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SubscribePrototype-Sample Relation Distillation: Towards Replay-Free Continual Learning
In Continual learning (CL) balancing effective adaptation while combating catastrophic forgetting is a central challenge. Many of the recent best-performing methods utilize various forms of prior task data, e.g. a replay buffer, to tackle the catastrophic forgetting problem. Having access to previous task data can be restrictive in many real-world scenarios, for example when task data is sensitive or proprietary. To overcome the necessity of using previous tasks' data, in this work, we start with strong representation learning methods that have been shown to be less prone to forgetting. We propose a holistic approach to jointly learn the representation and class prototypes while maintaining the relevance of old class prototypes and their embedded similarities. Specifically, samples are mapped to an embedding space where the representations are learned using a supervised contrastive loss. Class prototypes are evolved continually in the same latent space, enabling learning and prediction at any point. To continually adapt the prototypes without keeping any prior task data, we propose a novel distillation loss that constrains class prototypes to maintain relative similarities as compared to new task data. This method yields state-of-the-art performance in the task-incremental setting, outperforming methods relying on large amounts of data, and provides strong performance in the class-incremental setting without using any stored data points.
Experience Replay with Random Reshuffling
Experience replay is a key component in reinforcement learning for stabilizing learning and improving sample efficiency. Its typical implementation samples transitions with replacement from a replay buffer. In contrast, in supervised learning with a fixed dataset, it is a common practice to shuffle the dataset every epoch and consume data sequentially, which is called random reshuffling (RR). RR enjoys theoretically better convergence properties and has been shown to outperform with-replacement sampling empirically. To leverage the benefits of RR in reinforcement learning, we propose sampling methods that extend RR to experience replay, both in uniform and prioritized settings. We evaluate our sampling methods on Atari benchmarks, demonstrating their effectiveness in deep reinforcement learning.
Offline Experience Replay for Continual Offline Reinforcement Learning
The capability of continuously learning new skills via a sequence of pre-collected offline datasets is desired for an agent. However, consecutively learning a sequence of offline tasks likely leads to the catastrophic forgetting issue under resource-limited scenarios. In this paper, we formulate a new setting, continual offline reinforcement learning (CORL), where an agent learns a sequence of offline reinforcement learning tasks and pursues good performance on all learned tasks with a small replay buffer without exploring any of the environments of all the sequential tasks. For consistently learning on all sequential tasks, an agent requires acquiring new knowledge and meanwhile preserving old knowledge in an offline manner. To this end, we introduced continual learning algorithms and experimentally found experience replay (ER) to be the most suitable algorithm for the CORL problem. However, we observe that introducing ER into CORL encounters a new distribution shift problem: the mismatch between the experiences in the replay buffer and trajectories from the learned policy. To address such an issue, we propose a new model-based experience selection (MBES) scheme to build the replay buffer, where a transition model is learned to approximate the state distribution. This model is used to bridge the distribution bias between the replay buffer and the learned model by filtering the data from offline data that most closely resembles the learned model for storage. Moreover, in order to enhance the ability on learning new tasks, we retrofit the experience replay method with a new dual behavior cloning (DBC) architecture to avoid the disturbance of behavior-cloning loss on the Q-learning process. In general, we call our algorithm offline experience replay (OER). Extensive experiments demonstrate that our OER method outperforms SOTA baselines in widely-used Mujoco environments.
RePO: Replay-Enhanced Policy Optimization
Reinforcement learning (RL) is vital for optimizing large language models (LLMs). Recent Group Relative Policy Optimization (GRPO) estimates advantages using multiple on-policy outputs per prompt, leading to high computational costs and low data efficiency. To address this, we introduce Replay-Enhanced Policy Optimization (RePO), which leverages diverse replay strategies to retrieve off-policy samples from a replay buffer, allowing policy optimization based on a broader and more diverse set of samples for each prompt. Experiments on five LLMs across seven mathematical reasoning benchmarks demonstrate that RePO achieves absolute average performance gains of 18.4 and 4.1 points for Qwen2.5-Math-1.5B and Qwen3-1.7B, respectively, compared to GRPO. Further analysis indicates that RePO increases computational cost by 15% while raising the number of effective optimization steps by 48% for Qwen3-1.7B, with both on-policy and off-policy sample numbers set to 8. The repository can be accessed at https://github.com/SihengLi99/RePO.
ARPO:End-to-End Policy Optimization for GUI Agents with Experience Replay
Training large language models (LLMs) as interactive agents for controlling graphical user interfaces (GUIs) presents a unique challenge to optimize long-horizon action sequences with multimodal feedback from complex environments. While recent works have advanced multi-turn reinforcement learning (RL) for reasoning and tool-using capabilities in LLMs, their application to GUI-based agents remains relatively underexplored due to the difficulty of sparse rewards, delayed feedback, and high rollout costs. In this paper, we investigate end-to-end policy optimization for vision-language-based GUI agents with the aim of improving performance on complex, long-horizon computer tasks. We propose Agentic Replay Policy Optimization (ARPO), an end-to-end RL approach that augments Group Relative Policy Optimization (GRPO) with a replay buffer to reuse the successful experience across training iterations. To further stabilize the training process, we propose a task selection strategy that filters tasks based on baseline agent performance, allowing the agent to focus on learning from informative interactions. Additionally, we compare ARPO with offline preference optimization approaches, highlighting the advantages of policy-based methods in GUI environments. Experiments on the OSWorld benchmark demonstrate that ARPO achieves competitive results, establishing a new performance baseline for LLM-based GUI agents trained via reinforcement learning. Our findings underscore the effectiveness of reinforcement learning for training multi-turn, vision-language GUI agents capable of managing complex real-world UI interactions. Codes and models:https://github.com/dvlab-research/ARPO.git.
Enhancing LLM Agents for Code Generation with Possibility and Pass-rate Prioritized Experience Replay
Nowadays transformer-based Large Language Models (LLM) for code generation tasks usually apply sampling and filtering pipelines. Due to the sparse reward problem in code generation tasks caused by one-token incorrectness, transformer-based models will sample redundant programs till they find a correct one, leading to low efficiency. To overcome the challenge, we incorporate Experience Replay (ER) in the fine-tuning phase, where codes and programs produced are stored and will be replayed to give the LLM agent a chance to learn from past experiences. Based on the spirit of ER, we introduce a novel approach called BTP pipeline which consists of three phases: beam search sampling, testing phase, and prioritized experience replay phase. The approach makes use of failed programs collected by code models and replays programs with high Possibility and Pass-rate Prioritized value (P2Value) from the replay buffer to improve efficiency. P2Value comprehensively considers the possibility of transformers' output and pass rate and can make use of the redundant resources caused by the problem that most programs collected by LLMs fail to pass any tests. We empirically apply our approach in several LLMs, demonstrating that it enhances their performance in code generation tasks and surpasses existing baselines.
Adversarial Imitation Learning via Boosting
Adversarial imitation learning (AIL) has stood out as a dominant framework across various imitation learning (IL) applications, with Discriminator Actor Critic (DAC) (Kostrikov et al.,, 2019) demonstrating the effectiveness of off-policy learning algorithms in improving sample efficiency and scalability to higher-dimensional observations. Despite DAC's empirical success, the original AIL objective is on-policy and DAC's ad-hoc application of off-policy training does not guarantee successful imitation (Kostrikov et al., 2019; 2020). Follow-up work such as ValueDICE (Kostrikov et al., 2020) tackles this issue by deriving a fully off-policy AIL objective. Instead in this work, we develop a novel and principled AIL algorithm via the framework of boosting. Like boosting, our new algorithm, AILBoost, maintains an ensemble of properly weighted weak learners (i.e., policies) and trains a discriminator that witnesses the maximum discrepancy between the distributions of the ensemble and the expert policy. We maintain a weighted replay buffer to represent the state-action distribution induced by the ensemble, allowing us to train discriminators using the entire data collected so far. In the weighted replay buffer, the contribution of the data from older policies are properly discounted with the weight computed based on the boosting framework. Empirically, we evaluate our algorithm on both controller state-based and pixel-based environments from the DeepMind Control Suite. AILBoost outperforms DAC on both types of environments, demonstrating the benefit of properly weighting replay buffer data for off-policy training. On state-based environments, DAC outperforms ValueDICE and IQ-Learn (Gary et al., 2021), achieving competitive performance with as little as one expert trajectory.
Accelerating Goal-Conditioned RL Algorithms and Research
Self-supervision has the potential to transform reinforcement learning (RL), paralleling the breakthroughs it has enabled in other areas of machine learning. While self-supervised learning in other domains aims to find patterns in a fixed dataset, self-supervised goal-conditioned reinforcement learning (GCRL) agents discover new behaviors by learning from the goals achieved during unstructured interaction with the environment. However, these methods have failed to see similar success, both due to a lack of data from slow environment simulations as well as a lack of stable algorithms. We take a step toward addressing both of these issues by releasing a high-performance codebase and benchmark (JaxGCRL) for self-supervised GCRL, enabling researchers to train agents for millions of environment steps in minutes on a single GPU. By utilizing GPU-accelerated replay buffers, environments, and a stable contrastive RL algorithm, we reduce training time by up to 22times. Additionally, we assess key design choices in contrastive RL, identifying those that most effectively stabilize and enhance training performance. With this approach, we provide a foundation for future research in self-supervised GCRL, enabling researchers to quickly iterate on new ideas and evaluate them in diverse and challenging environments. Website + Code: https://github.com/MichalBortkiewicz/JaxGCRL
Introducing Language Guidance in Prompt-based Continual Learning
Continual Learning aims to learn a single model on a sequence of tasks without having access to data from previous tasks. The biggest challenge in the domain still remains catastrophic forgetting: a loss in performance on seen classes of earlier tasks. Some existing methods rely on an expensive replay buffer to store a chunk of data from previous tasks. This, while promising, becomes expensive when the number of tasks becomes large or data can not be stored for privacy reasons. As an alternative, prompt-based methods have been proposed that store the task information in a learnable prompt pool. This prompt pool instructs a frozen image encoder on how to solve each task. While the model faces a disjoint set of classes in each task in this setting, we argue that these classes can be encoded to the same embedding space of a pre-trained language encoder. In this work, we propose Language Guidance for Prompt-based Continual Learning (LGCL) as a plug-in for prompt-based methods. LGCL is model agnostic and introduces language guidance at the task level in the prompt pool and at the class level on the output feature of the vision encoder. We show with extensive experimentation that LGCL consistently improves the performance of prompt-based continual learning methods to set a new state-of-the art. LGCL achieves these performance improvements without needing any additional learnable parameters.
Trajectory Balance with Asynchrony: Decoupling Exploration and Learning for Fast, Scalable LLM Post-Training
Reinforcement learning (RL) is a critical component of large language model (LLM) post-training. However, existing on-policy algorithms used for post-training are inherently incompatible with the use of experience replay buffers, which can be populated scalably by distributed off-policy actors to enhance exploration as compute increases. We propose efficiently obtaining this benefit of replay buffers via Trajectory Balance with Asynchrony (TBA), a massively scalable LLM RL system. In contrast to existing approaches, TBA uses a larger fraction of compute on search, constantly generating off-policy data for a central replay buffer. A training node simultaneously samples data from this buffer based on reward or recency to update the policy using Trajectory Balance (TB), a diversity-seeking RL objective introduced for GFlowNets. TBA offers three key advantages: (1) decoupled training and search, speeding up training wall-clock time by 4x or more; (2) improved diversity through large-scale off-policy sampling; and (3) scalable search for sparse reward settings. On mathematical reasoning, preference-tuning, and automated red-teaming (diverse and representative post-training tasks), TBA produces speed and performance improvements over strong baselines.
Collision Avoidance and Navigation for a Quadrotor Swarm Using End-to-end Deep Reinforcement Learning
End-to-end deep reinforcement learning (DRL) for quadrotor control promises many benefits -- easy deployment, task generalization and real-time execution capability. Prior end-to-end DRL-based methods have showcased the ability to deploy learned controllers onto single quadrotors or quadrotor teams maneuvering in simple, obstacle-free environments. However, the addition of obstacles increases the number of possible interactions exponentially, thereby increasing the difficulty of training RL policies. In this work, we propose an end-to-end DRL approach to control quadrotor swarms in environments with obstacles. We provide our agents a curriculum and a replay buffer of the clipped collision episodes to improve performance in obstacle-rich environments. We implement an attention mechanism to attend to the neighbor robots and obstacle interactions - the first successful demonstration of this mechanism on policies for swarm behavior deployed on severely compute-constrained hardware. Our work is the first work that demonstrates the possibility of learning neighbor-avoiding and obstacle-avoiding control policies trained with end-to-end DRL that transfers zero-shot to real quadrotors. Our approach scales to 32 robots with 80% obstacle density in simulation and 8 robots with 20% obstacle density in physical deployment. Video demonstrations are available on the project website at: https://sites.google.com/view/obst-avoid-swarm-rl.
Rehearsal-Free Domain Continual Face Anti-Spoofing: Generalize More and Forget Less
Face Anti-Spoofing (FAS) is recently studied under the continual learning setting, where the FAS models are expected to evolve after encountering the data from new domains. However, existing methods need extra replay buffers to store previous data for rehearsal, which becomes infeasible when previous data is unavailable because of privacy issues. In this paper, we propose the first rehearsal-free method for Domain Continual Learning (DCL) of FAS, which deals with catastrophic forgetting and unseen domain generalization problems simultaneously. For better generalization to unseen domains, we design the Dynamic Central Difference Convolutional Adapter (DCDCA) to adapt Vision Transformer (ViT) models during the continual learning sessions. To alleviate the forgetting of previous domains without using previous data, we propose the Proxy Prototype Contrastive Regularization (PPCR) to constrain the continual learning with previous domain knowledge from the proxy prototypes. Simulate practical DCL scenarios, we devise two new protocols which evaluate both generalization and anti-forgetting performance. Extensive experimental results show that our proposed method can improve the generalization performance in unseen domains and alleviate the catastrophic forgetting of the previous knowledge. The codes and protocols will be released soon.
Real World Offline Reinforcement Learning with Realistic Data Source
Offline reinforcement learning (ORL) holds great promise for robot learning due to its ability to learn from arbitrary pre-generated experience. However, current ORL benchmarks are almost entirely in simulation and utilize contrived datasets like replay buffers of online RL agents or sub-optimal trajectories, and thus hold limited relevance for real-world robotics. In this work (Real-ORL), we posit that data collected from safe operations of closely related tasks are more practical data sources for real-world robot learning. Under these settings, we perform an extensive (6500+ trajectories collected over 800+ robot hours and 270+ human labor hour) empirical study evaluating generalization and transfer capabilities of representative ORL methods on four real-world tabletop manipulation tasks. Our study finds that ORL and imitation learning prefer different action spaces, and that ORL algorithms can generalize from leveraging offline heterogeneous data sources and outperform imitation learning. We release our dataset and implementations at URL: https://sites.google.com/view/real-orl
TAG: Task-based Accumulated Gradients for Lifelong learning
When an agent encounters a continual stream of new tasks in the lifelong learning setting, it leverages the knowledge it gained from the earlier tasks to help learn the new tasks better. In such a scenario, identifying an efficient knowledge representation becomes a challenging problem. Most research works propose to either store a subset of examples from the past tasks in a replay buffer, dedicate a separate set of parameters to each task or penalize excessive updates over parameters by introducing a regularization term. While existing methods employ the general task-agnostic stochastic gradient descent update rule, we propose a task-aware optimizer that adapts the learning rate based on the relatedness among tasks. We utilize the directions taken by the parameters during the updates by accumulating the gradients specific to each task. These task-based accumulated gradients act as a knowledge base that is maintained and updated throughout the stream. We empirically show that our proposed adaptive learning rate not only accounts for catastrophic forgetting but also allows positive backward transfer. We also show that our method performs better than several state-of-the-art methods in lifelong learning on complex datasets with a large number of tasks.
Streaming Deep Reinforcement Learning Finally Works
Natural intelligence processes experience as a continuous stream, sensing, acting, and learning moment-by-moment in real time. Streaming learning, the modus operandi of classic reinforcement learning (RL) algorithms like Q-learning and TD, mimics natural learning by using the most recent sample without storing it. This approach is also ideal for resource-constrained, communication-limited, and privacy-sensitive applications. However, in deep RL, learners almost always use batch updates and replay buffers, making them computationally expensive and incompatible with streaming learning. Although the prevalence of batch deep RL is often attributed to its sample efficiency, a more critical reason for the absence of streaming deep RL is its frequent instability and failure to learn, which we refer to as stream barrier. This paper introduces the stream-x algorithms, the first class of deep RL algorithms to overcome stream barrier for both prediction and control and match sample efficiency of batch RL. Through experiments in Mujoco Gym, DM Control Suite, and Atari Games, we demonstrate stream barrier in existing algorithms and successful stable learning with our stream-x algorithms: stream Q, stream AC, and stream TD, achieving the best model-free performance in DM Control Dog environments. A set of common techniques underlies the stream-x algorithms, enabling their success with a single set of hyperparameters and allowing for easy extension to other algorithms, thereby reviving streaming RL.
RAT: Adversarial Attacks on Deep Reinforcement Agents for Targeted Behaviors
Evaluating deep reinforcement learning (DRL) agents against targeted behavior attacks is critical for assessing their robustness. These attacks aim to manipulate the victim into specific behaviors that align with the attacker's objectives, often bypassing traditional reward-based defenses. Prior methods have primarily focused on reducing cumulative rewards; however, rewards are typically too generic to capture complex safety requirements effectively. As a result, focusing solely on reward reduction can lead to suboptimal attack strategies, particularly in safety-critical scenarios where more precise behavior manipulation is needed. To address these challenges, we propose RAT, a method designed for universal, targeted behavior attacks. RAT trains an intention policy that is explicitly aligned with human preferences, serving as a precise behavioral target for the adversary. Concurrently, an adversary manipulates the victim's policy to follow this target behavior. To enhance the effectiveness of these attacks, RAT dynamically adjusts the state occupancy measure within the replay buffer, allowing for more controlled and effective behavior manipulation. Our empirical results on robotic simulation tasks demonstrate that RAT outperforms existing adversarial attack algorithms in inducing specific behaviors. Additionally, RAT shows promise in improving agent robustness, leading to more resilient policies. We further validate RAT by guiding Decision Transformer agents to adopt behaviors aligned with human preferences in various MuJoCo tasks, demonstrating its effectiveness across diverse tasks.
Elephant Neural Networks: Born to Be a Continual Learner
Catastrophic forgetting remains a significant challenge to continual learning for decades. While recent works have proposed effective methods to mitigate this problem, they mainly focus on the algorithmic side. Meanwhile, we do not fully understand what architectural properties of neural networks lead to catastrophic forgetting. This study aims to fill this gap by studying the role of activation functions in the training dynamics of neural networks and their impact on catastrophic forgetting. Our study reveals that, besides sparse representations, the gradient sparsity of activation functions also plays an important role in reducing forgetting. Based on this insight, we propose a new class of activation functions, elephant activation functions, that can generate both sparse representations and sparse gradients. We show that by simply replacing classical activation functions with elephant activation functions, we can significantly improve the resilience of neural networks to catastrophic forgetting. Our method has broad applicability and benefits for continual learning in regression, class incremental learning, and reinforcement learning tasks. Specifically, we achieves excellent performance on Split MNIST dataset in just one single pass, without using replay buffer, task boundary information, or pre-training.
Echo: Decoupling Inference and Training for Large-Scale RL Alignment on Heterogeneous Swarms
Modern RL-based post-training for large language models (LLMs) co-locate trajectory sampling and policy optimisation on the same GPU cluster, forcing the system to switch between inference and training workloads. This serial context switching violates the single-program-multiple-data (SPMD) assumption underlying today's distributed training systems. We present Echo, the RL system that cleanly decouples these two phases across heterogeneous "inference" and "training" swarms while preserving statistical efficiency. Echo introduces two lightweight synchronization protocols: a sequential pull mode that refreshes policy weights according to API call for minimal bias, and an asynchronous push-pull mode that streams version-tagged rollouts through a replay buffer to maximise hardware utilisation. Training four representative RL workloads with Qwen3-4B, Qwen2.5-7B, Qwen3-30B-A3B-Thinking-2507 and Qwen3-32B on a geographically distributed cluster, Echo matches a fully co-located Verl baseline in convergence speed and final reward while off-loading trajectory generation to commodity edge hardware. These promising results demonstrate that large-scale RL for LLMs could achieve datacentre-grade performance using decentralised, heterogeneous resources.
On diffusion models for amortized inference: Benchmarking and improving stochastic control and sampling
We study the problem of training diffusion models to sample from a distribution with a given unnormalized density or energy function. We benchmark several diffusion-structured inference methods, including simulation-based variational approaches and off-policy methods (continuous generative flow networks). Our results shed light on the relative advantages of existing algorithms while bringing into question some claims from past work. We also propose a novel exploration strategy for off-policy methods, based on local search in the target space with the use of a replay buffer, and show that it improves the quality of samples on a variety of target distributions. Our code for the sampling methods and benchmarks studied is made public at https://github.com/GFNOrg/gfn-diffusion as a base for future work on diffusion models for amortized inference.
Prediction Error-based Classification for Class-Incremental Learning
Class-incremental learning (CIL) is a particularly challenging variant of continual learning, where the goal is to learn to discriminate between all classes presented in an incremental fashion. Existing approaches often suffer from excessive forgetting and imbalance of the scores assigned to classes that have not been seen together during training. In this study, we introduce a novel approach, Prediction Error-based Classification (PEC), which differs from traditional discriminative and generative classification paradigms. PEC computes a class score by measuring the prediction error of a model trained to replicate the outputs of a frozen random neural network on data from that class. The method can be interpreted as approximating a classification rule based on Gaussian Process posterior variance. PEC offers several practical advantages, including sample efficiency, ease of tuning, and effectiveness even when data are presented one class at a time. Our empirical results show that PEC performs strongly in single-pass-through-data CIL, outperforming other rehearsal-free baselines in all cases and rehearsal-based methods with moderate replay buffer size in most cases across multiple benchmarks.
Action Flow Matching for Continual Robot Learning
Continual learning in robotics seeks systems that can constantly adapt to changing environments and tasks, mirroring human adaptability. A key challenge is refining dynamics models, essential for planning and control, while addressing issues such as safe adaptation, catastrophic forgetting, outlier management, data efficiency, and balancing exploration with exploitation -- all within task and onboard resource constraints. Towards this goal, we introduce a generative framework leveraging flow matching for online robot dynamics model alignment. Rather than executing actions based on a misaligned model, our approach refines planned actions to better match with those the robot would take if its model was well aligned. We find that by transforming the actions themselves rather than exploring with a misaligned model -- as is traditionally done -- the robot collects informative data more efficiently, thereby accelerating learning. Moreover, we validate that the method can handle an evolving and possibly imperfect model while reducing, if desired, the dependency on replay buffers or legacy model snapshots. We validate our approach using two platforms: an unmanned ground vehicle and a quadrotor. The results highlight the method's adaptability and efficiency, with a record 34.2\% higher task success rate, demonstrating its potential towards enabling continual robot learning. Code: https://github.com/AlejandroMllo/action_flow_matching.
