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SubscribeKnowledge-enhanced Agents for Interactive Text Games
Communication via natural language is a crucial aspect of intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. While there has been significant progress made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding, much of the community has turned to various sequential interactive tasks, as in semi-Markov text-based games, which have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a framework for enabling improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports three representative model classes: `pure' reinforcement learning (RL) agents, RL agents enhanced with knowledge graphs, and agents equipped with language models. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We perform all experiments on the ScienceWorld text-based game environment, to illustrate the performance of various model configurations in challenging science-related instruction-following tasks. Our findings provide crucial insights on the development of effective natural language processing systems for interactive contexts.
Situated Language Learning via Interactive Narratives
This paper provides a roadmap that explores the question of how to imbue learning agents with the ability to understand and generate contextually relevant natural language in service of achieving a goal. We hypothesize that two key components in creating such agents are interactivity and environment grounding, shown to be vital parts of language learning in humans, and posit that interactive narratives should be the environments of choice for such training these agents. These games are simulations in which an agent interacts with the world through natural language -- "perceiving", "acting upon", and "talking to" the world using textual descriptions, commands, and dialogue -- and as such exist at the intersection of natural language processing, storytelling, and sequential decision making. We discuss the unique challenges a text games' puzzle-like structure combined with natural language state-and-action spaces provides: knowledge representation, commonsense reasoning, and exploration. Beyond the challenges described so far, progress in the realm of interactive narratives can be applied in adjacent problem domains. These applications provide interesting challenges of their own as well as extensions to those discussed so far. We describe three of them in detail: (1) evaluating AI system's commonsense understanding by automatically creating interactive narratives; (2) adapting abstract text-based policies to include other modalities such as vision; and (3) enabling multi-agent and human-AI collaboration in shared, situated worlds.
LMRL Gym: Benchmarks for Multi-Turn Reinforcement Learning with Language Models
Large language models (LLMs) provide excellent text-generation capabilities, but standard prompting and generation methods generally do not lead to intentional or goal-directed agents and might necessitate considerable prompt tuning. This becomes particularly apparent in multi-turn conversations: even the best current LLMs rarely ask clarifying questions, engage in explicit information gathering, or take actions now that lead to better decisions after multiple turns. Reinforcement learning has the potential to leverage the powerful modeling capabilities of LLMs, as well as their internal representation of textual interactions, to create capable goal-directed language agents. This can enable intentional and temporally extended interactions, such as with humans, through coordinated persuasion and carefully crafted questions, or in goal-directed play through text games to bring about desired final outcomes. However, enabling this requires the community to develop stable and reliable reinforcement learning algorithms that can effectively train LLMs. Developing such algorithms requires tasks that can gauge progress on algorithm design, provide accessible and reproducible evaluations for multi-turn interactions, and cover a range of task properties and challenges in improving reinforcement learning algorithms. Our paper introduces the LMRL-Gym benchmark for evaluating multi-turn RL for LLMs, together with an open-source research framework containing a basic toolkit for getting started on multi-turn RL with offline value-based and policy-based RL methods. Our benchmark consists of 8 different language tasks, which require multiple rounds of language interaction and cover a range of tasks in open-ended dialogue and text games.
Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games
We show that Reinforcement Learning (RL) methods for solving Text-Based Games (TBGs) often fail to generalize on unseen games, especially in small data regimes. To address this issue, we propose Context Relevant Episodic State Truncation (CREST) for irrelevant token removal in observation text for improved generalization. Our method first trains a base model using Q-learning, which typically overfits the training games. The base model's action token distribution is used to perform observation pruning that removes irrelevant tokens. A second bootstrapped model is then retrained on the pruned observation text. Our bootstrapped agent shows improved generalization in solving unseen TextWorld games, using 10x-20x fewer training games compared to previous state-of-the-art methods despite requiring less number of training episodes.
Thespian: Multi-Character Text Role-Playing Game Agents
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.
Positive Experience Reflection for Agents in Interactive Text Environments
Intelligent agents designed for interactive environments face significant challenges in text-based games, a domain that demands complex reasoning and adaptability. While agents based on large language models (LLMs) using self-reflection have shown promise, they struggle when initially successful and exhibit reduced effectiveness when using smaller LLMs. We introduce Sweet&Sour, a novel approach that addresses these limitations in existing reflection methods by incorporating positive experiences and managed memory to enrich the context available to the agent at decision time. Our comprehensive analysis spans both closed- and open-source LLMs and demonstrates the effectiveness of Sweet&Sour in improving agent performance, particularly in scenarios where previous approaches fall short.
STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models
Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.
EXPLORER: Exploration-guided Reasoning for Textual Reinforcement Learning
Text-based games (TBGs) have emerged as an important collection of NLP tasks, requiring reinforcement learning (RL) agents to combine natural language understanding with reasoning. A key challenge for agents attempting to solve such tasks is to generalize across multiple games and demonstrate good performance on both seen and unseen objects. Purely deep-RL-based approaches may perform well on seen objects; however, they fail to showcase the same performance on unseen objects. Commonsense-infused deep-RL agents may work better on unseen data; unfortunately, their policies are often not interpretable or easily transferable. To tackle these issues, in this paper, we present EXPLORER which is an exploration-guided reasoning agent for textual reinforcement learning. EXPLORER is neurosymbolic in nature, as it relies on a neural module for exploration and a symbolic module for exploitation. It can also learn generalized symbolic policies and perform well over unseen data. Our experiments show that EXPLORER outperforms the baseline agents on Text-World cooking (TW-Cooking) and Text-World Commonsense (TWC) games.
Large Language Models Are Neurosymbolic Reasoners
A wide range of real-world applications is characterized by their symbolic nature, necessitating a strong capability for symbolic reasoning. This paper investigates the potential application of Large Language Models (LLMs) as symbolic reasoners. We focus on text-based games, significant benchmarks for agents with natural language capabilities, particularly in symbolic tasks like math, map reading, sorting, and applying common sense in text-based worlds. To facilitate these agents, we propose an LLM agent designed to tackle symbolic challenges and achieve in-game objectives. We begin by initializing the LLM agent and informing it of its role. The agent then receives observations and a set of valid actions from the text-based games, along with a specific symbolic module. With these inputs, the LLM agent chooses an action and interacts with the game environments. Our experimental results demonstrate that our method significantly enhances the capability of LLMs as automated agents for symbolic reasoning, and our LLM agent is effective in text-based games involving symbolic tasks, achieving an average performance of 88% across all tasks.
You Have Thirteen Hours in Which to Solve the Labyrinth: Enhancing AI Game Masters with Function Calling
Developing a consistent and reliable AI game master for text-based games is a challenging task due to the limitations of large language models (LLMs) and the complexity of the game master's role. This paper presents a novel approach to enhance AI game masters by leveraging function calling in the context of the table-top role-playing game "Jim Henson's Labyrinth: The Adventure Game." Our methodology involves integrating game-specific controls through functions, which we show improves the narrative quality and state update consistency of the AI game master. The experimental results, based on human evaluations and unit tests, demonstrate the effectiveness of our approach in enhancing gameplay experience and maintaining coherence with the game state. This work contributes to the advancement of game AI and interactive storytelling, offering insights into the design of more engaging and consistent AI-driven game masters.
Better than Your Teacher: LLM Agents that learn from Privileged AI Feedback
While large language models (LLMs) show impressive decision-making abilities, current methods lack a mechanism for automatic self-improvement from errors during task execution. We propose LEAP, an iterative fine-tuning framework that continually improves LLM agents using feedback from AI expert teachers. Our key insight is to equip the expert teachers with a privileged state -- information that is available during training but hidden at test time. This allows even weak experts to provide precise guidance, significantly improving the student agent's performance without access to privileged information at test time. We evaluate LEAP on diverse decision-making benchmarks, including text-based games (ALFWorld), web navigation (WebShop), and interactive coding (Intercode Bash). Our experiments show that LEAP (1) outperforms behavior cloning and ReAct baselines (2) enables weak student models (e.g., Llama3-8B) to exceed the performance of strong teacher models (GPT4-o), and (3) allows weak models to self-improve using privileged versions of themselves. We also provide a theoretical analysis showing that LEAP's success hinges on balancing privileged information with the student's realizability, which we empirically validate. Our code is available at https://leap-llm.github.io
The Chess Transformer: Mastering Play using Generative Language Models
This work demonstrates that natural language transformers can support more generic strategic modeling, particularly for text-archived games. In addition to learning natural language skills, the abstract transformer architecture can generate meaningful moves on a chessboard. With further fine-tuning, the transformer learns complex gameplay by training on 2.8 million chess games in Portable Game Notation. After 30,000 training steps, OpenAI's Generative Pre-trained Transformer (GPT-2) optimizes weights for 774 million parameters. This fine-tuned Chess Transformer generates plausible strategies and displays game formations identifiable as classic openings, such as English or the Slav Exchange. Finally, in live play, the novel model demonstrates a human-to-transformer interface that correctly filters illegal moves and provides a novel method to challenge the transformer's chess strategies. We anticipate future work will build on this transformer's promise, particularly in other strategy games where features can capture the underlying complex rule syntax from simple but expressive player annotations.
