functionality and potential interaction of the objects and humans. Much of the knowledge is hidden and beyond the image content with the supervised labels from a limited training set. In this paper, we make an attempt to improve the generalization capability of the current affordance grounding by taking the advantage of the rich world, abstract, and human-object-interaction knowledge from pretrained large-scale vision language models. Under the AGD20K benchmark, our proposed model demonstrates a significant performance gain over the competing methods for in-the-wild object affordance grounding. We further demonstrate it can ground affordance for objects from random Internet images, even if both objects and actions are unseen during training. Project site: https://jasonqsy.github.io/AffordanceLLM/
Collaborative Transformers for Grounded Situation Recognition
Grounded situation recognition is the task of predicting the main activity, entities playing certain roles within the activity, and bounding-box groundings of the entities in the given image. To effectively deal with this challenging task, we introduce a novel approach where the two processes for activity classification and entity estimation are interactive and complementary. To implement this idea, we propose Collaborative Glance-Gaze TransFormer (CoFormer) that consists of two modules: Glance transformer for activity classification and Gaze transformer for entity estimation. Glance transformer predicts the main activity with the help of Gaze transformer that analyzes entities and their relations, while Gaze transformer estimates the grounded entities by focusing only on the entities relevant to the activity predicted by Glance transformer. Our CoFormer achieves the state of the art in all evaluation metrics on the SWiG dataset. Training code and model weights are available at https://github.com/jhcho99/CoFormer.
GroundVLP: Harnessing Zero-shot Visual Grounding from Vision-Language Pre-training and Open-Vocabulary Object Detection
Visual grounding, a crucial vision-language task involving the understanding of the visual context based on the query expression, necessitates the model to capture the interactions between objects, as well as various spatial and attribute information. However, the annotation data of visual grounding task is limited due to its time-consuming and labor-intensive annotation process, resulting in the trained models being constrained from generalizing its capability to a broader domain. To address this challenge, we propose GroundVLP, a simple yet effective zero-shot method that harnesses visual grounding ability from the existing models trained from image-text pairs and pure object detection data, both of which are more conveniently obtainable and offer a broader domain compared to visual grounding annotation data. GroundVLP proposes a fusion mechanism that combines the heatmap from GradCAM and the object proposals of open-vocabulary detectors. We demonstrate that the proposed method significantly outperforms other zero-shot methods on RefCOCO/+/g datasets, surpassing prior zero-shot state-of-the-art by approximately 28\% on the test split of RefCOCO and RefCOCO+. Furthermore, GroundVLP performs comparably to or even better than some non-VLP-based supervised models on the Flickr30k entities dataset. Our code is available at https://github.com/om-ai-lab/GroundVLP.
WildRefer: 3D Object Localization in Large-scale Dynamic Scenes with Multi-modal Visual Data and Natural Language
We introduce the task of 3D visual grounding in large-scale dynamic scenes based on natural linguistic descriptions and online captured multi-modal visual data, including 2D images and 3D LiDAR point clouds. We present a novel method, dubbed WildRefer, for this task by fully utilizing the rich appearance information in images, the position and geometric clues in point cloud as well as the semantic knowledge of language descriptions. Besides, we propose two novel datasets, i.e., STRefer and LifeRefer, which focus on large-scale human-centric daily-life scenarios accompanied with abundant 3D object and natural language annotations. Our datasets are significant for the research of 3D visual grounding in the wild and has huge potential to boost the development of autonomous driving and service robots. Extensive experiments and ablation studies demonstrate that our method achieves state-of-the-art performance on the proposed benchmarks. The code is provided in https://github.com/4DVLab/WildRefer.
World-to-Words: Grounded Open Vocabulary Acquisition through Fast Mapping in Vision-Language Models
The ability to connect language units to their referents in the physical world, referred to as grounding, is crucial to learning and understanding grounded meanings of words. While humans demonstrate fast mapping in new word learning, it remains unclear whether modern vision-language models can truly represent language with their grounded meanings and how grounding may further bootstrap new word learning. To this end, we introduce Grounded Open Vocabulary Acquisition (GOVA) to examine grounding and bootstrapping in open-world language learning. As an initial attempt, we propose object-oriented BERT (OctoBERT), a novel visually-grounded language model by pre-training on image-text pairs highlighting grounding as an objective. Through extensive experiments and analysis, we demonstrate that OctoBERT is a more coherent and fast grounded word learner, and that the grounding ability acquired during pre-training helps the model to learn unseen words more rapidly and robustly. Our code is available at https://github.com/sled-group/world-to-words
Mapping Natural Language Commands to Web Elements
The web provides a rich, open-domain environment with textual, structural, and spatial properties. We propose a new task for grounding language in this environment: given a natural language command (e.g., "click on the second article"), choose the correct element on the web page (e.g., a hyperlink or text box). We collected a dataset of over 50,000 commands that capture various phenomena such as functional references (e.g. "find who made this site"), relational reasoning (e.g. "article by john"), and visual reasoning (e.g. "top-most article"). We also implemented and analyzed three baseline models that capture different phenomena present in the dataset.
Grounded 3D-LLM with Referent Tokens
Prior studies on 3D scene understanding have primarily developed specialized models for specific tasks or required task-specific fine-tuning. In this study, we propose Grounded 3D-LLM, which explores the potential of 3D large multi-modal models (3D LMMs) to consolidate various 3D vision tasks within a unified generative framework. The model uses scene referent tokens as special noun phrases to reference 3D scenes, enabling the handling of sequences that interleave 3D and textual data. It offers a natural approach for translating 3D vision tasks into language formats using task-specific instruction templates. To facilitate the use of referent tokens in subsequent language modeling, we have curated large-scale grounded language datasets that offer finer scene-text correspondence at the phrase level by bootstrapping existing object labels. Subsequently, we introduced Contrastive LAnguage-Scene Pre-training (CLASP) to effectively leverage this data, thereby integrating 3D vision with language models. Our comprehensive evaluation covers open-ended tasks like dense captioning and 3D QA, alongside close-ended tasks such as object detection and language grounding. Experiments across multiple 3D benchmarks reveal the leading performance and the broad applicability of Grounded 3D-LLM. Code and datasets will be released on the project page: https://groundedscenellm.github.io/grounded_3d-llm.github.io.
A Dataset for Detecting Real-World Environmental Claims
In this paper, we introduce an expert-annotated dataset for detecting real-world environmental claims made by listed companies. We train and release baseline models for detecting environmental claims using this new dataset. We further preview potential applications of our dataset: We use our fine-tuned model to detect environmental claims made in answer sections of quarterly earning calls between 2012 and 2020 -- and we find that the amount of environmental claims steadily increased since the Paris Agreement in 2015.
Nuclear Explosions for Large Scale Carbon Sequestration
Confronting the escalating threat of climate change requires innovative and large-scale interventions. This paper presents a bold proposal to employ a buried nuclear explosion in a remote basaltic seabed for pulverizing basalt, thereby accelerating carbon sequestration through Enhanced Rock Weathering (ERW). By precisely locating the explosion beneath the seabed, we aim to confine debris, radiation, and energy while ensuring rapid rock weathering at a scale substantial enough to make a meaningful dent in atmospheric carbon levels. Our analysis outlines the parameters essential for efficient carbon capture and minimal collateral effects, emphasizing that a yield on the order of gigatons is critical for global climate impact. Although this approach may appear radical, we illustrate its feasibility by examining safety factors, preservation of local ecosystems, political considerations, and financial viability. This work argues for reimagining nuclear technology not merely as a destructive force but as a potential catalyst for decarbonization, thereby inviting further exploration of pioneering solutions in the fight against climate change.
Environment-Invariant Curriculum Relation Learning for Fine-Grained Scene Graph Generation
The scene graph generation (SGG) task is designed to identify the predicates based on the subject-object pairs.However,existing datasets generally include two imbalance cases: one is the class imbalance from the predicted predicates and another is the context imbalance from the given subject-object pairs, which presents significant challenges for SGG. Most existing methods focus on the imbalance of the predicted predicate while ignoring the imbalance of the subject-object pairs, which could not achieve satisfactory results. To address the two imbalance cases, we propose a novel Environment Invariant Curriculum Relation learning (EICR) method, which can be applied in a plug-and-play fashion to existing SGG methods. Concretely, to remove the imbalance of the subject-object pairs, we first construct different distribution environments for the subject-object pairs and learn a model invariant to the environment changes. Then, we construct a class-balanced curriculum learning strategy to balance the different environments to remove the predicate imbalance. Comprehensive experiments conducted on VG and GQA datasets demonstrate that our EICR framework can be taken as a general strategy for various SGG models, and achieve significant improvements.
EarthPT: a time series foundation model for Earth Observation
We introduce EarthPT -- an Earth Observation (EO) pretrained transformer. EarthPT is a 700 million parameter decoding transformer foundation model trained in an autoregressive self-supervised manner and developed specifically with EO use-cases in mind. We demonstrate that EarthPT is an effective forecaster that can accurately predict future pixel-level surface reflectances across the 400-2300 nm range well into the future. For example, forecasts of the evolution of the Normalised Difference Vegetation Index (NDVI) have a typical error of approximately 0.05 (over a natural range of -1 -> 1) at the pixel level over a five month test set horizon, out-performing simple phase-folded models based on historical averaging. We also demonstrate that embeddings learnt by EarthPT hold semantically meaningful information and could be exploited for downstream tasks such as highly granular, dynamic land use classification. Excitingly, we note that the abundance of EO data provides us with -- in theory -- quadrillions of training tokens. Therefore, if we assume that EarthPT follows neural scaling laws akin to those derived for Large Language Models (LLMs), there is currently no data-imposed limit to scaling EarthPT and other similar `Large Observation Models.'
WebArena: A Realistic Web Environment for Building Autonomous Agents
With generative AI advances, the exciting potential for autonomous agents to manage daily tasks via natural language commands has emerged. However, cur rent agents are primarily created and tested in simplified synthetic environments, substantially limiting real-world scenario representation. In this paper, we build an environment for agent command and control that is highly realistic and reproducible. Specifically, we focus on agents that perform tasks on websites, and we create an environment with fully functional websites from four common domains: e-commerce, social forum discussions, collaborative software development, and content management. Our environment is enriched with tools (e.g., a map) and external knowledge bases (e.g., user manuals) to encourage human-like task-solving. Building upon our environment, we release a set of benchmark tasks focusing on evaluating the functional correctness of task completions. The tasks in our benchmark are diverse, long-horizon, and are designed to emulate tasks that humans routinely perform on the internet. We design and implement several autonomous agents, integrating recent techniques such as reasoning before acting. The results demonstrate that solving complex tasks is challenging: our best GPT-4-based agent only achieves an end-to-end task success rate of 10.59%. These results highlight the need for further development of robust agents, that current state-of-the-art LMs are far from perfect performance in these real-life tasks, and that WebArena can be used to measure such progress. Our code, data, environment reproduction resources, and video demonstrations are publicly available at https://webarena.dev/.
Animate Anyone 2: High-Fidelity Character Image Animation with Environment Affordance
Recent character image animation methods based on diffusion models, such as Animate Anyone, have made significant progress in generating consistent and generalizable character animations. However, these approaches fail to produce reasonable associations between characters and their environments. To address this limitation, we introduce Animate Anyone 2, aiming to animate characters with environment affordance. Beyond extracting motion signals from source video, we additionally capture environmental representations as conditional inputs. The environment is formulated as the region with the exclusion of characters and our model generates characters to populate these regions while maintaining coherence with the environmental context. We propose a shape-agnostic mask strategy that more effectively characterizes the relationship between character and environment. Furthermore, to enhance the fidelity of object interactions, we leverage an object guider to extract features of interacting objects and employ spatial blending for feature injection. We also introduce a pose modulation strategy that enables the model to handle more diverse motion patterns. Experimental results demonstrate the superior performance of the proposed method.