Tangent Model Composition for Ensembling and Continual Fine-tuning
Tangent Model Composition (TMC) is a method to combine component models independently fine-tuned around a pre-trained point. Component models are tangent vectors to the pre-trained model that can be added, scaled, or subtracted to support incremental learning, ensembling, or unlearning. Component models are composed at inference time via scalar combination, reducing the cost of ensembling to that of a single model. TMC improves accuracy by 4.2% compared to ensembling non-linearly fine-tuned models at a 2.5x to 10x reduction of inference cost, growing linearly with the number of component models. Each component model can be forgotten at zero cost, with no residual effect on the resulting inference. When used for continual fine-tuning, TMC is not constrained by sequential bias and can be executed in parallel on federated data. TMC outperforms recently published continual fine-tuning methods almost uniformly on each setting -- task-incremental, class-incremental, and data-incremental -- on a total of 13 experiments across 3 benchmark datasets, despite not using any replay buffer. TMC is designed for composing models that are local to a pre-trained embedding, but could be extended to more general settings.
Live in the Moment: Learning Dynamics Model Adapted to Evolving Policy
Model-based reinforcement learning (RL) often achieves higher sample efficiency in practice than model-free RL by learning a dynamics model to generate samples for policy learning. Previous works learn a dynamics model that fits under the empirical state-action visitation distribution for all historical policies, i.e., the sample replay buffer. However, in this paper, we observe that fitting the dynamics model under the distribution for all historical policies does not necessarily benefit model prediction for the current policy since the policy in use is constantly evolving over time. The evolving policy during training will cause state-action visitation distribution shifts. We theoretically analyze how this distribution shift over historical policies affects the model learning and model rollouts. We then propose a novel dynamics model learning method, named Policy-adapted Dynamics Model Learning (PDML). PDML dynamically adjusts the historical policy mixture distribution to ensure the learned model can continually adapt to the state-action visitation distribution of the evolving policy. Experiments on a range of continuous control environments in MuJoCo show that PDML achieves significant improvement in sample efficiency and higher asymptotic performance combined with the state-of-the-art model-based RL methods.
Continual Learning with Strong Experience Replay
Continual Learning (CL) aims at incrementally learning new tasks without forgetting the knowledge acquired from old ones. Experience Replay (ER) is a simple and effective rehearsal-based strategy, which optimizes the model with current training data and a subset of old samples stored in a memory buffer. To further reduce forgetting, recent approaches extend ER with various techniques, such as model regularization and memory sampling. However, the prediction consistency between the new model and the old one on current training data has been seldom explored, resulting in less knowledge preserved when few previous samples are available. To address this issue, we propose a CL method with Strong Experience Replay (SER), which additionally utilizes future experiences mimicked on the current training data, besides distilling past experience from the memory buffer. In our method, the updated model will produce approximate outputs as its original ones, which can effectively preserve the acquired knowledge. Experimental results on multiple image classification datasets show that our SER method surpasses the state-of-the-art methods by a noticeable margin.
Contextual Experience Replay for Self-Improvement of Language Agents
Large language model (LLM) agents have been applied to sequential decision-making tasks such as web navigation, but without any environment-specific experiences, they often fail in these complex tasks. Moreover, current LLM agents are not designed to continually learn from past experiences during inference time, which could be crucial for them to gain these environment-specific experiences. To address this, we propose Contextual Experience Replay (CER), a training-free framework to enable efficient self-improvement for language agents in their context window. Specifically, CER accumulates and synthesizes past experiences into a dynamic memory buffer. These experiences encompass environment dynamics and common decision-making patterns, allowing the agents to retrieve and augment themselves with relevant knowledge in new tasks, enhancing their adaptability in complex environments. We evaluate CER on the challenging WebArena and VisualWebArena benchmarks. On VisualWebArena, CER achieves a competitive performance of 31.9%. On WebArena, CER also gets a competitive average success rate of 36.7%, relatively improving the success rate of the GPT-4o agent baseline by 51.0%. We also conduct a comprehensive analysis on it to prove its efficiency, validity and understand it better.
Relational Experience Replay: Continual Learning by Adaptively Tuning Task-wise Relationship
Continual learning is a promising machine learning paradigm to learn new tasks while retaining previously learned knowledge over streaming training data. Till now, rehearsal-based methods, keeping a small part of data from old tasks as a memory buffer, have shown good performance in mitigating catastrophic forgetting for previously learned knowledge. However, most of these methods typically treat each new task equally, which may not adequately consider the relationship or similarity between old and new tasks. Furthermore, these methods commonly neglect sample importance in the continual training process and result in sub-optimal performance on certain tasks. To address this challenging problem, we propose Relational Experience Replay (RER), a bi-level learning framework, to adaptively tune task-wise relationships and sample importance within each task to achieve a better `stability' and `plasticity' trade-off. As such, the proposed method is capable of accumulating new knowledge while consolidating previously learned old knowledge during continual learning. Extensive experiments conducted on three publicly available datasets (i.e., CIFAR-10, CIFAR-100, and Tiny ImageNet) show that the proposed method can consistently improve the performance of all baselines and surpass current state-of-the-art methods.
DualPrompt: Complementary Prompting for Rehearsal-free Continual Learning
Continual learning aims to enable a single model to learn a sequence of tasks without catastrophic forgetting. Top-performing methods usually require a rehearsal buffer to store past pristine examples for experience replay, which, however, limits their practical value due to privacy and memory constraints. In this work, we present a simple yet effective framework, DualPrompt, which learns a tiny set of parameters, called prompts, to properly instruct a pre-trained model to learn tasks arriving sequentially without buffering past examples. DualPrompt presents a novel approach to attach complementary prompts to the pre-trained backbone, and then formulates the objective as learning task-invariant and task-specific "instructions". With extensive experimental validation, DualPrompt consistently sets state-of-the-art performance under the challenging class-incremental setting. In particular, DualPrompt outperforms recent advanced continual learning methods with relatively large buffer sizes. We also introduce a more challenging benchmark, Split ImageNet-R, to help generalize rehearsal-free continual learning research. Source code is available at https://github.com/google-research/l2p.
Replay Attacks Against Audio Deepfake Detection
We show how replay attacks undermine audio deepfake detection: By playing and re-recording deepfake audio through various speakers and microphones, we make spoofed samples appear authentic to the detection model. To study this phenomenon in more detail, we introduce ReplayDF, a dataset of recordings derived from M-AILABS and MLAAD, featuring 109 speaker-microphone combinations across six languages and four TTS models. It includes diverse acoustic conditions, some highly challenging for detection. Our analysis of six open-source detection models across five datasets reveals significant vulnerability, with the top-performing W2V2-AASIST model's Equal Error Rate (EER) surging from 4.7% to 18.2%. Even with adaptive Room Impulse Response (RIR) retraining, performance remains compromised with an 11.0% EER. We release ReplayDF for non-commercial research use.
Replay across Experiments: A Natural Extension of Off-Policy RL
Replaying data is a principal mechanism underlying the stability and data efficiency of off-policy reinforcement learning (RL). We present an effective yet simple framework to extend the use of replays across multiple experiments, minimally adapting the RL workflow for sizeable improvements in controller performance and research iteration times. At its core, Replay Across Experiments (RaE) involves reusing experience from previous experiments to improve exploration and bootstrap learning while reducing required changes to a minimum in comparison to prior work. We empirically show benefits across a number of RL algorithms and challenging control domains spanning both locomotion and manipulation, including hard exploration tasks from egocentric vision. Through comprehensive ablations, we demonstrate robustness to the quality and amount of data available and various hyperparameter choices. Finally, we discuss how our approach can be applied more broadly across research life cycles and can increase resilience by reloading data across random seeds or hyperparameter variations.
Replay: Multi-modal Multi-view Acted Videos for Casual Holography
We introduce Replay, a collection of multi-view, multi-modal videos of humans interacting socially. Each scene is filmed in high production quality, from different viewpoints with several static cameras, as well as wearable action cameras, and recorded with a large array of microphones at different positions in the room. Overall, the dataset contains over 4000 minutes of footage and over 7 million timestamped high-resolution frames annotated with camera poses and partially with foreground masks. The Replay dataset has many potential applications, such as novel-view synthesis, 3D reconstruction, novel-view acoustic synthesis, human body and face analysis, and training generative models. We provide a benchmark for training and evaluating novel-view synthesis, with two scenarios of different difficulty. Finally, we evaluate several baseline state-of-the-art methods on the new benchmark.
HPCR: Holistic Proxy-based Contrastive Replay for Online Continual Learning
Online continual learning (OCL) aims to continuously learn new data from a single pass over the online data stream. It generally suffers from the catastrophic forgetting issue. Existing replay-based methods effectively alleviate this issue by replaying part of old data in a proxy-based or contrastive-based replay manner. In this paper, we conduct a comprehensive analysis of these two replay manners and find they can be complementary. Inspired by this finding, we propose a novel replay-based method called proxy-based contrastive replay (PCR), which replaces anchor-to-sample pairs with anchor-to-proxy pairs in the contrastive-based loss to alleviate the phenomenon of forgetting. Based on PCR, we further develop a more advanced method named holistic proxy-based contrastive replay (HPCR), which consists of three components. The contrastive component conditionally incorporates anchor-to-sample pairs to PCR, learning more fine-grained semantic information with a large training batch. The second is a temperature component that decouples the temperature coefficient into two parts based on their impacts on the gradient and sets different values for them to learn more novel knowledge. The third is a distillation component that constrains the learning process to keep more historical knowledge. Experiments on four datasets consistently demonstrate the superiority of HPCR over various state-of-the-art methods.
Does Continual Learning Equally Forget All Parameters?
Distribution shift (e.g., task or domain shift) in continual learning (CL) usually results in catastrophic forgetting of neural networks. Although it can be alleviated by repeatedly replaying buffered data, the every-step replay is time-consuming. In this paper, we study which modules in neural networks are more prone to forgetting by investigating their training dynamics during CL. Our proposed metrics show that only a few modules are more task-specific and sensitively alter between tasks, while others can be shared across tasks as common knowledge. Hence, we attribute forgetting mainly to the former and find that finetuning them only on a small buffer at the end of any CL method can bring non-trivial improvement. Due to the small number of finetuned parameters, such ``Forgetting Prioritized Finetuning (FPF)'' is efficient in computation. We further propose a more efficient and simpler method that entirely removes the every-step replay and replaces them by only k-times of FPF periodically triggered during CL. Surprisingly, this ``k-FPF'' performs comparably to FPF and outperforms the SOTA CL methods but significantly reduces their computational overhead and cost. In experiments on several benchmarks of class- and domain-incremental CL, FPF consistently improves existing CL methods by a large margin, and k-FPF further excels in efficiency without degrading the accuracy. We also empirically studied the impact of buffer size, epochs per task, and finetuning modules on the cost and accuracy of our methods.
ConSlide: Asynchronous Hierarchical Interaction Transformer with Breakup-Reorganize Rehearsal for Continual Whole Slide Image Analysis
Whole slide image (WSI) analysis has become increasingly important in the medical imaging community, enabling automated and objective diagnosis, prognosis, and therapeutic-response prediction. However, in clinical practice, the ever-evolving environment hamper the utility of WSI analysis models. In this paper, we propose the FIRST continual learning framework for WSI analysis, named ConSlide, to tackle the challenges of enormous image size, utilization of hierarchical structure, and catastrophic forgetting by progressive model updating on multiple sequential datasets. Our framework contains three key components. The Hierarchical Interaction Transformer (HIT) is proposed to model and utilize the hierarchical structural knowledge of WSI. The Breakup-Reorganize (BuRo) rehearsal method is developed for WSI data replay with efficient region storing buffer and WSI reorganizing operation. The asynchronous updating mechanism is devised to encourage the network to learn generic and specific knowledge respectively during the replay stage, based on a nested cross-scale similarity learning (CSSL) module. We evaluated the proposed ConSlide on four public WSI datasets from TCGA projects. It performs best over other state-of-the-art methods with a fair WSI-based continual learning setting and achieves a better trade-off of the overall performance and forgetting on previous task
Learn the Time to Learn: Replay Scheduling in Continual Learning
Replay methods have shown to be successful in mitigating catastrophic forgetting in continual learning scenarios despite having limited access to historical data. However, storing historical data is cheap in many real-world applications, yet replaying all historical data would be prohibited due to processing time constraints. In such settings, we propose learning the time to learn for a continual learning system, in which we learn replay schedules over which tasks to replay at different time steps. To demonstrate the importance of learning the time to learn, we first use Monte Carlo tree search to find the proper replay schedule and show that it can outperform fixed scheduling policies in terms of continual learning performance. Moreover, to improve the scheduling efficiency itself, we propose to use reinforcement learning to learn the replay scheduling policies that can generalize to new continual learning scenarios without added computational cost. In our experiments, we show the advantages of learning the time to learn, which brings current continual learning research closer to real-world needs.
PCR: Proxy-based Contrastive Replay for Online Class-Incremental Continual Learning
Online class-incremental continual learning is a specific task of continual learning. It aims to continuously learn new classes from data stream and the samples of data stream are seen only once, which suffers from the catastrophic forgetting issue, i.e., forgetting historical knowledge of old classes. Existing replay-based methods effectively alleviate this issue by saving and replaying part of old data in a proxy-based or contrastive-based replay manner. Although these two replay manners are effective, the former would incline to new classes due to class imbalance issues, and the latter is unstable and hard to converge because of the limited number of samples. In this paper, we conduct a comprehensive analysis of these two replay manners and find that they can be complementary. Inspired by this finding, we propose a novel replay-based method called proxy-based contrastive replay (PCR). The key operation is to replace the contrastive samples of anchors with corresponding proxies in the contrastive-based way. It alleviates the phenomenon of catastrophic forgetting by effectively addressing the imbalance issue, as well as keeps a faster convergence of the model. We conduct extensive experiments on three real-world benchmark datasets, and empirical results consistently demonstrate the superiority of PCR over various state-of-the-art methods.
Coherent Temporal Synthesis for Incremental Action Segmentation
Data replay is a successful incremental learning technique for images. It prevents catastrophic forgetting by keeping a reservoir of previous data, original or synthesized, to ensure the model retains past knowledge while adapting to novel concepts. However, its application in the video domain is rudimentary, as it simply stores frame exemplars for action recognition. This paper presents the first exploration of video data replay techniques for incremental action segmentation, focusing on action temporal modeling. We propose a Temporally Coherent Action (TCA) model, which represents actions using a generative model instead of storing individual frames. The integration of a conditioning variable that captures temporal coherence allows our model to understand the evolution of action features over time. Therefore, action segments generated by TCA for replay are diverse and temporally coherent. In a 10-task incremental setup on the Breakfast dataset, our approach achieves significant increases in accuracy for up to 22% compared to the baselines.
GeRe: Towards Efficient Anti-Forgetting in Continual Learning of LLM via General Samples Replay
The continual learning capability of large language models (LLMs) is crucial for advancing artificial general intelligence. However, continual fine-tuning LLMs across various domains often suffers from catastrophic forgetting, characterized by: 1) significant forgetting of their general capabilities, and 2) sharp performance declines in previously learned tasks. To simultaneously address both issues in a simple yet stable manner, we propose General Sample Replay (GeRe), a framework that use usual pretraining texts for efficient anti-forgetting. Beyond revisiting the most prevalent replay-based practices under GeRe, we further leverage neural states to introduce a enhanced activation states constrained optimization method using threshold-based margin (TM) loss, which maintains activation state consistency during replay learning. We are the first to validate that a small, fixed set of pre-collected general replay samples is sufficient to resolve both concerns--retaining general capabilities while promoting overall performance across sequential tasks. Indeed, the former can inherently facilitate the latter. Through controlled experiments, we systematically compare TM with different replay strategies under the GeRe framework, including vanilla label fitting, logit imitation via KL divergence and feature imitation via L1/L2 losses. Results demonstrate that TM consistently improves performance and exhibits better robustness. Our work paves the way for efficient replay of LLMs for the future. Our code and data are available at https://github.com/Qznan/GeRe.
Play It Back: Iterative Attention for Audio Recognition
A key function of auditory cognition is the association of characteristic sounds with their corresponding semantics over time. Humans attempting to discriminate between fine-grained audio categories, often replay the same discriminative sounds to increase their prediction confidence. We propose an end-to-end attention-based architecture that through selective repetition attends over the most discriminative sounds across the audio sequence. Our model initially uses the full audio sequence and iteratively refines the temporal segments replayed based on slot attention. At each playback, the selected segments are replayed using a smaller hop length which represents higher resolution features within these segments. We show that our method can consistently achieve state-of-the-art performance across three audio-classification benchmarks: AudioSet, VGG-Sound, and EPIC-KITCHENS-100.
InsCL: A Data-efficient Continual Learning Paradigm for Fine-tuning Large Language Models with Instructions
Instruction tuning effectively optimizes Large Language Models (LLMs) for downstream tasks. Due to the changing environment in real-life applications, LLMs necessitate continual task-specific adaptation without catastrophic forgetting. Considering the heavy computational cost, replay-based Continual Learning (CL) methods are the simplest and most widely used for LLMs to address the forgetting issue. However, traditional replay-based methods do not fully utilize instructions to customize the replay strategy. In this work, we propose a novel paradigm called Instruction-based Continual Learning (InsCL). InsCL dynamically replays previous data based on task similarity, calculated by Wasserstein Distance with instructions. Moreover, we further introduce an Instruction Information Metric (InsInfo) to quantify the complexity and diversity of instructions. According to InsInfo, InsCL guides the replay process more inclined to high-quality data. We conduct extensive experiments over 16 tasks with different training orders, observing consistent performance improvements of InsCL. When all tasks have been trained, InsCL achieves performance gains of 3.0 Relative Gain compared with Random Replay, and 27.96 Relative Gain compared with No Replay.
Convergence Results For Q-Learning With Experience Replay
A commonly used heuristic in RL is experience replay (e.g.~lin1993reinforcement, mnih2015human), in which a learner stores and re-uses past trajectories as if they were sampled online. In this work, we initiate a rigorous study of this heuristic in the setting of tabular Q-learning. We provide a convergence rate guarantee, and discuss how it compares to the convergence of Q-learning depending on important parameters such as the frequency and number of replay iterations. We also provide theoretical evidence showing when we might expect this heuristic to strictly improve performance, by introducing and analyzing a simple class of MDPs. Finally, we provide some experiments to support our theoretical findings.
Do Your Best and Get Enough Rest for Continual Learning
According to the forgetting curve theory, we can enhance memory retention by learning extensive data and taking adequate rest. This means that in order to effectively retain new knowledge, it is essential to learn it thoroughly and ensure sufficient rest so that our brain can memorize without forgetting. The main takeaway from this theory is that learning extensive data at once necessitates sufficient rest before learning the same data again. This aspect of human long-term memory retention can be effectively utilized to address the continual learning of neural networks. Retaining new knowledge for a long period of time without catastrophic forgetting is the critical problem of continual learning. Therefore, based on Ebbinghaus' theory, we introduce the view-batch model that adjusts the learning schedules to optimize the recall interval between retraining the same samples. The proposed view-batch model allows the network to get enough rest to learn extensive knowledge from the same samples with a recall interval of sufficient length. To this end, we specifically present two approaches: 1) a replay method that guarantees the optimal recall interval, and 2) a self-supervised learning that acquires extensive knowledge from a single training sample at a time. We empirically show that these approaches of our method are aligned with the forgetting curve theory, which can enhance long-term memory. In our experiments, we also demonstrate that our method significantly improves many state-of-the-art continual learning methods in various protocols and scenarios. We open-source this project at https://github.com/hankyul2/ViewBatchModel.
Hindsight Experience Replay
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task.
GUIDE: Guidance-based Incremental Learning with Diffusion Models
We introduce GUIDE, a novel continual learning approach that directs diffusion models to rehearse samples at risk of being forgotten. Existing generative strategies combat catastrophic forgetting by randomly sampling rehearsal examples from a generative model. Such an approach contradicts buffer-based approaches where sampling strategy plays an important role. We propose to bridge this gap by incorporating classifier guidance into the diffusion process to produce rehearsal examples specifically targeting information forgotten by a continuously trained model. This approach enables the generation of samples from preceding task distributions, which are more likely to be misclassified in the context of recently encountered classes. Our experimental results show that GUIDE significantly reduces catastrophic forgetting, outperforming conventional random sampling approaches and surpassing recent state-of-the-art methods in continual learning with generative replay.
Continual Vision-and-Language Navigation
In developing Vision-and-Language Navigation (VLN) agents that navigate to a destination using natural language instructions and visual cues, current studies largely assume a train-once-deploy-once strategy. We argue that this kind of strategy is less realistic, as deployed VLN agents are expected to encounter novel environments continuously through their lifetime. To facilitate more realistic setting for VLN agents, we propose Continual Vision-and-Language Navigation (CVLN) paradigm for agents to continually learn and adapt to changing environments. In CVLN, the agents are trained and evaluated incrementally across multiple scene domains (i.e., environments). We present two CVLN learning setups to consider diverse forms of natural language instructions: Initial-instruction based CVLN, focused on navigation via initial-instruction interpretation, and dialogue-based CVLN, designed for navigation through dialogue with other agents. We introduce two simple yet effective baseline methods, tailored to the sequential decision-making needs of CVLN: Perplexity Replay (PerpR) and Episodic Self-Replay (ESR), both employing a rehearsal mechanism. PerpR selects replay episodes based on episode difficulty, while ESR stores and revisits action logits from individual episode steps during training to refine learning. Experimental results indicate that while existing continual learning methods are insufficient for CVLN, PerpR and ESR outperform the comparison methods by effectively utilizing replay memory.
HyTIP: Hybrid Temporal Information Propagation for Masked Conditional Residual Video Coding
Most frame-based learned video codecs can be interpreted as recurrent neural networks (RNNs) propagating reference information along the temporal dimension. This work revisits the limitations of the current approaches from an RNN perspective. The output-recurrence methods, which propagate decoded frames, are intuitive but impose dual constraints on the output decoded frames, leading to suboptimal rate-distortion performance. In contrast, the hidden-to-hidden connection approaches, which propagate latent features within the RNN, offer greater flexibility but require large buffer sizes. To address these issues, we propose HyTIP, a learned video coding framework that combines both mechanisms. Our hybrid buffering strategy uses explicit decoded frames and a small number of implicit latent features to achieve competitive coding performance. Experimental results show that our HyTIP outperforms the sole use of either output-recurrence or hidden-to-hidden approaches. Furthermore, it achieves comparable performance to state-of-the-art methods but with a much smaller buffer size, and outperforms VTM 17.0 (Low-delay B) in terms of PSNR-RGB and MS-SSIM-RGB. The source code of HyTIP is available at https://github.com/NYCU-MAPL/HyTIP.
STELLA: Continual Audio-Video Pre-training with Spatio-Temporal Localized Alignment
Continuously learning a variety of audio-video semantics over time is crucial for audio-related reasoning tasks in our ever-evolving world. However, this is a nontrivial problem and poses two critical challenges: sparse spatio-temporal correlation between audio-video pairs and multimodal correlation overwriting that forgets audio-video relations. To tackle this problem, we propose a new continual audio-video pre-training method with two novel ideas: (1) Localized Patch Importance Scoring: we introduce a multimodal encoder to determine the importance score for each patch, emphasizing semantically intertwined audio-video patches. (2) Replay-guided Correlation Assessment: to reduce the corruption of previously learned audiovisual knowledge due to drift, we propose to assess the correlation of the current patches on the past steps to identify the patches exhibiting high correlations with the past steps. Based on the results from the two ideas, we perform probabilistic patch selection for effective continual audio-video pre-training. Experimental validation on multiple benchmarks shows that our method achieves a 3.69%p of relative performance gain in zero-shot retrieval tasks compared to strong continual learning baselines, while reducing memory consumption by ~45%.