ING-VP: MLLMs cannot Play Easy Vision-based Games Yet
As multimodal large language models (MLLMs) continue to demonstrate increasingly competitive performance across a broad spectrum of tasks, more intricate and comprehensive benchmarks have been developed to assess these cutting-edge models. These benchmarks introduce new challenges to core capabilities such as perception, reasoning, and planning. However, existing multimodal benchmarks fall short in providing a focused evaluation of multi-step planning based on spatial relationships in images. To bridge this gap, we present ING-VP, the first INteractive Game-based Vision Planning benchmark, specifically designed to evaluate the spatial imagination and multi-step reasoning abilities of MLLMs. ING-VP features 6 distinct games, encompassing 300 levels, each with 6 unique configurations. A single model engages in over 60,000 rounds of interaction. The benchmark framework allows for multiple comparison settings, including image-text vs. text-only inputs, single-step vs. multi-step reasoning, and with-history vs. without-history conditions, offering valuable insights into the model's capabilities. We evaluated numerous state-of-the-art MLLMs, with the highest-performing model, Claude-3.5 Sonnet, achieving an average accuracy of only 3.37%, far below the anticipated standard. This work aims to provide a specialized evaluation framework to drive advancements in MLLMs' capacity for complex spatial reasoning and planning. The code is publicly available at https://github.com/Thisisus7/ING-VP.git.
Clue-Instruct: Text-Based Clue Generation for Educational Crossword Puzzles
Crossword puzzles are popular linguistic games often used as tools to engage students in learning. Educational crosswords are characterized by less cryptic and more factual clues that distinguish them from traditional crossword puzzles. Despite there exist several publicly available clue-answer pair databases for traditional crosswords, educational clue-answer pairs datasets are missing. In this article, we propose a methodology to build educational clue generation datasets that can be used to instruct Large Language Models (LLMs). By gathering from Wikipedia pages informative content associated with relevant keywords, we use Large Language Models to automatically generate pedagogical clues related to the given input keyword and its context. With such an approach, we created clue-instruct, a dataset containing 44,075 unique examples with text-keyword pairs associated with three distinct crossword clues. We used clue-instruct to instruct different LLMs to generate educational clues from a given input content and keyword. Both human and automatic evaluations confirmed the quality of the generated clues, thus validating the effectiveness of our approach.
Multilingual Persuasion Detection: Video Games as an Invaluable Data Source for NLP
Role-playing games (RPGs) have a considerable amount of text in video game dialogues. Quite often this text is semi-annotated by the game developers. In this paper, we extract a multilingual dataset of persuasive dialogue from several RPGs. We show the viability of this data in building a persuasion detection system using a natural language processing (NLP) model called BERT. We believe that video games have a lot of unused potential as a datasource for a variety of NLP tasks. The code and data described in this paper are available on Zenodo.
SportsMetrics: Blending Text and Numerical Data to Understand Information Fusion in LLMs
Large language models hold significant potential for integrating various data types, such as text documents and database records, for advanced analytics. However, blending text and numerical data presents substantial challenges. LLMs need to process and cross-reference entities and numbers, handle data inconsistencies and redundancies, and develop planning capabilities such as building a working memory for managing complex data queries. In this paper, we introduce four novel tasks centered around sports data analytics to evaluate the numerical reasoning and information fusion capabilities of LLMs. These tasks involve providing LLMs with detailed, play-by-play sports game descriptions, then challenging them with adversarial scenarios such as new game rules, longer durations, scrambled narratives, and analyzing key statistics in game summaries. We conduct extensive experiments on NBA and NFL games to assess the performance of LLMs on these tasks. Our benchmark, SportsMetrics, introduces a new mechanism for assessing LLMs' numerical reasoning and fusion skills.
CrowdMoGen: Zero-Shot Text-Driven Collective Motion Generation
Crowd Motion Generation is essential in entertainment industries such as animation and games as well as in strategic fields like urban simulation and planning. This new task requires an intricate integration of control and generation to realistically synthesize crowd dynamics under specific spatial and semantic constraints, whose challenges are yet to be fully explored. On the one hand, existing human motion generation models typically focus on individual behaviors, neglecting the complexities of collective behaviors. On the other hand, recent methods for multi-person motion generation depend heavily on pre-defined scenarios and are limited to a fixed, small number of inter-person interactions, thus hampering their practicality. To overcome these challenges, we introduce CrowdMoGen, a zero-shot text-driven framework that harnesses the power of Large Language Model (LLM) to incorporate the collective intelligence into the motion generation framework as guidance, thereby enabling generalizable planning and generation of crowd motions without paired training data. Our framework consists of two key components: 1) Crowd Scene Planner that learns to coordinate motions and dynamics according to specific scene contexts or introduced perturbations, and 2) Collective Motion Generator that efficiently synthesizes the required collective motions based on the holistic plans. Extensive quantitative and qualitative experiments have validated the effectiveness of our framework, which not only fills a critical gap by providing scalable and generalizable solutions for Crowd Motion Generation task but also achieves high levels of realism and flexibility.
Mastering Board Games by External and Internal Planning with Language Models
While large language models perform well on a range of complex tasks (e.g., text generation, question answering, summarization), robust multi-step planning and reasoning remains a considerable challenge for them. In this paper we show that search-based planning can significantly improve LLMs' playing strength across several board games (Chess, Fischer Random / Chess960, Connect Four, and Hex). We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external engine, and in internal search, the model directly generates in-context a linearized tree of potential futures and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, capturing the transition and value functions across these games. We find that our pre-training method minimizes hallucinations, as our model is highly accurate regarding state prediction and legal moves. Additionally, both internal and external search indeed improve win-rates against state-of-the-art bots, even reaching Grandmaster-level performance in chess while operating on a similar move count search budget per decision as human Grandmasters. The way we combine search with domain knowledge is not specific to board games, suggesting direct extensions into more general language model inference and training techniques.
Video-Text as Game Players: Hierarchical Banzhaf Interaction for Cross-Modal Representation Learning
Contrastive learning-based video-language representation learning approaches, e.g., CLIP, have achieved outstanding performance, which pursue semantic interaction upon pre-defined video-text pairs. To clarify this coarse-grained global interaction and move a step further, we have to encounter challenging shell-breaking interactions for fine-grained cross-modal learning. In this paper, we creatively model video-text as game players with multivariate cooperative game theory to wisely handle the uncertainty during fine-grained semantic interaction with diverse granularity, flexible combination, and vague intensity. Concretely, we propose Hierarchical Banzhaf Interaction (HBI) to value possible correspondence between video frames and text words for sensitive and explainable cross-modal contrast. To efficiently realize the cooperative game of multiple video frames and multiple text words, the proposed method clusters the original video frames (text words) and computes the Banzhaf Interaction between the merged tokens. By stacking token merge modules, we achieve cooperative games at different semantic levels. Extensive experiments on commonly used text-video retrieval and video-question answering benchmarks with superior performances justify the efficacy of our HBI. More encouragingly, it can also serve as a visualization tool to promote the understanding of cross-modal interaction, which have a far-reaching impact on the community. Project page is available at https://jpthu17.github.io/HBI/.
$\text{M}^{\text{3}}$: A Modular World Model over Streams of Tokens
Token-based world models emerged as a promising modular framework, modeling dynamics over token streams while optimizing tokenization separately. While successful in visual environments with discrete actions (e.g., Atari games), their broader applicability remains uncertain. In this paper, we introduce M^{3}, a modular world model that extends this framework, enabling flexible combinations of observation and action modalities through independent modality-specific components. M^{3} integrates several improvements from existing literature to enhance agent performance. Through extensive empirical evaluation across diverse benchmarks, M^{3} achieves state-of-the-art sample efficiency for planning-free world models. Notably, among these methods, it is the first to reach a human-level median score on Atari 100K, with superhuman performance on 13 games. We https://github.com/leor-c/M3{open-source our code and weights}.
Jurassic is (almost) All You Need: Few-Shot Meaning-to-Text Generation for Open-Domain Dialogue
One challenge with open-domain dialogue systems is the need to produce truthful, high-quality responses on any topic. We aim to improve the quality and coverage of Athena, an Alexa Prize dialogue system. We experiment with few-shot prompt-based learning, comparing GPT-Neo to Jurassic-1, for the movies, music, TV, sports, and video game domains, both within and cross-domain, with different prompt set sizes (2, 3, 10), formats, and meaning representations consisting of either sets of WikiData KG triples, or dialogue acts. Our evaluation uses BLEURT and human metrics, and shows that with 10-shot prompting, Athena-Jurassic's performance is significantly better for coherence and semantic accuracy. Experiments with 2-shot cross-domain prompts results in a huge performance drop for Athena-GPT-Neo, whose semantic accuracy falls to 0.41, and whose untrue hallucination rate increases to 12%. Experiments with dialogue acts for video games show that with 10-shot prompting, both models learn to control dialogue acts, but Athena-Jurassic has significantly higher coherence, and only 4% untrue hallucinations. Our results suggest that Athena-Jurassic produces high enough quality outputs to be useful in live systems with real users. To our knowledge, these are the first results demonstrating that few-shot semantic prompt-based learning can create NLGs that generalize to new domains, and produce high-quality, semantically-controlled, conversational responses directly from meaning representations.