VEM: Environment-Free Exploration for Training GUI Agent with Value Environment Model
Training Vision-Language Models (VLMs) for Graphical User Interfaces (GUI) agents via Reinforcement Learning (RL) faces critical challenges: environment-based RL requires costly interactions, while environment-free methods struggle with distribution shift and reward generalization. We propose an environment-free RL framework that decouples value estimation from policy optimization by leveraging a pretrained Value Environment Model (VEM). VEM predicts state-action values directly from offline data, distilling human-like priors about GUI interaction outcomes without requiring next-state prediction or environmental feedback. This avoids compounding errors and enhances resilience to UI changes by focusing on semantic reasoning (e.g., Does this action advance the user's goal?). The framework operates in two stages: (1) pretraining VEM to estimate long-term action utilities and (2) guiding policy exploration with frozen VEM signals, enabling layout-agnostic GUI automation. Evaluated on Android-in-the-Wild benchmarks, VEM achieves state-of-the-art performance in both offline and online settings, outperforming environment-free baselines significantly and matching environment-based approaches without interaction costs. Importantly, VEM demonstrates that semantic-aware value estimation can achieve comparable performance with online-trained methods.
Recurrent Environment Simulators
Models that can simulate how environments change in response to actions can be used by agents to plan and act efficiently. We improve on previous environment simulators from high-dimensional pixel observations by introducing recurrent neural networks that are able to make temporally and spatially coherent predictions for hundreds of time-steps into the future. We present an in-depth analysis of the factors affecting performance, providing the most extensive attempt to advance the understanding of the properties of these models. We address the issue of computationally inefficiency with a model that does not need to generate a high-dimensional image at each time-step. We show that our approach can be used to improve exploration and is adaptable to many diverse environments, namely 10 Atari games, a 3D car racing environment, and complex 3D mazes.
Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human game genre of MMORPGs (Massively Multiplayer Online Role-Playing Games, a.k.a. MMOs), that aims to simulate this setting in microcosm. As with MMORPGs and the real world alike, our environment is persistent and supports a large and variable number of agents. Our environment is well suited to the study of large-scale multiagent interaction: it requires that agents learn robust combat and navigation policies in the presence of large populations attempting to do the same. Baseline experiments reveal that population size magnifies and incentivizes the development of skillful behaviors and results in agents that outcompete agents trained in smaller populations. We further show that the policies of agents with unshared weights naturally diverge to fill different niches in order to avoid competition.
LLM-PySC2: Starcraft II learning environment for Large Language Models
This paper introduces a new environment LLM-PySC2 (the Large Language Model StarCraft II Learning Environment), a platform derived from DeepMind's StarCraft II Learning Environment that serves to develop Large Language Models (LLMs) based decision-making methodologies. This environment is the first to offer the complete StarCraft II action space, multi-modal observation interfaces, and a structured game knowledge database, which are seamlessly connected with various LLMs to facilitate the research of LLMs-based decision-making. To further support multi-agent research, we developed an LLM collaborative framework that supports multi-agent concurrent queries and multi-agent communication. In our experiments, the LLM-PySC2 environment is adapted to be compatible with the StarCraft Multi-Agent Challenge (SMAC) task group and provided eight new scenarios focused on macro-decision abilities. We evaluated nine mainstream LLMs in the experiments, and results show that sufficient parameters are necessary for LLMs to make decisions, but improving reasoning ability does not directly lead to better decision-making outcomes. Our findings further indicate the importance of enabling large models to learn autonomously in the deployment environment through parameter training or train-free learning techniques. Ultimately, we expect that the LLM-PySC2 environment can promote research on learning methods for LLMs, helping LLM-based methods better adapt to task scenarios.
A Benchmark Environment for Offline Reinforcement Learning in Racing Games
Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.
Optimizing Mario Adventures in a Constrained Environment
This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB using these techniques, but also optimise it with constrains of collection of coins and finishing levels. Firstly, we formalise the SMB agent to maximize the total value of collected coins (reward) and maximising the total distance traveled (reward) in order to finish the level faster (time penalty) for both the algorithms. Secondly, we study MarioGA and its evaluation function (fitness criteria) including its representation methods, crossover used, mutation operator formalism, selection method used, MarioGA loop, and few other parameters. Thirdly, MarioNE is applied on SMB where a population of ANNs with random weights is generated, and these networks control Marios actions in the game. Fourth, SMB is further constrained to complete the task within the specified time, rebirths (deaths) within the limit, and performs actions or moves within the maximum allowed moves, while seeking to maximize the total coin value collected. This ensures an efficient way of finishing SMB levels. Finally, we provide a fivefold comparative analysis by plotting fitness plots, ability to finish different levels of world 1, and domain adaptation (transfer learning) of the trained models.
Multi-Environment Pretraining Enables Transfer to Action Limited Datasets
Using massive datasets to train large-scale models has emerged as a dominant approach for broad generalization in natural language and vision applications. In reinforcement learning, however, a key challenge is that available data of sequential decision making is often not annotated with actions - for example, videos of game-play are much more available than sequences of frames paired with their logged game controls. We propose to circumvent this challenge by combining large but sparsely-annotated datasets from a target environment of interest with fully-annotated datasets from various other source environments. Our method, Action Limited PreTraining (ALPT), leverages the generalization capabilities of inverse dynamics modelling (IDM) to label missing action data in the target environment. We show that utilizing even one additional environment dataset of labelled data during IDM pretraining gives rise to substantial improvements in generating action labels for unannotated sequences. We evaluate our method on benchmark game-playing environments and show that we can significantly improve game performance and generalization capability compared to other approaches, using annotated datasets equivalent to only 12 minutes of gameplay. Highlighting the power of IDM, we show that these benefits remain even when target and source environments share no common actions.
Coffee-Gym: An Environment for Evaluating and Improving Natural Language Feedback on Erroneous Code
This paper presents Coffee-Gym, a comprehensive RL environment for training models that provide feedback on code editing. Coffee-Gym includes two major components: (1) Coffee, a dataset containing humans' code edit traces for coding questions and machine-written feedback for editing erroneous code; (2) CoffeeEval, a reward function that faithfully reflects the helpfulness of feedback by assessing the performance of the revised code in unit tests. With them, Coffee-Gym addresses the unavailability of high-quality datasets for training feedback models with RL, and provides more accurate rewards than the SOTA reward model (i.e., GPT-4). By applying Coffee-Gym, we elicit feedback models that outperform baselines in enhancing open-source code LLMs' code editing, making them comparable with closed-source LLMs. We make the dataset and the model checkpoint publicly available.
KAXAI: An Integrated Environment for Knowledge Analysis and Explainable AI
In order to fully harness the potential of machine learning, it is crucial to establish a system that renders the field more accessible and less daunting for individuals who may not possess a comprehensive understanding of its intricacies. The paper describes the design of a system that integrates AutoML, XAI, and synthetic data generation to provide a great UX design for users. The system allows users to navigate and harness the power of machine learning while abstracting its complexities and providing high usability. The paper proposes two novel classifiers, Logistic Regression Forest and Support Vector Tree, for enhanced model performance, achieving 96\% accuracy on a diabetes dataset and 93\% on a survey dataset. The paper also introduces a model-dependent local interpreter called MEDLEY and evaluates its interpretation against LIME, Greedy, and Parzen. Additionally, the paper introduces LLM-based synthetic data generation, library-based data generation, and enhancing the original dataset with GAN. The findings on synthetic data suggest that enhancing the original dataset with GAN is the most reliable way to generate synthetic data, as evidenced by KS tests, standard deviation, and feature importance. The authors also found that GAN works best for quantitative datasets.
NEMTO: Neural Environment Matting for Novel View and Relighting Synthesis of Transparent Objects
We propose NEMTO, the first end-to-end neural rendering pipeline to model 3D transparent objects with complex geometry and unknown indices of refraction. Commonly used appearance modeling such as the Disney BSDF model cannot accurately address this challenging problem due to the complex light paths bending through refractions and the strong dependency of surface appearance on illumination. With 2D images of the transparent object as input, our method is capable of high-quality novel view and relighting synthesis. We leverage implicit Signed Distance Functions (SDF) to model the object geometry and propose a refraction-aware ray bending network to model the effects of light refraction within the object. Our ray bending network is more tolerant to geometric inaccuracies than traditional physically-based methods for rendering transparent objects. We provide extensive evaluations on both synthetic and real-world datasets to demonstrate our high-quality synthesis and the applicability of our method.
NeRF as Non-Distant Environment Emitter in Physics-based Inverse Rendering
Physics-based inverse rendering aims to jointly optimize shape, materials, and lighting from captured 2D images. Here lighting is an important part of achieving faithful light transport simulation. While the environment map is commonly used as the lighting model in inverse rendering, we show that its distant lighting assumption leads to spatial invariant lighting, which can be an inaccurate approximation in real-world inverse rendering. We propose to use NeRF as a spatially varying environment lighting model and build an inverse rendering pipeline using NeRF as the non-distant environment emitter. By comparing our method with the environment map on real and synthetic datasets, we show that our NeRF-based emitter models the scene lighting more accurately and leads to more accurate inverse rendering. Project page and video: https://nerfemitterpbir.github.io/.
Categorizing the Visual Environment and Analyzing the Visual Attention of Dogs
Dogs have a unique evolutionary relationship with humans and serve many important roles e.g. search and rescue, blind assistance, emotional support. However, few datasets exist to categorize visual features and objects available to dogs, as well as how dogs direct their visual attention within their environment. We collect and study a dataset with over 11,698 gazes to categorize the objects available to be gazed at by 11 dogs in everyday outdoor environments i.e. a walk around a college campus and urban area. We explore the availability of these object categories and the visual attention of dogs over these categories using a head mounted eye tracking apparatus. A small portion (approx. 600 images or < 20% of total dataset) of the collected data is used to fine tune a MaskRCNN for the novel image domain to segment objects present in the scene, enabling further statistical analysis on the visual gaze tendencies of dogs. The MaskRCNN, with eye tracking apparatus, serves as an end to end model for automatically classifying the visual fixations of dogs. The fine tuned MaskRCNN performs far better than chance. There are few individual differences between the 11 dogs and we observe greater visual fixations on buses, plants, pavement, and construction equipment. This work takes a step towards understanding visual behavior of dogs and their interaction with the physical world.
Building a Safer Maritime Environment Through Multi-Path Long-Term Vessel Trajectory Forecasting
Maritime transportation is paramount in achieving global economic growth, entailing concurrent ecological obligations in sustainability and safeguarding endangered marine species, most notably preserving large whale populations. In this regard, the Automatic Identification System (AIS) data plays a significant role by offering real-time streaming data on vessel movement, allowing enhanced traffic monitoring. This study explores using AIS data to prevent vessel-to-whale collisions by forecasting long-term vessel trajectories from engineered AIS data sequences. For such a task, we have developed an encoder-decoder model architecture using Bidirectional Long Short-Term Memory Networks (Bi-LSTM) to predict the next 12 hours of vessel trajectories using 1 to 3 hours of AIS data as input. We feed the model with probabilistic features engineered from historical AIS data that refer to each trajectory's potential route and destination. The model then predicts the vessel's trajectory, considering these additional features by leveraging convolutional layers for spatial feature learning and a position-aware attention mechanism that increases the importance of recent timesteps of a sequence during temporal feature learning. The probabilistic features have an F1 Score of approximately 85% and 75% for each feature type, respectively, demonstrating their effectiveness in augmenting information to the neural network. We test our model on the Gulf of St. Lawrence, a region known to be the habitat of North Atlantic Right Whales (NARW). Our model achieved a high R2 score of over 98% using various techniques and features. It stands out among other approaches as it can make complex decisions during turnings and path selection. Our study highlights the potential of data engineering and trajectory forecasting models for marine life species preservation.