Prompt-augmented Temporal Point Process for Streaming Event Sequence
Neural Temporal Point Processes (TPPs) are the prevalent paradigm for modeling continuous-time event sequences, such as user activities on the web and financial transactions. In real-world applications, event data is typically received in a streaming manner, where the distribution of patterns may shift over time. Additionally, privacy and memory constraints are commonly observed in practical scenarios, further compounding the challenges. Therefore, the continuous monitoring of a TPP to learn the streaming event sequence is an important yet under-explored problem. Our work paper addresses this challenge by adopting Continual Learning (CL), which makes the model capable of continuously learning a sequence of tasks without catastrophic forgetting under realistic constraints. Correspondingly, we propose a simple yet effective framework, PromptTPPOur code is available at {\small \url{ https://github.com/yanyanSann/PromptTPP}}, by integrating the base TPP with a continuous-time retrieval prompt pool. The prompts, small learnable parameters, are stored in a memory space and jointly optimized with the base TPP, ensuring that the model learns event streams sequentially without buffering past examples or task-specific attributes. We present a novel and realistic experimental setup for modeling event streams, where PromptTPP consistently achieves state-of-the-art performance across three real user behavior datasets.
Expanding continual few-shot learning benchmarks to include recognition of specific instances
Continual learning and few-shot learning are important frontiers in progress towards broader Machine Learning (ML) capabilities. There is a growing body of work in both, but few works combining the two. One exception is the Continual few-shot Learning (CFSL) framework of Antoniou et al. arXiv:2004.11967. In this study, we extend CFSL in two ways that capture a broader range of challenges, important for intelligent agent behaviour in real-world conditions. First, we modify CFSL to make it more comparable to standard continual learning experiments, where usually a much larger number of classes are presented. Second, we introduce an 'instance test' which requires recognition of specific instances of classes -- a capability of animal cognition that is usually neglected in ML. For an initial exploration of ML model performance under these conditions, we selected representative baseline models from the original CFSL work and added a model variant with replay. As expected, learning more classes is more difficult than the original CFSL experiments, and interestingly, the way in which image instances and classes are presented affects classification performance. Surprisingly, accuracy in the baseline instance test is comparable to other classification tasks, but poor given significant occlusion and noise. The use of replay for consolidation improves performance substantially for both types of tasks, but particularly the instance test.
Online Prototype Learning for Online Continual Learning
Online continual learning (CL) studies the problem of learning continuously from a single-pass data stream while adapting to new data and mitigating catastrophic forgetting. Recently, by storing a small subset of old data, replay-based methods have shown promising performance. Unlike previous methods that focus on sample storage or knowledge distillation against catastrophic forgetting, this paper aims to understand why the online learning models fail to generalize well from a new perspective of shortcut learning. We identify shortcut learning as the key limiting factor for online CL, where the learned features may be biased, not generalizable to new tasks, and may have an adverse impact on knowledge distillation. To tackle this issue, we present the online prototype learning (OnPro) framework for online CL. First, we propose online prototype equilibrium to learn representative features against shortcut learning and discriminative features to avoid class confusion, ultimately achieving an equilibrium status that separates all seen classes well while learning new classes. Second, with the feedback of online prototypes, we devise a novel adaptive prototypical feedback mechanism to sense the classes that are easily misclassified and then enhance their boundaries. Extensive experimental results on widely-used benchmark datasets demonstrate the superior performance of OnPro over the state-of-the-art baseline methods. Source code is available at https://github.com/weilllllls/OnPro.
Reference-based Restoration of Digitized Analog Videotapes
Analog magnetic tapes have been the main video data storage device for several decades. Videos stored on analog videotapes exhibit unique degradation patterns caused by tape aging and reader device malfunctioning that are different from those observed in film and digital video restoration tasks. In this work, we present a reference-based approach for the resToration of digitized Analog videotaPEs (TAPE). We leverage CLIP for zero-shot artifact detection to identify the cleanest frames of each video through textual prompts describing different artifacts. Then, we select the clean frames most similar to the input ones and employ them as references. We design a transformer-based Swin-UNet network that exploits both neighboring and reference frames via our Multi-Reference Spatial Feature Fusion (MRSFF) blocks. MRSFF blocks rely on cross-attention and attention pooling to take advantage of the most useful parts of each reference frame. To address the absence of ground truth in real-world videos, we create a synthetic dataset of videos exhibiting artifacts that closely resemble those commonly found in analog videotapes. Both quantitative and qualitative experiments show the effectiveness of our approach compared to other state-of-the-art methods. The code, the model, and the synthetic dataset are publicly available at https://github.com/miccunifi/TAPE.
RLEP: Reinforcement Learning with Experience Replay for LLM Reasoning
Reinforcement learning (RL) for large language models is an energy-intensive endeavor: training can be unstable, and the policy may gradually drift away from its pretrained weights. We present RLEP\, -- \,Reinforcement Learning with Experience rePlay\, -- \,a two-phase framework that first collects verified trajectories and then replays them during subsequent training. At every update step, the policy is optimized on mini-batches that blend newly generated rollouts with these replayed successes. By replaying high-quality examples, RLEP steers the model away from fruitless exploration, focuses learning on promising reasoning paths, and delivers both faster convergence and stronger final performance. On the Qwen2.5-Math-7B base model, RLEP reaches baseline peak accuracy with substantially fewer updates and ultimately surpasses it, improving accuracy on AIME-2024 from 38.2% to 39.9%, on AIME-2025 from 19.8% to 22.3%, and on AMC-2023 from 77.0% to 82.2%. Our code, datasets, and checkpoints are publicly available at https://github.com/Kwai-Klear/RLEP to facilitate reproducibility and further research.
Improving performance of real-time full-band blind packet-loss concealment with predictive network
Packet loss concealment (PLC) is a tool for enhancing speech degradation caused by poor network conditions or underflow/overflow in audio processing pipelines. We propose a real-time recurrent method that leverages previous outputs to mitigate artefact of lost packets without the prior knowledge of loss mask. The proposed full-band recurrent network (FRN) model operates at 48 kHz, which is suitable for high-quality telecommunication applications. Experiment results highlight the superiority of FRN over an offline non-causal baseline and a top performer in a recent PLC challenge.
In Prospect and Retrospect: Reflective Memory Management for Long-term Personalized Dialogue Agents
Large Language Models (LLMs) have made significant progress in open-ended dialogue, yet their inability to retain and retrieve relevant information from long-term interactions limits their effectiveness in applications requiring sustained personalization. External memory mechanisms have been proposed to address this limitation, enabling LLMs to maintain conversational continuity. However, existing approaches struggle with two key challenges. First, rigid memory granularity fails to capture the natural semantic structure of conversations, leading to fragmented and incomplete representations. Second, fixed retrieval mechanisms cannot adapt to diverse dialogue contexts and user interaction patterns. In this work, we propose Reflective Memory Management (RMM), a novel mechanism for long-term dialogue agents, integrating forward- and backward-looking reflections: (1) Prospective Reflection, which dynamically summarizes interactions across granularities-utterances, turns, and sessions-into a personalized memory bank for effective future retrieval, and (2) Retrospective Reflection, which iteratively refines the retrieval in an online reinforcement learning (RL) manner based on LLMs' cited evidence. Experiments show that RMM demonstrates consistent improvement across various metrics and benchmarks. For example, RMM shows more than 10% accuracy improvement over the baseline without memory management on the LongMemEval dataset.
Synthetic Experience Replay
A key theme in the past decade has been that when large neural networks and large datasets combine they can produce remarkable results. In deep reinforcement learning (RL), this paradigm is commonly made possible through experience replay, whereby a dataset of past experiences is used to train a policy or value function. However, unlike in supervised or self-supervised learning, an RL agent has to collect its own data, which is often limited. Thus, it is challenging to reap the benefits of deep learning, and even small neural networks can overfit at the start of training. In this work, we leverage the tremendous recent progress in generative modeling and propose Synthetic Experience Replay (SynthER), a diffusion-based approach to flexibly upsample an agent's collected experience. We show that SynthER is an effective method for training RL agents across offline and online settings, in both proprioceptive and pixel-based environments. In offline settings, we observe drastic improvements when upsampling small offline datasets and see that additional synthetic data also allows us to effectively train larger networks. Furthermore, SynthER enables online agents to train with a much higher update-to-data ratio than before, leading to a significant increase in sample efficiency, without any algorithmic changes. We believe that synthetic training data could open the door to realizing the full potential of deep learning for replay-based RL algorithms from limited data. Finally, we open-source our code at https://github.com/conglu1997/SynthER.
SMR: State Memory Replay for Long Sequence Modeling
Despite the promising performance of state space models (SSMs) in long sequence modeling, limitations still exist. Advanced SSMs like S5 and S6 (Mamba) in addressing non-uniform sampling, their recursive structures impede efficient SSM computation via convolution. To overcome compatibility limitations in parallel convolutional computation, this paper proposes a novel non-recursive non-uniform sample processing strategy. Theoretical analysis of SSMs through the lens of Event-Triggered Control (ETC) theory reveals the Non-Stable State (NSS) problem, where deviations from sampling point requirements lead to error transmission and accumulation, causing the divergence of the SSM's hidden state. Our analysis further reveals that adjustments of input sequences with early memories can mitigate the NSS problem, achieving Sampling Step Adaptation (SSA). Building on this insight, we introduce a simple yet effective plug-and-play mechanism, State Memory Replay (SMR), which utilizes learnable memories to adjust the current state with multi-step information for generalization at sampling points different from those in the training data. This enables SSMs to stably model varying sampling points. Experiments on long-range modeling tasks in autoregressive language modeling and Long Range Arena demonstrate the general effectiveness of the SMR mechanism for a series of SSM models.
StarCraftImage: A Dataset For Prototyping Spatial Reasoning Methods For Multi-Agent Environments
Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for reinforcement learning (RL)). StarCraft II game replays encode intelligent (and adversarial) multi-agent behavior and could provide a testbed for these tasks; however, extracting simple and standardized representations for prototyping these tasks is laborious and hinders reproducibility. In contrast, MNIST and CIFAR10, despite their extreme simplicity, have enabled rapid prototyping and reproducibility of ML methods. Following the simplicity of these datasets, we construct a benchmark spatial reasoning dataset based on StarCraft II replays that exhibit complex multi-agent behaviors, while still being as easy to use as MNIST and CIFAR10. Specifically, we carefully summarize a window of 255 consecutive game states to create 3.6 million summary images from 60,000 replays, including all relevant metadata such as game outcome and player races. We develop three formats of decreasing complexity: Hyperspectral images that include one channel for every unit type (similar to multispectral geospatial images), RGB images that mimic CIFAR10, and grayscale images that mimic MNIST. We show how this dataset can be used for prototyping spatial reasoning methods. All datasets, code for extraction, and code for dataset loading can be found at https://starcraftdata.davidinouye.com
3D Video Loops from Asynchronous Input
Looping videos are short video clips that can be looped endlessly without visible seams or artifacts. They provide a very attractive way to capture the dynamism of natural scenes. Existing methods have been mostly limited to 2D representations. In this paper, we take a step forward and propose a practical solution that enables an immersive experience on dynamic 3D looping scenes. The key challenge is to consider the per-view looping conditions from asynchronous input while maintaining view consistency for the 3D representation. We propose a novel sparse 3D video representation, namely Multi-Tile Video (MTV), which not only provides a view-consistent prior, but also greatly reduces memory usage, making the optimization of a 4D volume tractable. Then, we introduce a two-stage pipeline to construct the 3D looping MTV from completely asynchronous multi-view videos with no time overlap. A novel looping loss based on video temporal retargeting algorithms is adopted during the optimization to loop the 3D scene. Experiments of our framework have shown promise in successfully generating and rendering photorealistic 3D looping videos in real time even on mobile devices. The code, dataset, and live demos are available in https://limacv.github.io/VideoLoop3D_web/.
Efficient Encoders for Streaming Sequence Tagging
A naive application of state-of-the-art bidirectional encoders for streaming sequence tagging would require encoding each token from scratch for each new token in an incremental streaming input (like transcribed speech). The lack of re-usability of previous computation leads to a higher number of Floating Point Operations (or FLOPs) and higher number of unnecessary label flips. Increased FLOPs consequently lead to higher wall-clock time and increased label flipping leads to poorer streaming performance. In this work, we present a Hybrid Encoder with Adaptive Restart (HEAR) that addresses these issues while maintaining the performance of bidirectional encoders over the offline (or complete) inputs while improving performance on streaming (or incomplete) inputs. HEAR has a Hybrid unidirectional-bidirectional encoder architecture to perform sequence tagging, along with an Adaptive Restart Module (ARM) to selectively guide the restart of bidirectional portion of the encoder. Across four sequence tagging tasks, HEAR offers FLOP savings in streaming settings upto 71.1% and also outperforms bidirectional encoders for streaming predictions by upto +10% streaming exact match.
Buffer Anytime: Zero-Shot Video Depth and Normal from Image Priors
We present Buffer Anytime, a framework for estimation of depth and normal maps (which we call geometric buffers) from video that eliminates the need for paired video--depth and video--normal training data. Instead of relying on large-scale annotated video datasets, we demonstrate high-quality video buffer estimation by leveraging single-image priors with temporal consistency constraints. Our zero-shot training strategy combines state-of-the-art image estimation models based on optical flow smoothness through a hybrid loss function, implemented via a lightweight temporal attention architecture. Applied to leading image models like Depth Anything V2 and Marigold-E2E-FT, our approach significantly improves temporal consistency while maintaining accuracy. Experiments show that our method not only outperforms image-based approaches but also achieves results comparable to state-of-the-art video models trained on large-scale paired video datasets, despite using no such paired video data.
WhisperX: Time-Accurate Speech Transcription of Long-Form Audio
Large-scale, weakly-supervised speech recognition models, such as Whisper, have demonstrated impressive results on speech recognition across domains and languages. However, their application to long audio transcription via buffered or sliding window approaches is prone to drifting, hallucination & repetition; and prohibits batched transcription due to their sequential nature. Further, timestamps corresponding each utterance are prone to inaccuracies and word-level timestamps are not available out-of-the-box. To overcome these challenges, we present WhisperX, a time-accurate speech recognition system with word-level timestamps utilising voice activity detection and forced phoneme alignment. In doing so, we demonstrate state-of-the-art performance on long-form transcription and word segmentation benchmarks. Additionally, we show that pre-segmenting audio with our proposed VAD Cut & Merge strategy improves transcription quality and enables a twelve-fold transcription speedup via batched inference.
The Benefits of Model-Based Generalization in Reinforcement Learning
Model-Based Reinforcement Learning (RL) is widely believed to have the potential to improve sample efficiency by allowing an agent to synthesize large amounts of imagined experience. Experience Replay (ER) can be considered a simple kind of model, which has proved extremely effective at improving the stability and efficiency of deep RL. In principle, a learned parametric model could improve on ER by generalizing from real experience to augment the dataset with additional plausible experience. However, owing to the many design choices involved in empirically successful algorithms, it can be very hard to establish where the benefits are actually coming from. Here, we provide theoretical and empirical insight into when, and how, we can expect data generated by a learned model to be useful. First, we provide a general theorem motivating how learning a model as an intermediate step can narrow down the set of possible value functions more than learning a value function directly from data using the Bellman equation. Second, we provide an illustrative example showing empirically how a similar effect occurs in a more concrete setting with neural network function approximation. Finally, we provide extensive experiments showing the benefit of model-based learning for online RL in environments with combinatorial complexity, but factored structure that allows a learned model to generalize. In these experiments, we take care to control for other factors in order to isolate, insofar as possible, the benefit of using experience generated by a learned model relative to ER alone.
VMem: Consistent Interactive Video Scene Generation with Surfel-Indexed View Memory
We propose a novel memory mechanism to build video generators that can explore environments interactively. Similar results have previously been achieved by out-painting 2D views of the scene while incrementally reconstructing its 3D geometry, which quickly accumulates errors, or by video generators with a short context window, which struggle to maintain scene coherence over the long term. To address these limitations, we introduce Surfel-Indexed View Memory (VMem), a mechanism that remembers past views by indexing them geometrically based on the 3D surface elements (surfels) they have observed. VMem enables the efficient retrieval of the most relevant past views when generating new ones. By focusing only on these relevant views, our method produces consistent explorations of imagined environments at a fraction of the computational cost of using all past views as context. We evaluate our approach on challenging long-term scene synthesis benchmarks and demonstrate superior performance compared to existing methods in maintaining scene coherence and camera control.
CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning
Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/
AgentTrek: Agent Trajectory Synthesis via Guiding Replay with Web Tutorials
Graphical User Interface (GUI) agents hold great potential for automating complex tasks across diverse digital environments, from web applications to desktop software. However, the development of such agents is hindered by the lack of high-quality, multi-step trajectory data required for effective training. Existing approaches rely on expensive and labor-intensive human annotation, making them unsustainable at scale. To address this challenge, we propose AgentTrek, a scalable data synthesis pipeline that generates high-quality GUI agent trajectories by leveraging web tutorials. Our method automatically gathers tutorial-like texts from the internet, transforms them into task goals with step-by-step instructions, and employs a visual-language model agent to simulate their execution in a real digital environment. A VLM-based evaluator ensures the correctness of the generated trajectories. We demonstrate that training GUI agents with these synthesized trajectories significantly improves their grounding and planning performance over the current models. Moreover, our approach is more cost-efficient compared to traditional human annotation methods. This work underscores the potential of guided replay with web tutorials as a viable strategy for large-scale GUI agent training, paving the way for more capable and autonomous digital agents.
Accelerating Batch Active Learning Using Continual Learning Techniques
A major problem with Active Learning (AL) is high training costs since models are typically retrained from scratch after every query round. We start by demonstrating that standard AL on neural networks with warm starting fails, both to accelerate training and to avoid catastrophic forgetting when using fine-tuning over AL query rounds. We then develop a new class of techniques, circumventing this problem, by biasing further training towards previously labeled sets. We accomplish this by employing existing, and developing novel, replay-based Continual Learning (CL) algorithms that are effective at quickly learning the new without forgetting the old, especially when data comes from an evolving distribution. We call this paradigm Continual Active Learning (CAL). We show CAL achieves significant speedups using a plethora of replay schemes that use model distillation and that select diverse, uncertain points from the history. We conduct experiments across many data domains, including natural language, vision, medical imaging, and computational biology, each with different neural architectures and dataset sizes. CAL consistently provides a 3x reduction in training time, while retaining performance.
SHARP: Sparsity and Hidden Activation RePlay for Neuro-Inspired Continual Learning
Deep neural networks (DNNs) struggle to learn in dynamic environments since they rely on fixed datasets or stationary environments. Continual learning (CL) aims to address this limitation and enable DNNs to accumulate knowledge incrementally, similar to human learning. Inspired by how our brain consolidates memories, a powerful strategy in CL is replay, which involves training the DNN on a mixture of new and all seen classes. However, existing replay methods overlook two crucial aspects of biological replay: 1) the brain replays processed neural patterns instead of raw input, and 2) it prioritizes the replay of recently learned information rather than revisiting all past experiences. To address these differences, we propose SHARP, an efficient neuro-inspired CL method that leverages sparse dynamic connectivity and activation replay. Unlike other activation replay methods, which assume layers not subjected to replay have been pretrained and fixed, SHARP can continually update all layers. Also, SHARP is unique in that it only needs to replay few recently seen classes instead of all past classes. Our experiments on five datasets demonstrate that SHARP outperforms state-of-the-art replay methods in class incremental learning. Furthermore, we showcase SHARP's flexibility in a novel CL scenario where the boundaries between learning episodes are blurry. The SHARP code is available at https://github.com/BurakGurbuz97/SHARP-Continual-Learning.
Learning to Prompt for Continual Learning
The mainstream paradigm behind continual learning has been to adapt the model parameters to non-stationary data distributions, where catastrophic forgetting is the central challenge. Typical methods rely on a rehearsal buffer or known task identity at test time to retrieve learned knowledge and address forgetting, while this work presents a new paradigm for continual learning that aims to train a more succinct memory system without accessing task identity at test time. Our method learns to dynamically prompt (L2P) a pre-trained model to learn tasks sequentially under different task transitions. In our proposed framework, prompts are small learnable parameters, which are maintained in a memory space. The objective is to optimize prompts to instruct the model prediction and explicitly manage task-invariant and task-specific knowledge while maintaining model plasticity. We conduct comprehensive experiments under popular image classification benchmarks with different challenging continual learning settings, where L2P consistently outperforms prior state-of-the-art methods. Surprisingly, L2P achieves competitive results against rehearsal-based methods even without a rehearsal buffer and is directly applicable to challenging task-agnostic continual learning. Source code is available at https://github.com/google-research/l2p.
Restoration of Analog Videos Using Swin-UNet
In this paper, we present a system to restore analog videos of historical archives. These videos often contain severe visual degradation due to the deterioration of their tape supports that require costly and slow manual interventions to recover the original content. The proposed system uses a multi-frame approach and is able to deal with severe tape mistracking, which results in completely scrambled frames. Tests on real-world videos from a major historical video archive show the effectiveness of our demo system. The code and the pre-trained model are publicly available at https://github.com/miccunifi/analog-video-restoration.
Filtering Video Noise as Audio with Motion Detection to Form a Musical Instrument
Even though they differ in the physical domain, digital video and audio share many characteristics. Both are temporal data streams often stored in buffers with 8-bit values. This paper investigates a method for creating harmonic sounds with a video signal as input. A musical instrument is proposed, that utilizes video in both a sound synthesis method, and in a controller interface for selecting musical notes at specific velocities. The resulting instrument was informally determined by the author to sound both pleasant and interesting, but hard to control, and therefore suited for synth pad sounds.
An Efficient Rehearsal Scheme for Catastrophic Forgetting Mitigation during Multi-stage Fine-tuning
Incrementally fine-tuning foundational models on new tasks or domains is now the de facto approach in NLP. A known pitfall of this approach is the catastrophic forgetting of prior knowledge that happens during fine-tuning. A common approach to alleviate such forgetting is to rehearse samples from prior tasks during fine-tuning. Several existing works assume a fixed memory buffer to store prior task examples, while relying on inferences (forward passes) with the model at hand for choosing examples for rehearsal from the buffer. However, given the increasing computational cost of model inference, and decreasing cost of data storage, we focus on the setting to rehearse samples with a fixed computational budget instead of a fixed memory budget. We propose a sampling scheme, \bf mix-cd, that prioritizes rehearsal of ``collateral damage'' samples, which are samples predicted correctly by the prior model but forgotten by the incrementally tuned one. The crux of our scheme is a procedure to efficiently estimate the density of collateral damage samples without incurring additional model inferences. Our approach is computationally efficient, easy to implement, and outperforms several leading continual learning methods in compute-constrained settings. All the code will be publicly available at https://github.com/jybai/mix-cd-rehearsal.
Streamable Neural Audio Synthesis With Non-Causal Convolutions
Deep learning models are mostly used in an offline inference fashion. However, this strongly limits the use of these models inside audio generation setups, as most creative workflows are based on real-time digital signal processing. Although approaches based on recurrent networks can be naturally adapted to this buffer-based computation, the use of convolutions still poses some serious challenges. To tackle this issue, the use of causal streaming convolutions have been proposed. However, this requires specific complexified training and can impact the resulting audio quality. In this paper, we introduce a new method allowing to produce non-causal streaming models. This allows to make any convolutional model compatible with real-time buffer-based processing. As our method is based on a post-training reconfiguration of the model, we show that it is able to transform models trained without causal constraints into a streaming model. We show how our method can be adapted to fit complex architectures with parallel branches. To evaluate our method, we apply it on the recent RAVE model, which provides high-quality real-time audio synthesis. We test our approach on multiple music and speech datasets and show that it is faster than overlap-add methods, while having no impact on the generation quality. Finally, we introduce two open-source implementation of our work as Max/MSP and PureData externals, and as a VST audio plugin. This allows to endow traditional digital audio workstation with real-time neural audio synthesis on a laptop CPU.