SoundCTM: Uniting Score-based and Consistency Models for Text-to-Sound Generation
Sound content is an indispensable element for multimedia works such as video games, music, and films. Recent high-quality diffusion-based sound generation models can serve as valuable tools for the creators. However, despite producing high-quality sounds, these models often suffer from slow inference speeds. This drawback burdens creators, who typically refine their sounds through trial and error to align them with their artistic intentions. To address this issue, we introduce Sound Consistency Trajectory Models (SoundCTM). Our model enables flexible transitioning between high-quality 1-step sound generation and superior sound quality through multi-step generation. This allows creators to initially control sounds with 1-step samples before refining them through multi-step generation. While CTM fundamentally achieves flexible 1-step and multi-step generation, its impressive performance heavily depends on an additional pretrained feature extractor and an adversarial loss, which are expensive to train and not always available in other domains. Thus, we reframe CTM's training framework and introduce a novel feature distance by utilizing the teacher's network for a distillation loss. Additionally, while distilling classifier-free guided trajectories, we train conditional and unconditional student models simultaneously and interpolate between these models during inference. We also propose training-free controllable frameworks for SoundCTM, leveraging its flexible sampling capability. SoundCTM achieves both promising 1-step and multi-step real-time sound generation without using any extra off-the-shelf networks. Furthermore, we demonstrate SoundCTM's capability of controllable sound generation in a training-free manner.
GRIM: GRaph-based Interactive narrative visualization for gaMes
Dialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models to assist this process. GRIM, a prototype GRaph-based Interactive narrative visualization system for gaMes, generates a rich narrative graph with branching storylines that match a high-level narrative description and constraints provided by the designer. Game designers can interactively edit the graph by automatically generating new sub-graphs that fit the edits within the original narrative and constraints. We illustrate the use of GRIM in conjunction with GPT-4, generating branching narratives for four well-known stories with different contextual constraints.
Atari-GPT: Investigating the Capabilities of Multimodal Large Language Models as Low-Level Policies for Atari Games
Recent advancements in large language models (LLMs) have expanded their capabilities beyond traditional text-based tasks to multimodal domains, integrating visual, auditory, and textual data. While multimodal LLMs have been extensively explored for high-level planning in domains like robotics and games, their potential as low-level controllers remains largely untapped. This paper explores the application of multimodal LLMs as low-level controllers in the domain of Atari video games, introducing Atari game performance as a new benchmark for evaluating the ability of multimodal LLMs to perform low-level control tasks. Unlike traditional reinforcement learning (RL) and imitation learning (IL) methods that require extensive computational resources as well as reward function specification, these LLMs utilize pre-existing multimodal knowledge to directly engage with game environments. Our study assesses multiple multimodal LLMs performance against traditional RL agents, human players, and random agents, focusing on their ability to understand and interact with complex visual scenes and formulate strategic responses. Additionally, we examine the impact of In-Context Learning (ICL) by incorporating human-demonstrated game-play trajectories to enhance the models contextual understanding. Through this investigation, we aim to determine the extent to which multimodal LLMs can leverage their extensive training to effectively function as low-level controllers, thereby redefining potential applications in dynamic and visually complex environments. Additional results and videos are available at our project webpage: https://sites.google.com/view/atari-gpt/.
A Survey and Taxonomy of Adversarial Neural Networks for Text-to-Image Synthesis
Text-to-image synthesis refers to computational methods which translate human written textual descriptions, in the form of keywords or sentences, into images with similar semantic meaning to the text. In earlier research, image synthesis relied mainly on word to image correlation analysis combined with supervised methods to find best alignment of the visual content matching to the text. Recent progress in deep learning (DL) has brought a new set of unsupervised deep learning methods, particularly deep generative models which are able to generate realistic visual images using suitably trained neural network models. In this paper, we review the most recent development in the text-to-image synthesis research domain. Our survey first introduces image synthesis and its challenges, and then reviews key concepts such as generative adversarial networks (GANs) and deep convolutional encoder-decoder neural networks (DCNN). After that, we propose a taxonomy to summarize GAN based text-to-image synthesis into four major categories: Semantic Enhancement GANs, Resolution Enhancement GANs, Diversity Enhancement GANS, and Motion Enhancement GANs. We elaborate the main objective of each group, and further review typical GAN architectures in each group. The taxonomy and the review outline the techniques and the evolution of different approaches, and eventually provide a clear roadmap to summarize the list of contemporaneous solutions that utilize GANs and DCNNs to generate enthralling results in categories such as human faces, birds, flowers, room interiors, object reconstruction from edge maps (games) etc. The survey will conclude with a comparison of the proposed solutions, challenges that remain unresolved, and future developments in the text-to-image synthesis domain.
Deep Reinforcement Learning: An Overview
We give an overview of recent exciting achievements of deep reinforcement learning (RL). We discuss six core elements, six important mechanisms, and twelve applications. We start with background of machine learning, deep learning and reinforcement learning. Next we discuss core RL elements, including value function, in particular, Deep Q-Network (DQN), policy, reward, model, planning, and exploration. After that, we discuss important mechanisms for RL, including attention and memory, unsupervised learning, transfer learning, multi-agent RL, hierarchical RL, and learning to learn. Then we discuss various applications of RL, including games, in particular, AlphaGo, robotics, natural language processing, including dialogue systems, machine translation, and text generation, computer vision, neural architecture design, business management, finance, healthcare, Industry 4.0, smart grid, intelligent transportation systems, and computer systems. We mention topics not reviewed yet, and list a collection of RL resources. After presenting a brief summary, we close with discussions. Please see Deep Reinforcement Learning, arXiv:1810.06339, for a significant update.
Learning Strategic Language Agents in the Werewolf Game with Iterative Latent Space Policy Optimization
Large language model (LLM)-based agents have recently shown impressive progress in a variety of domains, including open-ended conversation and multi-step decision-making. However, applying these agents to social deduction games such as Werewolf, which requires both strategic decision-making and free-form language interaction, remains non-trivial. Traditional methods based on Counterfactual Regret Minimization (CFR) or reinforcement learning (RL) typically depend on a predefined action space, making them unsuitable for language games with unconstrained text action space. Meanwhile, pure LLM-based agents often suffer from intrinsic biases and require prohibitively large datasets for fine-tuning. We propose Latent Space Policy Optimization (LSPO), an iterative framework that addresses these challenges by first mapping free-form text to a discrete latent space, where methods like CFR and RL can learn strategic policy more effectively. We then translate the learned policy back into natural language dialogues, which are used to fine-tune an LLM via Direct Preference Optimization (DPO). By iteratively alternating between these stages, our LSPO agent progressively enhances both strategic reasoning and language communication. Experiment results on the Werewolf game show that our method improves the agent's performance in each iteration and outperforms existing Werewolf agents, underscoring its promise for free-form language decision-making.
Image2Reverb: Cross-Modal Reverb Impulse Response Synthesis
Measuring the acoustic characteristics of a space is often done by capturing its impulse response (IR), a representation of how a full-range stimulus sound excites it. This work generates an IR from a single image, which can then be applied to other signals using convolution, simulating the reverberant characteristics of the space shown in the image. Recording these IRs is both time-intensive and expensive, and often infeasible for inaccessible locations. We use an end-to-end neural network architecture to generate plausible audio impulse responses from single images of acoustic environments. We evaluate our method both by comparisons to ground truth data and by human expert evaluation. We demonstrate our approach by generating plausible impulse responses from diverse settings and formats including well known places, musical halls, rooms in paintings, images from animations and computer games, synthetic environments generated from text, panoramic images, and video conference backgrounds.
Navigating Human Language Models with Synthetic Agents
Modern natural language models such as the GPT-2/GPT-3 contain tremendous amounts of information about human belief in a consistently testable form. If these models could be shown to accurately reflect the underlying beliefs of the human beings that produced the data used to train these models, then such models become a powerful sociological tool in ways that are distinct from traditional methods, such as interviews and surveys. In this study, We train a version of the GPT-2 on a corpora of historical chess games, and then "launch" clusters of synthetic agents into the model, using text strings to create context and orientation. We compare the trajectories contained in the text generated by the agents/model and compare that to the known ground truth of the chess board, move legality, and historical patterns of play. We find that the percentages of moves by piece using the model are substantially similar from human patterns. We further find that the model creates an accurate latent representation of the chessboard, and that it is possible to plot trajectories of legal moves across the board using this knowledge.
GROOT: Learning to Follow Instructions by Watching Gameplay Videos
We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. Code and video can be found on the website https://craftjarvis-groot.github.io.
Theory of Mind for Multi-Agent Collaboration via Large Language Models
While Large Language Models (LLMs) have demonstrated impressive accomplishments in both reasoning and planning, their abilities in multi-agent collaborations remains largely unexplored. This study evaluates LLM-based agents in a multi-agent cooperative text game with Theory of Mind (ToM) inference tasks, comparing their performance with Multi-Agent Reinforcement Learning (MARL) and planning-based baselines. We observed evidence of emergent collaborative behaviors and high-order Theory of Mind capabilities among LLM-based agents. Our results reveal limitations in LLM-based agents' planning optimization due to systematic failures in managing long-horizon contexts and hallucination about the task state. We explore the use of explicit belief state representations to mitigate these issues, finding that it enhances task performance and the accuracy of ToM inferences for LLM-based agents.
ReGAL: Refactoring Programs to Discover Generalizable Abstractions
While large language models (LLMs) are increasingly being used for program synthesis, they lack the global view needed to develop useful abstractions; they generally predict programs one at a time, often repeating the same functionality. Generating redundant code from scratch is both inefficient and error-prone. To address this, we propose Refactoring for Generalizable Abstraction Learning (ReGAL), a gradient-free method for learning a library of reusable functions via code refactorization, i.e. restructuring code without changing its execution output. ReGAL learns from a small set of existing programs, iteratively verifying and refining its abstractions via execution. We find that the shared function libraries discovered by ReGAL make programs easier to predict across diverse domains. On three datasets (LOGO graphics generation, Date reasoning, and TextCraft, a Minecraft-based text game), both open-source and proprietary LLMs improve in accuracy when predicting programs with ReGAL functions. For CodeLlama-13B, ReGAL results in absolute accuracy increases of 11.5% on graphics, 26.1% on date understanding, and 8.1% on TextCraft, outperforming GPT-3.5 in two of three domains. Our analysis reveals ReGAL's abstractions encapsulate frequently-used subroutines as well as environment dynamics.