Situated Dialogue Learning through Procedural Environment Generation
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution -- an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.
EmbodiedCity: A Benchmark Platform for Embodied Agent in Real-world City Environment
Embodied artificial intelligence emphasizes the role of an agent's body in generating human-like behaviors. The recent efforts on EmbodiedAI pay a lot of attention to building up machine learning models to possess perceiving, planning, and acting abilities, thereby enabling real-time interaction with the world. However, most works focus on bounded indoor environments, such as navigation in a room or manipulating a device, with limited exploration of embodying the agents in open-world scenarios. That is, embodied intelligence in the open and outdoor environment is less explored, for which one potential reason is the lack of high-quality simulators, benchmarks, and datasets. To address it, in this paper, we construct a benchmark platform for embodied intelligence evaluation in real-world city environments. Specifically, we first construct a highly realistic 3D simulation environment based on the real buildings, roads, and other elements in a real city. In this environment, we combine historically collected data and simulation algorithms to conduct simulations of pedestrian and vehicle flows with high fidelity. Further, we designed a set of evaluation tasks covering different EmbodiedAI abilities. Moreover, we provide a complete set of input and output interfaces for access, enabling embodied agents to easily take task requirements and current environmental observations as input and then make decisions and obtain performance evaluations. On the one hand, it expands the capability of existing embodied intelligence to higher levels. On the other hand, it has a higher practical value in the real world and can support more potential applications for artificial general intelligence. Based on this platform, we evaluate some popular large language models for embodied intelligence capabilities of different dimensions and difficulties.
EPO: Hierarchical LLM Agents with Environment Preference Optimization
Long-horizon decision-making tasks present significant challenges for LLM-based agents due to the need for extensive planning over multiple steps. In this paper, we propose a hierarchical framework that decomposes complex tasks into manageable subgoals, utilizing separate LLMs for subgoal prediction and low-level action generation. To address the challenge of creating training signals for unannotated datasets, we develop a reward model that leverages multimodal environment feedback to automatically generate reward signals. We introduce Environment Preference Optimization (EPO), a novel method that generates preference signals from the environment's feedback and uses them to train LLM-based agents. Extensive experiments on ALFRED demonstrate the state-of-the-art performance of our framework, achieving first place on the ALFRED public leaderboard and showcasing its potential to improve long-horizon decision-making in diverse environments.
Caution for the Environment: Multimodal Agents are Susceptible to Environmental Distractions
This paper investigates the faithfulness of multimodal large language model (MLLM) agents in the graphical user interface (GUI) environment, aiming to address the research question of whether multimodal GUI agents can be distracted by environmental context. A general setting is proposed where both the user and the agent are benign, and the environment, while not malicious, contains unrelated content. A wide range of MLLMs are evaluated as GUI agents using our simulated dataset, following three working patterns with different levels of perception. Experimental results reveal that even the most powerful models, whether generalist agents or specialist GUI agents, are susceptible to distractions. While recent studies predominantly focus on the helpfulness (i.e., action accuracy) of multimodal agents, our findings indicate that these agents are prone to environmental distractions, resulting in unfaithful behaviors. Furthermore, we switch to the adversarial perspective and implement environment injection, demonstrating that such unfaithfulness can be exploited, leading to unexpected risks.
CRAB: Cross-environment Agent Benchmark for Multimodal Language Model Agents
The development of autonomous agents increasingly relies on Multimodal Language Models (MLMs) to perform tasks described in natural language with GUI environments, such as websites, desktop computers, or mobile phones. Existing benchmarks for MLM agents in interactive environments are limited by their focus on a single environment, lack of detailed and generalized evaluation methods, and the complexities of constructing tasks and evaluators. To overcome these limitations, we introduce Crab, the first agent benchmark framework designed to support cross-environment tasks, incorporating a graph-based fine-grained evaluation method and an efficient mechanism for task and evaluator construction. Our framework supports multiple devices and can be easily extended to any environment with a Python interface. Leveraging Crab, we developed a cross-platform Crab Benchmark-v0 comprising 100 tasks in computer desktop and mobile phone environments. We evaluated four advanced MLMs using different single and multi-agent system configurations on this benchmark. The experimental results demonstrate that the single agent with GPT-4o achieves the best completion ratio of 35.26%. All framework code, agent code, and task datasets are publicly available at https://github.com/camel-ai/crab.
FVEL: Interactive Formal Verification Environment with Large Language Models via Theorem Proving
Formal verification (FV) has witnessed growing significance with current emerging program synthesis by the evolving large language models (LLMs). However, current formal verification mainly resorts to symbolic verifiers or hand-craft rules, resulting in limitations for extensive and flexible verification. On the other hand, formal languages for automated theorem proving, such as Isabelle, as another line of rigorous verification, are maintained with comprehensive rules and theorems. In this paper, we propose FVEL, an interactive Formal Verification Environment with LLMs. Specifically, FVEL transforms a given code to be verified into Isabelle, and then conducts verification via neural automated theorem proving with an LLM. The joined paradigm leverages the rigorous yet abundant formulated and organized rules in Isabelle and is also convenient for introducing and adjusting cutting-edge LLMs. To achieve this goal, we extract a large-scale FVELER3. The FVELER dataset includes code dependencies and verification processes that are formulated in Isabelle, containing 758 theories, 29,125 lemmas, and 200,646 proof steps in total with in-depth dependencies. We benchmark FVELER in the FVEL environment by first fine-tuning LLMs with FVELER and then evaluating them on Code2Inv and SV-COMP. The results show that FVEL with FVELER fine-tuned Llama3- 8B solves 17.39% (69 -> 81) more problems, and Mistral-7B 12% (75 -> 84) more problems in SV-COMP. And the proportion of proof errors is reduced. Project page: https://fveler.github.io/.
AgentDojo: A Dynamic Environment to Evaluate Attacks and Defenses for LLM Agents
AI agents aim to solve complex tasks by combining text-based reasoning with external tool calls. Unfortunately, AI agents are vulnerable to prompt injection attacks where data returned by external tools hijacks the agent to execute malicious tasks. To measure the adversarial robustness of AI agents, we introduce AgentDojo, an evaluation framework for agents that execute tools over untrusted data. To capture the evolving nature of attacks and defenses, AgentDojo is not a static test suite, but rather an extensible environment for designing and evaluating new agent tasks, defenses, and adaptive attacks. We populate the environment with 97 realistic tasks (e.g., managing an email client, navigating an e-banking website, or making travel bookings), 629 security test cases, and various attack and defense paradigms from the literature. We find that AgentDojo poses a challenge for both attacks and defenses: state-of-the-art LLMs fail at many tasks (even in the absence of attacks), and existing prompt injection attacks break some security properties but not all. We hope that AgentDojo can foster research on new design principles for AI agents that solve common tasks in a reliable and robust manner. We release the code for AgentDojo at https://github.com/ethz-spylab/agentdojo.
AndroidWorld: A Dynamic Benchmarking Environment for Autonomous Agents
Autonomous agents that execute human tasks by controlling computers can enhance human productivity and application accessibility. Yet, progress in this field will be driven by realistic and reproducible benchmarks. We present AndroidWorld, a fully functioning Android environment that provides reward signals for 116 programmatic task workflows across 20 real world Android applications. Unlike existing interactive environments, which provide a static test set, AndroidWorld dynamically constructs tasks that are parameterized and expressed in natural language in unlimited ways, thus enabling testing on a much larger and realistic suite of tasks. Reward signals are derived from the computer's system state, making them durable across task variations and extensible across different apps. To demonstrate AndroidWorld's benefits and mode of operation, we introduce a new computer control agent, M3A. M3A can complete 30.6% of the AndroidWorld's tasks, leaving ample room for future work. Furthermore, we adapt a popular desktop web agent to work on Android, which we find to be less effective on mobile, suggesting future research is needed to achieve universal, cross-domain agents. Finally, we conduct a robustness analysis by testing M3A against a range of task variations on a representative subset of tasks, demonstrating that variations in task parameters can significantly alter the complexity of a task and therefore an agent's performance, highlighting the importance of testing agents under diverse conditions. AndroidWorld and the experiments in this paper are available at https://github.com/google-research/android_world.
Adaptive Testing Environment Generation for Connected and Automated Vehicles with Dense Reinforcement Learning
The assessment of safety performance plays a pivotal role in the development and deployment of connected and automated vehicles (CAVs). A common approach involves designing testing scenarios based on prior knowledge of CAVs (e.g., surrogate models), conducting tests in these scenarios, and subsequently evaluating CAVs' safety performances. However, substantial differences between CAVs and the prior knowledge can significantly diminish the evaluation efficiency. In response to this issue, existing studies predominantly concentrate on the adaptive design of testing scenarios during the CAV testing process. Yet, these methods have limitations in their applicability to high-dimensional scenarios. To overcome this challenge, we develop an adaptive testing environment that bolsters evaluation robustness by incorporating multiple surrogate models and optimizing the combination coefficients of these surrogate models to enhance evaluation efficiency. We formulate the optimization problem as a regression task utilizing quadratic programming. To efficiently obtain the regression target via reinforcement learning, we propose the dense reinforcement learning method and devise a new adaptive policy with high sample efficiency. Essentially, our approach centers on learning the values of critical scenes displaying substantial surrogate-to-real gaps. The effectiveness of our method is validated in high-dimensional overtaking scenarios, demonstrating that our approach achieves notable evaluation efficiency.
SpaCE: The Spatial Confounding Environment
Spatial confounding poses a significant challenge in scientific studies involving spatial data, where unobserved spatial variables can influence both treatment and outcome, possibly leading to spurious associations. To address this problem, we introduce SpaCE: The Spatial Confounding Environment, the first toolkit to provide realistic benchmark datasets and tools for systematically evaluating causal inference methods designed to alleviate spatial confounding. Each dataset includes training data, true counterfactuals, a spatial graph with coordinates, and smoothness and confounding scores characterizing the effect of a missing spatial confounder. It also includes realistic semi-synthetic outcomes and counterfactuals, generated using state-of-the-art machine learning ensembles, following best practices for causal inference benchmarks. The datasets cover real treatment and covariates from diverse domains, including climate, health and social sciences. SpaCE facilitates an automated end-to-end pipeline, simplifying data loading, experimental setup, and evaluating machine learning and causal inference models. The SpaCE project provides several dozens of datasets of diverse sizes and spatial complexity. It is publicly available as a Python package, encouraging community feedback and contributions.
Context is Environment
Two lines of work are taking the central stage in AI research. On the one hand, the community is making increasing efforts to build models that discard spurious correlations and generalize better in novel test environments. Unfortunately, the bitter lesson so far is that no proposal convincingly outperforms a simple empirical risk minimization baseline. On the other hand, large language models (LLMs) have erupted as algorithms able to learn in-context, generalizing on-the-fly to eclectic contextual circumstances that users enforce by means of prompting. In this paper, we argue that context is environment, and posit that in-context learning holds the key to better domain generalization. Via extensive theory and experiments, we show that paying attention to contextx2013x2013unlabeled examples as they arrivex2013x2013allows our proposed In-Context Risk Minimization (ICRM) algorithm to zoom-in on the test environment risk minimizer, leading to significant out-of-distribution performance improvements. From all of this, two messages are worth taking home. Researchers in domain generalization should consider environment as context, and harness the adaptive power of in-context learning. Researchers in LLMs should consider context as environment, to better structure data towards generalization.