Context as Memory: Scene-Consistent Interactive Long Video Generation with Memory Retrieval
Recent advances in interactive video generation have shown promising results, yet existing approaches struggle with scene-consistent memory capabilities in long video generation due to limited use of historical context. In this work, we propose Context-as-Memory, which utilizes historical context as memory for video generation. It includes two simple yet effective designs: (1) storing context in frame format without additional post-processing; (2) conditioning by concatenating context and frames to be predicted along the frame dimension at the input, requiring no external control modules. Furthermore, considering the enormous computational overhead of incorporating all historical context, we propose the Memory Retrieval module to select truly relevant context frames by determining FOV (Field of View) overlap between camera poses, which significantly reduces the number of candidate frames without substantial information loss. Experiments demonstrate that Context-as-Memory achieves superior memory capabilities in interactive long video generation compared to SOTAs, even generalizing effectively to open-domain scenarios not seen during training. The link of our project page is https://context-as-memory.github.io/.
Does Your Voice Assistant Remember? Analyzing Conversational Context Recall and Utilization in Voice Interaction Models
Recent advancements in multi-turn voice interaction models have improved user-model communication. However, while closed-source models effectively retain and recall past utterances, whether open-source models share this ability remains unexplored. To fill this gap, we systematically evaluate how well open-source interaction models utilize past utterances using ContextDialog, a benchmark we proposed for this purpose. Our findings show that speech-based models have more difficulty than text-based ones, especially when recalling information conveyed in speech, and even with retrieval-augmented generation, models still struggle with questions about past utterances. These insights highlight key limitations in open-source models and suggest ways to improve memory retention and retrieval robustness.
MalCL: Leveraging GAN-Based Generative Replay to Combat Catastrophic Forgetting in Malware Classification
Continual Learning (CL) for malware classification tackles the rapidly evolving nature of malware threats and the frequent emergence of new types. Generative Replay (GR)-based CL systems utilize a generative model to produce synthetic versions of past data, which are then combined with new data to retrain the primary model. Traditional machine learning techniques in this domain often struggle with catastrophic forgetting, where a model's performance on old data degrades over time. In this paper, we introduce a GR-based CL system that employs Generative Adversarial Networks (GANs) with feature matching loss to generate high-quality malware samples. Additionally, we implement innovative selection schemes for replay samples based on the model's hidden representations. Our comprehensive evaluation across Windows and Android malware datasets in a class-incremental learning scenario -- where new classes are introduced continuously over multiple tasks -- demonstrates substantial performance improvements over previous methods. For example, our system achieves an average accuracy of 55% on Windows malware samples, significantly outperforming other GR-based models by 28%. This study provides practical insights for advancing GR-based malware classification systems. The implementation is available at https://github.com/MalwareReplayGAN/MalCLThe code will be made public upon the presentation of the paper.
Revisiting Plasticity in Visual Reinforcement Learning: Data, Modules and Training Stages
Plasticity, the ability of a neural network to evolve with new data, is crucial for high-performance and sample-efficient visual reinforcement learning (VRL). Although methods like resetting and regularization can potentially mitigate plasticity loss, the influences of various components within the VRL framework on the agent's plasticity are still poorly understood. In this work, we conduct a systematic empirical exploration focusing on three primary underexplored facets and derive the following insightful conclusions: (1) data augmentation is essential in maintaining plasticity; (2) the critic's plasticity loss serves as the principal bottleneck impeding efficient training; and (3) without timely intervention to recover critic's plasticity in the early stages, its loss becomes catastrophic. These insights suggest a novel strategy to address the high replay ratio (RR) dilemma, where exacerbated plasticity loss hinders the potential improvements of sample efficiency brought by increased reuse frequency. Rather than setting a static RR for the entire training process, we propose Adaptive RR, which dynamically adjusts the RR based on the critic's plasticity level. Extensive evaluations indicate that Adaptive RR not only avoids catastrophic plasticity loss in the early stages but also benefits from more frequent reuse in later phases, resulting in superior sample efficiency.
STAMP: Outlier-Aware Test-Time Adaptation with Stable Memory Replay
Test-time adaptation (TTA) aims to address the distribution shift between the training and test data with only unlabeled data at test time. Existing TTA methods often focus on improving recognition performance specifically for test data associated with classes in the training set. However, during the open-world inference process, there are inevitably test data instances from unknown classes, commonly referred to as outliers. This paper pays attention to the problem that conducts both sample recognition and outlier rejection during inference while outliers exist. To address this problem, we propose a new approach called STAble Memory rePlay (STAMP), which performs optimization over a stable memory bank instead of the risky mini-batch. In particular, the memory bank is dynamically updated by selecting low-entropy and label-consistent samples in a class-balanced manner. In addition, we develop a self-weighted entropy minimization strategy that assigns higher weight to low-entropy samples. Extensive results demonstrate that STAMP outperforms existing TTA methods in terms of both recognition and outlier detection performance. The code is released at https://github.com/yuyongcan/STAMP.
SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations
We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.
Video World Models with Long-term Spatial Memory
Emerging world models autoregressively generate video frames in response to actions, such as camera movements and text prompts, among other control signals. Due to limited temporal context window sizes, these models often struggle to maintain scene consistency during revisits, leading to severe forgetting of previously generated environments. Inspired by the mechanisms of human memory, we introduce a novel framework to enhancing long-term consistency of video world models through a geometry-grounded long-term spatial memory. Our framework includes mechanisms to store and retrieve information from the long-term spatial memory and we curate custom datasets to train and evaluate world models with explicitly stored 3D memory mechanisms. Our evaluations show improved quality, consistency, and context length compared to relevant baselines, paving the way towards long-term consistent world generation.
Long-Context State-Space Video World Models
Video diffusion models have recently shown promise for world modeling through autoregressive frame prediction conditioned on actions. However, they struggle to maintain long-term memory due to the high computational cost associated with processing extended sequences in attention layers. To overcome this limitation, we propose a novel architecture leveraging state-space models (SSMs) to extend temporal memory without compromising computational efficiency. Unlike previous approaches that retrofit SSMs for non-causal vision tasks, our method fully exploits the inherent advantages of SSMs in causal sequence modeling. Central to our design is a block-wise SSM scanning scheme, which strategically trades off spatial consistency for extended temporal memory, combined with dense local attention to ensure coherence between consecutive frames. We evaluate the long-term memory capabilities of our model through spatial retrieval and reasoning tasks over extended horizons. Experiments on Memory Maze and Minecraft datasets demonstrate that our approach surpasses baselines in preserving long-range memory, while maintaining practical inference speeds suitable for interactive applications.
StreamBridge: Turning Your Offline Video Large Language Model into a Proactive Streaming Assistant
We present StreamBridge, a simple yet effective framework that seamlessly transforms offline Video-LLMs into streaming-capable models. It addresses two fundamental challenges in adapting existing models into online scenarios: (1) limited capability for multi-turn real-time understanding, and (2) lack of proactive response mechanisms. Specifically, StreamBridge incorporates (1) a memory buffer combined with a round-decayed compression strategy, supporting long-context multi-turn interactions, and (2) a decoupled, lightweight activation model that can be effortlessly integrated into existing Video-LLMs, enabling continuous proactive responses. To further support StreamBridge, we construct Stream-IT, a large-scale dataset tailored for streaming video understanding, featuring interleaved video-text sequences and diverse instruction formats. Extensive experiments show that StreamBridge significantly improves the streaming understanding capabilities of offline Video-LLMs across various tasks, outperforming even proprietary models such as GPT-4o and Gemini 1.5 Pro. Simultaneously, it achieves competitive or superior performance on standard video understanding benchmarks.
ReflectionCoder: Learning from Reflection Sequence for Enhanced One-off Code Generation
Code generation plays a crucial role in various tasks, such as code auto-completion and mathematical reasoning. Previous work has proposed numerous methods to enhance code generation performance, including integrating feedback from the compiler. Inspired by this, we present ReflectionCoder, a novel approach that effectively leverages reflection sequences constructed by integrating compiler feedback to improve one-off code generation performance. Furthermore, we propose reflection self-distillation and dynamically masked distillation to effectively utilize these reflection sequences. Extensive experiments on three benchmarks, i.e., HumanEval (+), MBPP (+), and MultiPl-E, demonstrate that models fine-tuned with our method achieve state-of-the-art performance. Notably, ReflectionCoder-DeepSeek-Coder-33B reaches pass@1 of 82.9 (76.8) on HumanEval (+) and 84.1 (72.0) on MBPP (+), on par with GPT-3.5-Turbo and Claude-3-opus, and surpasses early GPT-4. Beyond the code domain, we believe this approach can benefit other domains that focus on final results and require long reasoning paths. Code and data are available at https://github.com/SenseLLM/ReflectionCoder.
Counting Out Time: Class Agnostic Video Repetition Counting in the Wild
We present an approach for estimating the period with which an action is repeated in a video. The crux of the approach lies in constraining the period prediction module to use temporal self-similarity as an intermediate representation bottleneck that allows generalization to unseen repetitions in videos in the wild. We train this model, called Repnet, with a synthetic dataset that is generated from a large unlabeled video collection by sampling short clips of varying lengths and repeating them with different periods and counts. This combination of synthetic data and a powerful yet constrained model, allows us to predict periods in a class-agnostic fashion. Our model substantially exceeds the state of the art performance on existing periodicity (PERTUBE) and repetition counting (QUVA) benchmarks. We also collect a new challenging dataset called Countix (~90 times larger than existing datasets) which captures the challenges of repetition counting in real-world videos. Project webpage: https://sites.google.com/view/repnet .
UER: A Heuristic Bias Addressing Approach for Online Continual Learning
Online continual learning aims to continuously train neural networks from a continuous data stream with a single pass-through data. As the most effective approach, the rehearsal-based methods replay part of previous data. Commonly used predictors in existing methods tend to generate biased dot-product logits that prefer to the classes of current data, which is known as a bias issue and a phenomenon of forgetting. Many approaches have been proposed to overcome the forgetting problem by correcting the bias; however, they still need to be improved in online fashion. In this paper, we try to address the bias issue by a more straightforward and more efficient method. By decomposing the dot-product logits into an angle factor and a norm factor, we empirically find that the bias problem mainly occurs in the angle factor, which can be used to learn novel knowledge as cosine logits. On the contrary, the norm factor abandoned by existing methods helps remember historical knowledge. Based on this observation, we intuitively propose to leverage the norm factor to balance the new and old knowledge for addressing the bias. To this end, we develop a heuristic approach called unbias experience replay (UER). UER learns current samples only by the angle factor and further replays previous samples by both the norm and angle factors. Extensive experiments on three datasets show that UER achieves superior performance over various state-of-the-art methods. The code is in https://github.com/FelixHuiweiLin/UER.
Multi-Agent Game Generation and Evaluation via Audio-Visual Recordings
While AI excels at generating text, audio, images, and videos, creating interactive audio-visual content such as video games remains challenging. Current LLMs can generate JavaScript games and animations, but lack automated evaluation metrics and struggle with complex content that normally requires teams of humans working for many months (multi-shot, multi-agents) using assets made by artists. To tackle these issues, we built a new metric and a multi-agent system. We propose AVR-Eval, a relative metric for multimedia content quality using Audio-Visual Recordings (AVRs). An omni-modal model (processing text, video, and audio) compares the AVRs of two contents, with a text model reviewing evaluations to determine superiority. We show that AVR-Eval properly identifies good from broken or mismatched content. We built AVR-Agent, a multi-agent system generating JavaScript code from a bank of multimedia assets (audio, images, 3D models). The coding agent selects relevant assets, generates multiple initial codes, uses AVR-Eval to identify the best version, and iteratively improves it through omni-modal agent feedback from the AVR. We run experiments on games and animations with AVR-Eval (win rate of content A against B). We find that content generated by AVR-Agent has a significantly higher win rate against content made through one-shot generation. However, models struggle to leverage custom assets and AVR feedback effectively, showing no higher win rate. This reveals a critical gap: while humans benefit from high-quality assets and audio-visual feedback, current coding models do not seem to utilize these resources as effectively, highlighting fundamental differences between human and machine content creation approaches.
Exploring the Promise and Limits of Real-Time Recurrent Learning
Real-time recurrent learning (RTRL) for sequence-processing recurrent neural networks (RNNs) offers certain conceptual advantages over backpropagation through time (BPTT). RTRL requires neither caching past activations nor truncating context, and enables online learning. However, RTRL's time and space complexity make it impractical. To overcome this problem, most recent work on RTRL focuses on approximation theories, while experiments are often limited to diagnostic settings. Here we explore the practical promise of RTRL in more realistic settings. We study actor-critic methods that combine RTRL and policy gradients, and test them in several subsets of DMLab-30, ProcGen, and Atari-2600 environments. On DMLab memory tasks, our system trained on fewer than 1.2 B environmental frames is competitive with or outperforms well-known IMPALA and R2D2 baselines trained on 10 B frames. To scale to such challenging tasks, we focus on certain well-known neural architectures with element-wise recurrence, allowing for tractable RTRL without approximation. Importantly, we also discuss rarely addressed limitations of RTRL in real-world applications, such as its complexity in the multi-layer case.
Rhapsody: A Dataset for Highlight Detection in Podcasts
Podcasts have become daily companions for half a billion users. Given the enormous amount of podcast content available, highlights provide a valuable signal that helps viewers get the gist of an episode and decide if they want to invest in listening to it in its entirety. However, identifying highlights automatically is challenging due to the unstructured and long-form nature of the content. We introduce Rhapsody, a dataset of 13K podcast episodes paired with segment-level highlight scores derived from YouTube's 'most replayed' feature. We frame the podcast highlight detection as a segment-level binary classification task. We explore various baseline approaches, including zero-shot prompting of language models and lightweight finetuned language models using segment-level classification heads. Our experimental results indicate that even state-of-the-art language models like GPT-4o and Gemini struggle with this task, while models finetuned with in-domain data significantly outperform their zero-shot performance. The finetuned model benefits from leveraging both speech signal features and transcripts. These findings highlight the challenges for fine-grained information access in long-form spoken media.
Synthesizing Audio from Silent Video using Sequence to Sequence Modeling
Generating audio from a video's visual context has multiple practical applications in improving how we interact with audio-visual media - for example, enhancing CCTV footage analysis, restoring historical videos (e.g., silent movies), and improving video generation models. We propose a novel method to generate audio from video using a sequence-to-sequence model, improving on prior work that used CNNs and WaveNet and faced sound diversity and generalization challenges. Our approach employs a 3D Vector Quantized Variational Autoencoder (VQ-VAE) to capture the video's spatial and temporal structures, decoding with a custom audio decoder for a broader range of sounds. Trained on the Youtube8M dataset segment, focusing on specific domains, our model aims to enhance applications like CCTV footage analysis, silent movie restoration, and video generation models.
BinauralFlow: A Causal and Streamable Approach for High-Quality Binaural Speech Synthesis with Flow Matching Models
Binaural rendering aims to synthesize binaural audio that mimics natural hearing based on a mono audio and the locations of the speaker and listener. Although many methods have been proposed to solve this problem, they struggle with rendering quality and streamable inference. Synthesizing high-quality binaural audio that is indistinguishable from real-world recordings requires precise modeling of binaural cues, room reverb, and ambient sounds. Additionally, real-world applications demand streaming inference. To address these challenges, we propose a flow matching based streaming binaural speech synthesis framework called BinauralFlow. We consider binaural rendering to be a generation problem rather than a regression problem and design a conditional flow matching model to render high-quality audio. Moreover, we design a causal U-Net architecture that estimates the current audio frame solely based on past information to tailor generative models for streaming inference. Finally, we introduce a continuous inference pipeline incorporating streaming STFT/ISTFT operations, a buffer bank, a midpoint solver, and an early skip schedule to improve rendering continuity and speed. Quantitative and qualitative evaluations demonstrate the superiority of our method over SOTA approaches. A perceptual study further reveals that our model is nearly indistinguishable from real-world recordings, with a 42% confusion rate.
Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control
Reinforcement learning (RL) is rapidly reaching and surpassing human-level control capabilities. However, state-of-the-art RL algorithms often require timesteps and reaction times significantly faster than human capabilities, which is impractical in real-world settings and typically necessitates specialized hardware. Such speeds are difficult to achieve in the real world and often requires specialized hardware. We introduce Sequence Reinforcement Learning (SRL), an RL algorithm designed to produce a sequence of actions for a given input state, enabling effective control at lower decision frequencies. SRL addresses the challenges of learning action sequences by employing both a model and an actor-critic architecture operating at different temporal scales. We propose a "temporal recall" mechanism, where the critic uses the model to estimate intermediate states between primitive actions, providing a learning signal for each individual action within the sequence. Once training is complete, the actor can generate action sequences independently of the model, achieving model-free control at a slower frequency. We evaluate SRL on a suite of continuous control tasks, demonstrating that it achieves performance comparable to state-of-the-art algorithms while significantly reducing actor sample complexity. To better assess performance across varying decision frequencies, we introduce the Frequency-Averaged Score (FAS) metric. Our results show that SRL significantly outperforms traditional RL algorithms in terms of FAS, making it particularly suitable for applications requiring variable decision frequencies. Additionally, we compare SRL with model-based online planning, showing that SRL achieves superior FAS while leveraging the same model during training that online planners use for planning.
Preserving Linear Separability in Continual Learning by Backward Feature Projection
Catastrophic forgetting has been a major challenge in continual learning, where the model needs to learn new tasks with limited or no access to data from previously seen tasks. To tackle this challenge, methods based on knowledge distillation in feature space have been proposed and shown to reduce forgetting. However, most feature distillation methods directly constrain the new features to match the old ones, overlooking the need for plasticity. To achieve a better stability-plasticity trade-off, we propose Backward Feature Projection (BFP), a method for continual learning that allows the new features to change up to a learnable linear transformation of the old features. BFP preserves the linear separability of the old classes while allowing the emergence of new feature directions to accommodate new classes. BFP can be integrated with existing experience replay methods and boost performance by a significant margin. We also demonstrate that BFP helps learn a better representation space, in which linear separability is well preserved during continual learning and linear probing achieves high classification accuracy. The code can be found at https://github.com/rvl-lab-utoronto/BFP
MoViNets: Mobile Video Networks for Efficient Video Recognition
We present Mobile Video Networks (MoViNets), a family of computation and memory efficient video networks that can operate on streaming video for online inference. 3D convolutional neural networks (CNNs) are accurate at video recognition but require large computation and memory budgets and do not support online inference, making them difficult to work on mobile devices. We propose a three-step approach to improve computational efficiency while substantially reducing the peak memory usage of 3D CNNs. First, we design a video network search space and employ neural architecture search to generate efficient and diverse 3D CNN architectures. Second, we introduce the Stream Buffer technique that decouples memory from video clip duration, allowing 3D CNNs to embed arbitrary-length streaming video sequences for both training and inference with a small constant memory footprint. Third, we propose a simple ensembling technique to improve accuracy further without sacrificing efficiency. These three progressive techniques allow MoViNets to achieve state-of-the-art accuracy and efficiency on the Kinetics, Moments in Time, and Charades video action recognition datasets. For instance, MoViNet-A5-Stream achieves the same accuracy as X3D-XL on Kinetics 600 while requiring 80% fewer FLOPs and 65% less memory. Code will be made available at https://github.com/tensorflow/models/tree/master/official/vision.
Center Loss Regularization for Continual Learning
The ability to learn different tasks sequentially is essential to the development of artificial intelligence. In general, neural networks lack this capability, the major obstacle being catastrophic forgetting. It occurs when the incrementally available information from non-stationary data distributions is continually acquired, disrupting what the model has already learned. Our approach remembers old tasks by projecting the representations of new tasks close to that of old tasks while keeping the decision boundaries unchanged. We employ the center loss as a regularization penalty that enforces new tasks' features to have the same class centers as old tasks and makes the features highly discriminative. This, in turn, leads to the least forgetting of already learned information. This method is easy to implement, requires minimal computational and memory overhead, and allows the neural network to maintain high performance across many sequentially encountered tasks. We also demonstrate that using the center loss in conjunction with the memory replay outperforms other replay-based strategies. Along with standard MNIST variants for continual learning, we apply our method to continual domain adaptation scenarios with the Digits and PACS datasets. We demonstrate that our approach is scalable, effective, and gives competitive performance compared to state-of-the-art continual learning methods.
PRISE: Learning Temporal Action Abstractions as a Sequence Compression Problem
Temporal action abstractions, along with belief state representations, are a powerful knowledge sharing mechanism for sequential decision making. In this work, we propose a novel view that treats inducing temporal action abstractions as a sequence compression problem. To do so, we bring a subtle but critical component of LLM training pipelines -- input tokenization via byte pair encoding (BPE) -- to the seemingly distant task of learning skills of variable time span in continuous control domains. We introduce an approach called Primitive Sequence Encoding (PRISE) that combines continuous action quantization with BPE to learn powerful action abstractions. We empirically show that high-level skills discovered by PRISE from a multitask set of robotic manipulation demonstrations significantly boost the performance of both multitask imitation learning as well as few-shot imitation learning on unseen tasks. Our code will be released at https://github.com/FrankZheng2022/PRISE.