Situated Dialogue Learning through Procedural Environment Generation
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution -- an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.
Ambient Adventures: Teaching ChatGPT on Developing Complex Stories
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and locations in virtual scenarios. We adopted the story generation capability of large language models (LLMs) to obtain the stories used for imaginary play with human-written prompts. Those generated stories will be simplified and mapped into action sequences that can guide the agent in imaginary play. To evaluate whether the agent can successfully finish the imaginary play, we also designed a text adventure game to simulate a house as the playground for the agent to interact.
Steve-Eye: Equipping LLM-based Embodied Agents with Visual Perception in Open Worlds
Recent studies have presented compelling evidence that large language models (LLMs) can equip embodied agents with the self-driven capability to interact with the world, which marks an initial step toward versatile robotics. However, these efforts tend to overlook the visual richness of open worlds, rendering the entire interactive process akin to "a blindfolded text-based game." Consequently, LLM-based agents frequently encounter challenges in intuitively comprehending their surroundings and producing responses that are easy to understand. In this paper, we propose Steve-Eye, an end-to-end trained large multimodal model designed to address this limitation. Steve-Eye integrates the LLM with a visual encoder which enables it to process visual-text inputs and generate multimodal feedback. In addition, we use a semi-automatic strategy to collect an extensive dataset comprising 850K open-world instruction pairs, empowering our model to encompass three essential functions for an agent: multimodal perception, foundational knowledge base, and skill prediction and planning. Lastly, we develop three open-world evaluation benchmarks, then carry out extensive experiments from a wide range of perspectives to validate our model's capability to strategically act and plan. Codes and datasets will be released.
Dialogue Shaping: Empowering Agents through NPC Interaction
One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is extensive. However, non-player characters (NPCs) sometimes hold some key information about the game, which can potentially help to train RL agents faster. Thus, this paper explores how to interact and converse with NPC agents to get the key information using large language models (LLMs), as well as incorporate this information to speed up RL agent's training using knowledge graphs (KGs) and Story Shaping.
Minecraft-ify: Minecraft Style Image Generation with Text-guided Image Editing for In-Game Application
In this paper, we first present the character texture generation system Minecraft-ify, specified to Minecraft video game toward in-game application. Ours can generate face-focused image for texture mapping tailored to 3D virtual character having cube manifold. While existing projects or works only generate texture, proposed system can inverse the user-provided real image, or generate average/random appearance from learned distribution. Moreover, it can be manipulated with text-guidance using StyleGAN and StyleCLIP. These features provide a more extended user experience with enlarged freedom as a user-friendly AI-tool. Project page can be found at https://gh-bumsookim.github.io/Minecraft-ify/
Text-driven Prompt Generation for Vision-Language Models in Federated Learning
Prompt learning for vision-language models, e.g., CoOp, has shown great success in adapting CLIP to different downstream tasks, making it a promising solution for federated learning due to computational reasons. Existing prompt learning techniques replace hand-crafted text prompts with learned vectors that offer improvements on seen classes, but struggle to generalize to unseen classes. Our work addresses this challenge by proposing Federated Text-driven Prompt Generation (FedTPG), which learns a unified prompt generation network across multiple remote clients in a scalable manner. The prompt generation network is conditioned on task-related text input, thus is context-aware, making it suitable to generalize for both seen and unseen classes. Our comprehensive empirical evaluations on nine diverse image classification datasets show that our method is superior to existing federated prompt learning methods, that achieve overall better generalization on both seen and unseen classes and is also generalizable to unseen datasets.
TEXTRON: Weakly Supervised Multilingual Text Detection through Data Programming
Several recent deep learning (DL) based techniques perform considerably well on image-based multilingual text detection. However, their performance relies heavily on the availability and quality of training data. There are numerous types of page-level document images consisting of information in several modalities, languages, fonts, and layouts. This makes text detection a challenging problem in the field of computer vision (CV), especially for low-resource or handwritten languages. Furthermore, there is a scarcity of word-level labeled data for text detection, especially for multilingual settings and Indian scripts that incorporate both printed and handwritten text. Conventionally, Indian script text detection requires training a DL model on plenty of labeled data, but to the best of our knowledge, no relevant datasets are available. Manual annotation of such data requires a lot of time, effort, and expertise. In order to solve this problem, we propose TEXTRON, a Data Programming-based approach, where users can plug various text detection methods into a weak supervision-based learning framework. One can view this approach to multilingual text detection as an ensemble of different CV-based techniques and DL approaches. TEXTRON can leverage the predictions of DL models pre-trained on a significant amount of language data in conjunction with CV-based methods to improve text detection in other languages. We demonstrate that TEXTRON can improve the detection performance for documents written in Indian languages, despite the absence of corresponding labeled data. Further, through extensive experimentation, we show improvement brought about by our approach over the current State-of-the-art (SOTA) models, especially for handwritten Devanagari text. Code and dataset has been made available at https://github.com/IITB-LEAP-OCR/TEXTRON
DeepLearningBrasil@LT-EDI-2023: Exploring Deep Learning Techniques for Detecting Depression in Social Media Text
In this paper, we delineate the strategy employed by our team, DeepLearningBrasil, which secured us the first place in the shared task DepSign-LT-EDI@RANLP-2023, achieving a 47.0% Macro F1-Score and a notable 2.4% advantage. The task was to classify social media texts into three distinct levels of depression - "not depressed," "moderately depressed," and "severely depressed." Leveraging the power of the RoBERTa and DeBERTa models, we further pre-trained them on a collected Reddit dataset, specifically curated from mental health-related Reddit's communities (Subreddits), leading to an enhanced understanding of nuanced mental health discourse. To address lengthy textual data, we used truncation techniques that retained the essence of the content by focusing on its beginnings and endings. Our model was robust against unbalanced data by incorporating sample weights into the loss. Cross-validation and ensemble techniques were then employed to combine our k-fold trained models, delivering an optimal solution. The accompanying code is made available for transparency and further development.
Predicting In-game Actions from Interviews of NBA Players
Sports competitions are widely researched in computer and social science, with the goal of understanding how players act under uncertainty. While there is an abundance of computational work on player metrics prediction based on past performance, very few attempts to incorporate out-of-game signals have been made. Specifically, it was previously unclear whether linguistic signals gathered from players' interviews can add information which does not appear in performance metrics. To bridge that gap, we define text classification tasks of predicting deviations from mean in NBA players' in-game actions, which are associated with strategic choices, player behavior and risk, using their choice of language prior to the game. We collected a dataset of transcripts from key NBA players' pre-game interviews and their in-game performance metrics, totalling in 5,226 interview-metric pairs. We design neural models for players' action prediction based on increasingly more complex aspects of the language signals in their open-ended interviews. Our models can make their predictions based on the textual signal alone, or on a combination with signals from past-performance metrics. Our text-based models outperform strong baselines trained on performance metrics only, demonstrating the importance of language usage for action prediction. Moreover, the models that employ both textual input and past-performance metrics produced the best results. Finally, as neural networks are notoriously difficult to interpret, we propose a method for gaining further insight into what our models have learned. Particularly, we present an LDA-based analysis, where we interpret model predictions in terms of correlated topics. We find that our best performing textual model is most associated with topics that are intuitively related to each prediction task and that better models yield higher correlation with more informative topics.
The Consensus Game: Language Model Generation via Equilibrium Search
When applied to question answering and other text generation tasks, language models (LMs) may be queried generatively (by sampling answers from their output distribution) or discriminatively (by using them to score or rank a set of candidate outputs). These procedures sometimes yield very different predictions. How do we reconcile mutually incompatible scoring procedures to obtain coherent LM predictions? We introduce a new, a training-free, game-theoretic procedure for language model decoding. Our approach casts language model decoding as a regularized imperfect-information sequential signaling game - which we term the CONSENSUS GAME - in which a GENERATOR seeks to communicate an abstract correctness parameter using natural language sentences to a DISCRIMINATOR. We develop computational procedures for finding approximate equilibria of this game, resulting in a decoding algorithm we call EQUILIBRIUM-RANKING. Applied to a large number of tasks (including reading comprehension, commonsense reasoning, mathematical problem-solving, and dialog), EQUILIBRIUM-RANKING consistently, and sometimes substantially, improves performance over existing LM decoding procedures - on multiple benchmarks, we observe that applying EQUILIBRIUM-RANKING to LLaMA-7B outperforms the much larger LLaMA-65B and PaLM-540B models. These results highlight the promise of game-theoretic tools for addressing fundamental challenges of truthfulness and consistency in LMs.
GameGen-X: Interactive Open-world Game Video Generation
We introduce GameGen-X, the first diffusion transformer model specifically designed for both generating and interactively controlling open-world game videos. This model facilitates high-quality, open-domain generation by simulating an extensive array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, predicting and altering future content based on the current clip, thus allowing for gameplay simulation. To realize this vision, we first collected and built an Open-World Video Game Dataset from scratch. It is the first and largest dataset for open-world game video generation and control, which comprises over a million diverse gameplay video clips sampling from over 150 games with informative captions from GPT-4o. GameGen-X undergoes a two-stage training process, consisting of foundation model pre-training and instruction tuning. Firstly, the model was pre-trained via text-to-video generation and video continuation, endowing it with the capability for long-sequence, high-quality open-domain game video generation. Further, to achieve interactive controllability, we designed InstructNet to incorporate game-related multi-modal control signal experts. This allows the model to adjust latent representations based on user inputs, unifying character interaction and scene content control for the first time in video generation. During instruction tuning, only the InstructNet is updated while the pre-trained foundation model is frozen, enabling the integration of interactive controllability without loss of diversity and quality of generated video content.