Context-Aware Planning and Environment-Aware Memory for Instruction Following Embodied Agents
Accomplishing household tasks requires to plan step-by-step actions considering the consequences of previous actions. However, the state-of-the-art embodied agents often make mistakes in navigating the environment and interacting with proper objects due to imperfect learning by imitating experts or algorithmic planners without such knowledge. To improve both visual navigation and object interaction, we propose to consider the consequence of taken actions by CAPEAM (Context-Aware Planning and Environment-Aware Memory) that incorporates semantic context (e.g., appropriate objects to interact with) in a sequence of actions, and the changed spatial arrangement and states of interacted objects (e.g., location that the object has been moved to) in inferring the subsequent actions. We empirically show that the agent with the proposed CAPEAM achieves state-of-the-art performance in various metrics using a challenging interactive instruction following benchmark in both seen and unseen environments by large margins (up to +10.70% in unseen env.).
Learning in Imperfect Environment: Multi-Label Classification with Long-Tailed Distribution and Partial Labels
Conventional multi-label classification (MLC) methods assume that all samples are fully labeled and identically distributed. Unfortunately, this assumption is unrealistic in large-scale MLC data that has long-tailed (LT) distribution and partial labels (PL). To address the problem, we introduce a novel task, Partial labeling and Long-Tailed Multi-Label Classification (PLT-MLC), to jointly consider the above two imperfect learning environments. Not surprisingly, we find that most LT-MLC and PL-MLC approaches fail to solve the PLT-MLC, resulting in significant performance degradation on the two proposed PLT-MLC benchmarks. Therefore, we propose an end-to-end learning framework: COrrection rightarrow ModificatIon rightarrow balanCe, abbreviated as \method{}. Our bootstrapping philosophy is to simultaneously correct the missing labels (Correction) with convinced prediction confidence over a class-aware threshold and to learn from these recall labels during training. We next propose a novel multi-focal modifier loss that simultaneously addresses head-tail imbalance and positive-negative imbalance to adaptively modify the attention to different samples (Modification) under the LT class distribution. In addition, we develop a balanced training strategy by distilling the model's learning effect from head and tail samples, and thus design a balanced classifier (Balance) conditioned on the head and tail learning effect to maintain stable performance for all samples. Our experimental study shows that the proposed significantly outperforms general MLC, LT-MLC and PL-MLC methods in terms of effectiveness and robustness on our newly created PLT-MLC datasets.
Chat with the Environment: Interactive Multimodal Perception Using Large Language Models
Programming robot behavior in a complex world faces challenges on multiple levels, from dextrous low-level skills to high-level planning and reasoning. Recent pre-trained Large Language Models (LLMs) have shown remarkable reasoning ability in few-shot robotic planning. However, it remains challenging to ground LLMs in multimodal sensory input and continuous action output, while enabling a robot to interact with its environment and acquire novel information as its policies unfold. We develop a robot interaction scenario with a partially observable state, which necessitates a robot to decide on a range of epistemic actions in order to sample sensory information among multiple modalities, before being able to execute the task correctly. An interactive perception framework is therefore proposed with an LLM as its backbone, whose ability is exploited to instruct epistemic actions and to reason over the resulting multimodal sensations (vision, sound, haptics, proprioception), as well as to plan an entire task execution based on the interactively acquired information. Our study demonstrates that LLMs can provide high-level planning and reasoning skills and control interactive robot behavior in a multimodal environment, while multimodal modules with the context of the environmental state help ground the LLMs and extend their processing ability. The project website can be found at https://matcha-model.github.io{blue{https://matcha-model.github.io/}}.
FluidLab: A Differentiable Environment for Benchmarking Complex Fluid Manipulation
Humans manipulate various kinds of fluids in their everyday life: creating latte art, scooping floating objects from water, rolling an ice cream cone, etc. Using robots to augment or replace human labors in these daily settings remain as a challenging task due to the multifaceted complexities of fluids. Previous research in robotic fluid manipulation mostly consider fluids governed by an ideal, Newtonian model in simple task settings (e.g., pouring). However, the vast majority of real-world fluid systems manifest their complexities in terms of the fluid's complex material behaviors and multi-component interactions, both of which were well beyond the scope of the current literature. To evaluate robot learning algorithms on understanding and interacting with such complex fluid systems, a comprehensive virtual platform with versatile simulation capabilities and well-established tasks is needed. In this work, we introduce FluidLab, a simulation environment with a diverse set of manipulation tasks involving complex fluid dynamics. These tasks address interactions between solid and fluid as well as among multiple fluids. At the heart of our platform is a fully differentiable physics simulator, FluidEngine, providing GPU-accelerated simulations and gradient calculations for various material types and their couplings. We identify several challenges for fluid manipulation learning by evaluating a set of reinforcement learning and trajectory optimization methods on our platform. To address these challenges, we propose several domain-specific optimization schemes coupled with differentiable physics, which are empirically shown to be effective in tackling optimization problems featured by fluid system's non-convex and non-smooth properties. Furthermore, we demonstrate reasonable sim-to-real transfer by deploying optimized trajectories in real-world settings.
Object Dimension Extraction for Environment Mapping with Low Cost Cameras Fused with Laser Ranging
It is essential to have a method to map an unknown terrain for various applications. For places where human access is not possible, a method should be proposed to identify the environment. Exploration, disaster relief, transportation and many other purposes would be convenient if a map of the environment is available. Replicating the human vision system using stereo cameras would be an optimum solution. In this work, we have used laser ranging based technique fused with stereo cameras to extract dimension of objects for mapping. The distortions were calibrated using mathematical model of the camera. By means of Semi Global Block Matching [1] disparity map was generated and reduces the noise using novel noise reduction method of disparity map by dilation. The Data from the Laser Range Finder (LRF) and noise reduced vision data has been used to identify the object parameters.
COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos
The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.
Zoom Out and Observe: News Environment Perception for Fake News Detection
Fake news detection is crucial for preventing the dissemination of misinformation on social media. To differentiate fake news from real ones, existing methods observe the language patterns of the news post and "zoom in" to verify its content with knowledge sources or check its readers' replies. However, these methods neglect the information in the external news environment where a fake news post is created and disseminated. The news environment represents recent mainstream media opinion and public attention, which is an important inspiration of fake news fabrication because fake news is often designed to ride the wave of popular events and catch public attention with unexpected novel content for greater exposure and spread. To capture the environmental signals of news posts, we "zoom out" to observe the news environment and propose the News Environment Perception Framework (NEP). For each post, we construct its macro and micro news environment from recent mainstream news. Then we design a popularity-oriented and a novelty-oriented module to perceive useful signals and further assist final prediction. Experiments on our newly built datasets show that the NEP can efficiently improve the performance of basic fake news detectors.
PromptSource: An Integrated Development Environment and Repository for Natural Language Prompts
PromptSource is a system for creating, sharing, and using natural language prompts. Prompts are functions that map an example from a dataset to a natural language input and target output. Using prompts to train and query language models is an emerging area in NLP that requires new tools that let users develop and refine these prompts collaboratively. PromptSource addresses the emergent challenges in this new setting with (1) a templating language for defining data-linked prompts, (2) an interface that lets users quickly iterate on prompt development by observing outputs of their prompts on many examples, and (3) a community-driven set of guidelines for contributing new prompts to a common pool. Over 2,000 prompts for roughly 170 datasets are already available in PromptSource. PromptSource is available at https://github.com/bigscience-workshop/promptsource.
Towards a Reinforcement Learning Environment Toolbox for Intelligent Electric Motor Control
Electric motors are used in many applications and their efficiency is strongly dependent on their control. Among others, PI approaches or model predictive control methods are well-known in the scientific literature and industrial practice. A novel approach is to use reinforcement learning (RL) to have an agent learn electric drive control from scratch merely by interacting with a suitable control environment. RL achieved remarkable results with super-human performance in many games (e.g. Atari classics or Go) and also becomes more popular in control tasks like cartpole or swinging pendulum benchmarks. In this work, the open-source Python package gym-electric-motor (GEM) is developed for ease of training of RL-agents for electric motor control. Furthermore, this package can be used to compare the trained agents with other state-of-the-art control approaches. It is based on the OpenAI Gym framework that provides a widely used interface for the evaluation of RL-agents. The initial package version covers different DC motor variants and the prevalent permanent magnet synchronous motor as well as different power electronic converters and a mechanical load model. Due to the modular setup of the proposed toolbox, additional motor, load, and power electronic devices can be easily extended in the future. Furthermore, different secondary effects like controller interlocking time or noise are considered. An intelligent controller example based on the deep deterministic policy gradient algorithm which controls a series DC motor is presented and compared to a cascaded PI-controller as a baseline for future research. Fellow researchers are encouraged to use the framework in their RL investigations or to contribute to the functional scope (e.g. further motor types) of the package.
Incidents1M: a large-scale dataset of images with natural disasters, damage, and incidents
Natural disasters, such as floods, tornadoes, or wildfires, are increasingly pervasive as the Earth undergoes global warming. It is difficult to predict when and where an incident will occur, so timely emergency response is critical to saving the lives of those endangered by destructive events. Fortunately, technology can play a role in these situations. Social media posts can be used as a low-latency data source to understand the progression and aftermath of a disaster, yet parsing this data is tedious without automated methods. Prior work has mostly focused on text-based filtering, yet image and video-based filtering remains largely unexplored. In this work, we present the Incidents1M Dataset, a large-scale multi-label dataset which contains 977,088 images, with 43 incident and 49 place categories. We provide details of the dataset construction, statistics and potential biases; introduce and train a model for incident detection; and perform image-filtering experiments on millions of images on Flickr and Twitter. We also present some applications on incident analysis to encourage and enable future work in computer vision for humanitarian aid. Code, data, and models are available at http://incidentsdataset.csail.mit.edu.
SEE-2-SOUND: Zero-Shot Spatial Environment-to-Spatial Sound
Generating combined visual and auditory sensory experiences is critical for the consumption of immersive content. Recent advances in neural generative models have enabled the creation of high-resolution content across multiple modalities such as images, text, speech, and videos. Despite these successes, there remains a significant gap in the generation of high-quality spatial audio that complements generated visual content. Furthermore, current audio generation models excel in either generating natural audio or speech or music but fall short in integrating spatial audio cues necessary for immersive experiences. In this work, we introduce SEE-2-SOUND, a zero-shot approach that decomposes the task into (1) identifying visual regions of interest; (2) locating these elements in 3D space; (3) generating mono-audio for each; and (4) integrating them into spatial audio. Using our framework, we demonstrate compelling results for generating spatial audio for high-quality videos, images, and dynamic images from the internet, as well as media generated by learned approaches.
See and Think: Embodied Agent in Virtual Environment
Large language models (LLMs) have achieved impressive progress on several open-world tasks. Recently, using LLMs to build embodied agents has been a hotspot. In this paper, we propose STEVE, a comprehensive and visionary embodied agent in the Minecraft virtual environment. STEVE consists of three key components: vision perception, language instruction, and code action. Vision perception involves the interpretation of visual information in the environment, which is then integrated into the LLMs component with agent state and task instruction. Language instruction is responsible for iterative reasoning and decomposing complex tasks into manageable guidelines. Code action generates executable skill actions based on retrieval in skill database, enabling the agent to interact effectively within the Minecraft environment. We also collect STEVE-21K dataset, which includes 600+ vision-environment pairs, 20K knowledge question-answering pairs, and 200+ skill-code pairs. We conduct continuous block search, knowledge question and answering, and tech tree mastery to evaluate the performance. Extensive experiments show that STEVE achieves at most 1.5 times faster unlocking key tech trees and 2.5 times quicker in block search tasks compared to previous state-of-the-art methods.