PAST: Phonetic-Acoustic Speech Tokenizer
We present PAST, a novel end-to-end framework that jointly models phonetic information alongside signal reconstruction, eliminating the need for external pretrained models. Unlike previous approaches that rely on pretrained self-supervised models, PAST employs supervised phonetic data, directly integrating domain knowledge into the tokenization process via auxiliary tasks. Additionally, we introduce a streamable, causal variant of PAST, enabling real-time speech applications. Results demonstrate that PAST surpasses existing evaluated baseline tokenizers across common evaluation metrics, including phonetic representation and speech reconstruction. Notably, PAST also achieves superior performance when serving as a speech representation for speech language models, further highlighting its effectiveness as a foundation for spoken language generation. To foster further research, we release the full implementation. For code, model checkpoints, and samples see: https://pages.cs.huji.ac.il/adiyoss-lab/PAST
EAR: Erasing Concepts from Unified Autoregressive Models
Autoregressive (AR) models have achieved unified and strong performance across both visual understanding and image generation tasks. However, removing undesired concepts from AR models while maintaining overall generation quality remains an open challenge. In this paper, we propose Erasure Autoregressive Model (EAR), a fine-tuning method for effective and utility-preserving concept erasure in AR models. Specifically, we introduce Windowed Gradient Accumulation (WGA) strategy to align patch-level decoding with erasure objectives, and Thresholded Loss Masking (TLM) strategy to protect content unrelated to the target concept during fine-tuning. Furthermore, we propose a novel benchmark, Erase Concept Generator and Visual Filter (ECGVF), aim at provide a more rigorous and comprehensive foundation for evaluating concept erasure in AR models. Specifically, we first employ structured templates across diverse large language models (LLMs) to pre-generate a large-scale corpus of target-replacement concept prompt pairs. Subsequently, we generate images from these prompts and subject them to rigorous filtering via a visual classifier to ensure concept fidelity and alignment. Extensive experimental results conducted on the ECGVF benchmark with the AR model Janus-Pro demonstrate that EAR achieves marked improvements in both erasure effectiveness and model utility preservation. Code is available at: https://github.com/immc-lab/ear/
From Virtual Games to Real-World Play
We introduce RealPlay, a neural network-based real-world game engine that enables interactive video generation from user control signals. Unlike prior works focused on game-style visuals, RealPlay aims to produce photorealistic, temporally consistent video sequences that resemble real-world footage. It operates in an interactive loop: users observe a generated scene, issue a control command, and receive a short video chunk in response. To enable such realistic and responsive generation, we address key challenges including iterative chunk-wise prediction for low-latency feedback, temporal consistency across iterations, and accurate control response. RealPlay is trained on a combination of labeled game data and unlabeled real-world videos, without requiring real-world action annotations. Notably, we observe two forms of generalization: (1) control transfer-RealPlay effectively maps control signals from virtual to real-world scenarios; and (2) entity transfer-although training labels originate solely from a car racing game, RealPlay generalizes to control diverse real-world entities, including bicycles and pedestrians, beyond vehicles. Project page can be found: https://wenqsun.github.io/RealPlay/
Flash-VStream: Memory-Based Real-Time Understanding for Long Video Streams
Benefiting from the advancements in large language models and cross-modal alignment, existing multi-modal video understanding methods have achieved prominent performance in offline scenario. However, online video streams, as one of the most common media forms in the real world, have seldom received attention. Compared to offline videos, the 'dynamic' nature of online video streams poses challenges for the direct application of existing models and introduces new problems, such as the storage of extremely long-term information, interaction between continuous visual content and 'asynchronous' user questions. Therefore, in this paper we present Flash-VStream, a video-language model that simulates the memory mechanism of human. Our model is able to process extremely long video streams in real-time and respond to user queries simultaneously. Compared to existing models, Flash-VStream achieves significant reductions in inference latency and VRAM consumption, which is intimately related to performing understanding of online streaming video. In addition, given that existing video understanding benchmarks predominantly concentrate on offline scenario, we propose VStream-QA, a novel question answering benchmark specifically designed for online video streaming understanding. Comparisons with popular existing methods on the proposed benchmark demonstrate the superiority of our method for such challenging setting. To verify the generalizability of our approach, we further evaluate it on existing video understanding benchmarks and achieves state-of-the-art performance in offline scenarios as well. All code, models, and datasets are available at the https://invinciblewyq.github.io/vstream-page/
Small batch deep reinforcement learning
In value-based deep reinforcement learning with replay memories, the batch size parameter specifies how many transitions to sample for each gradient update. Although critical to the learning process, this value is typically not adjusted when proposing new algorithms. In this work we present a broad empirical study that suggests {\em reducing} the batch size can result in a number of significant performance gains; this is surprising, as the general tendency when training neural networks is towards larger batch sizes for improved performance. We complement our experimental findings with a set of empirical analyses towards better understanding this phenomenon.
Semantic HELM: An Interpretable Memory for Reinforcement Learning
Reinforcement learning agents deployed in the real world often have to cope with partially observable environments. Therefore, most agents employ memory mechanisms to approximate the state of the environment. Recently, there have been impressive success stories in mastering partially observable environments, mostly in the realm of computer games like Dota 2, StarCraft II, or MineCraft. However, none of these methods are interpretable in the sense that it is not comprehensible for humans how the agent decides which actions to take based on its inputs. Yet, human understanding is necessary in order to deploy such methods in high-stake domains like autonomous driving or medical applications. We propose a novel memory mechanism that operates on human language to illuminate the decision-making process. First, we use CLIP to associate visual inputs with language tokens. Then we feed these tokens to a pretrained language model that serves the agent as memory and provides it with a coherent and interpretable representation of the past. Our memory mechanism achieves state-of-the-art performance in environments where memorizing the past is crucial to solve tasks. Further, we present situations where our memory component excels or fails to demonstrate strengths and weaknesses of our new approach.
SSR-Speech: Towards Stable, Safe and Robust Zero-shot Text-based Speech Editing and Synthesis
In this paper, we introduce SSR-Speech, a neural codec autoregressive model designed for stable, safe, and robust zero-shot text-based speech editing and text-to-speech synthesis. SSR-Speech is built on a Transformer decoder and incorporates classifier-free guidance to enhance the stability of the generation process. A watermark Encodec is proposed to embed frame-level watermarks into the edited regions of the speech so that which parts were edited can be detected. In addition, the waveform reconstruction leverages the original unedited speech segments, providing superior recovery compared to the Encodec model. Our approach achieves the state-of-the-art performance in the RealEdit speech editing task and the LibriTTS text-to-speech task, surpassing previous methods. Furthermore, SSR-Speech excels in multi-span speech editing and also demonstrates remarkable robustness to background sounds. Source code and demos are released.
RLCoder: Reinforcement Learning for Repository-Level Code Completion
Repository-level code completion aims to generate code for unfinished code snippets within the context of a specified repository. Existing approaches mainly rely on retrieval-augmented generation strategies due to limitations in input sequence length. However, traditional lexical-based retrieval methods like BM25 struggle to capture code semantics, while model-based retrieval methods face challenges due to the lack of labeled data for training. Therefore, we propose RLCoder, a novel reinforcement learning framework, which can enable the retriever to learn to retrieve useful content for code completion without the need for labeled data. Specifically, we iteratively evaluate the usefulness of retrieved content based on the perplexity of the target code when provided with the retrieved content as additional context, and provide feedback to update the retriever parameters. This iterative process enables the retriever to learn from its successes and failures, gradually improving its ability to retrieve relevant and high-quality content. Considering that not all situations require information beyond code files and not all retrieved context is helpful for generation, we also introduce a stop signal mechanism, allowing the retriever to decide when to retrieve and which candidates to retain autonomously. Extensive experimental results demonstrate that RLCoder consistently outperforms state-of-the-art methods on CrossCodeEval and RepoEval, achieving 12.2% EM improvement over previous methods. Moreover, experiments show that our framework can generalize across different programming languages and further improve previous methods like RepoCoder. We provide the code and data at https://github.com/DeepSoftwareAnalytics/RLCoder.
Audiobox TTA-RAG: Improving Zero-Shot and Few-Shot Text-To-Audio with Retrieval-Augmented Generation
Current leading Text-To-Audio (TTA) generation models suffer from degraded performance on zero-shot and few-shot settings. It is often challenging to generate high-quality audio for audio events that are unseen or uncommon in the training set. Inspired by the success of Retrieval-Augmented Generation (RAG) in Large Language Model (LLM)-based knowledge-intensive tasks, we extend the TTA process with additional conditioning contexts. We propose Audiobox TTA-RAG, a novel retrieval-augmented TTA approach based on Audiobox, a conditional flow-matching audio generation model. Unlike the vanilla Audiobox TTA solution which generates audio conditioned on text, we augmented the conditioning input with retrieved audio samples that provide additional acoustic information to generate the target audio. Our retrieval method does not require the external database to have labeled audio, offering more practical use cases. To evaluate our proposed method, we curated test sets in zero-shot and few-shot settings. Our empirical results show that the proposed model can effectively leverage the retrieved audio samples and significantly improve zero-shot and few-shot TTA performance, with large margins on multiple evaluation metrics, while maintaining the ability to generate semantically aligned audio for the in-domain setting. In addition, we investigate the effect of different retrieval methods and data sources.
Real-time and Continuous Turn-taking Prediction Using Voice Activity Projection
A demonstration of a real-time and continuous turn-taking prediction system is presented. The system is based on a voice activity projection (VAP) model, which directly maps dialogue stereo audio to future voice activities. The VAP model includes contrastive predictive coding (CPC) and self-attention transformers, followed by a cross-attention transformer. We examine the effect of the input context audio length and demonstrate that the proposed system can operate in real-time with CPU settings, with minimal performance degradation.
Video Representation Learning by Recognizing Temporal Transformations
We introduce a novel self-supervised learning approach to learn representations of videos that are responsive to changes in the motion dynamics. Our representations can be learned from data without human annotation and provide a substantial boost to the training of neural networks on small labeled data sets for tasks such as action recognition, which require to accurately distinguish the motion of objects. We promote an accurate learning of motion without human annotation by training a neural network to discriminate a video sequence from its temporally transformed versions. To learn to distinguish non-trivial motions, the design of the transformations is based on two principles: 1) To define clusters of motions based on time warps of different magnitude; 2) To ensure that the discrimination is feasible only by observing and analyzing as many image frames as possible. Thus, we introduce the following transformations: forward-backward playback, random frame skipping, and uniform frame skipping. Our experiments show that networks trained with the proposed method yield representations with improved transfer performance for action recognition on UCF101 and HMDB51.
Reinforcement Learning from Reflective Feedback (RLRF): Aligning and Improving LLMs via Fine-Grained Self-Reflection
Despite the promise of RLHF in aligning LLMs with human preferences, it often leads to superficial alignment, prioritizing stylistic changes over improving downstream performance of LLMs. Underspecified preferences could obscure directions to align the models. Lacking exploration restricts identification of desirable outputs to improve the models. To overcome these challenges, we propose a novel framework: Reinforcement Learning from Reflective Feedback (RLRF), which leverages fine-grained feedback based on detailed criteria to improve the core capabilities of LLMs. RLRF employs a self-reflection mechanism to systematically explore and refine LLM responses, then fine-tuning the models via a RL algorithm along with promising responses. Our experiments across Just-Eval, Factuality, and Mathematical Reasoning demonstrate the efficacy and transformative potential of RLRF beyond superficial surface-level adjustment.
MMInA: Benchmarking Multihop Multimodal Internet Agents
Autonomous embodied agents live on an Internet of multimedia websites. Can they hop around multimodal websites to complete complex user tasks? Existing benchmarks fail to assess them in a realistic, evolving environment for their embodiment across websites. To answer this question, we present MMInA, a multihop and multimodal benchmark to evaluate the embodied agents for compositional Internet tasks, with several appealing properties: 1) Evolving real-world multimodal websites. Our benchmark uniquely operates on evolving real-world websites, ensuring a high degree of realism and applicability to natural user tasks. Our data includes 1,050 human-written tasks covering various domains such as shopping and travel, with each task requiring the agent to autonomously extract multimodal information from web pages as observations; 2) Multihop web browsing. Our dataset features naturally compositional tasks that require information from or actions on multiple websites to solve, to assess long-range reasoning capabilities on web tasks; 3) Holistic evaluation. We propose a novel protocol for evaluating an agent's progress in completing multihop tasks. We experiment with both standalone (multimodal) language models and heuristic-based web agents. Extensive experiments demonstrate that while long-chain multihop web tasks are easy for humans, they remain challenging for state-of-the-art web agents. We identify that agents are more likely to fail on the early hops when solving tasks of more hops, which results in lower task success rates. To address this issue, we propose a simple memory augmentation approach replaying past action trajectories to reflect. Our method significantly improved both the single-hop and multihop web browsing abilities of agents. See our code and data at https://mmina.cliangyu.com
ReFeed: Multi-dimensional Summarization Refinement with Reflective Reasoning on Feedback
Summarization refinement faces challenges when extending to multi-dimension. In this paper, we introduce ReFeed, a powerful summarization refinement pipeline that enhances multiple dimensions through reflective reasoning on feedback. To achieve this, we release SumFeed-CoT, a large-scale Long-CoT-based dataset optimized for training a lightweight model with reflective reasoning. Our experiments reveal how the number of dimensions, feedback exposure, and reasoning policy influence refinement performance, highlighting reflective reasoning and simultaneously addressing multiple feedback is crucial to mitigate trade-off between dimensions. Furthermore, ReFeed is robust to noisy feedback and feedback order. Lastly, our finding emphasizes that creating data with a proper goal and guideline constitutes a fundamental pillar of effective reasoning. The dataset and model will be released.
Beyond the Turn-Based Game: Enabling Real-Time Conversations with Duplex Models
As large language models (LLMs) increasingly permeate daily lives, there is a growing demand for real-time interactions that mirror human conversations. Traditional turn-based chat systems driven by LLMs prevent users from verbally interacting with the system while it is generating responses. To overcome these limitations, we adapt existing LLMs to duplex models so that these LLMs can listen for users while generating output and dynamically adjust themselves to provide users with instant feedback. % such as in response to interruptions. Specifically, we divide the queries and responses of conversations into several time slices and then adopt a time-division-multiplexing (TDM) encoding-decoding strategy to pseudo-simultaneously process these slices. Furthermore, to make LLMs proficient enough to handle real-time conversations, we build a fine-tuning dataset consisting of alternating time slices of queries and responses as well as covering typical feedback types in instantaneous interactions. Our experiments show that although the queries and responses of conversations are segmented into incomplete slices for processing, LLMs can preserve their original performance on standard benchmarks with a few fine-tuning steps on our dataset. Automatic and human evaluation indicate that duplex models make user-AI interactions more natural and human-like, and greatly improve user satisfaction compared to vanilla LLMs. Our duplex model and dataset will be released.
WORLDMEM: Long-term Consistent World Simulation with Memory
World simulation has gained increasing popularity due to its ability to model virtual environments and predict the consequences of actions. However, the limited temporal context window often leads to failures in maintaining long-term consistency, particularly in preserving 3D spatial consistency. In this work, we present WorldMem, a framework that enhances scene generation with a memory bank consisting of memory units that store memory frames and states (e.g., poses and timestamps). By employing a memory attention mechanism that effectively extracts relevant information from these memory frames based on their states, our method is capable of accurately reconstructing previously observed scenes, even under significant viewpoint or temporal gaps. Furthermore, by incorporating timestamps into the states, our framework not only models a static world but also captures its dynamic evolution over time, enabling both perception and interaction within the simulated world. Extensive experiments in both virtual and real scenarios validate the effectiveness of our approach.
Weak Supervision for Label Efficient Visual Bug Detection
As video games evolve into expansive, detailed worlds, visual quality becomes essential, yet increasingly challenging. Traditional testing methods, limited by resources, face difficulties in addressing the plethora of potential bugs. Machine learning offers scalable solutions; however, heavy reliance on large labeled datasets remains a constraint. Addressing this challenge, we propose a novel method, utilizing unlabeled gameplay and domain-specific augmentations to generate datasets & self-supervised objectives used during pre-training or multi-task settings for downstream visual bug detection. Our methodology uses weak-supervision to scale datasets for the crafted objectives and facilitates both autonomous and interactive weak-supervision, incorporating unsupervised clustering and/or an interactive approach based on text and geometric prompts. We demonstrate on first-person player clipping/collision bugs (FPPC) within the expansive Giantmap game world, that our approach is very effective, improving over a strong supervised baseline in a practical, very low-prevalence, low data regime (0.336 rightarrow 0.550 F1 score). With just 5 labeled "good" exemplars (i.e., 0 bugs), our self-supervised objective alone captures enough signal to outperform the low-labeled supervised settings. Building on large-pretrained vision models, our approach is adaptable across various visual bugs. Our results suggest applicability in curating datasets for broader image and video tasks within video games beyond visual bugs.
REMIND Your Neural Network to Prevent Catastrophic Forgetting
People learn throughout life. However, incrementally updating conventional neural networks leads to catastrophic forgetting. A common remedy is replay, which is inspired by how the brain consolidates memory. Replay involves fine-tuning a network on a mixture of new and old instances. While there is neuroscientific evidence that the brain replays compressed memories, existing methods for convolutional networks replay raw images. Here, we propose REMIND, a brain-inspired approach that enables efficient replay with compressed representations. REMIND is trained in an online manner, meaning it learns one example at a time, which is closer to how humans learn. Under the same constraints, REMIND outperforms other methods for incremental class learning on the ImageNet ILSVRC-2012 dataset. We probe REMIND's robustness to data ordering schemes known to induce catastrophic forgetting. We demonstrate REMIND's generality by pioneering online learning for Visual Question Answering (VQA).
BAE-Net: A Low complexity and high fidelity Bandwidth-Adaptive neural network for speech super-resolution
Speech bandwidth extension (BWE) has demonstrated promising performance in enhancing the perceptual speech quality in real communication systems. Most existing BWE researches primarily focus on fixed upsampling ratios, disregarding the fact that the effective bandwidth of captured audio may fluctuate frequently due to various capturing devices and transmission conditions. In this paper, we propose a novel streaming adaptive bandwidth extension solution dubbed BAE-Net, which is suitable to handle the low-resolution speech with unknown and varying effective bandwidth. To address the challenges of recovering both the high-frequency magnitude and phase speech content blindly, we devise a dual-stream architecture that incorporates the magnitude inpainting and phase refinement. For potential applications on edge devices, this paper also introduces BAE-NET-lite, which is a lightweight, streaming and efficient framework. Quantitative results demonstrate the superiority of BAE-Net in terms of both performance and computational efficiency when compared with existing state-of-the-art BWE methods.
LLMs in the Imaginarium: Tool Learning through Simulated Trial and Error
Tools are essential for large language models (LLMs) to acquire up-to-date information and take consequential actions in external environments. Existing work on tool-augmented LLMs primarily focuses on the broad coverage of tools and the flexibility of adding new tools. However, a critical aspect that has surprisingly been understudied is simply how accurately an LLM uses tools for which it has been trained. We find that existing LLMs, including GPT-4 and open-source LLMs specifically fine-tuned for tool use, only reach a correctness rate in the range of 30% to 60%, far from reliable use in practice. We propose a biologically inspired method for tool-augmented LLMs, simulated trial and error (STE), that orchestrates three key mechanisms for successful tool use behaviors in the biological system: trial and error, imagination, and memory. Specifically, STE leverages an LLM's 'imagination' to simulate plausible scenarios for using a tool, after which the LLM interacts with the tool to learn from its execution feedback. Both short-term and long-term memory are employed to improve the depth and breadth of the exploration, respectively. Comprehensive experiments on ToolBench show that STE substantially improves tool learning for LLMs under both in-context learning and fine-tuning settings, bringing a boost of 46.7% to Mistral-Instruct-7B and enabling it to outperform GPT-4. We also show effective continual learning of tools via a simple experience replay strategy.
ReEx-SQL: Reasoning with Execution-Aware Reinforcement Learning for Text-to-SQL
In Text-to-SQL, execution feedback is essential for guiding large language models (LLMs) to reason accurately and generate reliable SQL queries. However, existing methods treat execution feedback solely as a post-hoc signal for correction or selection, failing to integrate it into the generation process. This limitation hinders their ability to address reasoning errors as they occur, ultimately reducing query accuracy and robustness. To address this issue, we propose ReEx-SQL (Reasoning with Execution-Aware Reinforcement Learning), a framework for Text-to-SQL that enables models to interact with the database during decoding and dynamically adjust their reasoning based on execution feedback. ReEx-SQL introduces an execution-aware reasoning paradigm that interleaves intermediate SQL execution into reasoning paths, facilitating context-sensitive revisions. It achieves this through structured prompts with markup tags and a stepwise rollout strategy that integrates execution feedback into each stage of generation. To supervise policy learning, we develop a composite reward function that includes an exploration reward, explicitly encouraging effective database interaction. Additionally, ReEx-SQL adopts a tree-based decoding strategy to support exploratory reasoning, enabling dynamic expansion of alternative reasoning paths. Notably, ReEx-SQL achieves 88.8% on Spider and 64.9% on BIRD at the 7B scale, surpassing the standard reasoning baseline by 2.7% and 2.6%, respectively. It also shows robustness, achieving 85.2% on Spider-Realistic with leading performance. In addition, its tree-structured decoding improves efficiency and performance over linear decoding, reducing inference time by 51.9% on the BIRD development set.
Simple Baselines for Interactive Video Retrieval with Questions and Answers
To date, the majority of video retrieval systems have been optimized for a "single-shot" scenario in which the user submits a query in isolation, ignoring previous interactions with the system. Recently, there has been renewed interest in interactive systems to enhance retrieval, but existing approaches are complex and deliver limited gains in performance. In this work, we revisit this topic and propose several simple yet effective baselines for interactive video retrieval via question-answering. We employ a VideoQA model to simulate user interactions and show that this enables the productive study of the interactive retrieval task without access to ground truth dialogue data. Experiments on MSR-VTT, MSVD, and AVSD show that our framework using question-based interaction significantly improves the performance of text-based video retrieval systems.
Make-An-Audio: Text-To-Audio Generation with Prompt-Enhanced Diffusion Models
Large-scale multimodal generative modeling has created milestones in text-to-image and text-to-video generation. Its application to audio still lags behind for two main reasons: the lack of large-scale datasets with high-quality text-audio pairs, and the complexity of modeling long continuous audio data. In this work, we propose Make-An-Audio with a prompt-enhanced diffusion model that addresses these gaps by 1) introducing pseudo prompt enhancement with a distill-then-reprogram approach, it alleviates data scarcity with orders of magnitude concept compositions by using language-free audios; 2) leveraging spectrogram autoencoder to predict the self-supervised audio representation instead of waveforms. Together with robust contrastive language-audio pretraining (CLAP) representations, Make-An-Audio achieves state-of-the-art results in both objective and subjective benchmark evaluation. Moreover, we present its controllability and generalization for X-to-Audio with "No Modality Left Behind", for the first time unlocking the ability to generate high-definition, high-fidelity audios given a user-defined modality input. Audio samples are available at https://Text-to-Audio.github.io
AudioStory: Generating Long-Form Narrative Audio with Large Language Models
Recent advances in text-to-audio (TTA) generation excel at synthesizing short audio clips but struggle with long-form narrative audio, which requires temporal coherence and compositional reasoning. To address this gap, we propose AudioStory, a unified framework that integrates large language models (LLMs) with TTA systems to generate structured, long-form audio narratives. AudioStory possesses strong instruction-following reasoning generation capabilities. It employs LLMs to decompose complex narrative queries into temporally ordered sub-tasks with contextual cues, enabling coherent scene transitions and emotional tone consistency. AudioStory has two appealing features: (1) Decoupled bridging mechanism: AudioStory disentangles LLM-diffuser collaboration into two specialized components, i.e., a bridging query for intra-event semantic alignment and a residual query for cross-event coherence preservation. (2) End-to-end training: By unifying instruction comprehension and audio generation within a single end-to-end framework, AudioStory eliminates the need for modular training pipelines while enhancing synergy between components. Furthermore, we establish a benchmark AudioStory-10K, encompassing diverse domains such as animated soundscapes and natural sound narratives. Extensive experiments show the superiority of AudioStory on both single-audio generation and narrative audio generation, surpassing prior TTA baselines in both instruction-following ability and audio fidelity. Our code is available at https://github.com/TencentARC/AudioStory
Conditional Generation of Audio from Video via Foley Analogies
The sound effects that designers add to videos are designed to convey a particular artistic effect and, thus, may be quite different from a scene's true sound. Inspired by the challenges of creating a soundtrack for a video that differs from its true sound, but that nonetheless matches the actions occurring on screen, we propose the problem of conditional Foley. We present the following contributions to address this problem. First, we propose a pretext task for training our model to predict sound for an input video clip using a conditional audio-visual clip sampled from another time within the same source video. Second, we propose a model for generating a soundtrack for a silent input video, given a user-supplied example that specifies what the video should "sound like". We show through human studies and automated evaluation metrics that our model successfully generates sound from video, while varying its output according to the content of a supplied example. Project site: https://xypb.github.io/CondFoleyGen/
Moving Object Based Collision-Free Video Synopsis
Video synopsis, summarizing a video to generate a shorter video by exploiting the spatial and temporal redundancies, is important for surveillance and archiving. Existing trajectory-based video synopsis algorithms will not able to work in real time, because of the complexity due to the number of object tubes that need to be included in the complex energy minimization algorithm. We propose a real-time algorithm by using a method that incrementally stitches each frame of the synopsis by extracting object frames from the user specified number of tubes in the buffer in contrast to global energy-minimization based systems. This also gives flexibility to the user to set the threshold of maximum number of objects in the synopsis video according his or her tracking ability and creates collision-free summarized videos which are visually pleasing. Experiments with six common test videos, indoors and outdoors with many moving objects, show that the proposed video synopsis algorithm produces better frame reduction rates than existing approaches.