SyntaxShap: Syntax-aware Explainability Method for Text Generation
To harness the power of large language models in safety-critical domains we need to ensure the explainability of their predictions. However, despite the significant attention to model interpretability, there remains an unexplored domain in explaining sequence-to-sequence tasks using methods tailored for textual data. This paper introduces SyntaxShap, a local, model-agnostic explainability method for text generation that takes into consideration the syntax in the text data. The presented work extends Shapley values to account for parsing-based syntactic dependencies. Taking a game theoric approach, SyntaxShap only considers coalitions constraint by the dependency tree. We adopt a model-based evaluation to compare SyntaxShap and its weighted form to state-of-the-art explainability methods adapted to text generation tasks, using diverse metrics including faithfulness, complexity, coherency, and semantic alignment of the explanations to the model. We show that our syntax-aware method produces explanations that help build more faithful, coherent, and interpretable explanations for predictions by autoregressive models.
LEATHER: A Framework for Learning to Generate Human-like Text in Dialogue
Algorithms for text-generation in dialogue can be misguided. For example, in task-oriented settings, reinforcement learning that optimizes only task-success can lead to abysmal lexical diversity. We hypothesize this is due to poor theoretical understanding of the objectives in text-generation and their relation to the learning process (i.e., model training). To this end, we propose a new theoretical framework for learning to generate text in dialogue. Compared to existing theories of learning, our framework allows for analysis of the multi-faceted goals inherent to text-generation. We use our framework to develop theoretical guarantees for learners that adapt to unseen data. As an example, we apply our theory to study data-shift within a cooperative learning algorithm proposed for the GuessWhat?! visual dialogue game. From this insight, we propose a new algorithm, and empirically, we demonstrate our proposal improves both task-success and human-likeness of the generated text. Finally, we show statistics from our theory are empirically predictive of multiple qualities of the generated dialogue, suggesting our theory is useful for model-selection when human evaluations are not available.
Adversarial Retriever-Ranker for dense text retrieval
Current dense text retrieval models face two typical challenges. First, they adopt a siamese dual-encoder architecture to encode queries and documents independently for fast indexing and searching, while neglecting the finer-grained term-wise interactions. This results in a sub-optimal recall performance. Second, their model training highly relies on a negative sampling technique to build up the negative documents in their contrastive losses. To address these challenges, we present Adversarial Retriever-Ranker (AR2), which consists of a dual-encoder retriever plus a cross-encoder ranker. The two models are jointly optimized according to a minimax adversarial objective: the retriever learns to retrieve negative documents to cheat the ranker, while the ranker learns to rank a collection of candidates including both the ground-truth and the retrieved ones, as well as providing progressive direct feedback to the dual-encoder retriever. Through this adversarial game, the retriever gradually produces harder negative documents to train a better ranker, whereas the cross-encoder ranker provides progressive feedback to improve retriever. We evaluate AR2 on three benchmarks. Experimental results show that AR2 consistently and significantly outperforms existing dense retriever methods and achieves new state-of-the-art results on all of them. This includes the improvements on Natural Questions R@5 to 77.9%(+2.1%), TriviaQA R@5 to 78.2%(+1.4), and MS-MARCO MRR@10 to 39.5%(+1.3%). Code and models are available at https://github.com/microsoft/AR2.
Two Giraffes in a Dirt Field: Using Game Play to Investigate Situation Modelling in Large Multimodal Models
While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation paradigm from text models to multimodal models, namely evaluation through the goal-oriented game (self) play, complementing reference-based and preference-based evaluation. Specifically, we define games that challenge a model's capability to represent a situation from visual information and align such representations through dialogue. We find that the largest closed models perform rather well on the games that we define, while even the best open-weight models struggle with them. On further analysis, we find that the exceptional deep captioning capabilities of the largest models drive some of the performance. There is still room to grow for both kinds of models, ensuring the continued relevance of the benchmark.
Playable Game Generation
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called PlayGen, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207.
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/
Game-MUG: Multimodal Oriented Game Situation Understanding and Commentary Generation Dataset
The dynamic nature of esports makes the situation relatively complicated for average viewers. Esports broadcasting involves game expert casters, but the caster-dependent game commentary is not enough to fully understand the game situation. It will be richer by including diverse multimodal esports information, including audiences' talks/emotions, game audio, and game match event information. This paper introduces GAME-MUG, a new multimodal game situation understanding and audience-engaged commentary generation dataset and its strong baseline. Our dataset is collected from 2020-2022 LOL game live streams from YouTube and Twitch, and includes multimodal esports game information, including text, audio, and time-series event logs, for detecting the game situation. In addition, we also propose a new audience conversation augmented commentary dataset by covering the game situation and audience conversation understanding, and introducing a robust joint multimodal dual learning model as a baseline. We examine the model's game situation/event understanding ability and commentary generation capability to show the effectiveness of the multimodal aspects coverage and the joint integration learning approach.
MatchTime: Towards Automatic Soccer Game Commentary Generation
Soccer is a globally popular sport with a vast audience, in this paper, we consider constructing an automatic soccer game commentary model to improve the audiences' viewing experience. In general, we make the following contributions: First, observing the prevalent video-text misalignment in existing datasets, we manually annotate timestamps for 49 matches, establishing a more robust benchmark for soccer game commentary generation, termed as SN-Caption-test-align; Second, we propose a multi-modal temporal alignment pipeline to automatically correct and filter the existing dataset at scale, creating a higher-quality soccer game commentary dataset for training, denoted as MatchTime; Third, based on our curated dataset, we train an automatic commentary generation model, named MatchVoice. Extensive experiments and ablation studies have demonstrated the effectiveness of our alignment pipeline, and training model on the curated datasets achieves state-of-the-art performance for commentary generation, showcasing that better alignment can lead to significant performance improvements in downstream tasks.
APT: Architectural Planning and Text-to-Blueprint Construction Using Large Language Models for Open-World Agents
We present APT, an advanced Large Language Model (LLM)-driven framework that enables autonomous agents to construct complex and creative structures within the Minecraft environment. Unlike previous approaches that primarily concentrate on skill-based open-world tasks or rely on image-based diffusion models for generating voxel-based structures, our method leverages the intrinsic spatial reasoning capabilities of LLMs. By employing chain-of-thought decomposition along with multimodal inputs, the framework generates detailed architectural layouts and blueprints that the agent can execute under zero-shot or few-shot learning scenarios. Our agent incorporates both memory and reflection modules to facilitate lifelong learning, adaptive refinement, and error correction throughout the building process. To rigorously evaluate the agent's performance in this emerging research area, we introduce a comprehensive benchmark consisting of diverse construction tasks designed to test creativity, spatial reasoning, adherence to in-game rules, and the effective integration of multimodal instructions. Experimental results using various GPT-based LLM backends and agent configurations demonstrate the agent's capacity to accurately interpret extensive instructions involving numerous items, their positions, and orientations. The agent successfully produces complex structures complete with internal functionalities such as Redstone-powered systems. A/B testing indicates that the inclusion of a memory module leads to a significant increase in performance, emphasizing its role in enabling continuous learning and the reuse of accumulated experience. Additionally, the agent's unexpected emergence of scaffolding behavior highlights the potential of future LLM-driven agents to utilize subroutine planning and leverage the emergence ability of LLMs to autonomously develop human-like problem-solving techniques.
FlexGen: Flexible Multi-View Generation from Text and Image Inputs
In this work, we introduce FlexGen, a flexible framework designed to generate controllable and consistent multi-view images, conditioned on a single-view image, or a text prompt, or both. FlexGen tackles the challenges of controllable multi-view synthesis through additional conditioning on 3D-aware text annotations. We utilize the strong reasoning capabilities of GPT-4V to generate 3D-aware text annotations. By analyzing four orthogonal views of an object arranged as tiled multi-view images, GPT-4V can produce text annotations that include 3D-aware information with spatial relationship. By integrating the control signal with proposed adaptive dual-control module, our model can generate multi-view images that correspond to the specified text. FlexGen supports multiple controllable capabilities, allowing users to modify text prompts to generate reasonable and corresponding unseen parts. Additionally, users can influence attributes such as appearance and material properties, including metallic and roughness. Extensive experiments demonstrate that our approach offers enhanced multiple controllability, marking a significant advancement over existing multi-view diffusion models. This work has substantial implications for fields requiring rapid and flexible 3D content creation, including game development, animation, and virtual reality. Project page: https://xxu068.github.io/flexgen.github.io/.
An Extensible Plug-and-Play Method for Multi-Aspect Controllable Text Generation
Recently, multi-aspect controllable text generation that controls the generated text in multiple aspects (e.g., sentiment, topic, and keywords) has attracted increasing attention. Although methods based on parameter efficient tuning like prefix-tuning could achieve multi-aspect controlling in a plug-and-play way, the mutual interference of multiple prefixes leads to significant degeneration of constraints and limits their extensibility to training-time unseen aspect combinations. In this work, we provide a theoretical lower bound for the interference and empirically found that the interference grows with the number of layers where prefixes are inserted. Based on these analyses, we propose using trainable gates to normalize the intervention of prefixes to restrain the growing interference. As a result, controlling training-time unseen combinations of aspects can be realized by simply concatenating corresponding plugins such that new constraints can be extended at a lower cost. In addition, we propose a unified way to process both categorical and free-form constraints. Experiments on text generation and machine translation demonstrate the superiority of our approach over baselines on constraint accuracy, text quality, and extensibility.