Grounding Large Language Models In Embodied Environment With Imperfect World Models
Despite a widespread success in various applications, large language models (LLMs) often stumble when tackling basic physical reasoning or executing robotics tasks, due to a lack of direct experience with the physical nuances of the real world. To address these issues, we propose a Grounding Large language model with Imperfect world MOdel (GLIMO), which utilizes proxy world models such as simulators to collect and synthesize trining data. GLIMO incorporates an LLM agent-based data generator to automatically create high-quality and diverse instruction datasets. The generator includes an iterative self-refining module for temporally consistent experience sampling, a diverse set of question-answering instruction seeds, and a retrieval-augmented generation module for reflecting on prior experiences. Comprehensive experiments show that our approach improve the performance of strong open-source LLMs like LLaMA-3 with a performance boost of 2.04 times, 1.54 times, and 1.82 times across three different benchmarks, respectively. The performance is able to compete with or surpass their larger counterparts such as GPT-4.
ARCLE: The Abstraction and Reasoning Corpus Learning Environment for Reinforcement Learning
This paper introduces ARCLE, an environment designed to facilitate reinforcement learning research on the Abstraction and Reasoning Corpus (ARC). Addressing this inductive reasoning benchmark with reinforcement learning presents these challenges: a vast action space, a hard-to-reach goal, and a variety of tasks. We demonstrate that an agent with proximal policy optimization can learn individual tasks through ARCLE. The adoption of non-factorial policies and auxiliary losses led to performance enhancements, effectively mitigating issues associated with action spaces and goal attainment. Based on these insights, we propose several research directions and motivations for using ARCLE, including MAML, GFlowNets, and World Models.
Object Detectors in the Open Environment: Challenges, Solutions, and Outlook
With the emergence of foundation models, deep learning-based object detectors have shown practical usability in closed set scenarios. However, for real-world tasks, object detectors often operate in open environments, where crucial factors (e.g., data distribution, objective) that influence model learning are often changing. The dynamic and intricate nature of the open environment poses novel and formidable challenges to object detectors. Unfortunately, current research on object detectors in open environments lacks a comprehensive analysis of their distinctive characteristics, challenges, and corresponding solutions, which hinders their secure deployment in critical real-world scenarios. This paper aims to bridge this gap by conducting a comprehensive review and analysis of object detectors in open environments. We initially identified limitations of key structural components within the existing detection pipeline and propose the open environment object detector challenge framework that includes four quadrants (i.e., out-of-domain, out-of-category, robust learning, and incremental learning) based on the dimensions of the data / target changes. For each quadrant of challenges in the proposed framework, we present a detailed description and systematic analysis of the overarching goals and core difficulties, systematically review the corresponding solutions, and benchmark their performance over multiple widely adopted datasets. In addition, we engage in a discussion of open problems and potential avenues for future research. This paper aims to provide a fresh, comprehensive, and systematic understanding of the challenges and solutions associated with open-environment object detectors, thus catalyzing the development of more solid applications in real-world scenarios. A project related to this survey can be found at https://github.com/LiangSiyuan21/OEOD_Survey.
YAMLE: Yet Another Machine Learning Environment
YAMLE: Yet Another Machine Learning Environment is an open-source framework that facilitates rapid prototyping and experimentation with machine learning (ML) models and methods. The key motivation is to reduce repetitive work when implementing new approaches and improve reproducibility in ML research. YAMLE includes a command-line interface and integrations with popular and well-maintained PyTorch-based libraries to streamline training, hyperparameter optimisation, and logging. The ambition for YAMLE is to grow into a shared ecosystem where researchers and practitioners can quickly build on and compare existing implementations. Find it at: https://github.com/martinferianc/yamle.
Neural MMO v1.3: A Massively Multiagent Game Environment for Training and Evaluating Neural Networks
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting.
ColorGrid: A Multi-Agent Non-Stationary Environment for Goal Inference and Assistance
Autonomous agents' interactions with humans are increasingly focused on adapting to their changing preferences in order to improve assistance in real-world tasks. Effective agents must learn to accurately infer human goals, which are often hidden, to collaborate well. However, existing Multi-Agent Reinforcement Learning (MARL) environments lack the necessary attributes required to rigorously evaluate these agents' learning capabilities. To this end, we introduce ColorGrid, a novel MARL environment with customizable non-stationarity, asymmetry, and reward structure. We investigate the performance of Independent Proximal Policy Optimization (IPPO), a state-of-the-art (SOTA) MARL algorithm, in ColorGrid and find through extensive ablations that, particularly with simultaneous non-stationary and asymmetric goals between a ``leader'' agent representing a human and a ``follower'' assistant agent, ColorGrid is unsolved by IPPO. To support benchmarking future MARL algorithms, we release our environment code, model checkpoints, and trajectory visualizations at https://github.com/andreyrisukhin/ColorGrid.
DRED: Zero-Shot Transfer in Reinforcement Learning via Data-Regularised Environment Design
Autonomous agents trained using deep reinforcement learning (RL) often lack the ability to successfully generalise to new environments, even when these environments share characteristics with the ones they have encountered during training. In this work, we investigate how the sampling of individual environment instances, or levels, affects the zero-shot generalisation (ZSG) ability of RL agents. We discover that, for deep actor-critic architectures sharing their base layers, prioritising levels according to their value loss minimises the mutual information between the agent's internal representation and the set of training levels in the generated training data. This provides a novel theoretical justification for the regularisation achieved by certain adaptive sampling strategies. We then turn our attention to unsupervised environment design (UED) methods, which assume control over level generation. We find that existing UED methods can significantly shift the training distribution, which translates to low ZSG performance. To prevent both overfitting and distributional shift, we introduce data-regularised environment design (DRED). DRED generates levels using a generative model trained to approximate the ground truth distribution of an initial set of level parameters. Through its grounding, DRED achieves significant improvements in ZSG over adaptive level sampling strategies and UED methods. Our code and experimental data are available at https://github.com/uoe-agents/dred.
Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design
The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.
EIGER IV: The cool 10$^4$K circumgalactic environment of high-$z$ galaxies reveals remarkably efficient IGM enrichment
We report new observations of the cool diffuse gas around 29, 2.3<z<6.3 galaxies, using deep JWST/NIRCam slitless grism spectroscopy around the sightline to the quasar J0100+2802. The galaxies span a stellar mass range of 7.1 leq log M_{*}/M_{sun} leq 10.7, and star-formation rates of -0.1 < log ; SFR/M_{sun}yr^{-1} ; <2.3. We find galaxies for seven MgII absorption systems within 300 kpc of the quasar sightline. The MgII radial absorption profile falls off sharply with radii, with most of the absorption extending out to 2-3R_{200} of the host galaxies. Six out of seven MgII absorption systems are detected around galaxies with log M_{*}/M_{sun} >9. MgII absorption kinematics are shifted from the systemic redshift of host galaxies with a median absolute velocity of 135 km/s and standard deviation of 85 km/s. The high kinematic offset and large radial separation (R> 1.3 R_{200}), suggest that five out of the seven MgII absorption systems are gravitationally not bound to the galaxies. In contrast, most cool circumgalactic media at z<1 are gravitationally bound. The high incidence of unbound MgII gas in this work suggests that towards the end of reionization, galaxy halos are in a state of remarkable disequilibrium, and are highly efficient in enriching the intergalactic medium. Two strongest MgII absorption systems are detected at zsim 4.22 and 4.5, the former associated with a merging galaxy system and the latter associated with three kinematically close galaxies. Both these galaxies reside in local galaxy over-densities, indicating the presence of cool MgII absorption in two "proto-groups" at z>4.
ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
Free Lunch for Domain Adversarial Training: Environment Label Smoothing
A fundamental challenge for machine learning models is how to generalize learned models for out-of-distribution (OOD) data. Among various approaches, exploiting invariant features by Domain Adversarial Training (DAT) received widespread attention. Despite its success, we observe training instability from DAT, mostly due to over-confident domain discriminator and environment label noise. To address this issue, we proposed Environment Label Smoothing (ELS), which encourages the discriminator to output soft probability, which thus reduces the confidence of the discriminator and alleviates the impact of noisy environment labels. We demonstrate, both experimentally and theoretically, that ELS can improve training stability, local convergence, and robustness to noisy environment labels. By incorporating ELS with DAT methods, we are able to yield state-of-art results on a wide range of domain generalization/adaptation tasks, particularly when the environment labels are highly noisy.
Human-in-the-loop Embodied Intelligence with Interactive Simulation Environment for Surgical Robot Learning
Surgical robot automation has attracted increasing research interest over the past decade, expecting its potential to benefit surgeons, nurses and patients. Recently, the learning paradigm of embodied intelligence has demonstrated promising ability to learn good control policies for various complex tasks, where embodied AI simulators play an essential role to facilitate relevant research. However, existing open-sourced simulators for surgical robot are still not sufficiently supporting human interactions through physical input devices, which further limits effective investigations on how the human demonstrations would affect policy learning. In this work, we study human-in-the-loop embodied intelligence with a new interactive simulation platform for surgical robot learning. Specifically, we establish our platform based on our previously released SurRoL simulator with several new features co-developed to allow high-quality human interaction via an input device. We showcase the improvement of our simulation environment with the designed new features, and validate effectiveness of incorporating human factors in embodied intelligence through the use of human demonstrations and reinforcement learning as a representative example. Promising results are obtained in terms of learning efficiency. Lastly, five new surgical robot training tasks are developed and released, with which we hope to pave the way for future research on surgical embodied intelligence. Our learning platform is publicly released and will be continuously updated in the website: https://med-air.github.io/SurRoL.
PiggyBack: Pretrained Visual Question Answering Environment for Backing up Non-deep Learning Professionals
We propose a PiggyBack, a Visual Question Answering platform that allows users to apply the state-of-the-art visual-language pretrained models easily. The PiggyBack supports the full stack of visual question answering tasks, specifically data processing, model fine-tuning, and result visualisation. We integrate visual-language models, pretrained by HuggingFace, an open-source API platform of deep learning technologies; however, it cannot be runnable without programming skills or deep learning understanding. Hence, our PiggyBack supports an easy-to-use browser-based user interface with several deep learning visual language pretrained models for general users and domain experts. The PiggyBack includes the following benefits: Free availability under the MIT License, Portability due to web-based and thus runs on almost any platform, A comprehensive data creation and processing technique, and ease of use on deep learning-based visual language pretrained models. The demo video is available on YouTube and can be found at https://youtu.be/iz44RZ1lF4s.
MetaSpeech: Speech Effects Switch Along with Environment for Metaverse
Metaverse expands the physical world to a new dimension, and the physical environment and Metaverse environment can be directly connected and entered. Voice is an indispensable communication medium in the real world and Metaverse. Fusion of the voice with environment effects is important for user immersion in Metaverse. In this paper, we proposed using the voice conversion based method for the conversion of target environment effect speech. The proposed method was named MetaSpeech, which introduces an environment effect module containing an effect extractor to extract the environment information and an effect encoder to encode the environment effect condition, in which gradient reversal layer was used for adversarial training to keep the speech content and speaker information while disentangling the environmental effects. From the experiment results on the public dataset of LJSpeech with four environment effects, the proposed model could complete the specific environment effect conversion and outperforms the baseline methods from the voice conversion task.
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine
There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.
What Makes Instruction Learning Hard? An Investigation and a New Challenge in a Synthetic Environment
The instruction learning paradigm -- where a model learns to perform new tasks from task descriptions alone -- has become popular in general-purpose model research. The capabilities of large transformer models as instruction learners, however, remain poorly understood. We use a controlled synthetic environment to characterize such capabilities. Specifically, we use the task of deciding whether a given string matches a regular expression (viewed as an instruction) to identify properties of tasks, instructions, and instances that make instruction learning challenging. For instance, we find that our model, a fine-tuned T5-based text2text transformer, struggles with large regular languages, suggesting that less precise instructions are challenging for models. Additionally, instruction executions that require tracking longer contexts of prior steps are also more difficult. We use our findings to systematically construct a challenging instruction learning dataset, which we call Hard RegSet. Fine-tuning on Hard RegSet, our large transformer learns to correctly interpret only 65.6% of test instructions (with at least 90% accuracy), and 11%-24% of the instructions in out-of-distribution generalization settings. We propose Hard RegSet as a challenging instruction learning task, and a controlled environment for studying instruction learning.