VL-Rethinker: Incentivizing Self-Reflection of Vision-Language Models with Reinforcement Learning
Recently, slow-thinking systems like GPT-o1 and DeepSeek-R1 have demonstrated great potential in solving challenging problems through explicit reflection. They significantly outperform the best fast-thinking models, such as GPT-4o, on various math and science benchmarks. However, their multimodal reasoning capabilities remain on par with fast-thinking models. For instance, GPT-o1's performance on benchmarks like MathVista, MathVerse, and MathVision is similar to fast-thinking models. In this paper, we aim to enhance the slow-thinking capabilities of vision-language models using reinforcement learning (without relying on distillation) to advance the state of the art. First, we adapt the GRPO algorithm with a novel technique called Selective Sample Replay (SSR) to address the vanishing advantages problem. While this approach yields strong performance, the resulting RL-trained models exhibit limited self-reflection or self-verification. To further encourage slow-thinking, we introduce Forced Rethinking, which appends a textual rethinking trigger to the end of initial rollouts in RL training, explicitly enforcing a self-reflection reasoning step. By combining these two techniques, our model, VL-Rethinker, advances state-of-the-art scores on MathVista, MathVerse, and MathVision to achieve 80.3%, 61.8%, and 43.9% respectively. VL-Rethinker also achieves open-source SoTA on multi-disciplinary benchmarks such as MMMU-Pro, EMMA, and MEGA-Bench, narrowing the gap with GPT-o1.
OVO-Bench: How Far is Your Video-LLMs from Real-World Online Video Understanding?
Temporal Awareness, the ability to reason dynamically based on the timestamp when a question is raised, is the key distinction between offline and online video LLMs. Unlike offline models, which rely on complete videos for static, post hoc analysis, online models process video streams incrementally and dynamically adapt their responses based on the timestamp at which the question is posed. Despite its significance, temporal awareness has not been adequately evaluated in existing benchmarks. To fill this gap, we present OVO-Bench (Online-VideO-Benchmark), a novel video benchmark that emphasizes the importance of timestamps for advanced online video understanding capability benchmarking. OVO-Bench evaluates the ability of video LLMs to reason and respond to events occurring at specific timestamps under three distinct scenarios: (1) Backward tracing: trace back to past events to answer the question. (2) Real-time understanding: understand and respond to events as they unfold at the current timestamp. (3) Forward active responding: delay the response until sufficient future information becomes available to answer the question accurately. OVO-Bench comprises 12 tasks, featuring 644 unique videos and approximately human-curated 2,800 fine-grained meta-annotations with precise timestamps. We combine automated generation pipelines with human curation. With these high-quality samples, we further developed an evaluation pipeline to systematically query video LLMs along the video timeline. Evaluations of nine Video-LLMs reveal that, despite advancements on traditional benchmarks, current models struggle with online video understanding, showing a significant gap compared to human agents. We hope OVO-Bench will drive progress in video LLMs and inspire future research in online video reasoning. Our benchmark and code can be accessed at https://github.com/JoeLeelyf/OVO-Bench.
Lina-Speech: Gated Linear Attention is a Fast and Parameter-Efficient Learner for text-to-speech synthesis
Neural codec language models have achieved state-of-the-art performance in text-to-speech (TTS) synthesis, leveraging scalable architectures like autoregressive transformers and large-scale speech datasets. By framing voice cloning as a prompt continuation task, these models excel at cloning voices from short audio samples. However, this approach is limited in its ability to handle numerous or lengthy speech excerpts, since the concatenation of source and target speech must fall within the maximum context length which is determined during training. In this work, we introduce Lina-Speech, a model that replaces traditional self-attention mechanisms with emerging recurrent architectures like Gated Linear Attention (GLA). Building on the success of initial-state tuning on RWKV, we extend this technique to voice cloning, enabling the use of multiple speech samples and full utilization of the context window in synthesis. This approach is fast, easy to deploy, and achieves performance comparable to fine-tuned baselines when the dataset size ranges from 3 to 15 minutes. Notably, Lina-Speech matches or outperforms state-of-the-art baseline models, including some with a parameter count up to four times higher or trained in an end-to-end style. We release our code and checkpoints. Audio samples are available at https://theodorblackbird.github.io/blog/demo_lina/.
Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction
Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.
ReFoCUS: Reinforcement-guided Frame Optimization for Contextual Understanding
Recent progress in Large Multi-modal Models (LMMs) has enabled effective vision-language reasoning, yet the ability to understand video content remains constrained by suboptimal frame selection strategies. Existing approaches often rely on static heuristics or external retrieval modules to feed frame information into video-LLMs, which may fail to provide the query-relevant information. In this work, we introduce ReFoCUS (Reinforcement-guided Frame Optimization for Contextual UnderStanding), a novel frame-level policy optimization framework that shifts the optimization target from textual responses to visual input selection. ReFoCUS learns a frame selection policy via reinforcement learning, using reward signals derived from a reference LMM to reflect the model's intrinsic preferences for frames that best support temporally grounded responses. To efficiently explore the large combinatorial frame space, we employ an autoregressive, conditional selection architecture that ensures temporal coherence while reducing complexity. Our approach does not require explicit supervision at the frame-level and consistently improves reasoning performance across multiple video QA benchmarks, highlighting the benefits of aligning frame selection with model-internal utility.
Eventual Discounting Temporal Logic Counterfactual Experience Replay
Linear temporal logic (LTL) offers a simplified way of specifying tasks for policy optimization that may otherwise be difficult to describe with scalar reward functions. However, the standard RL framework can be too myopic to find maximally LTL satisfying policies. This paper makes two contributions. First, we develop a new value-function based proxy, using a technique we call eventual discounting, under which one can find policies that satisfy the LTL specification with highest achievable probability. Second, we develop a new experience replay method for generating off-policy data from on-policy rollouts via counterfactual reasoning on different ways of satisfying the LTL specification. Our experiments, conducted in both discrete and continuous state-action spaces, confirm the effectiveness of our counterfactual experience replay approach.
ARIG: Autoregressive Interactive Head Generation for Real-time Conversations
Face-to-face communication, as a common human activity, motivates the research on interactive head generation. A virtual agent can generate motion responses with both listening and speaking capabilities based on the audio or motion signals of the other user and itself. However, previous clip-wise generation paradigm or explicit listener/speaker generator-switching methods have limitations in future signal acquisition, contextual behavioral understanding, and switching smoothness, making it challenging to be real-time and realistic. In this paper, we propose an autoregressive (AR) based frame-wise framework called ARIG to realize the real-time generation with better interaction realism. To achieve real-time generation, we model motion prediction as a non-vector-quantized AR process. Unlike discrete codebook-index prediction, we represent motion distribution using diffusion procedure, achieving more accurate predictions in continuous space. To improve interaction realism, we emphasize interactive behavior understanding (IBU) and detailed conversational state understanding (CSU). In IBU, based on dual-track dual-modal signals, we summarize short-range behaviors through bidirectional-integrated learning and perform contextual understanding over long ranges. In CSU, we use voice activity signals and context features of IBU to understand the various states (interruption, feedback, pause, etc.) that exist in actual conversations. These serve as conditions for the final progressive motion prediction. Extensive experiments have verified the effectiveness of our model.
Towards robust audio spoofing detection: a detailed comparison of traditional and learned features
Automatic speaker verification, like every other biometric system, is vulnerable to spoofing attacks. Using only a few minutes of recorded voice of a genuine client of a speaker verification system, attackers can develop a variety of spoofing attacks that might trick such systems. Detecting these attacks using the audio cues present in the recordings is an important challenge. Most existing spoofing detection systems depend on knowing the used spoofing technique. With this research, we aim at overcoming this limitation, by examining robust audio features, both traditional and those learned through an autoencoder, that are generalizable over different types of replay spoofing. Furthermore, we provide a detailed account of all the steps necessary in setting up state-of-the-art audio feature detection, pre-, and postprocessing, such that the (non-audio expert) machine learning researcher can implement such systems. Finally, we evaluate the performance of our robust replay speaker detection system with a wide variety and different combinations of both extracted and machine learned audio features on the `out in the wild' ASVspoof 2017 dataset. This dataset contains a variety of new spoofing configurations. Since our focus is on examining which features will ensure robustness, we base our system on a traditional Gaussian Mixture Model-Universal Background Model. We then systematically investigate the relative contribution of each feature set. The fused models, based on both the known audio features and the machine learned features respectively, have a comparable performance with an Equal Error Rate (EER) of 12. The final best performing model, which obtains an EER of 10.8, is a hybrid model that contains both known and machine learned features, thus revealing the importance of incorporating both types of features when developing a robust spoofing prediction model.
Tuning-Free Multi-Event Long Video Generation via Synchronized Coupled Sampling
While recent advancements in text-to-video diffusion models enable high-quality short video generation from a single prompt, generating real-world long videos in a single pass remains challenging due to limited data and high computational costs. To address this, several works propose tuning-free approaches, i.e., extending existing models for long video generation, specifically using multiple prompts to allow for dynamic and controlled content changes. However, these methods primarily focus on ensuring smooth transitions between adjacent frames, often leading to content drift and a gradual loss of semantic coherence over longer sequences. To tackle such an issue, we propose Synchronized Coupled Sampling (SynCoS), a novel inference framework that synchronizes denoising paths across the entire video, ensuring long-range consistency across both adjacent and distant frames. Our approach combines two complementary sampling strategies: reverse and optimization-based sampling, which ensure seamless local transitions and enforce global coherence, respectively. However, directly alternating between these samplings misaligns denoising trajectories, disrupting prompt guidance and introducing unintended content changes as they operate independently. To resolve this, SynCoS synchronizes them through a grounded timestep and a fixed baseline noise, ensuring fully coupled sampling with aligned denoising paths. Extensive experiments show that SynCoS significantly improves multi-event long video generation, achieving smoother transitions and superior long-range coherence, outperforming previous approaches both quantitatively and qualitatively.
Penalty Decoding: Well Suppress the Self-Reinforcement Effect in Open-Ended Text Generation
The decoding algorithm is critical for open-ended text generation, transforming latent representations into coherent and meaningful outputs. This paper investigates the self-reinforcement effect in text generation and the effectiveness of a repetition penalty to mitigate it. However, determining the optimal repetition penalty value is challenging. To tackle this, we propose a forgetting mechanism that disregards distant tokens, reducing the burden of penalty selection. In addition, we introduce a length penalty to address overly short sentences caused by excessive penalties. Our penalty decoding approach incorporating three strategies helps resolve issues with sampling methods deviating from factual information. Experimental results demonstrate the efficacy of our approach in generating high-quality sentences resembling human output.
Reason for Future, Act for Now: A Principled Framework for Autonomous LLM Agents with Provable Sample Efficiency
Large language models (LLMs) demonstrate impressive reasoning abilities, but translating reasoning into actions in the real world remains challenging. In particular, it remains unclear how to complete a given task provably within a minimum number of interactions with the external environment, e.g., through an internal mechanism of reasoning. To this end, we propose a principled framework with provable regret guarantees to orchestrate reasoning and acting, which we call "reason for future, act for now" (RAFA). Specifically, we design a prompt template for reasoning that learns from the memory buffer and plans a future trajectory over a long horizon ("reason for future"). At each step, the LLM agent takes the initial action of the planned trajectory ("act for now"), stores the collected feedback in the memory buffer, and reinvokes the reasoning routine to replan the future trajectory from the new state. The key idea is to cast reasoning in LLMs as learning and planning in Bayesian adaptive Markov decision processes (MDPs). Correspondingly, we prompt LLMs to form an updated posterior of the unknown environment from the memory buffer (learning) and generate an optimal trajectory for multiple future steps that maximizes a value function (planning). The learning and planning subroutines are performed in an "in-context" manner to emulate the actor-critic update for MDPs. Our theoretical analysis proves that the novel combination of long-term reasoning and short-term acting achieves a T regret. In particular, the regret bound highlights an intriguing interplay between the prior knowledge obtained through pretraining and the uncertainty reduction achieved by reasoning and acting. Our empirical validation shows that it outperforms various existing frameworks and achieves nearly perfect scores on a few benchmarks.
AudioGen: Textually Guided Audio Generation
We tackle the problem of generating audio samples conditioned on descriptive text captions. In this work, we propose AaudioGen, an auto-regressive generative model that generates audio samples conditioned on text inputs. AudioGen operates on a learnt discrete audio representation. The task of text-to-audio generation poses multiple challenges. Due to the way audio travels through a medium, differentiating ``objects'' can be a difficult task (e.g., separating multiple people simultaneously speaking). This is further complicated by real-world recording conditions (e.g., background noise, reverberation, etc.). Scarce text annotations impose another constraint, limiting the ability to scale models. Finally, modeling high-fidelity audio requires encoding audio at high sampling rate, leading to extremely long sequences. To alleviate the aforementioned challenges we propose an augmentation technique that mixes different audio samples, driving the model to internally learn to separate multiple sources. We curated 10 datasets containing different types of audio and text annotations to handle the scarcity of text-audio data points. For faster inference, we explore the use of multi-stream modeling, allowing the use of shorter sequences while maintaining a similar bitrate and perceptual quality. We apply classifier-free guidance to improve adherence to text. Comparing to the evaluated baselines, AudioGen outperforms over both objective and subjective metrics. Finally, we explore the ability of the proposed method to generate audio continuation conditionally and unconditionally. Samples: https://felixkreuk.github.io/audiogen
CLIP model is an Efficient Continual Learner
The continual learning setting aims to learn new tasks over time without forgetting the previous ones. The literature reports several significant efforts to tackle this problem with limited or no access to previous task data. Among such efforts, typical solutions offer sophisticated techniques involving memory replay, knowledge distillation, model regularization, and dynamic network expansion. The resulting methods have a retraining cost at each learning task, dedicated memory requirements, and setting-specific design choices. In this work, we show that a frozen CLIP (Contrastive Language-Image Pretraining) model offers astounding continual learning performance without any fine-tuning (zero-shot evaluation). We evaluate CLIP under a variety of settings including class-incremental, domain-incremental and task-agnostic incremental learning on five popular benchmarks (ImageNet-100 & 1K, CORe50, CIFAR-100, and TinyImageNet). Without any bells and whistles, the CLIP model outperforms the state-of-the-art continual learning approaches in the majority of the settings. We show the effect on the CLIP model's performance by varying text inputs with simple prompt templates. To the best of our knowledge, this is the first work to report the CLIP zero-shot performance in a continual setting. We advocate the use of this strong yet embarrassingly simple baseline for future comparisons in the continual learning tasks.
Multi-Grained Patch Training for Efficient LLM-based Recommendation
Large Language Models (LLMs) have emerged as a new paradigm for recommendation by converting interacted item history into language modeling. However, constrained by the limited context length of LLMs, existing approaches have to truncate item history in the prompt, focusing only on recent interactions and sacrificing the ability to model long-term history. To enable LLMs to model long histories, we pursue a concise embedding representation for items and sessions. In the LLM embedding space, we construct an item's embedding by aggregating its textual token embeddings; similarly, we construct a session's embedding by aggregating its item embeddings. While efficient, this way poses two challenges since it ignores the temporal significance of user interactions and LLMs do not natively interpret our custom embeddings. To overcome these, we propose PatchRec, a multi-grained patch training method consisting of two stages: (1) Patch Pre-training, which familiarizes LLMs with aggregated embeddings -- patches, and (2) Patch Fine-tuning, which enables LLMs to capture time-aware significance in interaction history. Extensive experiments show that PatchRec effectively models longer behavior histories with improved efficiency. This work facilitates the practical use of LLMs for modeling long behavior histories. Codes are available at https://github.com/ljy0ustc/PatchRec.
ViSpeak: Visual Instruction Feedback in Streaming Videos
Recent advances in Large Multi-modal Models (LMMs) are primarily focused on offline video understanding. Instead, streaming video understanding poses great challenges to recent models due to its time-sensitive, omni-modal and interactive characteristics. In this work, we aim to extend the streaming video understanding from a new perspective and propose a novel task named Visual Instruction Feedback in which models should be aware of visual contents and learn to extract instructions from them. For example, when users wave their hands to agents, agents should recognize the gesture and start conversations with welcome information. Thus, following instructions in visual modality greatly enhances user-agent interactions. To facilitate research, we define seven key subtasks highly relevant to visual modality and collect the ViSpeak-Instruct dataset for training and the ViSpeak-Bench for evaluation. Further, we propose the ViSpeak model, which is a SOTA streaming video understanding LMM with GPT-4o-level performance on various streaming video understanding benchmarks. After finetuning on our ViSpeak-Instruct dataset, ViSpeak is equipped with basic visual instruction feedback ability, serving as a solid baseline for future research.
Learning to Highlight Audio by Watching Movies
Recent years have seen a significant increase in video content creation and consumption. Crafting engaging content requires the careful curation of both visual and audio elements. While visual cue curation, through techniques like optimal viewpoint selection or post-editing, has been central to media production, its natural counterpart, audio, has not undergone equivalent advancements. This often results in a disconnect between visual and acoustic saliency. To bridge this gap, we introduce a novel task: visually-guided acoustic highlighting, which aims to transform audio to deliver appropriate highlighting effects guided by the accompanying video, ultimately creating a more harmonious audio-visual experience. We propose a flexible, transformer-based multimodal framework to solve this task. To train our model, we also introduce a new dataset -- the muddy mix dataset, leveraging the meticulous audio and video crafting found in movies, which provides a form of free supervision. We develop a pseudo-data generation process to simulate poorly mixed audio, mimicking real-world scenarios through a three-step process -- separation, adjustment, and remixing. Our approach consistently outperforms several baselines in both quantitative and subjective evaluation. We also systematically study the impact of different types of contextual guidance and difficulty levels of the dataset. Our project page is here: https://wikichao.github.io/VisAH/.
GUI-Reflection: Empowering Multimodal GUI Models with Self-Reflection Behavior
Multimodal Large Language Models (MLLMs) have shown great potential in revolutionizing Graphical User Interface (GUI) automation. However, existing GUI models mostly rely on learning from nearly error-free offline trajectories, thus lacking reflection and error recovery capabilities. To bridge this gap, we propose GUI-Reflection, a novel framework that explicitly integrates self-reflection and error correction capabilities into end-to-end multimodal GUI models throughout dedicated training stages: GUI-specific pre-training, offline supervised fine-tuning (SFT), and online reflection tuning. GUI-reflection enables self-reflection behavior emergence with fully automated data generation and learning processes without requiring any human annotation. Specifically, 1) we first propose scalable data pipelines to automatically construct reflection and error correction data from existing successful trajectories. While existing GUI models mainly focus on grounding and UI understanding ability, we propose the GUI-Reflection Task Suite to learn and evaluate reflection-oriented abilities explicitly. 2) Furthermore, we built a diverse and efficient environment for online training and data collection of GUI models on mobile devices. 3) We also present an iterative online reflection tuning algorithm leveraging the proposed environment, enabling the model to continuously enhance its reflection and error correction abilities. Our framework equips GUI agents with self-reflection and correction capabilities, paving the way for more robust, adaptable, and intelligent GUI automation, with all data, models, environments, and tools to be released publicly.
ModEFormer: Modality-Preserving Embedding for Audio-Video Synchronization using Transformers
Lack of audio-video synchronization is a common problem during television broadcasts and video conferencing, leading to an unsatisfactory viewing experience. A widely accepted paradigm is to create an error detection mechanism that identifies the cases when audio is leading or lagging. We propose ModEFormer, which independently extracts audio and video embeddings using modality-specific transformers. Different from the other transformer-based approaches, ModEFormer preserves the modality of the input streams which allows us to use a larger batch size with more negative audio samples for contrastive learning. Further, we propose a trade-off between the number of negative samples and number of unique samples in a batch to significantly exceed the performance of previous methods. Experimental results show that ModEFormer achieves state-of-the-art performance, 94.5% for LRS2 and 90.9% for LRS3. Finally, we demonstrate how ModEFormer can be used for offset detection for test clips.
SALOVA: Segment-Augmented Long Video Assistant for Targeted Retrieval and Routing in Long-Form Video Analysis
Despite advances in Large Multi-modal Models, applying them to long and untrimmed video content remains challenging due to limitations in context length and substantial memory overhead. These constraints often lead to significant information loss and reduced relevance in the model responses. With the exponential growth of video data across web platforms, understanding long-form video is crucial for advancing generalized intelligence. In this paper, we introduce SALOVA: Segment-Augmented LOng Video Assistant, a novel video-LLM framework designed to enhance the comprehension of lengthy video content through targeted retrieval process. We address two main challenges to achieve it: (i) We present the SceneWalk dataset, a high-quality collection of 87.8K long videos, each densely captioned at the segment level to enable models to capture scene continuity and maintain rich descriptive context. (ii) We develop robust architectural designs integrating dynamic routing mechanism and spatio-temporal projector to efficiently retrieve and process relevant video segments based on user queries. Our framework mitigates the limitations of current video-LMMs by allowing for precise identification and retrieval of relevant video segments in response to queries, thereby improving the contextual relevance of the generated responses. Through extensive experiments, SALOVA demonstrates enhanced capability in processing complex long-form videos, showing significant capability to maintain contextual integrity across extended sequences.
Mind the Time: Temporally-Controlled Multi-Event Video Generation
Real-world videos consist of sequences of events. Generating such sequences with precise temporal control is infeasible with existing video generators that rely on a single paragraph of text as input. When tasked with generating multiple events described using a single prompt, such methods often ignore some of the events or fail to arrange them in the correct order. To address this limitation, we present MinT, a multi-event video generator with temporal control. Our key insight is to bind each event to a specific period in the generated video, which allows the model to focus on one event at a time. To enable time-aware interactions between event captions and video tokens, we design a time-based positional encoding method, dubbed ReRoPE. This encoding helps to guide the cross-attention operation. By fine-tuning a pre-trained video diffusion transformer on temporally grounded data, our approach produces coherent videos with smoothly connected events. For the first time in the literature, our model offers control over the timing of events in generated videos. Extensive experiments demonstrate that MinT outperforms existing open-source models by a large margin.
Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation
Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.
Multiverse of Greatness: Generating Story Branches with LLMs
This paper presents Dynamic Context Prompting/Programming (DCP/P), a novel framework for interacting with LLMs to generate graph-based content with a dynamic context window history. While there is an existing study utilizing LLMs to generate a visual novel game, the previous study involved a manual process of output extraction and did not provide flexibility in generating a longer, coherent story. We evaluate DCP/P against our baseline, which does not provide context history to an LLM and only relies on the initial story data. Through objective evaluation, we show that simply providing the LLM with a summary leads to a subpar story compared to additionally providing the LLM with the proper context of the story. We also provide an extensive qualitative analysis and discussion. We qualitatively examine the quality of the objectively best-performing generated game from each approach. In addition, we examine biases in word choices and word sentiment of the generated content. We find a consistent observation with previous studies that LLMs are biased towards certain words, even with a different LLM family. Finally, we provide a comprehensive discussion on opportunities for future studies.