The Chosen One: Consistent Characters in Text-to-Image Diffusion Models
Recent advances in text-to-image generation models have unlocked vast potential for visual creativity. However, these models struggle with generation of consistent characters, a crucial aspect for numerous real-world applications such as story visualization, game development asset design, advertising, and more. Current methods typically rely on multiple pre-existing images of the target character or involve labor-intensive manual processes. In this work, we propose a fully automated solution for consistent character generation, with the sole input being a text prompt. We introduce an iterative procedure that, at each stage, identifies a coherent set of images sharing a similar identity and extracts a more consistent identity from this set. Our quantitative analysis demonstrates that our method strikes a better balance between prompt alignment and identity consistency compared to the baseline methods, and these findings are reinforced by a user study. To conclude, we showcase several practical applications of our approach. Project page is available at https://omriavrahami.com/the-chosen-one
TexFusion: Synthesizing 3D Textures with Text-Guided Image Diffusion Models
We present TexFusion (Texture Diffusion), a new method to synthesize textures for given 3D geometries, using large-scale text-guided image diffusion models. In contrast to recent works that leverage 2D text-to-image diffusion models to distill 3D objects using a slow and fragile optimization process, TexFusion introduces a new 3D-consistent generation technique specifically designed for texture synthesis that employs regular diffusion model sampling on different 2D rendered views. Specifically, we leverage latent diffusion models, apply the diffusion model's denoiser on a set of 2D renders of the 3D object, and aggregate the different denoising predictions on a shared latent texture map. Final output RGB textures are produced by optimizing an intermediate neural color field on the decodings of 2D renders of the latent texture. We thoroughly validate TexFusion and show that we can efficiently generate diverse, high quality and globally coherent textures. We achieve state-of-the-art text-guided texture synthesis performance using only image diffusion models, while avoiding the pitfalls of previous distillation-based methods. The text-conditioning offers detailed control and we also do not rely on any ground truth 3D textures for training. This makes our method versatile and applicable to a broad range of geometry and texture types. We hope that TexFusion will advance AI-based texturing of 3D assets for applications in virtual reality, game design, simulation, and more.
NYT-Connections: A Deceptively Simple Text Classification Task that Stumps System-1 Thinkers
Large Language Models (LLMs) have shown impressive performance on various benchmarks, yet their ability to engage in deliberate reasoning remains questionable. We present NYT-Connections, a collection of 358 simple word classification puzzles derived from the New York Times Connections game. This benchmark is designed to penalize quick, intuitive "System 1" thinking, isolating fundamental reasoning skills. We evaluated six recent LLMs, a simple machine learning heuristic, and humans across three configurations: single-attempt, multiple attempts without hints, and multiple attempts with contextual hints. Our findings reveal a significant performance gap: even top-performing LLMs like GPT-4 fall short of human performance by nearly 30%. Notably, advanced prompting techniques such as Chain-of-Thought and Self-Consistency show diminishing returns as task difficulty increases. NYT-Connections uniquely combines linguistic isolation, resistance to intuitive shortcuts, and regular updates to mitigate data leakage, offering a novel tool for assessing LLM reasoning capabilities.
Stochastic Parrots Looking for Stochastic Parrots: LLMs are Easy to Fine-Tune and Hard to Detect with other LLMs
The self-attention revolution allowed generative language models to scale and achieve increasingly impressive abilities. Such models - commonly referred to as Large Language Models (LLMs) - have recently gained prominence with the general public, thanks to conversational fine-tuning, putting their behavior in line with public expectations regarding AI. This prominence amplified prior concerns regarding the misuse of LLMs and led to the emergence of numerous tools to detect LLMs in the wild. Unfortunately, most such tools are critically flawed. While major publications in the LLM detectability field suggested that LLMs were easy to detect with fine-tuned autoencoders, the limitations of their results are easy to overlook. Specifically, they assumed publicly available generative models without fine-tunes or non-trivial prompts. While the importance of these assumptions has been demonstrated, until now, it remained unclear how well such detection could be countered. Here, we show that an attacker with access to such detectors' reference human texts and output not only evades detection but can fully frustrate the detector training - with a reasonable budget and all its outputs labeled as such. Achieving it required combining common "reinforcement from critic" loss function modification and AdamW optimizer, which led to surprisingly good fine-tuning generalization. Finally, we warn against the temptation to transpose the conclusions obtained in RNN-driven text GANs to LLMs due to their better representative ability. These results have critical implications for the detection and prevention of malicious use of generative language models, and we hope they will aid the designers of generative models and detectors.
POTATO: exPlainable infOrmation exTrAcTion framewOrk
We present POTATO, a task- and languageindependent framework for human-in-the-loop (HITL) learning of rule-based text classifiers using graph-based features. POTATO handles any type of directed graph and supports parsing text into Abstract Meaning Representations (AMR), Universal Dependencies (UD), and 4lang semantic graphs. A streamlit-based user interface allows users to build rule systems from graph patterns, provides real-time evaluation based on ground truth data, and suggests rules by ranking graph features using interpretable machine learning models. Users can also provide patterns over graphs using regular expressions, and POTATO can recommend refinements of such rules. POTATO is applied in projects across domains and languages, including classification tasks on German legal text and English social media data. All components of our system are written in Python, can be installed via pip, and are released under an MIT License on GitHub.
Podcast Summary Assessment: A Resource for Evaluating Summary Assessment Methods
Automatic summary assessment is useful for both machine-generated and human-produced summaries. Automatically evaluating the summary text given the document enables, for example, summary generation system development and detection of inappropriate summaries. Summary assessment can be run in a number of modes: ranking summary generation systems; ranking summaries of a particular document; and estimating the quality of a document-summary pair on an absolute scale. Existing datasets with annotation for summary assessment are usually based on news summarization datasets such as CNN/DailyMail or XSum. In this work, we describe a new dataset, the podcast summary assessment corpus, a collection of podcast summaries that were evaluated by human experts at TREC2020. Compared to existing summary assessment data, this dataset has two unique aspects: (i) long-input, speech podcast based, documents; and (ii) an opportunity to detect inappropriate reference summaries in podcast corpus. First, we examine existing assessment methods, including model-free and model-based methods, and provide benchmark results for this long-input summary assessment dataset. Second, with the aim of filtering reference summary-document pairings for training, we apply summary assessment for data selection. The experimental results on these two aspects provide interesting insights on the summary assessment and generation tasks. The podcast summary assessment data is available.
Mirasol3B: A Multimodal Autoregressive model for time-aligned and contextual modalities
One of the main challenges of multimodal learning is the need to combine heterogeneous modalities (e.g., video, audio, text). For example, video and audio are obtained at much higher rates than text and are roughly aligned in time. They are often not synchronized with text, which comes as a global context, e.g., a title, or a description. Furthermore, video and audio inputs are of much larger volumes, and grow as the video length increases, which naturally requires more compute dedicated to these modalities and makes modeling of long-range dependencies harder. We here decouple the multimodal modeling, dividing it into separate, focused autoregressive models, processing the inputs according to the characteristics of the modalities. We propose a multimodal model, called Mirasol3B, consisting of an autoregressive component for the time-synchronized modalities (audio and video), and an autoregressive component for the context modalities which are not necessarily aligned in time but are still sequential. To address the long-sequences of the video-audio inputs, we propose to further partition the video and audio sequences in consecutive snippets and autoregressively process their representations. To that end, we propose a Combiner mechanism, which models the audio-video information jointly within a timeframe. The Combiner learns to extract audio and video features from raw spatio-temporal signals, and then learns to fuse these features producing compact but expressive representations per snippet. Our approach achieves the state-of-the-art on well established multimodal benchmarks, outperforming much larger models. It effectively addresses the high computational demand of media inputs by both learning compact representations, controlling the sequence length of the audio-video feature representations, and modeling their dependencies in time.
CrossCheckGPT: Universal Hallucination Ranking for Multimodal Foundation Models
Multimodal foundation models are prone to hallucination, generating outputs that either contradict the input or are not grounded by factual information. Given the diversity in architectures, training data and instruction tuning techniques, there can be large variations in systems' susceptibility to hallucinations. To assess system hallucination robustness, hallucination ranking approaches have been developed for specific tasks such as image captioning, question answering, summarization, or biography generation. However, these approaches typically compare model outputs to gold-standard references or labels, limiting hallucination benchmarking for new domains. This work proposes "CrossCheckGPT", a reference-free universal hallucination ranking for multimodal foundation models. The core idea of CrossCheckGPT is that the same hallucinated content is unlikely to be generated by different independent systems, hence cross-system consistency can provide meaningful and accurate hallucination assessment scores. CrossCheckGPT can be applied to any model or task, provided that the information consistency between outputs can be measured through an appropriate distance metric. Focusing on multimodal large language models that generate text, we explore two information consistency measures: CrossCheck-explicit and CrossCheck-implicit. We showcase the applicability of our method for hallucination ranking across various modalities, namely the text, image, and audio-visual domains. Further, we propose the first audio-visual hallucination benchmark, "AVHalluBench", and illustrate the effectiveness of CrossCheckGPT, achieving correlations of 98% and 89% with human judgements on MHaluBench and AVHalluBench, respectively.
Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object categories -- we call this setting indoor scene generation. Unlike most prior work on indoor scene generation, our system does not require a large training dataset of existing 3D scenes. Instead, it leverages the world knowledge encoded in pre-trained large language models (LLMs) to synthesize programs in a domain-specific layout language that describe objects and spatial relations between them. Executing such a program produces a specification of a constraint satisfaction problem, which the system solves using a gradient-based optimization scheme to produce object positions and orientations. To produce object geometry, the system retrieves 3D meshes from a database. Unlike prior work which uses databases of category-annotated, mutually-aligned meshes, we develop a pipeline using vision-language models (VLMs) to retrieve meshes from massive databases of un-annotated, inconsistently-aligned meshes. Experimental evaluations show that our system outperforms generative models trained on 3D data for traditional, closed-universe scene generation tasks; it also outperforms a recent LLM-based layout generation method on open-universe scene generation.
SOCIALITE-LLAMA: An Instruction-Tuned Model for Social Scientific Tasks
Social science NLP tasks, such as emotion or humor detection, are required to capture the semantics along with the implicit pragmatics from text, often with limited amounts of training data. Instruction tuning has been shown to improve the many capabilities of large language models (LLMs) such as commonsense reasoning, reading comprehension, and computer programming. However, little is known about the effectiveness of instruction tuning on the social domain where implicit pragmatic cues are often needed to be captured. We explore the use of instruction tuning for social science NLP tasks and introduce Socialite-Llama -- an open-source, instruction-tuned Llama. On a suite of 20 social science tasks, Socialite-Llama improves upon the performance of Llama as well as matches or improves upon the performance of a state-of-the-art, multi-task finetuned model on a majority of them. Further, Socialite-Llama also leads to improvement on 5 out of 6 related social tasks as compared to Llama, suggesting instruction tuning can lead to generalized social understanding. All resources including our code, model and dataset can be found through bit.ly/socialitellama.
Is LLM-as-a-Judge Robust? Investigating Universal Adversarial Attacks on Zero-shot LLM Assessment
Large Language Models (LLMs) are powerful zero-shot assessors and are increasingly used in real-world situations such as for written exams or benchmarking systems. Despite this, no existing work has analyzed the vulnerability of judge-LLMs against adversaries attempting to manipulate outputs. This work presents the first study on the adversarial robustness of assessment LLMs, where we search for short universal phrases that when appended to texts can deceive LLMs to provide high assessment scores. Experiments on SummEval and TopicalChat demonstrate that both LLM-scoring and pairwise LLM-comparative assessment are vulnerable to simple concatenation attacks, where in particular LLM-scoring is very susceptible and can yield maximum assessment scores irrespective of the input text quality. Interestingly, such attacks are transferable and phrases learned on smaller open-source LLMs can be applied to larger closed-source models, such as GPT3.5. This highlights the pervasive nature of the adversarial vulnerabilities across different judge-LLM sizes, families and methods. Our findings raise significant concerns on the reliability of LLMs-as-a-judge methods, and underscore the importance of addressing vulnerabilities in LLM assessment methods before deployment in high-stakes real-world scenarios.
A Named Entity Based Approach to Model Recipes
Traditional cooking recipes follow a structure which can be modelled very well if the rules and semantics of the different sections of the recipe text are analyzed and represented accurately. We propose a structure that can accurately represent the recipe as well as a pipeline to infer the best representation of the recipe in this uniform structure. The Ingredients section in a recipe typically lists down the ingredients required and corresponding attributes such as quantity, temperature, and processing state. This can be modelled by defining these attributes and their values. The physical entities which make up a recipe can be broadly classified into utensils, ingredients and their combinations that are related by cooking techniques. The instruction section lists down a series of events in which a cooking technique or process is applied upon these utensils and ingredients. We model these relationships in the form of tuples. Thus, using a combination of these methods we model cooking recipe in the dataset RecipeDB to show the efficacy of our method. This mined information model can have several applications which include translating recipes between languages, determining similarity between recipes, generation of novel recipes and estimation of the nutritional profile of recipes. For the purpose of recognition of ingredient attributes, we train the Named Entity Relationship (NER) models and analyze the inferences with the help of K-Means clustering. Our model presented with an F1 score of 0.95 across all datasets. We use a similar NER tagging model for labelling cooking techniques (F1 score = 0.88) and utensils (F1 score = 0.90) within the instructions section. Finally, we determine the temporal sequence of relationships between ingredients, utensils and cooking techniques for modeling the instruction steps.
GenARM: Reward Guided Generation with Autoregressive Reward Model for Test-time Alignment
Large Language Models (LLMs) exhibit impressive capabilities but require careful alignment with human preferences. Traditional training-time methods finetune LLMs using human preference datasets but incur significant training costs and require repeated training to handle diverse user preferences. Test-time alignment methods address this by using reward models (RMs) to guide frozen LLMs without retraining. However, existing test-time approaches rely on trajectory-level RMs which are designed to evaluate complete responses, making them unsuitable for autoregressive text generation that requires computing next-token rewards from partial responses. To address this, we introduce GenARM, a test-time alignment approach that leverages the Autoregressive Reward Model--a novel reward parametrization designed to predict next-token rewards for efficient and effective autoregressive generation. Theoretically, we demonstrate that this parametrization can provably guide frozen LLMs toward any distribution achievable by traditional RMs within the KL-regularized reinforcement learning framework. Experimental results show that GenARM significantly outperforms prior test-time alignment baselines and matches the performance of training-time methods. Additionally, GenARM enables efficient weak-to-strong guidance, aligning larger LLMs with smaller RMs without the high costs of training larger models. Furthermore, GenARM supports multi-objective alignment, allowing real-time trade-offs between preference dimensions and catering to diverse user preferences without retraining.
HyperCLIP: Adapting Vision-Language models with Hypernetworks
Self-supervised vision-language models trained with contrastive objectives form the basis of current state-of-the-art methods in AI vision tasks. The success of these models is a direct consequence of the huge web-scale datasets used to train them, but they require correspondingly large vision components to properly learn powerful and general representations from such a broad data domain. This poses a challenge for deploying large vision-language models, especially in resource-constrained environments. To address this, we propose an alternate vision-language architecture, called HyperCLIP, that uses a small image encoder along with a hypernetwork that dynamically adapts image encoder weights to each new set of text inputs. All three components of the model (hypernetwork, image encoder, and text encoder) are pre-trained jointly end-to-end, and with a trained HyperCLIP model, we can generate new zero-shot deployment-friendly image classifiers for any task with a single forward pass through the text encoder and hypernetwork. HyperCLIP increases the zero-shot accuracy of SigLIP trained models with small image encoders by up to 3% on ImageNet and 5% on CIFAR-100 with minimal training throughput overhead.
RAGServe: Fast Quality-Aware RAG Systems with Configuration Adaptation
RAG (Retrieval Augmented Generation) allows LLMs (large language models) to generate better responses with external knowledge, but using more external knowledge often improves generation quality at the expense of response delay. Prior work either reduces the response delay (through better scheduling of RAG queries) or strives to maximize quality (which involves tuning the RAG workflow), but they fall short in optimizing the tradeoff between the delay and quality of RAG responses. This paper presents RAGServe, the first RAG system that jointly schedules queries and adapts the key RAG configurations of each query, such as the number of retrieved text chunks and synthesis methods, in order to balance quality optimization and response delay reduction. Using 4 popular RAG-QA datasets, we show that compared with the state-of-the-art RAG optimization schemes, RAGServe reduces the generation latency by 1.64-2.54times without sacrificing generation quality.
CacheGen: Fast Context Loading for Language Model Applications
As large language models (LLMs) take on more complex tasks, their inputs incorporate longer contexts to respond to questions that require domain knowledge or user-specific conversational histories. Yet, using long contexts poses a challenge for responsive LLM systems, as nothing can be generated until all the contexts are fetched to and processed by the LLM. Existing systems optimize only the computation delay in context processing (e.g., by caching intermediate key-value features of the text context) but often cause longer network delays in context fetching (e.g., key-value features consume orders of magnitude larger bandwidth than the text context). This paper presents CacheGen to minimize the delays in fetching and processing contexts for LLMs. CacheGen reduces the bandwidth needed for transmitting long contexts' key-value (KV) features through a novel encoder that compresses KV features into more compact bitstream representations. The encoder combines adaptive quantization with a tailored arithmetic coder, taking advantage of the KV features' distributional properties, such as locality across tokens. Furthermore, CacheGen minimizes the total delay in fetching and processing a context by using a controller that determines when to load the context as compressed KV features or raw text and picks the appropriate compression level if loaded as KV features. We test CacheGen on three models of various sizes and three datasets of different context lengths. Compared to recent methods that handle long contexts, CacheGen reduces bandwidth usage by 3.7-4.3x and the total delay in fetching and processing contexts by 2.7-3x while maintaining similar LLM performance on various tasks as loading the text contexts.
ESPnet-SLU: Advancing Spoken Language Understanding through ESPnet
As Automatic Speech Processing (ASR) systems are getting better, there is an increasing interest of using the ASR output to do downstream Natural Language Processing (NLP) tasks. However, there are few open source toolkits that can be used to generate reproducible results on different Spoken Language Understanding (SLU) benchmarks. Hence, there is a need to build an open source standard that can be used to have a faster start into SLU research. We present ESPnet-SLU, which is designed for quick development of spoken language understanding in a single framework. ESPnet-SLU is a project inside end-to-end speech processing toolkit, ESPnet, which is a widely used open-source standard for various speech processing tasks like ASR, Text to Speech (TTS) and Speech Translation (ST). We enhance the toolkit to provide implementations for various SLU benchmarks that enable researchers to seamlessly mix-and-match different ASR and NLU models. We also provide pretrained models with intensively tuned hyper-parameters that can match or even outperform the current state-of-the-art performances. The toolkit is publicly available at https://github.com/espnet/espnet.