Learning to Fly -- a Gym Environment with PyBullet Physics for Reinforcement Learning of Multi-agent Quadcopter Control
Robotic simulators are crucial for academic research and education as well as the development of safety-critical applications. Reinforcement learning environments -- simple simulations coupled with a problem specification in the form of a reward function -- are also important to standardize the development (and benchmarking) of learning algorithms. Yet, full-scale simulators typically lack portability and parallelizability. Vice versa, many reinforcement learning environments trade-off realism for high sample throughputs in toy-like problems. While public data sets have greatly benefited deep learning and computer vision, we still lack the software tools to simultaneously develop -- and fairly compare -- control theory and reinforcement learning approaches. In this paper, we propose an open-source OpenAI Gym-like environment for multiple quadcopters based on the Bullet physics engine. Its multi-agent and vision based reinforcement learning interfaces, as well as the support of realistic collisions and aerodynamic effects, make it, to the best of our knowledge, a first of its kind. We demonstrate its use through several examples, either for control (trajectory tracking with PID control, multi-robot flight with downwash, etc.) or reinforcement learning (single and multi-agent stabilization tasks), hoping to inspire future research that combines control theory and machine learning.
CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario
Traffic signal control is an emerging application scenario for reinforcement learning. Besides being as an important problem that affects people's daily life in commuting, traffic signal control poses its unique challenges for reinforcement learning in terms of adapting to dynamic traffic environment and coordinating thousands of agents including vehicles and pedestrians. A key factor in the success of modern reinforcement learning relies on a good simulator to generate a large number of data samples for learning. The most commonly used open-source traffic simulator SUMO is, however, not scalable to large road network and large traffic flow, which hinders the study of reinforcement learning on traffic scenarios. This motivates us to create a new traffic simulator CityFlow with fundamentally optimized data structures and efficient algorithms. CityFlow can support flexible definitions for road network and traffic flow based on synthetic and real-world data. It also provides user-friendly interface for reinforcement learning. Most importantly, CityFlow is more than twenty times faster than SUMO and is capable of supporting city-wide traffic simulation with an interactive render for monitoring. Besides traffic signal control, CityFlow could serve as the base for other transportation studies and can create new possibilities to test machine learning methods in the intelligent transportation domain.
Holmes: Towards Distributed Training Across Clusters with Heterogeneous NIC Environment
Large language models (LLMs) such as GPT-3, OPT, and LLaMA have demonstrated remarkable accuracy in a wide range of tasks. However, training these models can incur significant expenses, often requiring tens of thousands of GPUs for months of continuous operation. Typically, this training is carried out in specialized GPU clusters equipped with homogeneous high-speed Remote Direct Memory Access (RDMA) network interface cards (NICs). The acquisition and maintenance of such dedicated clusters is challenging. Current LLM training frameworks, like Megatron-LM and Megatron-DeepSpeed, focus primarily on optimizing training within homogeneous cluster settings. In this paper, we introduce Holmes, a training framework for LLMs that employs thoughtfully crafted data and model parallelism strategies over the heterogeneous NIC environment. Our primary technical contribution lies in a novel scheduling method that intelligently allocates distinct computational tasklets in LLM training to specific groups of GPU devices based on the characteristics of their connected NICs. Furthermore, our proposed framework, utilizing pipeline parallel techniques, demonstrates scalability to multiple GPU clusters, even in scenarios without high-speed interconnects between nodes in distinct clusters. We conducted comprehensive experiments that involved various scenarios in the heterogeneous NIC environment. In most cases, our framework achieves performance levels close to those achievable with homogeneous RDMA-capable networks (InfiniBand or RoCE), significantly exceeding training efficiency within the pure Ethernet environment. Additionally, we verified that our framework outperforms other mainstream LLM frameworks under heterogeneous NIC environment in terms of training efficiency and can be seamlessly integrated with them.
AgentGen: Enhancing Planning Abilities for Large Language Model based Agent via Environment and Task Generation
Large Language Model (LLM) based agents have garnered significant attention and are becoming increasingly popular. Furthermore, planning ability is a crucial component of an LLM-based agent, involving interaction with the environment and executing actions to complete a planning task, which generally entails achieving a desired goal from an initial state. This paper investigates enhancing the planning abilities of LLMs through instruction tuning, referred to as agent training. Recent studies have demonstrated that utilizing expert-level trajectory for instruction-tuning LLMs effectively enhances their planning capabilities. However, existing work primarily focuses on synthesizing trajectories from manually designed planning tasks and environments. The labor-intensive nature of creating these environments and tasks impedes the generation of sufficiently varied and extensive trajectories. To address this limitation, this paper explores the automated synthesis of diverse environments and a gradual range of planning tasks, from easy to difficult. We introduce a framework, AgentGen, that leverages LLMs first to generate environments and subsequently generate planning tasks conditioned on these environments. Specifically, to improve environmental diversity, we propose using an inspiration corpus composed of various domain-specific text segments as the context for synthesizing environments. Moreover, to increase the difficulty diversity of generated planning tasks, we propose a bidirectional evolution method, Bi-Evol, that evolves planning tasks from easier and harder directions to synthesize a task set with a smoother difficulty curve. The evaluation results derived from AgentBoard show that AgentGen greatly improves LLMs' planning ability, e.g., the AgentGen instruction-tuned Llama-3 8B surpasses GPT-3.5 in overall performance. Moreover, in certain tasks, it even outperforms GPT-4.
ClothesNet: An Information-Rich 3D Garment Model Repository with Simulated Clothes Environment
We present ClothesNet: a large-scale dataset of 3D clothes objects with information-rich annotations. Our dataset consists of around 4400 models covering 11 categories annotated with clothes features, boundary lines, and keypoints. ClothesNet can be used to facilitate a variety of computer vision and robot interaction tasks. Using our dataset, we establish benchmark tasks for clothes perception, including classification, boundary line segmentation, and keypoint detection, and develop simulated clothes environments for robotic interaction tasks, including rearranging, folding, hanging, and dressing. We also demonstrate the efficacy of our ClothesNet in real-world experiments. Supplemental materials and dataset are available on our project webpage.
Detection of Compromised Functions in a Serverless Cloud Environment
Serverless computing is an emerging cloud paradigm with serverless functions at its core. While serverless environments enable software developers to focus on developing applications without the need to actively manage the underlying runtime infrastructure, they open the door to a wide variety of security threats that can be challenging to mitigate with existing methods. Existing security solutions do not apply to all serverless architectures, since they require significant modifications to the serverless infrastructure or rely on third-party services for the collection of more detailed data. In this paper, we present an extendable serverless security threat detection model that leverages cloud providers' native monitoring tools to detect anomalous behavior in serverless applications. Our model aims to detect compromised serverless functions by identifying post-exploitation abnormal behavior related to different types of attacks on serverless functions, and therefore, it is a last line of defense. Our approach is not tied to any specific serverless application, is agnostic to the type of threats, and is adaptable through model adjustments. To evaluate our model's performance, we developed a serverless cybersecurity testbed in an AWS cloud environment, which includes two different serverless applications and simulates a variety of attack scenarios that cover the main security threats faced by serverless functions. Our evaluation demonstrates our model's ability to detect all implemented attacks while maintaining a negligible false alarm rate.
WildDESED: An LLM-Powered Dataset for Wild Domestic Environment Sound Event Detection System
This work aims to advance sound event detection (SED) research by presenting a new large language model (LLM)-powered dataset namely wild domestic environment sound event detection (WildDESED). It is crafted as an extension to the original DESED dataset to reflect diverse acoustic variability and complex noises in home settings. We leveraged LLMs to generate eight different domestic scenarios based on target sound categories of the DESED dataset. Then we enriched the scenarios with a carefully tailored mixture of noises selected from AudioSet and ensured no overlap with target sound. We consider widely popular convolutional neural recurrent network to study WildDESED dataset, which depicts its challenging nature. We then apply curriculum learning by gradually increasing noise complexity to enhance the model's generalization capabilities across various noise levels. Our results with this approach show improvements within the noisy environment, validating the effectiveness on the WildDESED dataset promoting noise-robust SED advancements.
S-Agents: self-organizing agents in open-ended environment
Leveraging large language models (LLMs), autonomous agents have significantly improved, gaining the ability to handle a variety of tasks. In open-ended settings, optimizing collaboration for efficiency and effectiveness demands flexible adjustments. Despite this, current research mainly emphasizes fixed, task-oriented workflows and overlooks agent-centric organizational structures. Drawing inspiration from human organizational behavior, we introduce a self-organizing agent system (S-Agents) with a "tree of agents" structure for dynamic workflow, an "hourglass agent architecture" for balancing information priorities, and a "non-obstructive collaboration" method to allow asynchronous task execution among agents. This structure can autonomously coordinate a group of agents, efficiently addressing the challenges of an open and dynamic environment without human intervention. Our experiments demonstrate that S-Agents proficiently execute collaborative building tasks and resource collection in the Minecraft environment, validating their effectiveness.
A Hybrid Deep Learning-based Approach for Optimal Genotype by Environment Selection
Precise crop yield prediction is essential for improving agricultural practices and ensuring crop resilience in varying climates. Integrating weather data across the growing season, especially for different crop varieties, is crucial for understanding their adaptability in the face of climate change. In the MLCAS2021 Crop Yield Prediction Challenge, we utilized a dataset comprising 93,028 training records to forecast yields for 10,337 test records, covering 159 locations across 28 U.S. states and Canadian provinces over 13 years (2003-2015). This dataset included details on 5,838 distinct genotypes and daily weather data for a 214-day growing season, enabling comprehensive analysis. As one of the winning teams, we developed two novel convolutional neural network (CNN) architectures: the CNN-DNN model, combining CNN and fully-connected networks, and the CNN-LSTM-DNN model, with an added LSTM layer for weather variables. Leveraging the Generalized Ensemble Method (GEM), we determined optimal model weights, resulting in superior performance compared to baseline models. The GEM model achieved lower RMSE (5.55% to 39.88%), reduced MAE (5.34% to 43.76%), and higher correlation coefficients (1.1% to 10.79%) when evaluated on test data. We applied the CNN-DNN model to identify top-performing genotypes for various locations and weather conditions, aiding genotype selection based on weather variables. Our data-driven approach is valuable for scenarios with limited testing years. Additionally, a feature importance analysis using RMSE change highlighted the significance of location, MG, year, and genotype, along with the importance of weather variables MDNI and AP.
A Critical View of Vision-Based Long-Term Dynamics Prediction Under Environment Misalignment
Dynamics prediction, which is the problem of predicting future states of scene objects based on current and prior states, is drawing increasing attention as an instance of learning physics. To solve this problem, Region Proposal Convolutional Interaction Network (RPCIN), a vision-based model, was proposed and achieved state-of-the-art performance in long-term prediction. RPCIN only takes raw images and simple object descriptions, such as the bounding box and segmentation mask of each object, as input. However, despite its success, the model's capability can be compromised under conditions of environment misalignment. In this paper, we investigate two challenging conditions for environment misalignment: Cross-Domain and Cross-Context by proposing four datasets that are designed for these challenges: SimB-Border, SimB-Split, BlenB-Border, and BlenB-Split. The datasets cover two domains and two contexts. Using RPCIN as a probe, experiments conducted on the combinations of the proposed datasets reveal potential weaknesses of the vision-based long-term dynamics prediction model. Furthermore, we propose a promising direction to mitigate the Cross-Domain challenge and provide concrete evidence supporting such a direction, which provides dramatic alleviation of the challenge on the proposed datasets.