Retriever-and-Memory: Towards Adaptive Note-Enhanced Retrieval-Augmented Generation
Retrieval-Augmented Generation (RAG) mitigates issues of the factual errors and hallucinated outputs generated by Large Language Models (LLMs) in open-domain question-answering tasks (OpenQA) via introducing external knowledge. For complex QA, however, existing RAG methods use LLMs to actively predict retrieval timing and directly use the retrieved information for generation, regardless of whether the retrieval timing accurately reflects the actual information needs, or sufficiently considers prior retrieved knowledge, which may result in insufficient information gathering and interaction, yielding low-quality answers. To address these, we propose a generic RAG approach called Adaptive Note-Enhanced RAG (Adaptive-Note) for complex QA tasks, which includes the iterative information collector, adaptive memory reviewer, and task-oriented generator, while following a new Retriever-and-Memory paradigm. Specifically, Adaptive-Note introduces an overarching view of knowledge growth, iteratively gathering new information in the form of notes and updating them into the existing optimal knowledge structure, enhancing high-quality knowledge interactions. In addition, we employ an adaptive, note-based stop-exploration strategy to decide "what to retrieve and when to stop" to encourage sufficient knowledge exploration. We conduct extensive experiments on five complex QA datasets, and the results demonstrate the superiority and effectiveness of our method and its components. The code and data are at https://github.com/thunlp/Adaptive-Note.
Recall Traces: Backtracking Models for Efficient Reinforcement Learning
In many environments only a tiny subset of all states yield high reward. In these cases, few of the interactions with the environment provide a relevant learning signal. Hence, we may want to preferentially train on those high-reward states and the probable trajectories leading to them. To this end, we advocate for the use of a backtracking model that predicts the preceding states that terminate at a given high-reward state. We can train a model which, starting from a high value state (or one that is estimated to have high value), predicts and sample for which the (state, action)-tuples may have led to that high value state. These traces of (state, action) pairs, which we refer to as Recall Traces, sampled from this backtracking model starting from a high value state, are informative as they terminate in good states, and hence we can use these traces to improve a policy. We provide a variational interpretation for this idea and a practical algorithm in which the backtracking model samples from an approximate posterior distribution over trajectories which lead to large rewards. Our method improves the sample efficiency of both on- and off-policy RL algorithms across several environments and tasks.
Attendre: Wait To Attend By Retrieval With Evicted Queries in Memory-Based Transformers for Long Context Processing
As LLMs have become capable of processing more complex types of inputs, researchers have recently studied how to efficiently and affordably process possibly arbitrarily long sequences. One effective approach is to use a FIFO memory to store keys and values of an attention sublayer from past chunks to allow subsequent queries to attend. However, this approach requires a large memory and/or takes into the consideration the specific LM architecture. Moreover, due to the causal nature between the key-values in prior context and the queries at present, this approach cannot be extended to bidirectional attention such as in an encoder-decoder or PrefixLM decoder-only architecture. In this paper, we propose to use eviction policies, such as LRA and LFA, to reduce the memory size and adapt to various architectures, and we also propose the Attendre layer, a wait-to-attend mechanism by retrieving the key-value memory (K/V memory) with evicted queries in the query memory (Q memory). As a first step, we evaluate this method in the context length extension setup using the TriviaQA reading comprehension task, and show the effectiveness of the approach.
Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition
Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face limitations in dynamics, generality, long-term consistency, and efficiency, which limit the ability to create various gameplay videos. To address these gaps, we introduce Hunyuan-GameCraft, a novel framework for high-dynamic interactive video generation in game environments. To achieve fine-grained action control, we unify standard keyboard and mouse inputs into a shared camera representation space, facilitating smooth interpolation between various camera and movement operations. Then we propose a hybrid history-conditioned training strategy that extends video sequences autoregressively while preserving game scene information. Additionally, to enhance inference efficiency and playability, we achieve model distillation to reduce computational overhead while maintaining consistency across long temporal sequences, making it suitable for real-time deployment in complex interactive environments. The model is trained on a large-scale dataset comprising over one million gameplay recordings across over 100 AAA games, ensuring broad coverage and diversity, then fine-tuned on a carefully annotated synthetic dataset to enhance precision and control. The curated game scene data significantly improves the visual fidelity, realism and action controllability. Extensive experiments demonstrate that Hunyuan-GameCraft significantly outperforms existing models, advancing the realism and playability of interactive game video generation.
SemEval 2022 Task 12: Symlink- Linking Mathematical Symbols to their Descriptions
Given the increasing number of livestreaming videos, automatic speech recognition and post-processing for livestreaming video transcripts are crucial for efficient data management as well as knowledge mining. A key step in this process is punctuation restoration which restores fundamental text structures such as phrase and sentence boundaries from the video transcripts. This work presents a new human-annotated corpus, called BehancePR, for punctuation restoration in livestreaming video transcripts. Our experiments on BehancePR demonstrate the challenges of punctuation restoration for this domain. Furthermore, we show that popular natural language processing toolkits are incapable of detecting sentence boundary on non-punctuated transcripts of livestreaming videos, calling for more research effort to develop robust models for this area.
Continual Learning for Instruction Following from Realtime Feedback
We propose and deploy an approach to continually train an instruction-following agent from feedback provided by users during collaborative interactions. During interaction, human users instruct an agent using natural language, and provide realtime binary feedback as they observe the agent following their instructions. We design a contextual bandit learning approach, converting user feedback to immediate reward. We evaluate through thousands of human-agent interactions, demonstrating 15.4% absolute improvement in instruction execution accuracy over time. We also show our approach is robust to several design variations, and that the feedback signal is roughly equivalent to the learning signal of supervised demonstration data.
StreamVoice: Streamable Context-Aware Language Modeling for Real-time Zero-Shot Voice Conversion
Recent language model (LM) advancements have showcased impressive zero-shot voice conversion (VC) performance. However, existing LM-based VC models usually apply offline conversion from source semantics to acoustic features, demanding the complete source speech, and limiting their deployment to real-time applications. In this paper, we introduce StreamVoice, a novel streaming LM-based model for zero-shot VC, facilitating real-time conversion given arbitrary speaker prompts and source speech. Specifically, to enable streaming capability, StreamVoice employs a fully causal context-aware LM with a temporal-independent acoustic predictor, while alternately processing semantic and acoustic features at each time step of autoregression which eliminates the dependence on complete source speech. To address the potential performance degradation from the incomplete context in streaming processing, we enhance the context-awareness of the LM through two strategies: 1) teacher-guided context foresight, using a teacher model to summarize the present and future semantic context during training to guide the model's forecasting for missing context; 2) semantic masking strategy, promoting acoustic prediction from preceding corrupted semantic and acoustic input, enhancing context-learning ability. Notably, StreamVoice is the first LM-based streaming zero-shot VC model without any future look-ahead. Experimental results demonstrate StreamVoice's streaming conversion capability while maintaining zero-shot performance comparable to non-streaming VC systems.
Leveraging Temporal Contextualization for Video Action Recognition
We propose a novel framework for video understanding, called Temporally Contextualized CLIP (TC-CLIP), which leverages essential temporal information through global interactions in a spatio-temporal domain within a video. To be specific, we introduce Temporal Contextualization (TC), a layer-wise temporal information infusion mechanism for videos, which 1) extracts core information from each frame, 2) connects relevant information across frames for the summarization into context tokens, and 3) leverages the context tokens for feature encoding. Furthermore, the Video-conditional Prompting (VP) module processes context tokens to generate informative prompts in the text modality. Extensive experiments in zero-shot, few-shot, base-to-novel, and fully-supervised action recognition validate the effectiveness of our model. Ablation studies for TC and VP support our design choices. Our project page with the source code is available at https://github.com/naver-ai/tc-clip
EXPEREPAIR: Dual-Memory Enhanced LLM-based Repository-Level Program Repair
Automatically repairing software issues remains a fundamental challenge at the intersection of software engineering and AI. Although recent advancements in Large Language Models (LLMs) have demonstrated potential for repository-level repair tasks, current methodologies exhibit two notable limitations: (1) they often address issues in isolation, neglecting to incorporate insights from previously resolved issues, and (2) they rely on static and rigid prompting strategies, which constrain their ability to generalize across diverse and evolving issue scenarios. Inspired by the dual memory systems of human cognition, where episodic and semantic memories work synergistically to support human reasoning and decision-making, we propose ExpeRepair, a novel LLM-based approach that continuously learns from historical repair experiences through dual-channel knowledge accumulation. ExpeRepair organizes historical repair experiences into two complementary memories: an episodic memory that stores concrete repair demonstrations, and a semantic memory that encodes abstract reflective insights. At inference time, ExpeRepair activates both memory systems by retrieving relevant demonstrations from episodic memory and recalling high-level repair insights from semantic memory. It further enhances adaptability through dynamic prompt composition, synergistically integrating both memory types to replace static prompts with context-aware, experience-driven prompts. Experiments on the SWE-bench Lite benchmark demonstrate that ExpeRepair achieves a pass@1 score of 49.3% with Claude 3.7 Sonnet, outperforming all state-of-the-art open-source methods.
Flashback: Memory-Driven Zero-shot, Real-time Video Anomaly Detection
Video Anomaly Detection (VAD) automatically identifies anomalous events from video, mitigating the need for human operators in large-scale surveillance deployments. However, three fundamental obstacles hinder real-world adoption: domain dependency and real-time constraints -- requiring near-instantaneous processing of incoming video. To this end, we propose Flashback, a zero-shot and real-time video anomaly detection paradigm. Inspired by the human cognitive mechanism of instantly judging anomalies and reasoning in current scenes based on past experience, Flashback operates in two stages: Recall and Respond. In the offline recall stage, an off-the-shelf LLM builds a pseudo-scene memory of both normal and anomalous captions without any reliance on real anomaly data. In the online respond stage, incoming video segments are embedded and matched against this memory via similarity search. By eliminating all LLM calls at inference time, Flashback delivers real-time VAD even on a consumer-grade GPU. On two large datasets from real-world surveillance scenarios, UCF-Crime and XD-Violence, we achieve 87.3 AUC (+7.0 pp) and 75.1 AP (+13.1 pp), respectively, outperforming prior zero-shot VAD methods by large margins.
On Memory Construction and Retrieval for Personalized Conversational Agents
To deliver coherent and personalized experiences in long-term conversations, existing approaches typically perform retrieval augmented response generation by constructing memory banks from conversation history at either the turn-level, session-level, or through summarization techniques.In this paper, we present two key findings: (1) The granularity of memory unit matters: turn-level, session-level, and summarization-based methods each exhibit limitations in both memory retrieval accuracy and the semantic quality of the retrieved content. (2) Prompt compression methods, such as LLMLingua-2, can effectively serve as a denoising mechanism, enhancing memory retrieval accuracy across different granularities. Building on these insights, we propose SeCom, a method that constructs the memory bank at segment level by introducing a conversation segmentation model that partitions long-term conversations into topically coherent segments, while applying compression based denoising on memory units to enhance memory retrieval. Experimental results show that SeCom exhibits a significant performance advantage over baselines on long-term conversation benchmarks LOCOMO and Long-MT-Bench+. Additionally, the proposed conversation segmentation method demonstrates superior performance on dialogue segmentation datasets such as DialSeg711, TIAGE, and SuperDialSeg.
Improving Language Models via Plug-and-Play Retrieval Feedback
Large language models (LLMs) exhibit remarkable performance across various NLP tasks. However, they often generate incorrect or hallucinated information, which hinders their practical applicability in real-world scenarios. Human feedback has been shown to effectively enhance the factuality and quality of generated content, addressing some of these limitations. However, this approach is resource-intensive, involving manual input and supervision, which can be time-consuming and expensive. Moreover, it cannot be provided during inference, further limiting its practical utility in dynamic and interactive applications. In this paper, we introduce ReFeed, a novel pipeline designed to enhance LLMs by providing automatic retrieval feedback in a plug-and-play framework without the need for expensive fine-tuning. ReFeed first generates initial outputs, then utilizes a retrieval model to acquire relevant information from large document collections, and finally incorporates the retrieved information into the in-context demonstration for output refinement, thereby addressing the limitations of LLMs in a more efficient and cost-effective manner. Experiments on four knowledge-intensive benchmark datasets demonstrate our proposed ReFeed could improve over +6.0% under zero-shot setting and +2.5% under few-shot setting, compared to baselines without using retrieval feedback.
Self-Supervised Audio-Visual Soundscape Stylization
Speech sounds convey a great deal of information about the scenes, resulting in a variety of effects ranging from reverberation to additional ambient sounds. In this paper, we manipulate input speech to sound as though it was recorded within a different scene, given an audio-visual conditional example recorded from that scene. Our model learns through self-supervision, taking advantage of the fact that natural video contains recurring sound events and textures. We extract an audio clip from a video and apply speech enhancement. We then train a latent diffusion model to recover the original speech, using another audio-visual clip taken from elsewhere in the video as a conditional hint. Through this process, the model learns to transfer the conditional example's sound properties to the input speech. We show that our model can be successfully trained using unlabeled, in-the-wild videos, and that an additional visual signal can improve its sound prediction abilities. Please see our project webpage for video results: https://tinglok.netlify.app/files/avsoundscape/
RAM: Towards an Ever-Improving Memory System by Learning from Communications
We introduce RAM, an innovative RAG-based framework with an ever-improving memory. Inspired by humans' pedagogical process, RAM utilizes recursively reasoning-based retrieval and experience reflections to continually update the memory and learn from users' communicative feedback, namely communicative learning. Extensive experiments with both simulated and real users demonstrate significant improvements over traditional RAG and self-knowledge methods, particularly excelling in handling false premise and multi-hop questions. Furthermore, RAM exhibits promising adaptability to various feedback and retrieval method chain types, showcasing its potential for advancing AI capabilities in dynamic knowledge acquisition and lifelong learning.
THEANINE: Revisiting Memory Management in Long-term Conversations with Timeline-augmented Response Generation
Large language models (LLMs) are capable of processing lengthy dialogue histories during prolonged interaction with users without additional memory modules; however, their responses tend to overlook or incorrectly recall information from the past. In this paper, we revisit memory-augmented response generation in the era of LLMs. While prior work focuses on getting rid of outdated memories, we argue that such memories can provide contextual cues that help dialogue systems understand the development of past events and, therefore, benefit response generation. We present Theanine, a framework that augments LLMs' response generation with memory timelines -- series of memories that demonstrate the development and causality of relevant past events. Along with Theanine, we introduce TeaFarm, a counterfactual-driven question-answering pipeline addressing the limitation of G-Eval in long-term conversations. Supplementary videos of our methods and the TeaBag dataset for TeaFarm evaluation are in https://theanine-693b0.web.app/.
Learning Memory Mechanisms for Decision Making through Demonstrations
In Partially Observable Markov Decision Processes, integrating an agent's history into memory poses a significant challenge for decision-making. Traditional imitation learning, relying on observation-action pairs for expert demonstrations, fails to capture the expert's memory mechanisms used in decision-making. To capture memory processes as demonstrations, we introduce the concept of memory dependency pairs (p, q) indicating that events at time p are recalled for decision-making at time q. We introduce AttentionTuner to leverage memory dependency pairs in Transformers and find significant improvements across several tasks compared to standard Transformers when evaluated on Memory Gym and the Long-term Memory Benchmark. Code is available at https://github.com/WilliamYue37/AttentionTuner.
Towards mental time travel: a hierarchical memory for reinforcement learning agents
Reinforcement learning agents often forget details of the past, especially after delays or distractor tasks. Agents with common memory architectures struggle to recall and integrate across multiple timesteps of a past event, or even to recall the details of a single timestep that is followed by distractor tasks. To address these limitations, we propose a Hierarchical Chunk Attention Memory (HCAM), which helps agents to remember the past in detail. HCAM stores memories by dividing the past into chunks, and recalls by first performing high-level attention over coarse summaries of the chunks, and then performing detailed attention within only the most relevant chunks. An agent with HCAM can therefore "mentally time-travel" -- remember past events in detail without attending to all intervening events. We show that agents with HCAM substantially outperform agents with other memory architectures at tasks requiring long-term recall, retention, or reasoning over memory. These include recalling where an object is hidden in a 3D environment, rapidly learning to navigate efficiently in a new neighborhood, and rapidly learning and retaining new object names. Agents with HCAM can extrapolate to task sequences much longer than they were trained on, and can even generalize zero-shot from a meta-learning setting to maintaining knowledge across episodes. HCAM improves agent sample efficiency, generalization, and generality (by solving tasks that previously required specialized architectures). Our work is a step towards agents that can learn, interact, and adapt in complex and temporally-extended environments.
RLTF: Reinforcement Learning from Unit Test Feedback
The goal of program synthesis, or code generation, is to generate executable code based on given descriptions. Recently, there has been an increasing number of studies employing reinforcement learning (RL) to improve the performance of large language models (LLMs) for code. However, these RL methods have only used offline frameworks, limiting their exploration of new sample spaces. Additionally, current approaches that utilize unit test signals are rather simple, not accounting for specific error locations within the code. To address these issues, we proposed RLTF, i.e., Reinforcement Learning from Unit Test Feedback, a novel online RL framework with unit test feedback of multi-granularity for refining code LLMs. Our approach generates data in real-time during training and simultaneously utilizes fine-grained feedback signals to guide the model towards producing higher-quality code. Extensive experiments show that RLTF achieves state-of-the-art performance on the APPS and the MBPP benchmarks. Our code can be found at: https://github.com/Zyq-scut/RLTF.
WorldExplorer: Towards Generating Fully Navigable 3D Scenes
Generating 3D worlds from text is a highly anticipated goal in computer vision. Existing works are limited by the degree of exploration they allow inside of a scene, i.e., produce streched-out and noisy artifacts when moving beyond central or panoramic perspectives. To this end, we propose WorldExplorer, a novel method based on autoregressive video trajectory generation, which builds fully navigable 3D scenes with consistent visual quality across a wide range of viewpoints. We initialize our scenes by creating multi-view consistent images corresponding to a 360 degree panorama. Then, we expand it by leveraging video diffusion models in an iterative scene generation pipeline. Concretely, we generate multiple videos along short, pre-defined trajectories, that explore the scene in depth, including motion around objects. Our novel scene memory conditions each video on the most relevant prior views, while a collision-detection mechanism prevents degenerate results, like moving into objects. Finally, we fuse all generated views into a unified 3D representation via 3D Gaussian Splatting optimization. Compared to prior approaches, WorldExplorer produces high-quality scenes that remain stable under large camera motion, enabling for the first time realistic and unrestricted exploration. We believe this marks a significant step toward generating immersive and truly explorable virtual 3D environments.
Long-Term Rhythmic Video Soundtracker
We consider the problem of generating musical soundtracks in sync with rhythmic visual cues. Most existing works rely on pre-defined music representations, leading to the incompetence of generative flexibility and complexity. Other methods directly generating video-conditioned waveforms suffer from limited scenarios, short lengths, and unstable generation quality. To this end, we present Long-Term Rhythmic Video Soundtracker (LORIS), a novel framework to synthesize long-term conditional waveforms. Specifically, our framework consists of a latent conditional diffusion probabilistic model to perform waveform synthesis. Furthermore, a series of context-aware conditioning encoders are proposed to take temporal information into consideration for a long-term generation. Notably, we extend our model's applicability from dances to multiple sports scenarios such as floor exercise and figure skating. To perform comprehensive evaluations, we establish a benchmark for rhythmic video soundtracks including the pre-processed dataset, improved evaluation metrics, and robust generative baselines. Extensive experiments show that our model generates long-term soundtracks with state-of-the-art musical quality and rhythmic correspondence. Codes are available at https://github.com/OpenGVLab/LORIS.
Advancing Multi-talker ASR Performance with Large Language Models
Recognizing overlapping speech from multiple speakers in conversational scenarios is one of the most challenging problem for automatic speech recognition (ASR). Serialized output training (SOT) is a classic method to address multi-talker ASR, with the idea of concatenating transcriptions from multiple speakers according to the emission times of their speech for training. However, SOT-style transcriptions, derived from concatenating multiple related utterances in a conversation, depend significantly on modeling long contexts. Therefore, compared to traditional methods that primarily emphasize encoder performance in attention-based encoder-decoder (AED) architectures, a novel approach utilizing large language models (LLMs) that leverages the capabilities of pre-trained decoders may be better suited for such complex and challenging scenarios. In this paper, we propose an LLM-based SOT approach for multi-talker ASR, leveraging pre-trained speech encoder and LLM, fine-tuning them on multi-talker dataset using appropriate strategies. Experimental results demonstrate that our approach surpasses traditional AED-based methods on the simulated dataset LibriMix and achieves state-of-the-art performance on the evaluation set of the real-world dataset AMI, outperforming the AED model trained with 1000 times more supervised data in previous works.
VoiceFixer: A Unified Framework for High-Fidelity Speech Restoration
Speech restoration aims to remove distortions in speech signals. Prior methods mainly focus on a single type of distortion, such as speech denoising or dereverberation. However, speech signals can be degraded by several different distortions simultaneously in the real world. It is thus important to extend speech restoration models to deal with multiple distortions. In this paper, we introduce VoiceFixer, a unified framework for high-fidelity speech restoration. VoiceFixer restores speech from multiple distortions (e.g., noise, reverberation, and clipping) and can expand degraded speech (e.g., noisy speech) with a low bandwidth to 44.1 kHz full-bandwidth high-fidelity speech. We design VoiceFixer based on (1) an analysis stage that predicts intermediate-level features from the degraded speech, and (2) a synthesis stage that generates waveform using a neural vocoder. Both objective and subjective evaluations show that VoiceFixer is effective on severely degraded speech, such as real-world historical speech recordings. Samples of VoiceFixer are available at https://haoheliu.github.io/voicefixer.
CLIPSep: Learning Text-queried Sound Separation with Noisy Unlabeled Videos
Recent years have seen progress beyond domain-specific sound separation for speech or music towards universal sound separation for arbitrary sounds. Prior work on universal sound separation has investigated separating a target sound out of an audio mixture given a text query. Such text-queried sound separation systems provide a natural and scalable interface for specifying arbitrary target sounds. However, supervised text-queried sound separation systems require costly labeled audio-text pairs for training. Moreover, the audio provided in existing datasets is often recorded in a controlled environment, causing a considerable generalization gap to noisy audio in the wild. In this work, we aim to approach text-queried universal sound separation by using only unlabeled data. We propose to leverage the visual modality as a bridge to learn the desired audio-textual correspondence. The proposed CLIPSep model first encodes the input query into a query vector using the contrastive language-image pretraining (CLIP) model, and the query vector is then used to condition an audio separation model to separate out the target sound. While the model is trained on image-audio pairs extracted from unlabeled videos, at test time we can instead query the model with text inputs in a zero-shot setting, thanks to the joint language-image embedding learned by the CLIP model. Further, videos in the wild often contain off-screen sounds and background noise that may hinder the model from learning the desired audio-textual correspondence. To address this problem, we further propose an approach called noise invariant training for training a query-based sound separation model on noisy data. Experimental results show that the proposed models successfully learn text-queried universal sound separation using only noisy unlabeled videos, even achieving competitive performance against a supervised model in some settings.
Compression of Higher Order Ambisonics with Multichannel RVQGAN
A multichannel extension to the RVQGAN neural coding method is proposed, and realized for data-driven compression of third-order Ambisonics audio. The input- and output layers of the generator and discriminator models are modified to accept multiple (16) channels without increasing the model bitrate. We also propose a loss function for accounting for spatial perception in immersive reproduction, and transfer learning from single-channel models. Listening test results with 7.1.4 immersive playback show that the proposed extension is suitable for coding scene-based, 16-channel Ambisonics content with good quality at 16 kbit/s.