You shall know a piece by the company it keeps. Chess plays as a data for word2vec models
In this paper, I apply linguistic methods of analysis to non-linguistic data, chess plays, metaphorically equating one with the other and seeking analogies. Chess game notations are also a kind of text, and one can consider the records of moves or positions of pieces as words and statements in a certain language. In this article I show how word embeddings (word2vec) can work on chess game texts instead of natural language texts. I don't see how this representation of chess data can be used productively. It's unlikely that these vector models will help engines or people choose the best move. But in a purely academic sense, it's clear that such methods of information representation capture something important about the very nature of the game, which doesn't necessarily lead to a win.
FLAME: Free-form Language-based Motion Synthesis & Editing
Text-based motion generation models are drawing a surge of interest for their potential for automating the motion-making process in the game, animation, or robot industries. In this paper, we propose a diffusion-based motion synthesis and editing model named FLAME. Inspired by the recent successes in diffusion models, we integrate diffusion-based generative models into the motion domain. FLAME can generate high-fidelity motions well aligned with the given text. Also, it can edit the parts of the motion, both frame-wise and joint-wise, without any fine-tuning. FLAME involves a new transformer-based architecture we devise to better handle motion data, which is found to be crucial to manage variable-length motions and well attend to free-form text. In experiments, we show that FLAME achieves state-of-the-art generation performances on three text-motion datasets: HumanML3D, BABEL, and KIT. We also demonstrate that editing capability of FLAME can be extended to other tasks such as motion prediction or motion in-betweening, which have been previously covered by dedicated models.
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models
We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal training data is scarce, or where the design goal requires the synthesis of internal dynamics, intuitive analysis, or advanced interactivity. Our framework relies on text interaction and the Unity game engine. By incorporating techniques for scene understanding, task planning, self-debugging, and memory management, LLMR outperforms the standard GPT-4 by 4x in average error rate. We demonstrate LLMR's cross-platform interoperability with several example worlds, and evaluate it on a variety of creation and modification tasks to show that it can produce and edit diverse objects, tools, and scenes. Finally, we conducted a usability study (N=11) with a diverse set that revealed participants had positive experiences with the system and would use it again.
Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation
Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.
ORACLE: Leveraging Mutual Information for Consistent Character Generation with LoRAs in Diffusion Models
Text-to-image diffusion models have recently taken center stage as pivotal tools in promoting visual creativity across an array of domains such as comic book artistry, children's literature, game development, and web design. These models harness the power of artificial intelligence to convert textual descriptions into vivid images, thereby enabling artists and creators to bring their imaginative concepts to life with unprecedented ease. However, one of the significant hurdles that persist is the challenge of maintaining consistency in character generation across diverse contexts. Variations in textual prompts, even if minor, can yield vastly different visual outputs, posing a considerable problem in projects that require a uniform representation of characters throughout. In this paper, we introduce a novel framework designed to produce consistent character representations from a single text prompt across diverse settings. Through both quantitative and qualitative analyses, we demonstrate that our framework outperforms existing methods in generating characters with consistent visual identities, underscoring its potential to transform creative industries. By addressing the critical challenge of character consistency, we not only enhance the practical utility of these models but also broaden the horizons for artistic and creative expression.
Pre-Trained Large Language Models for Industrial Control
For industrial control, developing high-performance controllers with few samples and low technical debt is appealing. Foundation models, possessing rich prior knowledge obtained from pre-training with Internet-scale corpus, have the potential to be a good controller with proper prompts. In this paper, we take HVAC (Heating, Ventilation, and Air Conditioning) building control as an example to examine the ability of GPT-4 (one of the first-tier foundation models) as the controller. To control HVAC, we wrap the task as a language game by providing text including a short description for the task, several selected demonstrations, and the current observation to GPT-4 on each step and execute the actions responded by GPT-4. We conduct series of experiments to answer the following questions: 1)~How well can GPT-4 control HVAC? 2)~How well can GPT-4 generalize to different scenarios for HVAC control? 3) How different parts of the text context affect the performance? In general, we found GPT-4 achieves the performance comparable to RL methods with few samples and low technical debt, indicating the potential of directly applying foundation models to industrial control tasks.
LMM-R1: Empowering 3B LMMs with Strong Reasoning Abilities Through Two-Stage Rule-Based RL
Enhancing reasoning in Large Multimodal Models (LMMs) faces unique challenges from the complex interplay between visual perception and logical reasoning, particularly in compact 3B-parameter architectures where architectural constraints limit reasoning capacity and modality alignment. While rule-based reinforcement learning (RL) excels in text-only domains, its multimodal extension confronts two critical barriers: (1) data limitations due to ambiguous answers and scarce complex reasoning examples, and (2) degraded foundational reasoning induced by multimodal pretraining. To address these challenges, we propose \method, a two-stage framework adapting rule-based RL for multimodal reasoning through Foundational Reasoning Enhancement (FRE) followed by Multimodal Generalization Training (MGT). The FRE stage first strengthens reasoning abilities using text-only data with rule-based RL, then the MGT stage generalizes these reasoning capabilities to multimodal domains. Experiments on Qwen2.5-VL-Instruct-3B demonstrate that \method achieves 4.83\% and 4.5\% average improvements over baselines in multimodal and text-only benchmarks, respectively, with a 3.63\% gain in complex Football Game tasks. These results validate that text-based reasoning enhancement enables effective multimodal generalization, offering a data-efficient paradigm that bypasses costly high-quality multimodal training data.
Let's Think Outside the Box: Exploring Leap-of-Thought in Large Language Models with Creative Humor Generation
Chain-of-Thought (CoT) guides large language models (LLMs) to reason step-by-step, and can motivate their logical reasoning ability. While effective for logical tasks, CoT is not conducive to creative problem-solving which often requires out-of-box thoughts and is crucial for innovation advancements. In this paper, we explore the Leap-of-Thought (LoT) abilities within LLMs -- a non-sequential, creative paradigm involving strong associations and knowledge leaps. To this end, we study LLMs on the popular Oogiri game which needs participants to have good creativity and strong associative thinking for responding unexpectedly and humorously to the given image, text, or both, and thus is suitable for LoT study. Then to investigate LLMs' LoT ability in the Oogiri game, we first build a multimodal and multilingual Oogiri-GO dataset which contains over 130,000 samples from the Oogiri game, and observe the insufficient LoT ability or failures of most existing LLMs on the Oogiri game. Accordingly, we introduce a creative Leap-of-Thought (CLoT) paradigm to improve LLM's LoT ability. CLoT first formulates the Oogiri-GO dataset into LoT-oriented instruction tuning data to train pretrained LLM for achieving certain LoT humor generation and discrimination abilities. Then CLoT designs an explorative self-refinement that encourages the LLM to generate more creative LoT data via exploring parallels between seemingly unrelated concepts and selects high-quality data to train itself for self-refinement. CLoT not only excels in humor generation in the Oogiri game but also boosts creative abilities in various tasks like cloud guessing game and divergent association task. These findings advance our understanding and offer a pathway to improve LLMs' creative capacities for innovative applications across domains. The dataset, code, and models will be released online. https://zhongshsh.github.io/CLoT/.
A Machine Learning Perspective on Predictive Coding with PAQ
PAQ8 is an open source lossless data compression algorithm that currently achieves the best compression rates on many benchmarks. This report presents a detailed description of PAQ8 from a statistical machine learning perspective. It shows that it is possible to understand some of the modules of PAQ8 and use this understanding to improve the method. However, intuitive statistical explanations of the behavior of other modules remain elusive. We hope the description in this report will be a starting point for discussions that will increase our understanding, lead to improvements to PAQ8, and facilitate a transfer of knowledge from PAQ8 to other machine learning methods, such a recurrent neural networks and stochastic memoizers. Finally, the report presents a broad range of new applications of PAQ to machine learning tasks including language modeling and adaptive text prediction, adaptive game playing, classification, and compression using features from the field of deep learning.
On Realization of Intelligent Decision-Making in the Real World: A Foundation Decision Model Perspective
The pervasive uncertainty and dynamic nature of real-world environments present significant challenges for the widespread implementation of machine-driven Intelligent Decision-Making (IDM) systems. Consequently, IDM should possess the ability to continuously acquire new skills and effectively generalize across a broad range of applications. The advancement of Artificial General Intelligence (AGI) that transcends task and application boundaries is critical for enhancing IDM. Recent studies have extensively investigated the Transformer neural architecture as a foundational model for various tasks, including computer vision, natural language processing, and reinforcement learning. We propose that a Foundation Decision Model (FDM) can be developed by formulating diverse decision-making tasks as sequence decoding tasks using the Transformer architecture, offering a promising solution for expanding IDM applications in complex real-world situations. In this paper, we discuss the efficiency and generalization improvements offered by a foundation decision model for IDM and explore its potential applications in multi-agent game AI, production scheduling, and robotics tasks. Lastly, we present a case study demonstrating our FDM implementation, DigitalBrain (DB1) with 1.3 billion parameters, achieving human-level performance in 870 tasks, such as text generation, image captioning, video game playing, robotic control, and traveling salesman problems. As a foundation decision model, DB1 represents an initial step toward more autonomous and efficient real-world IDM applications.