Scaling limit of a long-range random walk in time-correlated random environment
This paper concerns a long-range random walk in random environment in dimension 1+1, where the environmental disorder is independent in space but has long-range correlations in time. We prove that two types of rescaled partition functions converge weakly to the Stratonovich solution and the It\^o-Skorohod solution respectively of a fractional stochastic heat equation with multiplicative Gaussian noise which is white in space and colored in time.
Do As I Can, Not As I Say: Grounding Language in Robotic Affordances
Large language models can encode a wealth of semantic knowledge about the world. Such knowledge could be extremely useful to robots aiming to act upon high-level, temporally extended instructions expressed in natural language. However, a significant weakness of language models is that they lack real-world experience, which makes it difficult to leverage them for decision making within a given embodiment. For example, asking a language model to describe how to clean a spill might result in a reasonable narrative, but it may not be applicable to a particular agent, such as a robot, that needs to perform this task in a particular environment. We propose to provide real-world grounding by means of pretrained skills, which are used to constrain the model to propose natural language actions that are both feasible and contextually appropriate. The robot can act as the language model's "hands and eyes," while the language model supplies high-level semantic knowledge about the task. We show how low-level skills can be combined with large language models so that the language model provides high-level knowledge about the procedures for performing complex and temporally-extended instructions, while value functions associated with these skills provide the grounding necessary to connect this knowledge to a particular physical environment. We evaluate our method on a number of real-world robotic tasks, where we show the need for real-world grounding and that this approach is capable of completing long-horizon, abstract, natural language instructions on a mobile manipulator. The project's website and the video can be found at https://say-can.github.io/.
A Framework for Scalable Ambient Air Pollution Concentration Estimation
Ambient air pollution remains a critical issue in the United Kingdom, where data on air pollution concentrations form the foundation for interventions aimed at improving air quality. However, the current air pollution monitoring station network in the UK is characterized by spatial sparsity, heterogeneous placement, and frequent temporal data gaps, often due to issues such as power outages. We introduce a scalable data-driven supervised machine learning model framework designed to address temporal and spatial data gaps by filling missing measurements. This approach provides a comprehensive dataset for England throughout 2018 at a 1kmx1km hourly resolution. Leveraging machine learning techniques and real-world data from the sparsely distributed monitoring stations, we generate 355,827 synthetic monitoring stations across the study area, yielding data valued at approximately \pounds70 billion. Validation was conducted to assess the model's performance in forecasting, estimating missing locations, and capturing peak concentrations. The resulting dataset is of particular interest to a diverse range of stakeholders engaged in downstream assessments supported by outdoor air pollution concentration data for NO2, O3, PM10, PM2.5, and SO2. This resource empowers stakeholders to conduct studies at a higher resolution than was previously possible.
In-domain representation learning for remote sensing
Given the importance of remote sensing, surprisingly little attention has been paid to it by the representation learning community. To address it and to establish baselines and a common evaluation protocol in this domain, we provide simplified access to 5 diverse remote sensing datasets in a standardized form. Specifically, we investigate in-domain representation learning to develop generic remote sensing representations and explore which characteristics are important for a dataset to be a good source for remote sensing representation learning. The established baselines achieve state-of-the-art performance on these datasets.
Conifer Seedling Detection in UAV-Imagery with RGB-Depth Information
Monitoring of reforestation is currently being considerably streamlined through the use of drones and image recognition algorithms, which have already proven to be effective on colour imagery. In addition to colour imagery, elevation data is often also available. The primary aim of this work was to improve the performance of the faster-RCNN object detection algorithm by integrating this height information, which showed itself to notably improve performance. Interestingly, the structure of the network played a key role, with direct addition of the height information as a fourth image channel showing no improvement, while integration after the backbone network and before the region proposal network led to marked improvements. This effect persisted with very long training regimes. Increasing the resolution of this height information also showed little effect.
A Multi-purpose Realistic Haze Benchmark with Quantifiable Haze Levels and Ground Truth
Imagery collected from outdoor visual environments is often degraded due to the presence of dense smoke or haze. A key challenge for research in scene understanding in these degraded visual environments (DVE) is the lack of representative benchmark datasets. These datasets are required to evaluate state-of-the-art vision algorithms (e.g., detection and tracking) in degraded settings. In this paper, we address some of these limitations by introducing the first realistic hazy image benchmark, from both aerial and ground view, with paired haze-free images, and in-situ haze density measurements. This dataset was produced in a controlled environment with professional smoke generating machines that covered the entire scene, and consists of images captured from the perspective of both an unmanned aerial vehicle (UAV) and an unmanned ground vehicle (UGV). We also evaluate a set of representative state-of-the-art dehazing approaches as well as object detectors on the dataset. The full dataset presented in this paper, including the ground truth object classification bounding boxes and haze density measurements, is provided for the community to evaluate their algorithms at: https://a2i2-archangel.vision. A subset of this dataset has been used for the ``Object Detection in Haze'' Track of CVPR UG2 2022 challenge at http://cvpr2022.ug2challenge.org/track1.html.
Task-oriented Sequential Grounding in 3D Scenes
Grounding natural language in physical 3D environments is essential for the advancement of embodied artificial intelligence. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented grounding necessary for practical applications. In this work, we propose a new task: Task-oriented Sequential Grounding in 3D scenes, wherein an agent must follow detailed step-by-step instructions to complete daily activities by locating a sequence of target objects in indoor scenes. To facilitate this task, we introduce SG3D, a large-scale dataset containing 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed using a combination of RGB-D scans from various 3D scene datasets and an automated task generation pipeline, followed by human verification for quality assurance. We adapted three state-of-the-art 3D visual grounding models to the sequential grounding task and evaluated their performance on SG3D. Our results reveal that while these models perform well on traditional benchmarks, they face significant challenges with task-oriented sequential grounding, underscoring the need for further research in this area.
Aurora: A Foundation Model of the Atmosphere
Deep learning foundation models are revolutionizing many facets of science by leveraging vast amounts of data to learn general-purpose representations that can be adapted to tackle diverse downstream tasks. Foundation models hold the promise to also transform our ability to model our planet and its subsystems by exploiting the vast expanse of Earth system data. Here we introduce Aurora, a large-scale foundation model of the atmosphere trained on over a million hours of diverse weather and climate data. Aurora leverages the strengths of the foundation modelling approach to produce operational forecasts for a wide variety of atmospheric prediction problems, including those with limited training data, heterogeneous variables, and extreme events. In under a minute, Aurora produces 5-day global air pollution predictions and 10-day high-resolution weather forecasts that outperform state-of-the-art classical simulation tools and the best specialized deep learning models. Taken together, these results indicate that foundation models can transform environmental forecasting.
On the Limit of Language Models as Planning Formalizers
Large Language Models have been shown to fail to create executable and verifiable plans in grounded environments. An emerging line of work shows success in using LLM as a formalizer to generate a formal representation (e.g., PDDL) of the planning domain, which can be deterministically solved to find a plan. We systematically evaluate this methodology while bridging some major gaps. While previous work only generates a partial PDDL representation given templated and thus unrealistic environment descriptions, we generate the complete representation given descriptions of various naturalness levels. Among an array of observations critical to improve LLMs' formal planning ability, we note that large enough models can effectively formalize descriptions as PDDL, outperforming those directly generating plans, while being robust to lexical perturbation. As the descriptions become more natural-sounding, we observe a decrease in performance and provide detailed error analysis.
GeoGround: A Unified Large Vision-Language Model. for Remote Sensing Visual Grounding
Remote sensing (RS) visual grounding aims to use natural language expression to locate specific objects (in the form of the bounding box or segmentation mask) in RS images, enhancing human interaction with intelligent RS interpretation systems. Early research in this area was primarily based on horizontal bounding boxes (HBBs), but as more diverse RS datasets have become available, tasks involving oriented bounding boxes (OBBs) and segmentation masks have emerged. In practical applications, different targets require different grounding types: HBB can localize an object's position, OBB provides its orientation, and mask depicts its shape. However, existing specialized methods are typically tailored to a single type of RS visual grounding task and are hard to generalize across tasks. In contrast, large vision-language models (VLMs) exhibit powerful multi-task learning capabilities but struggle to handle dense prediction tasks like segmentation. This paper proposes GeoGround, a novel framework that unifies support for HBB, OBB, and mask RS visual grounding tasks, allowing flexible output selection. Rather than customizing the architecture of VLM, our work aims to elegantly support pixel-level visual grounding output through the Text-Mask technique. We define prompt-assisted and geometry-guided learning to enhance consistency across different signals. To support model training, we present refGeo, a large-scale RS visual instruction-following dataset containing 161k image-text pairs. Experimental results show that GeoGround demonstrates strong performance across four RS visual grounding tasks, matching or surpassing the performance of specialized methods on multiple benchmarks. Code available at https://github.com/zytx121/GeoGround
GeoPlant: Spatial Plant Species Prediction Dataset
The difficulty of monitoring biodiversity at fine scales and over large areas limits ecological knowledge and conservation efforts. To fill this gap, Species Distribution Models (SDMs) predict species across space from spatially explicit features. Yet, they face the challenge of integrating the rich but heterogeneous data made available over the past decade, notably millions of opportunistic species observations and standardized surveys, as well as multi-modal remote sensing data. In light of that, we have designed and developed a new European-scale dataset for SDMs at high spatial resolution (10-50 m), including more than 10k species (i.e., most of the European flora). The dataset comprises 5M heterogeneous Presence-Only records and 90k exhaustive Presence-Absence survey records, all accompanied by diverse environmental rasters (e.g., elevation, human footprint, and soil) that are traditionally used in SDMs. In addition, it provides Sentinel-2 RGB and NIR satellite images with 10 m resolution, a 20-year time-series of climatic variables, and satellite time-series from the Landsat program. In addition to the data, we provide an openly accessible SDM benchmark (hosted on Kaggle), which has already attracted an active community and a set of strong baselines for single predictor/modality and multimodal approaches. All resources, e.g., the dataset, pre-trained models, and baseline methods (in the form of notebooks), are available on Kaggle, allowing one to start with our dataset literally with two mouse clicks.
Using transfer learning to study burned area dynamics: A case study of refugee settlements in West Nile, Northern Uganda
With the global refugee crisis at a historic high, there is a growing need to assess the impact of refugee settlements on their hosting countries and surrounding environments. Because fires are an important land management practice in smallholder agriculture in sub-Saharan Africa, burned area (BA) mappings can help provide information about the impacts of land management practices on local environments. However, a lack of BA ground-truth data in much of sub-Saharan Africa limits the use of highly scalable deep learning (DL) techniques for such BA mappings. In this work, we propose a scalable transfer learning approach to study BA dynamics in areas with little to no ground-truth data such as the West Nile region in Northern Uganda. We train a deep learning model on BA ground-truth data in Portugal and propose the application of that model on refugee-hosting districts in West Nile between 2015 and 2020. By comparing the district-level BA dynamic with the wider West Nile region, we aim to add understanding of the land management impacts of refugee settlements on their surrounding environments.