VoiceFixer: Toward General Speech Restoration with Neural Vocoder
Speech restoration aims to remove distortions in speech signals. Prior methods mainly focus on single-task speech restoration (SSR), such as speech denoising or speech declipping. However, SSR systems only focus on one task and do not address the general speech restoration problem. In addition, previous SSR systems show limited performance in some speech restoration tasks such as speech super-resolution. To overcome those limitations, we propose a general speech restoration (GSR) task that attempts to remove multiple distortions simultaneously. Furthermore, we propose VoiceFixer, a generative framework to address the GSR task. VoiceFixer consists of an analysis stage and a synthesis stage to mimic the speech analysis and comprehension of the human auditory system. We employ a ResUNet to model the analysis stage and a neural vocoder to model the synthesis stage. We evaluate VoiceFixer with additive noise, room reverberation, low-resolution, and clipping distortions. Our baseline GSR model achieves a 0.499 higher mean opinion score (MOS) than the speech enhancement SSR model. VoiceFixer further surpasses the GSR baseline model on the MOS score by 0.256. Moreover, we observe that VoiceFixer generalizes well to severely degraded real speech recordings, indicating its potential in restoring old movies and historical speeches. The source code is available at https://github.com/haoheliu/voicefixer_main.
Streaming Video Question-Answering with In-context Video KV-Cache Retrieval
We propose ReKV, a novel training-free approach that enables efficient streaming video question-answering (StreamingVQA), by seamlessly integrating with existing Video Large Language Models (Video-LLMs). Traditional VideoQA systems struggle with long videos, as they must process entire videos before responding to queries, and repeat this process for each new question. In contrast, our approach analyzes long videos in a streaming manner, allowing for prompt responses as soon as user queries are received. Building on a common Video-LLM, we first incorporate a sliding-window attention mechanism, ensuring that input frames attend to a limited number of preceding frames, thereby reducing computational overhead. To prevent information loss, we store processed video key-value caches (KV-Caches) in RAM and disk, reloading them into GPU memory as needed. Additionally, we introduce a retrieval method that leverages an external retriever or the parameters within Video-LLMs to retrieve only query-relevant KV-Caches, ensuring both efficiency and accuracy in question answering. ReKV enables the separation of video encoding and question-answering across different processes and GPUs, significantly enhancing the efficiency of StreamingVQA. Through comprehensive experimentation, we validate the efficacy and practicality of our approach, which significantly boosts efficiency and enhances applicability over existing VideoQA models.
CodeIt: Self-Improving Language Models with Prioritized Hindsight Replay
Large language models are increasingly solving tasks that are commonly believed to require human-level reasoning ability. However, these models still perform very poorly on benchmarks of general intelligence such as the Abstraction and Reasoning Corpus (ARC). In this paper, we approach ARC as a programming-by-examples problem, and introduce a novel and scalable method for language model self-improvement called Code Iteration (CodeIt). Our method iterates between 1) program sampling and hindsight relabeling, and 2) learning from prioritized experience replay. By relabeling the goal of an episode (i.e., the target program output given input) to the realized output produced by the sampled program, our method effectively deals with the extreme sparsity of rewards in program synthesis. Applying CodeIt to the ARC dataset, we demonstrate that prioritized hindsight replay, along with pre-training and data-augmentation, leads to successful inter-task generalization. CodeIt is the first neuro-symbolic approach that scales to the full ARC evaluation dataset. Our method solves 15% of ARC evaluation tasks, achieving state-of-the-art performance and outperforming existing neural and symbolic baselines.
StreamHover: Livestream Transcript Summarization and Annotation
With the explosive growth of livestream broadcasting, there is an urgent need for new summarization technology that enables us to create a preview of streamed content and tap into this wealth of knowledge. However, the problem is nontrivial due to the informal nature of spoken language. Further, there has been a shortage of annotated datasets that are necessary for transcript summarization. In this paper, we present StreamHover, a framework for annotating and summarizing livestream transcripts. With a total of over 500 hours of videos annotated with both extractive and abstractive summaries, our benchmark dataset is significantly larger than currently existing annotated corpora. We explore a neural extractive summarization model that leverages vector-quantized variational autoencoder to learn latent vector representations of spoken utterances and identify salient utterances from the transcripts to form summaries. We show that our model generalizes better and improves performance over strong baselines. The results of this study provide an avenue for future research to improve summarization solutions for efficient browsing of livestreams.
Contextual Memory Reweaving in Large Language Models Using Layered Latent State Reconstruction
Memory retention challenges in deep neural architectures have ongoing limitations in the ability to process and recall extended contextual information. Token dependencies degrade as sequence length increases, leading to a decline in coherence and factual consistency across longer outputs. A structured approach is introduced to mitigate this issue through the reweaving of latent states captured at different processing layers, reinforcing token representations over extended sequences. The proposed Contextual Memory Reweaving framework incorporates a Layered Latent State Reconstruction mechanism to systematically integrate past contextual embeddings without introducing external memory modules. Experimental results demonstrate improvements in recall accuracy across a range of sequence lengths, with notable gains in the retention of rarely occurring tokens and numerical reasoning consistency. Further analysis of computational efficiency indicates that the additional processing overhead remains within acceptable thresholds, enabling scalability across different model sizes. Evaluations in long-form text generation and ambiguous query resolution highlight the capacity of memory reweaving to enhance continuity and reduce inconsistencies over extended outputs. Attention weight distributions reveal more structured allocation patterns, suggesting that reweaved latent states contribute to improved contextual awareness. The findings establish a framework for refining memory retention mechanisms in language models, addressing long-standing challenges in handling complex, multi-step reasoning tasks.
Autoregressive Adversarial Post-Training for Real-Time Interactive Video Generation
Existing large-scale video generation models are computationally intensive, preventing adoption in real-time and interactive applications. In this work, we propose autoregressive adversarial post-training (AAPT) to transform a pre-trained latent video diffusion model into a real-time, interactive video generator. Our model autoregressively generates a latent frame at a time using a single neural function evaluation (1NFE). The model can stream the result to the user in real time and receive interactive responses as controls to generate the next latent frame. Unlike existing approaches, our method explores adversarial training as an effective paradigm for autoregressive generation. This not only allows us to design an architecture that is more efficient for one-step generation while fully utilizing the KV cache, but also enables training the model in a student-forcing manner that proves to be effective in reducing error accumulation during long video generation. Our experiments demonstrate that our 8B model achieves real-time, 24fps, streaming video generation at 736x416 resolution on a single H100, or 1280x720 on 8xH100 up to a minute long (1440 frames). Visit our research website at https://seaweed-apt.com/2
SketchVideo: Sketch-based Video Generation and Editing
Video generation and editing conditioned on text prompts or images have undergone significant advancements. However, challenges remain in accurately controlling global layout and geometry details solely by texts, and supporting motion control and local modification through images. In this paper, we aim to achieve sketch-based spatial and motion control for video generation and support fine-grained editing of real or synthetic videos. Based on the DiT video generation model, we propose a memory-efficient control structure with sketch control blocks that predict residual features of skipped DiT blocks. Sketches are drawn on one or two keyframes (at arbitrary time points) for easy interaction. To propagate such temporally sparse sketch conditions across all frames, we propose an inter-frame attention mechanism to analyze the relationship between the keyframes and each video frame. For sketch-based video editing, we design an additional video insertion module that maintains consistency between the newly edited content and the original video's spatial feature and dynamic motion. During inference, we use latent fusion for the accurate preservation of unedited regions. Extensive experiments demonstrate that our SketchVideo achieves superior performance in controllable video generation and editing.
Prompting Is All You Need: Automated Android Bug Replay with Large Language Models
Bug reports are vital for software maintenance that allow users to inform developers of the problems encountered while using the software. As such, researchers have committed considerable resources toward automating bug replay to expedite the process of software maintenance. Nonetheless, the success of current automated approaches is largely dictated by the characteristics and quality of bug reports, as they are constrained by the limitations of manually-crafted patterns and pre-defined vocabulary lists. Inspired by the success of Large Language Models (LLMs) in natural language understanding, we propose AdbGPT, a new lightweight approach to automatically reproduce the bugs from bug reports through prompt engineering, without any training and hard-coding effort. AdbGPT leverages few-shot learning and chain-of-thought reasoning to elicit human knowledge and logical reasoning from LLMs to accomplish the bug replay in a manner similar to a developer. Our evaluations demonstrate the effectiveness and efficiency of our AdbGPT to reproduce 81.3% of bug reports in 253.6 seconds, outperforming the state-of-the-art baselines and ablation studies. We also conduct a small-scale user study to confirm the usefulness of AdbGPT in enhancing developers' bug replay capabilities.
Streaming Video Understanding and Multi-round Interaction with Memory-enhanced Knowledge
Recent advances in Large Language Models (LLMs) have enabled the development of Video-LLMs, advancing multimodal learning by bridging video data with language tasks. However, current video understanding models struggle with processing long video sequences, supporting multi-turn dialogues, and adapting to real-world dynamic scenarios. To address these issues, we propose StreamChat, a training-free framework for streaming video reasoning and conversational interaction. StreamChat leverages a novel hierarchical memory system to efficiently process and compress video features over extended sequences, enabling real-time, multi-turn dialogue. Our framework incorporates a parallel system scheduling strategy that enhances processing speed and reduces latency, ensuring robust performance in real-world applications. Furthermore, we introduce StreamBench, a versatile benchmark that evaluates streaming video understanding across diverse media types and interactive scenarios, including multi-turn interactions and complex reasoning tasks. Extensive evaluations on StreamBench and other public benchmarks demonstrate that StreamChat significantly outperforms existing state-of-the-art models in terms of accuracy and response times, confirming its effectiveness for streaming video understanding. Code is available at StreamChat: https://github.com/hmxiong/StreamChat.
Conversational Automated Program Repair
Automated Program Repair (APR) can help developers automatically generate patches for bugs. Due to the impressive performance obtained using Large Pre-Trained Language Models (LLMs) on many code related tasks, researchers have started to directly use LLMs for APR. However, prior approaches simply repeatedly sample the LLM given the same constructed input/prompt created from the original buggy code, which not only leads to generating the same incorrect patches repeatedly but also miss the critical information in testcases. To address these limitations, we propose conversational APR, a new paradigm for program repair that alternates between patch generation and validation in a conversational manner. In conversational APR, we iteratively build the input to the model by combining previously generated patches with validation feedback. As such, we leverage the long-term context window of LLMs to not only avoid generating previously incorrect patches but also incorporate validation feedback to help the model understand the semantic meaning of the program under test. We evaluate 10 different LLM including the newly developed ChatGPT model to demonstrate the improvement of conversational APR over the prior LLM for APR approach.
Test-Time Training on Video Streams
Prior work has established test-time training (TTT) as a general framework to further improve a trained model at test time. Before making a prediction on each test instance, the model is trained on the same instance using a self-supervised task, such as image reconstruction with masked autoencoders. We extend TTT to the streaming setting, where multiple test instances - video frames in our case - arrive in temporal order. Our extension is online TTT: The current model is initialized from the previous model, then trained on the current frame and a small window of frames immediately before. Online TTT significantly outperforms the fixed-model baseline for four tasks, on three real-world datasets. The relative improvement is 45% and 66% for instance and panoptic segmentation. Surprisingly, online TTT also outperforms its offline variant that accesses more information, training on all frames from the entire test video regardless of temporal order. This differs from previous findings using synthetic videos. We conceptualize locality as the advantage of online over offline TTT. We analyze the role of locality with ablations and a theory based on bias-variance trade-off.
SyncFusion: Multimodal Onset-synchronized Video-to-Audio Foley Synthesis
Sound design involves creatively selecting, recording, and editing sound effects for various media like cinema, video games, and virtual/augmented reality. One of the most time-consuming steps when designing sound is synchronizing audio with video. In some cases, environmental recordings from video shoots are available, which can aid in the process. However, in video games and animations, no reference audio exists, requiring manual annotation of event timings from the video. We propose a system to extract repetitive actions onsets from a video, which are then used - in conjunction with audio or textual embeddings - to condition a diffusion model trained to generate a new synchronized sound effects audio track. In this way, we leave complete creative control to the sound designer while removing the burden of synchronization with video. Furthermore, editing the onset track or changing the conditioning embedding requires much less effort than editing the audio track itself, simplifying the sonification process. We provide sound examples, source code, and pretrained models to faciliate reproducibility
A Novel Deep Learning Framework for Efficient Multichannel Acoustic Feedback Control
This study presents a deep-learning framework for controlling multichannel acoustic feedback in audio devices. Traditional digital signal processing methods struggle with convergence when dealing with highly correlated noise such as feedback. We introduce a Convolutional Recurrent Network that efficiently combines spatial and temporal processing, significantly enhancing speech enhancement capabilities with lower computational demands. Our approach utilizes three training methods: In-a-Loop Training, Teacher Forcing, and a Hybrid strategy with a Multichannel Wiener Filter, optimizing performance in complex acoustic environments. This scalable framework offers a robust solution for real-world applications, making significant advances in Acoustic Feedback Control technology.
Beyond Sample-Level Feedback: Using Reference-Level Feedback to Guide Data Synthesis
LLMs demonstrate remarkable capabilities in following natural language instructions, largely due to instruction-tuning on high-quality datasets. While synthetic data generation has emerged as a scalable approach for creating such datasets, maintaining consistent quality standards remains challenging. Recent approaches incorporate feedback to improve data quality, but typically operate at the sample level, generating and applying feedback for each response individually. In this work, we propose Reference-Level Feedback, a novel methodology that instead collects feedback based on high-quality reference samples from carefully curated seed data. We use this feedback to capture rich signals of desirable characteristics and propagate it throughout the data synthesis process. We present REFED, a dataset of 10K instruction-response pairs synthesized using such feedback. We demonstrate the effectiveness of our approach by showing that Llama-3.1-8B-Instruct finetuned on REFED achieves state-of-the-art performance among similar-sized SFT-based models on AlpacaEval 2.0 and strong results on Arena-Hard. Through extensive experiments, we show that our approach consistently outperforms traditional sample-level feedback methods with significantly fewer feedback collections and improves performance across different model architectures.
ReWiND: Language-Guided Rewards Teach Robot Policies without New Demonstrations
We introduce ReWiND, a framework for learning robot manipulation tasks solely from language instructions without per-task demonstrations. Standard reinforcement learning (RL) and imitation learning methods require expert supervision through human-designed reward functions or demonstrations for every new task. In contrast, ReWiND starts from a small demonstration dataset to learn: (1) a data-efficient, language-conditioned reward function that labels the dataset with rewards, and (2) a language-conditioned policy pre-trained with offline RL using these rewards. Given an unseen task variation, ReWiND fine-tunes the pre-trained policy using the learned reward function, requiring minimal online interaction. We show that ReWiND's reward model generalizes effectively to unseen tasks, outperforming baselines by up to 2.4x in reward generalization and policy alignment metrics. Finally, we demonstrate that ReWiND enables sample-efficient adaptation to new tasks, beating baselines by 2x in simulation and improving real-world pretrained bimanual policies by 5x, taking a step towards scalable, real-world robot learning. See website at https://rewind-reward.github.io/.
VideoLLM Knows When to Speak: Enhancing Time-Sensitive Video Comprehension with Video-Text Duet Interaction Format
Recent researches on video large language models (VideoLLM) predominantly focus on model architectures and training datasets, leaving the interaction format between the user and the model under-explored. In existing works, users often interact with VideoLLMs by using the entire video and a query as input, after which the model generates a response. This interaction format constrains the application of VideoLLMs in scenarios such as live-streaming comprehension where videos do not end and responses are required in a real-time manner, and also results in unsatisfactory performance on time-sensitive tasks that requires localizing video segments. In this paper, we focus on a video-text duet interaction format. This interaction format is characterized by the continuous playback of the video, and both the user and the model can insert their text messages at any position during the video playback. When a text message ends, the video continues to play, akin to the alternative of two performers in a duet. We construct MMDuetIT, a video-text training dataset designed to adapt VideoLLMs to video-text duet interaction format. We also introduce the Multi-Answer Grounded Video Question Answering (MAGQA) task to benchmark the real-time response ability of VideoLLMs. Trained on MMDuetIT, MMDuet demonstrates that adopting the video-text duet interaction format enables the model to achieve significant improvements in various time-sensitive tasks (76% CIDEr on YouCook2 dense video captioning, 90\% mAP on QVHighlights highlight detection and 25% [email protected] on Charades-STA temporal video grounding) with minimal training efforts, and also enable VideoLLMs to reply in a real-time manner as the video plays. Code, data and demo are available at: https://github.com/yellow-binary-tree/MMDuet.
Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents
Memory Gym presents a suite of 2D partially observable environments, namely Mortar Mayhem, Mystery Path, and Searing Spotlights, designed to benchmark memory capabilities in decision-making agents. These environments, originally with finite tasks, are expanded into innovative, endless formats, mirroring the escalating challenges of cumulative memory games such as ``I packed my bag''. This progression in task design shifts the focus from merely assessing sample efficiency to also probing the levels of memory effectiveness in dynamic, prolonged scenarios. To address the gap in available memory-based Deep Reinforcement Learning baselines, we introduce an implementation that integrates Transformer-XL (TrXL) with Proximal Policy Optimization. This approach utilizes TrXL as a form of episodic memory, employing a sliding window technique. Our comparative study between the Gated Recurrent Unit (GRU) and TrXL reveals varied performances across different settings. TrXL, on the finite environments, demonstrates superior sample efficiency in Mystery Path and outperforms in Mortar Mayhem. However, GRU is more efficient on Searing Spotlights. Most notably, in all endless tasks, GRU makes a remarkable resurgence, consistently outperforming TrXL by significant margins. Website and Source Code: https://github.com/MarcoMeter/endless-memory-gym/
Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality
In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.
A Unified and General Framework for Continual Learning
Continual Learning (CL) focuses on learning from dynamic and changing data distributions while retaining previously acquired knowledge. Various methods have been developed to address the challenge of catastrophic forgetting, including regularization-based, Bayesian-based, and memory-replay-based techniques. However, these methods lack a unified framework and common terminology for describing their approaches. This research aims to bridge this gap by introducing a comprehensive and overarching framework that encompasses and reconciles these existing methodologies. Notably, this new framework is capable of encompassing established CL approaches as special instances within a unified and general optimization objective. An intriguing finding is that despite their diverse origins, these methods share common mathematical structures. This observation highlights the compatibility of these seemingly distinct techniques, revealing their interconnectedness through a shared underlying optimization objective. Moreover, the proposed general framework introduces an innovative concept called refresh learning, specifically designed to enhance the CL performance. This novel approach draws inspiration from neuroscience, where the human brain often sheds outdated information to improve the retention of crucial knowledge and facilitate the acquisition of new information. In essence, refresh learning operates by initially unlearning current data and subsequently relearning it. It serves as a versatile plug-in that seamlessly integrates with existing CL methods, offering an adaptable and effective enhancement to the learning process. Extensive experiments on CL benchmarks and theoretical analysis demonstrate the effectiveness of the proposed refresh learning. Code is available at https://github.com/joey-wang123/CL-refresh-learning.
CoNo: Consistency Noise Injection for Tuning-free Long Video Diffusion
Tuning-free long video diffusion has been proposed to generate extended-duration videos with enriched content by reusing the knowledge from pre-trained short video diffusion model without retraining. However, most works overlook the fine-grained long-term video consistency modeling, resulting in limited scene consistency (i.e., unreasonable object or background transitions), especially with multiple text inputs. To mitigate this, we propose the Consistency Noise Injection, dubbed CoNo, which introduces the "look-back" mechanism to enhance the fine-grained scene transition between different video clips, and designs the long-term consistency regularization to eliminate the content shifts when extending video contents through noise prediction. In particular, the "look-back" mechanism breaks the noise scheduling process into three essential parts, where one internal noise prediction part is injected into two video-extending parts, intending to achieve a fine-grained transition between two video clips. The long-term consistency regularization focuses on explicitly minimizing the pixel-wise distance between the predicted noises of the extended video clip and the original one, thereby preventing abrupt scene transitions. Extensive experiments have shown the effectiveness of the above strategies by performing long-video generation under both single- and multi-text prompt conditions. The project has been available in https://wxrui182.github.io/CoNo.github.io/.
DrivingWorld: Constructing World Model for Autonomous Driving via Video GPT
Recent successes in autoregressive (AR) generation models, such as the GPT series in natural language processing, have motivated efforts to replicate this success in visual tasks. Some works attempt to extend this approach to autonomous driving by building video-based world models capable of generating realistic future video sequences and predicting ego states. However, prior works tend to produce unsatisfactory results, as the classic GPT framework is designed to handle 1D contextual information, such as text, and lacks the inherent ability to model the spatial and temporal dynamics essential for video generation. In this paper, we present DrivingWorld, a GPT-style world model for autonomous driving, featuring several spatial-temporal fusion mechanisms. This design enables effective modeling of both spatial and temporal dynamics, facilitating high-fidelity, long-duration video generation. Specifically, we propose a next-state prediction strategy to model temporal coherence between consecutive frames and apply a next-token prediction strategy to capture spatial information within each frame. To further enhance generalization ability, we propose a novel masking strategy and reweighting strategy for token prediction to mitigate long-term drifting issues and enable precise control. Our work demonstrates the ability to produce high-fidelity and consistent video clips of over 40 seconds in duration, which is over 2 times longer than state-of-the-art driving world models. Experiments show that, in contrast to prior works, our method achieves superior visual quality and significantly more accurate controllable future video generation. Our code is available at https://github.com/YvanYin/DrivingWorld.
Generative Outpainting To Enhance the Memorability of Short-Form Videos
With the expanding use of the short-form video format in advertising, social media, entertainment, education and more, there is a need for such media to both captivate and be remembered. Video memorability indicates to us how likely a video is to be remembered by a viewer who has no emotional or personal connection with its content. This paper presents the results of using generative outpainting to expand the screen size of a short-form video with a view to improving its memorability. Advances in machine learning and deep learning are compared and leveraged to understand how extending the borders of video screensizes can affect their memorability to viewers. Using quantitative evaluation we determine the best-performing model for outpainting and the impact of outpainting based on image saliency on video memorability scores
Tight Regret Bounds for Single-pass Streaming Multi-armed Bandits
Regret minimization in streaming multi-armed bandits (MABs) has been studied extensively in recent years. In the single-pass setting with K arms and T trials, a regret lower bound of Omega(T^{2/3}) has been proved for any algorithm with o(K) memory (Maiti et al. [NeurIPS'21]; Agarwal at al. [COLT'22]). On the other hand, however, the previous best regret upper bound is still O(K^{1/3} T^{2/3}log^{1/3}(T)), which is achieved by the streaming implementation of the simple uniform exploration. The O(K^{1/3}log^{1/3}(T)) gap leaves the open question of the tight regret bound in the single-pass MABs with sublinear arm memory. In this paper, we answer this open problem and complete the picture of regret minimization in single-pass streaming MABs. We first improve the regret lower bound to Omega(K^{1/3}T^{2/3}) for algorithms with o(K) memory, which matches the uniform exploration regret up to a logarithm factor in T. We then show that the log^{1/3}(T) factor is not necessary, and we can achieve O(K^{1/3}T^{2/3}) regret by finding an varepsilon-best arm and committing to it in the rest of the trials. For regret minimization with high constant probability, we can apply the single-memory varepsilon-best arm algorithms in Jin et al. [ICML'21] to obtain the optimal bound. Furthermore, for the expected regret minimization, we design an algorithm with a single-arm memory that achieves O(K^{1/3} T^{2/3}log(K)) regret, and an algorithm with O(log^{*}(n))-memory with the optimal O(K^{1/3} T^{2/3}) regret following the varepsilon-best arm algorithm in Assadi and Wang [STOC'20]. We further tested the empirical performances of our algorithms. The simulation results show that the proposed algorithms consistently outperform the benchmark uniform exploration algorithm by a large margin, and on occasion, reduce the regret by up to 70%.