Effect Heterogeneity with Earth Observation in Randomized Controlled Trials: Exploring the Role of Data, Model, and Evaluation Metric Choice
Many social and environmental phenomena are associated with macroscopic changes in the built environment, captured by satellite imagery on a global scale and with daily temporal resolution. While widely used for prediction, these images and especially image sequences remain underutilized for causal inference, especially in the context of randomized controlled trials (RCTs), where causal identification is established by design. In this paper, we develop and compare a set of general tools for analyzing Conditional Average Treatment Effects (CATEs) from temporal satellite data that can be applied to any RCT where geographical identifiers are available. Through a simulation study, we analyze different modeling strategies for estimating CATE in sequences of satellite images. We find that image sequence representation models with more parameters generally yield a greater ability to detect heterogeneity. To explore the role of model and data choice in practice, we apply the approaches to two influential RCTs -- Banerjee et al. (2015), a poverty study in Cusco, Peru, and Bolsen et al. (2014), a water conservation experiment in Georgia, USA. We benchmark our image sequence models against image-only, tabular-only, and combined image-tabular data sources, summarizing practical implications for investigators in a multivariate analysis. Land cover classifications over satellite images facilitate interpretation of what image features drive heterogeneity. We also show robustness to data and model choice of satellite-based generalization of the RCT results to larger geographical areas outside the original. Overall, this paper shows how satellite sequence data can be incorporated into the analysis of RCTs, and provides evidence about the implications of data, model, and evaluation metric choice for causal analysis.
AGBD: A Global-scale Biomass Dataset
Accurate estimates of Above Ground Biomass (AGB) are essential in addressing two of humanity's biggest challenges, climate change and biodiversity loss. Existing datasets for AGB estimation from satellite imagery are limited. Either they focus on specific, local regions at high resolution, or they offer global coverage at low resolution. There is a need for a machine learning-ready, globally representative, high-resolution benchmark. Our findings indicate significant variability in biomass estimates across different vegetation types, emphasizing the necessity for a dataset that accurately captures global diversity. To address these gaps, we introduce a comprehensive new dataset that is globally distributed, covers a range of vegetation types, and spans several years. This dataset combines AGB reference data from the GEDI mission with data from Sentinel-2 and PALSAR-2 imagery. Additionally, it includes pre-processed high-level features such as a dense canopy height map, an elevation map, and a land-cover classification map. We also produce a dense, high-resolution (10m) map of AGB predictions for the entire area covered by the dataset. Rigorously tested, our dataset is accompanied by several benchmark models and is publicly available. It can be easily accessed using a single line of code, offering a solid basis for efforts towards global AGB estimation. The GitHub repository github.com/ghjuliasialelli/AGBD serves as a one-stop shop for all code and data.
Dual Attribute-Spatial Relation Alignment for 3D Visual Grounding
3D visual grounding is an emerging research area dedicated to making connections between the 3D physical world and natural language, which is crucial for achieving embodied intelligence. In this paper, we propose DASANet, a Dual Attribute-Spatial relation Alignment Network that separately models and aligns object attributes and spatial relation features between language and 3D vision modalities. We decompose both the language and 3D point cloud input into two separate parts and design a dual-branch attention module to separately model the decomposed inputs while preserving global context in attribute-spatial feature fusion by cross attentions. Our DASANet achieves the highest grounding accuracy 65.1% on the Nr3D dataset, 1.3% higher than the best competitor. Besides, the visualization of the two branches proves that our method is efficient and highly interpretable.
LLM-Grounder: Open-Vocabulary 3D Visual Grounding with Large Language Model as an Agent
3D visual grounding is a critical skill for household robots, enabling them to navigate, manipulate objects, and answer questions based on their environment. While existing approaches often rely on extensive labeled data or exhibit limitations in handling complex language queries, we propose LLM-Grounder, a novel zero-shot, open-vocabulary, Large Language Model (LLM)-based 3D visual grounding pipeline. LLM-Grounder utilizes an LLM to decompose complex natural language queries into semantic constituents and employs a visual grounding tool, such as OpenScene or LERF, to identify objects in a 3D scene. The LLM then evaluates the spatial and commonsense relations among the proposed objects to make a final grounding decision. Our method does not require any labeled training data and can generalize to novel 3D scenes and arbitrary text queries. We evaluate LLM-Grounder on the ScanRefer benchmark and demonstrate state-of-the-art zero-shot grounding accuracy. Our findings indicate that LLMs significantly improve the grounding capability, especially for complex language queries, making LLM-Grounder an effective approach for 3D vision-language tasks in robotics. Videos and interactive demos can be found on the project website https://chat-with-nerf.github.io/ .
Critical scaling law for the deposition efficiency of inertia-driven particle collisions with a cylinder in high Reynolds number air flow
The Earth's atmosphere is an aerosol, it contains suspended particles. When air flows over an obstacle such as an aircraft wing or tree branch, these particles may not follow the same paths as the air flowing around the obstacle. Instead the particles in the air may deviate from the path of the air and so collide with the surface of the obstacle. It is known that particle inertia can drive this deposition, and that there is a critical value of this inertia, below which no point particles deposit. Particle inertia is measured by the Stokes number, St. We show that near the critical value of the Stokes number, St_c, the amount of deposition has the unusual scaling law of exp(-1/(St-St_c)^{1/2}). The scaling is controlled by the stagnation point of the flow. This scaling is determined by the time for the particle to reach the surface of the cylinder varying as 1/(St-St_c)^{1/2}, together with the distance away from the stagnation point (perpendicular to the flow direction) increasing exponentially with time. The scaling law applies to inviscid flow, a model for flow at high Reynolds numbers. The unusual scaling means that the amount of particles deposited increases only very slowly above the critical Stokes number. This has consequences for applications ranging from rime formation and fog harvesting to pollination.
Three Ways to Improve Verbo-visual Fusion for Dense 3D Visual Grounding
3D visual grounding is the task of localizing the object in a 3D scene which is referred by a description in natural language. With a wide range of applications ranging from autonomous indoor robotics to AR/VR, the task has recently risen in popularity. A common formulation to tackle 3D visual grounding is grounding-by-detection, where localization is done via bounding boxes. However, for real-life applications that require physical interactions, a bounding box insufficiently describes the geometry of an object. We therefore tackle the problem of dense 3D visual grounding, i.e. referral-based 3D instance segmentation. We propose a dense 3D grounding network ConcreteNet, featuring three novel stand-alone modules which aim to improve grounding performance for challenging repetitive instances, i.e. instances with distractors of the same semantic class. First, we introduce a bottom-up attentive fusion module that aims to disambiguate inter-instance relational cues, next we construct a contrastive training scheme to induce separation in the latent space, and finally we resolve view-dependent utterances via a learned global camera token. ConcreteNet ranks 1st on the challenging ScanRefer online benchmark by a considerable +9.43% accuracy at 50% IoU and has won the ICCV 3rd Workshop on Language for 3D Scenes "3D Object Localization" challenge.
Grounded Object Centric Learning
The extraction of modular object-centric representations for downstream tasks is an emerging area of research. Learning grounded representations of objects that are guaranteed to be stable and invariant promises robust performance across different tasks and environments. Slot Attention (SA) learns object-centric representations by assigning objects to slots, but presupposes a single distribution from which all slots are randomly initialised. This results in an inability to learn specialized slots which bind to specific object types and remain invariant to identity-preserving changes in object appearance. To address this, we present \textsc{Conditional Slot Attention} (CoSA) using a novel concept of Grounded Slot Dictionary (GSD) inspired by vector quantization. Our proposed GSD comprises (i) canonical object-level property vectors and (ii) parametric Gaussian distributions, which define a prior over the slots. We demonstrate the benefits of our method in multiple downstream tasks such as scene generation, composition, and task adaptation, whilst remaining competitive with SA in popular object discovery benchmarks.
SoFar: Language-Grounded Orientation Bridges Spatial Reasoning and Object Manipulation
Spatial intelligence is a critical component of embodied AI, promoting robots to understand and interact with their environments. While recent advances have enhanced the ability of VLMs to perceive object locations and positional relationships, they still lack the capability to precisely understand object orientations-a key requirement for tasks involving fine-grained manipulations. Addressing this limitation not only requires geometric reasoning but also an expressive and intuitive way to represent orientation. In this context, we propose that natural language offers a more flexible representation space than canonical frames, making it particularly suitable for instruction-following robotic systems. In this paper, we introduce the concept of semantic orientation, which defines object orientations using natural language in a reference-frame-free manner (e.g., the ''plug-in'' direction of a USB or the ''handle'' direction of a knife). To support this, we construct OrienText300K, a large-scale dataset of 3D models annotated with semantic orientations that link geometric understanding to functional semantics. By integrating semantic orientation into a VLM system, we enable robots to generate manipulation actions with both positional and orientational constraints. Extensive experiments in simulation and real world demonstrate that our approach significantly enhances robotic manipulation capabilities, e.g., 48.7% accuracy on Open6DOR and 74.9% accuracy on SIMPLER.
EDGE: Enhanced Grounded GUI Understanding with Enriched Multi-Granularity Synthetic Data
Autonomous agents operating on the graphical user interfaces (GUIs) of various applications hold immense practical value. Unlike the large language model (LLM)-based methods which rely on structured texts and customized backends, the approaches using large vision-language models (LVLMs) are more intuitive and adaptable as they can visually perceive and directly interact with screens, making them indispensable in general scenarios without text metadata and tailored backends. Given the lack of high-quality training data for GUI-related tasks in existing work, this paper aims to enhance the GUI understanding and interacting capabilities of LVLMs through a data-driven approach. We propose EDGE, a general data synthesis framework that automatically generates large-scale, multi-granularity training data from webpages across the Web. Evaluation results on various GUI and agent benchmarks demonstrate that the model trained with the dataset generated through EDGE exhibits superior webpage understanding capabilities, which can then be easily transferred to previously unseen desktop and mobile environments. Our approach significantly reduces the dependence on manual annotations, empowering researchers to harness the vast public resources available on the Web to advance their work. Our source code, the dataset and the model are available at https://anonymous.4open.science/r/EDGE-1CDB.
SwissNYF: Tool Grounded LLM Agents for Black Box Setting
While Large Language Models (LLMs) have demonstrated enhanced capabilities in function-calling, these advancements primarily rely on accessing the functions' responses. This methodology is practical for simpler APIs but faces scalability issues with irreversible APIs that significantly impact the system, such as a database deletion API. Similarly, processes requiring extensive time for each API call and those necessitating forward planning, like automated action pipelines, present complex challenges. Furthermore, scenarios often arise where a generalized approach is needed because algorithms lack direct access to the specific implementations of these functions or secrets to use them. Traditional tool planning methods are inadequate in these cases, compelling the need to operate within black-box environments. Unlike their performance in tool manipulation, LLMs excel in black-box tasks, such as program synthesis. Therefore, we harness the program synthesis capabilities of LLMs to strategize tool usage in black-box settings, ensuring solutions are verified prior to implementation. We introduce TOPGUN, an ingeniously crafted approach leveraging program synthesis for black box tool planning. Accompanied by SwissNYF, a comprehensive suite that integrates black-box algorithms for planning and verification tasks, addressing the aforementioned challenges and enhancing the versatility and effectiveness of LLMs in complex API interactions. The public code for SwissNYF is available at https://github.com/iclr-dummy-user/SwissNYF.
Sa2VA: Marrying SAM2 with LLaVA for Dense Grounded Understanding of Images and Videos
This work presents Sa2VA, the first unified model for dense grounded understanding of both images and videos. Unlike existing multi-modal large language models, which are often limited to specific modalities and tasks, Sa2VA supports a wide range of image and video tasks, including referring segmentation and conversation, with minimal one-shot instruction tuning. Sa2VA combines SAM-2, a foundation video segmentation model, with LLaVA, an advanced vision-language model, and unifies text, image, and video into a shared LLM token space. Using the LLM, Sa2VA generates instruction tokens that guide SAM-2 in producing precise masks, enabling a grounded, multi-modal understanding of both static and dynamic visual content. Additionally, we introduce Ref-SAV, an auto-labeled dataset containing over 72k object expressions in complex video scenes, designed to boost model performance. We also manually validate 2k video objects in the Ref-SAV datasets to benchmark referring video object segmentation in complex environments. Experiments show that Sa2VA achieves state-of-the-art across multiple tasks, particularly in referring video object segmentation, highlighting its potential for complex real-world applications.